Materials & Farming

A field guide to the game's crafting resources — what each material is, what it builds, where it comes from, and the resources-to-recipes-to-items chain that turns loot into gear.

What Are Materials?

Materials are the raw ingredients of crafting — everything you gather, skin, mine or loot before it becomes a finished item. They are the bottom of every crafting chain: metals and hides become armor, herbs and roots become potions, essences and catalysts power enchanting. Almost nothing in CombaTON is bought ready-made; it is built from materials you collect.

Raw ingredients
Ore, hide, cloth, wood, herbs, gems, essences — the unrefined stuff that recipes consume.
Feeds recipes
Every recipe is a list of materials; gather the right set and the workshop turns them into gear or consumables.
Carry quality
Materials carry a quality level that flows straight into the stats of whatever you craft from them.
This is the human guide. For the raw catalog of every single resource — names, categories and where each one drops — use the Resource Codex linked at the bottom of this page.

The Crafting Chain

Crafting is one straight line: resources become recipes become items. Understand these four links and the whole material economy makes sense.

1
1. Gather or loot raw resources

Everything starts with raw materials. You collect them with gathering skills — mining, foraging, skinning, woodcutting — or pull them straight from monster drops out in the world. This is the input to everything else.

Skills
2
2. Feed them into a recipe

At the workshop, a recipe lists the exact materials it needs. Provide the set, start the timed craft, and the recipe consumes your resources. Higher-tier recipes ask for rarer mats in larger amounts.

Crafting
3
3. Apply a style & pattern

Crafted gear is shaped by its material family plus a chosen style and pattern. The family (metal, leather, cloth, wood) and the style/pattern together decide which perks the item rolls and how strongly — this is the gear's identity.

Styles & Patterns
4
4. Get your item

Out comes a finished item — a weapon, an armor piece, a potion or a dish. Its base power, perks and Gear Score all trace back to the materials and style you fed in. Better inputs, better item.

Items & Gear
The payoff: a crafted piece of gear gets its identity from its material family plus the style and pattern you apply — that combination is what gives the item its perks and its name.

Material Categories

The codex lists many resource categories — metals, stones, wood, leather, fabrics, essences, herbs, mushrooms, roots, minerals, creature parts, liquids, catalysts, food ingredients and hides. Grouped by what they actually do, they fall into five families.

Gear materials
Metal · Leather · Cloth · Wood
The four crafting families that build equipment. Each item's family decides what armor or weapon it can become and which crafting styles and patterns apply to it — metal for heavy gear, leather and cloth for lighter sets, wood for hafts and bows.
Styles & Patterns
Stones, Minerals & Gems
Sockets · Jewelry · Enchanting
Stones and gems cut for jewelry, slotted into sockets, and consumed by enchanting. The harder, rarer minerals feed the highest-value rings, amulets and reforges.
Enchantment
Gathering & consumable mats
Herbs · Mushrooms · Roots · Food
Herbs, mushrooms, roots and food ingredients — the alchemy and cooking inputs. They feed potions, food and provisions rather than gear, fuelling buffs, healing and out-of-combat sustain.
Advanced & arcane
Essences · Catalysts · Liquids
Higher-tier reagents — essences, catalysts and liquids — that power enchanting and special recipes. Rare, potent, and usually the gate between a good item and a great one.
Enchantment
Creature parts & hides
Monster drops
Parts and hides dropped by monsters, processed into leather and special crafting components. The bridge between the bestiary and the workshop — what you skin becomes what you wear.

Where to Find Materials

Four reliable ways to fill your bags. Most players mix all four: loot while they fight, gather on the way, salvage the junk, and buy the rest.

Monster drops
Fights drop more than gear. Mobs out in the world shed creature parts, hides, ore and reagents themed to where they live — the most passive way to stock up while you farm.
Bestiary
Gathering skills
Deliberate collection: mining for stones, metals and minerals; foraging for herbs, mushrooms and roots; skinning for creature parts and hides; woodcutting for wood. Each is a skill that levels and unlocks better nodes.
Skills
Salvaging gear
Break unwanted equipment back down into materials. The player salvage path reliably returns a large share of an item's components — turning loot you'll never wear into mats you'll actually use.
Crafting
Buying raw resources
Short on one mat? Buy raw resources from the Smuggler (at his 40% rate) or, for a price you set yourself, on the player-run resource DEX. The fast path when you need a specific material now.
The Smuggler

Material Quality

Not all materials are equal. Resources carry a quality level, and that quality is not cosmetic — it flows directly into the stats of whatever you craft. The same recipe with better materials produces a stronger item, so where you farm and what you gather quietly shapes the gear you end up with.

Quality grade
Each resource has a quality level; richer nodes and tougher monsters yield higher-quality materials.
Flows into gear
Quality carries through the recipe into the crafted item — higher-quality mats mean better final stats.
Raises Gear Score
Stronger crafted stats push the item's Gear Score up, paying off in power and bracket placement.
Gear Score
Browse the Resource Codex
Every metal, cloth, essence and reagent — where to farm it and what it crafts.

Frequently Asked Questions