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).
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.
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 type||Tool / Building||Tier 1||Tier 2||Tier 3||Tier 4||Tier 5||Tier 6||Tier 7||Tier 8|
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:
|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]]:
|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.
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 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 Link||Date||Patch Name||Patch Notes|
|Version 20.000.1||8 June 2022||Into the Fray Update||Gathering Tomes:
|Version 19.050.1||9 February 2022||Lands Awakened Patch 5||
|Version 19.000.1||24 November 2021||Lands Awakened Update||
|Version 18.070.1||16 June 2021||Call to Arms Patch 7 (Season 13 Patch)||
|Version 18.020.1||31 March 2021||Call to Arms Patch 2 and Hotfix 2.1||
|Version 18.000.1||17 March 2021||Call to Arms Update||
|Version 1.16.393.162877||25 March 2020||Queen Patch 8||This patch brings several changes to higher-tier resources intended to make high-level gathering more rewarding. Here's what's new:
Here's a detailed breakdown of the changes:
|Version 1.14.381.140241||10 April 2019||Oberon Patch 2 / Free-to-Play Launch||To prepare for a potential influx of low-level players, the respawn rate of resources in safe and yellow zones has been increased (i.e. the refill time for these resource nodes has been reduced):
|Version 1.13.369.130684||21 November 2018||Nimue Update||Tier 8 Resource Redistribution
Tier 5 Resource Changes
|Version 1.12.365.123101||31 July 2018||Merlyn Update||Resource 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.