各 具 特色

Crafting and gathering is a very important component of the economy that players will have direct control over. Whether you wish to build a sprawling plantation around your house, or wish to travel the vast wilderness in search of treasure and resources. There are many tools available to the crafters of our world. Regardless of how you gather your resources, 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.[2]
Crafting is one of the artisan classes in 创造的灰烬. It is a driving force for the game economy.[3]
- Crafting requires the acquisition of recipes in order to craft items.[4]
- Crafting stations are located on freeholds or within nodes.[5][6]
- Higher tier crafting stations are unlocked with node progression.[7]
Anything that you want to bring into existence in the world is going to be built by players: Whether that is 船舶, Siege engines, 武器, 装甲, etc.[8] – Jeffrey Bard
There will not be a labor or energy system in 创造的灰烬.[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
目录
- 1 Crafting professions
- 2 Artisan mastery
- 3 Recipes
- 4 Race or class locked crafting
- 5 Crafting mechanics
- 6 Crafting materials
- 7 Crafted items
- 8 Artisan supply chain
- 9 Upgrading items
- 10 Repairing items
- 11 Escrow system
- 12 Caravan components
- 13 Ship building
- 14 Backpacks
- 15 Artwork
- 16 Community guides
- 17 See also
- 18 引用
Crafting professions
- Alchemy
- Armor smithing
- Blacksmithing
- Carpentry
- Cooking
- Jewel crafting
- Scribes
- Ship building
- Siege weapons
- Weapon smithing
Artisan mastery
Players must choose a path in the artisan skill tree for each character.[11] Within each of the three parent artisan paths (收集, 处理 and Crafting) there are different professions. A character may only ever master one of these parent paths.[12][13][14][15]
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.[15] – 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.[16] – 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.[17]
- Players can dabble in all professions at a "beginners" level before they decide to master a particular pathway.[18]
- 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.[19]
- 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.[12][15][20]
- Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [23]
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.[18] – 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.[14] – Steven Sharif
Recipes
Crafting in 创造的灰烬 is recipe based, not RNG based.[24][25]
- 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.[26]
- Recipes can be traded or sold prior to them being committed into a player's recipe book.[26]
- Within a crafting recipe, there are dials (based on artisan specialization) that are used customize crafted items, such as:[27]
- Crafting does not have mixing and matching (of arbitrary materials) in the manner of animal husbandry.[29]
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.[30] – 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.[31] – Steven Sharif
Recipes are found in the world, for the most part.[32]
- Drops from monsters.[31]
- Completing quest lines.[31]
- Becoming Mayor may unlock specific node-related recipes.[31]
- 进展 within a social organization, such as the Thieves' guild or Scholar's academy.[31]
- Killing a legendary boss.[31]
- Gaining a title.[31]
- By constructing certain buildings on a freehold.[31]
- Based on status within a religious organization/church.[31]
- Deconstructing/dissassembling rare item drops from bosses can yield recipes that can be used to replicate that item.[32]
- There may be a royalty system where players can license recipes to other players for a certain amount of time and collect royalties.[32]
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.[32] – Steven Sharif
Race or class locked crafting
Crafting will not be race or class locked.[33]
Crafting mechanics
Players are able to specialize in focused crafting branches.[19]
- There are going to be different tiers of crafting stations that represent the quality of the items being crafted.[5]
Crafting stations can be located on freeholds or within nodes.[5][6]
- 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.[5] – Steven Sharif
Repetitive skill-based crafting mechanics, such as mini-games, are not an intended part of the crafting experience.[34][35]
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.[35] – Steven Sharif
It is likely that Star Wars Galaxies inspired crafting mechanics will be present in 创造的灰烬.[34]
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.[34] – Steven Sharif
Crafting materials
Materials (processed goods) are obtained in the following ways:
The quality of crafting materials will influence the quality of the crafted item.[38]
High-level materials
Materials for crafting high-level items are obtained from world bosses and through the deconstruction of other high-level items.[37]
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.[37] – Steven Sharif
Crafted items
Crafted items will be on par with best in slot items.[39]
- Highest tier items will be a combo of both crafted and boss dropped.[40]
- Crafters will be able to assign different skills/abilities and stats on gear.[41][42]
- Master crafters will be able to influence several (but not all) stats on their crafted items.[41][43]
- The rarity of the items will be commensurate with the effort required to gather, process and craft the items.[39]
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.[44] – Steven Sharif
Crafters are able to influence what their crafted items will look like.[41][45]
- At the moment, harnessing corruption to warp items into demonic or decayed things is not on the cards.[46]
