Harvesting Rules in Syrik | World Anvil

Harvesting Rules

Within the vast realms of the universe, raw materials are used to produce finished products that hold greater purpose. It is from these raw materials that individuals brave the dangers of the wild in order to gather and produce these key materials used in the worlds craft.  

How to Harvest

When harvesting materials, you must determine the location and tool used to determine which table your Event Handler will roll on when determining the results of your harvest. For a number of days of Downtime spent towards this action based upon your desired harvest, your Event Handler will determine the success of your harvest by rolling the appropriate Harvest Tool check on your behalf, and checking your results based upon your skill level and your desired harvest.  

Harvest DC

The DC of this check is based upon your desired material to be harvested or the default DC of the Material tier, if a DC is not given for your desired material. If your desired harvest does not list a time taken to harvest, then use the default listed here.  

Harvest Roll and Modifier

To successfully harvest, your Harvest Roll must meet or exceed the Harvest DC of your target harvest material. Your Harvest Roll is a 1d20+Harvest Modifier, rolled by the staff member handling your downtime. Your Harvest Modifier is your Stat Mod (default Int) + Proficiency Bonus, and any other bonus to checks.   For example, somebody with a 16 Int Score, a Proficiency Bonus of 3, and Expertise in Lumberjack's Tools has a Harvest Modifier of 9 (3 Int Mod + 6 Expertise). Staff would roll a 1d20+9 for each attempt, against the DC of your target martial.  

Harvest Range

The results of your harvest is based upon your Harvest Range, which determines the amount you receive on a successful attempt; your Harvest Range is a number between 1 and 25 that is determined by the following formula:
  • 1 base, +1 at Proficient, +2 at Expertise, +4 at Master, +2 when using a Gathering Structure, +1 per Quality tier of tool, +2 per Quality tier of structure.
  • These bonuses are cumulative.

For example: an expert in Mining Tools with an average tool and no structure would have a Harvest Range of 4 (1 base, +1 Proficient, +2 Expertise). If they were to mine T1 Stone, they'd receive 3d4 lbs.

Harvest Location

Your location within the world will determine what tools can be used, and if any materials can or cannot be found in the area. Most regions can utilize every tool when harvesting, but certain materials or reagents cannot be found within their confines.

For example: Berusia holds no desert and thus reagents native to the desert biome cannot be found within Berusia. These inaccessible materials and reagents will be listed on the Harvesting Page section for the given region.

Self-Harvesting

Outside of adventuring, Species, such as the Novi and Ettercaps' must spend their Downtime to produce their given resource. You can produce your resource with 4 wh of Downtime and no roll required, unless you normally need one. You produce the given amount of your resource with each expenditure of downtime in this way. This is modified by Harvest Range. For every Harvest Tier above 1st that you are, you produce another set of your given resource.

For example: Novi and Ettercaps would both produce 5lb. of Common Silk for every 4 wh spent on Gathering. Alternatively, a T3 Harvester would produce 15lb. of Common Silk for every 4wh spent. While adventuring, your feature works as normal.

 

Overall Example

Say you're a PC using [Lumberjack Tools] in [Elderia], spending 2 Days to harvest [Hard Wood], a [Tier 1] material. Hard Wood has a [DC] of 12, and a [Time] of 1 Day, giving you two attempts at harvesting.   You have a [Harvest Modifier] of +4. Your Downtime Handler will make a 1d20+Modifier(4) roll with each attempt. On any roll that meets or exceeds the DC, you successfully made a harvest attempt.   Now that you succeed at harvesting, you determine the amount. With a [Harvest Range] of 6, you make a [Tier 2] Harvest, increasing your harvest from 2d4 lbs to 2d8 lbs of Hard Wood. This is found under your tool table (Lumberjack Tools), the Material Tier (Wood, T1) Row, and the Harvest Tier (T2) Column. Your handler then rolls the amount you receive.  

Restrictions

Tiers 3 and Above

Any T3 or higher material or reagent cannot be found in a given region, unless it is listed as an option within that region, or otherwise noted. You also cannot harvest materials and reagents above T3 without access to a Structure with the appropriate functionality.  

Food Harvesting

When harvesting Food, you do not receive the results of your harvest until the next Upkeep Phase.

Materials - Temporary

Materials as a WIP may be listed here for the most recent versions.

