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Alpha-1 gathering.[1]

The whole gathering component of Alpha one is not the intended gathering for the actual game. You will not be seeing sparklies on resources out in the world.[2]Steven Sharif

Gathering in the Alpha-1 early preview.[3]

Gathering is one of the artisan classes in Ashes of Creation.[4][5]

Certain low level gatherables will have a tiered progression into higher level crafting. So for example you know if I'm gathering... leaves of the blue petal flower to craft a pigment that's going to be used in the development of a tunic that I can wear at level one, then I may need to collect those in order to craft the pigments to craft a greater pigment that might be present in the in the crafting of a higher level item. So it's going to be kind of a tiered progression so that materials have relevancy throughout the different levels of of crafting; and that's important from an economic stability standpoint. You need to have layered demand from a supply standpoint so that players who are interested in collecting and gathering those materials still are relevant when the later level items are crafted.[8]Steven Sharif

Gathering professions

Artisan mastery

Ambachtsklassen staan niet toe dat een character een meester in alles kan worden.[9] Een speler moet voor elk character een pad kiezen in de ambachtsvaardigheidsboom.[10] Het vertakken in specifieke paden staat de speler toe om zich te specialiseren in bepaalde vakgebieden. Dit moedigt een spelers inderdependentie aan, wat op zijn beurt de ambachtservaring verrijkt.[11]

Wanneer we refereren naar het niet-zijn van meesters van alles, betekent dat niet dat je geen meester kunt zijn binnen jouw eigen ambachtstype. Dit type kan maker, verzamelaar of verwerker zijn. Je zult een meester zijn van een van die drie, je zult geen meester zijn van de andere twee.[13]Steven Sharif


Gatherable mushrooms found in an underground cave.[4]

We want our players to have a reason to explore the wilderness, to travel with purpose, and much of that will be driven by our resource system. Transporting these goods might just be more difficult than gathering them. Our regional market system allows players to participate in creating pocket economies that will reinforce the stability of goods in particular regions.[14]

Gatherable resources (also known as raw materials and harvestables) occur in locations where you would expect them to be organically.[15]

  • Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[16][17][15]
We really want resources to be persistent and non-renewable. If there’s a mithril vein, that mithril vein will be there until it runs out. The server will manage these amounts on its own, and will repopulate things where and when it desires. You might find another mithril vein in that location sometime later, or somewhere nearby, or maybe never again![18]

Resource locations

Alpha-1 mine shaft.[25]

Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[14]

Verra's map will not be procedurally generated, but starting resource points may be different on each server.[26][27]

  • Some resources will be one-time gatherables that will randomly respawn at a different location once collected.[16][17]
  • Other resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[28][16][17][15]
    Like a large mine that's present and has a vein of mithril ore in it, or a herd of some type of animal that you can collect fur or wool from.[17]Steven Sharif
    • There will be moving resources such as herds of animals that are constantly moving around the world.[28][29]
    Herds are a source of certain types of wild gatherables but they're in animal form and they're animated; and they exist in a group of the golden fleece sheep that might only spawn very rarely in certain hillsides; and only during spring. And if you can find that vein so to speak of resource you can interact with the herd and you can gather from them.[28]Steven Sharif
    • Once a vein resource is depleted from one location it may respawn in the same location or somewhere else, depending on the type of resource.[17][15][29]
  • Resources respawn on a cooldown basis.[15]
  • Resources won't be locked to the node system.[15]
  • Some unique resources may be monsters in disguise or have monsters defending them.[30]

Surveying and land management

Additional gameplay layers such as surveying and land management are being considered for gathering in Alpha-2.[31]

Ideas like land management- and as you draw resources from your surrounding area- what type of effect does that have on the land; and then also how effectively can you draw those resources without having such a deleterious effect on the land, which might impact future resource gathering for some period of time: And it makes relevant the movement of these players who are collecting these goods from the environment, that they actually cannot always just do so in one particular area, as the land management begins to degrade. So it actually encourages movement across the world to discover new areas that might not be as perturbed as the ones you're coming from. It's a very interesting idea. It's something that we're going to be prototyping in Alpha 2 and getting feedback on and testing.[31]Steven Sharif

