There are five main professions and one passive one being Farming. The five main professions are:
See: Gathering Skills
Types of Resources and Locations
There are three attributes to a cluster which affect what type of resources spawn there, how prevalent each type is, and how dense the node spawns are:
- The biome affects what type of resource nodes spawn in the cluster, and how prevalent each type is compared to the others.
- The type of zone affects the density of resource nodes. Blue zones have the lowest density, then yellow, then red, then black with the highest density.
- The tier of the cluster affects what tiers the resource nodes spawn as.
The resources that spawn in each cluster, and of what tiers those resources spawn with is visible on the local map of the cluster.
Resources can spawn as stationary nodes, or as attackable resource monsters which can be harvested after killing, similar to skinning animals.
Resource Distribution Within Clusters
The biome of the cluster affects what type of resource nodes spawn in the cluster. Each biome has a primary, secondary, and tertiary resource. The primary resource will always be more prevalent than the secondary, and the secondary will always be more prevalent than the tertiary. Additionally, attackable resource mobs will spawn of the primary resource type in each biome.
The Roads of Avalon zones do not have biomes, and instead have resource creatures of all types. Static nodes are only found at hotspots in these zones.
|Type of Biome||Primary Resource||Secondary Resource||Tertiary Resource|
Resource Availability by Tier
The tier and zone type of the cluster affect what tiers of resources are available, but in general:
- T1-4 resources are available in all zone types.
- T5 resources are only available in yellow, red, or black zones.
- T6 resources are only available in red and black zones.
- T7 and T8 resources are only available in black zones.
Resource Node Types and Respawn Rates
There are two types of resource nodes - normal nodes and big nodes. Big nodes only have a chance to spawn in the place of a normal T7 or T8 resource node, and contain significantly more charges. (These are identical to the pre-queen T7 & T8 nodes).
Over the course of the day, the charges in normal resource nodes recharge slowly, depending on the tier, according to the chart below:
|Tier||Max Charges||Fastest to Slowest Respawn|
|2||9||5 to 15 minutes|
|3||9||6 to 17 minutes|
|4||6||7 to 24 minutes|
|5||5||12 to 38 minutes|
|6||5||67 to 203 minutes|
|7||3||3 to 11 hours|
|8||2||9 to 29 hours|
Big resource nodes spawn with full charges, according to the chart below:
|Tier||Max Charges||Fastest to Slowest Respawn|
|7||23||33 to 101 hours|
|8||27||36 to 110 hours|
When gathering in order to make the most of your time it is important to optimize your location and routes. Generally speaking you want to balance speed and efficiency with risk, with high risk usually rewarding higher speed and efficiency. There are several factors that contribute to your resource gathering efficiency, and you should aim to have the highest possible:
- Yield: Increased through consumable buffs, gathering gear, mastery/specialization, and premium bonus.
- Gather Speed: Increased through using higher tier tools, and mastery/specialization
- Node density by location: Pick a location from the table above in "Resource Distribution within clusters"
- Enchanted percentage of zone
- Hot spots in zone
- Escape (red and black zones): utilize gear for escaping and know the map
- Carry capacity: balance weight with risk
- Mining same tier or lower
- Aspects or nodes depending on goal of you efforts
Optimized setups for each profession
|Optimization||Miner (Ore)||Quarrier (Stone)||Lumberjack (Wood)||Skinner (Hide)||Harvester (Fiber)||Farmer (Crops/Animals)|
|Weapon||Bloodletter with Mistcaller for cooldowns (more below)|
|Armor||Miner Set||Quarrier Set||Lumberjack Set||Skinner Set||Harvester Set|
|Location||Moutain||Highland||Forest||Steppe||Swamp||Player Island or Guild Island|
|Consumable||Highest Tier Gathering Consumable which are generally pies.|
For more information on gear setup, see https://albiononline.com/en/news/gatherer-gear-explained
Choosing the right biome is just as important as your zone choice. Depending on the tier of resource you must ensure you are in the proper zone type stated above. In addition to this there are other factors such as hot spots. To see got spots open your map and take not of the symbols on the map. Hot spots are signified based on the type of hot spot. You will also be able to see the percentage of enchanted nodes which is another factor for gathering as higher enchanted nodes will net more fame and money.
Once in the location choose which nodes to gather. A good rule of thumb is there never gather up. Meaning only gather the nodes you have the same or higher tier tool for. Gathering tier 6 with tier 5 is a long tedious process and not worth it in the long run due to lack of specializations and bonuses from gear. An exception to this rule is gathering from aspects as the game is just too good.
If in red or black zones its important to make sure you do t lose your hard earned gathered materials to gankers. Gathering gear has built in escape abilities but furthermore there are weapon and off hands to consider. By far the best escape weapon is a Bloodletter for mobility and in the off hand a Mistcaller for cooldown reduction.
Escaping goes beyond gear however. Map awareness is crucial, as doing something as bad as running into a corner or cliff will render your escape a failure. Always have an escape route planned or focus on the paths you take and keep in mind blindly running into terrain could mean your death.
Choosing the right escape mount is one of the last important choices before going out as well see the Mount section.
Finally keep an eye on weight. Never be put in a position where pied or mount bonuses if lost, will over burden you, making escape impossible.
Choosing the right mount
There are a variety of mounts in the game. Most balance trade offs between carry weight bonuses and speed. Depending on you zone danger level you may need to consider which is right and when. In general for safe zones such as blue and yellow, the more carry weight the better. Oxen and other high carry bonus mounts are a safe bet.
In danger zones such as red and black however the best mount to make the most of your time in the long run are fast mounts with good defenses to escape. Mounts like lizards, Direwolves, and boar offer good speed and defense to help you escape. Direwolf is great for speed, lizard are hard to CC and slow and boar are expensive but good balanced mount in all areas.