Gems

Gems, precious stones that fall under Adornment. They can be used for spells, enchantments, even reagents at certain sizes. Gemstones can only be harvested naturally from Downtime between Tier 1 to Tier 4, and up to 60 ct,; so it is currently impossible to harvest through downtime a Greater gemstone.

Harvesting Tools

Farming Tools

Farming Tools can be used to gather food, fiber, and Reagents of the following type:
  • Civilization, Constitution, Earth, Life, Light, Nature, Summer, and Winter.
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TypeDCTimeRange 1-4Range 5-8Range 9-12Range 13-16Range 17-20Range 21+
Food Varies Varies 1 bundle 1d3 bundles 1d6 bundles 1d10 bundles 2d8 bundles 3d8 bundles
T1 Fiber Varies 1 day 1d4 lbs. 1d8 lbs. 2d8 lbs. 3d8 lbs. 4d8 lbs. 6d8 lbs.
T2 Fiber Varies 1 day 1d4 lbs. 1d8 lbs. 2d8 lbs. 3d8 lbs. 4d8 lbs. 6d8 lbs.
T3 Fiber Varies 2 days 1d2 lbs. 1d4 lbs. 1d8 lbs. 2d8 lbs. 3d8 lbs. 4d8 lbs.
Mundane (T0) Reagent 10 1 day 1 1d3 1d6 1d8 2d6 2d8
Poor (T1) Reagent 14 2 days 1 1d2 1d4 1d6 1d8 1d10
Fine (T2) Reagent 16 4 days 1 1d2 1d4 1d6 1d8 1d10
Excellent (T3) Reagent 18 6 days 1 1d2 1d3 1d4 1d6 1d8
Superior (T4) Reagent 24 10 days 1 1d2 1d3 1d4 1d6 1d8
Masterpiece (T5) Reagent 30 14 days 1d2-1 1 1d2 1d3 1d4 1d6
Legacy (T6) Reagent 38 20 days 0 1d2-1 1 1d2 1d3 1d4
 

Fishing Supplies

Fishing Supplies can be used to gather food (seafood), hide, and Reagents of the following type:
  • Bestial, Darkness, Freedom, Life, Nature, Strength, Summer, Tempest, Water, and Winter.
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TypeDCTimeRange 1-4Range 5-8Range 9-12Range 13-16Range 17-20Range 21+
Food Varies Varies 1 bundle 1d3 bundles 1d6 bundles 1d10 bundles 2d8 bundles 3d8 bundles
T1 Hide Varies 1 day 1d4 lbs. 1d8 lbs. 2d8 lbs. 3d8 lbs. 4d8 lbs. 6d8 lbs.
T2 Hide Varies 1 day 1d4 lbs. 1d8 lbs. 2d8 lbs. 3d8 lbs. 4d8 lbs. 6d8 lbs.
T3 Hide Varies 2 days 1d2 lbs. 1d4 lbs. 1d8 lbs. 2d8 lbs. 3d8 lbs. 4d8 lbs.
Mundane (T0) Reagent 10 1 day 1 1d3 1d6 1d8 2d6 2d8
Poor (T1) Reagent 14 2 days 1 1d2 1d4 1d6 1d8 1d10
Fine (T2) Reagent 16 4 days 1 1d2 1d4 1d6 1d8 1d10
Excellent (T3) Reagent 18 6 days 1 1d2 1d3 1d4 1d6 1d8
Superior (T4) Reagent 24 10 days 1 1d2 1d3 1d4 1d6 1d8
Masterpiece (T5) Reagent 30 14 days 1d2-1 1 1d2 1d3 1d4 1d6
Legacy (T6) Reagent 38 20 days 0 1d2-1 1 1d2 1d3 1d4
 

