Saved revision 4. Current page.
The Materials Bag and the Stores
| Storage | Capacity | Access |
|---|---|---|
| Materials Bag | 300 kg of materials only | Travels with you like a wagon |
| Personal Stores | 5,000 of each material | Holdings > Stores in any town |
| Guild Stores | 50,000 of each material | Guild storage |
The Materials Bag costs about 500 gold at any General Store, with one per character. Harvests go to the bag first, then your pack. A Crafting station can take a shortfall directly from your bag or pack.
Stores let you withdraw materials, list them on the market or deliver them to the Notice Board. Food keeps in Stores and starts to spoil only after withdrawal.
| Origin | Crafting rule |
|---|---|
| Materials you gathered or crafted | Required for writs and some guild projects |
| Materials transferred from your pack | Usable for crafting; products retain restrictions on selling for silver |
| Looted or gold-bought ingredients | Daily crafting writs accept potions, dishes and Repair Kits you make from them |
| Bought or found finished goods | Do not count for daily crafting writs |
The Rank column below gives the normal gathering requirement where the material is directly harvested. A dash means a refined, purchased, crafted or bonus material: its listed tier is not a gathering requirement. Herbal rarity can vary by climate; check the herb locations.
Sources (24)
- src/systems/chopAct.js
- src/systems/mineAct.js
- src/systems/herbAct.js
- src/systems/traceAct.js
- src/systems/fishAct.js
- src/scenes/gatherHost.js
- src/systems/gatherSounds.js
- src/render/nodeGlint.js
- bible/06-Systems/Professions-Arc.md
- src/systems/foraging/
- vendor/foraging/
- bible/06-Systems/Foraging.md
- src/net/bagLaw.js
- src/systems/materialsBag.js
- src/net/profBook.js
- bible/06-Systems/Materials-Bag.md
- src/net/professionLaw.js
- src/net/nodeLaw.js
- src/net/recipeLaw.js
- src/net/alchemyLaw.js
- src/net/motherlodeLaw.js
- src/net/townSeatLaw.js
- src/systems/foraging/foragingCore.js
- src/systems/potionRecipes.js