Resource quality

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Flanggler (Flower angler or Mimic flower).[1][2]

Resources will have differing tiers of quality for the same resource type.[3] This is somewhat similar to Star Wars Galaxies.[4]

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.[6]Steven Sharif

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

Resources

Gatherable mushrooms found in an underground cave.[7]

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.[8]

Gatherable resources (also known as raw materials and harvestables) occur in locations where you would expect them to be organically.[9]

  • Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[10][3][9]
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![11]

Gathering

Alpha-1 gathering.[18]

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.[19]Steven Sharif

Gathering in the Alpha-1 early preview.[20]

Gathering is one of the artisan classes in Ashes of Creation.[7][21]

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.[24]Steven Sharif

Artisan tools

Alpha-1 tongs "prop" used by Blacksmith NPCs.[25]

Gathering requires the creation and use of harvesting tools that enable the gathering of resources.[22][23]

  • Progression in the gathering artisan class unlocks higher level harvesting tools that enable gathering of higher level resources.[5]
  • Tools will have durability and tool lifespans.[10][26]
    • The amount of usages of a gathering tool increases as the gatherer becomes more proficient in the gathering artisan tree.[10]
    • Tools may become non-repairable, requiring re crafting.[26]
  • Artisans will not need to rely on other trees in order to make their tools.[22]

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.[23]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.[27]

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.[22]

See also

References