Professions, materials and potions
A hero learns two of four professions. Gatherers (herbalism, prospecting) send the hero out for hours and bring back materials; crafters (alchemy, smithing) turn materials and camp spoils into potions and hero gear. Materials trade on the stash market between players.
HerbalismThe hero walks the woods and marshes for healing herbs and rare flowers.
ProspectingThe hero searches hills and old mines for ore, silver and stranger stones.
AlchemyBrews potions from herbs and camp spoils: healing, war tonics, swift elixirs.
SmithingForges hero gear of a chosen slot and a sure rarity from ore and spoils.
Materials
BitterleafA common herb with a sharp taste; the base of every remedy.
MoonmossPale moss that glows faintly at night.
EmberbloomA red flower that grows only where dragonfire once burned.
WyrmrootA black root that beats like a heart.
IronstoneHeavy rust-red stone, good iron inside.
Silver veinA seam of bright silver from deep in the hills.
StarsteelMetal from a fallen star, cold to the touch.
DragonglassBlack glass melted by the Balaur in another age.
Rusted bladesBroken bandit knives, still good for the forge.
Wolf peltThick grey fur from the wolf dens.
Witch eyeA glass eye from the bog covens. It still looks around.
Grave dustGrey dust from the barrows, cold and dry.
Alpha fangThe fang of a pack leader. Rare.
Wight crownA tarnished crown from a barrow lord. Very rare.
Potions
Healing draughtCloses the hero's wounds at once.
Tonic of warAttack +4 % for the army the hero leads, 8 hours.
Swift elixirMarch speed +10 % for the army the hero leads, 8 hours.
Stoneskin brewDefence +5 % in the capital while the hero is home, 12 hours.
Scholar's inkHero experience +10 %, 12 hours.
Plunderer's draughtLoot capacity +10 % for the army the hero leads, 8 hours.
Dragon blood elixirAttack +8 % for the army he leads and hero strength +40, 8 hours.