Arborwake Wiki

in: Items, Economy, Currency

Supply

In the alpha Item · facts checked 2 November 2026

Supply is the single currency of Arborwake. There is one wallet. Finds such as signal seeds and route markers are limited project items, never a second currency.

How it works#

Income#

SourceAmount
Delivery trayUp to 6, only on a return with new evidence (a newly completed main encounter)
A cleared run roomClaude B recommends ½ Supply a room. The alpha pays 3 once per room per outing (see below)
Common Hall requestsOne-time 3 Supply; about one every second outing (design)
QuestsOne-time rewards
MarketSell surplus finds: signal seed 3, route marker 2, wrapping spool 2 (one way)
Recruitment0, ever

Spending#

SinkPrice
Signal tuning3
Rest at the Apothecary2
Calming visit3
Ward stake / Survey ribbon4 / 2
Workshop tools6–8 plus a find
Provisions6, then 12 for a second
Home buildingsArbor 4, Recovery Nook 4, Relay Node 5; upgrades 8 each
Home growth15 and 25 (plus signal seeds)
Relay post30

Doc 30 counts 107 Supply of permanent purchases in all.

Numbers#

Claude B's MODEL (doc 27): at ½ Supply a room, a typical player earns about 9.8 an outing and builds everything by outing 13 of 22. At 1 a room, the player ends with 109 unspent, which leaves nothing to save for. A struggling player still builds everything by outing 15. Classes do not change income.

Development#

The alpha connects one durable inventory and verified room rewards. A room's reward is given only after the lead replays its real commands through the engine, and a receipt stops a second claim. The alpha's 3 Supply per room comes from Claude A's route cache, so it differs from Claude B's ½ recommendation.

See also#

Economy · Services v3 · Endurance · Apothecary · Workshop

Sources#

  1. 215bfbf88:docs/game-balance/30-home-base-plan.md
  2. 215bfbf88:docs/game-balance/27-income-and-tuning.md
  3. b89f778c2:src/main-game/alpha/public/encounter/src/services/catalog.js
  4. b89f778c2:src/main-game/game/encounters.js
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