Herbalism Kit

Herbalism Kits can be used to gather food and Reagents of the following type:
  • Arcana, Bestial, Chaos, Charisma, Charm, Constitution, Darkness, Death, Dexterity, Destruction, Earth, Fire, Freedom, Intelligence, Knowledge, Law, Life, Light, Nature, Power, Strength, Summer, Tempest, Time, Trickery, War, Water, Winter, and Wisdom.
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TypeDCTimeRange 1-4Range 5-8Range 9-12Range 13-16Range 17-20Range 21+
Food Varies Varies 1 bundle 1d3 bundles 1d6 bundles 1d10 bundles 2d8 bundles 3d8 bundles
Mundane (T0) Reagent 10 1 day 1 1d3 1d6 1d8 2d6 2d8
Poor (T1) Reagent 14 2 days 1 1d2 1d4 1d6 1d8 1d10
Fine (T2) Reagent 16 4 days 1 1d2 1d4 1d6 1d8 1d10
Excellent (T3) Reagent 18 6 days 1 1d2 1d3 1d4 1d6 1d8
Superior (T4) Reagent 24 10 days 1 1d2 1d3 1d4 1d6 1d8
Masterpiece (T5) Reagent 30 14 days 1d2-1 1 1d2 1d3 1d4 1d6
Legacy (T6) Reagent 38 20 days 0 1d2-1 1 1d2 1d3 1d4
 

Lumberjack Tools

Lumberjack Tools can be used to gather lumber and Reagents of the following type:
  • Arcana, Chaos, Civilization, Death, Earth, Fire, Knowledge, Life, Nature, Power, Strength, Summer, Time, War, Water, and Winter.
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TypeDCTimeRange 1-4Range 5-8Range 9-12Range 13-16Range 17-20Range 21+
T1 Lumber Varies 1 day 2d4 lbs. 2d8 lbs. 3d8 lbs. 4d8 lbs. 5d8 lbs. 7d8 lbs.
T2 Lumber Varies 1 day 2d4 lbs. 2d8 lbs. 3d8 lbs. 4d8 lbs. 5d8 lbs. 7d8 lbs.
T3 Lumber Varies 2 days 2d2 lbs. 2d4 lbs. 2d8 lbs. 3d8 lbs. 4d8 lbs. 6d8 lbs.
Mundane (T0) Reagent 10 1 day 1 1d3 1d6 1d8 2d6 2d8
Poor (T1) Reagent 14 2 days 1 1d2 1d4 1d6 1d8 1d10
Fine (T2) Reagent 16 4 days 1 1d2 1d4 1d6 1d8 1d10
Excellent (T3) Reagent 18 6 days 1 1d2 1d3 1d4 1d6 1d8
Superior (T4) Reagent 24 10 days 1 1d2 1d3 1d4 1d6 1d8
Masterpiece (T5) Reagent 30 14 days 1d2-1 1 1d2 1d3 1d4 1d6
Legacy (T6) Reagent 38 20 days 0 1d2-1 1 1d2 1d3 1d4
 

Miner's Tools

Miner’s Tools can be used to gather metals, stones, gems, and Reagents of the following type:
  • Arcana, Artifice, Civilization, Constitution, Darkness, Death, Destruction, Earth, Fire, Nature, Power, Strength, and Time.
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Gems Bonus

Whenever mining for Stone or Metal, there is a percentage chance that you will find gemstones in addition to your intended harvest. This percentage chance is equal to your Harvest Range. Should your Harvest check meet or exceed the DC of a given gem Tier + 4, your Event Handler, will roll a d100 and on a number equal to or lower than your Harvest Range, your Event Handler will randomly determine a T1-4 gem harvest to give you.   Gems harvested in this way are of half size from mining specifically for gems, and provide half of the normal number of gems (rounding up).  

