For a straight list of all harvestables and craftable resources, see: Harvested Resource Lookup and Guide.
Harvesting is the means by which Artisans acquire the raw materials for crafting everything except Adornments. Artisans who do not buy all their materials on the broker must venture out into the world and risk life and limb to acquire the necessary materials for their craft. Adventurers can pick up some extra coin harvesting and marketing the resources to Artisans.
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Passing your cursor over these nodes makes them glow and your cursor will turn into a little hand, which is your clue that you can do something with the node. Right clicking the node and examining it will tell you the trivial harvesting skill and tell you if your skill is high enough to harvest the node. You can harvest by a) double-clicking the node; b) right clicking and selecting Harvest form the menu, or c) pressing F while your cursor is on the node. (The skills are found in your Knowledge Book but there's no need to make special hot keys or use those buttons, as the game will automatically apply the right skill.)
Each node has enough resources for three successful harvesting attempts (commonly called "pulls"). It's possible to fail a pull until your harvesting skill is at the trivial point for that node; don't worry about it, just try again. There are several possible results per successful pull, which changed in December, 2014 :
To harvest common resources you do not have to level up these skills (which is new with GU68), but you do have to have a minimum skill in order to be eligible for rare harvests. each Tier of harvesting (which relates roughly to the adventure level of the zone and the level of recipes using the resources) has a trivial level. Skilling up your harvesting skills is done by harvesting your way up the tiers. Your harvesting skill cap is determined by the higher of your Adventure or Crafting levels.
Once a node has been harvested a total of three times it despawns and after a certain amount of time it respawns in a different location in the area; In the original game zones all the non-fishing nodes share a spawn, so they'll respawn as a different type.
What that means is this: say that a given area has five of each type of resource node, animal den, ore, roots, shrub, stone and wood. If you were to harvest all five of the stone nodes, each node may respawn as something different, perhaps as two wood, a shrub, an ore and an animal den. Leaving that area with no stone nodes for harvesting.
Excessive harvesting of one or two types of node only will result in an area eventually being filled with one or two node types; usually these are shrub and root nodes.
Untouched nodes will eventually despawn and respawn once again, as a random type, but this time is much longer than it is for respawning from being harvested three times.
In Game Update 60 harvesting tools were changed. The base harvest time of players was reduced from 5 seconds to 3 seconds, and to counter-balance that the reduction amounts of tools, racial abilities and so forth were also lowered. The fastest harvesting time you can have is 1.5 seconds (so a total of 1.5 seconds reduction).
The biggest change was for Woodworker harvesting tools. Instead of tiers 3, 4, 5, 6 and 8 having five separate tools each, they have been condensed into one tool. These tools had a bountiful harvest type effect added to them. Additionally, their effect now stacks with the Tinkered harvesting tools.
Once you level to 20 you can start using the woodworker-made harvesting tools.
If you level your crafting, there are also tinker-made harvesting tools. Note that these tools increase your harvesting skills, and therefore give you a slightly better chance of getting a rare when harvesting zones whose max skill is below your skill level.
The first time you harvest a node you'll get a mail message which will send you on A Gathering Obsession, the beginning of a series of harvesting Signature Quests.
If you're planning on harvesting Thundering Steppes, Nektulos Forest, The Enchanted Lands, Zek, Everfrost, The Feerrott, or The Sinking Sands, and do not need foodstuffs, it's highly recommended that you speak to Duggin Brandywine in The Thundering Steppes for a nice little harvesting quest. The rewards for these quests are all house items for your table, such as plates, cutlery, glasses & steins, etc.
Rares are the Treasured harvestables used to make Mastercrafted items. Rares are highly desirable for the creation of Mastercrafted gear, Expert spells and combat arts, and high status reduction furniture. Imbuing materials are used for crafted Imbued equipment and Hex Dolls.
Rares are, as you might imagine, rare. In new character starting areas you'll find them very common, but as you level up they become scarcer. Having a skill well over the trivial level for the node will give you a slight advantage in acquiring rares. Remember, rares and all harvesting results are at the whim of the RNG, which can be streaky. It can be very frustrating to really need a particular rare resource and not get it, but they are not supposed to be common or easy to acquire. Persistence pays off. For a long time imbuing materials were considered "rares" by the game; this was changed.
Grandmaster spells are now player crafted. Being a scholar is not required, as anyone can make them. You can obtain the recipes either through a Coldain_Tradeskill_Apprentice or having them dropped by mobs. They are separated by class archetype: priest, scout, fighter, mage.
Domino posted this on the official forums:
For each node in each zone, when you harvest it, there are different result tables set up that tell the game what to give you when you harvest. Your skill level determines which table you use.For example, using entirely invented numbers, let's imagine that there is a root node in a level 30-40 zone and you go and harvest it with a gathering skill of 190.
The game sees that the root node points to two result tables. Let's call them:
- T4_roots_base_result - required skill 140
- T4_roots_bonus_result - required skill 189
- The "base" table might tell you that you have a 70% chance of getting 1 root, a 20% chance of getting 3 roots, an 8% chance of getting 5 roots, a 1% chance of getting an imbue, a 0.7% chance of getting a rare root, and a 0.3% chance of getting a rare root + 10 common ones.
