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Materials

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Materials (also known as processed goods and crafting materials) are obtained in the following ways:

The quality of crafting materials will influence the quality of the crafted item.[5]

Players drop materials and other items upon death, based on their applicable death penalties.[6][7][8][9]

Types of processed goods (materials)

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

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.[10][2] Each stage of the chain may require caravans to transport goods from one artisan to another.[11]

  1. Obtaining raw materials:[12]
  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.[15]Steven Sharif

Processing

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

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

  • Blueprints are required for the construction of the feehold buildings that are used to process resources.[16][17][1]
    • The amount of goods that can be processed while unattended by the player is based on the rating of that particular processing station.[16]
    • The time spent processing can be reduced by upgrading the capabilities and quality of the processing station via a progression tier system.[16]

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.[16]Steven Sharif

Processing professions

Resources

Gatherable mushrooms found in an underground cave.[18]

Gatherable resources (also known as raw materials and harvestables) occur in locations where you would expect them to be organically.[19]

  • Some resources will be one-time gatherables that will randomly respawn at a different location once collected.[20][21]
  • Other resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[20][21][19]
    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.[21]Steven Sharif
    • There will be moving resources such as herds of animals that are constantly moving around the world.[22]
    • Once a resource is depleted from one location it may respawn in the same location or somewhere else, depending on the type of resource.[21][19][22]
    • Resources respawn on a cooldown basis.[19]
  • Resources won't be locked to the node system.[19]
  • Some unique resources may be monsters in disguise or have monsters defending them.[23]

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.[24]

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![25]

Players drop resources and other items upon death, based on their applicable death penalties.[6][7][8][9]

Raw materials (gatherable resources) are not to be confused with crafting materials (processed goods).[1][2]

Resource quality

Flanggler (Flower angler or Mimic flower).[26][27]

Resources will have differing tiers of quality for the same resource type.[21] This is somewhat similar to Star Wars Galaxies.[28]

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.[30]Steven Sharif

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

See also

References