Stone Bonus

Whenever mining for Metal, you gain double the metal mined (before regional modifiers) in a random stone two tiers lower than the metal (Minimum tier 1).   For example, if you mine 14lbs of Iron (10lb base + 40% bonus), you would receive 20lb of a random stone (10 x 2).  
TypeDCTimeRange 1-4Range 5-8Range 9-12Range 13-16Range 17-20Range 21+
T1 Stone Varies 1 day 3d4 lbs. 4d8 lbs. 5d8 lbs. 6d8 lbs. 7d8 lbs. 9d8 lbs.
T2 Stone Varies 1 day 3d4 lbs. 4d8 lbs. 5d8 lbs. 6d8 lbs. 7d8 lbs. 9d8 lbs.
T3 Stone Varies 2 days 3d2 lbs. 4d4 lbs. 4d8 lbs. 5d8 lbs. 6d8 lbs. 7d8 lbs.
T1 Metal Varies 1 day 1d8 lbs. 2d8 lbs. 3d8 lbs. 4d8 lbs. 6d8 lbs. 8d8 lbs.
T2 Metal Varies 1 day 1d4 lbs. 1d8 lbs. 2d8 lbs. 3d8 lbs. 4d8 lbs. 6d8 lbs.
T3 Metal Varies 2 days 1d2 lbs. 1d4 lbs. 1d8 lbs. 2d8 lbs. 3d8 lbs. 4d8 lbs.
T1 Gem 14 3 days 1x gem of 2d100 0.1ct 1d3x gem of 2d100 0.1ct 1d4x gem of 3d100 0.1ct 1d6x gem of 4d100 0.1ct 2d4x gem of 5d100 0.1ct 2d6x gem of 6d100 0.1ct
T2 Gem 18 5 days 1x gem of 1d100 0.1ct 1x gem of 2d100 0.1ct 1d3x gem of 3d100 0.1ct 1d4x gem of 4d100 0.1ct 1d6x gem of 5d100 0.1ct 2d4x gem of 6d100 0.1ct
T3 Gem 22 7 days 1x gem of 1d100 0.1ct 1x gem of 2d100 0.1ct 1x gem of 3d100 0.1ct 1d3x gem of 4d100 0.1ct 1d4x gem of 5d100 0.1ct 1d6x gem of 6d100 0.1ct
T4 Gem 26 10 days 0 1x gem of 2d100 0.1ct 1x gem of 3d100 0.1ct 1x gem of 4d100 0.1ct 1d2x gem of 5d100 0.1ct 1d3x gems of 6d100 0.1ct
Mundane (T0) Reagent 10 1 day 1 1d3 1d6 1d8 2d6 2d8
Poor (T1) Reagent 14 2 days 1 1d2 1d4 1d6 1d8 1d10
Fine (T2) Reagent 16 4 days 1 1d2 1d4 1d6 1d8 1d10
Excellent (T3) Reagent 18 6 days 1 1d2 1d3 1d4 1d6 1d8
Superior (T4) Reagent 24 10 days 1 1d2 1d3 1d4 1d6 1d8
Masterpiece (T5) Reagent 30 14 days 1d2-1 1 1d2 1d3 1d4 1d6
Legacy (T6) Reagent 38 20 days 0 1d2-1 1 1d2 1d3 1d4
 

Rending Tools

Rending Tools can be used to gather (meat), fur, hide, creature parts, and Reagents of the following type:
  • Arcana, Bestial, Chaos, Charisma, Charm, Constitution, Darkness, Death, Dexterity, Destruction, Earth, Evil, Fire, Freedom, Good, Intelligence, Knowledge, Law, Life, Light, Nature, Power, Soul, Strength, Summer, Tempest, Time, Trickery, War, Water, Winter, and Wisdom.
Show spoiler
Whenever harvesting Food, you must harvest meat, and when you do so there is a percentage chance that you will find fur or hide, and creature parts in addition to your intended harvest. This percentage chance is equal to your Harvest Range. Should your Harvest check meet or exceed the DC of a given material Tier, your Event Handler, will roll a d100 and on a number equal to or lower than your Harvest Range, your Event Handler will randomly determine a T1-3 fur or hide, and creature parts harvest to give you.   Whenever harvesting fur or hide, there is a percentage chance that you will find meat food, and creature parts in addition to your intended harvest. This percentage chance is equal to your Harvest Range. Should your Harvest check meet or exceed the DC of a given material Tier, your Event Handler, will roll a d100 and on a number equal to or lower than your Harvest Range, your Event Handler will randomly determine a T1-3 creature parts as well as food harvest to give you.   Whenever harvesting creature parts, there is a percentage chance that you will find meat food in addition to your intended harvest. This percentage chance is equal to your Harvest Range. Should your Harvest check meet or exceed the DC of a given material Tier, your Event Handler, will roll a d100 and on a number equal to or lower than your Harvest Range, your Event Handler will provide you with a food harvest in addition to your creature parts.   Materials harvested as bonus harvests provide half of the normal number of material that they would normally provide (rounding up).
                                   
