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Alpha-1 gathering.[1]

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.[2]Steven Sharif

Gathering in the Alpha-1 early preview.[3]

Gathering is one of the artisan classes in Ashes of Creation.[4][5]

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.[8]Steven Sharif

Gathering professions

Artisan mastery

Ремесленные классы не позволят персонажу быть мастером во всём.[9] Игроки должны выбрать путь в дереве ремесленных умений для каждого персонажа.[10] Вложение очков в отдельные ветки позволяет игроку специализироваться в определённых областях. Это поддерживает взаимозависимость игроков и улучшает впечатление от занятия ремеслами.[11]


Gatherable mushrooms found in an underground cave.[4]

Gatherable resources (also known as raw materials and harvestables) occur in locations where you would expect them to be organically.[13]

  • Some resources will be one-time gatherables that will randomly respawn at a different location once collected.[14][15]
  • Other resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[14][15][13]
    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.[15]Steven Sharif
    • There will be moving resources such as herds of animals that are constantly moving around the world.[16]
    • Once a resource is depleted from one location it may respawn in the same location or somewhere else, depending on the type of resource.[15][13][16]
    • Resources respawn on a cooldown basis.[13]
  • Resources won't be locked to the node system.[13]
  • Some unique resources may be monsters in disguise or have monsters defending them.[17]

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.[18]

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![19]

Players drop resources and other items upon death, based on their applicable death penalties.[20][21][22][23]

Raw materials (gatherable resources) are not to be confused with crafting materials (processed goods).[24][25]

Artisan tools

Gathering requires the creation and use of harvesting tools that enable the gathering of resources.[6][7]

  • Progression in the gathering artisan class unlocks higher level harvesting tools that enable gathering of higher level resources.[27]
  • Tools will have durability and tool lifespans.[14][28]
    • The amount of usages of a gathering tool increases as the gatherer becomes more proficient in the gathering artisan tree.[14]
    • Tools may become non-repairable, requiring re crafting.[28]
  • Artisans will not need to rely on other trees in order to make their tools.[6]

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.[7]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.[29]

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.[6]

List of tools

Resource quality

Flanggler (Flower angler or Mimic flower).[30][31]

Resources will have differing tiers of quality for the same resource type.[15] This is somewhat similar to Star Wars Galaxies.[32]

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.[33]Steven Sharif

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

Resource extractors

Resource extractors are potential constructions that can collect resources over time.[34]

List of resources

Loot tagging

Looting rights (also known as Loot tagging) is based on a tag and DPS (damage) system.[35]

  • The first party to obtain a tag (on a mob or boss) will require approximately 40% or more of the total DPS to be granted looting rights.[35]
  • Parties who do not have the first tag will be required to do more than approximately 60% of the total DPS to quality for looting rights.[35]

Gatherers may have the ability to "spoil" a boss' loot.[36]

If you want to be able to get those mats from the boss, they're just not going to drop for anybody. They will only drop for a master gatherer who is capable of extracting those resources from the creature itself... The reason why we say there's a lot of interdependencies between the crafters of the world and the raiders of the world and our PvPers of the world is because we don't want to house the capability to attain these things all within the adventuring class. We want there to be an influence necessary from the craftsmen's guild to come in to either come and participate and spoil the boss and gather the goods or something along those lines.[36] Steven Sharif

Artisan supply chain

AshesOfCreation Screenshot 009.jpg

Ремесленники в Ashes of Creation должны выбрать путь развития в дереве ремесленных умений. Взаимная зависимость профессий устанавливает целую цепочку производства от сырья до готового продукта.[37] Каждая стадия производства может потребовать караван для транспортировки товаров от одного ремесленника к другому.[11]

  1. Получение сырья:[38]
  2. Очисткой сырья с помощью обрабатывающих профессий.[37]
  3. Крафтом готовых продуктов используя рецепты.

