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Collecte en version de démonstration de l'Alpha-1.[2]

La collecte est l'une des classes artisanales dans Ashes of Creation.[3][4]

Certain low level gatherables will have a tiered progression into higher level crafting. So for example 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 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.[7]Steven Sharif

Gathering professions

Artisan progression

Les joueurs doivent choisir un chemin dans l'arbre de compétences d'artisan pour chaque personnage.[8] Pour chaque chemin d'artisan (Collecte, Traitement et Artisanat) il y a plusieurs professions. Un personnage ne pourra suivre qu'un seul chemin entièrement.[9][10]

  • Les joueurs peuvent s'essayer à chaque profession en tant que "débutants" avant de décider quel chemin ils suivront.[11]
  • Choisir un chemin particulier dans l'arbre de compétences donne l'opportunité aux joueurs de se spécialiser dans un certain domaine. Cela crée de l'inter-dépendance entre les joueurs, améliorant l'expérience en tant qu'artisan.[12]
  • Il est possible de maîtriser chaque profession du chemin d'artisan choisi, mais cela sera une épreuve longue et laborieuse, coûteuse en ressources.[13]
    • Les joueurs ne pourront maîtriser une profession que lorsqu'ils auront achevé la maîtrise de leur chemin d'artisan.[14]
    • Après des tests, il pourrait être décidé d'utiliser une valeur fixe pour certifier la maîtrise d'une profession.[14][15]
  • La maîtrise n'est pas qu'une question de création d'item. Elle donne accès à beaucoup de choses, même des titres, accès à des items, des négociations, et des quêtes. [16]
  • Choisir une profession n'affecte pas les stats des joueurs.[17]
  • Les personnages d'un même compte (Alts) pourront avoir différentes professions.[9]

Les joueurs auront l'opportunité de tâter chaque profession à un niveau très bas celà leur donne un avant-goût de chaque profession et leur permet de savoir vers laquelle ils préfèrent s'orienter et quelle profession ils veulent maîtriser.[11]Steven Sharif

Quand on dit que vous ne pourrez pas tout maîtriser nous ne disons pas que vous ne serez pas maître au sein de votre propre arbre d'artisan, qui sont l'artisanat, la collecte et le traitement. Vous serez un maître d'un des trois, mais vous ne serez pas un maître des deux autres.[10]Steven Sharif

Artisan mastery

A character may only ever be a Master in up to 3 professions and Grandmaster in up to 2 professions across all artisan branches.[18][19]

  • Artisan mastery is no longer restricted to a single branch.[19]
  • Characters may change which professions they master.[20]
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.[21]Steven Sharif
  • Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [16]
  • Previously it was stated that with considerable effort a player can master all professions within a mastered parent artisan class.[13][22] This was later changed to a player being able to master some but not all professions within a mastered parent artisan class.[23][8] This was changed to being able to master up to two or three professions within a mastered parent artisan class (subject to testing).[24] This was changed to being able to master up to two professions.[25] The current stance is only being able to become a Master of 3 professions and Grandmaster of 2 professions across all branches.[18][19]
Q: What would be the daily activities for someone at level 50 with a maxed out artisan tree?
A: The daily activity might be something along the lines of, depending on what type of profession or processor you are, of interacting with fellow artisanship individuals to wheel and deal on supply and demand chains; orchestrating and participating and caravan roads that move materials across the world so that you can satisfy buy orders and/or commission requests. Participating in unique trades and/or dungeon experiences that have the opportunity to acquire unique crafting materials so that you can create the dragon's legendary sword and sell that potentially. Finding unique harvestable materials in remote parts of the world or engaging in treasure map finding for again unique materials and/or processing things. There's a whole host of different intents that are loops for the players to participate in that again are situationally relevant based on the world state.[26]Steven Sharif


Pre-alpha gatherable mushrooms found in an underground cave.[3]

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.[27]

Gatherable resources (also known as raw materials, gatherables, and harvestables) occur in locations where you would expect them to be organically.[28][29]

