
"From scales and hides to venom and bone, the creatures of Narumer hold countless treasures. Alchemists, leatherworkers and blacksmiths alike can find use for nearly every part of the beasts you fell in your travels."
Most creatures in Narumer can be harvested once they are dead, and many farm animals can be harvested while they are alive. What you get depends on the creature, how you killed it, your skill, and the quality of your tools.
New to harvesting? Kill the creature with as little damage as possible, use a harvesting knife on the body, then take the parts out of the carcass one at a time. Carry a vial for blood and similar parts.
| Topic | In short |
|---|---|
| Flaying a kill | Use a harvesting knife on a body; each part is rolled separately |
| Skills used | Which skill a creature uses depends on its type |
| What affects the roll | Damage taken, your skill, the Hunter feat and your knife |
| Taking the parts | A skill check for each part, and some need a container |
| Stone and crystal creatures | They leave a node to mine instead of a carcass |
| Living animals | Feed animals, then shear or milk them |
A body can only be flayed once, and the flayed carcass only lasts about 3 minutes. Decide who is doing the work before you start.
The skill used for a creature depends on its creature type. Builders can set a different skill for individual parts where it makes sense.
| Skill | Creature types |
|---|---|
| Heal 🩹 | Giants, elves, dwarves, halflings, half-orcs, humans, goblinoids, monstrous humanoids, orcs, reptilian humanoids |
| Knowledge: Arcane 🔮 | Elementals, fey, outsiders, oozes, aberrations, undead |
| Knowledge: Architecture 🧱 | Constructs |
| Knowledge: Nature 🍃 | Beasts, dragons, magical beasts, plants |
| Survival 🏕️ | Animals, vermin, shapechangers, and any type not listed above |
The flayed carcass's description tells you which skill was used.
Each creature has a chance for each kind of part. When you flay it, the game rolls a d100 for each one, and you find the part if the roll is at or under your final chance. That chance is built from:
The way you kill a creature matters. Every point of damage of the types below lowers that part's chance by 1%, to a minimum of 1%. A creature torn apart by fire and blades won't leave much hide behind.
| Part | Slashing | Bludgeoning | Piercing | Fire/Acid | Cold | Electrical | Sonic | Negative/Divine | Magical | Poison/Psychic |
|---|---|---|---|---|---|---|---|---|---|---|
| Hide | ✗ | ✓ | ✓ | ✗ | ✓ | ✓ | ✓ | ✓ | ✗ | ✓ |
| Bones | ✓ | ✗ | ✓ | ✓ | ✗ | ✓ | ✓ | ✓ | ✗ | ✓ |
| Special* | ✓ | ✓ | ✗ | ✓ | ✓ | ✗ | ✗ | ✓ | ✗ | ✓ |
| Meat | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✗ | ✗ | ✗ | ✓ |
| Skull | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
✓ = Safe ✗ = Harms the part (-1% per point of damage)
*Special covers anything that isn't hide, bone, meat or skull: organs, blood, bile, venom and so on.
Tip: to collect a fine hide, finish the beast with blunt weapons or cold. To keep its organs and blood, avoid arrows, spears and lightning.
The quality of your knife scales every part's chance:
| Knife | Effect |
|---|---|
| Primitive (Tier 0) | ×0.75. Druids use it at ×1.0, plus 0.1 for each druid level |
| Tier I | ×1.0 |
| Tier II | ×1.25 |
| Tier III | ×1.5 |
Some specialised knives also add a flat bonus to particular parts, such as a skinning knife that is better for hides.

Every part you found sits in the flayed carcass. Taking one out may need more:
When the carcass is empty, it disappears.
Creatures made of stone, ore or crystal don't leave a carcass. Instead they leave a node named after the creature, which you work like a resource node with the right tool (a pickaxe, for example). The node holds a set amount of material and disappears after about 5 minutes.
Many domestic animals can be harvested without killing them: sheep sheared for wool, cows and goats milked, and so on. Talk to the animal to see what it needs.
You can also lead some animals, and slaughter domestic animals quickly and safely through their conversation (see the tips below).
Over-killing: the land keeps track of its livestock. Slaughter domestic animals faster than they recover, instead of feeding them for their resources, and they will eventually stop spawning.