Silver & crafting
How to earn silver, where to spend it, how to keep it, and how to make things yourself.
Earning silver
- Search what you kill: most creatures carry a little silver.
- Trophies: every creature has a trophy (a rat's tail, a wolf pelt, a harpy quill). The Guild trophy counter in Thornwick and Bone and Pearl in Saltmere pay full price for them.
SELL ALL TROPHIESsells them all at once. - Loot: sell weapons, armor and gear to the shops that deal in them.
- Treasure boxes: creatures that carry things sometimes drop a locked box full of silver and gems (see below).
- Bounties: jobs from the bounty boards (see below).
Shops
Shops sell their regular stock every day, plus a couple of specials that change every game day, at a little extra. SHOP lists what's for sale (on the website, the For Sale panel lets you click to buy). BUY 3 or BUY TORCH, SELL DAGGER, and APPRAISE <item> asks what the shop would pay.
Shops pay half an item's value for the kinds of things they deal in, the trophy buyers pay full value for trophies, and the Lantern Pawn buys anything at about a third. The Trading skill gets you slightly better prices both ways. Things you sell to the pawnshop sit on its shelf for a while, so you can buy them back.
| Shop | Sells (a few) | Buys |
|---|---|---|
| Hollin's Provisions Thornwick, Hollin's Provisions | pitch torch, stub of tallow candle, loaf of dark bread, waterskin, roll of linen bandages, belt pouch… | gears, containers, clothings |
| Ironhand's Forge Thornwick, Ironhand's Forge | dagger, short sword, broadsword, hand axe, flanged mace, {material}-tipped spear… | weapons, armors, shields, ores |
| Bramblewort Apothecary Thornwick, Bramblewort Apothecary | sprig of silverleaf, clump of bloodmoss, bundle of moor heather, knob of emberroot, duskcap mushroom, healing draught… | herbs, draughts, oils |
| The Gilded Moth Thornwick, The Gilded Moth | hammered copper bangle, plain silver ring, fine gold chain | gems, jewelrys |
| The Lantern Pawn Thornwick, The Lantern Pawn | lockpicks, trap-disarming kit | anything (35%) |
| The Guild trophy counter Thornwick, Adventurers' Guildhall | trophies (full price) | |
| Tide and Steel Saltmere, Tide and Steel | dagger, short sword, curved scimitar, hand axe, {material}-tipped spear, light javelin… | weapons, armors, shields, ores |
| Gull's Chandlery Saltmere, Gull's Chandlery | pitch torch, stub of tallow candle, loaf of dark bread, waterskin, roll of linen bandages, belt pouch… | gears, containers, clothings, herbs, draughts, oils |
| Bone and Pearl Saltmere, Bone and Pearl | plain silver ring, piece of green sea-glass, lumpy river pearl | trophies (full price), gems, jewelrys |
The bank and your locker
The Thornwick Bank (off the Counting-House Court) and the Saltmere Customs House share one account. DEPOSIT 100 or DEPOSIT ALL, WITHDRAW, and BALANCE anywhere.
Each bank also has your locker: 20 slots for gear you want to keep but not carry, shared between both banks. STORE <item>, RETRIEVE <item>, LOCKER to look. GIVE <friend> 50 SILVER hands coins to someone in the same room.
Treasure boxes
Boxes are locked, and some are trapped: a poison needle, a puff of choking dust, or a charge that explodes in your hands. Bigger creatures drop better boxes.
- The careful way:
DISARM BOXsearches for a trap. If you find one,DISARM BOXagain to disarm it. ThenPICK BOXandOPEN BOX. Rogues are best at this; a set of lockpicks or a trap kit in your other hand helps anyone. - The quick way:
BASH BOX. It opens, eventually, and sets off any trap. - The paid way: take it to the Lantern Pawn in Thornwick's arcade and
UNLOCK BOX. The locksmith names a price.
Searching for a trap and finding none doesn't always mean there isn't one.
Crafting
Six trade skills, trained like any other: Mining, Woodcutting, Smelting, Forging, plus Alchemy below. Gather your own materials in the wild, then work them in a smithy (Ironhand's Forge in Thornwick, Tide and Steel in Saltmere), which has a smelter, a forge and a workbench.
Gathering
Hold a miner's pick and MINE where a seam of ore shows in the rock, or hold a hatchet (any axe will do) and CHOP where trees stand. LOOK tells you when there's a seam or a stand. Each swing takes a moment, and a seam is worked out after a few pulls, so spread out. The ring of a pick carries: something nearby may come to see. The rarest seams and trees are hidden; SEARCH for them.
