Guide

Items and crafting

Gathering, the bag, the Chest, and the workbench form a resource economy you can use. Shops, a spendable wallet, tavern services, and settlement commerce are plans, not working services.

A lush patch of herbs beside a trail.
Illustration of a herb patch along a trail. Artwork, not a gameplay screenshot.

Item types and rarity Implemented

TypeExamples and purpose
ResourcesHerbs, water, wood, ore, hides, and refined crafting materials
EquipmentWeapons, armour, boots, accessories, and other wearable gear
ConsumablesHealing, protective, offensive, and other one-use supplies
Quest itemsObjects reserved for quest progress
MiscellaneousKeepsakes, trophies, keys, and recipe scrolls

Rarities are Common, Uncommon, Rare, and Epic. Rarity determines an item’s permitted power budget. It is not a guarantee of one fixed stat package. Equipment can grant statistics, damage types, resistances, or other authored effects, sometimes with drawbacks. Full item progression and final art are still separate content work.

Bag, equipment, and Chest

The bag has a limited number of stack slots. Its base capacity is 12 before bonuses. Stack limits belong to each item. Equipping an item removes it from the bag and places it in the corresponding equipment slot, while it still counts as owned.

Supported equipment positions include weapon, offhand, armour, helmet, gloves, boots, necklace, two rings, and an accessory. There are also four usable-item positions for consumables. Not every slot needs a full loot progression at the current content stage.

The Chest is separate long-term storage. Crafting materials and quest items go directly there and do not occupy its ordinary storage slots. Gear, consumables, and miscellaneous objects share a base 42-slot Chest capacity. Crafting can use materials available across the bag and Chest.

Rewards that do not fit are held as pending overflow for a keep-or-drop decision. An earned item is not silently deleted because the bag is full.

Gear and usable items in battle

Equipped gear contributes to the same statistics used by the adventure and by tactical launch. Weapons carry their attack and damage profiles. Armour and other equipment can change defenses, health, movement, or initiative. Battle miniature artwork reflects supported equipped weapon and armour visuals.

Consumables use authored effects shared by inventory and combat. The catalog includes healing supplies, protective preparations, and offensive utility items. Check each item’s tooltip for targets, restrictions, and effects. Consumables do not all behave the same in and out of battle.

Gathering and processing

Expedition milestones, discoveries, quest rewards, and enemy loot can supply ingredients. Raw materials feed refining and composite recipes before becoming equipment or supplies. The crafting range includes refined woods, metals, cloth, leather, and magical composites.

Examples include making Charcoal, Herb Essence, Oak Planks, Iron Ingots, Linen Cloth, and Cured Leather, then using appropriate materials for potions, utility consumables, and equipment. The current basic Healing Potion recipe is 2 Herbs + 1 Water.

Learning and making recipes Implemented

Recipes come from three sources:

  1. Chapter recipes, opened through story progression.
  2. Crafting-level recipes, available when the skill reaches the required level.
  3. Found recipes, learned by using a recipe scroll.

Using an unknown recipe scroll teaches it and consumes the scroll. A scroll for an already known recipe is kept. The recipe list shows levels and previews upcoming level unlocks.

To craft, stage the required ingredients in matching quantities. Whole multiple batches are supported when every ingredient is staged at the same recipe multiple. The transaction checks the recipe, skill, ingredients, and output capacity before exchanging them. A rejected craft does not consume ingredients through a random failure roll.

Crafting awards skill XP and has fixed outputs. There are no implemented crafting quality or critical-success rolls. Workbench ingredient capacity grows with Crafting level. An expansion pass recorded 30 recipes. That count is historical. Use the in-game recipe list for the current catalog.

What is not a shop yet Planned

Stores, buying and selling, a spendable soft-currency wallet, paid tavern services, and settlement commerce are wider-world plans. Their presence in a design or a painted location does not make them functioning services.