Как крафтер, вы захотите узнать, где можно создать предметы по определенным рецептам; какие узлы имеют возможность обрабатывать материалы, которые вы произвели или собрали; и тогда вы захотите спланировать свой маршрут, чтобы либо перевезти туда товар, либо убедиться, что вы находитесь в подходящем для сбора и постройки районе. Поэтому необходимо тщательное планирование.[41]Steven Sharif


Furnace that can be placed on a freehold.[24]

Processing is one of the artisan classes in Ashes of Creation.[24]

  • Blueprints are required for the construction of the feehold buildings that are used to process resources.[42][6][24]
    • The amount of goods that can be processed while unattended by the player is based on the rating of that particular processing station.[42]
    • The time spent processing can be reduced by upgrading the capabilities and quality of the processing station via a progression tier system.[42]

That's going to be very important as you get to very late game processed materials that are required. Because some of these things might have days to process within a station, but if you have spent the time and done the work to advance that processing station you could cut that down considerably, perhaps even greater than 50 percent; and that's going to have a significant impact on your ability to either control markets or to create goods.[42]Steven Sharif


Производство это один из ремесленных классов в Ashes of Creation. Оно является движущей силой в игровой экономике.[44]

Все, что вы захотите создать в игровом мире, будет создано игроками: неважно, корабли это, осадные машины, оружие, броня или что-то еще.[45] Джеффри Бард


Ремесленные классы (Gathering, Processing, Crafting) will come online fully in Alpha-2 and the Betas.[46][47]

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.[46]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.[47]Steven Sharif


Справочники сообщества

Смотрите также


  1. steven-a1-fishing+raptors.png
  2. 2.0 2.1 Стрим, 30 July 2021 (1:11:58).
  3. Стрим, 28 March 2020 (48:31).
  4. 4.0 4.1 4.2 4.3 Стрим, 3 September 2017 (10:48).
  5. artisan classes.png
  6. 6.0 6.1 6.2 6.3 6.4 6.5 Интервью, 27 March 2020 (9:00).
  7. 7.0 7.1 7.2 Интервью, 11 May 2018 (38:25).
  8. 8.0 8.1 Подкаст, 11 May 2018 (1:00:07).
  9. 9.0 9.1 Стрим, 24 Мая 2017 (32:07).
  10. artisan skill tree.png
  11. 11.0 11.1 Стрим, 5 Мая 2017 (6:12).
  12. Стрим, 18 Июля 2017 (37:25).
  13. 13.0 13.1 13.2 13.3 13.4 Стрим, 8 May 2017 (54:26).
  14. 14.0 14.1 14.2 14.3 14.4 Стрим, 31 July 2020 (1:05:58).
  15. 15.0 15.1 15.2 15.3 15.4 15.5 Стрим, 25 July 2020 (1:04:50).
  16. 16.0 16.1 Стрим, 17 December 2019 (1:14:42).
  17. Gathering.png
  18. About Ashes of Creation.
  19. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  20. Стрим, 26 March 2021 (1:07:33).
  21. a419c5398b542a713545e4f393d67215.png
  22. Подкаст, 5 May 2017 (43:05).
  23. Интервью, 18 July 2020 (27:11).
  24. 24.0 24.1 24.2 24.3 24.4 Стрим, 5 May 2017 (34:15).
  25. Стрим, 5 May 2017 (8:22).
  26. Стрим, 30 April 2020 (54:33).
  27. 27.0 27.1 Стрим, 30 April 2020 (53:11).
  28. 28.0 28.1 crafting tools.jpg
  29. Alpha-1 screenshot.
  30. flanggler.png
  31. Стрим, 17 November 2017 (53:28).
  32. resource quality.png
  33. 33.0 33.1 Интервью, 20 October 2018 (2:13).
  34. 34.0 34.1 34.2 34.3 Стрим, 30 May 2017 (10:24).
  35. 35.0 35.1 35.2 Стрим, 25 July 2020 (1:24:56).
  36. 36.0 36.1 Подкаст, 4 August 2018 (1:44:54).
  37. 37.0 37.1 Стрим, 5 Мая 2017 (8:22).
  38. Стрим, 8 Мая 2017 (20:41).
  39. Стрим, 18 Июля 2017 (38:30).
  40. Стрим, 26 Мая 2017 (26:00).
  41. Интервью, 11 Мая 2018 (24:18).
  42. 42.0 42.1 42.2 42.3 42.4 Подкаст, 11 April 2021 (40:20).
  43. Стрим, 17 Августа 2018 (15:14).
  44. CraftingImportance.png
  45. Стрим, 24 Мая 2017 (17:08).
  46. 46.0 46.1 46.2 46.3 46.4 46.5 46.6 Стрим, 26 March 2021 (42:28).
  47. 47.0 47.1 47.2 Интервью, 7 February 2021 (35:30).
  48. Стрим, 30 April 2021 (41:18).