Glorious Wiki readers. We will start adding information from the artisan livestream after the Twitch vod has been uploaded to YouTube.


Aus Ashes of Creation Wiki
(Weitergeleitet von Gatherables)
Zur Navigation springen Zur Suche springen
Gatherable mushrooms found in an underground cave.[1]

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.[2]

Gatherable resources (also known as raw materials and harvestables) occur in locations where you would expect them to be organically.[3]

  • Certain resources will only be gatherable for a limited time during specific story arcs.[4]
You want to take advantage of the limited time you have during the story arcs to get some of these rare resources for crafting things.[4]Jeremy Gess
  • The location the resource was found can affect the benefits, bonuses, and other characteristics of that resource.[5]
    • Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[6][7][3]
  • Resources will not expire or degrade over time.[14]
We don't want to create an environment I feel where you're having to micromanage each of the resources that are very vast in our game. We have 100 plus material system where you're having to play whack-a-mole with managing those things... I don't see the value in it.[14]Steven Sharif

Resource types

Seasonal resources

Gloomy Pross is a seasonal resource that is only gatherable in the winter.[17]

If a particular region moves into a season and that week you can't grow a particular type of good, but another region halfway across the world can grow that good; and you talk about moving those goods across regions so that they're relevant to either craft workbenches or you can sell them in the local economies: That is a major indicator of movement of goods and movement of goods carries risks; and risks can create political foes and friends... Something as simple as just a climate can have cascading consequences across the entirety of the game.[18]Steven Sharif

Jahreszeiten affect crops and other herbology resources available for gathering or planting, including how crop rotation is managed.[19][20][21][22]

  • Seasonal variations in resource availability will impact the economy and necessitate the transit of goods between different regions.[20]
One of the things that is huge about the season system and how it affects crops and the gatherables in the game is the impact it will have on the economy. When a particular area no longer is capable for a week's period of time, or even potentially longer, of producing a certain type of crop or harvestable; and that has to change across the world regionally, now the transit system of those materials of those gatherables they become more relevant, and they're subject to potential risk; and the prices might go up in certain areas. It is something that is actually very instrumental in the overall design of the economy in the game.[20]Steven Sharif
  • Seasons may not directly affect certain gatherables, such as veins of ore, but access to those resources may be blocked during certain weather conditions.[19][20]
It won't likely affect too much on certain resource spectrums like veins of ore. Those might not be affected by the seasons or weather systems, but there might be blockages to cave networks that house those types of ore veins. Alternatively it is going to be significant impact on any type of herbology or plant-based types of gatherables. It's going to have significant impacts on crops that players can plant themselves on their properties; and that they'll be able to harvest. They're going to need to time the crop placement and its maturity window so that it's harvestable and available to be harvest before the change of seasons that might adversely affect certain types of crops. And not every biome will experience the same type of effects caused by the seasonality of the world. The desert biome might instead of snow have significant more winds that pick up that could be damaging to more fragile types of crops if you have a freehold in that location.[19]Steven Sharif

Resource quality

Flanggler (Flower angler or Mimic flower).[23][24]

Ressourcen will have differing tiers of quality for the same resource type.[7] This is somewhat similar to Star Wars Galaxies.[25]

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.[27]Steven Sharif

info-orange.pngDieser Abschnitt enthält Informationen aus Alpha-1-Tests. Sie wird aktualisiert, sobald neue Informationen verfügbar sind.

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

Positionen von Ressourcen

Alpha-1 mine shaft.[28]

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.[2]

The location a resource is found can affect its benefits, bonuses, and other characteristics of that resource.[5]

  • Some resources will be one-time gatherables that will randomly respawn at a different location once collected.[6][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![29]
  • Other resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[30][6][7][3][31]
    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.[7]Steven Sharif
    • Once a vein resource is depleted from one location it may respawn in the same location or somewhere else, depending on the type of resource.[7][3][32]
    • There will be moving resources such as herds of animals that are constantly moving around the world.[30][32]
    Herds are a source of certain types of wild gatherables but they're in animal form and they're animated; and they exist in a group of the golden fleece sheep that might only spawn very rarely in certain hillsides; and only during spring. And if you can find that vein so to speak of resource you can interact with the herd and you can gather from them.[30]Steven Sharif
Certain types of resources will have a corrupt state... We have a Spirit Bloom, which is a harvestable herbalism plant, but when a Zone becomes corrupt you can potentially yield Corrupted Spirit Blooms; and those are necessary components of certain crafting recipes.[33]Steven Sharif
  • Some unique resources may be monsters in disguise or have monsters defending them.[34]
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.