  • Lower level resources will be abundant. Higher level resources that are gatherable by Apprentice level or higher artisans will spawn randomly but in places that make sense for that type of resource. Surveying is a mechanic that solo or group players can utilize to track these resources down.[28]
We want to be able to spawn stuff randomly and we want to put it in places in the world that will make people travel and bolster up our local player-to-player economies: have people actually be out in the world looking for stuff and not standing in the same place waiting for a tree or a flower to respawn over and over again. So, we're having the best of the both Worlds where we have our lower tier stuff that will fill out the base look of our world, so that it's always looking good; and then the higher tier stuff, from apprentice onward, will always spawn randomly in places that we've deemed look good and make sense for what that thing is. So, surveying is a way that you can track that stuff down. It will help you find places, will help you find particular resources, will help you find resources at a certain rarity; and so it should be something you could do as a gatherer on your own, or group up with other people to bolster up the power of your survey, or the range or reach of it.[28]Kory Rice
  • Certain resources will only be gatherable for a limited time during specific story arcs.[30]
You want to take advantage of the limited time you have during the story arcs to get some of these rare resources for crafting things.[30]Jeremy Gess
  • The location the resource was found can affect the benefits, bonuses, and other characteristics of that resource.[36]
    • Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[37][38][29]
  • Resources do not expire or degrade over time.[45]
We don't want to create an environment I feel where you're having to micromanage each of the resources that are very vast in our game. We have 100 plus material system where you're having to play whack-a-mole with managing those things... I don't see the value in it.[45]Steven Sharif

Resource quality

Flanggler (Flower angler or Mimic flower).[48][49]

Ressources will have differing tiers of quality for the same resource type.[38] This is somewhat similar to Star Wars Galaxies.[50]

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.[52]Steven Sharif

Resource extractors

Les extracteurs de ressources sont des constructions potentielles qui peuvent collecter des ressources dans la durée.[53]

  • Ils sont disponibles pour les citoyens d'un nœud qui possèdent une propriété privée proche d'un « centre de ressources ».[53]
  • Plusieurs personnes sont requises pour leur construction.[53]
  • Transférer les ressources d'un extracteur nécessitera probablement une caravane.[53]

List of resources

Resource locations

Alpha-1 mine shaft.[54]

Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[27]

The location a resource is found can affect its benefits, bonuses, and other characteristics of that resource.[36]

  • Lower level resources will be abundant. Higher level resources that are gatherable by Apprentice level or higher artisans will spawn randomly but in places that make sense for that type of resource. Surveying is a mechanic that solo or group players can utilize to track these resources down.[28][37][38]
  • Some resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[55][37][38][29][56]
    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.[38]Steven Sharif
    • Once a vein resource is depleted from one location it may respawn in the same location or somewhere else, depending on the type of resource.[38][29][57]
    • There will be moving resources such as herds of animals that are constantly moving around the world.[55][57]
    Herds are a source of certain types of wild gatherables but they're in animal form and they're animated; and they exist in a group of the golden fleece sheep that might only spawn very rarely in certain hillsides; and only during spring. And if you can find that vein so to speak of resource you can interact with the herd and you can gather from them.[55]Steven Sharif
Certain types of resources will have a corrupt state... We have a Spirit Bloom, which is a harvestable herbalism plant, but when a Zone becomes corrupt you can potentially yield Corrupted Spirit Blooms; and those are necessary components of certain crafting recipes.[58]Steven Sharif
  • Some unique resources may be monsters in disguise or have monsters defending them.[59]
info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.


Surveying plays a key role in helping gatherers track down and identify resources that spawn in particular locations through the use of surveying tools.[28][62][63]

Surveying is something that we're trying to use for gatherers to really interact with the things that we want to do with our dynamic world... Surveying is a way that you can track that stuff down. It will help you find places, will help you find particular resources, will help you find resources at a certain rarity; and so it should be something you could do as a gatherer on your own, or group up with other people to bolster up the power of your survey, or the range or reach of it.[28]Kory Rice
  • Surveying can also identify the types of resources that spawn statically within an area and also provides information about the seasons and locations they spawn in.[62]
Surveying is a way that players can check out an area for resources. Players can learn where resources are that are static and that grow back in the same location; but we'll also have resources and Ashes that can spawn anywhere, so surveying will help players locate those those resources. So if they're looking for something specific they can hunt them down. Surveying will also allow players to uncover hidden resources that players wouldn't be able to see with their with their naked eye. Another thing that a surveying would provide is some of the information that we're talking about before, like for instance if you survey- and inside of your survey area there's plants, you might learn what season that plant likes to grow in. You might learn whether it likes to be watered during the winter versus how it likes to be watered in the summer.[62]Kory Rice
  • Surveying can help uncover hidden resources that are not visible to the naked eye.[62]
  • Artisan progression unlocks higher level surveying tools that enable better identification of gatherable resources within a location.[62]
    • Unlocking surveying pylons allows the gatherer to adjust the shape and extend the area of their survey.[62]
You'd work with a surveying tool; and you set the surveying tool down, and that tool would have a specific area in which it's able to uncover and extract information about the resources that are in the area. As a starting out gatherer you might end up with one of the tools, but as you as you progress and become more proficient with using the tool you might be able to set up additional pylons and extend the area of your survey. That allows you to start making shapes and having more strategic areas that you're surveying. If you could connect multiple pylons to create a shape, maybe you could follow the twisting caverns of the cave. Maybe if you're out in the open like we are here you could just try and make yourself a nice widened shape to scan as much of the area as possible. So it'll be up to the player to be tricky with their surveying tool to try and get the most efficiency out of their survey.[62]Kory Rice

