Difference between revisions of "Gathering"
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− | Gathering is the process by which a player can collect crafting materials from resource nodes. | + | Gathering is the process by which a player can collect crafting materials from [[#Resource Nodes|resource nodes]]. There are {{#ask:[[Category:Gathering Professions]]|format=count}} gathering professions: {{serial|{{#ask:[[Category:Gathering Professions]]}}}}.<br> |
− | == | + | 5 of any gathered material can be refined into crafting materials by using the appropriate profession's [[workbench]]. All gathering professions use the [[crafting#Using Workbenches]] system to refine materials. |
+ | ==Process== | ||
[[File:GatheringProgressBar.png|thumb|Progress bar for Herbalism. The item has not been identified yet.]] | [[File:GatheringProgressBar.png|thumb|Progress bar for Herbalism. The item has not been identified yet.]] | ||
[[File:IdentifiedProgressBar.png|thumb|A [[Fragrant Root{{!))}} has been identified.]] | [[File:IdentifiedProgressBar.png|thumb|A [[Fragrant Root{{!))}} has been identified.]] | ||
Line 10: | Line 11: | ||
:{{arrow}}After an item has been identified and the progress bar finishes without failing, the item will drop from the resource node ready to be collected. | :{{arrow}}After an item has been identified and the progress bar finishes without failing, the item will drop from the resource node ready to be collected. | ||
:{{arrow}}This process repeats until no more gathering attempts can occur at a resource, at which point the resource disappears and no more can be collected from that spot for a while. | :{{arrow}}This process repeats until no more gathering attempts can occur at a resource, at which point the resource disappears and no more can be collected from that spot for a while. | ||
+ | All dropped gathering materials are client-side, meaning other players cannot see or interact with them. If the player stops gathering by walking away from the gathering node, the node will break and no more gathering attempts can be made. | ||
+ | |||
+ | ==Bonuses== | ||
+ | Gathering '''bonuses''' can be achieved in the following ways: | ||
+ | :{{arrow}}Higher mastery level unlocks higher-tier resource nodes and increases gathering attempts. | ||
+ | :{{arrow}}Higher efficiency increases the chance of finding rarer resource and reduces the chance of gathering failure. | ||
+ | |||
+ | ==Rewards== | ||
+ | Upon depleting a resource node, the player is '''rewarded''' with increased [[experience]] and [[efficiency]] for the corresponding profession. A gathering profession's efficiency will only increase if the player gathers resources whose tier is greater than or equal to the profession's [[Mastery Level]]. | ||
+ | ===Experience=== | ||
+ | {{see|Experience#Gathering|Main Article:}} | ||
+ | The experience gained upon depleting a resource depends on the [[quality]] of the harvested items.<br> | ||
+ | Higher-quality harvested items yield substantially more experience. | ||
+ | |||
==Resource Nodes== | ==Resource Nodes== | ||
− | Each gathering profession can collect materials from three tiers of resource node. | + | [[File:Old_Magic_Tree.jpg|thumb|An Old Magic Tree logging node.]] |
− | + | Each gathering profession can collect materials from three tiers of resource node. Only tier-3 nodes can produce uncommon-quality or above crafting materials. | |
− | + | ===Appearance=== | |
− | === | + | The general appearance of nodes per profession are as follows: |
− | Butchery nodes take the form of | + | :{{arrow}}Butchery nodes take the form of carcasses of slain monsters. When hovering over a butchery node, the cursor will change into a skinning knife. |
− | + | :{{arrow}}Herbalism nodes take the form of vibrant bushes. The cursor will change into a sickle when hovering over them. | |
− | + | :{{arrow}}Logging nodes take the form of blue trees. The cursor will turn into an axe when hovering over them. | |
− | + | :{{arrow}}Mining nodes take the form of ores. The cursor will change into a pickaxe when hovering over them. | |
− | + | ||
− | + | ===Types=== | |
− | ; | + | Resource node tiers are not to be confused with [[tier|item tiers]]. |
− | :Thick | + | {| class="wikitable" style="text-align:center;" |
− | + | !Profession!!Node!!Tier!!Appearance!!Description | |
− | + | |- | |
− | + | !rowspan=4|<center>[[Butchery]]</center> | |
− | = | + | |- |
− | + | |Lower||I||[[File:Butchery Node.jpg|100px]] | |
− | + | |- | |
− | + | |Middle||II | |
− | + | |- | |
− | = | + | |Prime||III |
− | + | |- | |
− | + | !rowspan=4|<center>[[Herbalism]]</center> | |
− | : | + | |- |
− | + | |Thick Bush||I||[[File:Thick Bush.png|100px]]||Red bulbs. | |
− | + | |- | |
