#alpha-two-artisan-chat
1 messages · Page 17 of 1
The difference between enchanted level 10 gear and enchanted level 20 gear is much smaller than the difference between enchanted level 10 gear and unenchanted level 20 gear
I don't see the point? What's wrong with that?
You get a dropped lvl 20 weapon without investment. You would need significant investment to make a good lvl 10 item higher tier crafted to get the extra affixes and then invest gold to enchant to higher power.
Nothing’s wrong with that, just making the point that the gap between enchanted and unenchanted is about 5x larger than the base gap between level 10 and level 20 armor. It’s different for weapons.
Can you enchant artisan clothes and bags?
Oh that's awesome. I haven't tried enchanting yet!
I don’t believe you can enchant bags but you can enchant artisan clothes. Honestly though I’m not sure it’s worth doing, it’s pretty expensive.
2 Random items from Tailoring in armor proc'd legendary seems to provide a 50% buff in stats between lvl 10 and 20. Without enchanting. Guess it depends on mitigation is going to scale. Going to be interesting to balance.
If you're going to enchant wait for Legendary or Epic tier Journeyman artisan cloths.
The math on the stats just doesn't move much at Apprentice since the P1 nerf.
Good to know thank you. I only have around 4g in game atm so I probably won't be enchanting anytime soon if it's expensive. But it's nice to know the system exists!
does anyone know how much xp you gain for novice crafts / App crafts?
i heard its all the same no matter the recipe for crafting, i just wanted an xp value
Crafting XP seems to scale with the amount of resources used. i.e tailoring a shirt gives more xp than making shoes.
so its not based on rarity but quantity 
Rarity has no difference.
Correct and it’s not linear. Generally speaking the cheapest thing to craft is the best value for XP.
aaaah is there a source somewhere where i could grab numerical values? i sorta learned spread sheet stuff and am trying to put together a calculator
Not that I know of
sadge i gotta do it manually then eh?
It is going to be different based on what clothing you have on.
true, i accounted for that in multiplyers based on a % bonus
i wanted to start with a base value of no gear or buffs and build on that
aka excavation kit 100xp/crafted item
A worthy project, Sir!
all i got so far is a list of recipes and required materials
ChatGPT has been huge lmao
oh and a search bar
ah well thanks for the info guys, ill have to experiment
Why does a crate (5 timber) give same xp as a Carriage (10 timber) then?
Because Intrepid 
My understanding was that craft xp didn't scale with anything so doing the cheapest thing possible was your best option
No idea. I wasn't paying attention to XP when doing Carpentry. I did carriages to lvl 10 just to recoup some cost.
For carpentry, you get negative cash flow with crates and positive with carriages
But cost aside, does xp actually scale at all with items, or literally anything?
I thought it was just flat rate
Not that I've seen
Apprentice craft gives more than novice I believe
Yeah this just confused my friend when I was telling him it was all borked
I feel like at least quality should impact but it does not
I agree but I know that has been suggested to them by many so we will just wait and see what they implement.
I don't pay enough attention but I thought quality affects processing xp but not crafting
There is a difference in what you make. Capes vs boots for example in leatherworking. Boots are more, but cost the exact same in ingredients. Why? No idea.
What I found with leather and tailoring is I can make gloves for fewer materials, but it costs me 60 copper to craft the item. Selling gloves only gets a return of 37 copper. Crafting a chest piece costs more material and I earn less experience per resource used to craft it. But, it sells for something like 75 copper. So if I have the money, I make the smaller items to earn more XP per resource used. If I need a little money to keep crafting, I'll craft the chest piece to make a small profit at the expense of crafting experience.
Capes are just messed up. They return the least amount of exp and copper of any other items.
I do this same thing, but also remember that if you're selling, you can do this with other mats - lumber, stone, etc, and gathering a stack can offset those costs. 20 ash sell for 1s, which covers the 18c (it's 55c for me to make shoes). That's 5 pairs of shoes for every 4 ash trees I cut down, and the only thing I'm really losing there is time, but I'm also a master lumberjack.
The best way I've found to have positive cash flow is to do the gather quests and kill x animal quests and sell/use the commons I come across, while I have materials processing for 50-100 minutes, come back, make the stuff, go back out and farm what I just used, rinse, repeat.
Is it caravan gold? No, but I don't need caravan gold as a primary gatherer. I just need to pay processors/crafters of other specialties as needed, just like I would with literally any RL business, then sell my best products/materials.
Planks have a pretty solid gold return to the vendor if you don't need the carpentry experience
It’s seemingly random. Take jewelry. All items cost about the same if similar. Basic metallic jewelry costs 1 paper 1 sand and 6 frags/ingots for earring, necklace and ring. Gem is similar but replaces 5 of the metal with 6 cut gems and adds polish oil.
Everything costs the same more or less, but the necklace give the most exp

I hope there's a patch note about artisans tomorrow
Is it a bad idea for me to be considering which professions I want to focus on before I have even played?
Not really. the system is pretty complex so doing research into what you may enjoy isn't a bad thing. Personally I just like carpentry so it's the only crafting skill I'll go deep into..otherwise a ton of gathering
this one is a little too into wood... 🤔
not me, based metal bro
Vuriem's Wood Shop - Open in New Aela (I actually have been mostly mining lately so it's closed atm)
Not at all. You can only take 5 past novice so it actually really matters what you pick, and almost necessitates having alts or being in a guild.
any good online content to help me make the decisions?
I have gotten some good info digging through the last 2 weeks ish of people chatting in this channel. (imo tho, I am just as new as you)
I rec. this post
node have buff +500 to craft rarity 😉
You got your full notes written anywhere? Asking for a friend c;
Use the search in channel function, and search key phases to read people who actually know something about the game
oh, based on ingame data we found that formula is nonlinear..
This means that the model I described earlier contains inaccuracies. I assembled this “calculator” https://docs.google.com/spreadsheets/d/1QbSOHPcWPri-UE-NU_tEiZ1YI3-D-A_b1My-0_WTwYw/edit?gid=843461881#gid=843461881 using a more accurate model.
UPD. In general terms, the essence has not changed, only some numbers
I have no credentials
Thanks! This will come in handy
Will need to pick this calculator apart more thoroughly once I am actually in game. I see the 3.23% calc for the percentage of the whole for each reagent
What does the 48 and 85 result mean though
Depends of amount of reagents
Yep. 100/ 31 (in this case) so 3.23
Is 48 the up from quality? And does it color code the output?
Is 48 the quality offset
Is what I should be asking
And have you done new math for the crafting clothes impact on percentage offset, or is that still accurate
Sorry, kinda grilling ya, feel free to ignore me, I can probably just evaluate the math
Main difference between model in my last post is...
Before, in last model, I suggest that quality was linear 100%, 200%, 300%... 600% for common, uncommon, etc.
But ingame it's not linear, it have some tresholds: 1 6 16 31 51 71
yep
Is 17 up from bottom of heroic
31 is
And perhaps the 85 is the percentage above heroic, til epic
1 common
6 uncommon
16 rare
31 heroic
51 epic
71 legendary
100 still legendary but with best stats
Okay, and the greyed numbers below are totals for reagent percentage impact on total
B12:E12? Yep
What if we stuck a multiplier on those 4 numbers for crafting equipment (I am aware that based on your previous math this may help less than a +1 enchant)
Where is artisan gear in the calculation?
Thats a nice spreadsheet

Props to you
Alright, whatever town/server your in, I wanna grind til I can meet up and join you. Great job
On Journeyman level our legendaty gear for craft would provide us about 9 treshold steps. So, if we are crafting uncommon it will create us blue gear. But if we will craft legendary, we will get only ~30% (=9/30) of possible bonus to stats
I guess thats the steps column next to the qual. thresholds
yep
N3:N9 are amount of steps on quality level
"Imagine we magically assemble a fully legendary Journeyman set (ignoring the rarity of leather) consisting of three items—jacket, pants, and belt—at the minimum amplitude. In total, we get:
282 + 307 + 267 = 856 rating,"
856 rating have to be around 9 steps
So would a set totaling 684 be about 7 steps? And when calculating, does the number 7 go in the q rating? Or is it such that a piece of gear that would otherwise come out at qual 48 comes out at 55?
I want to understand fully, but please if i am exhausting you, don't put up with my bs, you have already been extremely helpful 🙏🙏
Oh wait, reading the math now, ah its non linear, of course. So the step number is a divisor is the percentage such as the 85 percent.
comes out at 55
Lol
Yep okay it makes sense now
This was fun, we should do it again some time :P
Just bring us the model of how gathering rarity works xD
I don't have enough main character energy like u do lol
This
Did anyone know before that enchanting have 20 levels? And +20 base success chance about 1% ? xD
i thought +10 was the max 
well, i thought same too, but:
{ "primaryStatIncrease": 0.20000000298023224, "secondaryStatIncrease": 0.20000000298023224, "goldCost": 28800, "goldModifier": { "expression": "evalformula($#10516612381411113:6064631760903208961$)" }, "successChance": 0.0099999997764825821, "failureChances": { "fAILURE": 0.05000000074505806, "fAILURE_LEVEL_LOSS": 0.05000000074505806, "fAILURE_LEVEL_LOSS_ALL": 0.40000000596046448, "fAILURE_BREAK": 0.5 }, "gemSlots": 0, "bBroadcast": true, "guid": "6064631721237413986", "name": "Legs_Level_20", "typeId": "10912161337" }
it's legs +19->+20
aah i see. without context and knowing nothing of coding, it seemed like that would rever to a level 20-29 item
"bBroadcast": true starts from +15
ohohoh, welcome to "Blahblahblah successfully enchanted Pants of Pain to +15"
Ello crafters. I've done a deep-dive into the wiki, and I LOVE the idea of being a gatherer, travelling from place to place, kinda exploring the map and meeting people along the way.