TypeDCTimeRange 1-4Range 5-8Range 9-12Range 13-16Range 17-20Range 21+
Food varies varies 1 bundle 1d3 bundles 1d6 bundles 1d10 bundles 2d8 bundles 3d8 bundles
T1 Fur varies 1 day 1d4 lbs. 1d8 lbs. 2d8 lbs. 3d8 lbs. 4d8 lbs. 6d8 lbs.
T2 Fur varies 1 day 1d4 lbs. 1d8 lbs. 2d8 lbs. 3d8 lbs. 4d8 lbs. 6d8 lbs.
T3 Fur varies 2 days 1d2 lbs. 1d4 lbs. 1d8 lbs. 2d8 lbs. 3d8 lbs. 4d8 lbs.
T1 Hide varies 1 day 1d4 lbs. 1d8 lbs. 2d8 lbs. 3d8 lbs. 4d8 lbs. 6d8 lbs.
T2 Hide varies 1 day 1d4 lbs. 1d8 lbs. 2d8 lbs. 3d8 lbs. 4d8 lbs. 6d8 lbs.
T3 Hide varies 2 days 1d2 lbs. 1d4 lbs. 1d8 lbs. 2d8 lbs. 3d8 lbs. 4d8 lbs.
T1 creature parts varies 1 day 3d4 lbs. 4d8 lbs. 5d8 lbs. 6d8 lbs. 7d8 lbs. 9d8 lbs.
T2 creature parts varies 1 day 3d4 lbs. 4d8 lbs. 5d8 lbs. 6d8 lbs. 7d8 lbs. 9d8 lbs.
T3 creature parts varies 2 days 3d2 lbs. 4d4 lbs. 4d8 lbs. 5d8 lbs. 6d8 lbs. 7d8 lbs.
Mundane (T0) Reagent 10 1 day 1 1d3 1d6 1d8 2d6 2d8
Poor (T1) Reagent 14 2 days 1 1d2 1d4 1d6 1d8 1d10
Fine (T2) Reagent 16 4 days 1 1d2 1d4 1d6 1d8 1d10
Excellent (T3) Reagent 18 6 days 1 1d2 1d3 1d4 1d6 1d8
Superior (T4) Reagent 24 10 days 1 1d2 1d3 1d4 1d6 1d8
Masterpiece (T5) Reagent 30 14 days 1d2-1 1 1d2 1d3 1d4 1d6
Legacy (T6) Reagent 38 20 days 0 1d2-1 1 1d2 1d3 1d4
 

Trapper's Supplies

Trapper’s Supplies can be used to gather food (meat), fur, hide, creature parts, and Living Creatures for purposes of later taming, as well as Reagents of the following type:
  • Bestial, Constitution, Dexterity, Earth, Fire, Freedom, Life, Light, Nature, Power, Strength, Summer, Tempest, Trickery, Water, Winter, and Wisdom.
Show spoiler
Whenever harvesting Food, you must harvest meat, and when you do so there is a percentage chance that you will find fur or hide, and creature parts in addition to your intended harvest. This percentage chance is equal to your Harvest Range. Should your Harvest check meet or exceed the DC of a given material Tier, your Event Handler, will roll a d100 and on a number equal to or lower than your Harvest Range, your Event Handler will randomly determine a T1-3 fur or hide, and creature parts harvest to give you.   Whenever harvesting fur or hide, there is a percentage chance that you will find meat food, and creature parts in addition to your intended harvest. This percentage chance is equal to your Harvest Range. Should your Harvest check meet or exceed the DC of a given material Tier, your Event Handler, will roll a d100 and on a number equal to or lower than your Harvest Range, your Event Handler will randomly determine a T1-3 creature parts as well as food harvest to give you.   Whenever harvesting creature parts, there is a percentage chance that you will find meat food in addition to your intended harvest. This percentage chance is equal to your Harvest Range. Should your Harvest check meet or exceed the DC of a given material Tier, your Event Handler, will roll a d100 and on a number equal to or lower than your Harvest Range, your Event Handler will provide you with a food harvest in addition to your creature parts.   Materials harvested as bonus harvests provide half of the normal number of material that they would normally provide (rounding up).
                                           