Artisan tools

Alpha-1 tongs "prop" used by Blacksmith NPCs.[32]

Gathering requires the creation and use of harvesting tools that enable the gathering of resources.[6][7]

  • Progression in the gathering artisan class unlocks higher level harvesting tools that enable gathering of higher level resources.[33]
  • Tools will have durability and tool lifespans.[16][34]
    • The amount of usages of a gathering tool increases as the gatherer becomes more proficient in the gathering artisan tree.[16]
    • Tools may become non-repairable, requiring re crafting.[34]
  • Artisans will not need to rely on other trees in order to make their tools.[6]

Tools do advance within the artisan tree, so your ability to either gather, process or craft will require the equivalent tools necessary at that stage of crafting in order to accomplish the task at hand. So, you could not mine copper and mithril with the same tool.[7]Steven Sharif

Gathering tools for Mining, Herbalism, Lumberjacking, and Fishing are associated with a resource tier. For example: A tier 2 axe can gather tier 1 and 2 lumber and no higher.[35]

Tool rarity Resource tiers Vendor price Vendor location
Common 1 10g Alpha-1 starting area
Uncommon 1 - 2 100g Expedition (fase 1) nodes
Rare 1 - 3 500g Encampment (fase 2) nodes
Epic 1 - 4 2000g Dorp (fase 3) nodes

Processing requires blueprints for the construction of buildings that are needed to process resources.[6]

List of tools

info-orange.pngDit gedeelte bevat informatie over Alpha-1-tests. Het zal worden bijgewerkt wanneer nieuwe informatie beschikbaar is.

Resource quality

Flanggler (Flower angler or Mimic flower).[36][37]

Resources will have differing tiers of quality for the same resource type.[17] This is somewhat similar to Star Wars Galaxies.[38]

You will have an opportunity to proc certain qualities based on your progression in the Artisan tree. So if you are a gatherer; and as you advance in your gathering, you'll have a higher opportunity to collect better resources.[39]Steven Sharif

In Alpha-1 testing there are 4 tiers of gatherable resources across all gathering professions:[ citaat nodig ]

Resource extractors

info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.

Resource extractors are potential constructions that can collect resources over time.[40]

List of resources

Artisan gear

Artisan gear will boost artisans in their gathering, processing, or crafting professions.[41][42]

  • Artisan gear may be able to be equipped in an "undergarment" slot that can be toggled between adventuring gear and artisan gear.[41]
  • The developers are planning to have artisan gear sets available for Alpha-2.[41]
Gear for artisans are going to live alongside your adventuring gear. So you will currently- the approaches, and we'll test this but currently- the approach is you'll have artisanship oriented gear. This might be beneficial for your gathering; it might be beneficial for your processing, or crafting, or whatever it is- your profession. Essentially you will craft that gear, you will equip that gear, it'll live almost as a undergarment slot so to speak; and then you can activate that and it will show the appearance if you wish during the activation when you gain the benefit from the from the gear itself; and then could disappear afterwards and go back to your adventuring gear. That's the current approach. We're going to play with that a little bit. There's some discussion and disagreement on the team about how we do that, but our hopes are for Alpha two, we will have I think a couple of sets at least. We're demonstrating all of the artisanship from gathering to processing to crafting in limited fashion in Alpha 2 want to have that gear present to kind of play with this approach.[41]

Loot tagging

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[43][44]

  • The first party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.[43][44]
    • These numbers will be balanced based on testing.[43]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[43][44]
We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights[43]Steven Sharif
Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15.[45]Steven Sharif

Master gatherers may have the ability to "spoil" a boss' loot.[46]

If you want to be able to get those mats from the boss, they're just not going to drop for anybody. They will only drop for a master gatherer who is capable of extracting those resources from the creature itself... The reason why we say there's a lot of interdependencies between the crafters of the world and the raiders of the world and our PvPers of the world is because we don't want to house the capability to attain these things all within the adventuring class. We want there to be an influence necessary from the craftsmen's guild to come in to either come and participate and spoil the boss and gather the goods or something along those lines.[46]Steven Sharif

