User:Relyk/node
Node[edit]
A node is an object on the map that can be interacted with using a special animation called gathering to obtain crafting materials for various disciplines. Interacting with a node requires an appropriate gathering tool. Nodes have tiers, which require an appropriate level gathering tool, otherwise the player will received Ruined materials.
- Ore - Mined 3 times
- Rich Ore - Mined 10 times
- Log - Cut 3 times
- Plant - Gathered 1 time, gain 1-2 of the material
Node type | Compass icon | Main Yield | Rare Additional Yield | Harvesting tool required |
---|---|---|---|---|
Mine | Ore | Gemstone | Mining pick | |
Tree | Logs | Hidden Treasure Walnuts Cinnamon Sticks |
Logging axe | |
Non-tree plant | Ingredients | Unidentified Dye | Harvesting sickles |
Node behavior[edit]
- Gathering refers to how many uses are completed per interaction. The animations for mining and logging use three times in a row while the harvesting animation uses once. Each resource node can be gathered once, while rich ores can be gathered 4 times. You can just as easily cancel the animation after each gathering repeatedly, completing one use each time.
- Nodes have a counter for how many times it can be used. Once that counter reaches 0, the node is destroyed and disappears.
- Limited nodes are distributed slightly different for zones, see the "Limited nodes" section.
Spawns[edit]
Nodes are randomly distributed through each zone, where the number of nodes of a given type can vary by a certain range in a area. That is to see, you won't find more than 2-3 Copper Ore in an area unless the range is 2-6. We can call areas with 5-6 nodes on one type a node patch. ArenaNet has implemented static node patches called node farms.
Bonuses[edit]
- Power of the Mists: Gatherer - 3% chance of additional gathering node uses per tier (up to 9%)
- Guild: +10% Gathering Bonus Banner - Spawns a guild banner that will give +10% gathering chance to any ally that touches it for 30 minutes. Stacks with other exp buffs.
The Gatherer bonus
Mining[edit]
- Behavior
- Mined 3 times
- Rich Ore is mined 10 times1
- 1 Rich Orichalcum Ore in Bakestone Cavern can be mined 12 times. Which is less convoluted than the 10 ore counter they use.
Logging[edit]
- Log - Cut 3 times
Harvesting[edit]
- Plant - Gathered 1 time, gain 1-2 of the material
Limited nodes[edit]
- Behavior
- Fixed number of nodes per zone
- Spawn within certain areas of the zone
- Randomly distributed weekly or after every server/game update.
- Respawn after 24 hours.
- Limited nodes remain on the map Runescape-style.
- Players suspect any normal ore has a chance to be assigned a higher tier or (ie. Mithril Ore has a chance to be Orichalcum Ore) because locations may be identical.
- Nodes
- Orichalcum Ore
- Omnomberries
- Ancient node (Orrian Sapling and Ancient Sapling)
- Coral
- Rich ore veins
Rich ore veins[edit]
Mining nodes have a special type of node labeled Rich <Ore> Vein.
- Behavior
- Position of veins are static. There are a set of possible locations for a rich vein in a zone.
- Respawn after 24 hours.
- Mined 10 times as opposed to 3 for normal node.
Node collections[edit]
Along with node farms, there are certain areas that have a large concentration or a fixed number of nodes.
- The Heartwoods - Often has up to 6 nodes in the rocky area occupied by Bears
- Theater of Delight - Fixed number of 6 Cypress Saplings in a circle guarded by a Veteran Earth Elemental, west of the camp
Maps[edit]
There are a multitude of sites tracking node spawns. There is a guru thread for tracking these sites: gw2guru thread for maps
North America[edit]
- Anvil Rock
- Blackgate: http://www.ginnunga.org/oriore
- Borlis Pass
- Crystal Desert
- Darkhaven
- Dragonbrand
- Ehmry Bay
- Eredon Terrace
- Ferguson’s Crossing
- Fort Aspenwood: http://fortaspenwood.blogspot.com/
- Gate of Madness: http://tiny.cc/gomnodes
- Henge of Denravi: http://gamerlucretiu...-25th-node.html
- Isle of Janthir: http://www.guildwars...60#entry2057318
- Jade Quarry: http://imgur.com/a/oREbe
- Maguuma: http://orrmaps.com/maps/894
- Northern Shiverpeaks: http://www.orrmaps.com/maps/832
- Sanctum of Rall: http://tinyurl.com/sormaps
- Sea of Sorrows
- Sorrow’s Furnace: http://imgur.com/a/scNlZ#0
- Stormbluff Isle:
- Tarnished Coast: http://www.realityexit.info/gw2/
- Yak’s Bend:
Europe[edit]
- Abaddon’s Mouth
- Augury Rock
- Aurora Glade
- Baruch Bay
- Blacktide: https://docs.google....ey2zjNPfKU/edit
- Desolation: http://www.orrmaps.com/maps/1059
- Drakkar Lake
- Elona Reach
- Far Shiverpeaks: http://www.wooting.nl/wp/?page_id=641
- Fissure of Woe
- Fort Ranik
- Gandara: http://gwshack.info
- Gunnar’s Hold: http://gamerlucretiu...-25th-node.html
- Jade Sea
- Kodash
- Piken Square
- Ring of Fire
- Riverside
- Ruins of Surmia: http://lunaeclipsegw...el/Resource Map
- Seafarer’s Rest: http://signspot.wordpress.com/
- Underworld: http://orichalcum.gildiasmok.pl/
- Vabbi
- Vizunah Square
- Whiteside Ridge
Notes[edit]
- Prior to around Wintersday 2012, the mining animation had two normal hits followed by a longer final hit. In comparison, the logging animation just did repeated the same hit three times. This was of course annoying to a point that I simply canceled after the second gathering to skip the longer hit. They finally bothered to fix it.