Harvesting and Crafting


Harvesting

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

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.

Crafting

Moonrest Isle - Specific Rules

Crafting

Vials & Containers

Component Resources

Component Resources

Tier - 0 - Immediately Gatherable

Moonrest Isle

Item

Unlocks

🪵 Moonrest Timber

Timber Processing:

  • Wooden Planks
  • Shield Blanks
  • Bow Staves

Equipment Crafting:

  • Wooden Shield
  • Simple Weapons
  • Arrows
  • Carpenters Tools
🐺 Beast Hides

Hides:

  • Treated Leather
  • Leather Wraps
  • Cold Weather Gear

Equipment Crafting:

  • Padded Armor
  • Leather Armor
🦴 Beast Bones

Components:

  • Bone Needles
  • Bone Tools
  • Primitive Weapons
🪨 Iron Ore (From Ironstone)

Equipment Crafting:

  • Arrows
  • Carpenters Tools

🌾 Reed / Plant Fiber

Components:

  • Rope
  • Rough Cloth
  • Thread

🪶 Seabird Feathers +

🌲 Tree Resin

Components:

  • Feather Fetching



 

Component Resources

Tier 1 - Basic Processing

Component Resources

Tier 2

Component Resources

Tier 3

Component Resources

Tier 4

Component Resources

Tier 5

Alchemical Recipes


Alchemical Recipes

Level 1


Healing Potion (Minor)

Component

Qty

Bitterleaf Extract

1

Beast Blood (any)

1

Clean Water

1

Glass or Clay vial

1

Cheetah's Elixir (Lesser)

Component

Qty

Bloodmoss

1

Saltbloom Crystals

1

Boiled Water

1

Glass or Clay vial

1

Alchemists Fire (Lesser)

Component

Qty

 

 

 

 

 

 

 

 

 

Snake Oil

Component

Qty

 

 

 

 

 

 

 

 

Acid Flask

Component

Qty

 

 

 

 

 

 

 

 

Antidote (Lesser)

Component

Qty

 

 

 

 

 

 

 

 

 

Antiplague (Lesser)

Component

Qty

 

 

 

 

 

 

 

 

Acid Flask

Component

Qty

 

 

 

 

 

 

 

 

Elixir of Life (Minor)

Component

Qty

 

 

 

 

 

 

 

 

 

Frost Vial (Lesser)

Component

Qty

 

 

 

 

 

 

 

 

 

Ghost Charge (Lesser)

Component

Qty

 

 

 

 

 

 

 

 

 

Vaccine (Minor)

Component

Qty

 

 

 

 

 

 

 

 

 

Energy Mutagen (Lesser)

Component

Qty

 

 

 

 

 

 

 

 

 

Spear Frog Poison

Component

Qty

 

 

 

 

 

 

 

 

 

Sanguine Mutagen (Lesser)

Component

Qty

 

 

 

 

 

 

 

 

 

Leapers Elixer (Lesser)

Component

Qty

 

 

 

 

 

 

 

 

 

Dread Ampoule (Lesser)

Component

Qty

 

 

 

 

 

 

 

 

 

Animal Repellent (Minor)

Component

Qty

 

 

 

 

 

 

 

 

 

Alchemical Recipes

Level 2


Cooperative Waffles

Component

Qty

 

 

 

 

 

 

 

 

Black Adder Venom

Component

Qty

 

 

 

 

 

 

 

 

Silver Salve

Component

Qty

 

 

 

 

 

 

 

 

 

Antivenom

Component

Qty

Mooncap Fungus

2

Venom Gland (any)

1

Ash Lichen

1

Glass or Clay Vial

1

Bottled Sunlight (Lesser)

Component

Qty

 

 

 

 

 

 

 

 

Darkvision Elixir (Lesser - Item Level 2)

Component

Qty

Glow Algae

1

Mooncap Fungus

1

Chitin Ash

1

Glass or Clay vial

1

 

Soothing Tonix

Component

Qty

 

 

 

 

 

 

 

 

Bravo’s Brew (Lesser)

Component

Qty

 

 

 

 

 

 

 

 

Cat’s Eye Elixir

Component

Qty

 

 

 

 

 

 

 

 

 

Comprehension Elixier (Lesser)

Component

Qty

 

 

 

 

 

 

 

 

 

TBC

Component

Qty

 

 

 

 

 

 

 

 

 

TBC

Component

Qty

 

 

 

 

 

 

 

 

 

Equipment Recipes

Equipment Recipes

Level 1

Equipment Recipes

Level 2

Crafting Specialisation

Crafting Specialisations: