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Furnace that can be placed on a freehold.[1]

Processing is one of the artisan classes in Ceneri della creazione.[1]

Processing requires blueprints for the construction of buildings that are needed to process resources.[2]

Processing professions

Artisan mastery

Le Classi artigiane non permetteranno ad un character di diventare un maestro in tutto.[3] I giocatori dovranno scegliere una strada nell'albero abilità degli artigiani per ogni personaggio.[4] Andare in vie specifiche darà ai giocatori l'opportunità di specializzarsi in certe aree. Questo incoraggia inter-dependency tra giocatori, migliorando l'esperienza dell'artigiano.[5]

  • La scelta di profession non influenza le stats del giocatore.[6]
  • I personaggi all'interno di un singolo account (Alts) potranno avere professioni differenti.[3]

Raw materials

Gatherable mushrooms found in an underground cave.[7]

Gatherable resources (raw materials/harvestables) occur in locations where you would expect them to be organically.[8]

  • Some resources will be one-time gatherables that will randomly respawn at a different location once collected.[9][10]
  • Other resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[9][10][8]
    Like a large mine that's present and has a vein of mithril ore in it, or a herd of some type of animal that you can collect fur or wool from.[10]Steven Sharif
    • There will be moving resources such as herds of animals that are constantly moving around the world.[11]
    • Once a resource is depleted from one location it may respawn in the same location or somewhere else, depending on the type of resource.[10][8][11]
    • Resources respawn on a cooldown basis.[8]
  • Resources won't be locked to the node system.[8]
  • Some unique resources may be monsters in disguise or have monsters defending them.[12]

We want our players to have a reason to explore the wilderness, to travel with purpose, and much of that will be driven by our resource system. Transporting these goods might just be more difficult than gathering them. Our regional market system allows players to participate in creating pocket economies that will reinforce the stability of goods in particular regions.[13]

We really want resources to be persistent and non-renewable. If there’s a mithril vein, that mithril vein will be there until it runs out. The server will manage these amounts on its own, and will repopulate things where and when it desires. You might find another mithril vein in that location sometime later, or somewhere nearby, or maybe never again![14]

Resource quality

Flanggler (Flower angler or Mimic flower).[15][16]

Resources will have differing levels of quality for the same resource type.[10] This is somewhat similar to Star Wars Galaxies.[17]

You will have an opportunity to proc certain qualities based on your progression in the Artisan tree. So if you are a gatherer; and as you advance in your gathering, you'll have a higher opportunity to collect better resources.[19]Steven Sharif

Processed materials

Hunter's Dwelling.png

Materials (processed goods) are obtained in the following ways:

The quality of crafting materials will influence the quality of the crafted item.[22]

List of processed goods (crafting materials)

High-level materials

Materials for crafting high-level items are obtained from world bosses and through the deconstruction of other high-level items.[21]

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.[21]Steven Sharif

Artisan tools

Raccolta artisan classes require the creation and use of harvesting tools that enable the gathering of resources.[2][24]

  • Progression in the gathering artisan class unlocks higher level harvesting tools that enable gathering of higher level resources.[18]
  • Tools will have durability and tool lifespans.[9][25]
    • The amount of usages of a gathering tool increases as the gatherer becomes more proficient in the gathering artisan tree.[9]
    • Tools may become non-repairable, requiring re crafting.[25]
  • Artisans will not need to rely on other trees in order to make their tools.[2]

Tools do advance within the artisan tree, so your ability to either gather, process or craft will require the equivalent tools necessary at that stage of crafting in order to accomplish the task at hand. So, you could not mine copper and mithril with the same tool.[24]Steven Sharif

Processing requires blueprints for the construction of buildings that are needed to process resources.[2]

Artisan supply chain

AshesOfCreation Screenshot 009.jpg

Artisans within Ceneri della creazione must choose a path in their artisan skill tree. This inter-dependency establishes a supply chain from raw materials to finished product.[26][20] Each stage of the chain may require caravans to transport goods from one artisan to another.[5]

  1. Obtaining raw materials:[27]
  2. Refining the raw materials with the Processing profession.[20]
  3. 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.[30]Steven Sharif


Raccolta in the Alpha-1 early preview.[32]

Raccolta is one of the artisan classes in Ceneri della creazione.[7][33]

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.[34]Steven Sharif


Alpha-1 Forge concept art.[35]

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.[13]

Crafting is one of the artisan classes in Ceneri della creazione. It is a driving force for the game economy.[36]

Anything that you want to bring into existence in the world is going to be built by players: Whether that is Navi, Siege engines, Armi, Armatura, etc.[40]Jeffrey Bard

There will not be a labor or energy system in Ceneri della creazione.[41]

