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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, tier 5 - 8 enemies and tier 6 Aspects.

All zones contain tier 1 resources.

Types of Resources

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 plentiful nodes. Plentiful nodes contain significantly more charges and are marked on the zone map.

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 30 to 90 seconds
3 9 1.5 to 4.5 minutes
4 6 4 to 13 minutes
5 5 12 to 38 minutes
6 5 83 to 250 minutes
7 9 5.5 to 16.6 hours
8 11 6.6 to 19.95 hours

There is a 0.1% chance of getting a Gathering Tome

Plentiful resource nodes spawn with full charges, according to the chart below[>citation needed][[[Category:Citation needed]]:

Big Resource Node Charges and Respawn Rates
Tier Max Charges Fastest to Slowest Respawn
5 30 13 to 38 minutes
6 30 83 to 250 minutes
7 30 5.5 to 16.6 hours
8 30 6.6 to 19.95 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.


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.


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.

Related Patch Notes

Patch LinkDatePatch NamePatch Notes
8 June 2022Into the Fray UpdateGathering Tomes:
  • Drop on rare occasions while gathering
  • Offer Gathering Fame when used, for the node of the designated Tier and resource type regardless of current equipment
  • Available for every resource from T4-T8
  • Tradable, shares new “Tomes” Marketplace subcategory with Tomes of Insight
9 February 2022Lands Awakened Patch 5
  • Resource Mob changes to streamline gathering:
    • Dryads, Ents, and Mistcougars ("Lacerate" ability only) now cancel their damage-over-time effects on death to enable instant resource gathering
    • Mistcougar "Pounce" spell: replaced damage-over-time effect with Stun
  • 24 November 2021Lands Awakened Update
    • Maximum charges per regular T7-8 resource nodes increased from 3 to 9 (Tier 7) and 2 to 11 (Tier 8)
    • Tier 7-8 resources now randomize their initial charges on respawn (between 1 and their maximum), and the overall number of nodes, as well as their respawn rate, has been increased on these tiers (offsetting laborer changes below to some degree)
    • Tier 7-8 Large Resource Nodes (23/27 max charges, respectively) replaced by Plentiful Resource Nodes (30 charges), which spawn fully charged and are marked on the local map while unharvested
    • Tier 5-6 Plentiful Resource Nodes added
    • Resource mobs now always spawn fully charged; respawn rate adjusted accordingly
    • Resource Guardians can now spawn in biomes in which their resource type is secondary or tertiary (e.g. Old White can now spawn in Steppe, Forest, or Swamp). This has no impact on the total Guardians spawned.
    16 June 2021Call to Arms Patch 7 (Season 13 Patch)
    • To increase the value of gathering resources in the open world, the overall amount of enchanted resources in the world has been increased – the spawn rate of .2 (Rare) resources has been doubled, while the spawn rate of .3 (Exceptional) resources has been quadrupled
    • To further solidify the value of each individual resource, transmutation prices have been adjusted
    • Transmutation prices for resources have generally been increased, with lower tiers seeing more of an increase than higher tiers
    • To mitigate the increase in transmutation costs for resources the respawn rate of all T5+ resources in the open world has been increased by 20%
    • Transmutation prices for upgrading Runes to Souls, Souls to Relics, and Relics to Avalonian Shards have been significantly reduced, with the goal of making high-level Artifacts cheaper to craft and more accessible to use.
    31 March 2021Call to Arms Patch 2 and Hotfix 2.1
    • Moose have been added to the forest biome as a T6 Hide Mob
    • Their lootable offspring (Moose Calf) can be grown into adults in a pasture
    • Grown Moose can be saddled and ridden as a mount
    • Moose share a Mount Skin category with Giant Stags
    17 March 2021Call to Arms Update
    • Resource Aspects have been adjusted to compensate player Reaver bonuses with additional armor instead of health, like all other mobs
    31 July 2018Merlyn UpdateResource Redistribution: The distribution of resources by cluster has been changed to emphasize differences between clusters close to Royal cities, as opposed to those in the Outlands.
    • The amount of Tier 4 and 5 resources in the Outlands has been reduced significantly
    • The amount of Tier 4 and 5 resources close to Royal cities has been increased significantly
    • The amount of Tier 6 resources in the Outlands has been increased
    • The amount of Tier 6 resources on the Royal continent has been reduced significantly
    • Additionally, the rate at which enchanted resources appear in the world has been changed:
      • 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. (See "Zone status changes" below for a list of the affected zones.) Apart from these special zones, all other zones on the Royal Continent follow these rules regarding enchantment rates:
        •    safe (blue): 8%
        •    yellow: 12%
        •    red: 5%
      • Tier 4 and 5 resource enchantment rate has been reduced to 5% for all of the Outlands
      • Tier 6+ resource enchantment rate has been increased from 5% to 8% in Anglia, and from 10% to 12% in Cumbria
    • Respawn Time for Tier 6 resources has been increased by 22% (meaning it will take 22% longer for Tier 6 resources to appear)