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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]

  • Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[4][5][3]
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![6]

Positionen von Ressourcen

Alpha-1 mine shaft.[13]

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]

Verra's map will not be procedurally generated, but starting resource points may be different on each server.[14][15]

  • Some resources will be one-time gatherables that will randomly respawn at a different location once collected.[4][5]
  • Other resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[4][5][3]
    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.[5]Steven Sharif
    • There will be moving resources such as herds of animals that are constantly moving around the world.[16]
    • Once a resource is depleted from one location it may respawn in the same location or somewhere else, depending on the type of resource.[5][3][16]
    • Resources respawn on a cooldown basis.[3]
  • Resources won't be locked to the node system.[3]
  • Some unique resources may be monsters in disguise or have monsters defending them.[17]

Resource types

Resource quality

Flanggler (Flower angler or Mimic flower).[18][19]

Resources will have differing tiers of quality for the same resource type.[5] This is somewhat similar to Star Wars Galaxies.[20]

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.[22]Steven Sharif

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


Sammler, einer der Handwerksklassen, benötigen bestimmte Werkzeuge um Ressourcen sammeln zu können.[24][25]

  • Fortschritt in der Sammler Handwerksklasse schaltet die Benutzung von höher leveligen Werkzeugen frei, was dem Sammler erlaubt Ressourcen von einem höheren Level zu sammeln.[21]
  • Werkzeuge haben eine Haltbarkeit und eine Lebensdauer.[4][26]
    • Die Anzahl der Benutzungen eines Werkzeuges erhöht sich je nachdem wie hoch das Fertigkeitslevel des Sammlers ist.[4]
    • Werkzeuge können in einen Zustand geraten, der nicht mehr reparierbar ist, was eine Neuanfertigung erfordert.[26]
  • Handwerker müssen sich nicht auf andere verlassen um ihre eigenen Werkzeuge zu craften.[24]

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.[25]Steven Sharif

Das Verarbeiten benötigt Blaupausen für Gebäude, welche benötigt werden, um Ressourcen zu verarbeiten.[24]

Surveying and land management

Additional gameplay layers such as surveying and land management are being considered for gathering in Alpha-2.[27]

Ideas like land management- and 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.[27]Steven Sharif

Seasonal resources

Jahreszeiten affect the crops (resources) available for planting as well as how crop rotation is managed.[28][29]

Ressourcen im Unterreich

Resources will be different in the Unterreich.[30]

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


Beute-Tabellen of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[32][33] Monster drop hunting certificates, Gegenstände and crafting materials rather than gold.[10][34]

World manager

The World manager is an algorithm in Ashes of Creation that controls dynamic world elements. It acts as both a throttle and an incentive system for various activities to ensure certain parameters are within acceptable thresholds.[42]

For example if you know iron is being used as a raw resource for a specific crafting path that might drive up the price of mithril or silver; and that will incentivize the market to course correct a little bit. The idea is to provide soft incentives that help to alleviate the demand and also to prop up the supply that might not be present from the economic systems.[43]Steven Sharif


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

Resource extractors are potential constructions that can collect resources over time.[46]


Handwerksklassen (Sammeln, Verarbeitung, Handwerkskunst) will come online fully in Alpha-2 and the Betas.[47][48]

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 kind of 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.[48]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 4.3 4.4 4.5 Liveübertragung, 2020-07-31 (1:05:58).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 Liveübertragung, 2020-07-25 (1:04:50).
  6. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  7. Liveübertragung, 2021-03-26 (1:07:33).
  8. a419c5398b542a713545e4f393d67215.png
  9. Podcast, 2017-05-05 (43:05).
  10. 10.0 10.1 Interview, 2020-07-18 (27:11).
  11. Liveübertragung, 2017-05-05 (34:15).
  12. Liveübertragung, 2017-05-05 (8:22).
  13. mine-shaft-leak.png
  14. procedural generation.png
  15. Liveübertragung, 2017-05-19 (37:03).
  16. 16.0 16.1 Liveübertragung, 2019-12-17 (1:14:42).
  17. Gathering.png
  18. flanggler.png
  19. Liveübertragung, 2017-11-17 (53:28).
  20. resource quality.png
  21. 21.0 21.1 Liveübertragung, 2020-04-30 (53:11).
  22. 22.0 22.1 Interview, 2018-10-20 (2:13).
  23. Liveübertragung, 2020-04-30 (54:33).
  24. 24.0 24.1 24.2 24.3 Interview, 2020-03-27 (9:00).
  25. 25.0 25.1 Interview, 2018-05-11 (38:25).
  26. 26.0 26.1 crafting tools.jpg
  27. 27.0 27.1 Liveübertragung, 2022-04-29 (25:16).
  28. Liveübertragung, 2017-05-08 (20:27).
  29. Steven Crops.PNG
  30. Liveübertragung, 2017-06-01 (24:30).
  31. dungeons-leak.png
  32. 32.0 32.1 Interview, 2020-07-19 (8:43).
  33. February 8, 2019 - Questions and Answers.
  34. Liveübertragung, 2017-05-24 (44:14).
  35. Interview, 2020-07-20 (21:57).
  36. Liveübertragung, 8 April 2018 (PM) (55:49).
  37. Interview, 2020-07-18 (1:00:15).
  38. Liveübertragung, 2020-07-25 (46:08).
  39. Liveübertragung, 2020-12-22 (1:15:01).
  40. Liveübertragung, 2017-05-03 (35:25).
  41. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  42. Interview, 2020-07-19 (1:10:55).
  43. 43.0 43.1 43.2 43.3 Interview, 2020-07-19 (1:08:22).
  44. Interview, 2020-07-18 (10:04).
  45. Interview, 2020-07-08 (1:00:15).
  46. 46.0 46.1 46.2 46.3 Liveübertragung, 2017-05-30 (10:24).
  47. 47.0 47.1 Liveübertragung, 2021-03-26 (42:28).
  48. 48.0 48.1 48.2 Interview, 2021-02-07 (35:30).
  49. Liveübertragung, 2021-04-30 (41:18).