Crafting stations

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Crafting stations (also referred to as Crafting benches) are located on freeholds or within nodes.[1][2]

Crafting professions

Crafted items

Crafted items will be on par with best in slot items.[7]

That plays into our crafting system in and of itself right. The idea is for those stats to be variables that can be kind of dictated based on the mastery level of the particular crafter; and the higher they become a master of those professions, whether it be for armor or for weapons or for accessories, they're going to have some agency and put their mark on essentially what items they're introducing into the economy.[12]Steven Sharif

Crafters are able to influence what their crafted items will look like.[9][13]

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.[16]

Crafting and World Bosses will be the main way to obtain high-level gear. There are some exceptions to this in the form of Legendary items (single server drops or discoveries), and other equipment that may drop wholesale, but we want Artisans and top tier raiding to produce the lion’s share of high level, high effectiveness equipment.[17]Sarah Flanagan

Item creation suite

An "item creation suite" that allows crafters to create unique appearances for items has been discussed as a future possibility.[18]


Crafting in Ashes of Creation is recipe (blueprint, schematic) based, not RNG based.[19][20]

  • Recipes that are obtained must be committed to a player's recipe book prior to that recipe being able to be used for crafting. This "consumes" the recipe.[21]
    • Recipes can be traded or sold prior to them being committed into a player's recipe book.[21]
  • Within a crafting recipe, there are dials (based on artisan specialization) that are used to customize crafted items, such as:[22]
    • Increasing one stat at the expense of another.[23]
    • Making an item more magical versus more physical.[23]
  • Crafting does not have mixing and matching (of arbitrary materials) in the manner of animal husbandry.[24]

I think Star Wars Galaxies had a great crafting system... The resource gathering and the crafting system altogether as a whole really was I think way beyond its time. That's kind of the direction we want to go, where there's choices to be made in the crafting system and those choices change what you end up with... It's not just about doing X recipe to get Y item. You know, there's actually thought involved in it and there is you know a market to be captured based on those decisions.[25]Jeffrey Bard

Obtaining recipes

There are many different ways to achieve recipes. We want to take crafting and house the location of those recipes throughout different progression paths, so that not everything is pigeon-holed into one way forward.[26]Steven Sharif

Recipes are found in the world, for the most part.[27]

We talked about having this idea where if somebody discovers a recipe they get exclusive access to that recipe for a given amount of time similar to a patent; and then they can license that recipe out to other crafters so they can use the recipe and eventually that timer runs out and then everybody can use it, but we wanted to reward people for experimentation and going out in the world and finding something new.[27]Steven Sharif

Artisan mastery

Players must choose a path in the artisan skill tree for each character.[28] 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.[29][30][31][32]

  • 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.[29][32][33]
    • A player may only master a profession if they have achieved the artisan path mastery.[34]
    • Based on testing, it may be decided to limit profession mastery certificates to a capped value.[34][35]

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.[32]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.[36]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.[37]

  • Players can dabble in all professions at a "beginners" level before they decide to master a particular pathway.[38]
  • 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.[39]
  • Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [40]

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.[38]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.[31]Steven Sharif

Race or class locked crafting

Crafting will not be race or class locked.[41]

Crafting mechanics

Players are able to specialize in focused crafting branches.[39]

  • There are going to be different tiers of crafting stations that represent the quality of the items being crafted.[1]

Crafting stations can be located on freeholds or within nodes.[1][2]

  • Certain crafting stations relate to specific nodes, areas or buildings.[1]
Q: Can crafting stations be mobilized / moved and can they be placed anywhere in the world?
A: It depends on the crafting station. There are going to be different tiers of crafting stations that represent you know the quality of item you're looking to create within that specific profession. There's going to be crafting stations that can be utilized by players within their freeholds and then crafting stations that are resigned only to the development of particular nodes, within particular areas, or particular buildings... There's a wide variety of those things to kind of make it a more dynamic experience and and kind of something that caveat how players decide to build the world and what the value of those things are.[1]Steven Sharif

Repetitive skill-based crafting mechanics, such as mini-games, are not an intended part of the crafting experience.[42][43]

We did discuss that type of a feature where the skill of the crafter would grant a greater window of skill-based type crafting. So the higher master level you have of crafting a certain item, the greater your potential to impact the quality of that item might be... The concern obviously that we have when going into developing this type of system is that we don't want what is a fun - you know for lack of a better term - mini-game to be something that becomes repetitive and kind of makes it monotonous... If when we start to flesh out the crafting system and we take a look at that interaction of melding crafting, the actual activity of making something, there is room in the design sheet for different iterations of that particular action; and we may see something come about that can be skill oriented, but that's something that's going to require a lot of testing and different iterations from a design standpoint.[43]Steven Sharif

It is likely that Star Wars Galaxies inspired crafting mechanics will be present in Ashes of Creation.[42]

Jeff in particular has a soft spot in his heart for the crafting system of Star Wars Galaxies; so without getting into too much detail I will say that it's likely that you will see some inspiration surface itself in that regard.[42]Steven Sharif

Crafting materials

Hunter's Dwelling.png

Materials (also known as processed goods and crafting materials) are obtained in the following ways:

The quality of crafting materials will influence the quality of the crafted item.[47]

Players drop materials and other items upon death, based on their applicable death penalties.[48][49][50][51]

High-level materials

Materials for crafting high-level items are obtained from world bosses and through the deconstruction of other high-level items.[45]

Many end level items with crafting will require mats from world bosses etc. we want those systems intertwined. However. There may be opportunities to deconstruct high level items and replace those needed materials as well. We will be testing the crafting trees in alpha and beta.[45]Steven Sharif

Upgrading items

There are two types of enchantments for items: Vertical and horizontal.[52]

