Guide
Gathering
Mining, lumberjacking and foraging: tools, hidden veins, richness, rare finds and guardians.
Nodes and tools
- Walk into a tree, rock, vein or plant to gather from it. Each walk-in is one swing.
- Every node has a skill, a minimum skill, a maximum skill, a number of harvests before it is worked out, and a refill time.
- Mining needs a pickaxe and Lumberjacking needs an axe, equipped and not broken. Foraging needs no tool.
- Tool tiers: Hatchet/Pickaxe 0, Iron 1, Copper 2, Silver 3, Gold 4, Mithril 5, Star Metal 6.
- Every swing wears your tool down by 1.
- Success chance: the standard curve (20% at the node's minimum, rising to 95% at its maximum), plus 2% per tool tier. The total is capped at 98%. The tool bonus doesn't apply below the minimum.
- Some nodes have a maximum skill above 100: Gold Vein 105, Ironwood Tree 120, Mithril Vein 125. Even a Grandmaster doesn't reach the top success chance on these.
Working beyond your skill
- You can swing at a node below its minimum skill, but you will mostly fail.
- A failed swing below the minimum ruins that harvest. You get "rubble" or "splinters", and the node loses one use.
- A lucky success below the minimum still yields normally.
How much you get
On a successful swing you get the node's normal output, plus extra of its main material. The extra is:
min(0.6, (skill − node minimum) / 80) + richness bonus + 0.06 × tool tier
The whole-number part is a guaranteed extra. The fraction is the chance of one more.
Hidden veins
- Ore veins and coal seams are hidden. They all look like a plain "Ore Vein" until you strike something out of one, and their info panel shows only the skill, not the requirement.
- Your first successful strike reveals the vein's real name and richness, for example "Rich Copper Vein".
- The vein stays revealed, even after it refills.
- Revealing a Rich or Bountiful vein shows a banner: "A find worth coming back to".
- If a hidden vein needs more skill than you have, a failed strike says so: "This rock holds metal beyond your skill (Mining N)".
Richness tiers
Every tile has a fixed richness, worked out from its position and the world seed, so a rich spot is rich again every time it refills. Tiles further into a zone, away from its entry, lean toward richer tiers.
| Tier | Base weight | Harvests | Extra-yield bonus | Rare-find chance | Mining name | Lumberjacking name | Foraging name |
|---|---|---|---|---|---|---|---|
| Sparse | 22 | ×0.6 | +0 | ×0.6 | Thin | Young | Sparse |
| Normal | 56 | ×1 | +0 | ×1 | (none) | (none) | (none) |
| Rich | 18 | ×1.6 | +0.3 | ×1.6 | Rich | Old | Lush |
| Bountiful | 4 | ×2.6 | +0.6 | ×3.0 | Massive | Ancient | Abundant |
- The harvest count is rounded, and a node always has at least 2 harvests.
- Rich and Bountiful nodes get a gold or highlighted frame on the board.
- Depth also changes which nodes appear. Further into a zone, nodes that need more skill become more common. Each node's spawn weight is multiplied by 1 + depth × (its minimum skill − the zone's lowest minimum for that skill) ÷ 25. Depth is 0 at the zone's entry and 1 at its far edge.
Rare finds
- Each successful swing has a chance at a rare find: (0.8% + 0.03% per skill point) × the richness rare-find multiplier. Practice spots have no rare finds.
- The find is drawn by weight from the items your skill allows. A node can only give finds whose required skill is no more than 60 above the node's own minimum, so the best gems still come from the hardest veins.
| Skill | Find (skill needed, weight) |
|---|---|
| Mining | Amber (0, 30), Fossil (20, 14), Ruby (40, 12), Sapphire (55, 9), Emerald (70, 7), Star Metal (80, 3), Diamond (90, 4) |
| Lumberjacking | Resin (0, 40), Amber (30, 12), Heartwood (60, 6) |
| Foraging | Mushroom (0, 20), Truffle (20, 14), Mandrake Root (50, 8), Ghost Orchid (80, 4) |
Refill
- On the surface, a worked-out node stays where it is ("Mined out", "Cut back", "Picked clean") and refills completely after its refill time. Rich and Bountiful nodes take longer: the refill time × their harvest multiplier (×1.6 and ×2.6).
- Underground, a worked-out node crumbles away for good, so tunnels never stay blocked.
Guardians
- Each harvest from a node with a guardian has a 0.8% chance to wake it:
- Iron, Copper, Silver, Gold and Mithril veins wake an elemental of that metal.
- Pine, Oak, Willow, Yew and Ironwood trees wake a warden of that wood.
- A guardian only wakes if its level is no more than 6 above your character level, and never within Havenbrook's safe radius + 4 tiles.
- It appears beside you, notices you from up to 8 tiles away, and leaves after 4 minutes on the surface.
- Guarded riches: every Rich or Bountiful node in the wild gets a monster spawn point next to it. The spawn point uses the zone's two toughest creatures allowed there, up to 2 levels above the area's usual cap. It refills like any other spawn, so the guard is back when you return. Nodes within the safe radius + 2 tiles aren't guarded.