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HARVESTABLES: WHO USES WHAT?

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BY NODE TYPE (Which Classes Need Each Item Type):

   Den
      Meat - Provisioners
         (No Rares)
      Pelts - Armorers, Tailors, Weaponsmiths, Woodworkers
         (Rares to Tailors)

   Fish - Provisioners
         (No Rares)

   Ore
      Hard Metal - Armorers, Carpenters, Jewelers, Tailors, Weaponsmiths, Woodworkers
         (Rares to Armorers, Carpenters, Jewelers or Weaponsmiths)
      Loam - Alchemists, Jewelers, Provisioners
         (Rares to Alchemists or Jewelers)

   Roots - Alchemists, Armorers, Carpenters, Jewelers, Provisioners, Sages, Tailors, Weaponsmiths, Woodworkers
         (Rares to Carpenters)

   Shrub - Provisioners
         (No Rares)

   Stone (Gems and Soft Metal) - Alchemists, Carpenters, Jewelers, Sages
         (Rares to Carpenters, Jewelers or Sages)

   Wood - Carpenters, Sages, Tailors, Woodworkers
         (Rares to Carpenters or Woodworkers)

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BY ARTISAN CLASS (Which Item Types Each Class Needs):

   Craftsmen

      Carpenters (furniture; strong boxes)
         COMMON - Ore (Hard Metal), Roots, Stone, Wood
         RARE - Ore (Hard Metal), Roots, Stone, Wood

      Provisioners (food and drink)
         COMMON - Den (Meat), Fish, Ore (Loam), Roots, Shrub
         RARE - N/A

      Woodworkers (wooden and thrown weapons; shields; totems; harvesting tools)
         COMMON - Den (Pelts), Ore (Hard Metal), Roots, Wood
         RARE - Imbuing Substance, Wood

   Outfitters

      Armorers (chain and plate armor)
         COMMON - Den (Pelts), Ore (Hard Metal), Roots
         RARE - Imbuing Substance, Ore (Hard Metal)

      Tailors (cloth and leather armor; hex dolls; backpacks and quivers)
         COMMON - Den (Pelts), Ore (Hard Metal), Roots, Wood
         RARE - Imbuing Substance, Den (Pelts)

      Weaponsmiths (metal weapons)
         COMMON - Den (Pelts), Ore (Hard Metal), Roots
         RARE - Imbuing Substance, Ore (Hard Metal)

   Scholars

      Alchemists (potions and poisons; fighter combat art upgrades)
         COMMON - Ore (Loam), Roots, Stone
         RARE - Ore (Loam)

      Jewelers (jewelry; scout combat art upgrades)
         COMMON - Ore (Hard Metal and Loam), Roots, Stone
         RARE - Imbuing Substance, Ore (Hard Metal and Loam), Stone

      Sages (mage and priest spell upgrades)
         COMMON - Roots, Stone, Wood
         RARE - Stone

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A SPECIAL NOTE FOR ALCHEMISTS AND OTHER SCHOLARS:

Potions and poisons are created at "Pristine" level in stacks of 10. Adept III fighter combat art upgrades are created with rare loams; rare potions and poisons are created with the "dust" which results as a byproduct of the creation of an Adept III spell or combat art upgrade by any Scholar subclass. So a single rare loam or stone can actually end up producing an Adept III spell or combat art upgrade *and* a stack of rare potions or poisons!

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