Resource locations

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Alpha-1 mine shaft.[1]

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.[2]

Verra's map will not be procedurally generated, but starting resource points may be different on each server.[3][4]

  • Some resources will be one-time gatherables that will randomly respawn at a different location once collected.[5][6]
  • Other resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[7][5][6][8]
    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.[6]Steven Sharif
    • There will be moving resources such as herds of animals that are constantly moving around the world.[7][9]
    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.[7]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.[6][8][9]
  • Resources respawn on a cooldown basis.[8]
  • Resources won't be locked to the node system.[8]
  • Some unique resources may be monsters in disguise or have monsters defending them.[10]

Resources

Gatherable mushrooms found in an underground cave.[11]

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.[2]

Gatherable resources (also known as raw materials and harvestables) occur in locations where you would expect them to be organically.[8]

  • Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[5][6][8]
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![12]

Surveying and land management

Additional gameplay layers such as surveying and land management are being considered for gathering in Alpha-2.[19]

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.[19]Steven Sharif

Resource quality

Flanggler (Flower angler or Mimic flower).[20][21]

Resources will have differing tiers of quality for the same resource type.[6] This is somewhat similar to Star Wars Galaxies.[22]

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.[24]Steven Sharif

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

Gathering

Alpha-1 gathering.[25]

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.[26]Steven Sharif

Gathering in the Alpha-1 early preview.[27]

Gathering is one of the artisan classes in Ashes of Creation.[11][28]

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.[31]Steven Sharif

Gathering 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.[29][30]

  • Progression in the gathering artisan class unlocks higher level harvesting tools that enable gathering of higher level resources.[23]
  • Tools will have durability and tool lifespans.[5][33]
    • The amount of usages of a gathering tool increases as the gatherer becomes more proficient in the gathering artisan tree.[5]
    • Tools may become non-repairable, requiring re crafting.[33]
  • Artisans will not need to rely on other trees in order to make their tools.[29]

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.[30]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.[34]

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

Processing requires blueprints for the construction of buildings that are needed to process resources.[29]

See also

References