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Harvesting Crafting Materials

Harvested materials are at the very baseline of our crafting system. They can only be found out in the wilds of Krynn or purchased from another player. The process is relatively simple:

  1. Find a room with an eligible terrain type. The list of eligible types is below and can be found in game either via the ascii-map or by typing look.
  2. Use the survey command. This will take a few seconds, and will tell you whether the room you're in has anything to harvest.
  3. If the survey results in harvestable materials, simply type harvest. This will take around ten seconds to complete.
    1. Upon completion of the timer, you will make a skill check. The skill you use and the DC (difficulty class) will depend on what is being harvested. For example, mining for copper might use the mining skill against a dc of 10, whereas gathering silk might use the gathering skill against a dc of 30.
    2. Rolling a natural 1 will automatically fail, and cause some of the materials in the room to be ruined.
    3. Rolling a natural 20 will automatically succeed, and give you bonus materials plus guaranteed motes drops.
    4. Failing the skill check without rolling a natural 1 will simply cause the effort to fail.
    5. Succeeding the skill check will result in obtaining a random amount of material from the room.
    6. There is a small chance on each successful harvest attempt (100% chance if rolling a natural 20!) of obtaining a small random number of elemental motes, which are used to craft magical equipment.

 

Note: The harvesting nodes update every 30 real-time minutes, and can result in an existing harvest attempt failing.

Material Types by Room Terrain Type

The following terrain types offer a chance to load a harvesting node of the types listed below each terrain type heading. Every 30 minutes each room in the game has a nominal chance to load a node which can be discovered with the survey command.

50% Chance of Hard Metals

50% Chance of Soft Metals

25% Chance of Cloth

75% Chance of Hides

75% Chance of Cloth

25% Chance of Hides

75% Chance of Wood

25% Chance of Hides

50% Chance of Hard Metals

50% Chance of Soft Metals

25% Chance of Cloth

25% Chance of Hides

25% Chance of Hard Metals

25% Chance of Soft Metals

25% Chance of Cloth

25% Chance of Hides

50% Chance of Wood

25% Chance of Cloth

50% Chance of Hides

25% Chance of Wood

20% Chance of Hides

40% Chance of Hard Metals

40% Chance of Soft Metals

60% Chance of Hides

20% Chance of Hard Metals

20% Chance of Soft Metals

Harvestable Materials by Grade & Type

The grade of material found is dependant on the average level of the zone where the harvest node is located. To harvest grade 5 materials, for example, you'll need to go a zone with an average level of 25+. The range is based on what is seen in the areas command.

  • Grade 1: Hemp
  • Grade 2: Flax
  • Grade 3: Wool
  • Grade 4: Cotton
  • Grade 5: Silk

  • Grade 1: 50% Chance for Zinc, 50% Chance for Tin
  • Grade 2: 50% Chance for Zinc, 50% Chance for Tin
  • Grade 3: 33% Chance for Coal, 67% Chance for Iron
  • Grade 4: 33% Chance for Coal, 67% Chance for Iron
  • Grade 5: 50% Chance for Mithril, 50% Chance for Adamantine

  • Grade 1: Low Grade Hide
  • Grade 2: Medium Grade Hide
  • Grade 3: High Grade Hide
  • Grade 4: Pristine Grade Hide
  • Grade 5: Pristine Grade Hide

  • Grade 1: Copper
  • Grade 2: Copper
  • Grade 3: Silver
  • Grade 4: Gold
  • Grade 5: Platinum

  • Grade 1: Ash
  • Grade 2: Maple
  • Grade 3: Mahogany
  • Grade 4: Valenwood
  • Grade 5: Ironwood

Refined Materials

Refined materials are not harvested themselves. Instead they can be crated by refining other materials which are harvested normally. To do so uses the 'refine' command, and usually requires being in a room with the associated refining equipment, such as a smelter when combining metal ores.

Type: Hard Metal

2 units of steel + 2 units of silver = 1 unit of alchemical silver

Requires smelter in the room.

DC 25 mining skill check.

Type: Soft Metal

1 unit of copper + 1 unit of zinc = 2 units of brass

Requires smelter in the room.

DC 15 mining skill check.

Type: Hard Metal

1 unit of tin + 1 unit of copper = 1 unit of bronze

Requires smelter in the room.

DC 15 mining skill check.

Type: Hard Metal

2 units of iron + 1 unit of zinc + 1 unit of silver = 1 unit of cold iron

Requires smelter in the room.

DC 25 mining skill check.

Type: Cloth

2 units of flax = 2 units of linen

Requires loom in the room.

DC 20 tailoring skill check.

Type: Cloth

1 unit of cotton + 1 unit of silk = 1 unit of satin

Requires loom in the room.

DC 30 tailoring skill check.

Type: Hard Metal

1 unit of coal + 1 unit of iron = 1 unit of steel

Requires smelter in the room.

DC 20 mining skill check.

Material Level Adjustments

The quality of materials used in a crafting project can reduce the level of the project itself and the resulting item created. This has a few benefits:

  1. The project DC will be lower, offering a greater chance of success.
  2. You can create objects more powerful than your current crafting proficiency allows.
  3. The item created will have a lower level requirement, allowing you to create objects more powerful than normal for the item's level.
  4. You can create items that would otherwise be higher than level 30, as anything over level 30 would not be equip-able.

Since most crafting recipes require more than one kind of material, in these cases the average level modifier would be used, with the average weighted by the number of materials of each type.

For example: If creating a sword that requires 4 units of hard metal and 1 unit of hide, and you're using steel and low grade hide, the math would be (4 + 4 + 4 + 4) for the steel and (0) for the hide, for a total of 16 divided by the total number of materials, which is 5, resulting in a level reduction of 3.2. Partial integer numbers will always round down in C code, so this would be a level reduction of 3.

HM = Hard Metal, SM = Soft Metal, CL = Cloth, HD = Hides, WD = Wood

Increases Project Level by 2

Tin (HM)

Does Not Change Project Level

Bronze (HM)
Copper (SM)
Low-Grade Hide (HD)
Ash Wood (WD)
Hemp (CL)

 

Reduces Project Level by 2

Iron (HM)
Brass (SM)
Medium-Grade Hide (HD)
Maple Wood (WD)
Wool (CL)

 

Reduces Project Level by 4

Steel (HM)
Silver (SM)
Mahogany Wood (WD)
Linen (CL)

 

Reduces Project Level by 5

Cold Iron (HM)
Alchemical Silver (HM)
Gold (SM)
High-Grade Hide (HD)
Valenwood (WD)
Cotton (CL)

Reduces Project Level by 7

Mithril (HM)
Silk (CL)

Reduces Project Level by 8

Adamantine (HM)
Platinum (SM)
Pristine-Grade Hide (HD)
Ironwood (WD)
Satin (CL)

Reduces Project Level by 10

Dragonmetal (HM)
Dragonscale (HD)
Dragonbone (WD)

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