Want to help with the wiki? Read up on how to become an editor or translator and come and say Hi on our Discord.

Enchanting

Ashes of Creation community empowered Wiki
Jump to navigation Jump to search

Enchanting services are sold at player stalls.[1]

There are two types of enchantments for items: Vertical and horizontal.[4]

  • Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses.[4]
    • 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.[4]
    • 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.

Weapon progression

Weapons will have their own progression paths and their own applicable types of skills.[6][7]

Q: Are weapons balanced towards a proficiency system (i.e. the longer I use a sword, the better my damage will be), or will it be a normal RPG stat system with no long-term scaling?
A: We will not be using a proficiency system as described, but players will have passives available in their skill tree that will increase effectiveness of certain weapons. Becoming a master of swords will be something that is possible, just not in that particular manner.[9]Sarah Flanagan

Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that that impacts the world... We kind of want the the weapon system and add an element of that as well... You can determine special effects that proc from currently the combo system right; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that kind of play rock paper scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[8]Steven Sharif

Gear enhancement

Gear enhancements (power stones/runes) can be applied to weapons to add elemental or energy types of damage.[8][10]

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.[10]Jeffrey Bard

It's not as though you're going to necessarily acquire these once and then you're set for your PvP enchantments, but instead you'll have to continually perform month after month in order to keep having those slotted enchantments.[11]Steven Sharif

Enchantment appearance

Enchantments have visual effects associated with them.[13]

  • Indicate threat to other players.
  • Give recognition for difficult achievements.

Player stalls

Player stalls (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node[16] or in Marketplaces (the "constructible" building available for placement by mayors of any Town (stage 4) node or higher).[17]

All nodes do have the ability to spawn player stalls. If you're not an economic node and you don't have a market- that's essentially your unique building- then you can construct essentially what is I guess would be called a... marketplace; and that marketplace will then come with certain services and it will come with a certain number of stalls. The economic node as I recall has the ability to construct an auction house and the auction house serves through the economic means the ability to list and sell items and that comes with additional stalls as well for the players.[17]Steven Sharif

Renting a player stall enables players to sell items as well as provide repair and enchanting services, even when they are not online.[18]

  • Player stalls may be utilized for a period of time based on the price paid to rent the stall.[18]
  • An attendant is assigned to the stall.[18]
    • This NPC may be an "image" of the player.[19]
  • Bulletin boards that list the items available in player stalls can be accessed from anywhere in the region.[19]
    • These give the location of the stall so players can travel there and purchase the items.
  • Stall sales are also listed in auction houses.[20]
    • This may no longer be accurate.[21]
  • Players are able to input required items for repair and also purchase required materials for that repair.[22]
  • Players are not able to be attacked while occupying their player stall.[23]
  • Player stalls are rentable by node citizens.[20]

Player stalls are different from personal shops and auction houses.[20]

Item sinks

It's important for a healthy economy to have item sinks, so that anything that can be crafted can also be destroyed. There are three kinds of item sinks in Ashes of Creation:[24]

  1. Item durability (item decay).[25] Zero percent durability will unequip an item, increasing its repair costs.[26]
  2. Over-enchanting carries the risk of destroying that item.[27]
  3. Players gain craftable items and recipes from deconstructing (salvaging) completed items.[27]
  4. A portion of resources and materials are lost when caravans or nodes are destroyed.[28]

An important aspect of a healthy economy is having some item sinks available... There are three kinds of item sinks: You can gain craftable items from deconstructing completed items; You can have decay... and if you want to over-enchant that item there will be a potential to destroy it as well. It's important for an economy to experience those types of emphasis on what can be crafted as well as seeing those items that are crafted be destroyed as well..[25]

See also

References