Herbalism

Ashes of Creation community empowered Wiki
Jump to navigation Jump to search
Gathering Gloomy Pross in Alpha-2.[1]

It's a beautiful flower but it can only be found in winter.[1]Kory Rice

Herbalism (herbology) is a Gathering profession in Ashes of Creation.[2][3]

List of gatherable herb resources

info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.
Item Icon Type Profession Rarity Level requirement
Blood-Boiled Spiritbloom Corrupted resource Herbalism
Caletsygia Sepium Caletsygia Sepium.png Herb Herbalism
Daffodils Daffodil Icon.png Herb Herbalism
Gloomy Pross Gloomy Pross.png Herb Herbalism
Moonbell Moonbell Icon.png Herb Herbalism
Nightbloom Herb Herbalism
Plant Fibers Plant Fibers Icon.png Herb Herbalism
Snowdrops DandelionsIcon.png Herb Herbalism
Wir Root Wir Root.png Herb Herbalism

List of gathering tools

info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.
Item Icon Type Resource tiers Rarity Level requirement Source Cost
Apprentice Herbalism Sickle Novice Herbalism Sickel Icon.png Tool Common Apprentice Crafted items
Crude Herbalism Sickle CrudeHerbalismSickleIcon.png Tool Common Crafted items
Cultivator CultivatorIcon.png Tool 1 - 3 Rare 1 Vendor 500
Novice Herbalism Sickle Novice Herbalism Sickel Icon.png Tool Common Novice Crafted items
Soil Knife SoilKnifeIcon.png Tool 1 Common 1 Vendor 10
Tiller 7a088b0d-ff65-40ad-9ce3-2d0e6eaa77ff-0.png Tool 1 - 2 Uncommon 1 Vendor, Quest rewards 100

Seasonal resources

Gloomy Pross is a seasonal resource that is only gatherable in the winter.[1]

If a particular region moves into a season and that week you can't grow a particular type of good, but another region halfway across the world can grow that good; and you talk about moving those goods across regions so that they're relevant to either craft workbenches or you can sell them in the local economies: That is a major indicator of movement of goods and movement of goods carries risks; and risks can create political foes and friends... Something as simple as just a climate can have cascading consequences across the entirety of the game.[4]Steven Sharif

Seasons affect crops and other herbology resources available for gathering or planting, including how crop rotation is managed.[5][6][7][8]

  • Seasonal variations in resource availability will impact the economy and necessitate the transit of goods between different regions.[6]
One of the things that is huge about the season system and how it affects crops and the gatherables in the game is the impact it will have on the economy. When a particular area no longer is capable for a week's period of time, or even potentially longer, of producing a certain type of crop or harvestable; and that has to change across the world regionally, now the transit system of those materials of those gatherables they become more relevant, and they're subject to potential risk; and the prices might go up in certain areas. It is something that is actually very instrumental in the overall design of the economy in the game.[6]Steven Sharif
  • Seasons may not directly affect certain gatherables, such as veins of ore, but access to those resources may be blocked during certain weather conditions.[5][6]
It won't likely affect too much on certain resource spectrums like veins of ore. Those might not be affected by the seasons or weather systems, but there might be blockages to cave networks that house those types of ore veins. Alternatively it is going to be significant impact on any type of herbology or plant-based types of gatherables. It's going to have significant impacts on crops that players can plant themselves on their properties; and that they'll be able to harvest. They're going to need to time the crop placement and its maturity window so that it's harvestable and available to be harvest before the change of seasons that might adversely affect certain types of crops. And not every biome will experience the same type of effects caused by the seasonality of the world. The desert biome might instead of snow have significant more winds that pick up that could be damaging to more fragile types of crops if you have a freehold in that location.[5]Steven Sharif

Foliage

Foliage 3D renders.[9]

Biomes really need to have a fairly eclectic selection of plant life, of vegetation, of foliage. These help to create the atmosphere that you are really immersed in this different climate zone and that that's obviously something that we as players enjoy when we get to see a significant diversity of plant life, because it does lend itself to the immersive nature of the world.[10]Steven Sharif

Bloomeria 3D turntable.[11]

Foul and ravenous spirits have been bound to these stinking flowers[11]

  • There will be player collision with foliage.[12]
    As you move through a plant you're not just gonna go straight through the plant. It will move around on the client for you: you'll see that plant move because you intersected with it and passed through it. So there's collision with foliage there; but I'm not sure if it's going to be as granular on blades of grass. We do have footprints and footsteps... you can see them on the dirt surfaces; you can see them on the snow surfaces.[12]Steven Sharif
    • Different growth states will have different collision profiles.[13]
    For example as for trees, sapling stage requires no collision, but the young stage will have a collision that you can no longer go through.[13]Alex Khudoliy
  • Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[15]
Q: Folks were wondering about foliage as it seems like it could hide your character from your own camera. Can it do something like turn transparent to you, so you... don't lose yourself in the grass?
A: Absolutely. Those are literal higher fidelity types of polish that we get around to when we're out of guts of building core systems and abilities and archetypes. So, part of watching our game in development is understanding that a lot of the quality-of-life or polish-oriented features that you would typically see in a launched game are not yet worked on from our perspective. We're very much still on the core aspects of our feature development.[15]Steven Sharif

See also

References