Suikoden STAR LEAP background
Suikoden STAR LEAP icon

Gather Resources: every material and where it comes from — Suikoden STAR LEAP

All eight gathering facilities in Suikoden STAR LEAP: what each difficulty changes, which phase of the Great Tree grows what, and every material the quarry, woodland, fields and hunting ground give.

Last updated:

All eight gathering facilities in Suikoden STAR LEAP: what each difficulty changes, which phase of the Great Tree grows what, and every material...

8 facilities feed the kitchen, the smith and the trading post, and they are one menu with one set of rules: a run costs the same wherever it is spent, the difficulty on offer is decided by the base's level alone, and what comes home is a material at one of five qualities. 6 of them are below; the rod and the harpoon have a page of their own.

A run
Spends 5 hourglasses, at every facility and every difficulty.
Difficulty
Which difficulties can be picked is a function of the base's level and nothing else. A higher one holds more of the pool and wants a higher score for the quality bonus.
Quality
Every material comes at one of five qualities, and the pool below gives the one a run starts from — the in-session bonuses stack on top of it, so a run can come home above its own floor.
The Great Tree
The phase decides what grows and what can be caught: Bloom, Verdant, Redleaf, Snowflake. It can be changed from the facility itself, and the hour of the day changes nothing anywhere here.
Bond Pt.
Pays 10 Bond Pt. to whoever is helping out, whichever facility it is.
Skill Level
Each facility keeps a Skill Level of its own, 20 of them on the same climb, 500 to the last one. It is not raised by working the place: the companions you have recruited raise it, and each of them suits exactly one facility.

Fishing

Use precise timing to reel in fish. What you can catch in the village change depending on the Great Tree phases. Try it during various phrases.

Open its page

Vegetable Harvest

Protect your vegetables from moles that pop up in the field. Spirits of the Great Tree raise the quality of your vegetables, so don't hit them.

Difficulties

Difficulty Base level Target score What it changes
Difficulty 1 VLG Lv. 1–11 · HQ Lv. 1–4 5,000
Difficulty 2 HQ Lv. 5–11 6,500 Spirit skills · Crisis mode
Difficulty 3 HQ Lv. 12–14 7,500 Spirit skills · Crisis mode

What it gives

Difficulty Phase Materials
Difficulty 1 Bloom
Difficulty 1 Verdant
Difficulty 1 Redleaf
Difficulty 1 Snowflake
Difficulty 2 Bloom
Difficulty 2 Verdant
Difficulty 2 Redleaf
Difficulty 2 Snowflake
Difficulty 3 Bloom
Difficulty 3 Verdant
Difficulty 3 Redleaf
Difficulty 3 Snowflake

Diving

Catch fish by wielding your harpoon. Hitting multiple fish at once will result in a combo and increased damage. Try it when aiming for a big catch.

Open its page

Hunting

Attack your prey with skill cards. If HP hits exactly 0, material quality will increase and the action counter won't be reduced.

Difficulties

Difficulty Base level Target score What it changes
Difficulty 1 VLG Lv. 1–11 · HQ Lv. 1–10 5,000
Difficulty 2 HQ Lv. 11–13 6,500
Difficulty 3 HQ Lv. 14 8,000

What it gives

Difficulty Animal Materials
Difficulty 1 Fly Chicken HP 6 · Shields 1 · Flees after 4 turns
Difficulty 1 White Hog HP 7 · Shields 2 · Flees after 6 turns
Difficulty 2 Fluffy Sheep HP 9–10 · Shields 1–2 · Flees after 5 turns
Difficulty 2 Sword Bull HP 12–13 · Shields 2 · Flees after 7 turns
Difficulty 3 Wild Boar HP 14–15 · Shields 2 · Flees after 7 turns
Difficulty 3 Grizzly Bear HP 18–20 · Shields 2–3 · Flees after 9 turns

Grain Harvest

Harvest grains with a sickle and load it onto a cart. You can get bonuses by driving away harmful animals or finding a hidden Great Tree spirit.

