Legacy:Nodes

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Legacy Haven & Hearth page.
"The RoB Wiki currently hosts information for both the current Haven & Hearth world as well as the legacy server. Please be aware that information relating to legacy should be found on pages with "legacy" in the name. While our editors have done their best to get things sorted, please be aware there may be some pages that haven't been moved properly and may still be flagged that the information is legacy and may not apply to the current world."

Just in case. There is a Legacy specific discussion page.

General

There are two kinds of node types in Haven. Dynamic nodes and static nodes.

Dynamic nodes are nodes where the quality decays when resources are extracted from it. And where over time, when the node is not used, the quality is slowly restored again to the node base quality.

Static nodes are nodes that do not change. These nodes are used in mining related resources.

Nodes in general have a double purpose. Not only do they control the quality of the extracted resource, But for most resources they also control the availability of that resource on a given location.

Nodes per resources

Soil

  • Quality Node.
  • Dynamic Node.
  • Always returns some soil. Defaults to a minimal quality of 10.
  • Affects land based forageable items. (including curiosities as far as I know)

Water

  • Rivers and Lakes, Top layer and caves.
  • Quality Node.
  • Dynamic Node.
  • Always returns some water. Defaults to a minimal quality of 10.
  • Affects fish and mussel items.(it definitely sets a starting QL point but i'm not sure if depletion of one affects the Q of the other.)

Clay

(Clay and Sand seem to use the same node map)
(Acre Clay on Mudflats. Ball clay, grey clay and acre clay are all on the exact same nodes, depletion of one affects the Q of the others)

  • Quality Node.
  • Dynamic Node.
  • Will not give any clay if the local quality falls below 10q.

(ignoring the general single clay item than can be found from time to time on any mudflat.)

  • Also affects quality of Feldspar.

Sand

(Clay and Sand seem to use the same node map)

  • Beaches.
  • Quality Node.
  • Dynamic Node.
  • Always returns some Sand. Defaults to a minimal quality of 10.

Stone

  • Mountains and caves/underground.
  • Quality Node.
  • Dynamic Node.
  • Always returns some stone. Defaults to a minimal quality of 10.(?)

Fish

  • Rivers and Lakes, Top layer and caves.
  • Quality Node.
  • Dynamic Node.
  • Will not give any fish if local quality falls below 10q.

Ore Deposits

  • Mining/underground only.
  • Resource Node.
  • Static Node.

Ore Quality

  • Mining/underground only.
  • Quality Node.
  • Static Node.

Rock/Stone Hardness

  • Mining/underground only.
  • Static Node.