Surveying plays a key role in helping gatherers identify resources in particular locations through the use of surveying tools.[37][38]

Surveying is a way that players can check out an area for resources. Players can learn where resources are that are static and that grow back in the same location; but we'll also have resources and Ashes that can spawn anywhere, so surveying will help players locate those those resources. So if they're looking for something specific they can hunt them down. Surveying will also allow players to uncover hidden resources that players wouldn't be able to see with their with their naked eye. Another thing that a surveying would provide is some of the information that we're talking about before, like for instance if you survey- and inside of your survey area there's plants, you might learn what season that plant likes to grow in. You might learn whether it likes to be watered during the winter versus how it likes to be watered in the summer.[37]Kory Rice
  • Surveying can identify the types of resources that spawn statically within an area and also provides information about the seasons and locations they spawn in.[37]
  • Surveying can help uncover hidden resources that are not visible to the naked eye.[37]
  • Handwerkliche Entwicklung unlocks higher level surveying tools that enable better identification of gatherable resources within a location.[37]
    • Unlocking surveying pylons allows the gatherer to adjust the shape and extend the area of their survey.[37]
You'd work with a surveying tool; and you set the surveying tool down, and that tool would have a specific area in which it's able to uncover and extract information about the resources that are in the area. As a starting out gatherer you might end up with one of the tools, but as you as you progress and become more proficient with using the tool you might be able to set up additional pylons and extend the area of your survey. That allows you to start making shapes and having more strategic areas that you're surveying. If you could connect multiple pylons to create a shape, maybe you could follow the twisting caverns of the cave. Maybe if you're out in the open like we are here you could just try and make yourself a nice widened shape to scan as much of the area as possible. So it'll be up to the player to be tricky with their surveying tool to try and get the most efficiency out of their survey.[37]Kory Rice

Land management

Harvesting an Oak Log in Alpha-2.[39]

As you draw resources from your surrounding area- what type of effect does that have on the land; and then also how effectively can you draw those resources without having such a deleterious effect on the land, which might impact future resource gathering for some period of time: And it makes relevant the movement of these players who are collecting these goods from the environment, that they actually cannot always just do so in one particular area, as the land management begins to degrade. So it actually encourages movement across the world to discover new areas that might not be as perturbed as the ones you're coming from. It's a very interesting idea. It's something that we're going to be prototyping in Alpha 2 and getting feedback on and testing.[38]Steven Sharif

Land management mechanics are present for gathering artisans.[40][38]

It could be could be positive or negative, or both simultaneously. So the land health value ties into the health of a specific ecosystem; and the ecosystem can scale with different segment sizes of the world, or the world itself: A biome, maybe a node, maybe the player's freehold. And the things that a player does in those areas will contribute to health in a positive or negative way. So doing something like rotating your crops might increase the health of the land because that's considered something good to do; and maybe apprehending or removing poachers that are over hunting a certain species could be helpful to the health of the land. Maybe the mayor puts out a request for players to try and get rid of invasive species that are plants- maybe they're overgrowing weed and it's stopping other valuable plants from growing.[40]Kory Rice
There's a particular reason for why that inventory system is intended to exist within Ashes; and part of that is from the aspect of everything in the world is gatherable and there is a land management system that exists behind those gatherable things. The land management system takes into account how players are interacting with the environment: how many of the resources they're withdrawing from the world; and that decreases the spawn rate within certain localities as those things go too high. So there can be a degree of economic warfare by sending players out into zones where you want to mitigate collection of resources. You send your players out there to take all those resources and then that diminishes the land management score of that particular zone.[42]Steven Sharif

