Harvesting and Crafting 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 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   Tier 1 - Basic Processing Tier 2 Tier 3 Tier 4 Tier 5 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                   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 Level 1 Level 2 Crafting Specialisation Crafting Specialisations: