Crafting stations

Ashes of Creation community empowered Wiki
Jump to navigation Jump to search

Crafting stations (also referred to as Crafting benches or Workbenches) are located on freeholds or within nodes.[1][2]

Q: Can crafting stations be mobilized / moved and can they be placed anywhere in the world?
A: It depends on the crafting station. There are going to be different tiers of crafting stations that represent the quality of item you're looking to create within that specific profession. There's going to be crafting stations that can be utilized by players within their freeholds and then crafting stations that are resigned only to the development of particular nodes, within particular areas, or particular buildings... There's a wide variety of those things to make it a more dynamic experience and something that caveat how players decide to build the world and what the value of those things are.[1]Steven Sharif

Crafting mechanics

The developers will be seeking testing feedback on the addition of a gameplay layer to crafting that determines the outcome based on the player's performance.[7]

For example, if you're creating a sword, and you are crafting that sword, you will have an interface- a gameplay layer that you will see and you will begin to hammer actually that sword into an appropriate outline. And your performance there can help influence the outcome of that craft.[7]Steven Sharif
Without getting into too much detail I will say that it's likely that you will see some inspiration surface itself in that regard.[8]Steven Sharif
  • Previously it was stated that repetitive skill-based crafting mechanics, such as mini-games, are not an intended part of the crafting experience.[8][9]
We did discuss that type of a feature where the skill of the crafter would grant a greater window of skill-based type crafting. So the higher master level you have of crafting a certain item, the greater your potential to impact the quality of that item might be... The concern obviously that we have when going into developing this type of system is that we don't want what is a fun - you know for lack of a better term - mini-game to be something that becomes repetitive and kind of makes it monotonous... If when we start to flesh out the crafting system and we take a look at that interaction of melding crafting, the actual activity of making something, there is room in the design sheet for different iterations of that particular action; and we may see something come about that can be skill oriented, but that's something that's going to require a lot of testing and different iterations from a design standpoint.[9]Steven Sharif
  • Players are able to specialize in focused crafting branches.[10]

Crafting professions

Crafted items

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

Crafted items (Crafted gear) is best-in-slot gear in Ashes of Creation.[12]

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.[12]Steven Sharif

Crafters will be able to assign different skills/abilities and stats on gear.[16][17]

That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be kind of 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.[19]Steven Sharif

Crafters are able to influence what their crafted items will look like.[16][20]

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.[23]

Item creation suite

An "item creation suite" that allows crafters to create unique appearances for items has been discussed as a future possibility.[24]


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

Crafting in Ashes of Creation is recipe (blueprint, schematic) based, not RNG based.[25][26]

  • There will definitely be rare recipes.[27]
  • 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.[28]
    • Recipes can be traded or sold prior to them being committed into a player's recipe book.[28]
  • Within a crafting recipe, there are dials (based on artisan specialization) that are used to customize crafted items, such as:[29]
    • Increasing one stat at the expense of another.[30]
    • Making an item more magical versus more physical.[30]

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.[31]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.[27]

  • Crafting does not have mixing and matching (of arbitrary materials) in the manner of animal husbandry.[32]

Obtaining recipes

There are many different ways to achieve recipes. We want to take crafting and house the location of those recipes throughout different progression paths, so that not everything is pigeon-holed into one way forward.[33]Steven Sharif

Recipes are discovered in the world.[27][34]

We're definitely going to have rare recipes. We're going to have a very active recipe market that how players find them and how they discover them is going to be very diverse. It's not just going to be drop oriented. It's going to be discovery, adventurism, treasures, repetition of a particular activity that might yield something, deconstruction that might learn how to create a recipe. There's a lot of different functionality that's present that's going to be utilized.[27]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 royalty system where players can license recipes to other players for a certain amount of time and collect royalties was discussed as a possibility.[34]

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).[35][36][37][38]

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.[36]Steven Sharif
  • A character will be able to achieve up to tier 3 or tier 4 proficiency in professions that are not mastered.[36][39]
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.[39]Steven Sharif
  • Based on testing, it may be decided to limit profession mastery certificates to a capped value.[40][41]
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.[42]Steven Sharif
  • Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [43]
  • Previously it was stated that with considerable effort a player can master all professions within a mastered parent artisan class.[44][45] This was later changed to a player being able to master some but not all professions within a mastered parent artisan class.[46][47] This was changed to being able to master up to two or three professions within a mastered parent artisan class (subject to testing).[36] The current stance is being able to master up to two professions.[35]

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.[48]

  • 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.[10]
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.[37]Steven Sharif

Race or class locked crafting

Crafting will not be race or class locked.[49]

Crafting materials

Tanner's lodge.png

Materials (also known as processed goods and crafting materials) are obtained in the following ways:

The quality of crafting materials will influence the quality of the crafted item.[53]

Players drop materials and other items upon death, based on their applicable death penalties.[54][55][56][57]

High-level materials

Materials for crafting high-level items are obtained from world bosses and through the deconstruction of other high-level items.[51]

Many end level items with crafting will require mats from world bosses etc. we want those systems intertwined. However. There may be opportunities to deconstruct high level items and replace those needed materials as well. We will be testing the crafting trees in alpha and beta.[51]Steven Sharif

Upgrading items

Enchanting is not an artisan profession in its own right. Scribes create scrolls that can be utilized by different professions to create enchantments relating to that profession.[58][59]

You don't really push a particular item's level requirement or the identity of that item. You can enhance it, you can add enchantments to it, but it's still the item it is.[61]Steven Sharif

