Resource nodes

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Description

The previous foraging, botanizing, and snow-collecting systems have been replaced by a new system where visible resource nodes spawn on tiles from which you can gather resources. Each type of resource node has its own appearance, set of possible items, and skill associated with it, and can be spotted visually while exploring the wilderness. All items previously available through foraging and botanizing are still available in the new system, along with many others, such as clay, ore/mineral shards, and a wider variety of plant products. Unlike the previous foraging and botanizing system, resource nodes are available on virtually every type of tile, including some exclusive to shallow water. Several tile types also have their own exclusive types of resource nodes that cannot appear anywhere else.

Node Spawning Conditions

  • Resource nodes spawn above and below ground, and disappear randomly over time or when items are collected from them. Only one node can exist on a tile at any given time. A resource node will also be removed if the type of the tile changes, such as grass being packed with a shovel.
  • The possibility, and probability, of a type of resource node spawning on a tile depends on factors including, but not limited to, tile type, altitude, season, and proximity to water. Similarly, the possibility and probability of getting specific items from a resource node can also depend on a variety of conditions. Some plants are more common in certain seasons, for example, and some very uncommon items might only be possible at high skill. All tile types can spawn at least one type of resource node.
  • Note: “Snow pile” resource nodes, the new source of snowballs, can now be found outside Winter at sufficient altitude. This “snow line” changes elevation throughout the in-game year, so some areas may get snow year-round, while others may only experience it closer to Winter. All snow piles, however, will provide more snowballs in Winter than in other seasons.
  • Nodes cannot spawn inside buildings but they can spawn on deed. A new settlement management setting has been introduced to prevent resource nodes from appearing within your village, provided that you have hired at least one spirit templar.

Interacting with the Nodes

  • Right clicking a resource node will allow you to examine it for a general description, and gather resources from it (“Forage”, “Botanize”, or “Collect” depending on the type).
  • Using “Lore” on a resource node will tell you what kinds of items you could collect from it, in order of how likely they are, as well as how difficult the action will be compared to your skill level, and the number of items you will receive.
  • Using “Lore” on a tile will tell you what resource nodes might spawn there, also in order of likelihood.

The number of items you can collect from a Foraging or Botanizing resource node depends on the type of resource node, some other factors (such as tile type or grass length), and your skill level. Unlike in the previous system, higher skill level simply adds a flat value to the number of items you will receive:

   20-50 skill: +1
   50-70 skill: +2
   70-90 skill: +3
   90+ skill: +4

Magical enchantments on equipped gloves can now be used when collecting from resource nodes, as well as when creating or improving clay items with the hand:

   Only magical effects such as runes and spell enchantments function for this purpose. For example, Wind of Ages will improve action speed and Circle of Cunning will improve skill gain.
   The glove is not being used as an actual tool, so it will not receive damage, and its quality, rarity, and material will have no impact on effectiveness. However, like a tool, enchantments will still decay from use.
   Enchantment/Rune effectiveness is averaged between both gloves. For example, having 100 Wind of Ages on one glove and 50 on the other will be equivalent to having 75 Wind of Ages on a tool, and having a rune on one glove but not the other will result in that rune being half as effective as usual.

Resource types

There are currently 27 known types of resource nodes.


Node Location Action Resources
Alpine brush High Altitudes Botanize

Onions, sassafras, lingonberries, potatoes, cabbages, carrots, sugar beets, green apples, low quality cotton, green tea leaves, and honey nuts.
Onions, lingonberries, potatoes, cabbages, carrots, sassafras, sugar beets, green apples, low quality cotton, green tea leaves, and honey nuts.
Lingonberries, potatoes, cabbages, onions, carrots, sugar beets, sassafras, green apples, low quality cotton, green tea leaves, and honey nuts.

Animal burrow Everywhere Forage

Nuts, berries, crop seeds, carrots, potatoes, cabbages, low quality wool, low quality cotton, grubs, and very low quality gems.
Berries, nuts, crop seeds, carrots, potatoes, cabbages, grubs, low quality wool, low quality cotton, and very low quality gems.
Nuts, berries, crop seeds, carrots, potatoes, cabbages, grubs, low quality wool, low quality cotton, and very low quality gems.