Either that, or I'll end up being a Farmer + Cook. That sounds dope too, standing around in town and chatting with people along the way.
What kind of combos are you all thinkin' about?
GM miner and jeweler
M stonecutter
J Metalworking
And i guess Lumberjacking for the last app i can have. Purely to make massive bulk quantities of charcoal at once with apprentice + metalworking
||its physically impossible to hold enough oak logs to do a max stack of char without apprentice lumberjack material bags
||
Interesting combo 😄 Aurianna the Ore Queen.
Hahaha so you're a business magnate then!
I'm probably not gonna play the market hard.
I'd prefer to just join a guild, and do good work to make everyone in the guild do better.
I'd call em all Comrade too.
Welcome to debugging party
nah, i can just afford to sell common tin ingots at 10-15s each when i have 70+ ore sitting in material storage from my level 43 mining 
Yeah, that sounds like you went hard.
I think I'm gonna take AoC slow. See if I can make some friends in the world, and discover stuff on my lonesome. Reinvent the wheel, so to speak.
I think that's a great approach
Honestly, I've been consuming "Josh Strife Hayes" content recently, and his rambling video essays make a lot of sense.
Best second monitor content out there
1000%. And it's sparked the thought in me to actually play AoC like I did Runescape way back when. No guides. No "efficiency"
Love his stuff. Always a great second monitor video
Can't wait for 4h from now.
In the meantime, playing TTS during work hours, 'cause work calls are the DULLEST thing in the world #corpolife
** Gathering Rarity: Understanding the Formula**
Let’s dive into the mechanics of gathering resource rarity and uncover some fascinating insights into how this system works.
All Data based on guids: 6064630356728217692, 6064631668863336448
A Server Behavior
First, let’s establish an important point: the rarity of a resource you gather doesn’t rely solely on what’s visible in your Gathering interface. Instead, it’s also influenced by the server's deterministic behavior.
When the server decides a Rare resource will appear in a specific location, it spawns there. A notable issue is that server settings often respawn resources with the same rarity after cooldowns, but we’ll set that aside for now. Instead, we’ll focus on decoding the Gathering Rarity Formula itself.
The Formula Behind Rarity
- Factors That Affect Rarity
The formula considers the sum of all rarity-influencing factors, including Gathering buffs, equipped gear, and tools. The effect of Rarity is nonlinear:
- Even with 0 Rarity, you have a 10% chance to collect a resource of higher quality than what the server initially generated.
- At 8,409 Rarity, your chance rises to 50%.
Here's how the progression looks:
0 Rarity → 10%
316 Rarity → 15%
700 Rarity → 20%
1,264 Rarity → 25%
1,984 Rarity → 30%
2,893 Rarity → 35%
3,712 Rarity → 37%
4,448 Rarity → 39%
5,840 Rarity → 42%
7,008 Rarity → 45%
8,409 Rarity → 50%
2.The Dual Roll System
Gathering employs a two-roll system reminiscent of tabletop gaming:
- The first roll determines if the resource’s quality improves beyond the server-generated base.
- The second roll decides how much the quality improves.
Importantly, your Rarity stat only affects the first roll. The second roll is entirely random and independent.
- How It Works
Imagine your Rarity is 0. When gathering a resource, the first roll gives you a 10% chance of success. If successful, the second roll takes place. This roll, which ranges from 0.0 to 100.0, determines the resource’s final rarity:
Less than 88.89 → Green (Uncommon)
88.90–98.89 → Blue (Rare)
98.90–99.89 → Orange (Heroic)
99.90–99.99 → Purple (Epic)
Exactly 100 → Gold (Legendary)
If the resource’s base rarity exceeds what the second roll determines, the higher rarity remains unchanged.
Calculating the Odds
Given these parameters, let’s calculate your chances of gathering each rarity tier with 0 Rarity:
Common: 90%
Uncommon: 8.889%
Rare: 0.999%
Heroic: 0.099%
Epic: 0.009%
Legendary: 0.001%
As your Rarity stat increases, so do your odds. For instance, with a Rarity of 1,000, the chances shift to:
Common: 77.3%
Uncommon: 20.178%
Rare: 2.268%
Heroic: 0.225%
Epic: 0.020%
Legendary: 0.002%
Observations from Hunting
Interestingly, resources spawned by the Hunting profession appear to default to white (Common) rarity. This allows for clear statistical observations, showing how the distribution functions in real-world gameplay scenarios.|
#gathering #rarity
Interesting read, how did you come up with these numbers?
data mining 🫣 guids: 6064630356728217692, 6064631668863336448 mainly
So with the current formula the best odds you can get of hitting a legendary carcass are 1/20000? 50% chance to bump rarity followed by a 1/10000 legendary chance? That’s a very silly system.
This explains why rarity was so useless.
For hunting - yeah, it's a pain till carcasses wouldn't start spawn as uncommon+ by themself
Hightst odds are 0.005% for legendary, yes
The other really weird part of the system is that gathering rarity is largely pointless if the resource is already rare or higher
This looks like a placeholder system and it probably is because wow it is bad
it is.. what it is. And yeah, it works... not prefect for me too, especially while server depends where uncommon+ items would spawn and respawn with no care about players stats
Made an update in https://docs.google.com/spreadsheets/d/1QbSOHPcWPri-UE-NU_tEiZ1YI3-D-A_b1My-0_WTwYw/edit?usp=sharing
Added gathering rarity calculator
You may think its silly, but remember, subscription-based games arent made for people to reach endgame, max level, or BiS quickly. The longer it takes, the longer the subscription.
uhhhh you seem to have some kind of weird axe to grind here and this is a completely different topic
Its related. The extremely low chance to hit a legendary causes you to play longer to gather all of the legendaries needed for your craft.
I'd like to know calculations for processing rarity
Same. I’m wondering if it’s similar. Anecdotally I’ve gotten dramatically more rarity upgrades when processing common items and basically zero when processing rare+ items.
@rigid nova any insight into that?
Well, may be in next server downtime 
stonemason might be a good testbed for ya
Processing looks extra-hard. every rarity have personal chances to be upgraded into next one 
I have to 2x speed that stuff. I like his open mind but it feels like he has to dumb down and turn points super generic for people to understand. Then I am spending 40 minutes watching 10 sentences
If I get it right - 316 Rarity gives 5% chance to upgrade from common to uncommon, 2.5% to upgrade from uncommon to rare, 1% to upgrade form rare to heroic... etc
In processing, the chance must be calculated for each element, so for every 250 pieces, several white ones must fall into the green and blue ones.
yes, I understand it, as I said before it just depends of rarity tier level, not only of Rarity stat. And, as far as i know, while processing item can be upgraded through 2+ tiers with 1 processing
excactly, but some times 250 elements drops white, without any improvements
I believe I did 250 white items one time and got white, green, and blue items back so I can confirm this is possible
Am I the only one that gets mad when you get an uncommon from a 250 batch, because that messes up the next batch? Because you then have to spend that one minute to get the one common, so you're back to 250?

lol
No I’m with you. Shit’s irritating. If I don’t care about quality (like I’m just farming XP) I take off my processing rarity gear.
Same thing with making molds. I really do not want my 1 slate upgrading to yellow.
I do like the chance to upgrade in most cases though, lol. I was just thinking of that one specific example, that I've had happen several times.
the number will be custom in the future
List of values is simpler to implement I guess
Rather than constraining and testing input field.
There used to be 4 png files, called Jewelry_Arcane_Engineering2.png, Weaponsmithing_Armorsmithing1.png, Carpentry_Scribe.png and Tailoring___Leatherworking3.png a lot further up but now deleted, sorry cant remember who it was but has someone got them saved?It was good to showing the interaction between crafting.
Hello just bought an alpha key to the game can we become like a super cook ? What does cuisine do in this game ?
I think it can buff just about everything.
Find Flanker on YouTube. He has 3 videos, gathering, prosessing and crafting.
Also, ashes wiki has good info on artisan
Thank you Ill check it out 🙂
Cooking is broken. Only cook can have bonuses from his food.
