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Mules are mounts that transport cargo in small crates.[2][3][4] Larger sized crates cannot be transported by mule.[2]

Q: How will mules work with caravans when considering risk-versus-reward? What would be the incentive to run multiple player protected caravans if similar results could be achieved by each individual player riding a mule instead?
A: You are not able to satisfy the type of cargo capacity that's available within a caravan system, because we have certain crate sizes, of which only the smallest crate size can be leveraged with a mule. That is something that obviously is the inherent risk between the two systems. The reward however is that you are now no longer subject to the opt-in event, but instead are governed by our flagging system as a protective measure; although it is not entirely protective, because players can choose to still kill you with risk of corruption in exchange for the reward of taking your shit.[2]Steven Sharif
  • Crates carried by mules can be added to "in the wild".[3]
Q: Can people put crafted bags on their mules?
A: No. The mules use the cargo system, so the cargo system is crate-based. You have to acquire the crates and then you can equip them to the vehicles and/or mules. Mules cap out at the small crate value; and you can add to that crate in the wild.[3]Steven Sharif

If a player dies there will be a period of time before their mule despawns. Other players must kill the mule to be able to loot it.[6]

If a player's mule dies its corpse will contain the same percentage of lootable items as the player (based on their flagging status).[6][7]

List of mule mounts

info-orange.pngThis section contains potentially outdated information from Alpha-1 testing.


Moonstrider Mule mount color schemes.

Many species of mules will be breedable.[8]

  • There will be smaller mules.[9]

Carrying capacity

Alpha-2 materials inventory user interface.[10]

Inventory for A2 will exist in two categories, spatial and non-spatial. The spatial inventory system will only exist for materials and gatherables. The non-spatial system will be the normal single slot inventory that is used for all completed items IE gear, consumables etc.. The spatial system is intended to provide limitation and progression when everything in the open world is gatherable, requiring players to strategize which things they choose to gather or not. These spatial inventories will be shaped in various ways that make the bag types more conducive for certain types of gatherables allowing players to specialize their capacity. Auto sort is a feature[11]Steven Sharif

Inventory capacity has quantity (stacking) limits based on the type of item.[12][13] Backpacks offer varying stack sizes and/or spatial inventory shapes that are optimized for carrying different items.[14][15]

Inventory is split into two separate management systems. The first is your non-material, non-gatherable slots. Those are your standard single slot, not-space-constrained system that's a standard inventory: you just have a single slot, and you can pull completed items and/or consumables and quest items or whatever into that slot. And then, when you're talking about materials, specifically processed goods and gatherables: those exist within the Tetris type uh inventory system.[19]Steven Sharif
  • Items are placed into the most suitable inventory slots by default.[10]
All those materials actually sorted nicely in the appropriate bags based on your stack sizes.[10]Alex Khudoliy
We want to have very unique progression when it comes to the construction of resource bags; and those resource bags will have certain benefits, like increasing stack size count of particular types of resources; or of having a additional delay time necessary to interface with with your corpse, should a player try to take the resources you might have dropped in PvP; or having passive benefits and unique structures of spacing that makes it more a better bag for wood gathering because woods are three-by-one; or a better bag for mining because mining is always two-by-two. The idea is to make your intent as a gatherer when you go out into the wild specific right not just that you're going out into the wild and gathering everything you can because it's there; and that's what we don't have like a labor system that limits it. We have a space constraint system so when you leave your node and you go out into the wild you need to be conscientious of what you're choosing to interact with and take resources for, because you have a limited space constraint to that degree.[19]Steven Sharif
  • Inventory capacity is subject to quantity rather than weight limits.[12]
In my opinion, and this is of course subjective, but weight management is not a compelling mechanic for players to have to deal with in an MMO setting.[12]Steven Sharif
We want you to know where the things are; and then the meaningful aspect of that thing is traveling to those locations to access some of those things, particularly as it relates to materials and raw gatherables.[27]Steven Sharif
  • Inventories will be able to be sorted.[11]
Q: Why did you go for a spatial inventory system for resources?
A: There's a number of different methods that we can use in an effort to mitigate, or again throttle, the amount of success that players can have in any one trip out in the world. Now, we're using a combination of three things: We are using progression gating through your profession level; so you need to have a certain level to access certain resources. We are utilizing the spatial inventory space as a limitation on how much things you can gather before you need to go back to town. And then lastly we have a tool predicate where you need to have a tool that is relevant for the resource you're gathering; and those tools have a decay value after each use. Weight is obviously an approach that we could take if we wanted to limit. However, the spatial system works in concert with a number of other types of systems. For example, we want to have itemization drop on death specifically as it relates to material items; and we want there to be an additional layer above just weight that introduces complexity; and where there is complexity there is choice and there is strategy and there is planning required on behalf of the player in order to set themselves up for the best possible success in certain situations.[18]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.
  • Mules can carry roughly 10 times more than backpacks. Caravans can carry roughly 10 times more than mules.[28]


Storage points exist at warehouses within nodes and in chests (storage containers) that can be placed in freeholds and static in-node housing.[30][31][32]


See also