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.[41]Steven Sharif

Freehold buildings

Freehold buildings can be placed on a freehold plot.[43][44]

Buildings will require blueprints and materials.[45]

  • Basements in freehold buildings are to be decided.[46]

Freehold buildings will not change in terms of footprint (within a specific tier of that building) but may increase in height.[47]

  • Certain buildings will have multiple tiers, with different footprint sizes. For example: Small, medium, large, to mansion-sized homes.[47]
    • A mansion sized home may occupy up to 50% of a freehold plot.[47]

Freehold building architecture is based on the blueprint for the building.[48]

  • Cosmetics can also be applied to a blueprint based on the type of building.[48]
  • Players are not locked into any particular race for freehold blueprints.[49]

The way we look at it is the freehold is your space so we want you to be able to make it look the way you want it to.[48]Jeffrey Bard

Freehold building placement

There may be a grid-based system that freehold owners can use to place items/props and buildings on their freehold plot.[50][51]

  • Players will need to manage how these are arranged to maximize adjacency bonuses.[51]

Depending on where your place you're freehold, you're gonna have different environmental tiles available to you and those will kind of enable or buff existing structures that you place in your Freehold... I don't know that we would put like fish farming just for a freehold that's on a river. What we would probably do is give you a buff to fishing in that area. That kind of a thing. So there'll be more buffs for existing things rather than necessarily a special buildings just for that area. But again we're not fully baked in on that system yet, so it's very possible though we end up going down that direction.[52]Jeffrey Bard


Community guides

See also


  1. 1.0 1.1 1.2 1.3 1.4 Livestream, 2017-05-05 (34:15).
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Interview, 2020-03-27 (9:00).
  3. 3.0 3.1 Livestream, 2017-05-24 (32:07).
  4. artisan skill tree.png
  5. 5.0 5.1 Livestream, 2017-05-05 (6:12).
  6. Livestream, 2017-07-18 (37:25).
  7. 7.0 7.1 7.2 7.3 Livestream, 2017-09-03 (10:48).
  8. 8.0 8.1 8.2 8.3 8.4 Livestream, 2017-05-08 (54:26).
  9. 9.0 9.1 9.2 9.3 9.4 Livestream, 2020-07-31 (1:05:58).
  10. 10.0 10.1 10.2 10.3 10.4 10.5 Livestream, 2020-07-25 (1:04:50).
  11. 11.0 11.1 Livestream, 2019-12-17 (1:14:42).
  12. Gathering.png
  13. 13.0 13.1 About Ashes of Creation.
  14. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  15. flanggler.png
  16. Livestream, 2017-11-17 (53:28).
  17. resource quality.png
  18. 18.0 18.1 Livestream, 2020-04-30 (53:11).
  19. 19.0 19.1 Interview, 2018-10-20 (2:13).
  20. 20.0 20.1 20.2 Livestream, 2017-05-05 (8:22).
  21. 21.0 21.1 21.2 21.3 end level mats.png
  22. Interview, 2018-10-20 (17:31).
  23. Livestream, 2020-04-30 (54:33).
  24. 24.0 24.1 24.2 Interview, 2018-05-11 (38:25).
  25. 25.0 25.1 crafting tools.jpg
  26. Interview, 2020-07-20 (20:17).
  27. Livestream, 2017-05-08 (20:41).
  28. Livestream, 2017-07-18 (38:30).
  29. Livestream, 2017-05-26 (26:00).
  30. Interview, 2018-05-11 (24:18).
  31. steven-a1-fishing+raptors.png
  32. Livestream, 2020-03-28 (48:31).
  33. artisan classes.png
  34. 34.0 34.1 Podcast, 2018-05-11 (1:00:07).
  35. Livestream, 2018-08-17 (15:14).
  36. CraftingImportance.png
  37. Livestream, 2020-01-30 (1:38:26).
  38. Livestream, 2017-05-12 (1:00:18).
  39. Interview, 2020-07-19 (6:38).
  40. Livestream, 2017-05-24 (17:08).
  41. 41.0 41.1 Interview, 2018-10-20 (2:31:39).
  42. Ashes of Creation Store: Velkor's Eye.
  43. Node series part II – the Metropolis.
  44. Livestream, 2017-05-24 (9:58).
  45. stevenclarification.png
  46. Livestream, 2019-06-28 (1:09:22).
  47. 47.0 47.1 47.2 Interview, 2020-07-08 (45:23).
  48. 48.0 48.1 48.2 Livestream, 2020-08-28 (2:14:06).
  49. Livestream, 2017-05-26 (44:11).
  50. Livestream, 2020-05-29 (41:27).
  51. 51.0 51.1 Livestream, 2017-10-16 (56:42).
  52. Livestream, 2018-12-06 (44:14).