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.
On this page
The five variants table
| Variant | Recipe | Effect on hit |
|---|---|---|
| Healing Harpoon | Harpoon + Healing Poultice | Restores health on hit |
| Toxic Harpoon | Harpoon + Toxic Vials | Adds poison damage |
| Fire Harpoon | Harpoon + Fire Salts | Ignites targets |
| Frost Harpoon | Harpoon + Frost Salts | Adds cold damage |
| Plague Harpoon | Harpoon + Plague Extracts | Spreads 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
Place the base Harpoon
Place the base Harpoon on the workbench.
Place the alchemical component
Place the matching alchemical component next to it.
Confirm the recipe
Confirm the recipe when the bench shows both items.
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.