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Gatherable mushrooms found in an underground cave.[1]

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.[3]

  • Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[4][5][3]
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![6]

Resource locations

Alpha-1 mine shaft.[13]

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.[14][15]

  • Some resources will be one-time gatherables that will randomly respawn at a different location once collected.[4][5]
  • Other resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[16][4][5][3]
    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.[5]Steven Sharif
    • There will be moving resources such as herds of animals that are constantly moving around the world.[16][17]
    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.[16]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.[5][3][17]
  • Resources respawn on a cooldown basis.[3]
  • Resources won't be locked to the node system.[3]
  • Some unique resources may be monsters in disguise or have monsters defending them.[18]

Resource types

Resource quality

Flanggler (Flower angler or Mimic flower).[19][20]

Resources will have differing tiers of quality for the same resource type.[5] This is somewhat similar to Star Wars Galaxies.[21]

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.[23]Steven Sharif

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

Artisan tools

Alpha-1 tongs "prop" used by Blacksmith NPCs.[24]

Gathering requires the creation and use of harvesting tools that enable the gathering of resources.[25][26]

  • Progression in the gathering artisan class unlocks higher level harvesting tools that enable gathering of higher level resources.[22]
  • Tools will have durability and tool lifespans.[4][27]
    • The amount of usages of a gathering tool increases as the gatherer becomes more proficient in the gathering artisan tree.[4]
    • Tools may become non-repairable, requiring re crafting.[27]
  • Artisans will not need to rely on other trees in order to make their tools.[25]

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.[26]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.[28]

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.[25]

Surveying and land management

Additional gameplay layers such as surveying and land management are being considered for gathering in Alpha-2.[29]

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.[29]Steven Sharif

Seasonal resources

Pre-alpha winter wonderland environment.[30]

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.[31]Steven Sharif

Seasons affect crops and other herbology resources available for gathering or planting, including how crop rotation is managed.[32][33][34][35]

  • Seasonal variations in resource availability will impact the economy and necessitate the transit of goods between different regions.[33]
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.[33]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.[32][33]
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.[32]Steven Sharif

Underrealm resources

Resources will be different in the Underrealm.[36]

  • This will affect Farming and Animal husbandry professions.
  • Since players may only have one Freehold, they must choose their Artisan specializations accordingly if they wish to place it in the Underrealm.

Loot tables

Loot tables of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[38][39] Monsters drop hunting certificates, Items and crafting materials rather than gold.[10][40]

World manager

The World manager is an algorithm in Ashes of Creation that controls dynamic world elements. It acts as both a throttle and an incentive system for various activities to ensure certain parameters are within acceptable thresholds.[50]

For example if you know iron is being used as a raw resource for a specific crafting path that might drive up the price of mithril or silver; and that will incentivize the market to course correct a little bit. The idea is to provide soft incentives that help to alleviate the demand and also to prop up the supply that might not be present from the economic systems.[51]Steven Sharif

Resource extractors

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

Resource extractors are potential constructions that can collect resources over time.[54]


Artisan classes (Gathering, Processing, Crafting) will come online fully in Alpha-2 and the Betas.[55][56]

Crafting honestly will not come online in any sense of its true form until Alpha-2. Alpha-1 has essentially what are intended to be the core gameplay loop of crafting, meaning the collection of materials, the translation of those materials into processed goods, and the use of those processed goods into item acquisition. That's the core gameplay loop that is currently present in Alpha-1. But those are mostly facilitated kind of piggy backing the merchant systems right now and not actually using the real crafting system; and that's because crafting hasn't been completed in a form that can be implemented in Alpha-1, but will be for Alpha-2. What's present in Alpha-1 doesn't even really scratch the surface for crafting.[56]Steven Sharif

See also


  1. Livestream, 3 September 2017 (10:48).
  2. 2.0 2.1 About Ashes of Creation.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 Livestream, 8 May 2017 (54:26).
  4. 4.0 4.1 4.2 4.3 4.4 4.5 Livestream, 31 July 2020 (1:05:58).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 Livestream, 25 July 2020 (1:04:50).
  6. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  7. Livestream, 26 March 2021 (1:07:33).
  8. a419c5398b542a713545e4f393d67215.png
  9. Podcast, 5 May 2017 (43:05).
  10. 10.0 10.1 Interview, 18 July 2020 (27:11).
  11. Livestream, 5 May 2017 (34:15).
  12. Livestream, 5 May 2017 (8:22).
  13. mine-shaft-leak.png
  14. procedural generation.png
  15. Livestream, 19 May 2017 (37:03).
  16. 16.0 16.1 16.2 Livestream, 27 May 2022 (1:00:23).
  17. 17.0 17.1 Livestream, 17 December 2019 (1:14:42).
  18. Gathering.png
  19. flanggler.png
  20. Livestream, 17 November 2017 (53:28).
  21. resource quality.png
  22. 22.0 22.1 Livestream, 30 April 2020 (53:11).
  23. 23.0 23.1 Interview, 20 October 2018 (2:13).
  24. Livestream, 30 April 2020 (54:33).
  25. 25.0 25.1 25.2 25.3 Interview, 27 March 2020 (9:00).
  26. 26.0 26.1 Interview, 11 May 2018 (38:25).
  27. 27.0 27.1 crafting tools.jpg
  28. Alpha-1 screenshot.
  29. 29.0 29.1 Livestream, 29 April 2022 (25:16).
  30. Video, 30 May 2017 (0:01).
  31. Livestream, 29 April 2022 (56:24).
  32. 32.0 32.1 32.2 Livestream, 27 May 2022 (55:47).
  33. 33.0 33.1 33.2 33.3 Video, 27 May 2022 (15:50).
  34. Livestream, 8 May 2017 (20:27).
  35. Steven Crops.PNG
  36. Livestream, 1 June 2017 (24:30).
  37. dungeons-leak.png
  38. 38.0 38.1 Interview, 19 July 2020 (8:43).
  39. February 8, 2019 - Questions and Answers.
  40. Livestream, 24 May 2017 (44:14).
  41. Interview, 20 July 2020 (21:57).
  42. Livestream, 8 April 2018 (PM) (55:49).
  43. Interview, 18 July 2020 (1:00:15).
  44. Livestream, 25 July 2020 (46:08).
  45. Livestream, 22 December 2020 (1:15:01).
  46. Livestream, 3 May 2017 (35:25).
  47. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  48. Livestream, 27 May 2022 (1:14:46).
  49. Video, 27 May 2022 (2:21).
  50. Interview, 19 July 2020 (1:10:55).
  51. 51.0 51.1 51.2 51.3 Interview, 19 July 2020 (1:08:22).
  52. Interview, 18 July 2020 (10:04).
  53. Interview, 8 July 2020 (1:00:15).
  54. 54.0 54.1 54.2 54.3 Livestream, 30 May 2017 (10:24).
  55. 55.0 55.1 Livestream, 26 March 2021 (42:28).
  56. 56.0 56.1 56.2 Interview, 7 February 2021 (35:30).
  57. Livestream, 30 April 2021 (41:18).