So you cant produce food for other people ? Nitex or am I misunderstanding
You can produce, but there are no benefits from your food to others
Only milk
uhm.. i got buffs from chicken
and always buy it from other players
At least one meal is sellable and works well
yeah, but it is debuff. https://ashescodex.com/db/item/Consumable_Food_RoastedChicken this one do it for me
Works fine to me, it gives it's bonuses - 100% tested
every buff become "debuff" if you are logging out during it's on you - but it's a global bug, not only cooking
so even using 19 epic willow and 1 heroic, I'm still going to get a heroic timber/plank/board/etc?
that is processing
ahhh it's only for crafting, my bad
This is a general bug with all buff foods, including vendor-bought scrolls and food.
You gain bonuses of food and scrolls normally.
If you logout, and still have the buff, it will give +0 bonuses. Also, if you try to reapply a new food/scroll buff during this period, I believe it also gives +0.
Then, when the buff falls off, you will get negative stats until you relog after the buff falls off
We recorded and reproduced the scroll / food buff issue - devs acknowledged the report and it is on their desk
No! The secret formulas!!!
do we know if pylons give there buff to rarity?
what does quality do when crafting gear?
Higher quality materials mean higher and more stats on Gear. For example, take a look at these Earrings:
https://ashescodex.com/db/item/Gear_Accessory_Earring_Lumadon
At the top, you can select the dropdown to see what Rarity you are viewing. If you use all Heroic Materials, for example, you will make a Heroic Earring with those additional stats.
If you mean the quality rating stat, it basically treats the materials you put in as if they were very slightly better than they actually are. Unless you get quite a lot, you will not notice a substantial difference.
Ohhhh, that's probably what they meant
if i use common ingredients but i have quality from buffs etc, will it turn to uncommon?
so ideally u want legendary materials and as much quality as possible to craft bis slot right? legendary materials won't create as good as an item than legendary + quality?
IF you have enough quality, yes, but you would need A LOT to do that. Probably more than you can get. What quality does do right now is if you make something with 10 pieces of wood and you use 9 green and 1 white and have a bunch of quality rating, it might still be green instead of white. Like the quality will make up for 1 of your materials being worse. The other thing it does is slightly boost the stats. It’s complicated.
or it will guarantee having 22 physical 2 strenght and 5 physical critical chance?
every rarity has a scale of quality
If you had A LOT of quality, yes.
so this 20-22, 1-2, 3-5 isn't luck based, got it
Correct. All legendary materials + 0 quality = minimum roll
nope =/ legendary is 71
thanks!
yeah sorry artifacts are 101
as it is right now, you'd need full legendary mats and a crafter with very high skill to maxx roll legendaries
def not an easy thing to do atm
high skill? does having higher levels increase quality u craft?
And like 9 legendary + 1 epic + 0 quality = max roll epic
gonna need journeyman crafters with high quality journeyman gear
impossible with current equip
by skill i meant +quality
yea, until we can get heroic+ journeyman gear, maybe even epic+ chest/belt/legs. not happening
you nedd 2900 quality rating to max roll legendary. it's impossbile on any journeyman gear
the metal professions got a bit of a leg up since you can get Journeyman quality artisan armor from befallen
is it really THAT high? i had heard something about 1019 or a number in the low 1k, but havent looked into it much
https://docs.google.com/spreadsheets/d/1QbSOHPcWPri-UE-NU_tEiZ1YI3-D-A_b1My-0_WTwYw/edit feel free to have fun
interesting, ill take a look.
assuming this uses new formulas
New? Well, depending on what formulas you compare with
i guess pre-phase 1 changes, when you could push rare/heroic to legendary with high quality crafting gear.
similar to what the hornhexxer helm and the a few other recipes were using this phase
oh, yeah, actual numbers are different now 100%
Think the highest you can get is like 1695 with JUICED journey gear and consumes.
If i'm not mistaken.
dependent as well on artisan class.
Don't forget to file a bug report for a low drop rate on bear carcasses
It's like 10%-15% ish from my experience
how can i make a wand please?
Arcane engineering
Hmmmm... why are all MMO like this? When game devs realize that when someone enjoy crafting in game - they would want the same attention to that form of gameplay as combat receive. Why in combat I have nice animations, skills and choices. And all crafting ever has is menu.
It's a game, if you put crafting in it - make it a game. Not a menu
Because that's an opinion. I like crafting for the economic aspect, I have no desire to play mini games for every log I craft
so if I would make you a game entirely using 2D UI that focus on crafting and make it deep enough that would be enough for you in that area?
Intrepid has expressed teh desire to make gathering/processing/crafting a more active activity. They, im certain, would love input on it.
is there a use for white or yellow ink?
Due to the highly repetitive nature, particularly of gathering, having it be too active of an activity would be extremely tedious, unless the rewards were there to match the activity required
sound logic
they, currently, each have a single Item they each can be used to create.
As I said
not sure, do you mean there is a recipe for those to ink ?
i wonder in witch it is use in
According to Ashes Codex, Yellow is used in the making of Journeyman Scroll of Wisdom, and White is used in Journeyman Scroll of COnstitution.
I haven't tried making any scrolls in either iteration of the Alpha as yet.
WOW that is so far away got to get use of the codex
Once Scribe's upgrade building gets to Journeyman, you'll likely see it available.
i was assuming there would be a end product to any component in the sam tier and most of them been use in hight tier to keep them relevant at end game lvl
nah. Herbalism is kinda unique in that regard
Novice Level ingredients are using in higher tier recipes.
that is sad in a way if it is not the same across the board then
it make receipy useless at some point
theres no reason for everything to be the same, i actually appreciate the unique aspects of the artisan skills
witch is a bad feeling and a waste
Not complaining, genuine question. Where are people finding Weeping Willow? I cannot seem to find any
it those have some value
around, i find them in about the same frequency i find copper
keep moving around
See I have found plenty of copper, but barely any Willow
constant farming make them hard to see
well, at this stage, there are more people actively seeking willow than copper
hmm okay I will keep trying
try to find a spot you know it spwn kepp whatching the respawn then wait for someone farming it then follow him showing where are the other
Clever
😈 my pleasure
no metalworking near Briarmoor Farm?
where can i get a crude paper
Has anyone seen these ingame? or know where to get them
I imagine that's coming with the gems and slots in a future update.
When does the game calculate how much XP you get from a craft? Is it when you start the craft? Or when you claim the products. So if I start a craft now (without my node's profession xp bonus) and then claim it with said buff, do I get the bonus xp?
So if you demote a gathering skill, what happens to the tool for that skill? Does it revert back to the old quality that you had or must you recraft a new tool?
you still have this tool and able to use it bonuses
ooooooooooooooo
that is valuable information....
If you have an Apprentice Tool....can you gather apprentice gatherables with Novice Skill?
No but you keep the tool (and what benefit it gives)..takes apprentice SKILL to harvest them.
ahhh, ok, thats fair. So technically... you can get a skill to Journeyman, make a high rarity tool to get some sweet bonuses, derank the skill back to novice to make room for other skills, and still be able to gather novice level gatherables with high rate of quantity/quality
Thank you!
When I try to craft the apprentices axe for lumberjacking it says I have insufficient resources even though I have all the mats and the silver...
What am I missing?
From what I can tell, for processing, XP is calculated when you start the process.
But you don't get it until you claim it.
Though I have not experimented heavily to find out for sure.
that is correct
Sorry to reply to this a couple days later but do you know which boulder he spawns in? I tested it for a couple hours and couldn't figure it out and got a few normal spawns but not bugged ones but I wanna know where to look
In the tower, on the floor where the chest spawns, a pinch behind that you can see that the dev team added a boulder into the tower. In that big boulder you’ll sometimes find hoodwinx.
gotcha ty lot of ashen spawn in there too
For maps does anyone have the info of what materials you can get from which maps?
What fuel do I need for training a horse?
A lot of things can be fuel but the ones that stand out the most is Western Larch (25 per) and charcoal
Or fish. Fish is good.
Hello everyone! Ever since I started playing Alpha 2 last October, I have had one goal: make enough gold to get a freehold! Well, as it turns out, making 100g as a largely solo player(and being gone for holidays) has proven rather difficult. A lot of systems for making money in the game require friends(grinding) or contain high risk(caravan bugs and pvp). So, I sat and thought of the best way for a solo player to make money - and a lot of it. After a lot of trial and error, I found the best solution:
BULLYWOGS
After hitting Apprentice Hunting, I started doing some math and found Bullywog Carcasses(BC) to be the best form of consistent, safe, solo, income generation. 1 BC sells for 80c, however, 1 BC can be butchered for 5 Bullwog Meats(BM). If 1 BC sells for 80c, but 1 BM sells for 4s, and you subtract the 30c cost to process, you can turn 1 BC into a net profit of 3s70c, there fore: 1 BC = 3.7s. With that calculation, we know that 100g = 10,000s. If we use the formula: 10,000/(BC) = 100g, than we can derive that 100g will take 2,702.7 BCs(rounded up to 2,703 BCs). With that, I came up with the...
