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Merchants

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Merchant NPCs (also called Vendors) are present from the first stage of node development (Expedition).[2]

  • Merchant NPCs are identified by a golden shimmer on their nameplates.[3]
  • Merchant NPCs will in general be able to buy items from players.[4]

List of items sold by merchants

Item Icon Type Tier Set Rarity Level requirement Source Cost
Axe AxeIcon.png Tool 1 Common 1 Vendor 10
Basic Flask BasicFlaskIcon.png Flask 1 Common 1 Vendor 2
Beginners Pole BeginnersPoleIcon.png Fishing pole 1 Common 1 Vendor 10
Chipped Greataxe GreataxeIcon.png Axe Chipped Poor 2 Vendor 25
Chipped Greatsword GreatswordIcon.png Sword Chipped Poor 2 Vendor 25
Chipped One-Handed Axe OneHandedAxeIcon.png Axe Chipped Poor 2 Vendor 25
Copper Pickaxe CopperPickaxeIcon.png Pickaxe 1 Common 1 Vendor 10
Cultivator CultivatorIcon.png Tool 1 - 3 Rare 1 Vendor 500
Dented Shield ShieldIcon.png Shield Dented Poor 2 Vendor 25
Diamond Tipped Pickaxe DiamondTippedPickaxeIcon.png Pickaxe 1 - 4 Epic 1 Vendor 2,000
Dull Greatmace GreatmaceIcon.png Mace Dull Common 5 Vendor 75
Dull One-Handed Axe OneHandedAxeIcon.png Axe Dull Common 5 Vendor 75
Dull One-Handed Mace MaceIcon.png Mace Dull Common 7 Vendor 50
Intermediate Pole IntermediatePoleIcon.png Fishing pole 1 - 2 Uncommon 1 Vendor 100
Iron Chopper IronChopperIcon.png Tool 1 - 2 Uncommon 1 Vendor 100
Iron Pickaxe IronPickaxeIcon.png Pickaxe 1 - 2 Uncommon 1 Vendor 100
Soil Knife SoilKnifeIcon.png Tool 1 Common 1 Vendor 10
Steel Pickaxe SteelPickaxeIcon.png Pickaxe 1 - 3 Rare 1 Vendor 500
Tiller 7a088b0d-ff65-40ad-9ce3-2d0e6eaa77ff-0.png Tool 1 - 2 Uncommon 1 Vendor, Quest rewards 100
Worn Mace a86487cc-9e86-4b71-a1b0-298eece25e6c-0.png Mace Worn Poor 1 Vendor
Worn Plate Helmet 3a274f3a-6471-4c38-8949-6dd5d5a2d376-0.png Helmet Worn Common 1 Vendor

Tavern NPCs

The way that the tavern NPCs are going to work is you'll have patrons of either in-node taverns that will have the ability to list items as part of that NPC's merchant store and those items will mainly be around food and drink; and those types of craftable things that are relevant to these taverns; and those items will grant buffs based on proximity. And then additionally players can build taverns on their freeholds- we've discussed this in the past- they will list their craftable foods and drinks and whatnot with their NPC at that tavern as well; and players who interact with that can purchase them- you know have a drink at the tavern, eat some food at the tavern; and that'll give them a buff for a period of time as long as they remain proximity of that freehold.[4]Steven Sharif

Tavern NPCs ("bartenders") are merchants that are present in Taverns in nodes and on freeholds.[4][5]

  • Tavern NPCs sell food, drinks, and other crafted items that have been made for that tavern. Consuming these items will grant buffs for a period of time, providing the character remains in proximity to the tavern.[4][5]

You're going to probably want to sell items to other players more than necessarily tavern merchants but they'll be there as well.[4]Jeffrey Bard

Artisan classes timeline

Artisan classes (Gathering, Processing, Crafting) will come online fully in Alpha-2 and the Betas.[6][7]

In Alpha One the core basics of what crafting represents as a gameplay loop that is represented. So that means that there are gatherables out there. You will have to have tools in order to service those gatherables. There will be processing that's necessary; and then there's crafting stations that are available and can be constructed by the players. This is in Alpha One. You have to collect the recipes, you have to collect the materials, and you have to refine the materials; and then you have to create the reagents and then use those to kind of create the final crafting component of that you're trying to create. So that in and of itself is present, but it is a very very small piece of really what will be the larger crafting puzzle for Alpha 2 and betas.[6]Steven Sharif

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.[7]Steven Sharif

Player merchants

Personal shops, player stalls, and auction houses have different properties.[9]

Player stalls Personal shops Auction houses
Cost
Location
Player presence
  • An attendant NPC is assigned to the stall. Character does not need to be online or at the stall.[18][10][11]
  • Player must be online and present at the shop.[18][11]
N/A
Storage
Advertising
PvP
  • Players may be killed while occupying their personal shop and are subject to material loss due to normal death penalties.[19]
N/A

Artwork

See also

References