Resource Types
The lands of Thrones are rich with resources awaiting harvest. Four primary categories of materials exist: Wood,Ore, Hide, and Herbs. Each serves different purposes in the crafting arts.
| Type | Sources | Primary Uses | Refined Form |
|---|---|---|---|
| Wood | Trees, fallen logs | Buildings, handles, fuel | Planks, charcoal |
| Ore | Rock nodes, mines | Weapons, armor, tools | Ingots, alloys |
| Hide | Slain beasts | Armor, bags, bindings | Leather, cured hide |
| Herbs | Wild plants, gardens | Potions, poisons, dyes | Essences, extracts |
Within each category, multiple tiers of quality exist. Common materials are found everywhere, whilst rare variants spawn only in specific biomes or require high gathering skill to extract.
Node Spawning
Resource nodes spawn dynamically across the map based upon biome type and real-world geography. Forests yield abundant wood, mountainous regions are rich in ore, and wetlands support diverse herb growth.
| Biome | Primary Resource | Secondary | Rare Chance |
|---|---|---|---|
| Forest | Wood (common) | Herbs | Ancient Oak (5%) |
| Mountains | Ore (common) | Stone | Mythril Vein (2%) |
| Plains | Herbs (common) | Hide (beasts) | Moonflower (3%) |
| Swamp | Herbs (rare) | Hide (exotic) | Shadowroot (8%) |
Node density varies with proximity to cities. Remote wilderness areas contain more nodes but also more dangerous creatures. Urban areas have fewer resources but greater safety.
Harvesting Mechanics
To harvest a resource node, thou must be within range and possess the appropriate tool. Attempting to mine ore without a pickaxe or chop wood without a hatchet yields nothing but frustration.
| Resource | Required Tool | Base Yield | Skill Bonus |
|---|---|---|---|
| Wood | Hatchet | 3-5 per node | +10% per Harvester level |
| Ore | Pickaxe | 2-4 per node | +10% per Harvester level |
| Hide | Skinning Knife | 1-3 per beast | +10% per Harvester level |
| Herbs | None (hand pick) | 1-2 per node | +10% per Harvester level |
Higher quality tools increase yield and reduce harvesting time. A mythril pickaxe extracts ore twice as fast as an iron one, whilst also providing a chance to find gem fragments.
The Harvester skill is invaluable for dedicated gatherers. Each level increases yield by 10%, and at Level 5, thou hast a chance to find rare materials from any node.
Cooldowns & Respawns
Once harvested, resource nodes require time to respawn. This prevents over-farming and ensures fair distribution among players. Respawn times vary by resource type and node tier.
| Resource Tier | Respawn Time | Personal Cooldown |
|---|---|---|
| Common | 5 minutes | None |
| Uncommon | 15 minutes | 5 minutes |
| Rare | 1 hour | 30 minutes |
| Epic | 6 hours | 2 hours |
| Legendary | 24 hours | 6 hours |
Personal cooldowns prevent a single player from monopolizing rare nodes. Even if the node respawns, thou must wait for thy personal cooldown before harvesting again. Other players may harvest during thy cooldown.
Mining Claims
Resource nodes on thy claimed territory belong to thee. Whilst others may pass through, they cannot harvest without thy permission. This makes territorial control doubly valuable—both for defense and economics.
Mining Claims are special structures that enhance resource generation within thy territory. Once built, a mining claim increases node spawn rate by 25% and may reveal hidden ore veins.
Kingdom territories may establish Communal Gathering Zones. Within these zones, all kingdom members may freely harvest, with a portion of yield automatically deposited to the kingdom treasury.
Protecting thy resource nodes from enemy raiders is essential. During wars, enemies may specifically target resource-rich territories to cripple thy economy. Watchtowers and patrols help defend against such incursions.