Difference between revisions of "Resource"

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<div style="float:right;">{{Resources nav}}</div>
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=='''General Information'''==
==About==
 
'''''Resources''''' are materials that are [[Gathering|gathered]] from the environment or from [[Skinning|skinning]] animals.
 
  
Resources that are gatherable from the open-world are:
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'''''Resources''''' are materials that are [[Gathering|gathered]] from the environment or from [[Skinning|skinning]] animals. Resources can be used to create [[Weapons]], [[Armors]], and [[Buildings]] in [[Albion Online]]
  
Resources can be used to create [[weapons]], [[armors]], and [[buildings]] in [[Albion Online]]. As with all other game elements, resources are divided into eight [[tier]]s. To gather any resource, an appropriate [[tool]] of no lower than '''one tier below''' than that of the desired resource must be in the player's inventory (not necessarily equipped), requiring the player to progress through the [[Destiny Board]] to unlock the ability to harvest successively better materials. Each resource must first be [[Refining|refined]] at their corresponding crafting [[building]] before it can be used in [[crafting]].
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Resources that are gatherable from the open-world are: [[Fiber]], [[Hide]], [[Ore]], [[Wood]], and [[Stone]].
  
The more dangerous the [[Regions|zone]], the higher the tier of resource that can be found:
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As with all other game elements, resources are divided into eight [[tier]]s
* [[Region|blue zones]] contain tier '''1 - 4''' resources and enemies.
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* [[Region|yellow zones]] contain tier '''3 - 5''' resources and enemies.
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To gather any resource, an appropriate [[tool]] of no lower than '''one tier below''' than that of the desired resource must be in the player's inventory (not necessarily equipped)
* [[Region|red zones]] contain tier '''4 - 6''' resources and enemies.
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* [[Region|black zones]] contain tier '''4 - 8''' resources and enemies.
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Each resource must first be [[Refining|refined]] at their corresponding crafting [[building]] before it can be used in [[crafting]]
  
At each tier level beyond tier 1, new traits are unlocked:
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Tier 4 - 8 resources may be found in normal, uncommon, rare or exceptional qualities. To harvest a resource of uncommon, rare or exceptional quality a tool of the '''same tier''' as the resource must be used
  
* Tier 2 resources and higher must be [[Refining|refined]] before used in [[crafting]].
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=='''Resource Locations'''==
* Tier 3 resources and higher require not only the correct amount of raw resources but also a refined resource of one tier below to be refined. For example, to craft a {{aoitem link|n=Chestnut Plank|i=Chestnut Planks|s=i}} both a {{aoitem link|n=Chestnut Log|i=Chestnut Logs|s=i}} and two {{aoitem link|n=Birch Planks|s=i}} are required. In addition, tier 3 and higher resources add a [[silver]] cost to all refinements, affected by the [[building]]'s usage fee.
 
* Tier 4 - 8 resources may be found in normal, uncommon, rare or exceptional qualities. To harvest a resource of uncommon, rare or exceptional quality a tool of the '''same tier''' as the resource must be used.
 
  
== Resources ==
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The more dangerous the [[Regions|zone]], the higher the tier of resource that can be found:
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* [[Region|Blue zones]] contain tier '''2 - 4''' resources and tier '''3''' enemies
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* [[Region|Yellow zones]] contain tier '''3 - 5''' resources and tier '''3 & 5''' enemies
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* [[Region|Red zones]] contain tier '''4 - 6''' resources, tier '''5''' enemies, and tier '''6''' Aspects
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* [[Region|Black zones]] contain tier '''2 - 8''' resources and enemies
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All zones contain tier '''1''' resources.
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== '''Types of Resources''' ==
 
<!-- There are edit links under the table's title if you're looking to get to this template more quickly -->
 
<!-- There are edit links under the table's title if you're looking to get to this template more quickly -->
 
{{resource table}}
 
{{resource table}}
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== '''Resource Nodes''' ==
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Resource nodes are the interactable objects from which resources can be gathered with their respective [[tools]]
  
== Resource Nodes ==
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Resource nodes spawn randomly in zones according to their [[biome]]
Resource nodes describe the nodes at which any resources can be gathered with their respective [[tools]]. They will spawn randomly in zones according to their [[biome]]. Their spawn point will be stationary for one day, from scheduled maintenance at 10 UTC to the next scheduled maintenance. After that, every spawn point is rerolled.
 