When it comes to over-enchanting things, what we're going to do likely is have a safety- and this is something obviously it needs to be tested- but we're going to have a safety period of enchantment you know like in Lineage 2 I think you could enchant plus four or something. And so we're gonna have a similar system where you can enchant safely and then when you start to take risks, that percentage of potentially damaging your item either through the decay system or completely disabling it through the destruction system will be a risk that's present.[53]Steven Sharif

  • 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.[52]
    • This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.[52]
    • This type of enchanting assumes no risk, just time and effort.[52]

Enchanting services are sold at player stalls.[54]

Enchanting does not increase an item's level requirement.[55]

You don't really push a particular item's level requirement or the identity of that item. You can enhance it, you can add enchantments to it, but it's still the item it is.[55]Steven Sharif

Repairing items

Item repair will cost crafting materials.[56][57][58]

For example: if you have an iron sword and then the sword gets damaged from use, you have to use more iron to repair it; and what that does is... make sure that there's significant sinks in the game for base materials so that you are creating a scarcity and demand that's present on the creation of higher goods as well as supplying the necessary decay components for the world.[57]Steven Sharif

There will be ways to repair destructible structures (such as walls and gates) and also repair (or re-craft) siege weapons that were damaged during sieges.[64]

  • This is a long term design goal that will not be present during Alpha-1.[64]

There's a lot of ancillary activities that can be had during sieges... It's obviously strategy and tactics and you know raid-versus-raid components, but also you want to have individual contributions where players can do things during the siege to aid in the greater effort so to speak; and it doesn't require you having 50 people by your side to effectuate that influence over something. So repairs are great ways to do that. Repairs for walls, repairs for gates, being able to spawn and essentially craft the designs for specific types of siege weapons to provide those to the team.[64]Steven Sharif

See also


  1. 1.0 1.1 1.2 1.3 1.4 Livestream, 30 January 2020 (1:38:26).
  2. 2.0 2.1 Livestream, 12 May 2017 (1:00:18).
  3. Interview, 19 July 2020 (6:38).
  4. Blog: Know Your Nodes - Scientific Node Type
  5. Podcast, 29 September 2021 (4:43).
  6. Video, 30 April 2017 (10:07).
  7. 7.0 7.1 Livestream, 5 May 2017 (14:45).
  8. craftedbossloot.png
  9. 9.0 9.1 9.2 Livestream, 30 November 2020 (1:05:22).
  10. Podcast, 4 August 2018 (59:58).
  11. steven-crafting-stats.png
  12. 12.0 12.1 Livestream, 22 December 2020 (1:15:01).
  13. Livestream, 24 May 2017 (24:19).
  14. crafting-corruption.png
  15. craftersname.png
  16. About Ashes of Creation.
  17. February 8, 2019 - Questions and Answers.
  18. Livestream, 24 May 2017 (24:20).
  19. 19.0 19.1 Livestream, 5 May 2017 (20:41).
  20. 20.0 20.1 Rng crafting.jpg
  21. 21.0 21.1 Interview, 7 February 2021 (37:26).
  22. Livestream, 26 May 2017 (5:25).
  23. 23.0 23.1 23.2 Livestream, 5 May 2017 (8:22).
  24. Interview, 7 February 2021 (38:15).
  25. Livestream, 4 June 2018 (35:11).
  26. 26.0 26.1 26.2 26.3 26.4 26.5 26.6 26.7 26.8 Livestream, 8 April 2018 (PM) (28:38).
  27. 27.0 27.1 27.2 27.3 Livestream, 26 May 2017 (26:00).
  28. artisan skill tree.png
  29. 29.0 29.1 steven-profession-mastery.png
  30. Livestream, 24 May 2017 (32:07).
  31. 31.0 31.1 Livestream, 26 July 2019 (1:09:46).
  32. 32.0 32.1 32.2 artisan mastery1.png
  33. steven-profession-mastery-all.png
  34. 34.0 34.1 artisan mastery5.png
  35. artisan mastery3.png
  36. Interview, 20 July 2020 (18:47).
  37. Interview, 7 February 2021 (36:38).
  38. 38.0 38.1 Interview, 27 March 2020 (5:25).
  39. 39.0 39.1 Livestream, 5 May 2017 (6:12).
  40. artisan mastery4.png
  41. Livestream, 28 July 2017 (22:36).
  42. 42.0 42.1 42.2 Interview, 7 February 2021 (45:41).
  43. 43.0 43.1 Podcast, 11 May 2018 (27:20).
  44. Livestream, 5 May 2017 (34:15).
  45. 45.0 45.1 45.2 45.3 end level mats.png
  46. Livestream, 30 July 2021 (1:16:05).
  47. Interview, 20 October 2018 (17:31).
  48. Livestream, 26 March 2021 (1:07:33).
  49. a419c5398b542a713545e4f393d67215.png
  50. Podcast, 5 May 2017 (43:05).
  51. Interview, 18 July 2020 (27:11).
  52. 52.0 52.1 52.2 52.3 52.4 enchanting.png
  53. 53.0 53.1 Interview, 29 July 2020 (15:04).
  54. Livestream, 17 May 2017 (58:55).
  55. 55.0 55.1 Livestream, 26 March 2021 (1:15:57).
  56. Interview, 7 February 2021 (13:14).
  57. 57.0 57.1 57.2 Interview, 19 July 2020 (51:11).
  58. Podcast, 13 May 2017 (25:55).
  59. Durability.jpg
  60. Interview, 29 July 2020 (16:46).
  61. player stall repair.png
  62. Livestream, 28 May 2021 (1:53:04).
  63. Livestream, 30 September 2020 (1:01:45).
  64. 64.0 64.1 64.2 Livestream, 28 May 2021 (1:04:29).