Every harpoon variant in DREADMOOR is a two-slot recipe: a base Harpoon combined with one alchemical consumable at the workbench. The full list is five variants, and each works as both a fishing tool and a weapon.

The five variants table

VariantRecipeEffect on hit
Healing HarpoonHarpoon + Healing PoulticeRestores health on hit
Toxic HarpoonHarpoon + Toxic VialsAdds poison damage
Fire HarpoonHarpoon + Fire SaltsIgnites targets
Frost HarpoonHarpoon + Frost SaltsAdds cold damage
Plague HarpoonHarpoon + Plague ExtractsSpreads disease

The base Harpoon is one item per assembly, and the alchemical component is consumed when the recipe is confirmed. Doubling up a variant is just another workbench trip; bring enough alchemical components for the run you have planned.

Crafting order

  1. Place the base Harpoon

    Place the base Harpoon on the workbench.

  2. Place the alchemical component

    Place the matching alchemical component next to it.

  3. Confirm the recipe

    Confirm the recipe when the bench shows both items.

  4. Equip before leaving the settlement

    Equip the variant before leaving the settlement.

Elemental variants vs. threats

  • Fire or Toxic works well on the flesh of tentacle encounters at sea — the targets are biological and burn or poison cleanly.
  • Frost slows a fast-moving target long enough to keep the line under control.
  • Plague stacks status effects against large leviathan-class encounters where one direct kill is unrealistic.
  • Healing doubles as a sustain pick when a run is likely to drag on — every landed hit gives back health.

For the threat-by-threat counter list across sea and land, see the DREADMOOR mutated creatures guide.