Difference between revisions of "Herbalism"

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{{Harvestables}}
 
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== Foliage ==
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{{Foliage}}
  
 
== See also ==
 
== See also ==

Revision as of 14:42, 9 January 2021

Herbalism is a Gathering profession in Ashes of Creation.[1]

Harvestable resources

info-orange.pngThis section contains potentially outdated information from Alpha-1 testing.
Item Icon Type Profession Rarity Level requirement
Apples AppleIcon.png Gatherable Herbalism
Blood-Boiled Spiritbloom Corrupted resource Herbalism
Caletsygia Sepium Caletsygia Sepium.png Herb Herbalism
Corrupted Barley Corrupted Barley Icon.png Corrupted resource Herbalism
Daffodils Daffodil Icon.png Herb Herbalism
Gloomy Pross Gloomy Pross.png Herb Herbalism
Moonbell Moonbell Icon.png Herb Herbalism
Mushroom (gatherables) Gatherable Herbalism
Nightbloom Herb Herbalism
Plant Fibers Plant Fibers Icon.png Herb Herbalism
Snowdrops DandelionsIcon.png Herb Herbalism
Wir Root Wir Root.png Herb Herbalism

Foliage

Foliage 3D renders.[2]

Biomes really need to have a fairly eclectic selection of plant life, of vegetation, of foliage. These help to create the atmosphere that you are really immersed in this different climate zone and that that's obviously something that we as players enjoy when we get to see a significant diversity of plant life, because it does lend itself to the immersive nature of the world.[3]Steven Sharif

Bloomeria 3D turntable.[4]

Foul and ravenous spirits have been bound to these stinking flowers[4]

  • There will be player collision with foliage.[5]
    As you move through a plant you're not just gonna go straight through the plant. It will move around on the client for you: you'll see that plant move because you intersected with it and passed through it. So there's collision with foliage there; but I'm not sure if it's going to be as granular on blades of grass. We do have footprints and footsteps... you can see them on the dirt surfaces; you can see them on the snow surfaces.[5]Steven Sharif
    • Different growth states will have different collision profiles.[6]
    For example as for trees, sapling stage requires no collision, but the young stage will have a collision that you can no longer go through.[6]Alex Khudoliy
  • Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[9]
Q: Folks were wondering about foliage as it seems like it could hide your character from your own camera. Can it do something like turn transparent to you, so you... don't lose yourself in the grass?
A: Absolutely. Those are literal higher fidelity types of polish that we get around to when we're out of guts of building core systems and abilities and archetypes. So, part of watching our game in development is understanding that a lot of the quality-of-life or polish-oriented features that you would typically see in a launched game are not yet worked on from our perspective. We're very much still on the core aspects of our feature development.[9]Steven Sharif

See also

References