Loot tables

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Loot tables (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[2][3] Monsters drop hunting certificates, Items and crafting materials rather than gold.[4][5]

List of dropped items

info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.
Item Icon Item type Rarity Level requirement Set
Carphin Shield ShieldIcon.png Shield Carphin
Longbow of Briarhome RareLongbowIcon.png Longbow Rare Briarhome
Lorica Vindicta Shield LoricaVindictaShieldIcon.png Shield Common Lorica Vindicta
Shortbow of Briarhome RareShortbowIcon.png Shortbow Rare Briarhome
Sword of Briarhome RareSwordIcon.png Sword Rare Briarhome
Tower Shield TowerShieldIcon.png Shield Rare

Hunting certificates

Hunting certificates are bound items that house the value of a mob's death and are also provided as rewards for completing certain quests, events, and achievements. These are intended to be the primary method to generate gold in the Ashes of Creation economy.[16][17][4][5]

When you kill certain monsters or when you complete certain events and/or achievements, you will be granted some number of certificates; and you will take those certificates to Hunting Lodges that exist within different nodes around the world, and you will trade those certificates in either for a direct gold value or for commodities; and if you're trading them in for commodities, those commodities are tied to the economic region where the commodity is granted; and that commodity can only be traded in at a nearby economic region; and the greater the distance is from the originating location of the commodity to the turn in location of the commodity is what determines the ratio of return for gold given.[16]Steven Sharif
The important thing to note about these certificates is that they are also the basis of your tax economy. So you don't turn in certificates if you intend to use them for either citizenship dues or your land taxes and housing taxes. That means that you are not going to have the ability for players to RMT gold or to land baron essentially without them directly engaging with the game in some way shape or form, because those certificates are bound.[16]Steven Sharif

Looting

Alpha-2 looting UI preview.[1]

In the group loot obviously there's a lot of functionality here that parties have the ability to customize. There can be loot master, there can be round-robin, there can be need/greed/pass that's applied on a per rarity basis depending on the party's choices.[1]Steven Sharif

Alpha-2 vote to change loot allocation method UI.[23]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[24][25][26]

  • Group loot rules are defined on a per-rarity basis.[1]
  • A majority of party members must vote to approve any changes to group loot allocation changes.[23]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[27]
  • There won't be auto-looting pets.[28]
  • It will be possible to kick a player from a party prior to them acquiring loot.[29]
Yes, technically it would be possible for you to kick a player prior to acquiring loot. However, again because we are a game that relies on social interactions, there are reputations to be had; and if you acquire a reputation as a raid leader, or as a party leader, of doing something dirty like that, then it's unlikely you'll be able to Garner the support of future party members and/or raids to lead efforts against these raid bosses.[29]Steven Sharif
Free-for-all.[26]
  • Whoever is first to loot gets the loot.[24]
Lootmaster.[1][26]
  • A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.[26]
Round-robin.[1][26]
Need or greed.[1][26]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
Bidding system.[26]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[26]
    • The highest bidder wins the item.[26]
    • The gold then goes into a pool that is split among the rest of the party members.[26]

Loot tagging

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[31][25]

  • 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.[31][25]
    • These numbers will be balanced based on testing.[31]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[31][25]
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[31]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.[32]Steven Sharif

Master gatherers may have the ability to "spoil" a boss' loot.[33]

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.[33]Steven Sharif

Item rarities

Item rarities in Ashes of Creation.

Legendary items

There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[8]

At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[6]Steven Sharif

The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[7]Steven Sharif

Certain legendary items may be limited to one per server at any given time.[41][42]

  • If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[41]

There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[42]

A legendary weapon is easily distinguished by its visual appearance.[7]

It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[7]Steven Sharif

Legendary items are not intended to be temporary.[43]

The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[43]Steven Sharif

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Discovery of legendary items will unlock further chapters of the Lore.[45]

AoE looting

AoE (Area of effect) looting is not included in the looting mechanics at the time of writing. It may be added based on feedback.[46]

Caravan looting

Caravan PvP in Alpha-1.[47]

You won't be able to see inside specifically but as part of the caravan structure itself there will be little hints as to what the cargo is. So for example if you've seen some of our recent footage with caravans you see sitting on top of the caravan there's some gold or some silver or some iron.[48]Steven Sharif

Caravans create an open PvP zone that flags players for combat (purple).[49]

