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Items: Crafting materials

"Everything was something else first. The trick is knowing what it wants to become."

The shape of it: Materials are the inputs to crafting - herbs, pelts, ores, gems, reagents, parchments, bones. You gather them from the world (skinning, harvesting, mining, fishing) or buy them from specialty vendors. They stack, they sell, and they unlock recipes most players never see.


At a glance

Categories herbs / hides + pelts / ores / gems / reagents / bones / scrolls + paper
Where to find wilderness gather, monster drops, specialty vendors, mine sites, faction-locked stalls
Cost tier cheap (common herb) → mid (uncommon ore, fine pelt) → pricey (gem, rare reagent)
Stack size yes - most stack tight; weight per unit still applies
Income excess sells well; vendor markup is real

How to read a material

examine <material> shows quality, source, and what it crafts into (when discovered). The relevant fields:

  • Source - skinning / harvesting / mining / loot / vendor.
  • Quality - crude / standard / fine / superior. Higher quality inputs make higher quality outputs.
  • Tag - herb / hide / ore / gem / reagent / bone / parchment. Drives which recipes accept it.
examine wolf pelt
examine iron ore
/recipes

The big categories

Herbs

Plant matter - the Herbalist's bread and butter. Each town's hinterland grows a different mix; Greenweald is the canonical abundant zone.

Herb Use Where
Common herb minor potions, soup universal
Mosslace healing brews Greenweald, damp paths
Bloodroot stamina brews rocky / hillside
Nightcap sleep + stealth brews shaded glades
Glowcap light + minor magic cave entrances
Rare-tier herbs specialty + endgame brews wilderness deep, gated

Source: harvest <herb> near a gather node. Herbalists and Rangers spot more nodes (Perception + Survival rolls).

Hides + pelts

Hide Use Source
Crude pelt basic leather rabbit, fox, deer (low-tier)
Standard pelt leather armor wolf, boar, bear-cub
Fine pelt quality leather bear, lynx, dire wolf
Hide (large) greatcoat, heavy leather bear, boar adult
Specialty exotic gear dire / magical creatures

Source: skin <corpse> with a skinning knife. Quality scales with your Skinning sub-skill and the creature's tier. Pelts sell well to leather-workers; they're a real income stream for Rangers and Herbalists.

Ores + ingots

Ore Tier Use
Copper low bronze alloys, decoration
Tin low bronze alloys
Iron standard most weapons + armor base
Coal fuel smelting (not a weapon mat)
Steel (ingot, refined) mid upgraded weapons + armor
Silver mid anti-supernatural weapons, jewelry
Mithril (rare) high endgame light armor + weapons

Source: mine <vein> with a pickaxe at mining sites. Edgeholm is the canonical copper-tin mining frontier; iron + coal scatter widely. Ores smelt to ingots; ingots forge to gear.

Gems

Cut stones - for jewelry, enchanting, and high-tier crafting. Drop from chests, dungeon loot, and rare mine veins.

Gem Tier Use
Quartz / agate low low-tier jewelry, scribing
Garnet / amethyst mid jewelry, low enchanting
Sapphire / ruby / emerald high enchanting focus, named gear
Specialty gems very high quest-locked + endgame craft

Reagents

Magical components - the Mage's pantry. Includes alchemical salts, spell foci dust, ritual chalks.

Reagent For Source
Reagent crystal spell component Collegium vendor
Bone dust necromancy crypts, dark vendor
Spirit chalk binding rituals Necromancer, ritual shops
Holy water cleric / paladin Temple vendor
Wire spool tinkerer traps smithy / general store
Ink + paper bundle scholar scribing scriveners + scholars

Bones + monster parts

Part Use Source
Bone bone dust input, weapon hafts skin / loot from corpses
Fang / tooth jewelry, weapon affinity predator drops
Claw leather-armor reinforcement beast drops
Heart / organ rare potion ingredient quest-tier monsters
Scale scale armor, alchemy reptilian / draconic
Hide (magical) enchanted leather rare beast drops

Parchments + scrolls

Blank parchment + ink → scribed scrolls (Scholar / Mage). Higher- grade parchment holds higher-tier spells. Vellum is the upgrade tier.


Where everything comes from

Source verb Class fit What you get
harvest Herbalist, Ranger herbs, mushrooms, plant reagents
skin Ranger, Herbalist pelts, hides, fangs, claws
mine Tinkerer, Warrior ores, raw gems, coal
fish Ranger, anyone fish, occasionally exotic catches
Loot drops combat classes bones, parts, occasional gems
Specialty vendor any crystals, holy water, reagents, ink

The progression curve

Hour Typical activity
Hour 1-5 Skin everything you kill. Pelts pay rent.
Hour 5-10 Pick up basic crafting tools, start a recipe or two
Hour 10-20 Specialise - herbalist brews, smith upgrades, mage focus
Hour 20-50 Gather expeditions to specific biomes for tier-2 materials
Hour 50+ Quest-locked / dungeon-deep specialty drops fuel mastercraft gear

Edge cases

  • Quality compounds - a fine pelt + fine tannin yields fine leather. Mixing tiers averages down. Sort your stacks.
  • Reagent decay - some organic materials (fresh herbs, raw meat, uncured hides) degrade if you sit on them. Cure / dry / preserve.
  • Carrying inventories of materials is heavy - a stack of 20 iron ore is real weight. Process at the smelter, sell the excess, don't haul ore halfway across the kingdom.
  • Locked recipes - you can carry materials for recipes you don't know yet. The recipe gates on skill rank + discovery; the material is patient.
  • Vendor markup - buying materials is always more expensive than gathering them. The trade-off is time vs gold. For one-off crafts, buy. For an ongoing kit, gather.
  • Faction-locked stalls - some specialty reagents (high-grade ritual chalk, rare alchemical salts, premium ink) only appear at faction stalls past acquaintance rep. Plan accordingly.
  • Stack splitting - partial use draws from the stack; you can't use a fraction of an item. Five fine pelts in a stack is five discrete pelts the recipe pulls one at a time.

See also