About[]
Resources provide players with a method for creating custom items, vehicles and housing. Resources can also be sold at vendors for a varying price.
Types of resources[]
- Timber:
- - Ash
- - Oak
- - Pine
- - Willow
- - Maple
- - Conifer
- - Evergreen
- - Birch
- - Silver Birch
- - Cedar
- - Beech- Aspen
- Metals:
- - Tin
- - Copper
- - Aluminum
- - Nickel
- - Steel
- - Iron
- - Mercury
- - Zinc
- - Silver
- - Gold
- - Magnesium
- - Lead
- - Platinum
- - Brass
- - Bronze
- Stone:
- Precious Stones:
- - Ambert: confers health
- - Amethyst: brings peacefulness
- - Aquamarine: increases optimism of wearer
- - Black Agate: produces great energy and courage
- - Carbuncle: reassures wearer in times of peril
- - Coral: friendship and attachments prosper
- - Cornelian: another stone which confers friendliness
- - Chrysolite: the stone of hapiness
- - Diamond: produces the capability to see and speak the truth
- - Emerald: intesifies loyalty
- - Garnet: aids the physical strength
- - Jade: aids the mental powers
- - Jasper: second only to the chrysolite for happiness
- - Lapis-Lazuli: produces and intensifies intellectual ability
- - Onyx: makes for clearness of sight and mind
- - Opal: induces confidence- Pearl: makes the wearer pure
- - Red-Agate: has a calming effect on the wearer
- - Ruby: the stone for lovers, intensifying passion
- - Sapphire: the stone of innocence, best for children
- - Sardonyx: produces much vivacity and gaeity
- - Topaz: makes the wearer calm and gentle
- - Turquoise: the wearer is assured of some success at least
- Building Stones:
- - Granite: Gray, black, browns, reds, greens, gray, blue-gray
- Very hard
- - Limestone: Gray, buff, variegated gray/buff
- Soft
- - Sandstone: Buff, reddish brown, gray
- Medium to Hard
- - Marble: White, grays, greens, reds, black, variegated
- Medium
- - (Building Ice): Cloudy White
- Very Hard
- Plants:
- Herbs:
- - Almond
- - Angelica
- - Camomile
- - Eye-Bright
- - Heart Trefoil
- - Juniper
- - Mustard
- - Rosemary
- - Rue
- - Saffron
- - Sundew
- - Vine and Walnut
- - Adder's-Tongue
- - Cress
- - Mouse-Ear
- - Orpine
- - Saxifrage
- - Trefoil
- - Calamint
- - Caraway
- - Dill
- - Endive
- Flowers:
- Crops:
- Land Creatures:
- Aquatic Creatures:
Harvesting[]
All of the above nodes can be attained through harvesting. Harvesting can only be achieved through the use of a relevant tool and the required skill level of the node being harvested. Each node has a minimum harvesting level attached to it which is determined by it's contents.
Tools[]
- Timber - Axes
- Metals - Picks
- Stone - Hammers
- Plants - None
- Land Creature - None
- Fish - Fishing rod
Placement[]
Harvest node spawn points are placed by a world mapper and assigned a harvest group which contains the harvest type, minimum harvest level and base item on a successful harvest.
Autogenerated Harvests[]
Once a week harvests will change all around the world. This updates the harvest groups with different item bonuses and allows for new items to be populated into the world on a regular basis. However, this does not change the harvest spawn locations.
Colours[]
Every harvest type is assigned a colour. The colour determines the stat modified. This changes on weekly basis.
For example: red affects fire, blue effects water, white effects healing.
Strength[]
Every harvest type is assigned a strength. The strength determines the strength of the stat. This changes on a weekly basis.
For example: dull = low strength, glowing = high strength.
This provides you with a system for automated resources. Such as "'Glowing' 'Red' Iron Cluster".