[[File:T3 fibre-mob comparison.png|alt=T3 fibre-mob comparison|thumb|Comparison between a stationary T3 fiber node and its corresponding attackable enemy.]]
 
During a day a resource can be gathered from its node more than once. It will respawn in intervals, depending on their tier:
 
* T2 respawns every 21 seconds<ref name=":0">Oberon Patch 2 / Free-to-Play Launch - Ver. 1.14.381 / REV 140241 - 10 April 2019 [https://albiononline.com/en/changelog/OBERON%20PATCH%202%20%28F2P%20LAUNCH%29]</ref>
 
* T3 respawns every 45 seconds<ref name=":0" />
 
* T4 respawns every 100 seconds<ref name=":0" />
 
* T5 respawns every 450 seconds<ref name=":0" />
 
* T6 respawns every ??? seconds [citation needed]
 
* T7 respawns thrice a day [citation needed]
 
* T8 respawns twice a day [citation needed]
 
Every resource node except hide nodes can exist as either a stationary node or an attackable enemy. Hide nodes will always be attackable enemies. Gathering from killed attackable enemies is faster than from stationary nodes.
 
  
More information about resource mobs, aspects and bosses can be found in [[Resource Mobs|their article]].
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Their spawn point will be stationary for one day, from when the servers first come back online after scheduled maintenance (starting at 10 UTC), until the next scheduled maintenance. After that, every spawn point is randomly selected from a batch of potential spawn locations unique to the cluster.
  
= Aspects =
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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).''
[[File:Aspect alive.png|alt=stone aspect boss|thumb|Rock Giant's Aspect boss found in the highlands.]]
 
Beyond normal attackable enemies, there also exist '''aspects''' that can spawn for every resource according to their biome. They are boss mobs that usually require a team to take down and will yield a stack worth 500 T6 resources. They can spawn enchanted.[[File:Aspect dead.png|alt=aspect boss dead|thumb|Dead, gatherable stone aspect|none]]
 
= Resource Outcrops and Bosses =
 
Some zones will have icons like seen below, called resource '''outcrops'''. Around these, you will find an increased amount of nodes. They will also spawn a '''resource boss''', not to be confused with an aspect which can spawn anywhere in accordance with their biome. If you find a resource boss and kill it, you can note its respawn time will be precisely 48 hours from then on.[[File:Boss-spawn.png|alt=boss spawn|thumb|Rock Outcrops might contain a Rock resource boss|none]]
 
  
== Enchantment ==
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Over the course of the day, the charges in '''normal resource nodes''' recharge slowly, depending on the tier, according to the chart below:
Resources can spawn enchanted. Weapons and armor crafted with enchanted resources will be stronger, their [[item power]] increasing by one tier per enchantment rarity.
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{| class="wikitable"
 
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|+Normal Resource Node Charges and Respawn Rates
Enchanted resources spawn in three varieties, unenchanted resources sometimes being called ''flat''.They are ''uncommon'', ''rare'' and ''exceptional'', by order of increasing rarity and power. Often, players will refer to uncommon as ''.1'', rare as ''.2'' and exceptional as ''.3''. Enchanted resources can only spawn from T4 and upwards. Gathering them will yield increased gathering [[fame]].
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!Tier
 +
!Max Charges
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!Fastest to Slowest Respawn
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|-
 +
|2
 +
|9
 +
|5 to 15 minutes
 +
|-
 +
|3
 +
|9
 +
|6 to 17 minutes
 +
|-
 +
|4
 +
|6
 +
|7 to 24 minutes
 +
|-
 +
|5
 +
|5
 +
|12 to 38 minutes
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|-
 +
|6
 +
|5
 +
|67 to 203 minutes
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|-
 +
|7
 +
|3
 +
|3 to 11 hours
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|-
 +
|8
 +
|2
 +
|9 to 29 hours
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|}
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'''Big resource nodes''' spawn with full charges, according to the chart below:
 