- The "bonus" table might tell you that you have a 60% chance of getting 1 root, a 25% chance of getting 3 roots, an 10% chance of getting 5 roots, a 0.5% chance of getting an imbue, a 0.8% chance of getting a rare root, and a 0.7% chance of getting a rare root + 10 common ones. (Yes, the numbers probably don't add up to 100%, I just invented them on the spot.)
Now we know that if your skill is under 140, you can't harvest the node at all. And we know your skill is 190. So the RNG rolls a number between 140 and 190. If it gets 140-188, you use the "base" result table. If it gets 189+, you use the "bonus" result table. Clearly, as your gathering skill increases, your chance of using the "bonus" result table gets better. (This is where +harvesting skill items affect your results, they increase your chance of using the bonus table.)
As of GU37, you get to start using the "bonus" table at level _8 (so, 8, 18, 28, 38, etc.) You're still not guaranteed to use it, but you have a CHANCE to use it. Previous to GU37, the level at which you could start getting the bonus was much higher, so that you didn't even have a chance to get the bonus table until you had entirely outlevelled the tier. In T6 and T7 prior to GU37 we still couldn't even start using the bonus level at level 70 with 350 skill, so we've been harvesting off the "base" table all this time. Now we will begin to have a chance to use the "bonus" level, so yes, we'll get slightly better harvesting results in T6 and T7 than we were before, but it's actually about the same results as we would eventually have got as the level cap raised and we continued to level up.
Resource Node | Common | Rare | Imbuing Material Primordial Fragment |
---|---|---|---|
Animal Dens | deer meat, turtle meat, rawhide leather pelt | dreadberry, waxed leather pelt | none shimmering primordial fragment |
Fish† | frog leg, sunfish | none | |
Ores | tin cluster, leaded loam | bronze cluster, solidified loam | |
Roots | root | yarrow | |
Shrubs | black coffee bean, raw white tea leaf, jumjum, Baubbleshire cabbage | dreadberry | |
Stones | lead cluster, rough malachite | copper cluster, rough lapis lazuli | |
Woods | severed elm | severed alder | |
Notes | †The Graveyard and The Sprawl have no fishing nodes. |
Resource Node | Common | Rare | Imbuing Material Primordial Fragment |
---|---|---|---|
Animal Dens | vulrich meat, elephant meat, tanned leather pelt | cured leather pelt | glowing material glowing primordial fragment |
Fish | freewater grouper, crab meat | none | |
Ores | iron cluster, salty loam | blackened iron cluster, alkaline loam | |
Roots | tuber strand | sisal root | |
Shrubs | Antonican coffee bean, black tea leaf, murdunk orange, raw carrot | fire melon | |
Stones | electrum cluster, rough turquoise | silver cluster, rough coral | |
Woods | severed maple | severed bone |
Resource Node | Common | Rare | Imbuing Material Primordial Fragment |
---|---|---|---|
Animal Dens | lion meat, pig meat, boiled leather pelt | cuirboilli leather pelt | sparkling material sparkling primordial fragment |
Fish | seafury mackerel, thicket crayfish | none | |
Ores | carbonite cluster, pliant loam | steel cluster, malleable loam | |
Roots | belladonna root | dandelion fiber | |
Shrubs | steppes mountain bean, oolong tea leaf, fayberry, sweet onion, acorn† | halcyon plum | |
Stones | gold cluster, rough agate | palladium cluster, rough jasper | |
Woods | severed ash | severed fir | |
Notes | †acorn is used for a quested Provisioner recipe and is an uncommon harvest. |
Resource Node | Common | Rare | Imbuing Material Primordial Fragment |
---|---|---|---|
Animal Dens | bear meat, griffon meat, etched leather pelt | engraved leather pelt | glimmering material glimmering primordial fragment |
Fish | murkwater carp, shark fin | none | |
Ores | feyiron cluster, supple loam | feysteel cluster, ductile loam | |
Roots | tussah root | oak root | |
Shrubs | Everfrost ice bean, green tea leaf, wild apple, cucumber | rockbud fruit | |
Stones | velium cluster, rough opaline | ruthenium cluster, rough opal | |
Woods | severed briarwood | severed oak |
Resource Node | Common | Rare | Imbuing Material Primordial Fragment |
---|---|---|---|
Animal Dens | owlbear meat, manticore meat, wyrm meat, strengthened leather pelt | augmented leather pelt | luminous material luminous primordial fragment |
Fish | cauldron blowfish, nerius trout | none | |
Ores | fulginate cluster, bonded loam | ebon cluster, fused loam | |
Roots | ashen root | figwart root | |
Shrubs | Lavastorm robusta bean, pu-erh tea leaf, white peach, browncap mushroom | elixia pepper | |
Stones | diamondine cluster, rough bloodstone | rhodium cluster, rough ruby | |
Woods | severed teak | severed cedar |
Resource Node | Common | Rare | Imbuing Material Primordial Fragment |
---|---|---|---|
