RESOURCE BIBLE — the crafting chain (RESOURCE tag)
STATUS: filled v1. THE rule: every item carries a RESOURCE tag, and **all equipment except
quest-uniques and chest-uniques is CRAFTABLE** from one or more of the 13 base resources below.
Metals = structural (set POWER band + look). Leather = light/binding. Gems = optional socketed
affixes (element + stat mod + visual accent). POWER bands per BALANCE.md. Visuals per PROCGEN-EQUIPMENT.md.
THE 13 RESOURCES
Fields: Name [TAG] · tier · role · craft contribution · source · rarity · palette(hex) · flavor.
Structural metals (set base weaponPWR / armorDef)
T1 · soft, cheap early gear/tools · low weaponPWR/armor · Cave T1 · common ·
#b87333 “Bends if you look at it wrong, but it's a start.”
T2 · sturdier early weapons/armor · Forged-Iron-low band · Cave T1–2 · common ·
#cd7f32 “Old soldiers' metal. Honest, dull, dependable.”
T2–3 · workhorse weapons/armor · Forged-Iron band · Cave T2 · common ·
#9aa3ad “What the valley is built and buried in.”
STEEL [METAL]
T3 · refined iron (needs greatforge) · Smith-Steel band · Cave T3 + smelt · uncommon ·
#c8ccd2 “Iron that learned discipline.”
T3–4 · anti-Veil: bonus vs husks/Veil-charged; light · Smith-Steel/Veil band · Cave T3 · uncommon ·
#d8d8e0 “The dark flinches from it. So do auditors.”
GOLD [METAL]
T4–5 · soft but arcane-conductive (Lyra gear, enchant slots, trim) · Veil-Touched band + extra gem socket · Cave T4 · rare ·
#ffd24a “Useless for a blade, perfect for a rite.”
Binding / flexible
T1 · light armor, grips, straps, lantern fittings · light-armor base + fast · beasts/Cave T1 · common ·
#6b4a2b “Boiled, salted, scarred — like everyone left.”
Gems (socketed affixes — element + stat mod + glow accent)
affix Vigor: +willpower regen / poison-res · Cave T3+ · rare ·
#2ecc71 “Green as the meadow before it went quiet.”
affix Ember: +melee dmg / fire DoT · Cave T3+ · rare ·
#e0314b “Holds a coal that never dies.”
affix Frost: +Essence(MP) / chill-on-hit · Cave T4+ · rare ·
#2e6fdb “Cold to hold, colder to be hit by.”
affix Storm: +Swift / lightning arc · Cave T4+ · rare ·
#f4b400 “It hums before the strike.”
affix Pure: +crit / +all-stat; brightest light · Cave T5 · very rare ·
#bdf0ff “Light made solid. The dark has no answer for it.”
affix Veil: huge power, blood-bias HP cost; endgame · Cave T5 deep/instanced · ultra-rare ·
#2a2440 (violet sheen) “A Tear, cut and set. It counts while you sleep.”
CRAFTING CHAIN MODEL
A craftable piece = BASE TEMPLATE (slot shape) + STRUCTURAL resource (metal/leather → POWER band + palette)
+ optional GEM (socket → affix + accent) + secondary (heartwood hilt, sinew, glass — see ITEMS.md materials).
Metal → tier band: **Copper≈Scavenged · Bronze/Iron≈Forged Iron · Steel/Silver≈Smith-Steel · Gold≈Veil-Touched ·
Diamond/Black-Diamond cap≈Starborne.**
Sockets: common gear 1 gem, rare/Gold gear 2 gems. Gem element = the affix.
(hand-placed, fixed stats/look). Everything else is.
Recipe example: Steel Longsword = 3 STEEL + 1 Heartwood Hilt (Sword Mold) → +15 weaponPWR (Smith-Steel).
Socket RUBY → "Steel Longsword of Embers": +2 weaponPWR, fire DoT, blade glows ember.
CROSS-REFS
Source caves + spawn tables: CAVES.md. · Generation + equipped visuals: PROCGEN-EQUIPMENT.md.
Tier→POWER bands: BALANCE.md. · Item taxonomy home: ITEMS.md (these resources = its Crafting Materials).
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