Land management

Harvesting Oak Timber in Alpha-2.[64]

As you draw resources from your surrounding area- what type of effect does that have on the land; and then also how effectively can you draw those resources without having such a deleterious effect on the land, which might impact future resource gathering for some period of time: And it makes relevant the movement of these players who are collecting these goods from the environment, that they actually cannot always just do so in one particular area, as the land management begins to degrade. So it actually encourages movement across the world to discover new areas that might not be as perturbed as the ones you're coming from. It's a very interesting idea. It's something that we're going to be prototyping in Alpha 2 and getting feedback on and testing.[63]Steven Sharif

Land management mechanics are present for gathering artisans.[65][63]

It could be could be positive or negative, or both simultaneously. So the land health value ties into the health of a specific ecosystem; and the ecosystem can scale with different segment sizes of the world, or the world itself: A biome, maybe a node, maybe the player's freehold. And the things that a player does in those areas will contribute to health in a positive or negative way. So doing something like rotating your crops might increase the health of the land because that's considered something good to do; and maybe apprehending or removing poachers that are over hunting a certain species could be helpful to the health of the land. Maybe the mayor puts out a request for players to try and get rid of invasive species that are plants- maybe they're overgrowing weed and it's stopping other valuable plants from growing.[65]Kory Rice
There's a particular reason for why that inventory system is intended to exist within Ashes; and part of that is from the aspect of everything in the world is gatherable and there is a land management system that exists behind those gatherable things. The land management system takes into account how players are interacting with the environment: how many of the resources they're withdrawing from the world; and that decreases the spawn rate within certain localities as those things go too high. So there can be a degree of economic warfare by sending players out into zones where you want to mitigate collection of resources. You send your players out there to take all those resources and then that diminishes the land management score of that particular zone.[67]Steven Sharif

Artisan gear

Work-in-progress Alpha-2 character user interface showing three gear slots for artisan gear at the bottom right of the paper-doll.[68]

There's gear for all of the different crafting, gathering, and processing professions that'll help you do those different trades.[69]Kory Rice

Artisan gear boosts artisans in their gathering, processing, or crafting professions.[69][70][71]

  • Artisan gear and adventuring gear do not need to be swapped for either to be effective when they are equipped on a character, but players will be able to toggle gear visibility between their adventuring and artisan gear.[73][68][70]
If you want to be seen as wearing the herbalists outfit, you're still going to have your adventuring gear present and on the character, and benefiting from the stats that are conferred by them; and vice-versa.[73]Steven Sharif
Gear for artisans are going to live alongside your adventuring gear. So you will currently- the approaches, and we'll test this but currently- the approach is you'll have artisanship oriented gear. This might be beneficial for your gathering; it might be beneficial for your processing, or crafting, or whatever it is- your profession. Essentially you will craft that gear, you will equip that gear, it'll live almost as a undergarment slot so to speak; and then you can activate that and it will show the appearance if you wish during the activation when you gain the benefit from the from the gear itself; and then could disappear afterwards and go back to your adventuring gear. That's the current approach. We're going to play with that a little bit. There's some discussion and disagreement on the team about how we do that, but our hopes are for Alpha two, we will have I think a couple of sets at least. We're demonstrating all of the artisanship from gathering to processing to crafting in limited fashion in Alpha 2 want to have that gear present to play with this approach.[70]Steven Sharif

Gathering tools

La classe artisanale de Collecte nécessite la création et l'utilisation d'outils de récolte qui permettent la collecte des ressources.[5][6]

  • La progression dans la classe artisanale de collecte déverrouille des outils de récolte de meilleur niveau, qui permettent de collecter des ressources de plus haut niveau.[51]
  • Les outils auront une durabilité et une durée de vie.[37][77]
    • Le nombre d'utilisations d'un outil de collecte augmente tandis que le collecteur devient plus compétent dans l'arbre d'artisanat de collecte.[37]
    • Les outils peuvent devenir non-réparables, ce qui implique une nouvelle fabrication.[77]
  • Les artisans n'auront pas besoin de s'appuyer sur d'autres arbres afin de fabriquer leurs outils.[5]

