Harvesting and Crafting
- Harvesting
- Crafting
- Component Resources
- Alchemical Recipes
- Equipment Recipes
- Crafting Specialisation
Harvesting
Moonrest Isle - Harvesting
Locate > Acquire > Quantity
Circumstance bonus / penalties when up to 1 additional player aids either a Locate or Acquire check.
|
Resource |
Found In |
Rarity |
Location Skill (DC) |
Acquisition Skill (DC) |
Quantity |
|
Bitterleaf |
Coastal scrub, cliff edges |
Common |
Survival (Forage) DC 13 |
Herbalism DC 13 |
d6 |
|
Mooncap Fungus |
Damp caves, tide pools at night |
Common |
Survival DC 12 (low light grants +1 circumstance) |
Herbalism DC 13 |
d6 |
|
Saltbloom Crystals |
Evaporated tide pools |
Uncommon |
Survival or Athletics DC 15 |
Inscribing DC 15 |
d4 |
|
Ash Lichen |
Burned ruins, abandoned fire pits |
Uncommon |
Survival DC 14 |
Herbalism DC 14 |
d4 |
|
Bloodmoss |
Shaded forest floors |
Uncommon |
Nature DC 15 |
Herbalism DC 15 |
d4 |
|
Glow Algae |
Night shoreline, sea caves |
Uncommon |
Survival DC 14 |
Herbalism DC 14 |
d4 |
|
Beast Blood |
Any hunted creature |
Common |
Survival DC 12 |
Alchemy DC 12 |
d6 |
|
Venom Glands |
Snakes, spiders, insects |
Common |
Survival DC 13 |
Alchemy DC 14 |
d4 |
|
Bone Ash |
Burned bones, ritual sites |
Rare |
Nature DC 17 |
Woodworking DC 17 + fire source |
d3 |
|
Chitin Shards |
Crabs, beetles, reef creatures |
Uncommon |
Survival DC 14 |
Woodworking DC 14 |
d4 |
|
Moonrest Timber |
Southern pine forests, driftwood shores |
Common |
Nature DC 12 |
Woodworking DC 12 |
d8 |
|
Beast Materials |
Frost Elk, Wolves, Seals, Reef Stalkers |
Common |
Survival DC 12 |
Leatherworking DC 13 |
d6 |
|
Ironstone |
Rocky cliffs, exposed hills |
Uncommon |
Survival or Nature DC 15 |
Blacksmithing DC 15 |
d4 |
|
Bog Iron |
Marshlands, stagnant pools |
Rare |
Survival DC 17 |
Blacksmithing DC 17 |
d3 |
|
Frostglass Shards |
Tidal caves, Shrouding impact sites |
Rare |
Occultism or Nature DC 18 |
Inscribing DC 18 |
d3 |
|
Cloth |
Salvaged clothing, sailcloth, old ruins |
Common |
Society or Survival DC 13 |
Tailoring DC 13 |
d6 |
|
Stone |
Rocky ground, cliffs, riverbeds |
Common |
Survival or Nature DC 11 |
Woodworking DC 11 |
d8 |
Crafting
Crafting Specialisations
|
Skill |
Harvest Role |
|
Herbalism |
plants & reagents |
|
Alchemy |
biological reagents |
|
Woodworking |
bones, chitin, timber |
|
Leather-working |
hides & animal materials |
|
Blacksmithing |
metals & ore |
|
Tailoring |
cloth & fibers |
|
Inscribing |
magical minerals & strange materials |
Craft Skills
Blacksmithing (STR)Covers: shaping, forging, repairing, and reinforcing metal items.Use for: • weapons with metal heads or blades • metal armor • shield bosses, buckles, hinges, spikes, nails, hooks • chain, fittings, locks, basic metal tools • salvaging and reforging scrap metal Also absorbs: • metal elements that might otherwise fall under a separate “armorsmithing” or “weaponsmithing” • metal fasteners used in leather, wood, or cloth items Default feel: force, heat, shaping, endurance. |
Leatherworking (DEX)Covers: cutting, shaping, stitching, curing, and fitting hide, leather, fur, sinew, and similar treated animal materials.Use for: • leather armor • straps, belts, sheaths, harnesses, pouches • slings, wraps, bindings • tanning hides into usable materials • fine fitting of flexible protective gear • fur-lined cold weather items Also absorbs: • bone needles and small hideworking tools where the focus is leather/fur work • sinew cord, hide lashings, and related wilderness craft Default feel: precision, fit, stitching, flexible materials. |
Woodworking (STR)Covers: carving, shaping, joining, and repairing wood, antler, horn, bone, and other rigid natural non-metal materials.Use for: • bows, arrows, spear shafts, clubs, staves • shields and wooden handles • crates, sled parts, poles, stakes, furniture • carved tools, pegs, frames • fishing gear structures, traps, simple structures • worked bone and antler items Also absorbs former Bonecraft, including: • bone needles • bone hooks • carved bone charms • antler tools • horn combs, pins, toggles • simple scrimshaw or practical bone carving Reason: bone/antler work is materially and functionally closer to carving rigid natural material than to leather or cloth work. Default feel: shaping durable natural material through force and practical craftsmanship. |
Tailoring (DEX)Covers: cutting, stitching, fitting, repairing, and layering cloth, thread, felt, woven fibers, and padded garments.Use for: • clothes, robes, cloaks, gloves, blankets • padded armor • backpacks, sacks, bedrolls • banners, wrappings, coverings • cold-weather layered garments • mending torn fabric goods Also absorbs: • embroidery and sewn insignia when the main task is clothwork • stuffing, lining, quilting, and fabric reinforcement Default feel: careful hands, fit, layering, construction from flexible fibers. |
