Artisan classes

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Artisan classes allow a player to specialize in one or more of the following skill trees.[1]

Within each of these three artisan classes lies different professions.[2]

A character may only master one of the three parent artisan classes.[2]

  • It is possible to master up to two professions within this mastered artisan class per character (subject to testing).[6][5][7][3]
  • A character will be able to achieve up to tier 3 or tier 4 proficiency in professions that are not mastered.[5]
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.[5]Steven Sharif

Artisan classes and their professions are not affected by a character's religion, or class.[8][9]

  • Race likely won't affect the artisan system.[8][9] Instead, certain influences may instead be housed in a background selection that isn't intrinsically tied to race.[8]
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.[8]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.[13]
The crafting systems and artisanship in general is pretty complex.[14]Steven Sharif

Gathering

Gathering lumber in Alpha-2.[15]

The first major reveal is that in Ashes of Creation we have now expanded the resource gathering system to include a great many of what the world is showing you of these resources. So when you see a tree, you can chop a tree. If you see a rock, you can mine a rock.[15]Steven Sharif

Gathering ore in Alpha-2.[16]

Looking at this this rock here, I don't know what that rock is before I actually complete the Harvest. But after I complete the Harvest I see that I collected basalt in the bottom right hand corner.[17]Steven Sharif

Gathering is one of the artisan classes in Ashes of Creation.[18][1]

  • Many of the visible resources (such as Trees and Ore) in the open world are gatherable.[15]
    • This is a change from Alpha-1 where a limited number of resource locations were highlighted with "sparkles" to indicate they were gatherable.[15][19][18]
  • The exact type of resource present within a resource node is not known until the node is harvested.[17]
There's a bunch of different things in Ashes that will be gatherable. We have plants and trees and rocks and fish and animals and creatures that can be tamed; and we're thinking to reach the visual fidelity bar and to have things a little bit more rooted in what we know is that it wouldn't really make sense for you to just see gold all over the world in the same way that you would plants and trees; so we wanted to get feedback on what players think about some of the different gatherable types having different things that you would have to know and expect from them. So rocks are a good example of this, where you can see a rock but until you crack that thing open you don't know if it's full of stone, crystals, rubies, gold. So we wanted to try that out with some of our gatherables to have players have to open this thing up- and that's not to say that we players won't stumble on a nice load, or vein, or geode of gold, but most of the stuff that they would they would find to the world, unless they they look hard enough, would require them to crack that stone open.[17]Kory Rice
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.[24]Steven Sharif

Gathering professions

Artisan tools

Gathering requires the creation and use of harvesting tools that enable the gathering of resources.[26][20][21]

  • Tools will have durability and tool lifespans.[30][31]
    • The amount of usages of a gathering tool increases as the gatherer becomes more proficient in the gathering artisan tree.[30]
    • Tools may become non-repairable, requiring re crafting.[31]
  • Artisans will not need to rely on other trees in order to make their tools.[20]
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.[21]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.[27]
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.[21]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.[27][26] For example: A tier 2 axe can gather tier 1 and 2 lumber and no higher.[32]

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

Furnace that can be placed on a freehold.[33]

Processing is one of the artisan classes in Ashes of Creation.[33]

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.[34]Steven Sharif
  • There will be a preparatory phase to provide the building with needed fuel or other materials to process the required grade of materials.[37]
Processing as it stands for Alpha-2's implementation is that there is a certain amount of prep work that's required first for the industry-specific component, which is the building. That prep work might be finding a certain amount of lumber to light the fire in kiln or whatever, to a certain temperature in order for you to process a certain grade of ore; and that grade of ore being malleable then into an ingot; and that produces that ingot so-to-speak. Now, in that process there's a gathering component, there's a preparatory phase, there is a time-related component.[37]Steven Sharif
  • There will also be time-related and gameplay elements that require the player to interact with the processing building. These elements act to throttle for the introduction of processed materials from raw gatherables into the economy.[37]
There's also possibilities that the machine you're using itself has some type of gameplay layer- should the kiln get overheated, and you have to throw some water on it or something. There are elements there in that process that we want to mimic this gameplay opportunity for players to interact; and not just be a time-sink. But time-sink is also a component of it as well, because that's the throttle for the introduction of processed materials from raw gatherables into the economy.[37]Steven Sharif

Processing professions

Freehold professions

Crafting

Alpha-1 Forge concept art.[43]

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. There are many tools available to the crafters of our world. Regardless of how you gather your resources, 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.[13]

Crafting is one of the artisan classes in Ashes of Creation. It is a driving force for the game economy.[44]

