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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, Jewelers, Tailors, Weaponsmiths, Woodworkers
         (Rares to Jewelers, Tailors or Weaponsmiths)

   Fish - Provisioners
         (No Rares)

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

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

   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)

   (Imbuing Substances - Armorers, Jewelers, Tailors, Weaponsmiths, 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; small shields; totems; harvesting tools)
         COMMON - Den (Pelts), Ore (Hard Metal), Roots, Wood
         RARE - Imbuing Substances, Ore (Hard Metal), Wood

   Outfitters

      Armorers (chain and plate armor; large shields)
         COMMON - Den (Pelts), Ore (Hard Metal), Roots
         RARE - Imbuing Substances, Ore (Hard Metal)

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

      Weaponsmiths (metal weapons)
         COMMON - Den (Pelts), Ore (Hard Metal), Roots
         RARE - Imbuing Substances, Den (Pelts), 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 - Den (Pelts), Ore (Hard Metal and Loam), Roots, Stone
         RARE - Imbuing Substances, Den (Pelts), Ore (Hard Metal and Loam), Roots, 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:

Adept III fighter and scout combat art upgrades are created with rare loams. (Alchemists create fighter upgrades, and jewelers create scout upgrades.) Adept III mage and priest spell upgrades are created with rare stones. (Sages create both; soft metals are used for mage upgrades, and gems for priest upgrades.)

Potions and poisons are created at "Pristine" quality level in stacks of 10. Rare potions and poisons are created with the "dust" which results as a byproduct of the creation of any Adept III spell or combat art upgrade.

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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SECONDARY TRADESKILLS AND ADORNMENTS:

Tinkerers use harvested materials to create their items, just as do other tradeskillers. Though they primarily use ores and stones, they have at least a few recipes that call for just about everything other than food items. Most significantly, all of their recipes require HUGE amounts of loam.

Transmuters don't require harvested items at all. They create their own raw materials by breaking down gear ("treasured" or better wearable/attuneable items, and adept and master spell upgrades).

Any tradeskiller creating adornments requires the raw materials created by transmuters rather than normal harvested items.

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