Harvesting

You can harvest an unlimited amount of items per in-game hour, but you will only receive experience for the first 120 harvests each hour (140 harvests per hour for those who have taken the Dedicated Harvester Perk or Smart Harvester perk; 160 if you have both. The counter for harvesting experience resets at the beginning of each hour, and you must be logged in during the change in the hour for your counter to be reset. If you exceed your maximum harvests in the current hour, you will receive the following notice in red text:

Your harvesting experience limit for this hour expired, you won't get any more harvesting EXP until the next hour.

Editor note: To add a location for a specific Harvestable, go to the Map page for the location you are adding, and list the coordinates next to the Harvestable on the Map page.


Harvestables

The lists here are sorted alphabetically. For a table of sortable statistics.


Plants


Ores


Minerals

  • Amber.png Amber [lvl 110]   [exp 114]
  • Blue Quartz.png Blue Quartz [lvl 17]   [exp 21]
  • Coal.png Coal [lvl 21]   [exp 25]
  • Diamond.png Diamond [lvl 40]   [exp 44]
  • Emerald.png Emerald [lvl 37]   [exp 36]


Other

  • Yew.png Yew [lvl 80]


Hints

  • Coordinates in bold ([xx,yy]) are closest to storage
  • The time at the end of each line on the Map pages is the minimum time it takes to walk from the harvestable item to the closest storage. If the storage is on a different map, travelling information and links to the extra maps are provided inside parentheses: ( ).
  • If nothing is listed after the time, then the storage is on the same map. You don't need to go through doors, caves, or to other maps.
  • Listed times are achievable by all players, regardless of skills, items or perks. Times are measured by walking at the standard pace (no Potion of Speed Hax) and without casting magic, usingrings, or typing #beam me. Using teleportals shown on the official "Tab"-maps is acceptable unless the teleportal only works in one direction.
  • All measured times are rounded up to the next multiple of 5 seconds.
  • A concise list of the best places (warning: spoilers) in the game is also available.


Quick List

  • The inventory list will help you to remember how fast an item is harvestable and to evaluate its value
  • A level 2 harvestable will take twice as long to harvest then level 1
  • A level 3 harvestable will take 50% longer to harvest then level 2
  • A level 4 harvestable will take 33% longer to harvest then level 3


Quicklist for Harvestables - Created by SolarStar



open file: item_lists.txt in your configuration folder

  • copy/paste the data
  • save the file
  • right-click in your inventory list
  • choose: Reload from file
Level 1
25 26 27 28 29 30 31 32 33 34 35 36 37 64 140 214
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
65535 65535 65535 65535 65535 65535 65535 65535 65535 65535 65535 65535 65535 65535 65535 65535

Level 2
1 2 38 40 39 42 43 45 46 289 297 303 304 320
1 1 1 1 1 1 1 1 1 1 1 1 1 1
65535 65535 65535 65535 65535 65535 65535 65535 65535 65535 65535 65535 65535 65535

Level 3
44 47 48 300 301 302 305 306 307 309 312 313 316
1 1 1 1 1 1 1 1 1 1 1 1 1
65535 65535 65535 65535 65535 65535 65535 65535 65535 65535 65535 65535 65535

Level 4
49 120 237 308 310 311 314 315 317 318 319
1 1 1 1 1 1 1 1 1 1 1
65535 65535 65535 65535 65535 65535 65535 65535 65535 65535 65535

Value

See also: Complex items
  • The value of a harvestable can be determined by how long it takes to harvest it and how much time you spend relative between harvesting and walking to storage, or in other words how much it weighs and how far the source is from the storage.
  • A harvestable in storage is usually worth more then in a bag at the harvest location.
  • Each type of harvestable has it's own chance of producing a Mini-Event.
  • Each time you get a Mini-Event you can not begin harvesting until your cooldown ends. For a diamond (level 4) it will take 4 seconds until you can begin to harvest again.
Mini-Events are left out of the calculation, but certainly influence harvest time and price of an item. Here are some examples between theory and reality.


Example 1
  • free inventory = 940 emu = 470 silver ore
  • 470 ore * 2sec/2ore = 470 seconds to harvest
  • 1:50 min (110 seconds) to storage
  • 23% of harvest time is needed to walk from the silver ore to storage
  • base price is 2gc/ore
  • formula: base price + 23% or 2gc * (100+23) / 100
  • final price is 2.46gc per silver ore.
In reality the market price is around 2.5gc
Example 2
  • free inventory = 940 emu = 234 iron ore
  • 234 ore * 2sec/2ore = 334 seconds to harvest
  • 1:30 min (90 seconds to storage)
  • 38% of harvest time is needed to walk from the iron ore to storage
  • base price is 2gc/ore
  • formula: base price + 38% or 2gc * (100+38) / 100
  • final price is 2.76gc per iron ore.
In reality the market price is around 4gc.
Example 3
  • free inventory = 940 emu = 940 titanium ore
  • 940 ore * 4sec/2ore = 1880 seconds to harvest
  • 2:10 minutes (130 seconds) to storage
  • 7% of the harvest time is needed to walk from titanium ore to storage
  • base price = 4gc/ore
  • formula: base price + 7% or 4gc * (100+7) / 100
  • final price is 4.28gc per titanium ore.
In reality the market price is around 2.5gc.


Example 4
  • free inventory = 940 emu = 312 diamonds
  • 312 diamonds * 4sec/2ore = 624 seconds to harvest
  • 1:30 minutes (90 seconds) to storage
  • 14% of the harvest time is needed to walk from diamonds to storage
  • base price = 4gc/ore
  • formula: base price + 14% or 4gc * (100+14) / 100
  • final price is 4.56gc per diamond.
In reality the market price is around 4gc.
Example 5
  • free inventory = 940 emu = 94 gypsum
  • 94 gypsum * 2sec/2ore = 94 seconds to harvest
  • 2:00 minutes (120 seconds) to storage
  • 128% of the harvest time is needed to walk from gypsum to storage
  • base price = 2gc/ore
  • formula: base price + 128% or 2gc * (100+128) / 100
  • final price is 4.56gc per gypsum.
In reality the market price is around 10gc.
Continuation of Example 5
  • gypsum is often transported in mule shape
  • 1 load of gypsum requires 8 Creature food and 1 Mule Glyph
  • cost = 8 * 85gc + 250gc = 930gc
  • a good mule has 2000 emu = 200 gypsum
  • 930gc / 200 gypsum = 4,65 gc/gypsum
  • in addition to the price calculated in Example 5
  • final price is 9.21gc = 4.56gc + 4.65gc
In reality the market price is around 10gc.
Subpages (1): Harvesting Events
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