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Gatherable mushrooms found in an underground cave.[1]

Gatherable resources (raw materials/harvestables) occur in locations where you would expect them to be organically.[2]

  • Some resources will be one-time gatherables that will randomly respawn at a different location once collected.[3][4]
  • Other resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[3][4][2]
    Like a large mine that's present and has a vein of mithril ore in it, or a herd of some type of animal that you can collect fur or wool from.[4]Steven Sharif
    • There will be moving resources such as herds of animals that are constantly moving around the world.[5]
    • Once a resource is depleted from one location it may respawn in the same location or somewhere else, depending on the type of resource.[4][2][5]
    • Resources respawn on a cooldown basis.[2]
  • Resources won't be locked to the node system.[2]
  • Some unique resources may be monsters in disguise or have monsters defending them.[6]

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.[7]

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![8]

Loot tables

Monsters drop hunting certificates, Itens and crafting materials rather than gold.[10][11]

A wolf is not going to be carrying a sack of gold. It may instead drop "pelts" that can be traded for gold.[11]
  • Hunting certificates will also drop on a character's death.[10]
  • Hunting certificates can be traded with hunter NPCs within nodes.[10]
    • The level of the node and the distance of the node from the drop will determine the value of the certificate. Certificates redeemed from distant economic regions via the caravan system will provide higher returns (4 to 5 times greater in some cases) than certificates collected from the same region.[12][10]
    • The value of the certificates are also calculated (by the world manager algorithm) based on the volume of certificates being redeemed in each region.[12]
  • Hunting certificates can also be stored within node warehouses.[10]

Loot tables of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[13][14]

Loot tables are disabled for player controlled monsters.[20]

Experience debt decreases the drop rate percentages from monsters.[21]

Resource quality

Flanggler (Flower angler or Mimic flower).[22][23]

Resources will have differing levels of quality for the same resource type.[4] This is somewhat similar to Star Wars Galaxies.[24]

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.[26]Steven Sharif

Gathering skills

Skill Icon Rank 1
Harvest harvest icon.png The harvest skill allows players to gather resources.[27]

Resource extractors

Resource extractors are potential constructions that can collect resources over time.[28]

List of resources


Coleta na pre-visualização do Alpha-1.[30]

Coleta é uma das classes artesãs no Ashes of Creation.[1][31]

Certos coletáveis de nível baixo vão ter uma progressão nivelada até a fabricação de nível mais alto. Então por exemplo, se eu estiver coletando... folhas da flor da pétala azul para fabricar um pigmento que vai ser usado no desenvolvimento de uma túnica que eu posso vestir no nível um, aí talvez eu precise coletar elas para poder fabricar os pigmentos para fabricar um pigmento maior que pode estar presente na fabricação de um item de nível mais alto. Então vai ser tipo uma progressão nivelada para que os materiais tenham relevância ao longo dos níveis diferentes de fabricação; e isso é importante de um ponto de vista de estabilidade econômica. Você precisa ter uma procura em camadas de um ponto de vista de oferta para que jogadores que tenham interesse em colecionar e coletar esses materiais sejam relevantes quando os itens de níveis mais altos são fabricados.[34]Steven Sharif

Profissões de coleta

Seasonal resources

Seasons affect the crops (resources) available for planting as well as how crop rotation is managed.[35][36]

Underrealm resources

Resources will be different in the Underrealm.[37]

  • This will affect Farming and Animal husbandry professions.
  • Since players may only have one Freehold, they must choose their Artisan specializations accordingly if they wish to place it in the Underrealm.