- The King's Road: timber: ash, oak
- The Greyveil Moors: and something rarer, for those who SEARCH
- Mossdown Hills: ore: iron ore, limestone, copper ore; timber: yew, oak, ash
- The Undercroft: ore: iron ore, coal, silver-veined ore, limestone; and something rarer, for those who SEARCH
- Silverbough Eaves: ore: coal; timber: oak, ash, ironwood; and something rarer, for those who SEARCH
- Wreckers' Coast: ore: tin ore, coal; and something rarer, for those who SEARCH
- Ironroot Foothills: ore: iron ore, coal, silver-veined ore, limestone; and something rarer, for those who SEARCH
Hold a chunk of limestone and CRUSH it at an anvil to make flux.
The smelter
PUT ore IN SMELTER (PUT ALL ORE IN SMELTER empties your pack), along with fuel (coal, charcoal or wood) and a pinch of flux. LIGHT SMELTER, then work the BELLOWS until it's hot enough, and SMELT. Every ingot you pour is a Smelting roll; a bad pour loses some ore. GET INGOTS FROM SMELTER when you're done. LOOK IN SMELTER shows what's inside and how hot it is. Flux makes every pour easier; harder metals need more heat.
| Ingot | Smelted from | Heat |
|---|---|---|
| iron | 2 nugget of iron ore | cherry red |
| bronze | 1 lump of copper ore + 1 nugget of tin ore | dull red |
| steel | 2 nugget of iron ore + 1 coal or charcoal | cherry red |
| silversteel | 1 steel ingot + 1 chunk of silver-veined ore | bright yellow |
| duskiron | 2 shard of duskore + 1 coal or charcoal | bright yellow |
| stonesteel | 2 lump of stoneheart ore + 2 coal or charcoal | white-hot |
Charcoal: wood burns down to charcoal, which is left in the ashes. SMOTHER the fire to turn all the wood inside into charcoal at once.
Forging
PUT ingots, fuel and flux IN FORGE, LIGHT FORGE and work the BELLOWS until the metal glows. FORGE <item> (or FORGE SILVERSTEEL DAGGER) lays the hot ingots on the anvil; HAMMER a few times (if the metal cools, BELLOWS again), then QUENCH to finish. GET it FROM FORGE. A ruined piece loses one ingot and leaves the rest in the forge. Lighting the forge or smelter costs a few silver.
The workbench
PUT a log ON WORKBENCH and SAW it into billets (and offcuts, good for the fire). CARVE <item> makes bows, staves and wooden shields from billets: CARVE again until it's done, then GET it FROM WORKBENCH. A split piece loses one billet.
Everything you make comes out crude, fine or a masterwork (or ruined, if it goes badly). Masterworks hit harder or protect better, and sell for a lot more. What you leave in a smelter, forge or workbench is yours alone, and it's still there when you come back.
| Item | Made from | Difficulty |
|---|---|---|
| dagger | 1 ingot | 80 |
| throwingknife | 1 ingot | 85 |
| handaxe | 2 ingots | 85 |
| spear | 1 ingot | 85 |
| shortsword | 2 ingots | 90 |
| mace | 2 ingots | 90 |
| helm | 2 ingots | 90 |
| buckler | 2 ingots | 90 |
| gauntlets | 2 ingots | 95 |
| broadsword | 3 ingots | 100 |
| scimitar | 3 ingots | 100 |
| warhammer | 3 ingots | 105 |
| kiteshield | 3 ingots | 105 |
| falchion | 3 ingots | 110 |
| rapier | 2 ingots | 115 |
| greatsword | 4 ingots | 115 |
| greataxe | 4 ingots | 115 |
| halberd | 4 ingots | 115 |
| brigandine | 4 ingots | 110 |
| hauberk | 6 ingots | 120 |
| claymore | 5 ingots | 125 |
| plate | 8 ingots | 135 |
| club | 1 billet | 70 |
| quarterstaff | 2 billets | 80 |
| roundshield | 2 billets | 90 |
| shortbow | 2 billets | 100 |
| longbow | 3 billets | 115 |
| towershield | 4 billets | 115 |
Wear, repair and enchanting
Weapons, shields and armor wear down as you fight: a sword dulls a little when it hits, armor and shields when they take or turn a blow. Rarer metals and masterwork pieces last longer. Gear goes from pristine to worn, then battered (a small penalty), badly damaged (a bigger one) and finally broken (next to useless). You're warned whenever something gets worse.
