Wednesday, October 19, 2016

Gathering & Resources

Some of you may wonder why I would cover a topic like gathering and resources before covering weapons and armor.  The reason for this is that every single item of gear in Albion was crafted by players from resources gathered by players.  There are no gear drops in Albion, no magical armor fairy that gifts you a shiny new helmet. While some players may never gather a thing in their life, they still rely on the gathering and crafting of others.  Therefore as a new adventurer in Albion it is important for you to be able to recognize type and tier of resources.

Sidenote: The only items that are generated by the System are farming seeds/baby livestock and Legendary Founder Pack rewards.  While the Legendary Founder Pack rewards does include a mount and an armor set, these Founders items are T3 and are quickly irrelevant.  They merely benefit the legendary founder for the first 2 minutes (for armor) or 2 days or so (for the mount).

Resource Type
There are 5 different types of resources and within those types there are differences in tier and rarity.  Because not all weapons require all types of resources, many players gather only those resources that most closely benefit themselves.  That way they can save on invested time and on Learning Points.  All resources must be refined in order to be used in crafting. (See the article on Crafting and Refining - coming soon).  The resource requirements for any item can be viewed by clicking on the item (in game or in the Destiny Board) and clicking on "Resources".

The five types of resources are as follows:
Fiber - Refined into Cloth and used primarily for any armor in the Mage Set and such weapons as the hammer and mace, the off hand tome and torch, and the healing staffs. Also used in making bags, capes, furniture and armored horses.

Hide - Refined into Leather and used for any armor in the Hunter Set and weapons such as quarterstaff, daggers, swords and tomes. Also used in making bags, capes and saddling mounts.

Ore - Refined into Metal Bars and used for any armor in the Warrior Set and most weapons including all of the offensive mage staffs, spears, shields, crossbows, axes, quarterstaff, daggers, swords, hammers and mace. Also used for crafting tools, furniture and armored horses.

Wood Logs - Refined into Planks and used in many weapons including bows, all staffs, spears, crossbow, axes, torches and shields. Also used in making tools, furniture and saddling oxen.

Rock - Refined into Stone Blocks. Stone is used exclusively for buildings and for demolition hammers.  While it may seem to be the least necessary resource since no one wears it, it is actually vitally important as all refining and crafting buildings in Albion are built by players (with the exception of the starter zone cities which only go up to T3).  Therefore all buildings in the cities have stone requirements to tier them up to the level needed to make advanced gear, and many people also build their own crafting stations on their personal islands to avoid paying the heavy usage fees charged by many landowners in town.

Resource Tier
In Albion everything is divided into tiers from 1-8.  A higher tier is more powerful and more rare and takes more work to be able to utilize.  Resources are also divided into tiers and to craft a tier 6 axe, for example, you will need to have the T6 resources required to make it (in this case metal bars and leather).  Resources must also be refined before they can be used in crafting and in order to be refined they must be refined up from a lower tier.  For example, to refine a T3 wooden log, you must first gather a T2 log and refine that. Then take the refined T2 plank and the T3 log and refine that into one T3 plank.  All refining starts at T2 and builds up from there.  Tier 1 resources (trees/rocks/tiny animals) are used primarily for making the world look full and while T1 logs and rock are used in buildings, there is basically never a need to kill a bunny after the first 3 minutes of your character's life.

Each tier of a resource node had a different appearance to make it easier to tell at a glance what resource you are looking at.  Each tier of node also contains a different amount of resources per node.  The lower tier resources are more abundant per node and get increasingly more rare as they tier up.  A T2 node contains 12/12 when full. T3 = 9T4 = 7T5 = 5, T6 = 3, T7 = 2, T8 = 1.  So not only are there far fewer T8 nodes within the Albion world, each node only produces one resource.  In addition, resources respawn at different rates according to tier. So while seeing a cut down T2 tree indicates that someone just passed by and cut it down, a T8 tree stump could have been sitting there for hours.

Enchanted Resources Starting with tier 4 resources, resource nodes also have the chance to be enchanted.  This is shown visually by a circle of glowing dots floating around the resources.  Enchanted resources are more powerful than regular resources and can be used to create enchanted versions of that tier of gear. Stone is never enchanted.
There are 4 levels of resource rarity:
Common - the base level of resource, no floating glowing aura
Uncommon - equivalent to one tier higher than common of the same tier and denoted by GREEN glowy aura. There dots are also numbered at the bottom of the item icon - 2 green dots is Uncommon.
Rare - two tiers higher than common and denoted by BLUE aura and indicated by 3 blue dots on the item icon.
Exceptional - three tiers higher than common and shown by PURPLE aura and indicated by 4 purple dots on the item icon.

So an Exceptional tier 4 Great Axe (which would be called a 4.4 Great Axe) is actually equivalent in item power to a common tier 7 Great Axe.

