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.
The Node Knows - Which What is Where

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!)