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

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

| Node | Health |
|---|---|
| Clay Node | 45 per clay |
| Rune Essence | 60 |
| Sandstone Rock | 70 |
| Copper Ore Node | 75 per ore |
| Tin Ore Node | 75 per ore |
| Stone Boulder | 75 |
| Iron Ore Node | 140 per ore |
| Granite Deposit | 140 |
| Blurite Ore Node | 150 per ore |
| Silver Ore Node | 200 per ore |
| Coal Node | 250 per coal |
| Gold Ore Node | 250 per ore |
| Mithril Ore Node | 250 per ore |
| Adamantite Ore Node | 400 per ore |
| Limestone Rock | 400 |
| Gypsum Node | 450 |
| Soul Stone | 700 |
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

| Region | Nodes |
|---|---|
| Fractured Plains | Copper, Tin, Sandstone |
| Stormtouched Highlands | Copper, Tin, Iron, Granite |
| Whispering Swamp | Clay |
| Bloodblight Swamp | Gold, Silver |
| Fellhollow | Iron, Coal |
| Dowdun Reach | Coal, Mithril, Limestone |
| Umbral Sands | Adamantite, Gypsum, Coal |
| Vaults & Ashenfall | Rune Essence, Stone Boulder |
| Takla Kara (vault) | Blurite |
| Spectral doors | Soul 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

| Respawn | Nodes |
|---|---|
| 3 in-game days | Every ore node — copper, tin, iron, blurite, silver, gold, mithril, adamantite — plus Clay, Limestone and Soul Stone |
| 2 to 3 days | Coal |
| 2 in-game days | Granite, Sandstone, Stone Boulder, Rune Essence |
| 1 day | Gypsum — 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.
Want your circuit to respawn on the world's clock, not yours? Rent a RuneScape: Dragonwilds server at gamever.io — instant setup, one-click backups and updates, and 24/7 uptime. Start with a free trial and use promo code WELCOME.