TypeDCTimeRange 1-4Range 5-8Range 9-12Range 13-16Range 17-20Range 21+
Food varies varies 1 bundle 1d3 bundles 1d6 bundles 1d10 bundles 2d8 bundles 3d8 bundles
T1 Fur varies 1 day 1d4 lbs. 1d8 lbs. 2d8 lbs. 3d8 lbs. 4d8 lbs. 6d8 lbs.
T2 Fur varies 1 day 1d4 lbs. 1d8 lbs. 2d8 lbs. 3d8 lbs. 4d8 lbs. 6d8 lbs.
T3 Fur varies 2 days 1d2 lbs. 1d4 lbs. 1d8 lbs. 2d8 lbs. 3d8 lbs. 4d8 lbs.
T1 Hide varies 1 day 1d4 lbs. 1d8 lbs. 2d8 lbs. 3d8 lbs. 4d8 lbs. 6d8 lbs.
T2 Hide varies 1 day 1d4 lbs. 1d8 lbs. 2d8 lbs. 3d8 lbs. 4d8 lbs. 6d8 lbs.
T3 Hide varies 2 days 1d2 lbs. 1d4 lbs. 1d8 lbs. 2d8 lbs. 3d8 lbs. 4d8 lbs.
T1 creature parts varies 1 day 3d4 lbs. 4d8 lbs. 5d8 lbs. 6d8 lbs. 7d8 lbs. 9d8 lbs.
T2 creature parts varies 1 day 3d4 lbs. 4d8 lbs. 5d8 lbs. 6d8 lbs. 7d8 lbs. 9d8 lbs.
T3 creature parts varies 2 days 3d2 lbs. 4d4 lbs. 4d8 lbs. 5d8 lbs. 6d8 lbs. 7d8 lbs.
T1 Beast Tame DC 7 days 1 Beast 1 Beast 1d2 Beasts 1d2 Beasts 1d4 Beast 1d6 Beast
T1 Non-Beast Tame DC 21 days 0 1 creature 1 creature 1d2 creatures 1d2 creatures 1d4 creatures
T2 Beast Tame DC 14 days 0 1 Beast 1 Beast 1d2 Beasts 1d2 Beasts 1d4 Beasts
T2 Non-Beast Tame DC 42 days 0 0 1 creature 1 creature 1d2 creatures 1d3 creatures
Mundane (T0) Reagent 10 1 day 1 1d3 1d6 1d8 2d6 2d8
Poor (T1) Reagent 14 2 days 1 1d2 1d4 1d6 1d8 1d10
Fine (T2) Reagent 16 4 days 1 1d2 1d4 1d6 1d8 1d10
Excellent (T3) Reagent 18 6 days 1 1d2 1d3 1d4 1d6 1d8
Superior (T4) Reagent 24 10 days 1 1d2 1d3 1d4 1d6 1d8
Masterpiece (T5) Reagent 30 14 days 1d2-1 1 1d2 1d3 1d4 1d6
Legacy (T6) Reagent 38 20 days 0 1d2-1 1 1d2 1d3 1d4

Regions of Harvest

The varying regions of the realms will modify the tables above, some with greater modifications than others, though overall, many will remain similar in nature. Given below are the list of modifications for the currently available regions within the Living World of Syrik. Note that these modifiers only apply when directly harvesting their target; if you mine metal and receive stone, you do not benefit from any increased modifiers to stone, only when mining stone directly.  

Arlogas

  • Those harvesting in Arlogas increase the output of these harvests:
    • Fruits and veggies by 40%.
    • Destruction reagents, Death reagents, Life reagents, and creature parts, by +20%.
  • Those harvesting in Arlogas increase the output of harvests with these tools:
    • Herbalism Kit and Rending Tools output by +30%; however, Rending Tools are only increased this way for materials, not for reagents.
  • Arlogas does not have any native sources of Artifice reagents, Civilization reagents, or Winter reagents.
  • Cloth and Hide of Arlogas: Angalure, Beast Mane, Bewitching Fleece, Blooming Cloth, Bulette Plates, Darkleaf, Dragon Hide, Drake Hide, Elemental Hide, Fated Lace, Common Fiber, Fine Fiber, Common Fur, Fine Fur, Common Hide, Fine Hide, Jaunt Pelt, Leafweave, Monster Hide, Monstrous Silk, Common Silk, Fine Silk, Slimeskin, Thistledown, Warding Kelp, Werepelt, and Zodiac Silk can be found in this region.
  • Creature Parts of Arlogas: Common Bone, Fine Bone, Bulette Bone, Common Chitin, Fine Chitin, Dragon Bone, Drake Bone, Elemental Bone, Fatespun Ivory, Common Feathers, Fine Feathers, Goliath Chitin, Monstrous Chitin, Monstrous Feathers, Monstrous Ivory, and Tallow can be found within this region.
  • Metals of Arlogas: Aluminium, Astracite, Aurorum, Cold Iron, Gold, Iron, Lead, Magnaconium, Meteoric Steel, Platinum, Silver, Tin, and Zinc can be found within this region.
  • Stones of Arlogas: Animite, Blended Quartz, Chalk, Clay, Coal, Cryocrystal, Deep Granite, Gorganite, Lodestone, Mana Dust, Marble, Novaterace Clay, Obsidian, Sand, Soil, Common Stone, Fine Stone, and Viridium can be found within this region.
  • Woods of Arlogas: Angature, Bamboo, Balsa, Budok Birch, Darkwood, Harmonic Oak, Heartwood, Whipwood, Wildwood, Hard Wood, Soft Wood, and Decorative Wood can be found within this region.