Briar patch Woodland, Steppe Botanize

Blueberries, handfuls of raspberries, rose flowers, branches, bush sprouts, and starberries.
Blueberries, handfuls of raspberries, rose flowers, bush sprouts, branches, and starberries.

Critter nest Woodland Forage

Nuts, eggs, acorns, berries, feathers, crop seeds, low quality wool, low quality cotton, and low quality jewelry.
Nuts, eggs, berries, acorns, feathers, crop seeds, low quality wool, low quality cotton, and low quality jewelry.
Nuts, acorns, berries, feathers, crop seeds, eggs, low quality wool, low quality cotton, and low quality jewelry.

Desert weeds Sandy area Botanize

Cumin, fennel plant, low quality sage, low quality oregano, low quality bunches of mixed grass, cotton, and golden pepper.

Dune grass Sand Botanize

Rice, pea pods, fennel plant, low quality grains, reed plants, cotton, and bunches of mixed grass.
Rice, pea pods, fennel plant, low quality grains, reed plants, bunches of mixed grass, and cotton.

Flotsam Water near Shore Forage

Low quality wood scrap, low quality square pieces of cloth, wemp fibre, low quality shafts, low quality logs, low quality ropes, spice jars, very low quality nails, low quality wooden ship parts, low quality sailing ropes, low quality liquor bottles, and liquor barrels.
Low quality wood scrap, wemp fibre, low quality shafts, low quality logs, low quality ropes, spice jars, very low quality nails, low quality wooden ship parts, low quality square pieces of cloth, low quality sailing ropes, low quality liquor bottles, and liquor barrels.

Fungus Underground Forage Brown mushrooms, green mushrooms, yellow mushrooms, black mushrooms, red mushrooms, and blue mushrooms.
Lichen Rock / paving / Dirt Forage

Moss, green mushrooms, low quality stone shards, and very low quality iron rocks.

Low brush Steppe Botanize

Woad, strawberries, wemp plants, cotton, thyme, basil, nutmeg, cacao beans, and coffee cherries.
Strawberries, thyme, basil, woad, wemp plants, cotton, nutmeg, cacao beans, and coffee cherries.
Woad, thyme, strawberries, wemp plants, cotton, basil, cacao beans, and coffee cherries.

Mineral debris Everywhere Forage

Low quality stone shards, very low quality clay, very low quality iron rocks, low quality salt, and low quality gold and silver lumps.
Low quality stone shards, very low quality iron rocks, very low quality clay, low quality salt, and low quality gold and silver lumps.

Mints Woodland Botanize

Mint, rosemary, sage, thyme, oregano, basil, and lavender flowers.
Rosemary, mint, sage, thyme, oregano, basil, and lavender flowers.

Nightshades Woodland / Steppe Botanize

Bouquets of purple flowers, potatoes, belladonna, tomatoes, paprika, and worgsbane.
Bouquets of purple flowers, belladonna, tomatoes, potatoes, paprika, and worgsbane.

Roots and bulbs Woodland Botanize

Onions, garlic, potatoes, carrots, ginger, turmeric, and sugar beets.
Onions, garlic, potatoes, carrots, ginger, sugar beets, and turmeric.

Rotting wood Woodland / Moss Forage

Nettles, brown mushrooms, red mushrooms, blue mushrooms, low quality branches, low quality tree sprouts, low quality seedlings, moss, and very low quality logs.
Brown mushrooms, nettles, red mushrooms, blue mushrooms, low quality branches, low quality tree sprouts, low quality seedlings, moss, and very low quality logs.
Brown mushrooms, red mushrooms, moss, blue mushrooms, nettles, low quality branches, low quality tree sprouts, low quality seedlings, and very low quality logs.
Brown mushrooms, red mushrooms, nettles, blue mushrooms, low quality branches, very low quality logs, moss, low quality tree sprouts, and low quality seedlings.
Brown mushrooms, red mushrooms, nettles, moss, blue mushrooms, low quality branches, low quality tree sprouts, low quality seedlings, and very low quality logs.
Nettles, brown mushrooms, red mushrooms, low quality branches, low quality tree sprouts, low quality seedlings, blue mushrooms, moss, and very low quality logs.