It's unlikely that organized parties will be able to get all of the materials they need to craft every piece of equipment from farming open world dungeons alone.[50]Cody Peterson
Anything that you want to bring into existence in the world is going to be built by players: Whether that is Ships, Siege engines, Weapons, Armor, etc.[51]Jeffrey Bard

There will not be a labor or energy system in Ashes of Creation.[52]

There is no labor or energy system in Ashes. However, that's not to say that crafting will not be difficult. Crafting is very difficult; but it is because it is difficult that it will be very rewarding as well.[52]Steven Sharif

Crafting professions

Recipes

Imposing Plate Belt recipe Alpha-1 screenshot. Image credit: Guild:Overlord

Crafting in Ashes of Creation is recipe (blueprint, schematic) based, not RNG based.[54][55]

  • There will definitely be rare recipes.[56]
  • Recipes that are obtained must be committed to a player's recipe book prior to that recipe being able to be used for crafting. This "consumes" the recipe.[57]
    • Recipes can be traded or sold prior to them being committed into a player's recipe book.[57]
  • Within a crafting recipe, there are dials (based on artisan specialization) that are used to customize crafted items, such as:[58]
    • Increasing one stat at the expense of another.[59]
    • Making an item more magical versus more physical.[59]

I think Star Wars Galaxies had a great crafting system... The resource gathering and the crafting system altogether as a whole really was I think way beyond its time. That's kind of the direction we want to go, where there's choices to be made in the crafting system and those choices change what you end up with... It's not just about doing X recipe to get Y item. You know, there's actually thought involved in it and there is you know a market to be captured based on those decisions.[60]Jeffrey Bard

The ability for players to create original recipes will not be present in the game at launch, but may be included at some point in the future.[56]

  • Crafting does not have mixing and matching (of arbitrary materials) in the manner of animal husbandry.[61]

Artisan mastery

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).[6][5][7][3]

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.[5]Steven Sharif
  • A character will be able to achieve up to tier 3 or tier 4 proficiency in professions that are not mastered.[5][62]
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.[62]Steven Sharif
  • Based on testing, it may be decided to limit profession mastery certificates to a capped value.[63][64]
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.[65]Steven Sharif
  • Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [66]
  • Previously it was stated that with considerable effort a player can master all professions within a mastered parent artisan class.[2][67] This was later changed to a player being able to master some but not all professions within a mastered parent artisan class.[68][69] This was changed to being able to master up to two or three professions within a mastered parent artisan class (subject to testing).[5] The current stance is being able to master up to two professions.[6]

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.[70]

  • 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.[71]
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.[7]Steven Sharif

Artisan gear

Artisan gear will boost artisans in their gathering, processing, or crafting professions.[47][48]

  • Artisan gear may be able to be equipped in an "undergarment" slot that can be toggled between adventuring gear and artisan gear.[47]
  • The developers are planning to have artisan gear sets available for Alpha-2.[47]
Gear for artisans are going to live alongside your adventuring gear. So you will currently- the approaches, and we'll test this but currently- the approach is you'll have artisanship oriented gear. This might be beneficial for your gathering; it might be beneficial for your processing, or crafting, or whatever it is- your profession. Essentially you will craft that gear, you will equip that gear, it'll live almost as a undergarment slot so to speak; and then you can activate that and it will show the appearance if you wish during the activation when you gain the benefit from the from the gear itself; and then could disappear afterwards and go back to your adventuring gear. That's the current approach. We're going to play with that a little bit. There's some discussion and disagreement on the team about how we do that, but our hopes are for Alpha two, we will have I think a couple of sets at least. We're demonstrating all of the artisanship from gathering to processing to crafting in limited fashion in Alpha 2 want to have that gear present to kind of play with this approach.[47]

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.[72][59] Each stage of the chain may require caravans to transport goods from one artisan to another.[71]

  1. Obtaining raw materials:[73]
  2. Refining the raw materials with the Processing profession.[59]
  3. Crafting the finished product using its crafting recipe.[59]

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.[76]Steven Sharif

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.[77]

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.[79]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.[80]Steven Sharif

Certain legendary items may be limited to one per server at any given time.[83][84]

  • If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[83]

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.[84]

A legendary weapon is easily distinguished by its visual appearance.[80]

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, you know 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.[80]Steven Sharif

Legendary items are not intended to be temporary.[85]

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.[85]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.[87]

Timeline

Artisan classes (Gathering, Processing, Crafting) will come online fully in Alpha-2 and the Betas.[88][89]

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.[89]Steven Sharif

See also

Community guides

References

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