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Artisan tools

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Alpha-1 tongs "prop" used by Blacksmith NPCs.[1]

Gathering requires the creation and use of harvesting tools that enable the gathering of resources.[2][3]

  • Progression in the gathering artisan class unlocks higher level harvesting tools that enable gathering of higher level resources.[4]
  • Tools will have durability and tool lifespans.[5][6]
    • The amount of usages of a gathering tool increases as the gatherer becomes more proficient in the gathering artisan tree.[5]
    • Tools may become non-repairable, requiring re crafting.[6]
  • Artisans will not need to rely on other trees in order to make their tools.[2]

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.[3]Steven Sharif

Gathering tools for Mining, Herbalism, Lumberjacking, and Fishing are associated with a resource tier. For example: A tier 2 axe can gather tier 1 and 2 lumber and no higher.[7]

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

Processing requires blueprints for the construction of buildings that are needed to process resources.[2]

List of tools

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
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 tiers (rarities)

Flanggler (Flower angler or Mimic flower).[8][9]

Resources will have differing tiers of quality for the same resource type.[10] This is somewhat similar to Star Wars Galaxies.[11]

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.[12]Steven Sharif

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

Artisan classes

Artisan classes allow a player to specialize in one or more of the following skill trees.[13]

Within each of these three artisan classes lies different professions.[14]

A character may only master one of the three parent artisan classes.[14]

  • It is possible to master multiple professions (but not all) within this mastered artisan class.[17][14][18]

Artisan classes and their professions are not affected by a character's race, religion, or class.[19]

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.[22]

The crafting systems and artisanship in general is pretty complex.[23]Steven Sharif

Timeline

Artisan classes (Gathering, Processing, Crafting) will come online fully in Alpha-2 and the Betas.[24][25]

In Alpha One the core basics of what crafting represents as a gameplay loop that is represented. So that means that there are gatherables out there. You will have to have tools in order to service those gatherables. There will be processing that's necessary; and then there's crafting stations that are available and can be constructed by the players. This is in Alpha One. You have to collect the recipes, you have to collect the materials, and you have to refine the materials; and then you have to create the reagents and then use those to kind of create the final crafting component of that you're trying to create. So that in and of itself is present, but it is a very very small piece of really what will be the larger crafting puzzle for Alpha 2 and betas.[24]Steven Sharif

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.[25]Steven Sharif

Artisan progression

Players must choose a path in the artisan skill tree for each character.[27] 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.[17][15][28][14]

  • It is possible to master multiple professions (but not all) within a parent artisan path, but this will be a long and labor intensive feat, requiring many resources.[17][14][18]
    • A player may only master a profession if they have achieved the artisan path mastery.[29]
    • Based on testing, it may be decided to limit profession mastery certificates to a capped value.[29][30]

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.[14]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.[31]Steven Sharif

Artisan progression within the artisan tree occurs based on experience (repetition of tasks) within a branch and also via achievement of certain benchmarks within each branch.[32]

  • Players can dabble in all professions at a "beginners" level before they decide to master a particular pathway.[33]
  • 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.[34]
  • Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [35]

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.[33]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.[28]Steven Sharif

Artwork

See also

References