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Loot tables

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Monsters drop hunting certificates, Items and crafting materials rather than gold.[2][3]

A wolf is not going to be carrying a sack of gold. It may instead drop "pelts" that can be traded for gold.[3]
  • Hunting certificates will also drop on a character's death.[2]
  • Hunting certificates can be traded with hunter NPCs within nodes.[2]
    • The level of the node and the distance of the node from the drop will determine the value of the certificate. Certificates redeemed from distant economic regions via the caravan system will provide higher returns (4 to 5 times greater in some cases) than certificates collected from the same region.[4][2]
    • The value of the certificates are also calculated (by the world manager algorithm) based on the volume of certificates being redeemed in each region.[4]
  • Hunting certificates can also be stored within node warehouses.[2]

Loot tables of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[5][6]

Loot tables are disabled for player controlled monsters.[12]

Experience debt decreases the drop rate percentages from monsters.[13]

Players drop hunting certificates and other items upon death, based on their applicable death penalties.[14][15][16][2]

Looting

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[18][19][20]

Free-for-all
Whoever is first to loot gets the loot.[18]
Lootmaster
A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.[20]
Round-robin
With round-robin looting, party members take turns looting.[20]
Need before greed
This is a traditional need before greed system based on dice rolls.[20]
Since there is very little gear binding in Ashes of Creation, it's left to the party to deal with players who excessively roll Need on loot.[21]
Bidding system
Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[20]
  • The highest bidder wins the item.[20]
  • The gold then goes into a pool that is split among the rest of the party members.[20]

Loot tagging

Looting rights (also known as Loot tagging) is based on a tag and DPS (damage) system.[19]

  • The first party to obtain a tag (on a mob or boss) will require approximately 40% or more of the total DPS to be granted looting rights.[19]
  • Parties who do not have the first tag will be required to do more than approximately 60% of the total DPS to quality for looting rights.[19]

Gatherers may have the ability to "spoil" a boss' loot.[22]

If you want to be able to get those mats from the boss, they're just not going to drop for anybody. They will only drop for a master gatherer who is capable of extracting those resources from the creature itself... The reason why we say there's a lot of interdependencies between the crafters of the world and the raiders of the world and our PvPers of the world is because we don't want to house the capability to attain these things all within the adventuring class. We want there to be an influence necessary from the craftsmen's guild to come in to either come and participate and spoil the boss and gather the goods or something along those lines.[22] Steven Sharif

Crafted items

Crafted items will be on par with best in slot items.[23]

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.[11]Steven Sharif

Crafters are able to influence what their crafted items will look like.[25][28]

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.[31]

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.[6]Sarah Flanagan

Item rarities

Item rarities in Ashes of Creation.

Legendary items

There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[9]

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.[7]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.[8]Steven Sharif

Discovery of legendary items will unlock further chapters of the Lore.[39]

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.[40]

A legendary weapon is easily distinguished by its visual appearance.[8]

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.[8]Steven Sharif

Legendary items are not intended to be temporary.[41]

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.[41]Steven Sharif

AoE looting

AoE (Area of effect) looting is not included in the looting mechanics at the time of writing. It may be added based on feedback.[43]

Caravan looting

Caravan PvP in Alpha-1.[44]

You won't be able to see inside specifically but as part of the caravan structure itself there will be little hints as to what the the cargo is. So for example if you've seen some of our recent footage with caravans you kind of see sitting on top of the caravan there's some gold or some silver or some iron.[45]Steven Sharif

Caravans create an open PvP zone that flags players for combat (purple).[46]

  • Players will not be able to see the exact contents of a caravan before they decide to attack or defend, however there will be some visual hints to the cargo of the caravan, such as gold, silver, or iron visible on top of the caravan.[45]
  • Players will be able to state their intentions to attack, defend or ignore via a user interface window.[47][48][49]
    • The proximity that the UI window appears is determined by the player's performance as either a defender or an attacker in previous raids.[47]
  • A group will be required to successfully attack a caravan.[50][51]
  • A caravan will persist in the world for a period of 5 to 10 minutes from the time its owner logs out or is disconnected from the server.[52]