Lord Pax's Guide to Owning Your Very Own Freehold
///////////////////////////
Here's the guide
///////////////////////////
- Attain level 10 hunting for Apprentice certification(low lvls kill Grems/spiders South of Lionhold// higher levels kill spiders SW of Halcyon)
- Go to an Apprentice Hunting station, upgrade Bow, purchase artisan clothes, and purchase 3 Apprentice Hunting bags(the 3rd will replace regular bag)
- Go to New Aela, along the river in between Joeva and New Aela... there will be 6 Bullywog spawns(w/ common apprentice gear, they will respawn by the time you finish clear)
- Use Pylons for cool green circle on map, a 10 minute buff, and a neat placebo effect(pylons don't work)
- Farm here until you fill your bags(uncontested, this can take about 90-120mins per 100 BC)
- Proceed to an Apprentice or higher cooking station(Joeva for my server, and is most convenient)
- Butcher all BCs(this recipe is not unlocked by default, and will need to be farmed or purchased)
- Wait 4h10mins(with apprentice cooking gear.. I usually use this time to gather additional BCs)
- Retrieve all BMs and sell to Cookhouse vendor nearby
With repair costs being between 1.15-1.39 BCs, you can easily eat this cost by any extra money you get from an uncommon BM sale. As well, if you're lucky, you might get a few rare BCs or even the fabled ~Heroic~ BC(until such a time that rarity is fixed, these are easily several gold each).
I've followed this guide religiously, and when Steven bans all the wrongdoers, allowing some freeholds to open up, then I will be able to finally fulfill my dream. I took the time to write this guide because, after all, this is an Alpha. I wouldn't want to keep this treasure trove to myself.
See you around!
examples/proof
The degeneracy that I am here for. I salute you, slayer of frogs!!
One of these days, rarity will be hotfixed, and I'll be REALLY making good money
do you know how many blues+ youve gotten?
So far? Dozens. That said, out of 289 total carcasses I just farmed, I received:
250 common, 35 uncommon, and 4 rare.
They fix freeholds yet so if you plant willow you get willow?
Anybody get a spawn location for the Garden Steward?
Hi folks, Total Noob here. How on earth do I activate the survey pylons?
They don't work properly at the moment.
Thanks!
As a Tahm kench main, I have to respect the dedication but I will slay you for my brethren’s deaths.
Sorry, noob question here... I reached lvl 10 i mining and upraded my certificate, so my character is now apprentice. Went and bougth the recipe for apprentice bow, but I cannot find any place on Lotharia where I can build the bow? Went to Joeva where I found the App. recipe, but the apprentice mining table there does not show that I can craft it?
you upgraded mining ⛏️ and then are trying to build an apprentice bow? 🏹
At the mining stations?
Aaand, you done only one mistake - you are butchering them, instead of tannering. 🫣
Yes, exactly. I am probably missing an understanding of the artisan working here
Tannering gives x6 silver per BC + animal fat, that starting from rare+ costs about 1-2 gold on Market
Build the apprentice bow at an apprentice hunting station
Thanks, will try that this evening 🙂
Assuming you are talking about the hunting bow and not a weapon?
My mistake, mixing terms here. I am apretice MINER, and want to build the apprentice pick-ax but could not find out where to do that on Lotharia
Oooh okay okay. There should be a workbench just next to the guy that sold you that extra apprentice pickaxe recipe. Use that one
If it doesn’t work /bug and pray it will let you do so one day.
This assumes this is the vendor within a node and not by briarmore farms
In Joeeva 🙂
whats the best way to get butter at the moment? can we raise cows?
I think you need aprentice farming for cows/chickens
how the heck do i get my lumbermilling and stonewroking up i did those first quests for the horse but have only those recipes and they don't give me xp
Cut trees and mill them into lumber. Mine stone and stonemasonry it into molds or whatever. You can do this at basically any town. Not sure about the starter towns, but there are lumber milling and stonemasonry buildings nearby but outside Lionhold if you haven't gotten to a main town yet.
those are the tutorial stations that can only be used with tutorial mats. go to a node or find one of the other novice stations west of lionshold or by Briarsmore farms
So, excuse the stupid question. But about novice things; I got zinc, but can't work it
I found oak, but all I can use is the newbie quest oak?
or is that an actual resource
Ah
So, it is just the tutorial part then
I was half considering that.
Thank you.
yessir same here but it can't be the tents at Samie's Hope either
Yeah, got to goto Briar or one of the towns
but I'm only level 5. I've made my way to one of them
But I'm outleveled there. xD
yeah it's a lil rough lvlin to 6 but after that stuff is easier i did the bandits at the lumberyard on the tippy top they're lvl 6 and good practice
Good to know 👍
Are you doing the introductory quest?
Nope, just crates filled with mats
Ok, Do a /bug about it
I stored them while a citizen, but I I'm not anymore, gonna apply again and test if that is it
It was storage space. If you dont have enough storage space, it simply does nothing
Bonna /bug it because there should be a message explaining that your storage is ful
In Albion Online, every crafted item in the game had a little 'tag' that said who crafted it. Though small, it was easily one of the coolest things about high level crafts. You could be like "See all those 8.4 hammers? Yeah, I made those". I once killed someone in pvp, and he was using a weapon I made.
Do we know if Intrepid have said they want to do something like this? I think, especially with the heavy emphasis on Master/GrandMaster being so prestigious, that knowiing who made it would be cool af
Do we have a time line until we get JM AXE bench up?
server dependent
Crafted items (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.
Completed items can be accessed by players in warehouses at any node regardless of citizenship or housing ownership.
Crafted gear is considered best-in-slot in Ashes of Creation.
Previously it was...
so reached lvl 50 lumberjack ... is there a npc with a quest or something like that atm in the game ? or just useless skill till phase 3 ?
anything above lv20/journeyman is useless until p3
Just not quality on certain trees lol
Most work though so that's better than hunting currently
yep youre right ^^ hunting is in a bad state right now but jeah it will get better
Is there a chart that shows the return rate for caravan trips? For example from Joeva to Halcyon?
Don't think anyone's gonna share that but further the trip the better. More nodes you cross the better. Short trips are like 5x vendor price of glint
joeva halcyon is around 3-4x as i remember
havent done much testing for caravans since early p2, but heres what i do have.
https://docs.google.com/spreadsheets/u/0/d/1rGSCzrMOOBPvcG8bEPOmNczKtbK7NLTkBKhoufE6IRg/htmlview?pli=1
This is great, thanks for sharing
Is there any advantage to grinding out artisan skills past 20 once you get Journeyman? All end game recipes are unlocked at that point so no advantage in grinding out to lvl 30 vs. 20 is there, as long as you're Journeyman? If so, is there any point to the common/uncommon versions of end game resources, or Rare+ only really?
Currently, just bragging rights till they add in skill trees 
ya you can stop grinding at 20 and just start crafting as needed
how do i tame this horse?
if i want copper ore to spawn do i need to clear out the granite that is there for it to have a chance to respawn as copper?
Sometimes.
no
granite can drop copper ore though, but it’s rare
basically the gathering system is currently broken on a fundamental level and nodes that can spawn copper have static respawn timers that refill what’s in the node and only reroll it once every 20-24 hours ish
if you find a metal vein go back exactly 2 hours later and it’ll be there 90% of the time unless it has rerolled
any advice for finding copper?
The road between Joeva and Halcyon has a lot of mining nodes if you head off of it to the west-ish, that’s the best bet. The problem is that a lot of it will spawn around the same time because of the static respawn timers, all in a row.
What server are you on?
vyra
Do you just need some copper for a mining tool or are you after more
Honestly I’d wait until the marketplace comes up and see what you can find! But otherwise yeah I like the Joeva/Halc route.
ok thanks 🙂
most honest comment i have read
heavy petted a green horse but im poor so i sold it
i need a comic made of someone finding a wolf, petting it, and finding out its actually just a carcass
no he pulled an Of Mice and Men and pet it too hard
@limber furnace please
whats the marketplace?
player auctions. you can get a good weapon cheaper than mining the copper yourself. it'll reopen after the patch, it was bugged.
ah gotcha
what's your name ingame
Sikr
i hope they do some cool stuff with alchemy, so far it seems a bit, weak. Ig ill go to cooking and herbalism for now
potions and elixirs man
The crafting Elixers are OP.
not weak as in like game wise, mostly just what you can craft, though it makes sense for how early on it is
for novice? yeah. though the salves are still useful and its easy to power level with herb or gem powder.
Apprentice though? Those health and mana pots are nice 
Has anyone figured when, servers go down/restart wether theyre running or actually paused.
Just wondering what people have seen in terms of timers and restart/patch behaviour
90% of Novice crafts are useless unfortunately.
speaking of alchemy pots, does anyone have suggestion on where to farm for apprentice potion recipes?
Processes started before server downs will finish from what I have noticed.
even one that would last too long? like if you did a 250 batch
as a tanner - dont really get that many carcasses to process at once -- but a 50 run has finished
yes. they all persist including applied buffs even through server restart and crash.