Repairing items

Blacksmithing concept art.[63]

For example: if you have an iron sword and then the sword gets damaged from use, you have to use more iron to repair it; and what that does is... make sure that there's significant sinks in the game for base materials so that you are creating a scarcity and demand that's present on the creation of higher goods as well as supplying the necessary decay components for the world.[64]Steven Sharif

Item repair will cost crafting materials.[65][64][66]

There will be ways to repair destructible structures (such as walls and gates) and also repair (or re-craft) siege weapons that were damaged during sieges.[72]

  • This is a long term design goal that was not present during Alpha-1.[72]
There's a lot of ancillary activities that can be had during sieges... It's obviously strategy and tactics and you know raid-versus-raid components, but also you want to have individual contributions where players can do things during the siege to aid in the greater effort so to speak; and it doesn't require you having 50 people by your side to effectuate that influence over something. So repairs are great ways to do that. Repairs for walls, repairs for gates, being able to spawn and essentially craft the designs for specific types of siege weapons to provide those to the team.[72]Steven Sharif

See also


  1. 1.0 1.1 1.2 1.3 Livestream, January 30, 2020 (1:38:26).
  2. Livestream, May 12, 2017 (1:00:18).
  3. Interview, July 19, 2020 (6:38).
  4. Blog: Know Your Nodes - Scientific Node Type
  5. Podcast, September 29, 2021 (4:43).
  6. Livestream, July 29, 2022 (1:17:33).
  7. 7.0 7.1 Livestream, October 14, 2022 (35:22).
  8. 8.0 8.1 8.2 Interview, February 7, 2021 (45:41).
  9. 9.0 9.1 Podcast, May 11, 2018 (27:20).
  10. 10.0 10.1 Livestream, May 10, 2017 (6:12).
  11. Video, April 30, 2017 (10:07).
  12. 12.0 12.1 Livestream, June 30, 2022 (1:18:55).
  13. February 8, 2019 - Questions and Answers.
  14. craftedbossloot.png
  15. 15.0 15.1 Livestream, May 10, 2017 (14:45).
  16. 16.0 16.1 16.2 Livestream, November 30, 2020 (1:05:22).
  17. Podcast, August 4, 2018 (59:58).
  18. steven-crafting-stats.png
  19. 19.0 19.1 Livestream, December 22, 2020 (1:15:01).
  20. Livestream, May 24, 2017 (24:19).
  21. crafting-corruption.png
  22. craftersname.png
  23. About Ashes of Creation.
  24. Livestream, May 24, 2017 (24:20).
  25. Livestream, May 5, 2017 (20:41).
  26. Rng crafting.jpg
  27. 27.0 27.1 27.2 27.3 27.4 27.5 27.6 27.7 27.8 Livestream, January 28, 2022 (1:19:48).
  28. 28.0 28.1 Interview, February 7, 2021 (37:26).
  29. Livestream, May 26, 2017 (5:25).
  30. 30.0 30.1 30.2 Livestream, May 10, 2017 (8:22).
  31. Livestream, June 4, 2018 (35:11).
  32. Interview, February 7, 2021 (38:15).
  33. 33.0 33.1 33.2 33.3 33.4 33.5 33.6 33.7 33.8 Livestream, 2018-04-8 (PM) (28:38).
  34. 34.0 34.1 34.2 Livestream, May 26, 2017 (26:00).
  35. 35.0 35.1 steven-mastery-cap.png
  36. 36.0 36.1 36.2 36.3 Livestream, April 29, 2022 (1:13:00).
  37. 37.0 37.1 Livestream, July 26, 2019 (1:09:46).
  38. Livestream, May 24, 2017 (32:07).
  39. 39.0 39.1 Interview, March 27, 2020 (5:25).
  40. artisan mastery5.png
  41. artisan mastery3.png
  42. Interview, July 20, 2020 (18:47).
  43. artisan mastery4.png
  44. artisan mastery1.png
  45. steven-profession-mastery-all.png
  46. steven-profession-mastery.png
  47. artisan skill tree.png
  48. Interview, February 7, 2021 (36:38).
  49. Livestream, July 28, 2017 (22:36).
  50. Livestream, May 5, 2017 (34:15).
  51. 51.0 51.1 51.2 51.3 end level mats.png
  52. Livestream, July 30, 2021 (1:16:05).
  53. Interview, October 20, 2018 (17:31).
  54. Livestream, March 26, 2021 (1:07:33).
  55. a419c5398b542a713545e4f393d67215.png
  56. Podcast, May 5, 2017 (43:05).
  57. Interview, July 18, 2020 (27:11).
  58. 58.0 58.1 Livestream, May 27, 2022 (1:20:00).
  59. Livestream, May 26, 2017 (51:37).
  60. Livestream, May 17, 2017 (58:55).
  61. 61.0 61.1 Livestream, March 26, 2021 (1:15:57).
  62. Livestream, January 28, 2022 (56:12).
  63. blacksmith-twitter.png
  64. 64.0 64.1 64.2 Interview, July 19, 2020 (51:11).
  65. Interview, February 7, 2021 (13:14).
  66. Podcast, 2017-05-13 (25:55).
  67. Durability.jpg
  68. Interview, July 29, 2020 (16:46).
  69. player stall repair.png
  70. Livestream, May 28, 2021 (1:53:04).
  71. Livestream, September 30, 2020 (1:01:45).
  72. 72.0 72.1 72.2 Livestream, May 28, 2021 (1:04:29).