+ | |Old Bush||II||[[File:Old Bush.png|100px]]||Red and blue bulbs. | ||
+ | |- | ||
+ | |Ancient Bush||III||[[File:Ancient Bush.png|100px]]||Pink and purple bulbs. | ||
+ | |- | ||
+ | !rowspan=4|<center>[[Logging]]</center> | ||
+ | |- | ||
+ | |Magic Tree||I||[[File:Magic Tree.jpg|100px]]||Smaller tree with blue leaves. | ||
+ | |- | ||
+ | |Old Magic Tree||II||[[File:Old Magic Tree.jpg|100px]]||Tall tree with full coverage of blue leaves. | ||
+ | |- | ||
+ | |Ancient Magic Tree||III | ||
+ | |- | ||
+ | !rowspan=4|<center>[[Mining]]</center> | ||
+ | |- | ||
+ | |Metal||I||[[File:Metal.png|100px]]||Brownish ore. | ||
+ | |- | ||
+ | |Polymetal||II||[[File:Polymetal.png|100px]]||Gray ore with blue crystals. | ||
+ | |- | ||
+ | |Ancient Metal||III||[[File:Ancient Metal.png|100px]]||Reddish ore with purple and blue crystals. | ||
+ | |} | ||
+ | |||
+ | ==See Also== | ||
+ | {{arrow}}[[:Category:Gathering Professions]] |
Latest revision as of 21:20, 26 February 2024
Gathering is the process by which a player can collect crafting materials from resource nodes. There are 4 gathering professions: Butchery, Herbalism, Logging, and Mining.
5 of any gathered material can be refined into crafting materials by using the appropriate profession's Workbench. All gathering professions use the Crafting system to refine materials.
Process[edit]
The process of gathering can be outlined as follows:
- To locate a gatherable resource, players must out for distinguishable features of the node and a change in the cursor to a harvesting tool when hovering over the node.
- Upon interacting with the node, a progress bar will appear above the skill menu. At first, the progress bar will show a generic icon and the name of the resource the player is gathering from.
- There is a chance of identifying the item. Once an item is identified, the icon and name will change to the respective icon and name of the specific item that has been found.
- If the progres bar finishes and no item was identified, no item will be gathered. The gathering process can fail after successful identifiaction, and no item will be gathered.
- After an item has been identified and the progress bar finishes without failing, the item will drop from the resource node ready to be collected.
- This process repeats until no more gathering attempts can occur at a resource, at which point the resource disappears and no more can be collected from that spot for a while.
All dropped gathering materials are client-side, meaning other players cannot see or interact with them. If the player stops gathering by walking away from the gathering node, the node will break and no more gathering attempts can be made.
Bonuses[edit]
Gathering bonuses can be achieved in the following ways:
- Higher mastery level unlocks higher-tier resource nodes and increases gathering attempts.
- Higher efficiency increases the chance of finding rarer resource and reduces the chance of gathering failure.
Rewards[edit]
Upon depleting a resource node, the player is rewarded with increased Experience and Efficiency for the corresponding profession. A gathering profession's efficiency will only increase if the player gathers resources whose tier is greater than or equal to the profession's Mastery Level.
Experience[edit]
The experience gained upon depleting a resource depends on the Quality of the harvested items.
Higher-quality harvested items yield substantially more experience.
Resource Nodes[edit]
Each gathering profession can collect materials from three tiers of resource node. Only tier-3 nodes can produce uncommon-quality or above crafting materials.
Appearance[edit]
The general appearance of nodes per profession are as follows:
- Butchery nodes take the form of carcasses of slain monsters. When hovering over a butchery node, the cursor will change into a skinning knife.
- Herbalism nodes take the form of vibrant bushes. The cursor will change into a sickle when hovering over them.
- Logging nodes take the form of blue trees. The cursor will turn into an axe when hovering over them.
- Mining nodes take the form of ores. The cursor will change into a pickaxe when hovering over them.
Types[edit]
Resource node tiers are not to be confused with item tiers.
Profession | Node | Tier | Appearance | Description |
---|---|---|---|---|
Lower | I | |||
Middle | II | |||
Prime | III | |||
Thick Bush | I | Red bulbs. | ||
Old Bush | II | Red and blue bulbs. | ||
Ancient Bush | III | Pink and purple bulbs. | ||
Magic Tree | I | Smaller tree with blue leaves. | ||
Old Magic Tree | II | Tall tree with full coverage of blue leaves. | ||
Ancient Magic Tree | III | |||
Metal | I | Brownish ore. | ||
Polymetal | II | Gray ore with blue crystals. | ||
Ancient Metal | III | Reddish ore with purple and blue crystals. |