- A crafter's name is embedded in the items they craft.[47]
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.[2]
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.[48] – Sarah Flanagan
Skills and stats on gear
Crafters will be able to assign different skills/abilities and stats on gear.[41][42]
- Master crafters will be able to influence several (but not all) stats on their crafted items.[41][43]
- Stats on crafted items will vary based on the item's rarity.[44]
- There will also be methods of moving stat blocks around but this won't necessarily be an easy task.[41]
- All gear will be able to be assigned any stat.[41]
Crafters will be able to 'rejigger' stat blocks; and there will be a couple of other ways to move things around to create both the look and the stat block that you're looking for. It's not always going to be easy. There will be a lot of challenges involved with that. But the goal is to give you guys the option to customize your gear the way you want them to be.[41] – Jeffrey Bard
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.[42] – Steven Sharif
Gear is broken down into Core Stats and Additional Stats.[49]
Item creation suite
An "item creation suite" that allows crafters to create unique appearances for items has been discussed as a future possibility.[50]
Relics

This is not the Staff of the Ancients per-se, it's a staff... Here in the curvature and design of this staff you'll see that it has a very specific and unique looking type of mold so-to-speak. So there could be some relationship between these designs of the staves and/or weapons that you'll see, which are used to harness or focus the use of the Essence, or magic; and how perhaps those structures relate to the types of magic that those creatures are using.[51] – Steven Sharif

Each city has what's called a reliquary and the reliquary begins to spawn unique items for the citizens to take advantage of based on the performance, progression and achievements that those citizens have within the world. So if your citizens are part of downing a world boss or completing a dungeon in a record time or crafting a legendary item or whatever: all of these different types of progression paths for the cities could result in the production of a relic that exists within the reliquary.[53] – Steven Sharif
Relics are achievements for a node that unlock over time. They allow node citizens to craft certain legendary items and progress in certain legendary quest lines.[54]
- Relics include the four ancient artifacts of Verra that were originally discovered by King Atrax in his pursuit of the power of The Essence.[55][56] These artifacts were in close alignment to the Essence on Verra due to their proximity to the ley lines of Essence spread across the world.[57] These artifacts were originally housed in the vault of Fallow's Hold, which is one of the great dungeons of 创造的灰烬, located near the capital city of the ancient Toren empire, Torall.[57]
- The Golden Chalice was believed to bring everlasting life but was actually allowing the corruption of manipulating The Essence to enter the soul through the physical representation of drinking something.[55]
- The Crown represented a direct link The Ancients had into the thought process of King Atrax that the Ancients were able to manipulate.[55]
- The Sword brought unusual power through manipulation of the evil side of the Essence, which is how Atrax maintained his dominance over his people: through physical might, essentially striking down any foe that opposed him among his administration.[55]
- The Staff enabled Atrax to project his magic across great distances, which enabled him to extend his power and manipulation throughout the lands of Verra and allowed him to maintain vigilance over his realm.[55]
- Relics are placed in a node's reliquary.[53]
- Limited access to the relics stored in a node's reliquary are granted to registered attackers after successfully destroying that node in a node siege.[53]
Artisan supply chain
Artisans within 创造的灰烬 must choose a path in their artisan skill tree. This inter-dependency establishes a supply chain from raw materials to finished product.[58][28] Each stage of the chain may require caravans to transport goods from one artisan to another.[19]
- Obtaining raw materials:[59]
- Using the 收集 profession.
- By killing mobs and bosses.[60]
- From deconstructing weapons or armor.
- By purchasing them from other players.
- Refining the raw materials with the 处理 profession.[28]
- Crafting the finished product using its crafting recipe.
As a crafter you're going to want to know where certain recipes can be fulfilled; which nodes have the capability of creating what you've processed material that you've gathered for; and then you're going to want to plan out your route to either transit the goods there or make sure that you're situated in the area so that you can go out collect and build in that area as well. So there's a lot of planning that's going to be necessary.[61] – Steven Sharif
收集
收集 is one of the artisan classes in 创造的灰烬.[64][65]
- Gatherable resources are discovered by trial-and-error and by learning their visuals.[64]
- Gathering requires the creation and use of tools.[4][66]
- Gathering within a node's 影响区 (ZOI) will contribute to its experience growth.[64]
- Certain low level gatherables will have a tiered progression into higher level crafting.[67]