Artisan supply chain

AshesOfCreation Screenshot 009.jpg

Artisans within Ashes of Creation must choose a path in their artisan skill tree. This inter-dependency establishes a supply chain from raw materials to finished product.[47][24] Each stage of the chain may require caravans to transport goods from one artisan to another.[48]

  1. Obtaining raw materials:[49]
  2. Refining the raw materials with the Processing profession.[24]
  3. Crafting the finished product using its crafting recipe.[24]

As a crafter you're going to want to know where certain recipes can be fulfilled; which nodes have the capability of creating what you've processed material that you've gathered for; and then you're going to want to plan out your route to either transit the goods there or make sure that you're situated in the area so that you can go out collect and build in that area as well. So there's a lot of planning that's going to be necessary.[52]Steven Sharif


Furnace that can be placed on a freehold.[23]

Processing is one of the artisan classes in Ashes of Creation.[23]

That's going to be very important as you get to very late game processed materials that are required. Because some of these things might have days to process within a station, but if you have spent the time and done the work to advance that processing station you could cut that down considerably, perhaps even greater than 50 percent; and that's going to have a significant impact on your ability to either control markets or to create goods.[53]Steven Sharif
  • There will be a preparatory phase to provide the building with needed fuel or other materials to process the required grade of materials.[56]
Processing as it stands for Alpha-2's implementation is that there is a certain amount of prep work that's required first for the industry-specific component, which is the building. That prep work might be finding a certain amount of lumber to light the fire in kiln or whatever, to a certain temperature in order for you to process a certain grade of ore; and that grade of ore being malleable then into an ingot; and that produces that ingot so-to-speak. Now, in that process there's a gathering component, there's a preparatory phase, there is a time-related component.[56]Steven Sharif
  • There will also be time-related and gameplay elements that require the player to interact with the processing building. These elements act to throttle for the introduction of processed materials from raw gatherables into the economy.[56]
There's also possibilities that the machine you're using itself has some type of gameplay layer- should the kiln get overheated, and you have to throw some water on it or something. There are elements there in that process that we want to mimic this gameplay opportunity for players to interact; and not just be a time-sink. But time-sink is also a component of it as well, because that's the throttle for the introduction of processed materials from raw gatherables into the economy.[56]Steven Sharif


Alpha-1 Forge concept art.[57]

Crafting and gathering is a very important component of the economy that players will have direct control over. Whether you wish to build a sprawling plantation around your house, or wish to travel the vast wilderness in search of treasure and resources. There are many tools available to the crafters of our world. Regardless of how you gather your resources, we believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[14]

Crafting is one of the artisan classes in Ashes of Creation. It is a driving force for the game economy.[58]

Anything that you want to bring into existence in the world is going to be built by players: Whether that is Ships, Siege engines, Weapons, Armor, etc.[62]Jeffrey Bard

There will not be a labor or energy system in Ashes of Creation.[63]

There is no labor or energy system in Ashes. However, that's not to say that crafting will not be difficult. Crafting is very difficult; but it is because it is difficult that it will be very rewarding as well.[63]Steven Sharif


Artisan classes (Gathering, Processing, Crafting) will come online fully in Alpha-2 and the Betas.[64][65]

Crafting honestly will not come online in any sense of its true form until Alpha-2. Alpha-1 has essentially what are intended to be the core gameplay loop of crafting, meaning the collection of materials, the translation of those materials into processed goods, and the use of those processed goods into item acquisition. That's the core gameplay loop that is currently present in Alpha-1. But those are mostly facilitated kind of piggy backing the merchant systems right now and not actually using the real crafting system; and that's because crafting hasn't been completed in a form that can be implemented in Alpha-1, but will be for Alpha-2. What's present in Alpha-1 doesn't even really scratch the surface for crafting.[65]Steven Sharif


