In DREADMOOR the harpoon is not a sidearm — it is the heavy tackle for dangerous prey and the same weapon you throw at mutated creatures. Reach for the harpoon when the rod starts to lose the long runs.
On this page
When to switch
High-energy fish on the rod
When a high-energy fish is running the rod near its snap threshold, the harpoon keeps the line against prey that would snap a rod.
Tentacles or mutated fish near the trawler
When a tentacle or mutated fish surfaces near the trawler mid-fight, switch to the harpoon to clear the threat and recover the catch.
Stance and range
Face the prey and hold the trawler steady
Do not run the engine while a heavy fish is on the line.
Aim along the run direction
Aim the harpoon along the fish's run direction, not at its head — head-on casts break early and waste the line.
Thrust close, throw at distance
Thrust for close prey, throw for a fish or creature breaking the surface a few metres out.
Hold line tension and finish by hand
Hold the line tension until the energy bar empties; finish the catch by hand once the prey stops.
Harpoon variants
Every harpoon variant is built by combining a base Harpoon with a single alchemical component at the workbench. Five variants are confirmed:
| 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 |
All variants are usable against both prey and mutated creatures, so the same weapon loadout can land a tough catch and fight off the next threat. Build at least one elemental harpoon before a dangerous run — reinforced tackle cuts the snap risk during long runs and unlocks elemental status for combat crossovers.
For the crafting order and the components to keep stocked, see the DREADMOOR harpoon crafting guide.
