Materials

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Materials (processed goods) are obtained in the following ways:

The quality of crafting materials will influence the quality of the crafted item.[4]

High-level materials

Materials for crafting high-level items are obtained from world bosses and through the deconstruction of other high-level items.[3]

Many end level items with crafting will require mats from world bosses etc. we want those systems intertwined. However. There may be opportunities to deconstruct high level items and replace those needed materials as well. We will be testing the crafting trees in alpha and beta.[3]Steven Sharif

Cooking ingredients

Livestock (and crops) are used to provide cooking ingredients:[5]

Artisan supply chain

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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.[2] Each stage of the chain may require caravans to transport goods from one artisan to another.[6]

  1. Obtaining raw materials:[7]
  2. Refining the raw materials with the Processing profession.[2]
  3. Crafting the finished product using its crafting recipe.

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.[10]Steven Sharif

Processing

Furnace that can be placed on a freehold.[1]

Processing is one of the artisan classes in Ashes of Creation.[1]

Processing professions

Resources

Gatherable mushrooms found in an underground cave.[11]

Gatherable resources (raw materials) occur in locations where you would expect them to be organically.[12]

  • Resources exist as a cluster and last until the full resource is depleted.[12]
  • Once a resource is depleted from one location it may respawn somewhere else.[12]
  • Some resources may respawn on a cooldown basis.[12]
  • Resources won't be locked to the node system.[12]
  • Resources that can be gathered do not highlight as gatherable.[11]
  • Some unique resources may be monsters in disguise or have monsters defending them.[13]

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]

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![15]

Resource quality

Resources will have differing levels of quality for the same resource type. This is somewhat similar to Star Wars Galaxies.[16]

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.[17]Steven Sharif

See also

Referenties