Resource locations

Verra will not be randomly generated, but the starting resource points may be different on each server.[38]

Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[7]

Gerenciador mundial

O Gerenciador Mundial é um algorítmo em Ashes of Creation responsável por controlar elementos dinâmicos do mundo. Ele age como um sistema tanto limitador como incentivador para diversas atividades, com o objetivo de garantir que certos parâmetros estejam dentro de limites aceitáveis.[40]

Por exemplo, se você sabe que o ferro está sendo usado como um recurso primário na fabricação de certos itens, isso pode aumentar o preço da prata ou do mithril; isso pode incentivar o mercado a se corrigir um pouco. A ideia é oferecer pequenos incentivos para ajudar a aliviar a demanda e também aumentar a oferta que pode não estar presente nos sistemas econômicos.[12]Steven Sharif

Castle regions

Castles have direct power over the Nodes that belong to it, but also have soft power across the entire region it belongs to. All Nodes belonging to that region pay fealty to the Castle in the form of taxes paid directly to the Castle. The Monarch sets the rate, and can use those proceeds to upgrade defenses, maintain the Castle’s direct Nodes, or provide buffs and benefits to the citizens of that region, as the magnanimous ruler that you are.[41]

Castelos da guilda influence a castle region around them.[42]

Castelos da guilda impose a tax on all revenue for the nodes within its region.[47]


Fornalha que pode ser colocada em um alódio.[54]

O processamento é uma das classes artesãs no Ashes of Creation.[54]

O processamento requere blueprints para a construção de edificações que são necessárias para processar recursos.[32]


Hunter's Dwelling.png

Materials (processed goods) are obtained in the following ways:

The quality of crafting materials will influence the quality of the crafted item.[57]

High-level materials

Materials for crafting high-level items are obtained from world bosses and through the deconstruction of other high-level items.[56]

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.[56]Steven Sharif


Alpha-1 Forge concept art.[58]

Crafting and gathering is a very important component of the economy that players will have direct control over. Whether you wish to build a sprawling plantation around your house, or wish to travel the vast wilderness in search of treasure and resources. There are many tools available to the crafters of our world. Regardless of how you gather your resources, 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.[7]

Fabricação is one of the artisan classes in Ashes of Creation. It is a driving force for the game economy.[59]

Anything that you want to bring into existence in the world is going to be built by players: Whether that is Navios, Siege engines, Armas, Armadura, etc.[63]Jeffrey Bard

There will not be a labor or energy system in Ashes of Creation.[64]

There is no labor or energy system in Ashes. However, that's not to say that crafting will not be difficult. Crafting is very difficult; but it is because it is difficult that it will be very rewarding as well.[64]Steven Sharif


Fabricação in Ashes of Creation is recipe based, not RNG based.[65][66]

  • 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.[67]
    • Recipes can be traded or sold prior to them being committed into a player's recipe book.[67]
  • Crafting does not have mixing and matching (of arbitrary materials) in the manner of animal husbandry.[69]

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.[70]Jeffrey Bard

Itens criados

Itens fabricados estarão no mesmo patamar dos melhores items.[71]

Acreditamos que todo item que existe no mundo deveria, de alguma maneira, refletir seu fabricador. Assim, nosso sistema de fabricação será extremamente versátil - dando aos artesãos a habilidade de fabricar itens únicos que representem seus pontos fortes e fracos.[7]

A Fabricação e os Chefes Mundiais serão a principal maneira de adquirir equipamentos de alto nível. Haverão algumas exceções a isso na forma de itens Lendários (apenas um pode ser obtido ou descoberto) e outros equipamentos que podem ser conseguidos, mas queremos que Artesãos e raids do tier mais alto produzam a maior parte do equipamento de alto nível e alta efetividade.[14]Sarah Flanagan