Rubble Rock / Gravel / Underground Forage Stone shards, sandstone shards, slate shards, vlq iron rocks, marble shards, lq ore, lq flints, lq gems, lq rock salts, and ash.
Seaweed Shoreline / Shallow waters Forage

Rice, reed plants, bunches of kelp, low quality small freshwater fish, fishing hooks, clams, and pearls.
Bunches of kelp, low quality small ocean fish, rice, reed plants, clams, fishing hooks, and pearls.
Bunches of kelp, reed plants, clams, low quality small ocean fish, rice, fishing hooks, and pearls.

Snow pile Everywhere in Winter/Higher Alts in other seasons Collect Snowballs
Swampy puddle Clay Botanize

Brown mushrooms, red mushrooms, reed plants, low quality rice, mint, low quality handfuls of raspberries, moss, and low quality blueberries.
Brown mushrooms, reed plants, red mushrooms, low quality rice, moss, mint, low quality handfuls of raspberries, and low quality blueberries.

Thicket Woodland Botanize

Bush sprouts, fruit tree sprouts, berries, sassafras, hazelnuts, grapes, green apples, olives, red cherries, cotton, pineapples, and coconuts.
Hazelnuts, bush sprouts, grapes, green apples, olives, fruit tree sprouts, red cherries, berries, sassafras, cotton, pineapples, and coconuts.
Hazelnuts, sassafras, bush sprouts, grapes, green apples, olives, fruit tree sprouts, red cherries, berries, cotton, pineapples, and coconuts.

Tropical foliage Grassland / Woodland at Lower alts Botanize Paprika, turmeric, nutmeg, coffee cherries, cacao beans, green tea leaves, pineapples, and coconuts.
Umbellifers Grassland / Woodland Botanize

Carrots, parsley, fennel plant, lovage, and cumin.

Undergrowth Woodland Forage

Branches, nettles, sprouts, acorns, nuts, low quality logs, wemp plants, and cotton.
Nettles, branches, sprouts, acorns, wemp plants, nuts, low quality logs, and cotton.
Nettles, branches, sprouts, acorns, nuts, wemp plants, low quality logs, and cotton.

Vines Woodland / Steppe Botanize

Grapes, pea pods, cucumbers, pumpkins, tomatoes, seedlings, hops, and drakemelons.

Wild grasses Woodland / Steppe / Shoreline Botanize

Barley, wheat, oats, rye, bunches of mixed grass, reed plants, corn, rice, and source seeds.
Barley, wheat, oats, rye, corn, rice, bunches of mixed grass, reed plants, and source seeds.
Barley, wheat, rice, oats, rye, corn, reed plants, bunches of mixed grass, and source seeds.

Wildflowers Grassland / Woodland / Steppe Botanize

Bouquets of common flowers, lavender flowers, camellia flowers, parsley, oleander, rosemary, lovage, belladonna, woad, rose flowers, and bouquets of dotted flowers.
Camellia flowers, bouquets of common flowers, oleander, rosemary, parsley, lavender flowers, lovage, belladonna, woad, rose flowers, and bouquets of dotted flowers.

Monster camp

Notes

  • Using “Lore” on tiles and resource nodes may not show some resource node types or items until you meet a minimum skill requirement. For tiles, this requirement is the base difficulty of the resource node type, plus 15. For items, this requirement is the minimum skill required to gather the item, minus 15. The Lore command will tell you if your low skill is preventing you from seeing anything.
  • Resource nodes spawn and disappear randomly over time. It can be a few days or more for new resource nodes to appear on an empty tile.
  • A node spawning on a farm tile will make the crops disappear.


See also