Wiki

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.