Though i did take out stuff once right as the server went down then it ate 50 zinc frags and the exp 
that would semi indicate the servers running which i think is happening in regard to timers too
like respawn timers
quite possible
or its actually based on the clock i guess
oh timers, possible those will be paused. though over the downtime, it caused many players to be kicked from citizenship for tax evasion. including a mayor 
The ashes wiki page has brass reinforced caravan recipe for journeymen but it is not available in game. Is there a plan to roll out these recipes later or is this no longer relevant?
seems to me they are making things easier for the attacker of caravan by what I saw of the last patch -- so I dont expect caravan armor/reinforcements coming ....
some exists at journeyman
How do we get cotton? I see some might be trying to grow it? Is it in the game? Need it for T1.
Yeah it’s a bit weird
Random Question: as a lower level artisan, is it better to just sell to vendors or try to sell to other players
You never need to pick citizenship based on crafting stations. You can always just go there and use their stations. Citizenship gives you:
- extra storage
- extra cheap purchasable storage
- access to that node’s cloak
- occasional extra benefits from buffs in the node
- participation in node wars
Depends. What artisan crafts? There are some low level stuff that has greater value for players. Primarily by products of processing
Depends -- maybe salves are marketable -- but things like weapon or armor are no longer desired -- as they are easily gained via drops long before a crafter is able to craft it.
When promoting a profession, I already have 3 gather apprentices, but I can't promote my stonemason apprentice, that is correct, yes?
You can have 5 apprentice professions
That's out of all 21
got! thanks!
does any1 know where to farm otter carcasses, i killed 300+ in multiple areas, none spawned there, any help please?
So, by accidentally demoting my mining instead of promoting it, I went from 20+ ready to do journeyman promotion to 10 and can't unlock the certification at the journeyman stoneworks foreman...
it would be nice to have a confirmation on demotion
Are otters rideable? If so they probably have static spawns and not driven by respawn
hello everyone some know where i can get that or if someone have looted this item
Hey, any fellow cooks in chat?
Im new. Just got 3 legendary snowdrops. Are these something I should hold on to, or make snowdrop powder?
Snowdrop + Daffodil makes magic powder which is used in a lot of magic weapon crafting
So probably hold onto it in case i can get some legendary daffodil to make legendary magic powder?
Yes, or sale. Lots of things use magic powder, so the legendary stuff still has value even though it's novice.
Where is the lumberjack certificate person at?
any woodshop
hey got a quick question if recipe shows green item on it, for example rosethorn gloves,i can put all common/white materials and still get green/uncommon rosethorn gloves?
Seems like something you'd get from Wind and Sea.
Xquse me... is Brass Ingot the same as Bronze Ingot? The codex recipe says Brass, but Marketplase sells bronze?
Norwegian here, they might tbe the same?
no, brass is 2 copper frags + 1 zinc frag and bronze is 2 tin frags + 1 copper frag.
Pretty sure that you get what you put in. Common/white mats = common/white item. If you put uncommon/green, you get uncommon/green. Now, you can mix item qualities but when you do this, look in the right side of the window before you hit create to see what it will produce. I am not sure of the percentage but if you are making an axe (for example) and put 8 rare/blue lumber & 2 green lumber, to 1 blue weapon mold and 10 blue copper, you will end up with a blue axe, however, if you deviate too greatly from the blue (introduce say 3 green lumber/7 blue lumber) then you are more likely to produce only a green axe.
Hope that helps
Does anyone know what station a novice fishing pole can be crafted at?
i understand, but i dont understand why some gear on recipes appear as blue, some green, some white?
I don't know either, but if you want to see if it's going to be a green result or a different color result, then just add the materials that you have and see what it says. Otherwise I can't answer that question
not all crafts have a common/uncom variant so if recepe is blue u will need all blue mats for it at a minimum cant craft lower
its way to hard to even get basic mats for crafting and then the over the top creep from novice to apprentice on required mats. bout to just say fuck it and not craft at all this is a game shouldnt feel like an actual job.
Yeah I find that copper and zinc always seems to be in pretty short supply. even hard to find on the market place
Raid Sunhaven for its vast rich minable nodes
to skip the grind, you can reliably buy copper/zinc for <2s each
im in tailoring id need to buy bluebell, moonbell, otterhide, and willow boards which to be frank is ridiculous
to level tailoring, don't bother using apprentice recipes
just keep going with novice
so you just need flax or poo, both in reasonable supply
His point still stands, to have to consume a willow board for every bolt of cloth makes about as much sense as having to burn wood to spin thread. Or use a flower to skin an animal. The entire crafting system as it stands is bad.
Yeah I don't disagree with that: the balance is way out of whack. But I do disagree with the part that says levelling a craft is too burdensome to bother with.
It gives bis items, it's not meant to be a piece of cake for everyone
Could you please tell me where I go to craft my novice hunting bow? I went to the cooking node on the "cooking dock" west of Lionh, and upgraded my certificate. But where to I craft a better bow? I asked in global and all I got was "Every town"
it is in every town. Look for a bench like this:
or just make do with the crude tools you start with until apprentice, at which point you need to go to a specific town that has the apprentice hunting building to make an apprentice bow
Thanks!
what artisan bench lets you make copper and zinc shards?
Does anyone know what is the deal with Snowdrops, i literally haven't been able to keep them in stock in my Market stall for 3 days in a row now, is their some shenanigans going on with them? I've checked the codex and tested things out there's no plus value recipe to them.
They're needed for both magic powder and aela spice, both common materials in other crafts
Has anyone seen any of the Rosarium Guard patterns?
metalworking (i.e. smelting)
How does the crafting clothing bonuses work? Do we need to wear it when claiming or the entire time?
Whats Price check of Bone Earring recipe?
you talking about the recipes? ive learned a few of them. theyre pretty scarce on the market, though.
any clue where from?
steel bloom
For processing, the exp is calculated when you start the process.
For crafting rarity? How is the output rarity calculated? Cause if input my materials, it tells me the rarity before I craft. Is it fixed for that combo or does it recalculate every time I input materials
it calculates based on your input mats and quality rating
Dude thank you! What a great write-up, I'll read through it, thanks!
credit to @rigid nova
is quality rating fixed? I know it worked for some professions and for some it was useless (carpentry for example)
anywhere in the world possible to enchant lvl 20 gear, get journeyman scrolls?
Yes, if your server has journeyman benches for: lumberjack, herbalism, mining, lumbermilling, alchemy, and scribe. Pretty sure that's all you need just for scrolls.
Hey, I'm looking to level up a crafter for Jewelry and Leather armor. Anyone have advice on how to get started / easiest path to get to Apprentice? 🙂
carpentry works, has done from this phase
can you only get baby lambs by way of freeholds currently?
You can feel it more in some professions... but it works for all of them if your numbers are high enough
There is still RNG involved too
Mining, Metalworking, Stonemasonry, Jewelry crafting, 5th skill is up to you, but tanning possibly for the bones or lumbermilling
You won't do it alone
Leather armor is hunting, weaving, tanning
.03
Fellow artisans, where does one obtain Charm of Fateful Fortune? Needed for Novice Enchanting.
Treasure Maps
I see. Thank you!
Do we know if the Crate Robustness stat on caravan crates is working right now?
btw any1 know how to find coal?
have a GM spawn it in
||unless there are nodes hiding in the forge no one realised, they dont exist yet
||
probaly unique to the desert when they add the desert lol
ya we know for sure that there will be a couple new gatherables coming soon to the desert
Steven talked about a new fish coming soon to the desert
working hard trying to locate that long lost desert fish :p
of course it not in game till u find it :p
wont find it if u dont search :p
rogue fish 
tbh they should add content to the game like this dont tell anyone it added and make it like a rare fish or node and once it caught it slowly get added into the game and tag the player on the fish discovered by X person
For the fish example patch the fish in but have it like a 0.01% catch rate or has to be fished from this exact pool of water and when u catch it add it in over the map with next patch and add a player tag on it to who discovered it
not sure if people would like that, I'm ok with it.
they can add new weapon in a way like this too for example there a hidden room behind a puzzle in a dungeon and if u crack the puzzle u might unlock crossbow recipes which then everyone can get
and just tag the player who did the puzzle and unlocked it to the crossbows
dont tell people they got added just let somone ifigure it out eventually and they get a ohh frick moment alognm with rest of the server
You have to scan a QR code in around irl cities and do a irl puzzle man hunt ala Cicada 3301
could be something like u need to get X item which give u a minor hint and if u take it to a statue in a dungeon where the room unlock under certain conditions and u use this item on the statue it might unlock a new room or tunnel permanmently which the mkight lead to unlocking something or technologuy or even drops on the server
and then a 1000 piece Steven puzzle
One day an answer about coal will happen and not " is there a ferret??!!!" 
Coal will be introduced into the game eventually
Is there a apprentice hunting bow that has Rarity as the primary?
Where to get Epic Fine Paper? If I will use common, what can happens?
@mellow gulch vendor items don't factor into item quality
It showing you epic paper is a bug
The crafted papers have the wood type
Has anyone here actually seen the Divination Mirror Recipe ingame? I've heard the broken mirror craft component drops at Seph, and have seen a number of broken mirrors ingame, but while the codex lists the repair recipe I haven't ever seen the recipe for that nor has anyone I've talked to. (and the repaired mirrors are needed for Apprentice Repaired Treasure Maps, so it would be really nice if the mirror recipe was actually possible to get).
