Materials
Resource Types
Fractara has four main categories of gatherable materials: Wood,Ore, Hide, and Herbs. Each category is used for different recipes and buildings.
| 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 |
Each category includes several quality tiers. Common materials appear in many places, while rare variants appear only in certain biomes or require a high gathering skill.
Distribution
Node Spawning
Resource nodes spawn across the map based on the biome and real-world geography. Forests provide more wood, mountains provide more ore, and wetlands provide a wider variety of herbs.
| 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%) |
Areas far from cities have more resource nodes but also more dangerous creatures. Urban areas are safer but have fewer resources.
Gathering
Harvesting Mechanics
To harvest a resource node, move within range and equip the required tool. You need a pickaxe to mine ore and a hatchet to chop wood.
| 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 |
Better tools increase your yield and reduce harvesting time. A mythril pickaxe mines ore twice as fast as an iron pickaxe and can also find gem fragments.
Each level of the Harvester skill increases yield by 10%. At Level 5, any node can also produce rare materials.
Regeneration
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 a node respawns, you must wait for your personal cooldown before harvesting it again. Other players can harvest it during your cooldown.
Ownership
Mining Claims
Other players can travel through your claimed territory, but they need your permission to harvest its resource nodes. A resource-rich claim can support both your defenses and your economy.
Mining Claims are special structures that improve resource generation in your 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. In these zones, all kingdom members can harvest, with a portion of yield automatically deposited to the kingdom treasury.
During wars, enemies may target resource-rich territory to weaken your economy. Watchtowers and patrols can help protect those nodes.