Ressourcen im Unterreich

Ressourcen will be different in the Unterreich, including unique species of fish.[43][44][45]

Gathering tools

Sammler, einer der Handwerksklassen, benötigen bestimmte Werkzeuge um Ressourcen sammeln zu können.[47][48]

  • Fortschritt in der Sammler Handwerksklasse schaltet die Benutzung von höher leveligen Werkzeugen frei, was dem Sammler erlaubt Ressourcen von einem höheren Level zu sammeln.[26]
  • Werkzeuge haben eine Haltbarkeit und eine Lebensdauer.[6][49]
    • Die Anzahl der Benutzungen eines Werkzeuges erhöht sich je nachdem wie hoch das Fertigkeitslevel des Sammlers ist.[6]
    • Werkzeuge können in einen Zustand geraten, der nicht mehr reparierbar ist, was eine Neuanfertigung erfordert.[49]
  • Handwerker müssen sich nicht auf andere verlassen um ihre eigenen Werkzeuge zu craften.[47]

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.[48]Steven Sharif

Das Verarbeiten benötigt Blaupausen für Gebäude, welche benötigt werden, um Ressourcen zu verarbeiten.[47]

Gathering tool tiers

info-orange.pngDieser Abschnitt enthält Informationen aus Alpha-1-Tests. Sie wird aktualisiert, sobald neue Informationen verfügbar sind.

Gathering tools for Mining, Kräuterkunde, Lumberjacking, and Angeln are associated with a resource tier.[50][51] For example: A tier 2 axe can gather tier 1 and 2 lumber and no higher.[52]

Tool rarity Resource tiers Vendor price Vendor location
Common 1 10g Alpha-1 starting area
Uncommon 1 - 2 100g Expedition (Stufe 1) nodes
Rare 1 - 3 500g Feldlager (Stufe 2) nodes
Episch 1 - 4 2000g Dorf (Stufe 3) nodes

List of gathering tools

info-orange.pngDieser Abschnitt enthält Informationen aus Alpha-1-Tests. Sie wird aktualisiert, sobald neue Informationen verfügbar sind.
Item Icon Type Resource tiers Rarity Level requirement Source Cost
Axe AxeIcon.png Tool 1 Common 1 Vendor 10
Beginners Pole BeginnersPoleIcon.png Fishing pole 1 Common 1 Vendor 10
Copper Pickaxe CopperPickaxeIcon.png Pickaxe 1 Common 1 Vendor 10
Cultivator CultivatorIcon.png Tool 1 - 3 Rare 1 Vendor 500
Diamond Tipped Pickaxe DiamondTippedPickaxeIcon.png Pickaxe 1 - 4 Epic 1 Vendor 2,000
Intermediate Pole IntermediatePoleIcon.png Fishing pole 1 - 2 Uncommon 1 Vendor 100
Iron Chopper IronChopperIcon.png Tool 1 - 2 Uncommon 1 Vendor 100
Iron Pickaxe IronPickaxeIcon.png Pickaxe 1 - 2 Uncommon 1 Vendor 100
Shears Tool
Sickle Tool
Soil Knife SoilKnifeIcon.png Tool 1 Common 1 Vendor 10
Steel Pickaxe SteelPickaxeIcon.png Pickaxe 1 - 3 Rare 1 Vendor 500
Tiller 7a088b0d-ff65-40ad-9ce3-2d0e6eaa77ff-0.png Tool 1 - 2 Uncommon 1 Vendor, Quest rewards 100


Resource extractors are potential constructions that can collect resources over time.[53][54]

info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.