{| class="wikitable"
 
{| class="wikitable"
|+Visual indication of enchantment
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|+Big Resource Node Charges and Respawn Rates
!Enchantment
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!Tier
!uncommon
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!Max Charges
!rare
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!Fastest to Slowest Respawn
!exceptional
 
 
|-
 
|-
|'''Ungathered'''
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|7
|[[File:T4 1 ungatherd.png|alt=4.1 fibre node ungathered|thumb]]
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|23
|[[File:T4 2 ungathered.png|alt=4.2 fibre node ungathered|thumb]]
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|33 to 101 hours
|[image needed]
 
 
|-
 
|-
|'''Gathered'''
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|8
|[[File:T4 1 gathered.png|alt=4.1 fibre node gathered|thumb]]
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|27
|[[File:T4 2 gathered.png|alt=4.2 fibre node gathered|thumb]]
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|36 to 110 hours
|[image needed]
 
 
|}
 
|}
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Every resource node except hide nodes can exist as either a stationary node or an attackable enemy (which spawns according to the primary resource in the cluster, for example, fiber attackable enemies in swamps). Hide nodes will always be attackable enemies. Gathering from killed attackable enemies is faster than from stationary nodes.
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More information about resource mobs, aspects and bosses can be found in [[Resource Mobs|their article]].
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== '''Aspects''' ==
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Besides normal attackable resource enemies, there are also larger boss monsters called '''aspects''' which can spawn in place of a T6 node of the primary resource in a biome
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Aspects are boss monsters that usually are balanced for small teams of players, rewarding their slayers with a 500-charge T6 resource node, which harvests at 5x charges per tick.
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Aspects can also spawn enchanted, or randomly become enchanted, or lose their enchantment just like any other resource nodes
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=='''Resource Outcrops and Bosses'''==
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Some zone maps will have icons called resource '''outcrops'''. Around these, you will find an increased amount of nodes. They will also spawn a '''resource boss''', ''not to be confused with an aspect'', which can spawn anywhere in accordance with their biome. If you find a resource boss and kill it, you can note its respawn time will be precisely 48 hours from then on.
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=='''Enchantment'''==
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All resources can spawn enchanted. For fiber, hide, ore, and wood, weapons, and armor crafted with the enchanted refined resources will be stronger, their [[item power]] increasing by 100 per enchantment rarity. In contrast, the enchanted stone is treated as multiple unenchanted stones for refining purposes, as there are no enchanted refined blocks (uncommon stone is worth 2x regular stone, rare worth 4x regular, and exceptional worth 8x regular.)
  
== Enchantment rarity ==
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Enchanted resources spawn in three varieties excluding unenchanted. They are ''uncommon'', ''rare'' and ''exceptional'', by order of increasing rarity and power. Often, players will refer to unenchanted as ''"flat"'', uncommon as ''".1"'', rare as ''".2"'' and exceptional as ''".3"''. Enchanted resources can only spawn from T4 and upwards. Gathering them will yield increased gathering [[fame]].
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=='''Enchantment Rarity'''==
 
The rarity of an enchantment depends on the enchantment rate of the zone. It can be viewed for every zone at the top of the zone map (default key N). Detailed information about the spawn chance of every enchantment can be viewed by hovering on the indicated area.
 
The rarity of an enchantment depends on the enchantment rate of the zone. It can be viewed for every zone at the top of the zone map (default key N). Detailed information about the spawn chance of every enchantment can be viewed by hovering on the indicated area.
 