Where can I find recipes for tools with rarity (ash or hemlock)?
that depends a bit on the kind of tool -- for example for lumberjacking both the default apprentice recipe and the apprentice vendor recipe using Hemlock and bronze have rarity as the second stat.
But the codex lists a number of alternate recipes for all the tools that I've been unable to find a source, especially at the journeyman level. I would love to know a source for any of the tool recipes that use Brass or Iron
did they just remove the lumberjack skill tree?
also do you unlock more recipes as you lvl the skill? im guessing so but idk
i would guess thats > Forsaken Blades Spellbook
that recipe is f'd , i had everything legendary and nobody i asked to craft could even craft it legendary thanks to the paper and emblems ruining the overall rarity of the mats. someone might be able to craft it if they have good artisan clothes but most likely you are wasting your time getting mats for something that will proc 1 rarity under your ingot & magic powder.
straight up waste of mats to craft it until they fix it, spent so much time farming every ingot material just to try sell them now.
if someone have crafted it lego i would like to know their rarity stat for engineering smh
Can you level beyond journeyman is lumber milling if there isn’t a journeyman station? Seeing a lock on lumber milling even though I have promoted to journeyman cert
just need to process one more thing. its just a visual bug. once you get more experience it will continue to level.
Thanks
Are we able to make Journeyman Pickaxe yet?
Anyone have problems with leveling sometimes? My jeweler says apprentice and its been stuck at lvl 11 / 1 % after quite a few jobs
How often do Tier 2 hunting nodes respawn?
I had this with cooking once I hit lvl 20, just to confirm you have gotten the certificate already? When I hit 20, it was stuck at 1% and then suddenly as I kept cooking, it bumped me to 21 and then it continued as normal.
Can anyone share legendary willow spawn?
Please someone justified this convoluted crafting system...
Honestly it’s a complete mess but it certainly does generate a lot of player interaction
Steven wants the crafters to have to rely on other people to make anything
Can’t wait for endgame crafting where it’s going to be worse, since getting to grandmaster is expensive
You shouldn’t be able to craft everything yourself
This system makes it so you can’t
It’s interesting how some professions have light interactions with a wide range (i.e., how armorsmithing needs slate molds that use animal fat, bluebell thread, and willow boards)
I'm a Stoneman, I need to find a thread from a threadman otherwise I won't need the threadman.
but the fact the crafting will be 100% useless until grandmaster because really any of the armor smiths or weapons wont be able to keep up with players lvling so nobody will need those until 50 cause usually drops will be easier to obtain
Agreed
They should remove gear drops from mobs
That way it’s only crafted and it’s always relevant
it wont be though
cause people will then be wearing lvl 20 gear at lvl 50
cause crafting wont be able to keep up lol
Yes, which emphasises the need for the level grinders to help progress nodes to get better gear
Those level 50 players won’t like not having the best gear and will start putting effort into getting the buildings to get the better gear they want
only way i see that working is if you lvl cap people until the node is at the progress for gear to be relevant
If you want crafting to matter, and solely matter, it needs to keep pace with the level of the characters making it. It should NEVER take me 3x the time to level my crafting to get items that fit a level bracket I passed in a few hours.
They are kind of supposed to, by having the mobs in a node scale with node tier
So you won’t be able to level more than 10 above the mobs available
thats its aye
This system disrespects everyone's time.
100%
so then lvl cap everyone simple
yeah, there’s a lot of balancing issues with crafting. 1-10 in crafting clearly needs to be much faster.
dont allow anyone to progress until the node is enough
simple
1-10 is completely jank
It is level capped, by the node tier
You gain 0 exp from mobs 11 levels below you
but people juist go to the next node or dungeons
Those dungeons and poi’s are supposed to scale with node tier
Not be what it currently is with static mob levels
what im saying is basically unless you have all the nodes progress at the same speed and cap everyone at the same lvl
then the crafting is useless till 50
Only if gear drops from mobs
If gear doesn’t drop, it’s very important always
not really crafting takes tooooo long and there is to many intereactions between crafters. its ok to have 2/3 people needed for a craft thats cool. but leatherworking needs around 6/7 people thats crazy
what? Leatherworking is one of the less annoying ones
you just need hides, wood, thread, right?
Think of it this way
This is how the goal is supposed to be
At day one the moment the servers go live
The entire world is disposed to be 1-10 content
And until a node is leveled that is the only content available
Carphin will be 1-10, oakenbane is 1-10, the forge is 1-10
And it’s not until nodes start progressing that content unlocks(and nodes will block others from progressing via vassal system)
If gear doesn’t drop from mobs, then crafted gear based on node buildings is all that’s available
i think we should also be able to test max lvl crafting and gearing process cause once again i think this is ok at max but not when lvling
it's not that simple. for novice to apprentice you need cotton thread. there are no gatherable cotton nodes so you have to buy the cotton seeds from a vendor and grow it with droppings before you can pass it to weaving to spin to thread
yeah, so just farming and weaving. that’s not weird.
i feel unless your a zerg guild with 300 people funneling mats to people this system doesnt respect anyones time
e.g. leveling novice armorsmithing requires 5 professions: mining, stonemasonry, hunting, tanning, metalworking
crafting polished tin leggings, an apprentice item in armorsmithing, requires:
- apprentice lumberjacking
- apprentice lumbermilling
- apprentice hunting
- apprentice tanning
- apprentice herbalism
- apprentice weaving
- apprentice mining
- apprentice stonemasonry
- apprentice metalworking
- apprentice armorsmithing
I don’t think the system is created to respect your time. Its main focus is grind. It reminds me of Ragnarok.
Good or bad; that’s your opinion
I’m just saying that’s how I feel
grind is totally ok
And interaction make friends
but this is MEGA grind that is really suited for zerg guilds haha
I can agree with that yeah, numbers is everything right now.
Or a lot of free time
It caters to large numbers or unemployed people.
i would like to see a crafting window inside the trade window cause no way will i ever trrust anyone with mats to craft something lol
Which reminds me of a hilarious guild advert I saw where they wrote “Self employed or unemployed preferred”. That was great
Idk about the other servers but the bugged willow hurts all of us
I think the point to illustrate is how convoluted and overly complex crafting is at lower certifications. The gear crafting professions are pretty much all the same. Leatherworking vs. armorsmithing are both dependent on half a dozen other things, trade a gathering prof for droppings farm is all. Also, the required professions to create tin leggings don't include herbalism and weaving
all it takes is 11 unemployed no-lifers to have a GM of every prof 🔥
It's not overly complex, just need to lose the instant gratification mentality of a lot of games where you just go to the freezer and buy your pack of chicken nuggies.
Weapons should feel like something special that was made with a lot of effort
man so many unemplpyed people haha
Alenya, nothing feels special literally at all what are you talking about. Making 1000000 white quality swords is no different than making a legendary sword in this game. The only difference is the color of the item you mined RANDOMLY changed. Nothing else. it's all RNG for your special items.
It's not an "instant gratification" problem (at least not for me). I assume there's tuning to be done but, it doesn't make any sense to do any crafting or gathering before max level when you can just acquire rare quality versions of the same gear with less investment by just mindlessly grinding mobs. Some of the problems will get resolved with enabler systems for a full economy but there are some obvious issues right now
man i love my 10000 white swords they were super helpful
Sorry that was in general not you specifically
I pass them out like candy in Lionhold
so its just a visual bug
got it
What is respawn timer for mining node?
wanna confirm no one has been able to get hands on a apprentice map?
the mirror drops from seph seeming useless rn
Yep. Some recipes dont exist rn but the drops do from the looks of it.
Is there a discord or place where I can check value of items? Current methord is just clicking on stores and just guessing?
I have 4 apprentince professions and 1 journeyman. For some reason the game is saying I am using my maximum number of apprentince professions (5)
I do think we should get 1 more apprentice slot so it's 2 1 1 2
$50

just did an epic map and gave me 61 curio coin any used for that?
not yet
Thanks for the explanation
so i wasted time on an epic map with useless stuff....
61 curio coin 32 gloomy pross petals (useless also) and 1.8g in glint...
The loot from maps changes based on the quality. The higher the quality the different tiers of materials drops. I would agree, epic right now isn't something i would focus on. Rare and below, sure.
Someone broke it yesterday, but i repaired it and protected better: https://docs.google.com/spreadsheets/d/1QbSOHPcWPri-UE-NU_tEiZ1YI3-D-A_b1My-0_WTwYw/edit?usp=sharing
Feel free to use gathering/crafting calculators.
i did it cuz all mats i had on banks when got frayed but wasted 1hr trying to find it since it showed 7 circles lol
we need more downtime so you can do the processing calc
yeah, hope on this week I will do
you've probably considered this, but my personal suggestion is to make it read-only and add instructions at the top to make a copy for personal use
I thought it was protected well, my bad. Missed some cells
I made a copy as soon as you posted it
i see the message about codex at the top, a collab on this would be cool
it's not a kind of collab, friend of mine already shared with codex developers how to make same thing or better based on ingame files. As soon as Takun(owner of Codex) will have enough time to make it - I am sure he will do.
regardless yall are the goats for this
im more of a sheep kinda guy
Does anyone know if the enchanted bronze recipes are fully in game? I currently only have the Pauldrons and the bracers
Does anyone have any clue why people are buying out all the common snowdrop everywhere?
