Crafted items

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Crafted items will be on par with best in slot items.[1]

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.[5]

Crafting

Crafting is one of the artisan classes in Ashes of Creation. It is a driving force for the game economy.[7]

Anything that you want to bring into existence in the world is going to be built by players: Whether that is Ships, Siege engines, Weapons, Armor, etc.[8]Jeffrey Bard

There will not be a labor or energy system in Ashes of Creation.[9]

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.[9]Steven Sharif

Skills and stats on gear

Crafters will be able to assign different skills/abilities and stats on armor.[10]

Not all armor sets will be the cookie cutter kind of set. They will have the influences from the crafter available in it, if it's a crafted set.[10]Steven Sharif

Gear enhancement

Gear enhancements (power stones/runes) can be applied to weapons add elemental or energy types of damage.[11][12]

We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that kind of thing.[12]Jeffrey Bard

Enchanting

Enchanting services are sold at player stalls.[13]

There are two types of enchantments for items: Vertical and horizontal.[16]

  • Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses.[16]
    • Vertical enchantments include risks.
  • Horizontal enchantments are more situational. For example: I'd like my sword to do force damage instead of holy damage because the monsters I tend to fight are incorporeal.[16]
    • This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.
    • This type of enchanting assumes no risk, just time and effort.

Legendary items

Discovery of legendary items will unlock further chapters of the Lore.[17]

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.[18]

A legendary weapon is easily distinguished by its visual appearance.[19]

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.[19]Steven Sharif

Obtaining a legendary item will not be RNG based. It will entail obtaining construction components from various progression pathways.[19]

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.[19]Steven Sharif

Legendary items are not intended to be temporary.[20]

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.[20]Steven Sharif

See also

References