  • Players will not be able to see the exact contents of a caravan before they decide to attack or defend, however there will be some visual hints to the cargo of the caravan, such as gold, silver, or iron visible on top of the caravan.[48]
  • Players will be able to state their intentions to attack, defend or ignore via a user interface window.[50][51][52]
    • The proximity that the UI window appears is determined by the player's performance as either a defender or an attacker in previous raids.[50]
  • A group will be required to successfully attack a caravan.[53][54]
  • Basic attacks will not slow caravans, but certain items, attacks, or status effects can slow or block caravans.[55]
  • A caravan will persist in the world for a period of 5 to 10 minutes from the time its owner logs out or is disconnected from the server.[56]
  • Each caravan is its own bespoke event. Players can't participate in more than one caravan event at a time, but running decoy caravans is a valid tactic.[57]
It's still intended from a design standpoint to be a window that is presented to the player based on proximity; and that proximity it can be greater depending on your performance as either a defender or an attacker in previous raids.[50]Steven Sharif

There will be incentives and risks for both caravan attackers and defenders.[58][59] These will be tested and refined during the alpha and beta testing phases.[60]

There is a level of risk that comes with the attacker. We have progression paths that exist for bandits and that exists for defenders; and if you choose to opt into a caravan attack- you sign up for that attack and you fail that attack- it is detrimental to your path of progression down the bandit area. That's one thing: Two is of course you have gear decay. You have degradation that can be suffered if you die. That is a cost. And then you also have a reputation; and if your reputation precedes you when you want to transit goods across the world; and you see somebody who's doing it and you want to participate as a defender or a participant, they might say hey screw you, you were just murdering my people last week and I saw that you're like on the top of the bandit list for killing caravans. So it has repercussions in the sense that it locks you out of certain player groups. It provides decay to your armor. It has deleterious effects on your progression, and the attacking- and the bandit progression of caravan attacks or defense.[58]Steven Sharif
  • A quest system will track a player's successful or failed defenses and attacks. This will provide rewards that scale up over time based on the player's history.[58][59][60]
  • Other incentives and risks are social and are created (informally) between players.[58][60]
The caravan defender role is going to have its own progression questing and rewards associated with it that are going to attract a certain subset of players and then vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and you might not always be on one side or the other: that might change depending on what your interests are in the at the time. But obviously those types of systems need to have robust consequential type rewards and benefits associated with them in order to compel the player; and that's something obviously we're going to test in alphas and betas and see how performant it is in actually attracting players to participate and make sure it's not just one-sided so-to-speak.[60]Steven Sharif

Caravan destruction

If a caravan is destroyed (becomes a wreckage) it will drop a portion of the goods it was transporting.[53][63][64] The remainder of the caravan's goods are sunk (lost) when the caravan is destroyed.[65]

The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region.[64]Steven Sharif
  • Anyone may loot the caravan's wreckage.[65]
  • Caravan components may also drop when a caravan is destroyed. These components may be salvageable by the caravan owner or by other players, in the case of high grade components.[66]
  • Caravans drop certificates for heavy goods that are redeemable at the origin node for a portion of the goods.[67][64]
Q: What is the reason for requiring the destruction of a caravan by the attackers as opposed to the attackers gaining possession of the caravan?
A: With caravans we really want to emphasize this idea of not necessarily stealing the vehicle, but being forced to achieve victory through destruction; and when you do you then have the logistical issue of how you're going to transport those goods on your own rather than servicing the transport of that by just hijacking.[68]Steven Sharif

Mount and pet drops

Mounts and pets are dropped by world bosses on a very rare basis.[69]

Temporary mounts

Temporary mounts that drop from bosses will age and eventually die.[70]

Player death

Player death in an open world dungeon in Alpha-1.[71]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[72]Steven Sharif

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[73][20][21][22][4]

It might even be the case that their particular bag space doesn't have available location for a three-by-one log; and you're a lumberjack and they see you just chopping down these trees and you're like, there's no point in me engaging with this person, because I have nothing to gain due to my capacity.[77]Steven Sharif

Death by falling is possible.[81]

  • Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[81]

Death by drowning is possible.[82][83]

  • Players that drown will respawn on shore.[82]

Death penalties

  • Non-combatant (green players) suffer normal death penalties, which include:[22]
    When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[86]Steven Sharif

Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[98][58][59][61]

There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[61]Steven Sharif

Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[97]

  • These penalties will be less than those for a green player.[100]

Dropped items

Items that are dragged out of a player's inventory are destroyed.[101]

  • Allowing player-dropped items (such as Gear and Currency) to exist in the world is likely not going to be allowed.[101][102]

See also

References

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