Item sinks

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It's important for a healthy economy to have item sinks, so that anything that can be crafted can also be destroyed:[1]

  1. Over-enchanting carries the risk of destroying that item[2], rendering it useless for use temporarily.[3]
  2. Players gain craftable items and recipes from deconstructing (salvaging) completed items.[2]
  3. A portion of resources and materials are lost when caravans or nodes are destroyed.[4]
  4. Corrupted players who die can lose gear.[5]
  5. Item durability (item decay) does not destroy items, but it acts as a materials sink.[5][6][7] Zero percent durability will unequip an item, increasing its repair costs.[8]

An important aspect of a healthy economy is having some item sinks available... There are three kinds of item sinks: You can gain craftable items from deconstructing completed items; You can have decay... and if you want to over-enchant that item there will be a potential to destroy it as well. It's important for an economy to experience those types of emphasis on what can be crafted as well as seeing those items that are crafted be destroyed as well..[7]

The concept there is this is part of the engine that is supply and demand. So the server is constantly generating these materials on tick as they kind of propagate throughout the world and get repopulated, players are going out there and collecting these things. We want to make sure that there is a driving force and factor behind what crafters and gatherers are out there doing: There's constantly going to be a demand for them to supply these things. Whether that death is from PvP or from PvE these are going to be necessities for players to constantly provide.[6]Steven Sharif

Power creep

The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[9]

Item durability

The decay system is not going to be some worthless "Oh I'm just going to throw some gold into this and it's a simple gold sink". It's actually going to require some base materials in order to repair decayed items; and decay occurs from death and also the destruction and disable system. For the weapons over the over-enchanting will require those materials as well. So creating that dependency I think is healthy for the crafting economy.[10]Steven Sharif

There is item durability (item decay) in Ashes of Creation.[7]

If you allow it to get to certain stages, or to get to a destructed stage then it requires a lot of material components in order to return back to its former glory.[13]Steven Sharif
There is durability in the game... It's not going to be a trivial durability. There is a potential to destroy gear (weapons and armor), but there is also an ability to reforge that destroyed gear using a portion of the materials necessary as well as finding an item creator who can reforge it.[7]Steven Sharif

Item repair

Blacksmithing concept art.[18]

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.[15]Steven Sharif

Item repair will cost crafting materials.[6][15][7]

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.[20]

  • This is a long term design goal that was not present during Alpha-1.[20]
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.[20]Steven Sharif

Item deconstruction

Players gain craftable items and recipes from deconstructing (salvaging, dismantling, disenchanting) completed items.[2]

There's salvaging where you can deconstruct an item to get components only capable of retrieving from salvaging an item that can be used in crafting other types of items.[1]Steven Sharif
Specific crafting components yielded by gear deconstruction, and some of these components can be only be obtained from gear of certain enchantment levels and type of equipment. These components are needed for certain recipes for gear and other ancillary crafting professions. But the itemization team is still ironing out some of these flows.[21]Steven Sharif


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.[23][24]

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.[26]Steven Sharif


A few different professions participate in the creation of enchantment scrolls. Those enchantment scrolls are primarily going to be interfaced on the profession side with scribe, but once that scroll is created then it's in the hands of the open economy and players may utilize them to enchant weapons and stuff.[23]Steven Sharif

Mechanisms for achieving the safer enchantment routes would mainly be through very rare material acquisition and boss kills.[28]Steven Sharif

There are two types of enchantments for items: Vertical and horizontal.[29]

  • Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses. Vertical enchantments include risks. [29]
    Personally, I am fine with RNG in enchantment, so long as there are special ways to mitigate the RNG with investment, to a degree. For example, difficult to obtain enchantment scrolls that insure enchantment efforts, and including a buffer of safe enchantment in earlier pluses.[21]Steven Sharif
    • Over-enchanting items comes with a potential risk that the item decays or is destroyed if a safety margin is exceeded. This system is subject to testing.[16][17]
    • There will be mechanisms for achieving safer enchantments, such as difficult to obtain enchantment scrolls, or very rare material acquisitions.[21][28][16]
    When it comes to over-enchanting things, what we're going to do likely is have a safety- and this is something obviously it needs to be tested- but we're going to have a safety period of enchantment you know like in Lineage 2 I think you could enchant plus four or something. And so we're gonna have a similar system where you can enchant safely and then when you start to take risks, that percentage of potentially damaging your item either through the decay system or completely disabling it through the destruction system will be a risk that's present.[16]Steven Sharif
  • Horizontal enchantments are more situational. For example: I'd like my sword to do force damage instead of holy damage because the monsters I tend to fight are incorporeal.[29]
    • This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.[29]
    • This type of enchanting assumes no risk, just time and effort.[29]

Caravan destruction

If a caravan is destroyed (becomes a wreckage) it will drop a portion of the goods it was transporting.[31][32][33] The remainder of the caravan's goods are sunk (lost) when the caravan is destroyed.[34]

The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to kind of game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to you know that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region.[33]Steven Sharif
  • Anyone may loot the caravan's wreckage.[34]
  • Caravan components may also drop when a caravan is destroyed. These components may be salvageable by the caravan owner or by other players, in the case of high grade components.[35]
  • Caravans drop certificates for heavy goods that are redeemable at the origin node for a portion of the goods.[36][33]
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.[37]Steven Sharif

See also


  1. 1.0 1.1 1.2 Livestream, May 10, 2017 (10:47).
  2. 2.0 2.1 2.2 Livestream, May 8, 2017 (20:41).
  3. Interview, July 30, 2020 (16:17).
  4. Interview, July 18, 2020 (55:01).
  5. 5.0 5.1 5.2 5.3 Livestream, May 28, 2021 (1:53:04).
  6. 6.0 6.1 6.2 6.3 6.4 6.5 Interview, February 7, 2021 (13:14).
  7. 7.0 7.1 7.2 7.3 7.4 7.5 Podcast, 2017-05-13 (25:55).
  8. 8.0 8.1 8.2 Durability.jpg
  9. Interview, October 20, 2018 (2:53:52).
  10. 10.0 10.1 10.2 10.3 10.4 Interview, July 29, 2020 (16:46).
  11. Podcast, May 5, 2017 (43:05).
  12. Livestream, August 28, 2020 (2:05:07).
  13. 13.0 13.1 Podcast, September 29, 2021 (32:35).
  14. 14.0 14.1 player stall repair.png
  15. 15.0 15.1 15.2 15.3 Interview, July 19, 2020 (51:11).
  16. 16.0 16.1 16.2 16.3 Interview, July 29, 2020 (15:04).
  17. 17.0 17.1 Livestream, May 5, 2017 (20:41).
  18. blacksmith-twitter.png
  19. Livestream, September 30, 2020 (1:01:45).
  20. 20.0 20.1 20.2 Livestream, May 28, 2021 (1:04:29).
  21. 21.0 21.1 21.2 21.3 steven-enchanting1.png
  22. Livestream, July 30, 2021 (1:16:05).
  23. 23.0 23.1 23.2 Livestream, May 27, 2022 (1:20:00).
  24. Livestream, May 26, 2017 (51:37).
  25. Livestream, May 17, 2017 (58:55).
  26. 26.0 26.1 Livestream, March 26, 2021 (1:15:57).
  27. Livestream, January 28, 2022 (56:12).
  28. 28.0 28.1 steven-enchanting2.png
  29. 29.0 29.1 29.2 29.3 29.4 enchanting.png
  30. Rng crafting.jpg
  31. Livestream, May 15, 2017 (45:20).
  32. Livestream, December 15, 2017 (1:04:25).
  33. 33.0 33.1 33.2 Interview, April 15, 2019 (26:59).
  34. 34.0 34.1 Livestream, April 30, 2021 (1:04:23).
  35. Interview, April 15, 2019 (28:28).
  36. Certificates.jpg
  37. Livestream, September 30, 2022 (1:17:13).