Berusia

  • Those harvesting in Berusia increase the output of these harvests:
    • Cold Iron and Obsidian by 40%
    • Grain by 30%
    • Copper, Nickel, Silver, Gold, and Iron by 20%
  • Those harvesting in Berusia increase the output of harvests with these tools:
    • Rending Tools and Trapper’s Supplies output is increased by +40%; however, the DC to perform these Harvesting actions is increased by 4.
  • When mining for gems in Berusia, for each gem you get from the original check, you acquire an additional gem of the same type at 20% the size. When mining but not for gems or fishing and rolling the additional gem chance your range is considered 4 greater only for the chance of getting random gems.
  • Gemstones have a chance to be found while Fishing in Berusia, just as they do when Mining stone.
  • Berusia does not have any native sources of Good reagents, Summer reagents, or Time reagents.
  • Cloth and Hide of Berusia: Arctic Fleece, Beast Mane, Bewitching Fleece, Bulette Plates, Darkleaf, Dragon Hide, Drake Hide, Dreamspun Wool, Elemental Hide, Fated Lace, Common Fiber, Fine Fiber, Common Fur, Fine Fur, Common Hide, Fine Hide, Jaunt Pelt, Monster Hide, Monstrous Silk, Phantom Flax, Prismatic Cotton, Shadepelt, Shadowsilk, Common Silk, Fine Silk, Slimeskin, Warding Kelp, and Werepelt can be found in this region.
  • Creature Parts of Berusia: Common Bone, Fine Bone, Bulette Bone, Common Chitin, Fine Chitin, Dragon Bone, Drake Bone, Elemental Bone, Fatespun Ivory, Common Feathers, Fine Feathers, Monstrous Chitin, Monstrous Feathers, Monstrous Ivory, Risen Bone, Shadow Chitin, and Tallow can be found within this region.
  • Metals of Berusia: Astracite, Arandur, Cold Iron, Copper, Fever Iron, Gold, Iron, Magnaconium, Meteoric Steel, Mithral, Orichalcum, Nickel, Silver, and Umbrite can be found within this region.
  • Stones of Berusia: Animite, Blended Quartz, Blood Crystal, Chalk, Clay, Coal, Deep Granite, Ebony, Lodestone, Lunar Stone, Mana Dust, Marble, Obsidian, Sand, Soil, Common Stone, and Fine Stone can be found within this region.
  • Woods of Berusia: Darkwood, Duskwood, Gloomwood, Heartwood, Hard Wood, Soft Wood, and Decorative Wood can be found within this region.

