STAGE · Finding your feet
Gathering
Draft — Draft: checked against the game source, not yet read through end to endRegistered accountNodes, climates, daily slots, seasons and Tides.
This page is further along your path. Read ahead if you’re curious; you can return when you reach this stage.
Find the right work
Mining, Logging and Herbalism use veins, trees and herb patches in the land. Their availability depends on the climate of the map pixel, and herb types vary by climate. The daily node layout is deterministic and shared, so other players encounter the same basic nodes there. If a patch is unfamiliar, the map's climate and your profession page help explain what you can work.
Fishing uses a net haul, while Hunting harvests witnessed creature remains. These are different actions from clicking a land node, but they use the same profession system and award materials and profession experience.
Work the calendar
The gathering day follows UTC. Herb availability and yield may change with the season: some plants are seasonal, and winter can leave certain plants bare. A map pixel's herb patch is initially conservative about its tier until enough reports agree on its identity.
Weekly Tides can also affect yields. A Harvest Tide improves land-gathering yields, Blight reduces herb and wood yields, and Storm Season improves fishing haul yields. These are shared calendar conditions; check the current Tide before planning a long gathering run.
Rank and limits
Your rank determines which tiers you can work. A clean harvest gives more profession experience. Working a node far below the highest tier your rank has opened awards less experience, so moving to appropriate-tier sources helps your profession advance.
The law has no general daily cap on harvest count in this snapshot. Specific limits still exist, including a daily limit on high-tier hides, while nodes can be exhausted for the UTC day and the account service limits operation rates. Do not treat the absence of a general cap as unlimited access to every material.
Collected materials can feed the Crafting stations or remain in Stores for future orders and Court writs.
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Sources & checked facts
src/net/nodeLaw.js:NODE_COUNTS,nodeCount,HERB_TABLES,herbPatch,daySeason,herbSeasonMult, dungeon veinssrc/net/professionLaw.js:harvestXp,TIER_RANKS, harvest limits and high-tier hidessrc/net/tideLaw.js:TIDE_EFFECTS, Tide calendar andtideYieldserver-account/src/professions.js: server-side harvest/material authority and operation limitssrc/systems/online/onlineLane.js: online rule scopeOnline-lane check:
handbook/research/M.mdResearch note:
handbook/research/E1.md