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Resources are materials that are gathered from the environment or from skinning animals.

Resources that are gatherable from the open-world are: fiber, hide, ore, logs, and rocks.

Resources can be used to create weapons, armors, and buildings in Albion Online. 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), requiring the player to progress through the Destiny Board to unlock the ability to harvest successively better materials. Each resource must first be refined at their corresponding crafting building before it can be used in crafting.

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

  • Blue zones contain tier 1 - 4 resources and enemies.
  • Yellow zones contain tier 3 - 5 resources and enemies.
  • Red zones contain tier 4 - 6 resources and enemies.
  • Black zones contain tier 1 - 8 resources and enemies.

At each tier level beyond tier 1, new traits are unlocked:

  • Tier 2 resources and higher must be refined before used in crafting.
  • 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 [[| ]] [[ | ]] both a [[| ]] [[ | ]] and two [[| ]] [[ | ]] 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.


v · e
Resource type Tool / Building Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 Tier 7 Tier 8
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
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).[1]

T3 fibre-mob comparison
Comparison between a stationary T3 fiber node and its corresponding attackable enemy.

Over the course of the day, the charges in normal resource nodes recharge slowly, depending on the tier, according to the chart below:[1]

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:[1]

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 spawn 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.


stone aspect boss
Rock Giant's Aspect boss found in the highlands.

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.

aspect boss dead
Dead, gatherable stone aspect

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.

boss spawn
Rock Outcrops might contain a Rock resource boss


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, enchanted stone is treated as multiple unenchanted stone for refining purposes, as there is no enchanted refined blocks (uncommon stone is worth 2x regular stone, rare worth 4x regular, and exceptional worth 8x regular.)[2]

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.

Visual indication of enchantment
Enchantment uncommon rare exceptional
4.1 fibre node ungathered
4.2 fibre node ungathered
[image needed]
4.1 fibre node gathered
4.2 fibre node gathered
[image needed]

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%[3] 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. To quote the developers:

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. [4]


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.[4]

  1. 1.0 1.1 1.2
  4. 4.0 4.1 Merlyn Update - Ver. 1.12.365 / REV 123101 - 31 July 2018 [1]