The city ledger / Reference
Resource reference
Every material, healing supply, source and actual use.
Materials are separate from the 500-slot gear bag. The table below derives crafting uses from the current recipes, including ingredients added after the first prototype. Recipe costs and order inputs are paid on acceptance; reserved run supplies are paid on entry.
| Resource / rarity | How to obtain | Crafting uses | Other uses |
|---|---|---|---|
| Iron ore Common | Mining / Salt mine | Signal ring, Balanced sabre, Iron pick, Iron hatchet, Emberglass ward, Breakwater sabre, Dock knife, Bell maul, Ironbound mantle | Room workbench |
| Clean cloth Common | First contract clears; Oda (4 silver); final dungeon/raid chests | Signal ring, Bandage, Bitterleaf poultice, Field kit, Clean dressing | — |
| Bandage Common | Craft with 1 cloth + 2 silver | — | Heal 10 idle health |
| Heartwood Common | Woodcutting | Iron hatchet, Fletching bow, Dock knife, Span bow, Ironbound mantle | Timber Order |
| Bitterleaf Common | Hunting: guaranteed 1/2/4 per tier | Bitterleaf poultice, Clean dressing | — |
| Salt boar hide Uncommon | Hunting | Fletching bow, Breakwater sabre, Span bow, Bell maul, Ironbound mantle, Field kit | — |
| Emberglass Rare | Hard final claim: 2 guaranteed; Vault warrant: 2 | Emberglass ward, Bell maul | — |
| Bitterleaf poultice Common | First Aid level 2 | — | Heal 16 idle health |
| Field kit Common | First Aid level 3 | — | Reserve: heal 6 after room 2 |
| Clean dressing Common | First Aid level 1 | — | Heal 10 idle health or Field Dressing order |
| Emberglass ward Common | Smithing level 6 | — | Reserve: +1 run defence |
Silver, Energy and Guile
Silver pays shop prices, recipes, room work and NPC fees. Energy pays training, contracts, gathering and run entry; Guile pays crimes. See recovery for capacities and timings. Silver comes from successful crimes, contract victories, orders, final chests and spare-gear sales. A warrant is earned from each normal Vault final claim and is consumed by Iven’s order.