Loot tables

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Loot tables (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[2][3]

Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[22]

Hunting certificates

Glint in a player's inventory in Alpha-2.[24]

You're hovering over an item we call Glint. [It] comes in a few different rarities. It was formerly known as the monster certificates but we have rebranded them.[24]Chris Justo

Glint rarities in Alpha-2.[24]

Glint (previously known as Hunting certificates and Monster certificates) is a bound currency that drops from mobs and players, and is offered as a reward for completing certain quests, events, and achievements. Glint is intended to be the primary method for generating gold in the Ashes of Creation economy.[25][26][7][27][4][5]

Glint serves a very integral role in the economy within Ashes of Creation. It is a material substance that is acquired through various means, but primarily hunting different antagonists within the world; and it is the physical form of Essence within the beasts of Verra. So when you acquire this it is bound to your character, and that is a very important component of the economic systems here because glint will be used to pay for certain services, such as taxation for buildings that you have, or citizenship dues that are necessary.[28]Steven Sharif
  • Glint may be traded with commodities vendors for player commodities. These commodities can then be transported to other nodes (via caravan or merchant ship) where they can be traded for gold.[7][29][4][30][5] The gold value is based on the demand for the commodity at the destination node (over the last seven days) as well as its distance from the originating node.[32][7]

Looting

Alpha-2 looting UI preview.[1]

In the group loot obviously there's a lot of functionality here that parties have the ability to customize. There can be loot master, there can be round-robin, there can be need/greed/pass that's applied on a per rarity basis depending on the party's choices.[1]Steven Sharif

Alpha-2 vote to change loot allocation method UI.[34]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[35][36][37]

  • Group loot rules are defined on a per-rarity basis.[1]
  • A majority of party members must vote to approve any changes to group loot allocation changes.[34]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[38]
  • There won't be auto-looting pets.[39]
  • It will be possible to kick a player from a party prior to them acquiring loot.[40]
Yes, technically it would be possible for you to kick a player prior to acquiring loot. However, again because we are a game that relies on social interactions, there are reputations to be had; and if you acquire a reputation as a raid leader, or as a party leader, of doing something dirty like that, then it's unlikely you'll be able to Garner the support of future party members and/or raids to lead efforts against these raid bosses.[40]Steven Sharif
Free-for-all.[37]
  • Whoever is first to loot gets the loot.[35]
Lootmaster.[1][37]
  • A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.[37]
Round-robin.[1][37]
Need or greed.[1][37]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
Bidding system.[37]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[37]
    • The highest bidder wins the item.[37]
    • The gold then goes into a pool that is split among the rest of the party members.[37]

Loot tagging

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[42][36]

  • The first party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.[42][36]
    • These numbers will be balanced based on testing.[42]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[42][36]
We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights[42]Steven Sharif
Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15.[43]Steven Sharif

Crafted items

Crafting UI. Alpha-1 screenshot. Image credit: Guild:Overlord

Crafted items (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[44][45][46][15][47][48]

Crafted gear in the game is the best gear... One thing that I'm not a fan of is that you develop a crafting system in a game and you've spent a lot of time making this from a material and resource perspective. All the tables that you can receive, all the connectivity in the economy and how crafting is associated with the game; and then you undermine the crafting entirely by presenting a separate route of gear acquisition that is on-par with the crafting efforts. So here you have these people who are acquiring all of the resources getting, all the recipes, leveling up their professions and then everything they make is less or equal to anything you could just have chosen the easier path of and gone down the questing and received the best gear. So what we do focus on is that crafters make the best shit. Excuse me, the best things.[15]Steven Sharif
That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be dictated based on the mastery level of the particular crafter; and the higher they become a master of those professions, whether it be for armor or for weapons or for accessories, they're going to have some agency and put their mark on essentially what items they're introducing into the economy.[17]Steven Sharif
We believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[60]

Item rarities

Item rarities in Ashes of Creation.

Legendary items

There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[14]

At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[12]Steven Sharif

The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[13]Steven Sharif

Certain legendary items may be limited to one per server at any given time.[70][71]

  • If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[70]

There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[71]

A legendary weapon is easily distinguished by its visual appearance.[13]

It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[13]Steven Sharif

Legendary items are not intended to be temporary.[72]

The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[72]Steven Sharif

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

Discovery of legendary items will unlock further chapters of the Lore.[74]

AoE looting

AoE (Area of effect) looting is not included in the looting mechanics at the time of writing. It may be added based on feedback.[75]

Caravan looting

Caravan PvP in Alpha-2.[76]

One of the most important aspects of caravans is that there is no reward without significant risk in Ashes of Creation; and the caravan system is of particular risk, because it is how materials and commodities are transited within the world of Verra; and it's difficult to navigate the world of Verra: It's a large world and the terrain is not always kind, especially to large vehicles like a caravan.[77]Steven Sharif

Caravan PvP party icons
Friendly Defender IconAlpha.png Friendly defender
Friendly Attacker IconAlpha.png Friendly attacker
Enemy Defender IconAlpha.png Enemy defender
Enemy Attacker IconAlpha.png Enemy attacker
UI message when opting in to join the defenders of a caravan PvP event.[78]

Caravans create an objective-based PvP event in the open-world that players can choose to attack, defend, or ignore via a UI window.[78][79][80][81]