Alchemy (INT)Covers: preparing, refining, mixing, preserving, and testing chemical, mineral, and alchemical substances.Use for: • potions, poultices, oils, acids, adhesives, bombs • extraction and refining of reagents • preserving delicate materials • combining volatile ingredients safely • testing unknown compounds • making soap, tallow blends, lamp mixtures, solvents Also absorbs: • non-herbal medicinal compounds • mineral powders, salts, ash compounds, distilled extracts Default feel: formula, process, controlled reactions. |
Herbalism (WIS)Covers: identifying, harvesting, preparing, and applying plants, fungi, mosses, roots, and natural medicinal ingredients.Use for: • gathering medicinal or useful plants • drying, storing, bundling, and basic preparation • making teas, salves, poultices, smoke blends, field remedies • recognizing seasonal and regional plant uses • treating natural ingredients respectfully and efficiently Also absorbs: • practical folk medicine based primarily on gathered natural ingredients • natural dyes, resins, aromatic bundles, and survival plant use Boundary with Alchemy: • Herbalism is about finding and preparing natural ingredients • Alchemy is about refining and combining substances into formulated products Default feel: instinct, observation, practical natural knowledge. |
Inscribing (INT)Covers: marking, engraving, etching, illuminating, patterning, symbolic layout, and technical decorative work.Use for: • rune-like markings • ritual circles, engraved symbols, ward signs • etched tablets, marked slates, carved records • map-making, notation, copied diagrams • decorative engraving on crafted items • pattern drafting for complex work • Scroll creation • Talismans etc Also absorbs: • fine detail work that is primarily symbolic, informational, or ritual • scrimshaw-like decorative bone engraving when the focus is the inscription rather than shaping the item Default feel: knowledge, precision, planning, symbolic meaning. |
Moonrest Isle - Specific Rules
Crafting
- No bulk crafting: One potion at a time until infrastructure improves
- Resource decay: Fresh components spoil after 48 hours
- Blood is mandatory for healing effects until magical alternatives are found
- NPC knowledge matters: Recipes may be incomplete or flawed early
Vials & Containers
- Glass vials: Extremely rare (salvage only)
- Clay vials: Craftable (10 minutes, Crafting DC 14)
- Clay vials are heavier but functional
Component Resources
Tier - 0 - Immediately Gatherable
Moonrest Isle |
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Tier 1 - Basic Processing
Tier 2
Tier 3
Tier 4
Tier 5
Alchemical Recipes
Level 1
|
Healing Potion (Minor)
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Cheetah's Elixir (Lesser)
|
Alchemists Fire (Lesser)
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Snake Oil
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Acid Flask
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Antidote (Lesser)
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Antiplague (Lesser)
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Acid Flask
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Elixir of Life (Minor)
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Frost Vial (Lesser)
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Ghost Charge (Lesser)
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Vaccine (Minor)
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Energy Mutagen (Lesser)
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Spear Frog Poison
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Sanguine Mutagen (Lesser)
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Leapers Elixer (Lesser)
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Dread Ampoule (Lesser)
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Animal Repellent (Minor)
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Level 2
|
Cooperative Waffles
|
Black Adder Venom
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Silver Salve
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Antivenom
|
Bottled Sunlight (Lesser)
|
Darkvision Elixir (Lesser - Item Level 2)
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Soothing Tonix
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Bravo’s Brew (Lesser)
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Cat’s Eye Elixir
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Comprehension Elixier (Lesser)
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TBC
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TBC
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Equipment Recipes
Level 1
Level 2
Crafting Specialisation
Crafting Specialisations: