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How and
Why we harvest
Buying resources that
other people have gathered from the broker is oftentimes
"convenient", but it can rapidly become expensive. So, if you're
not an independently wealthy crafter, I strongly recommend
learning how to harvest your own resources, at least at the
start. Thankfully, it's pretty easy, once you get the hang of
it.
When you arrive at the
Queen's Colony or the Overlord's Outpost, you're given several
skills automagically, that drop into your Knowledge book ('K').
Among these are abilities such as mining, trapping, foresting,
fishing and gathering. If you're the sort of person that gets
flustered by having multiple hotkey banks open, you can ignore
all the pretty little hotkey buttons for them ... The Hand knows
what to do. (For those who prefer less mousing and more
hotbuttons, there are a few quick tips down at the bottom of
this article.)
Basic
Terms
Before we get too deeply
into how and where to harvest, let's set up a few basic terms. A
"node" means a harvestable clump of resources. When a "Tier" is
mentioned, it's referring to the level range of the resources
and/or region. (Tier 1 is level 1-9, Tier 2 is level 10-19, Tier
3 is level 20-29, Tier 4 is level 30-39, and so on in groups of
10.) "Ore" means weapon/armor grade metal, while "stone" nodes
carry the jewelcraft metals and stones (This is a bit confusing
now, as new nodes are being changed to be "stone" for the old
"ore", and "gem" for the old "stone". Hang in there, it'll all
get sorted out eventually.) A "den" holds animal products (hides
and meats), "wood" holds organic structural materials, "roots"
hold the fiber-type roots, "fungi" and "herb gardens" hold all
the nice toxic stuff for alchemists, and "shrubs" and "gardens"
hold the food-type goodies.
The
Hand - let your fingers do the walking
So, you're on the
Colony/Outpost and you find this clump of "roots" on the ground.
When your mouse cursor floats over it, you find that your cursor
turns into a hand icon. This is an in-game sign that there's
something you can do to this lump of stuff on the ground. Mind
you, The Hand also wakes up if there's a quest ground spawn
(shows as a "?" on the ground) as well as other items that can
be right-clicked, such as quest triggers, but if it's on the
ground, the name above it sounds tradeskill-ish, and The Hand
appears, it's generally a good bet that it's a tradeskill
harvest.
Edge up close to it
(there's only so far those arms of yours can reach when grabbing
stuff, after all!), and take a quick look around for people
staring at the node and for critters wandering past. If you see
someone appear to be staring directly down at the node, it's
likely that they are already harvesting that node, and a
courteous harvester like yourself would just move on to another
node and leave them to it. The critter check is two-fold:
checking for agros (creatures with their names outlined in red
attack once in-range) and checking for unsuspecting beasties
peacefully meandering in front of you just as you let fly those
harvesting tools of destruction. Whoops! Your hatchet slipped
while you were going for that wood and boy is that bear angry!
(Translation: double-clicking just as a creature walks between
your cursor and the node makes you attack the creature instead
of harvest the node. This generally tends to be painful to
either you, or the creature.)
Once you're sure the
coast is clear, put The Hand to work. Generally, a double click
on the resource node will get you trying to harvest a resource
from the node, with a progress bar at the bottom of your screen
quickly filling before it tells you what you managed to harvest.
(You can also right-click and select Harvest if you so desire,
especially if you're worried about a nearby roaming Bambi
straying into your path.) Sometimes you'll come up with a whole
lot of nothing, other times you'll manage to snag a useful
tradeskill resource. If you're extremely lucky, you might even
stumble upon a rare harvest. (More on that below.)
Clean
Up After Yourself!
Nodes give 3 harvests
per node. Sometimes, however, you might find yourself with only
one harvested item because someone got lazy and didn't fully
harvest the node, or because you're harvesting something at the
same time someone else is trying to grab the same node.
It's really, really,
really a "good thing" to not just skim a single harvest off a
node, but to continue harvesting until the node disappears. Once
a node has been fully harvested, in a certain amount of time a
fresh node will spawn in a random spot in the same general area.
If you leave behind anything in the node, not only does the
person who next finds the node not get a full harvest, but it
can't respawn until someone does. Besides, there's a slim chance
that the piece you're leaving behind could be a rare, so if
you're going to scrounge anyway, you might as well increase your
chances of getting something more valuable/exotic.
If you're sharing the
area with other harvesters, you might want to dive for your
preferred nodes on your first run-through of the area, BUT after
that, if you find you're all diving for the same resources, do
go back and clear up what you're all apparently considering
"junk". This way, you give the other folks a chance at the nodes
that you don't want, on your first run through. There's always
the chance that they want what you don't want. If you find that
you're colliding over the same nodes over and over, however,
it's time to clean up the nodes you don't want, instead of just
the desireable ones, so that there's a better chance for the
"good stuff" to spawn.
Once you've left the
Colony/Outpost, each area has a set number of harvestable nodes
that can be active at a time (and the area can be either the
entire zone, or some portion of the zone, depending on the
region). This means that if you and everyone else harvesting are
ignoring certain types of harvestables (such as fungi),
eventually the area will clutter up with mostly the ignored
stuff, and leave the "good" stuff crowded out and rarer than
hen's teeth. Clear out the cluttered junk and you've got a
better chance of getting what you need/want. This only partially
holds true for tiers 6 and 7, where certain types of nodes only
spawn in certain areas, based on the terrain type in the area.
What Is
This Rare Stuff, Anyway?
Rares are rare. That
should go without saying, but folks tend to get antsy when
they've completed what seems like hundreds of harvests and not
seen one, so it bears repeating a time or five.
Rare components, along
with rare dropped books that contain all the rare recipes allow
you to make uncommon single-user (except furniture) items. While
the best-known of these are the adept III scrolls, there are
also armor, weapon, jewelry and furniture sets that can be made
from the rares. In the case of all but the furniture (that
anyone can use) and the scrolls (which are single-user by their
very nature), the items made are attuneable. This means that
they must be worn and attuned before you gain the benefits from
them. Of course, once the item is attuned to you, it responds
only to you and becomes no-trade.
Rares are not the be-all
and end-all of your crafting career. They are not meant to be
something that everyone has in abundance, or that even a
majority of people have, but rather something infrequently seen
and highly prized. (That having been said, even Mum's been heard
to grumble on more than one occasion about how extremely rare
the rares are, so don't feel you're alone in your frustration).
You WILL find yourself
spoiled when harvesting tier 1 (once you've left the
Colony/Outpost) and tier 2 nodes, and amazed at how many rares
you find. Don't expect that trend to continue as much into the
upper tiers. The lower tiers intentionally have a higher rate of
rare harvests.
Tips
for Easier Harvesting
If you're prone to doing a
lot of harvesting, all that mouse clicking can quickly get
tiring. Here are a few things to help you out:
- Single-click or Tab
to target the node.
- If you hate hotkey
banks, then press 'F' to harvest the node, if you're in
range. Repeat twice more to harvest the other two items off
the node
- If you set up the
harvesting keys on a hotkey bank, you can queue up a second
harvesting attempt while the first one is in progress. (You
cannot queue when double-clicking or using 'F') Target the
node, activate the proper hotkey twice, wait until the first
item has been harvested, activate the hotkey a third time,
and wait. Badaboom, badabing, you've made three harvesting
attempts, with enough time in there for a quick stretch as
well.
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Resources used in tradeskills are scattered
throughout the lands and it helps to know which
what you can find where. If you're not familiar
with just how to go about harvesting, I'd
recommend reading
Mum's Harvesting Guide.
The
Basics
Resources are split into tiers that match
adventuring/tradeskilling tiers. Each tier will
have its own unique resources and rares that can
only be used for recipes contained within that
tier. (Details on
the varying uses of harvested rares can be found
here.)
Which
What?
So, what
goes with which tier and node, and how do you
know which is the right harvesting skill for
that node?
Names on
the nodes will vary from zone to zone, so I'll
use more generic names here, to make it a bit
easier. Ore nodes carry the metals for smithing
as well as the loams for fighter combat arts and
use the mining skill. Gem or stone nodes carry
the metals and gems used for jewelcraft and also
use the mining skill. Roots refer to the roots,
tubers and other fibers that are used as a base
for almost everything, and use the gathering
skill. Likewise the shrubs and gardens for
cooking, and the fungi and herb gardens for
alchemy use gathering. Wood nodes,
unsurprisingly, carry the woods and use the
foresting skill. Various fish are used in
cooking, and use the fishing skill. Dens hold
the critter harvests (pelts and meats) and use
the trapping skill.
Where?
