Craft: Harvesting
Harvesting decides how much a resource node gives up, and how long it takes you to work it. Neither depends on how hard you hit it: a tree is as big as it is whether you fell it in one swing or ten. What counts is how cleanly you work (this skill) and what you work with (your tool).
| Ability | Strength |
| Requires training | No - it works with no ranks in it |
| Armour check penalty | None |
| Available to | Every class |
How it works
How much you get Every 10 points of Harvesting is one band, up to 10 bands at 100 points. Your tool is measured in the same steps, by the material it is made of - nine rungs, from copper at the bottom to adamantium at the top.
- Standing level with the resource gives x1.0. Every step above it adds x0.25, every step below takes x0.25 away.
- The skill half never rises above x2.0, and skill and tool together never above x4.0.
- With no Harvesting at all you get half of what the first band would have paid.
- A tool four steps below the resource cannot open it at all. Skill that far below leaves you the salvage share and nothing more.
- Anything you could open at all pays a fifth of what it held, and never less than one, so a poor attempt is never a wasted one.
A purpose-made tool scores its full material tier. An ordinary weapon of the same shape stands in at half rate - an axe for timber, a hammer for rock - and the wrong shape is no use at all.
How long it takes Taking a hide off a carcass takes 6 seconds of standing still with no skill, half a second less for every band, down to 1 second at 100 points. Move and you lose the attempt. Ore and timber are not worked this way - they are broken open and looted afterwards. What they give up is settled the moment the node breaks, by the same skill and tool as everything else, never by how much damage you dealt. A herb, and the pile a felled tree or a broken vein leaves behind, are gathered by picking them up instead: a moment's work that still needs the right tool in hand, and that walking away cancels.
Ability score modifiers, spells and magical items all count toward this skill - but nothing above 100 points improves either the haul or the speed.
Skill point cost by class
One point per rank: Arcane Archer, Assassin, Barbarian, Bard, Blackguard, Cleric, Divine Champion, Druid, Dwarven Defender, Elite Guard, Fighter, God's Eye Scout, Monk, Northern Templar, Paladin, Pale Master, Purple Dragon Knight, Ranger, Red Dragon Disciple, Rogue, Shadowdancer, Shifter, Skald, Sorcerer, Warlock, Weapon Master, Wizard.