Animal Dens | sabertooth meat, caiman meat, stonehide leather pelt | scaled leather pelt | lambent material lambent primordial fragment |
Fish | conger eel, tiger shrimp | none | |
Ores | indium cluster, soluble loam | cobalt cluster, alkali loam | |
Roots | succulent root | saguaro root | |
Shrubs | Maj'Dul coffee bean, darjeeling tea leaf, prickly pear | ireheart radish | |
Stones | beryllium cluster, rough nacre | vanadium cluster, rough pearl | |
Woods | severed sandalwood | severed ironwood |
Resource Node | Common | Rare | Imbuing Material Primordial Fragment |
---|---|---|---|
Animal Dens | ravasect meat, aviak meat, horned leather pelt | dragonhide leather pelt | scintillating material scintillating primordial fragment |
Fish | flying fish | none | |
Ores | adamantine cluster, porous loam | xegonite cluster, spongy loam | |
Roots | hanging root | nimbus root | |
Shrubs | soaring coffee bean, sweet chai tea leaf, xegonberry, squash | brittleskin gourd | |
Stones | azurite cluster, rough topaz | acrylia cluster, rough moonstone | |
Woods | rough lumbered rosewood | rough lumbered ebony |
Resource Node | Common | Rare | Imbuing Material Primordial Fragment |
---|---|---|---|
Animal Dens | bristled pelt (There are no harvested meats in tier 8) | hidebound pelt | smoldering material smoldering primordial fragment |
Fish | barracuda, king prawn, magma rock fish† | none | |
Ores | ferrite cluster, mineral salt loam | incarnadine cluster, silicate loam | |
Roots | lichenclover root | mantrap root | |
Shrubs | cabilis cocoa bean, torsis tea leaf, raw cranberry, raw succulent petal | blood orange | |
Stones | deklium cluster, rough kunzite | tynnonium cluster, rough fire emerald | |
Woods | redwood lumber | mahogany lumber | |
Notes | † magma rock fish are only available in the Skyfire Mountains region of Jarsath Wastes and require a tinkered Collapsible Fishing Pole to catch. They can be used, by a Provisioner, to make Fiery Magma Infusion and Magma Fish Reduction. |
Resource Node | Common | Rare | Imbuing Material Primordial Fragment |
---|---|---|---|
Animal Dens | mottled pelt (There are no harvested meats in tier 9) | spotted pelt | ethereal material ethereal primodial fragment |
Fish | seahorse roe, giant octopus meat | none | |
Ores | titanium ore (There are no loams in tier 9) | brellium ore | |
Roots | bamboo shoot | toxnettle root | |
Shrubs | lapsang tea leaf, Marr cherry, caynar nut, kejekan palmfruit | greenroot tuber | |
Stones | quicksilver cluster, amber | kaborite cluster, ulteran diamond | |
Woods | sumac lumber | eucalyptus lumber |
Resource Node | Common | Rare | Imbuing Material Primordial Fragment |
---|---|---|---|
Animal Dens | Brontotherium Meat | Molkor Hides | none |
Fish | Iceclad Cutlassfish, Iceclad swordfish | none | |
Root | Chillblossom | none | |
Ores | Pristine Flame Opal, Pristine Nephrite, Pristine Onyx | none |
Resource Node | Common | Rare | Imbuing Material Primordial Fragment |
---|---|---|---|
Animal Dens | thick bear pelt, panther meat, raptor meat | metallic reptile hide | effulgent material effulgent primordial fragment |
Fish† | plump haddock, cutthroat trout | none | |
Root | matoppie roots | banyan root | |
Ores | rhenium ore | tungsten ore | |
Shrubs | white peony tea leaf, plump lychee, aduki bean, ripe mangosteen | ashenbone clover | |
Stones | iridium cluster, amethyst | black star sapphire, osmium cluster | |
Woods | swamp ash lumber | bubinga lumber etherwood lumber† | |
Notes | †The Withered Lands has no fishing nodes. † etherwood lumber is an ultra-rare chance when you harvest a rare bubinga |
Resource Node | Common | Rare | Imbuing Material Primordial Fragment |
---|---|---|---|
Animal Dens | ragged leathery hide, stringy meat | pristine leathery hide | incandescent material |
Fish | fresh thresher fin | none | |
Root | leonid root | hiven root | |
Ores | cadmium ore | carbide ore | |
Shrubs | handama leaf, sulfur fruit, kith peppers, hylocereus fruit | stirmthorn | |
Stones | iodocus cluster, uncut tourmaline | sapphire bixbite, lumium cluster | |
Woods | larix lumber | araucaria lumber | |
Notes | †This information is from Beta and may change. |
Frostfell is an annual event which takes place around the mid-winter holidays. The last few years Frostfell has featured special craftable items. These items are only craftable using resources harvested in the Frostfell Wonderland Village and special crafting stations which are also only available in the Frostfell Wonderland Village.
Other holiday world events also have special recipes, but the unique items for these recipes are dropped during that world event instead of harvested.
Allakhazam credits this post by DominoDev at the SOE Official Forums for some of the info in this article. |
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