Every Mining Node in Dragonwilds: Health Per Ore, Region, and the Respawn Nobody Checks

A player chopping wood in a Dragonwilds forest clearing.

 

    Every mining node in Dragonwilds carries a health value per unit — how much you chew through for each ore — and a respawn timer. The health numbers run from 45 to 700, a fifteen-fold spread, and the respawn timers are not uniform the way most guides imply: they run from one in-game day to three, and the split falls neatly between ore and stone.

 

Health Per Unit Runs 45 to 700

 

Card listing the health per ore of every Dragonwilds mining node.

 

NodeHealth
Clay Node45 per clay
Rune Essence60
Sandstone Rock70
Copper Ore Node75 per ore
Tin Ore Node75 per ore
Stone Boulder75
Iron Ore Node140 per ore
Granite Deposit140
Blurite Ore Node150 per ore
Silver Ore Node200 per ore
Coal Node250 per coal
Gold Ore Node250 per ore
Mithril Ore Node250 per ore
Adamantite Ore Node400 per ore
Limestone Rock400
Gypsum Node450
Soul Stone700

 

    Clay at 45 is the softest thing in the game, and Soul Stone at 700 is more than fifteen times harder. That column is the entire difficulty curve of Mining: the higher tiers do not hand you fewer ores, they simply take far longer per ore.

 

    Adamantite costs more than five times what copper does per unit. If a late-game mining session feels slow, nothing is wrong — you are hitting rocks with five times the health of the ones you learned on.

 

    The building materials are not the cheap option they look like. Limestone at 400 and Gypsum at 450 sit alongside adamantite, so a large construction project is a genuine mining commitment rather than a quick gather.

 

Where Each One Is

 

Card mapping Dragonwilds mining nodes to their regions.

 

RegionNodes
Fractured PlainsCopper, Tin, Sandstone
Stormtouched HighlandsCopper, Tin, Iron, Granite
Whispering SwampClay
Bloodblight SwampGold, Silver
FellhollowIron, Coal
Dowdun ReachCoal, Mithril, Limestone
Umbral SandsAdamantite, Gypsum, Coal
Vaults & AshenfallRune Essence, Stone Boulder
Takla Kara (vault)Blurite
Spectral doorsSoul Stone

 

    Ore is region-locked and the tiers follow the progression route. Copper and tin are starting-region rocks; gold and silver exist only in Bloodblight Swamp; adamantite only in the Umbral Sands. If a recipe wants silver, you are going to the swamp — there is no alternative source.

 

    Two nodes sit outside the region system entirely. Blurite is a vault rock found in Takla Kara, and Soul Stone appears at spectral doors. Both are content-gated rather than geography-gated, which is why they can be missed for a very long time.

 

Respawn Is Not Uniform

 

Card showing Dragonwilds mining node respawn timers.

 

RespawnNodes
3 in-game daysEvery ore node — copper, tin, iron, blurite, silver, gold, mithril, adamantite — plus Clay, Limestone and Soul Stone
2 to 3 daysCoal
2 in-game daysGranite, Sandstone, Stone Boulder, Rune Essence
1 dayGypsum — the fastest in the game

 

    The split is ore versus stone. Every metal in the game is on the slow three-day timer without exception; the building stone comes back roughly twice as often. Gypsum at a single day is the fastest respawn in the game, which makes it far more sustainable than its 450 health suggests.

 

    Three days is long enough that a depleted area stays depleted for a real stretch of play. The consequence is the same as with net fishing spots: mining is a circuit, not a camp. Work a cluster out, move to the next, and by the time you loop back the first has returned.

 

    And the two timers reward separate routes. Rune Essence and the stone nodes returning a full day earlier than every ore means an essence or construction loop can run at a faster cadence than a smithing loop — worth splitting rather than mixing.

 

Practical tips

  • Health runs 45 (clay) to 700 (Soul Stone) — a fifteen-fold spread.
  • Adamantite at 400 is over five times copper's 75. Higher tiers are slower, not stingier.
  • Limestone 400 and Gypsum 450 make building a real mining commitment.
  • Gold and Silver are Bloodblight Swamp only; Adamantite is Umbral Sands only.
  • Every ore node respawns in 3 in-game days — no exceptions.
  • Stone comes back in 2, and Gypsum in 1 — the fastest in the game.
  • Blurite is a vault rock; Soul Stone appears at spectral doors.

 

Running your own Dragonwilds server

 

    A three-day respawn only means something on a world that keeps its own clock — on a session-hosted world, nodes reset around whoever happens to be online. A gamever Dragonwilds server runs the world's time continuously, so a mining circuit cleared on Monday is genuinely back later in the week, and a group shares one route rather than racing each other around it.

 

Conclusion

 

    Dragonwilds mining is governed by two numbers per node. Health per unit runs from 45 on clay and 60 on Rune Essence up through 75 for copper and tin, 140 iron, 200 silver, 250 for coal, gold and mithril, 400 for adamantite and limestone, 450 for gypsum and 700 on Soul Stone — so the late tiers are slower per unit rather than rarer. Location is fixed by region: copper and tin in the Fractured Plains and Stormtouched Highlands, clay in the Whispering Swamp, gold and silver only in Bloodblight Swamp, adamantite only in the Umbral Sands, with blurite in Takla Kara and Soul Stone at spectral doors. And respawn splits cleanly: every ore node takes three in-game days, the stone nodes take two, and gypsum returns in one — which makes mining a circuit between clusters, with the stone loop running at twice the cadence of the metal one.

 

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