Loot

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  • RNG drop chances will likely not be made public.[18]
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]

List of dropped items

info-orange.pngThis section contains potentially outdated information from Alpha-1 testing.
Item Icon Item type Rarity Level requirement Set
Carphin Shield ShieldIcon.png Shield Carphin
Hammer of Koryn HammerOfKorynEpicIcon.png Hammer Epic
Imbued Blood Imbued Blood Icon.png Quest item
Imbued Material Ruby Icon.png Quest item
Longbow of Briarhome RareLongbowIcon.png Longbow Rare Briarhome
Lorica Vindicta Shield LoricaVindictaShieldIcon.png Shield Common Lorica Vindicta
Mace of Briarhome HeroicMaceIcon.png Mace Heroic Briarhome
Shortbow of Briarhome RareShortbowIcon.png Shortbow Rare Briarhome
Sword of Briarhome RareSwordIcon.png Sword Rare Briarhome
Titanbark Cloak TitanbarkCloakIcon.png Back armor Uncommon Titanbark
Titanbark Helmet TitanbarkHelmetIcon.png Helmet Rare Titanbark
Titanbark Leggings TitanbarkLeggingsIcon.png Pants Uncommon Titanbark
Tower Shield TowerShieldIcon.png Shield Rare

Glint

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][5][27][2][3]

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.[5][29][2][30][3] 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][5]

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]

  • Loot in Ashes of Creation encounters is finite and must be distributed between party or raid members who complete the encounter. There is no individual loot system that grants loot to all participants. This essentially acts to balance the lowered risk in large numbers against lower chances of gaining rewards.[38]
  • 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.[39]
  • There won't be auto-looting pets.[40]
  • It will be possible to kick a player from a party prior to them acquiring loot.[41]
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.[41]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.[43][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.[43][36]
    • These numbers will be balanced based on testing.[43]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[43][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[43]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.[44]Steven Sharif

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.[11]

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.[15]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.[16]Steven Sharif

Certain legendary items may be limited to one per server realm at any given time.[54][55]

  • If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[54]

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 realm at any given time.[55]

A legendary weapon is easily distinguished by its visual appearance.[16]

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.[16]Steven Sharif

Legendary items are not intended to be temporary.[56]

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.[56]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.[58]

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.[59]

Caravan looting

Caravan destruction in Alpha-2.[60]

This caravan was loaded with a combination of, it looks like commodity crates and material crates.[60]John Collins

If a caravan is destroyed or it despawns it becomes a wreckage that contains a portion of the cargo it was transporting.[61][60][62][63][64][65][66] The remainder of the caravan's goods are sunk (lost) when the caravan is destroyed.[62][67]

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.[62]Steven Sharif
  • Anyone may loot a caravan's wreckage.[67]
  • Caravan components are destroyed if the caravan is destroyed.[70][63] Previously it was stated that components may drop when a caravan is destroyed.[71]
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.[72]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.[73][66]
  • There is no limit to the number of times caravans can be commandeered or the number of times caravans get destroyed and replaced.[74]

Mount and pet drops

Mounts and pets are dropped by world bosses on a very rare basis.[75]

Temporary mounts

Temporary mounts that drop from bosses will age and eventually die.[76]

Player death

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[79][6][7][8][2]

  • These ash piles are immediately lootable by any player.[6]
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.[83]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.[84]
    • If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[84][85]
  • Death by falling is possible.[88]
    • 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.[88]
  • Death by drowning is possible.[89][90]
    • Players that drown will respawn on shore.[89]

Death penalties

Player death in an open world dungeon in Alpha-1.[91]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[92]Steven Sharif

Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[111][112][113][114][115]

There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[115]Steven Sharif

Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[110]

  • These penalties will be less than those for a green player.[117]
Q: We know that the normal death penalty incurs a myriad of penalties for the player, but we don't know the numbers behind this penalty. For instance, what percentage of materials do players drop? What percentage of glint is dropped? How severe is the skill and stat dampening? What is the average time it will take a player to work off XP debt from one death?
A: You're asking about percentile values. You're asking about time that it takes to recoup the percentage and whatnot. Any time that we're at a stage we're in now, and that in Alpha-2 we're going to be testing this, those values are the most subject to change. So to be clear, we're going to do [a] best-guess balance pass for Alpha-2 with the full expectation and understanding that the purpose is- and take into consideration player interaction with those numbers, and what feels best. So just off the bat, those values are not what we should be focusing on at this stage; but, to give you an idea where we are: First of all, when we're talking about dropping items that are in your material inventory, whether that be glint or that be other material types, we're talking roughly between anywhere from 20 to 30% of a stack is going to be lootable on a per-death basis. Now, that is a value that can change based off of the types of bags that you are using to carry those materials. In addition, there's other progression that can allow you, and some stats I believe, that can allow you to mitigate that value also. When we are talking about the percentage that's lost, or excuse me, not lost, the percentage of your level that is accrued as experience debt from death, generally you can expect that that's going to live around three to four percent of the level in accrued experience debt per death. However, additionally, there is a way to mitigate that percentage debt; and that is through the resurrection ability that's provided to Clerics. So, Clerics have the ability to resurrect their allies, and that resurrection will return a percentage that would have been accrued as experience debt. And that return percentage is predicated on the investment into the resability [sic], as well as the stat of the Cleric that is tied to the resurrection effect as well. So those can return percentages, so you can mitigate that to a degree. How long will it take you to recover that, and what stat dampening occurs? Anywhere within a level, if you acquire 100% experience debt for that level, you max out the experience debt, essentially, you don't ever buy that down, you're probably looking around a 20% stat efficacy dampener. So on average, if you're at 100% debt for a level, and you got to work all that off before you can start progressing at the level again, you're at around 20% overall stat dampening. Time it takes you to regain that debt is predicated on the level you're at and how you exp. So, that's a highly variable value.[93]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.

Dropped items

Items that are dragged out of a player's inventory are destroyed.[118]

  • Allowing player-dropped items (such as Gear and Currency) to exist in the world is likely not going to be allowed.[118][119]

Visuals

See also

References

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