  • Only the caravan owner and those in the caravan's raid group will be able to see it on the world map.[82][83]
You will only be able to see the caravan if you are a member of the caravan's raid or if you are the owner of the caravan on the map. If you are not one of those, then you will not see it on the map. If you come within proximity of the caravan you'll be prompted through an event UI to participate if you wish as a defender or an attacker.[82]Steven Sharif
  • Players that choose to attack or defend the caravan will be flagged as combatants.[84]
    • The UI notification will include the caravan owner's name and guild.[85]
    • The proximity that the UI window appears is determined by the player's performance as either a defender or an attacker in previous raids.[79]
    • Once registered as a defender, a player can't switch to attack the caravan.[86]
    • The proximity radius for notification of nearby caravan events can be increased or decreased based on the caravan's components or a player's progression in the highwayman system.[87]
At a certain proximity to the caravan, any player will receive the event notification to participate either as an attacker or as a defender. That proximity radius can be augmented either through players advancement within the Highwaymen system, which is for defenders or attackers you can increase the radius, but also the components can increase and or decrease the radius of that event notification as well.[87]Steven Sharif
  • Players can be registered participants in a caravan event involving multiple caravans.[91][86] It is not possible for a player to participate in more than one caravan event at a time.[92]
As a player you can participate in events that have as many caravans collocated as you want. So if you have 20 Caravans that you're trying to move all in a single caravan raid with all of your players you can join all 20 of those caravans into the same caravan defense group; and that is that is the intent of the system. The same is true for the attackers. The attackers can join against all of those caravans.[91]Steven Sharif
  • Players or mounts trying to block caravans will be pushed out of the way.[95][96]
As it stands currently it would be difficult for players to be able to block the caravan. Now that's not to say that certain types of effects cannot be applied to the caravan through ability use, such as slowing effects, or pause effects, stun effects, against the caravan itself, not the rider. But right now we do have a collision priority system which means that vehicles move players and mounts. Mounts and players cannot stop vehicles from moving the vehicle. Its collision has priority; and then ships have the ultimate priority. Nothing can move ships or block ships.[95]Steven Sharif
  • If a caravan's driver is killed or otherwise removed from the caravan then any player will be able to drive the caravan for a period of 15 to 20 minutes before the caravan despawns and becomes a wreckage.[97] A caravan will persist in the world for a period of 5 to 10 minutes from the time its owner logs out or is disconnected from the server.[98]
  • There is no limit to the number of times caravans can be commandeered or the number of times caravans get destroyed and replaced.[99]
Q: Will there be a limit on the number of times a caravan can change hands if successfully taken over during a journey from one node to another?
A: No. There is no limit a caravan can be destroyed. That caravan can be destroyed. The Caravan thereafter could be destroyed. The driver of the Caravan can be killed and commandeered; and done as many times as is permitted through the situation. That is player driven.[99]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • A group will be required to successfully attack a caravan.[100][101]

Caravan destruction

Caravan destruction in Alpha-2.[102]

This caravan was loaded with a combination of, it looks like commodity crates and material crates.[102]John Collins

If a caravan is destroyed or it despawns it becomes a wreckage that contains a portion of the cargo it was transporting.[103][102][104][93][100][105][106] The remainder of the caravan's goods are sunk (lost) when the caravan is destroyed.[104][107]

When a caravan gets destroyed it creates a wreckage. That wreckage will have a number of the supplies that the caravan was carrying; and when stolen by attackers those supplies become essentially stolen glint, or corrupted glint, and stolen resources that the caravan was hauling. If they are commodities they can maintain their commodity type, and players will have to summon a caravan from a nearby node that would be empty in order to haul those crates back. You can also break into the crates or the cargo itself instead of hauling the cargo as a completed shipment. Doing so reduces the number of total resources that you can gather from the crate. So a portion of it is sunk to the system; and then a portion of it gets sunk further if you choose to break open the crates versus attempting to haul them back.[104]Steven Sharif
  • Anyone may loot a caravan's wreckage.[107]
Q: What is the reason for requiring the destruction of a caravan by the attackers as opposed to the attackers gaining possession of the caravan?
A: With caravans we really want to emphasize this idea of not necessarily stealing the vehicle, but being forced to achieve victory through destruction; and when you do, you then have the logistical issue of how you're going to transport those goods on your own rather than servicing the transport of that by just hijacking.[112]Steven Sharif
  • In an earlier design iteration, prior to the introduction of cargo crates, it was proposed that destroyed caravans dropped certificates for heavy goods that were redeemable at the origin node for a portion of the goods.[113][106]
  • There is no limit to the number of times caravans can be commandeered or the number of times caravans get destroyed and replaced.[99]

Currency

Currency may refer to:

Mount and pet drops

Mounts and pets are dropped by world bosses on a very rare basis.[118]

Temporary mounts

Temporary mounts that drop from bosses will age and eventually die.[119]

Player death

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[121][8][9][10][4]

  • These ash piles are immediately lootable by any player.[8]
It might even be the case that their particular bag space doesn't have available location for a three-by-one log; and you're a lumberjack and they see you just chopping down these trees and you're like, there's no point in me engaging with this person, because I have nothing to gain due to my capacity.[125]Steven Sharif
  • There will be a period of time following a player's death before their mule despawns. Other players must kill that player's mule to be able to loot it.[126]
    • If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[126][127]
  • Death by falling is possible.[130]
    • Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[130]
  • Death by drowning is possible.[131][132]
    • Players that drown will respawn on shore.[131]

Dropped items

Items that are dragged out of a player's inventory are destroyed.[133]

  • Allowing player-dropped items (such as Gear and Currency) to exist in the world is likely not going to be allowed.[133][134]

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.[135]

A world manager is a technical term to define a server process that lives alongside the game server; and when the game server needs to do things- communicating with other game servers within that grid- it tells that manager and that manager sends it down to the appropriate server.[136]Steven Sharif
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.[29]Steven Sharif

See also

References

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