Difficulties

Difficulty Base level Target score What it changes
Difficulty 1 VLG Lv. 1–11 · HQ Lv. 1–4 4,000 2×2 field · 50s on the clock
Difficulty 2 HQ Lv. 5–11 6,500 3×2 field · 60s on the clock
Difficulty 3 HQ Lv. 12–14 9,000 3×3 field · 70s on the clock

What it gives

Difficulty Phase Materials
Difficulty 1 Verdant
Difficulty 1 Redleaf
Difficulty 2 Verdant
Difficulty 2 Redleaf
Difficulty 3 Verdant
Difficulty 3 Redleaf

Fruit Harvest

Catch the flying fruit. Aim for a high score by catching them head-on with a perfect catch or by achieving streaks.

Difficulties

Difficulty Base level Target score What it changes
Difficulty 1 VLG Lv. 1–11 · HQ Lv. 1–13 6,000 10 reward slots · Baskets at 10, 20, 35, 60
Difficulty 2 HQ Lv. 14 8,000 Dash · 10 reward slots · Baskets at 10, 20, 35, 60

What it gives

Difficulty Phase Materials
Difficulty 1 Bloom
Difficulty 1 Verdant
Difficulty 1 Redleaf
Difficulty 1 Snowflake
Difficulty 2 Bloom
Difficulty 2 Verdant
Difficulty 2 Redleaf
Difficulty 2 Snowflake

Logging

Chop down trees with an axe to obtain wood. Aim for sparkling ones for higher-quality materials.

Difficulties

Difficulty Base level Target score What it changes
Difficulty 1 VLG Lv. 1–11 · HQ Lv. 1–4 4,000 4–5 nodes
Difficulty 2 HQ Lv. 5–11 4,000 5–6 nodes
Difficulty 3 HQ Lv. 12–14 7,000 6–7 nodes

What it gives

Difficulty Rarity Materials
Difficulty 1 Rarity 1
Difficulty 1 Rarity 2
Difficulty 1 Rarity 3
Difficulty 2 Rarity 1
Difficulty 2 Rarity 2
Difficulty 2 Rarity 3
Difficulty 3 Rarity 1
Difficulty 3 Rarity 2
Difficulty 3 Rarity 3

Mining

Use your pickaxe to hit deposits and obtain ore. Deposits glow in various colors. Aim for sparkling ones for higher-quality materials.

Difficulties

Difficulty Base level Target score What it changes
Difficulty 1 VLG Lv. 1–11 · HQ Lv. 1–9 5,000 4–5 nodes
Difficulty 2 HQ Lv. 10–12 5,500 5–6 nodes
Difficulty 3 HQ Lv. 13–14 8,000 6–7 nodes

What it gives

Difficulty Rarity Materials
Difficulty 1 Rarity 1
Difficulty 1 Rarity 2
Difficulty 1 Rarity 3
Difficulty 2 Rarity 1
Difficulty 2 Rarity 2
Difficulty 2 Rarity 3
Difficulty 3 Rarity 1
Difficulty 3 Rarity 2
Difficulty 3 Rarity 3

Who raises a Skill Level

A companion joins one facility's Skill Level and no other, whoever they are and however rare. So the level is a count: recruit the people who suit a place and the place gets better at what it does. Two versions of the same companion are two companions here and count twice — and a pair does not always suit the same facility, so which one you have can decide which place gains.

Donation Box

One at a time
A donation is one thing: a material, a handful of potch, or a stone. Which materials can arrive from a facility is the same at every base level and at every Skill Level, and it is narrower than what the ground itself gives — never a material that facility cannot gather, and not its highest qualities.
Skill Level
The potch is the one figure a Skill Level moves, from 36 at the first of the 20 to 83 at the last.
The stone
Always Fantasy Stones ×1, whichever facility the donation came from.
Facility Materials
Fishing
Vegetable Harvest
Diving
Hunting
Grain Harvest
Fruit Harvest
Logging
Mining

Potch by Skill Level

Skill Level Potch
1 36
2 46
3 53
4 56
5 59
6 62
7 64
8 65
9 67
10 68
11 70
12 71
13 73
14 74
15 76
16 77
17 78
18 80
19 81
20 83