Resources
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Every empire is built on somebody hauling rocks. These are the raw materials of Britannia’s economy, with the skill numbers from the harvest definitions in the server source.
Ore and ingots (Mining)
Section titled “Ore and ingots (Mining)”Dig ore from mountains and caves, smelt at a forge into ingots of the same metal. Skill
requirements and vein rarity from Scripts/Services/Harvest/Mining.cs; the ore→ingot type
mapping from Scripts/Misc/ResourceInfo.cs:
| Ore → Ingot | Mining required | Vein chance | Smith skill to work | |
|---|---|---|---|---|
![]() | Iron | 0 | 49.6% | 0 |
![]() | Dull Copper | 65.0 | 11.2% | 65.0 |
![]() | Shadow Iron | 70.0 | 9.8% | 70.0 |
![]() | Copper | 75.0 | 8.4% | 75.0 |
![]() | Bronze | 80.0 | 7.0% | 80.0 |
![]() | Gold | 85.0 | 5.6% | 85.0 |
![]() | Agapite | 90.0 | 4.2% | 90.0 |
![]() | Verite | 95.0 | 2.8% | 95.0 |
![]() | Valorite | 99.0 | 1.4% | 99.0 |
Mining also yields matching granite (for stonecraft), sand at 70+ skill (glassblowing), and — at 100.0 — rare gems and blackrock as bonus finds.
Logs and boards (Lumberjacking)
Section titled “Logs and boards (Lumberjacking)”Chop trees for logs (10 per swing), cut logs into boards with an axe. Chop requirements from
Lumberjacking.cs; board-cutting accepts Carpentry or Lumberjacking at the listed skill
(Log.cs):
| Log | Board | Lumberjacking to chop | Vein chance | Skill to cut boards |
|---|---|---|---|---|
![]() | Ordinary | 0 | 49% | 0 |
![]() | Oak | 65.0 | 30% | 65 |
![]() | Ash | 80.0 | 10% | 80 |
![]() | Yew | 95.0 | 5% | 95 |
![]() | Heartwood | 100.0 | 3% | 100 |
![]() | Bloodwood | 100.0 | 2% | 100 |
![]() | Frostwood | 100.0 | 1% | 100 |
Bonus chops at 100.0: bark fragments, luminescent fungi, switches, parasitic plants, brilliant amber.
Leather
Section titled “Leather”Skin animal corpses with a bladed tool for hides, cut into leather with scissors.
Four types per ResourceInfo.cs (m_AOSLeatherInfo):
| Leather | Comes from | |
|---|---|---|
![]() | Normal | Common animals (cows, deer, etc.) |
![]() | Spined | Tougher beasts |
![]() | Horned | Dangerous monsters |
![]() | Barbed | The top predators (dragons and kin) |
Which specific creatures yield which leather is bestiary territory — see the
Bestiary. Each leather grade carries its own crafting attribute bundle
(CraftAttributeInfo).
Cloth — from sheep and fields to a bolt
Section titled “Cloth — from sheep and fields to a bolt”Cloth isn’t gathered with a skill; it’s manufactured from raw fibre through a spinning
wheel and a loom. The chain (from Scripts/Items/Resource/Cotton.cs, Wool.cs, Flax.cs,
YarnsAndThreads.cs, BoltOfCloth.cs):
| Step | Tool | Yields |
|---|---|---|
Raw fibre — cotton (pick from cotton plants), wool (shear sheep), or flax (harvest flax plants) | — | the fibre itself |
| Spin the fibre | Spinning wheel | spools of thread / yarn (6 per use) |
| Weave the thread | Loom | bolt of cloth |
| Cut the bolt | Scissors | cloth (50 per bolt) |
| Cut the cloth | Scissors | bandages — the fuel of Healing |
Spinning wheels and looms stand in tailor shops and many homes (both are craftable house addons). No skill check gates spinning or weaving — anyone can run fibre all the way to cloth; the skill comes later, when a tailor turns cloth into clothing and armor.
You can also just buy bolts of cloth, wool, and cotton from tailor and provisioner vendors and skip straight to the scissors. Cloth takes any dye, so colored clothing is a dye-tub job rather than a separate material — see the Hue Reference.
Tailoring turns cloth into clothing and light armor — see Tailoring and the Clothing catalog.
Related
Section titled “Related”- Items overview · Blacksmithy · Crafting
- Interactive map — find vendors and terrain




















cotton (pick from cotton plants),
wool (shear sheep), or
flax (harvest flax plants)
spools of thread / yarn (6 per use)
bolt of cloth
cloth (50 per bolt)
bandages — the fuel of