| Bog iron |
Dense ore from supplied Mirewatch. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Marsh resin |
Waterproofing resin from Blackwater Sluice. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Reach steel |
Tempered frontier steel for specialist equipment. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Treated timber |
Marsh-resistant bowstaves and weapon hafts. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Field dressing |
Tend a nearby wounded ally through Help the front. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Bell bronze fragment |
Salvage from the secured Sunken Bell. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Reachwarden sword |
Equip: +9 sword damage while condition remains. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Reachwarden mace |
Equip: +9 mace damage while condition remains. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Reachwarden bow |
Equip: +9 arrow damage while condition remains. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Reachwarden staff |
Equip: +9 staff and spell damage while condition remains. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Warded reach coat |
Equip: 25% damage protection while condition remains. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Sunken bell charm |
Carried: +3 melee damage, earned through the abbey expedition. |
melee_damage: +3 while carried |
| Iron ore |
Smelt two ore into an iron ingot at a haven forge. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Heartwood |
Saw two heartwood into a timber plank at a haven workshop. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Silverleaf |
Brew draughts or pack garrison supplies at a haven. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Iron ingot |
Refined iron for equipment and repairs. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Timber plank |
Restore the quarry winch or craft field supplies. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Field supply pack |
Deliver to an allied holding, or use to capture its beacon. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Militia sword |
Equip in the workshop: +4 sword damage while condition remains. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Militia mace |
Equip in the workshop: +4 mace damage while condition remains. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Militia bow |
Equip in the workshop: +4 arrow damage while condition remains. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Militia staff |
Equip in the workshop: +4 spell and staff damage while condition remains. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Militia coat |
Equip in the workshop: 15% damage reduction while condition remains. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Goblin Coin |
Crudely stamped copper. Spends anyway. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Crude Arrow |
Bent shaft, chipped head. Flies straight enough. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Rusty Dagger |
Junk. A smith might give a coin for the metal. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Goblin Ear |
Proof of a kill. The militia pays for these. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Weak Healing Draught |
Restores 35 health. |
heal: 35 |
| Weak Mana Draught |
Restores 35 mana. |
mana: 35 |
| Emberglass Trinket |
A shard of the shrine, still warm. Proof you were there when Greyfen first woke. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Orc War Token |
An iron tally stamped with the Ironwood warband mark. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Black-Iron Scrap |
Dense armour scrap. Greyfen smiths prize it despite the smell. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Warchief's Sigil |
The split-tusk badge of the Ironwood warchief. Proof the warband is broken. |
Material or retained full-game item; equipment changes and new bank deposits are disabled in Chapter One |
| Rusk's Vanguard Whetstone |
A militia-grade edge kit. Sword, mace, and staff strikes deal +2 damage while carried. |
melee_damage: +2 while carried |