-
"Newbie" - the Queens Colony and the Outpost
of the Overlord are tier 1 zones for
harvesting purposes. However, since the
nodes there contain a modified tier 1
resource list, it is kept separate on the
node list
-
Tier 1: Forest Ruins, Oakmyst Fores, the
Caves, the Peat Bog, the Ruins, the Sunken
City, the Sprawl, the Graveyard. (the
Sprawl and the Graveyard have no fishable
spots)
-
Tier 2 - Antonica, Commonlands, Vale of
Shattering
-
Tier 3 - Thundering Steppes, Nektulos
Forest, Zarvonn's Tower
-
Tier 4 - Enchanted Lands, Zek, Cove of
Decay, Bloodskull Valley
-
Tier 5 - Rivervale, Feerrott, Everfrost,
Lavastorm
-
Tier 6 - Sinking Sands, Pillars of Flame
-
Tier 7 - Tenebrous Tangle, the Barrens, the
Bonemire (node types will vary based on the
island that you are on, and not all
locations contain all types of nodes)
Rares,
including imbue items, are included in
bold italics on the table below.
|
Tier |
Min
skill |
Ore
(mining) |
Gem
(mining) |
Roots (gathering) |
Wood (foresting) |
Den
(trapping) |
Shrub (gathering) |
Fish (fishing) |
Obsolete (Fungi (gathering)) |
|
Newbie |
0 |
tin
cluster, leaded loam* |
rough malachite, lead cluster* |
roots |
severed elm |
frog leg, sullied low quality badger
pelt |
black coffee bean |
sunfish |
N/A |
|
1 |
0 |
tin
cluster, leaded loam, bronze
cluster, solidified loam |
rough malachite, lead cluster,
rough lapis, copper cluster |
roots, yarrow |
severed elm, severed alder |
rawhide leather, deer meat, turtle meat,
waxed leather pelt |
raw
white tea leaf, jumjum, baubbleshire
cabbage, black coffee bean |
coldwind flounder, frog leg, sunfish |
silverberry, birchroot, birchwood,
allspice, milkweed, twinleaf, juniper,
sassafras, snakeroot, raw nutmeg,
barley, raw basil, raw pecan |
|
2 |
20 |
iron cluster, salty loam,
blackened iron cluster, alkaline loam,
glowing stone |
electrum cluster, rough turquoise,
silver cluster, rough coral,
glowing stone |
raw
tubers, sisal root, glowing
flower |
severed maple, severed bone,
glowing flower
|
tanned leather pelt, vulrich meat,
elephant meat, cured leather
pelt, glowing tooth |
raw
carrot, raw black tea leaf, murdunk
orange, Antonican coffee bean,
glowing flower |
crab meat, freewater grouper,
glowing fish scale
|
fig, spoonleaf yucca, sycamore, withered
mushroom, soapweed, tree fern, golden
cichlid, field maple, radish, raw black
walnut, raw thyme, wheat, raw vanilla
glowing flower
|
|
3 |
90 |
carbonite cluster, pliant loam,
steel cluster, sparkling stone,
malleable loam |
gold cluster, rough agate,
rough jasper, palladium cluster,
sparkling stone |
belladonna root, dandelion
fiber, sparkling flower
|
severed ash, severed fir,
sparkling flower |
boiled leather pelt, lion meat, pig
meat, cuirboilli leather
pelt, sparkling tooth
|
steppes mountain bean, sweet onion,
fayberry, oolong tea leaf,
sparkling flower |
seafury mackerel, thicket crayfish,
sparkling fish scale
|
beetleweed, poison oak, wild hyacinth,
blue succulent, octopus tenacle,
bellflower, wild leek, wild birch,
almond, acorn, wild garlic, plantain,
cinnamon, raw marjoram, ryesparkling
flower |
|
4 |
140 |
feyiron cluster, supple loam,
feysteel cluster, ductile loam,
glimmering stone |
velium cluster, rough opaline,
rough opal, ruthenium cluster,
glimmering stone |
tussah roots, oak root,
glimmering flower |
severed briarwood, severed
oak, glimmering flower |
bear meat, griffon meat, etched leather
pelt, engraved leather pelt,
glimmering tooth |
cucumber, green tea leaf, everfrost ice
bean, wild apple, glimmering
flower |
murkwater carp, shark fin,
glimmering fish scale |
sage, sneezeweed, bitter nutmeg, honey,
raw shallots, blackwater snapper,
cypress, red oak, black oak, sumach,
cashew, rolled oat, tarragon,
glimmering flower
|
|
5 |
190 |
fulginate cluster, bonded loam,
ebon cluster, fused loam,
strange black ore**, luminous stone |
rough bloodstone, diamondine cluster,
rough ruby, rhodium cluster,
luminous flower |
ashen roots, figwarts root,
luminous flower |
severed teak, severed cedar,
luminous flower |
