Where every material comes from, and which node hands it to you.
Everything you gather comes out of a camp, a place on the map holding several nodes. You harvest a node, and the node gives you items.
Camps are not named in game. A pin is a type and a position, so a camp is known by where it is, not by what it is called. The nodes inside it are named, and those names are what you actually need.
Every gathering camp in the zone. Switch zones from the dropdown, pinch or zoom to open a cluster, and click a pin to open its camp.
Each camp type is one skill, except Essence. You kill elementals for those, and no gathering skill is required or granted.
The same item comes off nodes with different names and different skill requirements. Cotton and Flax both give Strong Plant Fibers; you need a different Herbalism level for each. So the material name will not tell you what to look for. The node name will — and where a node name carries more than one level, every one of them is listed: Flax stands at 14, 17 and 19, the same node giving the same fibers, the higher ones only paying more experience.
Herb Camp
6 materials
Mining Camp
8 materials
Logging Camp
3 materials
Prospecting Camp
7 materials
Fishing Camp
8 materials
Hunting Camp
3 materials
Going up a rung does one of two things, and which one depends on the rung.
Same items, more of them. A Copper Vein gives what a Small Copper Vein gives. You just get more.
A different set of items. Above that, the set moves up the refining chain.
You do not empty a node in one go. A boar corpse can be skinned twice, and each skin gives all three of its items. A candleberry bush can be gathered three times.
Your Home Island carries every camp type except Essence, and nobody can attack you there. Everything else is in a Contested Zone, where anyone can.
Great Polar Bear · Snow Boar · Wild Boar · Dire Wolf · Frost Bear · Polar Bear
Freshwater · Freshwater School of Fish · Freshwater Teeming Fish
Barley · Large Barley
Freshwater · Freshwater School of Fish · Freshwater Teeming Fish
Candleberry Bush · Large Candleberry
Coal Vein · Large Coal Vein
Saltwater · Saltwater School of Fish · Saltwater Teeming Fish
Small Copper Vein · Copper Vein · Large Copper Vein
Small Copper Vein · Copper Vein · Large Copper Vein
Small Copper Vein · Copper Vein · Large Copper Vein
Black Bear · Boar · Wolf
Fire Elemental · Small Fire Elemental · Large Fire Elemental
Lightning Elemental · Small Lightning Elemental · Large Lightning Elemental
Small Void Elemental · Void Elemental · Large Void Elemental
Arcane Elemental · Small Arcane Elemental · Large Arcane Elemental
Chaos Elemental · Small Chaos Elemental · Large Chaos Elemental
Earth Elemental · Small Earth Elemental · Large Earth Elemental
Garlic · Large Garlic
Gold Vein · Rich Gold Vein
Gold Vein · Rich Gold Vein
Jute · Hemp
Ash Tree · Oak Tree
Herbs · Large Herbs
Saltwater · Saltwater School of Fish · Saltwater Teeming Fish
Small Iron Vein · Iron Vein · Large Iron Vein
Small Iron Vein · Iron Vein · Large Iron Vein
Small Iron Vein · Iron Vein · Large Iron Vein
Black Bear · Boar · Wolf
Freshwater · Freshwater School of Fish · Freshwater Teeming Fish
Great Polar Bear · Snow Boar · Wild Boar · Dire Wolf · Frost Bear · Polar Bear
Black Bear · Boar · Wolf
Freshwater · Freshwater School of Fish · Freshwater Teeming Fish
Salt Formation · Large Salt Formation
Saltwater · Saltwater School of Fish · Saltwater Teeming Fish
Ash Tree · Oak Tree · Birch Tree · Pine Tree
Freshwater · Freshwater School of Fish · Freshwater Teeming Fish
Silver Vein · Rich Silver Vein
Silver Vein · Rich Silver Vein
Birch Tree · Pine Tree
Cotton · Flax
Great Polar Bear · Snow Boar · Wild Boar · Dire Wolf · Frost Bear · Polar Bear
Gold Vein · Rich Gold Vein · Silver Vein · Rich Silver Vein
Gold Vein · Rich Gold Vein · Silver Vein · Rich Silver Vein
Gold Vein · Rich Gold Vein · Silver Vein · Rich Silver Vein
© 2026 Camelot Codex. A fan-made guide. Not affiliated with City State Entertainment. Game content belongs to its owners.
Where every material comes from, and which node hands it to you.
Everything you gather comes out of a camp, a place on the map holding several nodes. You harvest a node, and the node gives you items.
Camps are not named in game. A pin is a type and a position, so a camp is known by where it is, not by what it is called. The nodes inside it are named, and those names are what you actually need.
Every gathering camp in the zone. Switch zones from the dropdown, pinch or zoom to open a cluster, and click a pin to open its camp.
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A portal is how you reach a contested zone at all.
Each camp type is one skill, except Essence. You kill elementals for those, and no gathering skill is required or granted.
The same item comes off nodes with different names and different skill requirements. Cotton and Flax both give Strong Plant Fibers; you need a different Herbalism level for each. So the material name will not tell you what to look for. The node name will — and where a node name carries more than one level, every one of them is listed: Flax stands at 14, 17 and 19, the same node giving the same fibers, the higher ones only paying more experience.
Going up a rung does one of two things, and which one depends on the rung.
Same items, more of them. A Copper Vein gives what a Small Copper Vein gives. You just get more.
A different set of items. Above that, the set moves up the refining chain.
You do not empty a node in one go. A boar corpse can be skinned twice, and each skin gives all three of its items. A candleberry bush can be gathered three times.
Your Home Island carries every camp type except Essence, and nobody can attack you there. Everything else is in a Contested Zone, where anyone can.