Handwerksklassen (Sammeln, Verarbeitung, Handwerkskunst) is expected to come online fully in Alpha-2 and the Betas.[55][56]

Crafting honestly will not come online in any sense of its true form until Alpha-2. Alpha-1 has essentially what are intended to be the core gameplay loop of crafting, meaning the collection of materials, the translation of those materials into processed goods, and the use of those processed goods into item acquisition. That's the core gameplay loop that is currently present in Alpha-1. But those are mostly facilitated piggy backing the merchant systems right now and not actually using the real crafting system; and that's because crafting hasn't been completed in a form that can be implemented in Alpha-1, but will be for Alpha-2. What's present in Alpha-1 doesn't even really scratch the surface for crafting.[56]Steven Sharif


Siehe auch


  1. Liveübertragung, 2017-09-03 (10:48).
  2. 2.0 2.1 About Ashes of Creation.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 Liveübertragung, 2017-05-08 (54:26).
  4. 4.0 4.1 4.2 Video, 2023-03-31 (16:42).
  5. 5.0 5.1 Liveübertragung, 2023-04-28 (1:24:36).
  6. 6.0 6.1 6.2 6.3 6.4 6.5 Liveübertragung, 2020-07-31 (1:05:58).
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 Liveübertragung, 2020-07-25 (1:04:50).
  8. Liveübertragung, 2021-03-26 (1:07:33).
  9. a419c5398b542a713545e4f393d67215.png
  10. Podcast, 2017-05-05 (43:05).
  11. Interview, 2020-07-18 (27:11).
  12. Liveübertragung, 2023-10-31 (1:18:33).
  13. steven-stolen-glint.png
  14. 14.0 14.1 Liveübertragung, 2023-03-31 (1:19:26).
  15. Liveübertragung, 2017-05-05 (34:15).
  16. Liveübertragung, 2017-05-10 (8:22).
  17. Video, 2022-10-28 (19:10).
  18. Liveübertragung, 2022-04-29 (56:24).
  19. 19.0 19.1 19.2 Liveübertragung, 2022-05-27 (55:47).
  20. 20.0 20.1 20.2 20.3 Video, 2022-05-27 (15:50).
  21. Liveübertragung, 2017-05-08 (20:27).
  22. Steven Crops.PNG
  23. flanggler.png
  24. Liveübertragung, 2017-11-17 (53:28).
  25. resource quality.png
  26. 26.0 26.1 Liveübertragung, 2020-04-30 (53:11).
  27. 27.0 27.1 Interview, 2018-10-20 (2:13).
  28. mine-shaft-leak.png
  29. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  30. 30.0 30.1 30.2 Liveübertragung, 2022-05-27 (1:00:23).
  31. Unreal Engine Interview, 2017-05-23.
  32. 32.0 32.1 Liveübertragung, 2019-12-17 (1:14:42).
  33. 33.0 33.1 Liveübertragung, 2023-03-31 (59:10).
  34. Gathering.png
  35. procedural generation.png
  36. Liveübertragung, 2017-05-19 (37:03).
  37. 37.0 37.1 37.2 37.3 37.4 37.5 37.6 Video, 2022-10-28 (10:52).
  38. 38.0 38.1 38.2 38.3 38.4 Liveübertragung, 2022-04-29 (25:16).
  39. Video, 2023-06-30 (21:05).
  40. 40.0 40.1 40.2 40.3 40.4 Video, 2022-10-28 (14:33).
  41. Liveübertragung, 2023-05-31 (42:06).
  42. 42.0 42.1 Podcast, 2023-07-15 (22:57).
  43. 43.0 43.1 Liveübertragung, 2023-04-07 (27:30).
  44. Abschrift, 2022-11-05 (10:46:47).
  45. 45.0 45.1 45.2 Liveübertragung, 2017-06-01 (24:30).
  46. Liveübertragung, 2020-04-30 (54:33).
  47. 47.0 47.1 47.2 47.3 Interview, 2020-03-27 (9:00).
  48. 48.0 48.1 Interview, 2018-05-11 (38:25).
  49. 49.0 49.1 crafting tools.jpg
  50. Video, 2022-10-28 (25:11).
  51. Liveübertragung, 2022-10-14 (32:38).
  52. Alpha-1 screenshot.
  53. steven-resource-extractors.png
  54. 54.0 54.1 54.2 54.3 Liveübertragung, 2017-05-30 (10:24).
  55. 55.0 55.1 Liveübertragung, 2021-03-26 (42:28).
  56. 56.0 56.1 56.2 Interview, 2021-02-07 (35:30).
  57. Liveübertragung, 2021-04-30 (41:18).