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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.

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 → IngotMining requiredVein chanceSmith skill to work
Iron049.6%0
Dull Copper65.011.2%65.0
Shadow Iron70.09.8%70.0
Copper75.08.4%75.0
Bronze80.07.0%80.0
Gold85.05.6%85.0
Agapite90.04.2%90.0
Verite95.02.8%95.0
Valorite99.01.4%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.

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):

LogBoardLumberjacking to chopVein chanceSkill to cut boards
Ordinary049%0
Oak65.030%65
Ash80.010%80
Yew95.05%95
Heartwood100.03%100
Bloodwood100.02%100
Frostwood100.01%100

Bonus chops at 100.0: bark fragments, luminescent fungi, switches, parasitic plants, brilliant amber.

Skin animal corpses with a bladed tool for hides, cut into leather with scissors. Four types per ResourceInfo.cs (m_AOSLeatherInfo):

LeatherComes from
NormalCommon animals (cows, deer, etc.)
SpinedTougher beasts
HornedDangerous monsters
BarbedThe 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 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):

StepToolYields
Raw fibre — cotton (pick from cotton plants), wool (shear sheep), or flax (harvest flax plants)the fibre itself
Spin the fibreSpinning wheel spools of thread / yarn (6 per use)
Weave the threadLoom bolt of cloth
Cut the boltScissors cloth (50 per bolt)
Cut the clothScissors 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.