It's still intended from a design standpoint to be a window that is presented to the player based on proximity; and that proximity it can be greater depending on your performance as either a defender or an attacker in previous raids.[47]Steven Sharif

There will be incentives that appeal to both caravan attackers and defenders. These will be tested and refined during the alpha and beta testing phases.[53]

  • Many of these incentives are social and are created (informally) between players.[53]

The caravan defender role is going to have its own progression questing and rewards associated with it that are going to attract a certain subset of players and then you know vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and you know you might not always be on one side or the other: that might change depending on what your interests are in the at the time. But obviously you know those types of systems need to have robust you know consequential type rewards and benefits associated with them in order to compel the player; and that's something obviously we're going to test in alphas and betas and see how performant it is in actually attracting players to participate and make sure it's not just one-sided so-to-speak.[53]Steven Sharif

Also the hope would be that the people who are running the caravans can offer their own rewards that "Hey if you come help me defend this thing I'll give you some cut", or that these are my friends or these are my guilds- that a lot of the sort of incentive is social and created between players.[53]Jeffrey Bard

Caravan destruction

If a caravan is destroyed (becomes a wreckage) it will drop a portion of the goods it was transporting.[50][54][55] The remainder of the caravan's goods are sunk (lost) when the caravan is destroyed.[56]

  • Anyone may loot the caravan's wreckage.[56]
  • Caravan components may also drop when a caravan is destroyed. These components may be salvageable by the caravan owner or by other players, in the case of high grade components.[57]
  • Caravans drop certificates for heavy goods that are redeemable at the origin node for a portion of the goods.[58][55]

The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to kind of game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to you know that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region.[55]Steven Sharif

Currency

Gold concept art.[59]

Money will play a big part in the in-game. However, with that being said, there are organizational specific currencies that can't be traded. So there is like a general gold that will be very important end-game, but then there's also your progression within certain religions, societies, or nodes will also have... there will be progression-based currencies as well.[2]Steven Sharif

The general in-game currency is referred to as gold.[2][3]

Mount and pet drops

Mounts and pets are dropped by world bosses on a very rare basis.[63]

Temporary mounts

Temporary mounts that drop from bosses will age and eventually die.[64]

Player death

Player death in an open world dungeon in Alpha-1.[65]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[66]Steven Sharif

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[14][15][16][2] These ash piles are immediately lootable by any player.[14] Player flagging is not triggered by looting.[67]

  • A non-combatant (green player) who dies suffers normal penalties, which include:[16]
    When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[69]Steven Sharif
    • Dropping a percentage of carried gatherables and processed goods.[15][16]
      • This also includes a percentage of the certificates a player is carrying.[2]
      • If a player dies there will be a period of time before their mule despawns. Other players must kill that player's mule to be able to loot it.[71]
      • If a player's mule dies its corpse will contain the same percentage of lootable items as the player.[71][72]
  • A combatant (purple player) who dies suffers these same penalties, but at half the rate of a non-combatant.[16]
  • A corrupt (red player) suffers penalties at four times[73] the rate of a non-combatant, and has a chance to drop any carried/equipped items based on their current corruption score. This includes:[73][16]

Experience debt will scale to approximately 2 or 3 percent of the total XP for a max level player. These numbers are subject to change based on testing.[79]

  • As of May 28, 2021, the experience debt in Alpha-1 testing is "completely off mark" and will either be changed or disabled prior to the next spot test.[79]

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[80]

There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[80]Steven Sharif
  • Death penalties do not differ between PvP and PvE, but this is subject to change.[81]

Death by drowning is possible.[82]

Dropped items

Items that are dragged out of a player's inventory are destroyed.[83]

  • Allowing player-dropped items (such as Gear and Currency) to exist in the world is likely not going to be allowed.[83][84]

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.[85]

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.[4]Steven Sharif

See also

References

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  46. caravan zone.png
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  48. caravan UI.png
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  58. Certificates.jpg
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  63. mountpetdrops.png
  64. Mounts.jpg
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