[[File:Enchantment rate indicator2.png|alt=enchantment rate indicator|thumb|741x741px|Bonepool Marsh has an [[enchantment rate modifier]] of 19%, details can be seen when hovering the mouse over the indicated area|none]]
 
[[File:Enchantment rate indicator2.png|alt=enchantment rate indicator|thumb|741x741px|Bonepool Marsh has an [[enchantment rate modifier]] of 19%, details can be seen when hovering the mouse over the indicated area|none]]
  
Enchantment rates in the [[Outlands]] can be described simply. Their resource enchantment rates are the following:
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Enchantment rates in the [[Outlands]] vary from 11-22% depending on how close the cluster is to the center of the map, and up to an additional 20% depending on the level of the territory tower in the cluster. Rates on the [[The Royal Continent|Royal Continent]] can vary between 8-33% depending on their proximity to each of the royal [[City|cities]].  
* Anglia: 7-8%
 
* Cumbria: 9-13%
 
 
 
* Mercia: 18-22%
 
Rates on the [[The Royal Continent|Royal Continent]] can vary between 8-33% depending on their proximity to each of the royal [[City|cities]]. To quote the developers:<blockquote>Resource distribution has been updated to encourage travel and transport throughout the Royal Continent. The territories around the Royal cities now hold more enchanted resources, providing an excellent source for economic and equipment boosts. <ref name=":1">Merlyn Update - Ver. 1.12.365 / REV 123101 - 31 July 2018 [https://albiononline.com/en/changelog/MERLYN%20UPDATE]</ref></blockquote><blockquote>[...]</blockquote><blockquote>Two Tier 5 yellow zones between each Royal city and Caerleon are now red zones with a 20% enchantment rate for Tier 4 and Tier 5 resources.<ref name=":1" /></blockquote>
 
  
 
[[Category:Item]]
 
[[Category:Item]]
 
[[Category:Resource]]
 
[[Category:Resource]]
<references />
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__NOTOC__

Latest revision as of 15:23, 2 June 2020

General Information

Resources are materials that are gathered from the environment or from skinning animals. Resources can be used to create Weapons, Armors, and Buildings in Albion Online

Resources that are gatherable from the open-world are: Fiber, Hide, Ore, Wood, and Stone.

As with all other game elements, resources are divided into eight tiers

To gather any resource, an appropriate tool of no lower than one tier below than that of the desired resource must be in the player's inventory (not necessarily equipped)

Each resource must first be refined at their corresponding crafting building before it can be used in crafting

Tier 4 - 8 resources may be found in normal, uncommon, rare or exceptional qualities. To harvest a resource of uncommon, rare or exceptional quality a tool of the same tier as the resource must be used

Resource Locations

The more dangerous the zone, the higher the tier of resource that can be found:

  • Blue zones contain tier 2 - 4 resources and tier 3 enemies
  • Yellow zones contain tier 3 - 5 resources and tier 3 & 5 enemies
  • Red zones contain tier 4 - 6 resources, tier 5 enemies, and tier 6 Aspects
  • Black zones contain tier 2 - 8 resources and enemies

All zones contain tier 1 resources.