CONDITIONshows how everything you wear and hold is holding up;INSPECTandAPPRAISEshow it too.REPAIR <item>orREPAIR ALLat a smithy (Ironhand's, Tide and Steel) makes it as good as new, for silver.REPAIRalone shows the prices.MEND <item>fixes it yourself at an anvil with Forging and an ingot (or billet) of the same material, up to 50 points at a time.- Worn gear sells for less.
Enchanting (a skill of its own): at the silver circle behind the Gilded Moth in Thornwick, hold a weapon, shield or armor and ENCHANT it with a gem from your pack and some mana. Each step adds +1, up to +5, and needs a better gem: a quartz chip or sea-glass for +1, bloodstone or a river pearl for +2, moonstone for +3, garnet or amethyst for +4, sapphire or star ruby for +5. A failure costs the gem, never the item.
Alchemy
At an alchemy table (the Bramblewort Apothecary in Thornwick, Gull's Chandlery in Saltmere), BREW <name> turns herbs into draughts and blade oils. Results are weak, normal or potent. DRINK a draught; hold a weapon and APPLY an oil to coat it for the next several strikes.
| Brew | Herbs | Difficulty |
|---|---|---|
| healing draught | 2 sprig of silverleaf | 80 |
| bloodstop tonic | 1 clump of bloodmoss, 1 bundle of moor heather | 80 |
| vigor tonic | 2 knob of emberroot | 75 |
| clear-mind draught | 2 duskcap mushroom | 95 |
| knitting draught | 1 sprig of silverleaf, 1 clump of bloodmoss, 1 stalk of saltwort | 100 |
| flask of whetstone oil | 1 knob of emberroot, 1 bundle of moor heather | 80 |
| vial of nightshade venom | 2 sprig of nightshade | 100 |
| keen-eye draught | 2 stem of wild foxglove, 1 duskcap mushroom | 105 |
| shadow draught | 1 sprig of nightshade, 1 duskcap mushroom, 1 bundle of moor heather | 105 |
| stoneskin draught | 2 scrap of stonebalm lichen, 1 knob of emberroot | 110 |
| flask of holy oil | 1 pale ghostbloom, 1 sprig of silverleaf | 110 |
| vial of greater healing | 3 sprig of silverleaf, 1 clump of bloodmoss, 1 pale ghostbloom | 120 |
| spirit-ward draught | 2 pale ghostbloom, 1 scrap of stonebalm lichen | 125 |
Buy herbs from the apothecary, or FORAGE for them in the wild (Alchemy skill helps). Ghostbloom and stonebalm turn up now and then as specials at the apothecary and Gull's Chandlery. Healing, mana and stamina draughts restore a share of your maximum, so they stay useful as you level. RECIPES ALCHEMY lists every recipe and where its herbs grow. Each region grows its own:
- The Greyveil Moors: bundle of moor heather, sprig of silverleaf, clump of bloodmoss, pale ghostbloom
- The King's Road: sprig of silverleaf, knob of emberroot, stem of wild foxglove
- Mossdown Hills: clump of bloodmoss, sprig of silverleaf, duskcap mushroom, sprig of nightshade
- Silverbough Eaves: duskcap mushroom, stem of wild foxglove, sprig of nightshade, sprig of silverleaf, pale ghostbloom
- Wreckers' Coast: stalk of saltwort, clump of bloodmoss, piece of green sea-glass
- Ironroot Foothills: scrap of stonebalm lichen, knob of emberroot, stem of wild foxglove
- The Undercroft: pale ghostbloom, duskcap mushroom
Bounties
The bounty boards in the Thornwick guildhall and the Saltmere harbor watch have work for you, matched to your level: cull a number of creatures, or bring in some trophies. BOUNTY NEW takes a job, BOUNTY checks progress anywhere, BOUNTY DONE collects at a board. Kills by your group count toward your job. One job at a time, and a short wait between them.
| Your level | Reward |
|---|---|
| 0–2 | 60 silver and 150 experience |
| 3–5 | 150 silver and 400 experience |
| 6–9 | 300 silver and 800 experience |
| 10–14 | 550 silver and 1500 experience |
| 15–19 | 900 silver and 2500 experience |
| 20–100 | 1500 silver and 4000 experience |