Certain low level gatherables will have a tiered progression into higher level crafting. So for example you know if I'm gathering... leaves of the blue petal flower to craft a pigment that's going to be used in the development of a tunic that I can wear at level one, then I may need to collect those in order to craft the pigments to craft a greater pigment that might be present in the in the crafting of a higher level item. So it's going to be kind of a tiered progression so that materials have relevancy throughout the different levels of of crafting; and that's important from an economic stability standpoint. You need to have layered demand from a supply standpoint so that players who are interested in collecting and gathering those materials still are relevant when the later level items are crafted.[67] – Steven Sharif
处理
处理 is one of the artisan classes in 创造的灰烬.[36]
- Processing involves the refining of raw materials obtained from gathering and item deconstruction.[36]
处理 requires blueprints for the construction of buildings that are needed to process resources.[4]
Upgrading items
There are two types of enchantments for items: Vertical and horizontal.[68]
- Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses. Vertical enchantments include risks. [68]
- There isn't RNG in crafting but there may be a small amount of RNG in enchanting.[25]
- Over-enchanting items comes with a potential risk that the item decays or is destroyed if a safety margin is exceeded. This system is subject to testing.[69][24]
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.[69] – 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.[68]
Enchanting services are sold at player stalls.[70]
Repairing items
Item repair will cost crafting materials.[71][72][73]
- 0% durability will unequip items, increasing its repair cost.[74]
- Damaged gear can be reforged at a player stall using a portion of the materials that were necessary to craft the item.[75][76][72]
- There is no limit to the number of times an item can be repaired.[77]
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.[72] – Steven Sharif
Escrow system
An escrow system is planned to prevent griefing in the crafting system.[78]
We're going to have a UI... you're gonna put the resources in or they're gonna put the resources in. It'll be like an escrow system and then once [the job] is complete you'll get the item they'll get the money.[78]
Caravan components
Certificates to create a caravan are issued by certain NPCs within nodes or at certain points of interest in the world. These certificates are comprised of multiple components:[79]
- Axles.[80]
- Armor rating (damage mitigation).[80][79]
- Capacity.[81]
- Chasis.[79]
- Hit points.[80][79]
- Maneuverability.[80]
- Number of hired NPC guards.[81]
- Speed.[80][81]
- Steeds.[79]
- Wheels.[80][79]
Caravan components obtained from crafters will have stats according to the skill of each artisan.[79]
- 坐骑 bred through the Animal husbandry profession can be applied as certificates toward the construction of caravans.[82]
Ship building
Ship building is a crafting profession that is able to construct ship components based on blueprints that unlock capabilities that scale with their progression within the ship building profession.[83][84][85]
- Movement, Durability, Speed, Turn rate, Hit points, Defensive and Damage abilities.[86][83][84][85]
- Weapon slots.[86]
- Aesthetic customization.[85]
- Ship components can be sold to other players.[83]
You can have the base value of a hull. That hull might have certain placements that are available when it comes to utility slots and/or weapon slots for the ship. Essentially you are going to have that hull itself be augmented by constructibles via the ship building profession.[86] – Steven Sharif
A player does not need to be a ship builder to construct ships. Players utilize the ship components that are crafted by ship builders to upgrade their ships.[83][87]
- Ships may only be crafted or upgraded in harbor crafting stations that are unlocked by the advancement of coastal nodes.[83][87][89][83][87]
You will not need to be a ship builder profession to construct ships. The shipbuilder profession particularly they have the ability to craft components of the ships which increases the ship's capabilities, defenses, speeds, turn rate, offense and defense, you know all those types of things and then they can sell those to other players.[83] – Steven Sharif
Players can choose which "joints" get populated with either utility or weaponry spots on a ship.[90]
Backpacks
A backpack is an item crafted by artisans that provides personal inventory space.[92]
- The higher level the backpack, the greater the inventory space.[92]
- Different backpack types cater to different activities.[92]
- Gatherer's backpacks are intended to carry gatherables.[92]
- Adventurer's backpacks are intended to carry consumables and items.[92]
In order to roleplay you need to be able to represent kind of what your character is doing in that world and you know part of what animation is doing is creating these sockets on the let's say the belt or the backpack that you know can plug in certain types of props or items that are created by the character team.[91] – Steven Sharif
Artwork
Community guides
See also
引用
- ↑ Livestream, 2018-08-17 (15:14).
- ↑ 2.0 2.1 About Ashes of Creation.
- ↑
- ↑ 4.0 4.1 4.2 Interview, 2020-03-27 (9:00).
- ↑ 5.0 5.1 5.2 5.3 5.4 Livestream, 2020-01-30 (1:38:26).
- ↑ 6.0 6.1 Livestream, 2017-05-12 (1:00:18).
- ↑ Interview, 2020-07-19 (6:38).
- ↑ Livestream, 2017-05-24 (17:08).
- ↑ 9.0 9.1 Interview, 2018-10-20 (2:31:39).
- ↑ Video, 2017-04-30 (10:07).
- ↑
- ↑ 12.0 12.1
- ↑ Livestream, 2017-05-24 (32:07).
- ↑ 14.0 14.1 Livestream, 2019-07-26 (1:09:46).
- ↑ 15.0 15.1 15.2
- ↑ Interview, 2020-07-20 (18:47).
- ↑ Interview, 2021-02-07 (36:38).
- ↑ 18.0 18.1 Interview, 2020-03-27 (5:25).
- ↑ 19.0 19.1 19.2 Livestream, 2017-05-05 (6:12).