Types of Resources

Resources
v · e
Resource type Tool / Building Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 Tier 7 Tier 8
Raw
Wood Wood Axe Rough Logs Birch Logs Chestnut Logs Pine Logs Cedar Logs Bloodoak Logs Ashenbark Logs Whitewood Logs
Stone Stone Hammer Rough Stone Limestone Sandstone Travertine Granite Slate Basalt Marble
Hide Skinning Knife Rabbit Hide Fox Hide Wolf Hide Boar Hide Bear Hide Direwolf Hide Direboar Hide Direbear Hide
Ore Pickaxe n/a Copper Ore Tin Ore Iron Ore Titanium Ore Runite Ore Meteorite Ore Adamantium Ore
Fiber Sickle n/a Cotton Flax Hemp Skyflower Redleaf Cotton Sunflax Ghost Hemp
Processed
Plank Lumber Mill n/a Birch Plank Chestnut Plank Pine Plank Cedar Plank Bloodoak Plank Ashenbark Plank Whitewood Plank
Brick Stone Mason n/a Limestone Block Sandstone Block Travertine Block Granite Block Slate Block Basalt Block Marble Block
Leather Tanner n/a Stiff Leather Thick Leather Worked Leather Cured Hide Hardened Leather Reinforced Leather Fortified Leather
Metal Smelter n/a Copper Bar Bronze Bar Steel Bar Titanium Steel Bar Runite Steel Bar Meteorite Steel Bar Adamantium Steel Bar
Cloth Weaver n/a Simple Cloth Neat Cloth Fine Cloth Ornate Cloth Lavish Cloth Opulent Cloth Baroque Cloth

Resource Nodes

Resource nodes are the interactable objects from which resources can be gathered with their respective tools

Resource nodes spawn randomly in zones according to their biome

Their spawn point will be stationary for one day, from when the servers first come back online after scheduled maintenance (starting at 10 UTC), until the next scheduled maintenance. After that, every spawn point is randomly selected from a batch of potential spawn locations unique to the cluster.

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:

Normal Resource Node Charges and Respawn Rates
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:

Big Resource Node Charges and Respawn Rates
Tier Max Charges Fastest to Slowest Respawn
7 23 33 to 101 hours
8 27 36 to 110 hours

Every resource node except hide nodes can exist as either a stationary node or an attackable enemy (which spawns according to the primary resource in the cluster, for example, fiber attackable enemies in swamps). Hide nodes will always be attackable enemies. Gathering from killed attackable enemies is faster than from stationary nodes.

More information about resource mobs, aspects and bosses can be found in their article.

Aspects

Besides normal attackable resource enemies, there are also larger boss monsters called aspects which can spawn in place of a T6 node of the primary resource in a biome

Aspects are boss monsters that usually are balanced for small teams of players, rewarding their slayers with a 500-charge T6 resource node, which harvests at 5x charges per tick.

Aspects can also spawn enchanted, or randomly become enchanted, or lose their enchantment just like any other resource nodes

Resource Outcrops and Bosses

Some zone maps will have icons called resource outcrops. Around these, you will find an increased amount of nodes. They will also spawn a resource boss, not to be confused with an aspect, which can spawn anywhere in accordance with their biome. If you find a resource boss and kill it, you can note its respawn time will be precisely 48 hours from then on.

Enchantment

All resources can spawn enchanted. For fiber, hide, ore, and wood, weapons, and armor crafted with the enchanted refined resources will be stronger, their item power increasing by 100 per enchantment rarity. In contrast, the enchanted stone is treated as multiple unenchanted stones for refining purposes, as there are no enchanted refined blocks (uncommon stone is worth 2x regular stone, rare worth 4x regular, and exceptional worth 8x regular.)

Enchanted resources spawn in three varieties excluding unenchanted. They are uncommon, rare and exceptional, by order of increasing rarity and power. Often, players will refer to unenchanted as "flat", uncommon as ".1", rare as ".2" and exceptional as ".3". Enchanted resources can only spawn from T4 and upwards. Gathering them will yield increased gathering fame.

Enchantment Rarity

The rarity of an enchantment depends on the enchantment rate of the zone. It can be viewed for every zone at the top of the zone map (default key N). Detailed information about the spawn chance of every enchantment can be viewed by hovering on the indicated area.

enchantment rate indicator
Bonepool Marsh has an enchantment rate modifier of 19%, details can be seen when hovering the mouse over the indicated area

Enchantment rates in the Outlands vary from 11-22% depending on how close the cluster is to the center of the map, and up to an additional 20% depending on the level of the territory tower in the cluster. Rates on the Royal Continent can vary between 8-33% depending on their proximity to each of the royal cities.