strengthened leather pelt, owlbear meat,
wyrm meat, augmented leather
pelt, luminous tooth
|
browncap mushroom, white peach,
lavastorm robusta bean, pu-erh tea leaf,
luminous flower |
nerius trout, cauldron blowfish,
luminous fish scale |
moonflower, peppertree, lacquer,
manticore meat, raw saffron, kiola nut,
cinchweed, ginseng, turnip, corn,
cardamom, wormwood, luminous
flower |
|
6 |
240 |
indium cluster, soluble loam,
cobalt cluster, alkalai loam,
lambent stone |
beryllium cluster, rough nacre,
vanadium cluster, rough pearl,
lambent stone |
succulent roots, saguaro
roots, lambent flower |
severed sandalwood, severed
ironwood, lambent flower |
stonehide leather pelt, caiman meat,
sabertooth meat, scaled
leather pelt, lambent tooth
|
prickly pear, darjeeling tea leaf,
artichoke, maj'dul coffee bean,
lambent flower |
tiger shrimp, conger eel,
lambent fish scale |
amaranth, chamomile, date, foxglove,
macadamia nut, cloves, coriander,
mulberry, valerian root, red herring
lambent flower
|
|
7 |
250 |
adamantine cluster, porous loam,
xegonite, spongy loam,
scintillating stone, blue-silver sheet^ |
rough topaz, azurite cluster,
acrylia cluster, rough
moonstone, scintillating stone,
perfectly cut purple geode^ |
hanging root, nimbus root,
scintillating flower |
rough lumbered rosewood,
rough lumbered ebony, scintillating
flower, a perfect osseous lumber^ |
horned leather pelt, ravasect meat,
aviak meat, dragonhide
leather pelt, scintillating tooth, a
strip of supple leather^ |
sweet chai tea leaf, soaring coffee
bean, xegonberry, squash,
scintillating flower |
flying fish, scintillating
fish scale |
NONE - woohoo!!! |
Notes:
- *
for the Colony/Outpost, the names apparently
got switched on the nodes, so that the ore
is on "unearthed stone" and the stone/gem is
on the "rugged ore"
-
**used for wyrmsteel weapons
- ^heritage
quest harvests*= blue-silver sheet
(ore), perfectly cut purple geode (stone), a
perfect osseous lumber (wood), a strip of
supple leather (den)
With
regards to the glowing, glimmering, sparkling,
etc. rare items - they can be used for any imbue
or
hex doll in that tier. (If it asks for a
sparkling substance, then you can use sparkling
flower, or sparkling stone, or sparkling tooth,
or sparkling scale, for example). Some
heritage quests, however, will require
specific imbue items, and you cannot use other
imbue items from the tier in their place.
(Details on what to do with rares below
Tier
|
Zones to Harvest In
|
Harvesting Skill
Needed
|
Ore
Rare
|
Stone
Rare
|
Hide
Rare
|
Wood
Rare
|
Roots
Rare
|
Tier 1
|
All "adventure zones" linked to Freeport
and Qeynos (e.g. Forest Ruins, Sunken
City, The Sprawl, etc.)
|
0
|
Bronze Cluster,
Solidified Loam
|
Rough Lapis Lazuli,
Copper Cluster
|
waxed Leather Pelt
|
Severed Alder
|
Yarrow
|
Tier 2
|
Antonica, Commonlands
|
20
|
Blackened Iron Cluster,
Alkaline Loam
|
Rough Coral, Silver Cluster
|
Cured Leather Pelt
|
Severed Bone
|
Sisal Root
|
Tier 3
|
Nektulos, Thundering Steppes
|
90
|
Steel Cluster,
Malleable Loam
|
Rough Jasper, Palladium Cluster
|
Cuirboilli Leather Pelt
|
Severed Fir
|
Dandelion Fiber
|
Tier 4
|
Enchanted Lands, Zek the Orcish Wastes
|
140
|
Feysteel Cluster,
Ductile Loam
|
Rough Opal, Ruthenium Cluster
|
Engraved Leather Pelt
|
Severed Oak
|
Oak Root
|
Tier 5
|
Rivervale, Feerott, Lavastorm, Everfrost
|
190
|
Ebon Cluster,
Fused Loam
|
Rough Ruby, Rhodium Cluster
|
Augmented Leather Pelt
|
Severed Cedar
|
Figwarts Root
|
Tier
6
|
Sinking Sands, Pillars of Flame
|
240
|
Cobalt Cluster,
Alkalai Loam
|
Rough Pearl, Vanadium Cluster
|
Scaled Leather Pelt
|
Severed Ironwood
|
Saguaro Root |
Tier
7
|
Tenebrous Tangle, the Barrens, the
Bonemire
|
250
|
Xegonite Spongy Loam
|
Acrylia Cluster,
Rough Moonstone
|
Dragonhide Leather Pelt
|
Rough
Lumbered Ebony
|
Nimbus Root |
Tier
|
"Imbued rare" descriptor
|
Tier 2
|
Glowing
|
Tier 3
|
Sparkling
|
Tier 4
|
Glimmering
|
Tier 5
|
Luminous
|
Tier 6
|
Lambent
(Thanks Wydow of Unrest!) |
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