- ↑
- ↑ 21.0 21.1
- ↑
- ↑
- ↑ 24.0 24.1 Livestream, 2017-05-05 (20:41).
- ↑ 25.0 25.1
- ↑ 26.0 26.1 Interview, 2021-02-07 (37:26).
- ↑ Livestream, 2017-05-26 (5:25).
- ↑ 28.0 28.1 28.2 28.3 28.4 Livestream, 2017-05-05 (8:22).
- ↑ Interview, 2021-02-07 (38:15).
- ↑ Livestream, 2018-06-04 (35:11).
- ↑ 31.0 31.1 31.2 31.3 31.4 31.5 31.6 31.7 31.8 Livestream, 8 April 2018 (PM) (28:38).
- ↑ 32.0 32.1 32.2 32.3 32.4 Livestream, 2017-05-26 (26:00).
- ↑ Livestream, 2017-07-28 (22:36).
- ↑ 34.0 34.1 34.2 Interview, 2021-02-07 (45:41).
- ↑ 35.0 35.1 Podcast, 2018-05-11 (27:20).
- ↑ 36.0 36.1 36.2 36.3 36.4 Livestream, 2017-05-05 (34:15).
- ↑ 37.0 37.1 37.2 37.3
- ↑ Interview, 2018-10-20 (17:31).
- ↑ 39.0 39.1 Livestream, 2017-05-05 (14:45).
- ↑
- ↑ 41.0 41.1 41.2 41.3 41.4 41.5 41.6 41.7 Livestream, 2020-11-30 (1:05:22).
- ↑ 42.0 42.1 42.2 Podcast, 2018-08-04 (59:58).
- ↑ 43.0 43.1
- ↑ 44.0 44.1 44.2 Livestream, 2020-12-22 (1:15:01).
- ↑ Livestream, 2017-05-24 (24:19).
- ↑
- ↑
- ↑ February 8, 2019 - Questions and Answers.
- ↑ Livestream, 2020-08-28 (1:14:54).
- ↑ Livestream, 2017-05-24 (24:20).
- ↑ 51.0 51.1 Livestream, 2020-11-30 (52:56).
- ↑
- ↑ 53.0 53.1 53.2 Interview, 2020-07-18 (56:11).
- ↑ Livestream, 2018-02-09 (29:26).
- ↑ 55.0 55.1 55.2 55.3 55.4 Livestream, 2020-11-08 (15:-1).
- ↑ Livestream, 2020-11-08 (00:49).
- ↑ 57.0 57.1 Livestream, 2020-11-08 (07:58).
- ↑ Interview, 2020-07-20 (20:17).
- ↑ Livestream, 2017-05-08 (20:41).
- ↑ Livestream, 2017-07-18 (38:30).
- ↑ Interview, 2018-05-11 (24:18).
- ↑
- ↑ Livestream, 2020-03-28 (48:31).
- ↑ 64.0 64.1 64.2 Livestream, 2017-09-03 (10:48).
- ↑
- ↑ Interview, 2018-05-11 (38:25).
- ↑ 67.0 67.1 Podcast, 2018-05-11 (1:00:07).
- ↑ 68.0 68.1 68.2 68.3 68.4
- ↑ 69.0 69.1 Interview, 2020-07-29 (15:04).
- ↑ Livestream, 2017-05-17 (58:55).
- ↑ Interview, 2021-02-07 (13:14).
- ↑ 72.0 72.1 72.2 Interview, 2020-07-19 (51:11).
- ↑ Podcast, 13 May 2017 (25:55).
- ↑
- ↑ Interview, 2020-07-29 (16:46).
- ↑
- ↑ Livestream, 2020-09-30 (1:01:45).
- ↑ 78.0 78.1 Livestream, 2017-05-05 (32:22).
- ↑ 79.0 79.1 79.2 79.3 79.4 79.5 79.6 Livestream, 2017-07-28 (20:56).
- ↑ 80.0 80.1 80.2 80.3 80.4 80.5 Livestream, 2020-05-29 (46:36).
- ↑ 81.0 81.1 81.2 Livestream, 2017-05-22 (40:41).
- ↑ Livestream, 2020-05-29 (43:19).
- ↑ 83.0 83.1 83.2 83.3 83.4 83.5 83.6 Livestream, 2020-07-25 (1:59:09).
- ↑ 84.0 84.1 Interview, 2020-07-19 (48:05).
- ↑ 85.0 85.1 85.2 Livestream, 2017-05-19 (50:45).
- ↑ 86.0 86.1 86.2 Podcast, 2020-11-15 (23:30).
- ↑ 87.0 87.1 87.2 Livestream, 2018-07-09 (30:35).
- ↑
- ↑
- ↑ Interview, 2018-08-17 (36:29).
- ↑ 91.0 91.1 Livestream, 2019-05-30 (1:09:17).
- ↑ 92.0 92.1 92.2 92.3 92.4