Les outils progressent au sein de l'arbre d'artisanat, donc votre aptitude à collecter, traiter ou fabriquer va nécessiter les outils correspondants à cette étape de fabrication afin d'accomplir la tâche en question. Ainsi, vous ne pourrez pas extraire du cuivre et du mithril avec le même outil.[6]Steven Sharif

Le Traitement requiert des plans pour la construction des bâtiments qui sont nécessaire pour traiter les resources.[5]

Gathering tool tiers

info-orange.pngCette section contient des informations sur les tests Alpha-1. Il sera mis à jour lorsque de nouvelles informations seront disponibles.

Gathering tools for Mining, Herbalism, Lumberjacking, and Fishing are associated with a resource tier.[78][79] For example: A tier 2 axe can gather tier 1 and 2 lumber and no higher.[80]

Tool rarity Resource tiers Vendor price Vendor location
Common 1 10g Alpha-1 starting area
Uncommon 1 - 2 100g Expédition (organiser 1) nodes
Rare 1 - 3 500g Encampment (organiser 2) nodes
Epic 1 - 4 2000g Village (organiser 3) nodes

List of gathering tools

info-orange.pngCette section contient des informations sur les tests Alpha-1. Il sera mis à jour lorsque de nouvelles informations seront disponibles.
Item Icon Type Resource tiers Rarity Level requirement Source Cost
Apprentice Herbalism Sickle Novice Herbalism Sickel Icon.png Tool Common Apprentice Crafted items
Apprentice Lumberjacking Axe Novice Lumberjacking Axe Icon.png Tool Common Apprentice Crafted items
Axe AxeIcon.png Tool 1 Common 1 Vendor 10
Beginners Pole BeginnersPoleIcon.png Fishing pole 1 Common 1 Vendor 10
Copper Pickaxe CopperPickaxeIcon.png Pickaxe 1 Common 1 Vendor 10
Crude Herbalism Sickle CrudeHerbalismSickleIcon.png Tool Common Crafted items
Cultivator CultivatorIcon.png Tool 1 - 3 Rare 1 Vendor 500
Diamond Tipped Pickaxe DiamondTippedPickaxeIcon.png Pickaxe 1 - 4 Epic 1 Vendor 2,000
Intermediate Pole IntermediatePoleIcon.png Fishing pole 1 - 2 Uncommon 1 Vendor 100
Iron Chopper IronChopperIcon.png Tool 1 - 2 Uncommon 1 Vendor 100
Iron Pickaxe IronPickaxeIcon.png Pickaxe 1 - 2 Uncommon 1 Vendor 100
Journeyman Lumberjacking Axe Novice Lumberjacking Axe Icon.png Tool Common Journeyman Crafted items
Master Lumberjacking Axe Novice Lumberjacking Axe Icon.png Tool Common Master Crafted items
Novice Herbalism Sickle Novice Herbalism Sickel Icon.png Tool Common Novice Crafted items
Novice Lumberjacking Axe Novice Lumberjacking Axe Icon.png Tool Common Novice Crafted items
Novice Mining Axe Novice Mining Axe Icon.png Tool Common Novice Crafted items
Shears ShearsIcon.png Tool
Soil Knife SoilKnifeIcon.png Tool 1 Common 1 Vendor 10
Steel Pickaxe SteelPickaxeIcon.png Pickaxe 1 - 3 Rare 1 Vendor 500
Tiller 7a088b0d-ff65-40ad-9ce3-2d0e6eaa77ff-0.png Tool 1 - 2 Uncommon 1 Vendor, Quest rewards 100


Classes artisanales (Collecte, Traitement, Artisanat) is expected to come online fully in Alpha-2 and the Betas.[81][82]

Crafting honestly will not come online in any sense of its true form until Alpha-2. Alpha-1 has essentially what are intended to be the core gameplay loop of crafting, meaning the collection of materials, the translation of those materials into processed goods, and the use of those processed goods into item acquisition. That's the core gameplay loop that is currently present in Alpha-1. But those are mostly facilitated piggy backing the merchant systems right now and not actually using the real crafting system; and that's because crafting hasn't been completed in a form that can be implemented in Alpha-1, but will be for Alpha-2. What's present in Alpha-1 doesn't even really scratch the surface for crafting.[82]Steven Sharif


Guides de la communauté

Voir également

Les références

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