Hm, anyone having trouble with promoting a 5th profession to Apprentice? I've moved another to JM already so I only have 4 at apprentice
JM includes apprentice for this profession. So even if it's JM the aprentice lvl is included in the limit.
I suspected
But that seems silly then.
The limit is not accurate in that case
So even if I promoted another profession to JM, it wouldn't matter
You can only promote 5 skills above novice
2 grand master 1 master 1 journey and 1 apprentice
Nah, it's 2 Grand Master, 1 Master, 1 Journeyman, and the rest Apprentice. You just leave one "open" and you can promote/demote as much as you want. I haven't seen any repercussions to promoting metal when I need to make some Tin, then demoting it and promoting lumber when I need Willow.
Yeah I'll do that with Stonemason cause I just need the molds
But they're right, you can't have more than 5 Apprentice (or above).
Honestly, there should be some sort of cooldown or something. Which I expect they'll address that before launch.
Oh, you do lose all XP when you demote, back to the Novice cap. So FYI on that! I haven't demoted a gathering skill yet, when I have that tool. Kinda curious what will happen there. Does my Axe turn back to Novice?
So it will demote it to the highest possible level for that rank. Got it
Yup!
No that is wrong you can only have 1 apprentice and the rest are novice. Check the wiki
Did you read the entire paragraph before saying I was wrong?
Yes and that is also wrong 🤣
No it's not, I was doing it last night.
Currently true you can go up and down but it will not be that way in future
It will have a cost
Cost makes sense
Great, like I said. It SHOULD. But until it does, it's not wrong.
Also if it's a gathering skill you will have to make a tool each time
Okay, that I kinda thought.
I will be demoting one of mine at some point, just to see what it does with the current tool. lol
Just use this chart. Safer that way
Nah, the whole point of Alpha is to NOT play it safe and find things to improve. Go crazy, flip your skills every other day!
But we got some min/maxer here that's already making his final toon. 
It marks it as red. I have a red fishing pole.
Can you still use it?
I should probably try but I figured it meant I needed to go back to apprentice or craft a novice one before I could
Yeah, that's what I'm curious about and will probably test myself. I don't know how fishing works, because I just see people standing around. But for like herbs. I'm currently Apprentice with the Apprentice tool. If I demote it, can I no longer harvest ANY herbs? Can harvest Novice, but not Apprentice? Or, does it just have the Red X, but it's still technically equipped and works normally?
I know you don't have the answers, they're just what popped into my head when trying to figure out how it would work.
You can still harvest novice
because your tool 'downgrades' to novice
I don't know if you then later promote, you get your apprentice tool back
does anyone have one bluebell thread i can trad for, Tin Ingot , a cut emerald or a Halcyonite?
anyone have jouneyman lumbermilling on their server?
Just wanted to post this here. A mate of mine found an image of someone previously testing hunting and it's rarity.
Anyway I wanted to add to this and do my test with a rarity rating over 500. I think we can safely say that this system is not currently working?
Sorry for the @ @marsh vigil but think you may also want to see this.
Meanwhile another friend finds an epic wolf carcass and has his hunting skill at 5. Mine is 30 and over 500 rarity, and I barely find a rare.
I think there is a issue where rarity is static on the node mostly
Yeah agreed. We were discussing that every huntable animal spawns as a common, but then the rarity skill comes in and determines if you get a better rarity. But that theory must be wrong seeing as my results above.
I would just assume everything is placeholder currently
and there is no logic behind any of it
Oh absolutely, I know this isn't what they want hunting/skinning to be
you mean people shouldn't be able to pet things to death?
The system works it’s just a really weak stat
And you did get unlucky
Oh wait you didn’t even get that unlucky
Your results align perfectly
They're no better than someone with a starter hunting bow
They’re much better
You collected 151 grems and got 22 uncommon and 2 rare
With a starter bow he collected 167 grems and got 13 uncommon and 1 rare
You got double the starter bow
The stat works it just adds to your chance to proc enhanced rarity
I havedouble the guy who had 259 rarity, and his were far better
Once you do proc enhanced rarity it’s 90% green, 9% blue, 0.9% heroic, 0.09% epic, and 0.01% legendary
His aren’t MUCH better
Mine should be double as good as his surely
His proc rate is 29/153 =0.19, your proc rate is 25/151 =0.166
No, because with no rarity you have a proc rate of 10%
so with my score, what should my proc rate be?
Someone in this channel worked out the math for it sec
Punch it in there
Looks like the answer is about 16-17%
Thank you, appreciate it
So you hit exactly right and the guy in the other test got fairly lucky
But the real tl;dr is that gathering rarity rating SUCKS
It’s just an awful stat because of how the system works
Yeah, feel like it was a waste of my hard earned mats
Yeah, I mean I know its not the final system. I just hope they have a skinning mechanic like Red Dead Redemption 2 🙂
whats the best thing to craft and process for xp? for lumbermilling and carpentry
all xp is the same for each tier - so just go for the closest to farm - though ash caravan body gives 1.5 silver and ash crate gives 5 copper - so I use ash caravan body when i cant afford anything else - im close to ash trees 🙂 - also apprentice crafting is way too expensive so i craft novice stuff still - im at 19 so soon journeyman
Does anyone know what's the best way to level jeweler 10-20?
Is it still novice necklace due to cost or do the apprentice crafts yield sufficient exp to justify the 11s crafting cost?
you can usually sell emerald jewelry well
Hmm I'll try that thanks. Earrings are nice
I like the hunting rarity, I think all gathering should be like it making legendary really hard to get , that way it's worth finding epic/legendary proc and worth getting better gear to increase rarity. Only reason mining/lumber/plants have so many higher procs is cause of the static nodes which really needs to be fixed.
Agreed. Maybe not so incredibly rare that we've only seen a handful of epic animal fat (that were made known publicly anyway) when the server has been up for an entire month, but yeah epic and especially legendary gear have to be hard to craft and static rarity nodes have to go asap
Well I got legendary t3 hunting bow + journeyman pants, belt and shirt (common) I dont use bags so lose about 50 ish rarity. and within 230 ish frogs I got 30-50 ish not sure as I used some uncommon, 6 rare, 2 heroic and 1 epic. So surely in few months we should see more Epic+.
@rigid nova Do you know the threshold of rarity needed to increase a stat that has a range of say 4-5 to 5?
basically all stats are placed on steps between quality rating. So, for legendary there is a range 71 - 100, so, you have 29 steps of linear increasing. If possible attri range on item for example is 100-128, each step will give +1 to attri.
When we are talking about low-count things, picture is the same, but i don't know how rounding working exactly and how much % you need to step up - 49% 50% or 51%. I think 50% should be enough.
1-5 - сommon
6-15 - uncommon
16-30 - rare
31-50 - heroic
51-70 - epic
71-100 - legendary
Ty I will give it a test when the servers come up, trying to work out cost efficient BiS
Comparing things like high rolled Heroic vs min-rolled Epic
Yeah. But don't forget that heroic and epic set bonuses are not the same... it becomes actual for lvl 20 items.
Oh that is interesting right now I see BiS as just raw stats over set bonuses so I don't have to consider that right now but it is something I will note down
Does that mean that is I have a set of half-heroic and half-epic the set bonus will average?
Or are the fully separate and so you need a set of the same rarity
If you have 8 item set, 4E 2H 1 B 1 G your bonuses will have same color: 4 first piece of set bonuses would be Epic, 2 next Heroic, etc
is set bonuses starts from 3, 5, 8 it would be
3 = E
5 = H
8 = G for you
Ohh that's really interesting, I wonder if that's intended as the final system, definitely a wrinkle that needs to be accounted for
Quick followup question for your rarity calculator it goes up in 5% increments is that a reflection of how it works in-game or are there things liek 51% to next rarity just incase we need to hit 1% more for max roll I was curious about this
5% is non-constant increment, it depends on rarity and amount of steps
for common we have only 4 steps, where 1 is 0% and 5 is 100%, so 2, 3, 4 would be 25%, 50%, 75% for heroic and epic we have 19 steps, so it's 5% per step
oh wrong. 1 is 0%, 6 is 100%, so 2, 3, 4, 5 is 20%, 40%, 60%, 80%
Would it be possible to add a roll value portion to the calculator as well? Something where we could input the steps for substats and get an output on that as well?
Well, I will try to add it, but it's a pain to make it.. user-friendly in Excel
Still nice work. Excel was never know nfor being very user friendly 😛
Understandable it can be a pain lol if it proves to be too much trouble it's not a big deal anyway as we can figure it out
@rigid nova nice calculator. i have a question. i crafted the halcynite ring by using all leg ingridients. it turned min roll legi. so what can you else do to get it to a max roll?
higher quality buffs from gear, food or elixirs
ah nvm, i guess i have to raise the quality rating
how does the node buff 5% work? is it 500 rating then?
you would need approx ~2700 rating to get max roll for leg item(if there is no diminishing on higher ratings, which we are not able to research at this moment)
How might one get access to this beautiful calculator :3
❤️
Anyone know the processing/vendoring price of dried lumber milling items?