Dolider

  • Those harvesting in Dolider increase the output of these harvests:
    • Seafood and Silver by +40%
    • Knowledge Reagents by +40%
  • Those harvesting in Dolider increase the output of harvests with these tools:
    • Fishing Supplies output is increased by +40%: however, the DC to perform Fishing Supplies Harvesting actions is increased by 4.
    • Herbalism Kit by +30%
  • Those harvesting in Dolider reduce the output of these harvests:
    • Any non-Seafood food harvested is reduced by -50%.
    • Stone harvested is reduced by -50%, however, your Harvest Range is increased by half of your Proficiency Bonus. This increase applies to Gems found when mining for Stone as well.
  • Dolider does not have any native sources of Summer reagents or War reagents.
  • Dolider halves the output of any food that is not Seafood.
  • Cloth and Hide of Dolider: Astral Pelt, Beast Mane, Bewitching Fleece, Blessed Samite, Bulette Plates, Darkleaf, Dragon Hide, Drake Hide, Dreamspun Wool, Elemental Hide, Common Fiber, Fine Fiber, Common Fur, Fine Fur, Common Hide, Fine Hide, Jaunt Pelt, Monster Hide, Monstrous Silk, Phantom Flax, Prismatic Cotton, Common Silk, Fine Silk, Slimeskin, Voidscales, Warding Kelp, and Werepelt can be found in this region.
  • Creature Parts of Dolider: Common Bone, Fine Bone, Bulette Bone, Common Chitin, Fine Chitin, Dragon Bone, Drake Bone, Elemental Bone, Fatespun Ivory, Common Feathers, Fine Feathers, Goliath Chitin, Monstrous Chitin, Monstrous Feathers, Monstrous Ivory, and Tallow can be found within this region.
  • Metals of Dolider: Astracite, Cold Iron, Copper, Geranite, Gold, Iron, Lead, Meteoric Steel, Mithral, Nickel, Orichalcum, Pearlsteel, Platinum, Silver, Thinaun, Tin, and Zinc can be found within this region.
  • Stones of Dolider: Animite, Blended Quartz, Blood Crystal, Chalk, Clay, Coal, Cryocrystal, Deep Granite, Dolomite, Emona Soapstone, Gorganite, Lodestone, Lunar Stone, Mana Dust, Marble, Mindglass, Obsidian, Sand, Soil, Common Stone, Fine Stone, and Trench Basalt can be found within this region.
  • Woods of Dolider: Darkwood, Duskwood, Harmonic Oak, Heartwood, Hard Wood, Soft Wood, and Decorative Wood can be found within this region.

Elderia

  • Those harvesting in Elderia increase the output of these harvests:
    • Arcana Reagents, Power Reagents, Fever Iron, Obsidian, and Arandur by 40%
  • Those harvesting in Elderia increase the output of harvests with these tools:
    • Herbalism Kit by 30%
    • Lumberjack's Supplies by 20%
  • When mining for gems in Elderia, for each gem you get from the original check, you acquire an additional gem of the same type at 20% the size. When mining but not for gems or fishing and rolling the additional gem chance your range is considered 4 greater only for the chance of getting random gems.
  • Gemstones have a chance to be found while Fishing in Elderia, just as they do when Mining stone.
  • Elderia does not have any native sources of Summer reagents.
  • Cloth and Hide of Elderia: Beast Mane, Bewitching Fleece, Blessed Samite, Bulette Plates, Darkleaf, Dragon Hide, Drake Hide, Elemental Hide, Common Fiber, Fine Fiber, Common Fur, Fine Fur, Common Hide, Fine Hide, Jaunt Pelt, Monster Hide, Monstrous Silk, Common Silk, Fine Silk, Slimeskin, Thistledown, Warding Kelp, and Werepelt can be found in this region.
  • Creature Parts of Elderia: Common Bone, Fine Bone, Bulette Bone, Common Chitin, Fine Chitin, Dragon Bone, Drake Bone, Elemental Bone, Common Feathers, Fine Feathers, Monstrous Chitin, Monstrous Feathers, Monstrous Ivory, and Tallow can be found within this region.
  • Metals of Elderia: Adamantium, Astracite, Aluminium, Arandur, Aurorum, Cold Iron, Copper, Dlarun, Fever Iron, Geranite, Gold, Iron, Lead, Magnaconium, Meteoric Steel, Orichalcum, Silver, Tin, and Zinc can be found within this region.
  • Stones of Elderia: Animite, Blended Quartz, Chalk, Clay, Coal, Dolomite, Lodestone, Mana Dust, Marble, Obsidian, Sand, Soil, Common Stone, and Fine Stone can be found within this region.
  • Woods of Elderia: Balsa, Darkwood, Dragonbwood, Duskwood, Harmonic Oak, Heartwood, Whipwood, Wildwood, Hard Wood, Soft Wood, and Decorative Wood can be found within this region.

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