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Artisan mastery

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Players must choose a path in the artisan skill tree for each character.[1] Within each of the three parent artisan paths (Gathering, Processing and Crafting) there are different professions. A character may only ever master one of these parent paths.[2][3][4][5]

Gathering is a parent artisan path, along with processing and crafting. Within each of the three parent paths lies different professions. You may only ever master one parent path. But you may spend time mastering each profession within the parent artisan path.[5]Steven Sharif

Becoming a master Crafter or a master Processor or a master Gatherer should be a significant time investment and resource investment; and because of that it should also be something that when you achieve that status it's like people on the server know who you are.[6]Steven Sharif

  • Players can dabble in all professions at a "beginners" level before they decide to master a particular pathway.[7]
  • Choosing a specific path in the skill tree allows the player an opportunity to specialize in a certain area. This encourages player inter-dependency, enhancing the artisan experience.[8]
  • It is possible to master multiple professions within a parent artisan path, but this will be a long and labor intensive feat, requiring many resources.[2][5][9]
    • A player may only master a profession if they have achieved the artisan path mastery.[10]
    • Based on testing, it may be decided to limit profession mastery certificates to a capped value.[10][11]
  • Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [12]
  • Choice of profession does not affect a player's stats.[13]
  • Characters within a single account (Alts) may have different professions.[3]
  • Progression within artisan classes does not relate to a player's progression in their adventuring class.[14]

Players will have the opportunity to kind of dabble in all of the professions at a very beginners level and then you know that kind of gives them an understanding of what that profession feels like and then allows them to kind of pinpoint the direction that they want to go in to master particular professions.[7]Steven Sharif

When we reference not being masters of all that doesn't mean you're not a master within your own one of the three artisan types, which is you know crafter or gatherer, processor. You will be a master of one of those, you will not be master of the other two.[4]Steven Sharif

Artisan tools

Gathering artisan classes require the creation and use of harvesting tools that enable the gathering of resources.[16][17]

  • Progression in the gathering artisan class unlocks higher level harvesting tools that enable gathering of higher level resources.[18]
  • Tools will have durability and tool lifespans.[19][20]
    • The amount of usages of a gathering tool increases as the gatherer becomes more proficient in the gathering artisan tree.[19]
    • Tools may become non-repairable, requiring re crafting.[20]
  • Artisans will not need to rely on other trees in order to make their tools.[16]

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.[17]Steven Sharif

Processing requires blueprints for the construction of buildings that are needed to process resources.[16]

Legendary items

Obtaining a legendary item will not be RNG based. It will entail obtaining construction components from various progression pathways.[21][22]

At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[21]Steven Sharif

The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[22]Steven Sharif

Legendary equipment is only dropped by Legendary world bosses.[23]

Discovery of legendary items will unlock further chapters of the Lore.[24]

There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[25]

A legendary weapon is easily distinguished by its visual appearance.[22]

It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, you know they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[22]Steven Sharif

Legendary items are not intended to be temporary.[26]

The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[26]Steven Sharif

See also

References