Elementals
In many maps it is also possible to find elementals of the resource type most common in that biome.  So in the Highlands you find stone elementals, in snow maps you find ore elementals and in swamps you find plant elementals.  I do hope to find tree elementals in forests in the future.  Elementals are basically living resource nodes which must be killed before they can be harvested like a normal resource node. Elementals can also be enchanted.

Where to Find Them
Each resource type has different tendencies on where it will be found within a map tile.  While there is a lot of variety with spawn locations, it is more likely to find fiber growing alongside water or along the top of cliffs.  Ore and stone are more likely to be found around the base of cliff walls. Trees and animals don't really seem to have favorite locations within a map tile and are all over.  However in general with any resource, the lower tiers within that map tile tend to be found closer to the roads and the higher tiers within that map are farther off the beaten path.

Gathering Tools 
Now, in order to actually gather resources you must be carrying the proper tool in your inventory.  It does not need to be equipped, it just needs to be available.  Each type of resource requires its own unique tool in order to gather it.  Fiber requires sickle, ore requires pickaxe, wood requires wood axe, hide requires skinning knife and stone requires stone hammer.  Tools also take skill to use and you must level up your ability to use the specific tool before you can equip the next tier of tool.

Tools can gather all of that type of resource in its tier or below, and as a bonus can collect common resources of one tier higher.  So a T5 sickle can collect any T2-T5 fiber - including enchanted versions - and also common T6 fiber.

Tools lose durability as they are used and will need to be repaired at a repair station in town periodically to keep them in working order. While gathering it is important to note that enchanted resources give much better xp than common resources in addition to just being more valuable in general.  So if you want to level tools its pretty much always worth to stop and grab that rare or exceptional resource for the xp alone, not to mention that exceptional resources tend to fetch a high price on the markets.  For this reason I suggest always carrying tools on you, so you never miss an opportunity.  (Obviously if you are being chased by a pack of bloodthirsty pk-ers maybe you should live first and come back later for the rare resource.)

Two other notes about gathering. First of all, there are two types of bonus gathering yeild in the game.  The first is Premium Bonus, which is available to anyone with active premium status.  With premium status you passively have a 50% chance to get a double helping of what you are gathering.  So if you are currently gathering 3 resources and your premium bonus procs, then you get an extra 3. If the node you are mining only has 1 resource and you get a premium proc, then you get an extra 1 resource.

The second type of gathering yield bonus is the Gather Bonus.  This is determined by your mastery with each tier of tool.  As you gather more and more you achieve higher and higher mastery level with each tier of the tool and each mastery level grants you and additional 10% gathering yield.   This doesn't mean that you always gain 10% more, but instead that you have a 10% chance to get a bonus proc similar to a premium proc.  These two bonuses are not exclusive and can proc at the same time.  So occasionally you will be mining 4 of a resource and get both the Gather Bonus and the Premium Bonus, making that 4 resources multiply into 12.

Another thing to take note of while gathering is your carry capacity and carry weight. These are affected by your bag and your boots, and your horse while mounted. Equipping a higher tier bag or switching your boots to carry capacity will increase how much weight you can carry and allow you to gather more on a trip without becoming overburdened.  (The boot ability Flee also affects carry capacity for a short time.)  There are different levels of being overburdened.  Your carry percentage, which can be viewed in your inventory - allows you to move freely anywhere between 0% and 100% with yellow writing.  Once it hits 100% with red writing you are overburdened and your speed is decreased.  The first level of overburden is not that much of a problem if you are gathering somewhere safe. However if you are attacked by bandits it will probably lead to your death as they will easily be able to keep up with you.  This first level extends from 100% to 129%.  Once you hit 130% your speed is dramatically reduced.  This speed will definitely get you killed if someone finds you. Your speed decreases again at 160% and again at 200%.  At 800% you lose the ability to move at all.

Biomes and Zone Level
I will cover this more in depth in my guide to Zone Types, but I will go over them briefly here.  The types and tiers of resources found in any specific map tile are affected by the map tile's tier range and biome type.  Biome types are easily identifiable just by glancing at the world map as they have different base colors. However if you ever want to double check what resources are available in certain map tile you can easily tell this from the world map. Open the map with K or the globe icon in the lower right. Then click on a map tile. At the bottom of the map is a key with a break down of the resources found there and their tier range.  This shows you what can possibly spawn there, but keep in mind that each biome has an abundant resource type, a middle one and a rare one.  So while it is possible to find trees in the Highlands, its not a great place to go looking for them.  Below is a quick break down of the resources per biome.  (I am going to use their common names rather than proper names cuz I can't think of them all atm.)

Highlands (gray-green on world map) - stone, ore, tree
Snow (white) - ore, stone, fiber
Swamp (green-brown) - fiber, tree, leather
Desert (tan) - leather, fiber, ore
Forest (not released yet) - tree, leather, stone


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