Ver também


  1. 1.0 1.1 1.2 1.3 Transmissão ao vivo, 2017-09-03 (10:48).
  2. 2.0 2.1 2.2 2.3 2.4 Transmissão ao vivo, 2017-05-08 (54:26).
  3. 3.0 3.1 Transmissão ao vivo, 2020-07-31 (1:05:58).
  4. 4.0 4.1 4.2 4.3 4.4 4.5 Transmissão ao vivo, 2020-07-25 (1:04:50).
  5. 5.0 5.1 Transmissão ao vivo, 2019-12-17 (1:14:42).
  6. Gathering.png
  7. 7.0 7.1 7.2 7.3 About Ashes of Creation.
  8. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  9. dungeons-leak.png
  10. 10.0 10.1 10.2 10.3 10.4 Entrevista, 2020-07-18 (27:11).
  11. 11.0 11.1 Transmissão ao vivo, 2017-05-24 (44:14).
  12. 12.0 12.1 12.2 12.3 12.4 12.5 12.6 Entrevista, 2020-07-19 (1:08:22).
  13. 13.0 13.1 Entrevista, 2020-07-19 (8:43).
  14. 14.0 14.1 February 8, 2019 - Questions and Answers.
  15. Entrevista, 2020-07-20 (21:57).
  16. Transmissão ao vivo, 8 April 2018 (PM) (55:49).
  17. Entrevista, 2020-07-18 (1:00:15).
  18. Transmissão ao vivo, 2020-07-25 (46:08).
  19. Transmissão ao vivo, 2020-12-22 (1:15:01).
  20. Transmissão ao vivo, 2017-05-03 (35:25).
  21. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  22. flanggler.png
  23. Transmissão ao vivo, 2017-11-17 (53:28).
  24. resource quality.png
  25. Transmissão ao vivo, 2020-04-30 (53:11).
  26. 26.0 26.1 Entrevista, 2018-10-20 (2:13).
  27. 27.0 27.1 27.2 27.3 Vídeo, 2017-09-02 (0:21).
  28. 28.0 28.1 28.2 28.3 Transmissão ao vivo, 2017-05-30 (10:24).
  29. steven-a1-fishing+raptors.png
  30. Transmissão ao vivo, 2020-03-28 (48:31).
  31. artisan classes.png
  32. 32.0 32.1 32.2 Entrevista, 2020-03-27 (9:00).
  33. Entrevista, 2018-05-11 (38:25).
  34. 34.0 34.1 Podcast, 2018-05-11 (1:00:07).
  35. Transmissão ao vivo, 2017-05-08 (20:27).
  36. Steven Crops.PNG
  37. Transmissão ao vivo, 2017-06-01 (24:30).
  38. procedural generation.png
  39. mine-shaft-leak.png
  40. Entrevista, 2020-07-19 (1:10:55).
  41. Blog: 10 facts about castle sieges in the MMORPG.
  42. castle-influence.png
  43. castle-taxes2.png
  44. 44.0 44.1 castle-region.png
  45. region-overlap.png
  46. castle-metro.png
  47. castle-taxes.png
  48. Transmissão ao vivo, 2020-08-28 (1:39:02).
  49. castle-power.png
  50. castle-resources.png
  51. castle-taxes3.png
  52. castle-taxes4.png
  53. castle-taxes5.png
  54. 54.0 54.1 54.2 54.3 54.4 Transmissão ao vivo, 2017-05-05 (34:15).
  55. 55.0 55.1 55.2 Transmissão ao vivo, 2017-05-05 (8:22).
  56. 56.0 56.1 56.2 56.3 end level mats.png
  57. Entrevista, 2018-10-20 (17:31).
  58. Transmissão ao vivo, 2018-08-17 (15:14).
  59. CraftingImportance.png
  60. Transmissão ao vivo, 2020-01-30 (1:38:26).
  61. Transmissão ao vivo, 2017-05-12 (1:00:18).
  62. Entrevista, 2020-07-19 (6:38).
  63. Transmissão ao vivo, 2017-05-24 (17:08).
  64. 64.0 64.1 Entrevista, 2018-10-20 (2:31:39).
  65. Transmissão ao vivo, 2017-05-05 (20:41).
  66. Rng crafting.jpg
  67. 67.0 67.1 Entrevista, 2021-02-07 (37:26).
  68. Transmissão ao vivo, 2017-05-26 (5:25).
  69. Entrevista, 2021-02-07 (38:15).
  70. Transmissão ao vivo, 2018-06-04 (35:11).
  71. 71.0 71.1 Transmissão ao vivo, 2017-05-05 (14:45).
  72. craftedbossloot.png
  73. Transmissão ao vivo, 2017-05-24 (24:19).
  74. crafting-corruption.png
  75. craftersname.png