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Crafting and Resources - Version 6 vs Version 7
Jul 22, 2026, 04:58 AM
Added the MS 67 repair interface and the chimney and smoke ventilation requirement
Aug 16, 2026, 04:29 PM
Added the MS 68 town workshop rework and recipe changes
11Almost everything in Anvil Empires is made by a player. Weapons, armour, food, structures, and siege engines all start as raw materials gathered from the world, processed through workshops, and assembled into finished items. The game ships with around a hundred and fifty distinct resources spread across nine categories, plus the ingot tier system that drives gear progression.2233Resource Categories4455CategoryExamplesUseRaw naturalBranch piles, berry bushes, flint, clay, stone chunksStarter tier; gathered with bare hands or basic tools.WoodMireland Beech, Briar Spruce, North Astrian PineTrees yield logs that become planks and reinforced planks.MineralIron ore, coal, malachite, cassiterite, leadSmelted into ingots at a Furnace.Animal productsBones, fat, meats, pelts, sinew, feathers, eggsHunting and fishing yield; feed cooking and leather processing.CropsWheat, cabbage, flaxFarmable; each yields seeds for replanting plus a primary product such as flour or fiber.Smithing componentsBronze armour plating, blade typesIntermediate parts for the Forge.Processed materialsIngots, planks, leather, linen, stone bricks, mortarOutput of workshops, fed into structures and gear.MunitionsArrows, scorpion arrows, catapult bouldersAmmunition for combat and siege.CurrencySilverEarned via the bounty system and trade; spent at town vendors.66Ingot Tier System7788Smelting raw ore at a Furnace yields one of four ingot tiers, which form the backbone of weapon and armour progression. Higher ingot tiers consistently outperform lower ones for the same item type.9910101111TierSourceTypical UseIronIron oreStandard mid-tier weapons and armour: Iron Sword, Iron Shield, Iron Mace.BronzeSmelted from Malachite mined at Malachite Mines (overworld and underworld); a Bronze Ingot now needs three Malachite and no longer requires CassiteriteEarly to mid-tier kit: Bronze Sword, Bronze Knife, Bronze Axe.LeadLead oreSpecialised use; trade resource and component material.SteelHigher-tier processingTop-tier weapon and armour material in the current build.1212Workshops13131414Forge: Turns ingots and components into weapons, armour pieces, and tools.Furnace: Smelts ore into ingots and processes specific raw inputs into refined materials.Grain Mill: Processes wheat into flour and seeds into animal feed; can be operated manually or driven by a Hand Crank Adapter.Tilled Field: The base unit of Farming production; planted with seeds for wheat, cabbage, or flax.Hearth, Oven, Pantry: Cooking stations that turn raw food into cooked meals and store them for the household.Repair Bench: Maintains tools and equipment in the field.151516161717From Wilderness to Front Line18181919A typical production chain in a faction looks like this: a homestead farmer plants Tilled Fields with wheat and flax; a hunter brings in deer meat and pelts; a miner extracts iron ore and clay; ingredients flow into a town Furnace and Grain Mill; ingots feed the Forge for arms and armour; cooked meals stack in the Pantry; and a caravan packs barrels of bread, arrows, and ingots and takes them out to the supply camps. Players are free to specialise in any link of the chain; almost no one does the whole loop alone.202021212222Recent Economy Changes23232424The most recent build reworked several resource chains. Bronze Ingots are now smelted from Malachite rather than Cassiterite, while Cassiterite Ore is processed into Cassiterite Fragments and then smelted into Tin Ingots, which are required to craft Longswords. Iron Ore now breaks down into four Iron Fragments and Coal Chunks into four Coal Fragments. Heavy Armour now requires Steel to craft. Some world resources also unlock only after an age has been running for a set number of days: Hemp after two days, Coal after three, and Tin after four, and Coal mining is no longer restricted by temperature or season.25252626The MS 67 build reworked repairs. A repair bench now offers both manual repair, where the player picks individual items out of their inventory, and a repair-all option that services everything eligible in one pass. Nails can cover several items instead of being consumed once per item, which cuts the running cost of keeping a warband's gear serviceable.272728-The same build attached a ventilation requirement to combustion. Any structure that burns fuel gives off smoke while it is working, and inside an enclosed space that smoke builds up and starts injuring the people in the room. Fitting a chimney vents it. In practice this means indoor workshops have to be designed around airflow, and sealing a smithy inside a windowless building is now actively harmful rather than merely tidy.28+The same build attached a ventilation requirement to combustion. Any structure that burns fuel gives off smoke while it is working, and inside an enclosed space that smoke builds up and starts injuring the people in the room. Fitting a chimney vents it. In practice this means indoor workshops have to be designed around airflow, and sealing a smithy inside a windowless building is now actively harmful rather than merely tidy. MS 68 then reorganised Town crafting around the reworked Town Workshop, which replaced the old Smithing Area as the central hub: basic blades, weapons, armour, and tools are produced there using resources and Silver, with a Repair Bench inside and filter tabs on the crafting UI, while a selection of higher-tier equipment moved out of Town production toward Homestead progression. Iron Hammers, Axes, and Pickaxes now need only a single Wood Plank each, production structures such as Furnaces, Ovens, and Hearths received clearer recipe interfaces, and Malachite Ore crushed at a Smashing Plate now yields six Malachite Fragments instead of four.29293030Related Pages31313232Logistics and Supply LinesSmithingFarmingCookingWeapons