Community guides

Zie ook


  1. steven-a1-fishing+raptors.png
  2. 2.0 2.1 Livestream, 2021-07-30 (1:11:58).
  3. Livestream, 2020-03-28 (48:31).
  4. 4.0 4.1 4.2 4.3 Livestream, 2017-09-03 (10:48).
  5. artisan classes.png
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 Interview, 2020-03-27 (9:00).
  7. 7.0 7.1 7.2 Interview, 2018-05-11 (38:25).
  8. 8.0 8.1 Podcast, 2018-05-11 (1:00:07).
  9. 9.0 9.1 Livestream, 24 mei 2017 (32:07).
  10. artisan skill tree.png
  11. Livestream, 5 mei 2017 (6:12).
  12. Livestream, 2022-07-18 (37:25).
  13. Livestream, 2022-07-26 (1:09:46).
  14. 14.0 14.1 14.2 About Ashes of Creation.
  15. 15.0 15.1 15.2 15.3 15.4 15.5 Livestream, 2017-05-08 (54:26).
  16. 16.0 16.1 16.2 16.3 16.4 16.5 Livestream, 2020-07-31 (1:05:58).
  17. 17.0 17.1 17.2 17.3 17.4 17.5 17.6 Livestream, 2020-07-25 (1:04:50).
  18. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  19. Livestream, 2021-03-26 (1:07:33).
  20. a419c5398b542a713545e4f393d67215.png
  21. Podcast, 2017-05-05 (43:05).
  22. Interview, 2020-07-18 (27:11).
  23. 23.0 23.1 23.2 23.3 23.4 Livestream, 2017-05-05 (34:15).
  24. 24.0 24.1 24.2 24.3 24.4 Livestream, 2017-05-05 (8:22).
  25. mine-shaft-leak.png
  26. procedural generation.png
  27. Livestream, 2017-05-19 (37:03).
  28. 28.0 28.1 28.2 Livestream, 2022-05-27 (1:00:23).
  29. 29.0 29.1 Livestream, 2019-12-17 (1:14:42).
  30. Gathering.png
  31. 31.0 31.1 Livestream, 2022-04-29 (25:16).
  32. Livestream, 2020-04-30 (54:33).
  33. 33.0 33.1 Livestream, 2020-04-30 (53:11).
  34. 34.0 34.1 crafting tools.jpg
  35. Alpha-1 screenshot.
  36. flanggler.png
  37. Livestream, 2017-11-17 (53:28).
  38. resource quality.png
  39. 39.0 39.1 Interview, 2018-10-20 (2:13).
  40. 40.0 40.1 40.2 40.3 Livestream, 2017-05-30 (10:24).
  41. 41.0 41.1 41.2 41.3 41.4 Livestream, 2022-06-30 (1:17:34).
  42. 42.0 42.1 Livestream, 2021-03-26 (1:06:50).
  43. 43.0 43.1 43.2 43.3 43.4 Livestream, 2022-03-31 (1:23:06).
  44. 44.0 44.1 44.2 Livestream, 2020-07-25 (1:24:56).
  45. Livestream, 2022-06-30 (1:16:22).
  46. 46.0 46.1 Podcast, 2018-08-04 (1:44:54).
  47. Interview, 2020-07-20 (20:17).
  48. Livestream, 2017-05-05 (6:12).
  49. 49.0 49.1 49.2 49.3 49.4 Livestream, 2017-05-08 (20:41).
  50. Livestream, 2017-07-18 (38:30).
  51. Livestream, 2017-05-26 (26:00).
  52. Interview, 2018-05-11 (24:18).
  53. 53.0 53.1 53.2 53.3 53.4 53.5 Podcast, 2021-04-11 (40:20).
  54. Livestream, 2022-06-30 (1:08:02).
  55. Livestream, 2022-06-30 (1:09:29).
  56. 56.0 56.1 56.2 56.3 56.4 Livestream, 2022-02-25 (1:12:27).
  57. Livestream, 2018-08-17 (15:14).
  58. CraftingImportance.png
  59. Livestream, 2020-01-30 (1:38:26).
  60. Livestream, 2017-05-12 (1:00:18).
  61. Interview, 2020-07-19 (6:38).
  62. Livestream, 2017-05-24 (17:08).
  63. 63.0 63.1 Interview, 2018-10-20 (2:31:39).
  64. 64.0 64.1 Livestream, 2021-03-26 (42:28).
  65. 65.0 65.1 65.2 Interview, 2021-02-07 (35:30).
  66. Livestream, 2021-04-30 (41:18).