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