Resource quality

Ashes of Creation community empowered Wiki
Jump to navigation Jump to search
Flanggler (Flower angler or Mimic flower).[1][2]

Resources will have differing tiers of quality for the same resource type.[3] This is somewhat similar to Star Wars Galaxies.[4]

You will have an opportunity to proc certain qualities based on your progression in the Artisan tree. So if you are a gatherer; and as you advance in your gathering, you'll have a higher opportunity to collect better resources.[6]Steven Sharif

info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.

In Alpha-1 testing there are 4 tiers of gatherable resources across all gathering professions:

Resources

Gatherable mushrooms found in an underground cave.[7]

We want our players to have a reason to explore the wilderness, to travel with purpose, and much of that will be driven by our resource system. Transporting these goods might just be more difficult than gathering them. Our regional market system allows players to participate in creating pocket economies that will reinforce the stability of goods in particular regions.[8]

Gatherable resources (also known as raw materials and harvestables) occur in locations where you would expect them to be organically.[9]

  • Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[10][3][9]
We really want resources to be persistent and non-renewable. If there’s a mithril vein, that mithril vein will be there until it runs out. The server will manage these amounts on its own, and will repopulate things where and when it desires. You might find another mithril vein in that location sometime later, or somewhere nearby, or maybe never again![11]

Gathering

Gathering lumber in Alpha-2.[18]

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.[18]Steven Sharif

Gathering ore in Alpha-2.[19]

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.[20]Steven Sharif

Gathering is one of the artisan classes in Ashes of Creation.[7][21]

  • Many of the visible resources (such as Trees and Ore) in the open world are gatherable.[18]
    • This is a change from Alpha-1 where a limited number of resource locations were highlighted with "sparkles" to indicate they were gatherable.[18][22][7]
  • The exact type of resource present within a resource node is not known until the node is harvested.[20]
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.[20]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.[27]Steven Sharif

Artisan tools

Gathering requires the creation and use of harvesting tools that enable the gathering of resources.[29][23][24]

  • Tools will have durability and tool lifespans.[10][32]
    • The amount of usages of a gathering tool increases as the gatherer becomes more proficient in the gathering artisan tree.[10]
    • Tools may become non-repairable, requiring re crafting.[32]
  • Artisans will not need to rely on other trees in order to make their tools.[23]
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.[24]Steven Sharif
  • The developers are considering the introduction gathering tools that require two players, such as two-person saws that can fell larger trees.[30]
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.[24]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.[30][29] For example: A tier 2 axe can gather tier 1 and 2 lumber and no higher.[33]

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

See also

References