Artisan progression

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Within each of the three parent artisan paths (Gathering, Processing and Crafting) there are different professions. A character may only ever master one of these parent paths and up to two (2) professions within this mastered artisan class (subject to testing).[1][2][3][4]

When it comes to complete mastery, we're really identifying around two or three right now, but that's something that gets play tested- something gets iterated upon.[2]Steven Sharif
  • A character will be able to achieve up to tier 3 or tier 4 proficiency in professions that are not mastered.[2][5]
Players will have the opportunity to dabble in all of the professions at a very beginners level and then you know that gives them an understanding of what that profession feels like and then allows them to pinpoint the direction that they want to go in to master particular professions.[5]Steven Sharif
  • Based on testing, it may be decided to limit profession mastery certificates to a capped value.[6][7]
Becoming a master Crafter or a master Processor or a master Gatherer should be a significant time investment and resource investment; and because of that it should also be something that when you achieve that status it's like people on the server know who you are.[8]Steven Sharif
  • Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [9]
  • Previously it was stated that with considerable effort a player can master all professions within a mastered parent artisan class.[10][11] This was later changed to a player being able to master some but not all professions within a mastered parent artisan class.[12][13] This was changed to being able to master up to two or three professions within a mastered parent artisan class (subject to testing).[2] The current stance is being able to master up to two professions.[1]

Artisan progression within the artisan tree occurs based on experience (repetition of tasks) within a branch and also via achievement of certain benchmarks within each branch.[14]

  • Choosing a specific path in the skill tree allows the player an opportunity to specialize in a certain area. This encourages player inter-dependency, enhancing the artisan experience.[15]
When we reference not being masters of all that doesn't mean you're not a master within your own one of the three artisan types, which is you know crafter or gatherer, processor. You will be a master of one of those, you will not be master of the other two.[3]Steven Sharif

Artisan classes allow a player to specialize in one or more of the following skill trees.[16]

Within each of these three artisan classes lies different professions.[10]

A character may only master one of the three parent artisan classes.[10]

  • It is possible to master up to two professions within this mastered artisan class per character (subject to testing).[1][2][3][4]
  • A character will be able to achieve up to tier 3 or tier 4 proficiency in professions that are not mastered.[2]
When it comes to balancing a system that's something that we do during testing phases. When it comes to architecting the system itself and identifying the areas in which certain certain professions excel, where they interact with ancillary systems, their interconnectivity across the artisanship system as a whole, the important part there is to identify how that the interconnectivity lives with the other professions in the artisanship system. And what type of reliance you have on particular professions to complete the path of crafting or introduction of new items into the economy.[2]Steven Sharif

Artisan classes and their professions are not affected by a character's religion, or class.[18][19]

  • Race likely won't affect the artisan system.[18][19] Instead, certain influences may instead be housed in a background selection that isn't intrinsically tied to race.[18]
One thing we've talked about in the past is replacing the racial abilities with more of a background style, where you get to select your background regardless of race; and so those two aren't tied intrinsically.[18]Steven Sharif
Crafting and gathering is a very important component of the economy that players will have direct control over. Whether you wish to build a sprawling plantation around your house, or wish to travel the vast wilderness in search of treasure and resources.[23]
The crafting systems and artisanship in general is pretty complex.[24]Steven Sharif

Artisan tools

Gathering requires the creation and use of harvesting tools that enable the gathering of resources.[26][27][28]

  • Tools will have durability and tool lifespans.[32][33]
    • The amount of usages of a gathering tool increases as the gatherer becomes more proficient in the gathering artisan tree.[32]
    • Tools may become non-repairable, requiring re crafting.[33]
  • Artisans will not need to rely on other trees in order to make their tools.[27]
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.[28]Steven Sharif
  • The developers are considering the introduction of gathering tools that require two players, such as two-person saws that can fell larger trees.[29]
Your progression within the profession will take account what tools you can use. There might even be some opportunity to do some gathering with other players that you know. Typically in other games that I play you usually do the gathering alone. You're venturing around alone; and we wanted to take a look at maybe having a friend to help you with a two person saw on a larger tree. Maybe there's some panning that you could do as opposed to just hitting with the pickaxe. So, we'll have other tools that are part of that progression path and other activities that players can do if they would like to gather together.[28]Kory Rice
info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.

Gathering tools for Mining, Herbalism, Lumberjacking, and Fishing are associated with a resource tier.[29][26] For example: A tier 2 axe can gather tier 1 and 2 lumber and no higher.[34]

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

Artisan supply chain

AshesOfCreation Screenshot 009.jpg

Artisans within Ashes of Creation must choose a path in their artisan skill tree. This inter-dependency establishes a supply chain from raw materials to finished product.[35][36] Each stage of the chain may require caravans to transport goods from one artisan to another.[15]

  1. Obtaining raw materials:[37]
  2. Refining the raw materials with the Processing profession.[36]
  3. Crafting the finished product using its crafting recipe.[36]

As a crafter you're going to want to know where certain recipes can be fulfilled; which nodes have the capability of creating what you've processed material that you've gathered for; and then you're going to want to plan out your route to either transit the goods there or make sure that you're situated in the area so that you can go out collect and build in that area as well. So there's a lot of planning that's going to be necessary.[40]Steven Sharif

See also

References