It's honestly great and easy to use
Great explanation
On a handful of items, where calc shows 0% to next rarity, the uptick doesn't happen
I.e. 17/3 epic heroic still showing heroic with proper quality rating
Do you have an explainer post on rounding calc or if theres variance between rarities / artisanships
How about breakpoints? Seems like it likes multiples of 50 before the % updates
Doh it seems like you start to explain just above
Q.Rating contains now an empirical assumption that all Q.range 150-249 is rounded and equal to 200.
I am not 100% sure in that, it's still a... "white horse", cause of not enough data mined or gathered 🫣
but for now - my data and experiments makes me sure that whole model in calculator works 99% fine
It does seem to work in most cases I've tested - just a handful of outliers
@rigid nova what does the 5% node crafting quality rating do? is it like 500 rating or does it count on top ?
Leveling Jewelry from 10-20 (with artisan gear and xp scrolls) not accounting for materials will cost me 550 gold. What the actual fuck?
is this with crafting apprentice items
yes
craft novice items and do it in Halcyon with the school of construction for +100% xp
I suppose Intrepid's intention is for me to pump out 1,000 common zinc necklaces to level up crafting 😐
Neat
Well, in this alpha, yeah. It’s not working well. I made like 400 second sword boots to hit JM armorsmithing.
and you'll say thank you Mr Intrepid what do I make next
https://www.mediastorehouse.co.uk/p/172/sea-otter-skeleton-male-5271982.jpg.webp
Can someone tell me which 6 bones I need to craft my tiny bone earing? 😄
Is this in the game? Codex doesnt say from what it drops. The recipe however can drop from a ton of mobs.
Is tanning really hard to level for anyone else? I can't seem to find enough huntable creatures anywhere
1-10’is a grind
10-20 is much easier
Work hard
Make sure to use the shirt/pants for XP
Easiest way is to find a group of low level grem to kill. Killing aggressive grem gives a chance of them respawning as huntable grem. It's still pretty slow but faster than running around the world looking for the mobs.
The problem: =====================================
Current Animal Husbandry (AH) system is terrible.
-
Unless you are the top 1% of people who have a dedicated group to farm and camp the best spawns (which are static and need to be randomized), you are spending more money in this profession than you can make.
-
It costs 55s (in a node that has 10% tax) to tame a Novice level mount. No one buys them outside the 1st or 2nd day of a server.
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The sale price for completed mounts and BoB (to vendor) are either 0c (yes, zero), or 1c, or 5c.
-
Apprentice mounts cost 1g 65s (again, in a 10% tax node, and cost has tripled) to tame, and you either cannot sell them at all after a week of the server being up, or have to vendor them for nothing.
-
You can only ever tame 1 (one!!) animal at a time at a station. Every other profession can select between 1, 5, 10, 25, 50, etc. and their timers are set to minutes based on quantity in a 1:1 ratio. AH takes 30 minutes per animal, and you can only do them 1 at a time. This makes leveling this profession both insanely expensive and insanely time-consuming with nearly zero return on your investment (I've actively been losing money in-game for the last month).
-
Players who got boosted early and have collected all of the best Journeyman mounts are poised to be the only ones to make a profit when those markets go live, and everyone else who is trying to catch up are out-of-luck because by the time we get to Journeyman, everyone who wants a mount will have one and have no reason to buy another.
Possible fixes for this: ============================================
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Mounts should be perma-death when they're killed. Actually require players to invest back into the mount market and help this profession.
-
Lower the cost for AH taming. It is wildly out-of-sync with other professions in the game for an 'item' that is permanent for players currently and never requires them to reinvest with you.
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Significantly increase the amount that a tamed mount or Beast of Burden (BoB) can be sold to a vendor for. I have worked other professions like lumbermilling and woodworking and if I take a bunch of stacks of western larch and mill them down into planks and boards, I can sell them back to the vendor or craft caravan parts and be either making a profit off it or at least nearly breaking even on the money I invested. Only AH seems to have such a massive cost sink, and at least for things like caravan parts, players are getting their caravans destroyed and needing to buy new parts for them (this is the only time a BoB gets sold, and only higher tier ones).
-
Provide more rarities for hunted animals (both carcasses and animals). I have farmed hundreds of animals (Grem, Raven, Horse, Bullywog, Wolf, Bear, Pallas Cat, Terror Bird, Tidebreaker [Otter - why the multiple names??], Swiftclaw, Voyager, Shoalskipper, Terrapin, Gryphon, Obsidian and Runic Stallions) and the BEST rarity I have ever gotten is rare (Blue), and most of those are only on carcasses, INCREDIBLY rare to get them as the animal for taming.
-
Make the rarity of a AH tamed animal mean something when it tames into a mount. Having Uncommon and Rare tamed mounts have no difference to them is pointless, so why??
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Make it so players who are leveling hunting as a profession can "kill" animals (e.g. fight the in-game beast mobs) and get those to drop carcasses, bones, the actual animal as a tameable item, etc., but only if you have the appropriate level of hunting and the appropriate level of Bow or other Hunting implement attached for that type of beast mob (i.e. If I have a Novice-level bow and I am killing Otters [Tidebreakers - seriously, why the different names for a single mob type?] then I won't get any materials other than glint and droppings, but when I equip/craft an Apprentice-level bow, I now am able to gain alternate materials from those beasts, and the same concept when I craft up to Journeyman and beyond).
Keep up the awesome work!
i need to ask if you set your qrating correctly as it influences things a bit, so far i had 3/3 correct 0% crafts with the calc
works great and confirms many hunches I had about the numbers, thanks for the tool bro
Once we get something other than placeholder hunting and placeholder taming
The system might not use gold, since you will have to grow the animals
We may have to get mount food from farming to grow the mount
This system is also supposed to let us grow battle pets(like archeage battle pets) and cosmetic pets
I agree there needs to be a similar system to durability system for mounts, as there is no reason players will go back for mounts after they have thier mount they want
does artisan tailoring quality on clothes work? for the spreedsheet i wonder should i keep calculating with 0?
They do work, but it’s a minor buff to quality result
well if i get 100 quality it can save a lot of money
It was nerfed since phase 1, since it was abused to get legendary gear from blue materials
Now it might push you from high epic to legendary
so is the spreadsheet lying?
Probably not, but those numbers could be old data
the spreadsheet is pretty close
Do testing yourself
You can see the result without crafting, so put item in, see quality and what range it rolled, then put on crafting gear to see difference
yea the thing is i need to buy expensive mats:/
so i wonder if spreadsheet is accurate for planning
I will test it, thank you ♥️
https://ashescodex.com/db/item/Gear_Armor_Light_Bluebell_Shoulders
I wonder if this would be accurate
yep looks right
with 0 it goes ro rare with at least 50 quality it goes to heroic, so pretty huge price diff from common and uncommon tanned otter hide
0,0090% - lucky 😛
why it feels like some other gatherables drop heroic+ much more often like willow tree
i get rare+ more ofthen than uncommon or green from willow, feels weird
You haven't found your lucky tree yet 🙂
LIKE willow - misread 🙂
Still early for me - in need of coffee.
That is a good problem to have.
What gatherable are you looking for?
nothing i just wonder why some gatherables almost never drop rare + and some drop very often
Because the way rarity works is stupid
Hunting gatherable -> always starts as common.
i see
also not sure am I able to buy apprentice tailor shirt ant pants anywhere or only craftable?
Only crafted.
Well the shirt requires a tailor, the pants a leather worker, and if we get journeyman the tool belt is armoursmithing
Some of them drop in the forge, it’s armoursmithing gear from that one boss
Not for tailoring.
Armorsmithing/Weaponsmithing/Metalworking/Mining.
ok ill need to craft those then, ty, to craft apprentice i need that profession apprentice if i understand correctly
armour, metalworking and mining ive seen. wouldnt be surprised if there is weaponsmith too but i havent looked 
Dunzen Smith's Shirt
I do feel like overall crafts need a serious overhaul. Crafts feel really irrelevant in its current state until Max Level. I think this is because people out level the crafts before they can even get to the apprentice level. Rarity of resources, the resource costs, and the amount of XP you need for the earlier craft levels really slows down the entire process. So crafting doesn't become relevant until Journeyman currently because people at Max level can't progress further... If crafting is meant to feel important it should at every level (obviously more importance as it grows) but.. it does feel like its a system that really needs a stronger focus and love. Once LV 50 is unlocked, Crafts may not even be really important until Grand Master level due to the same reason i gave - People can't level further (class wise).** (This is just feedback as I know its a test, and we are in Alpha. I do think it'll need to be given some needed attention in the future or more discussion about the direction of it)**
I think the problem there has more to do with the weird disconnect between player level, node level, and node progression.
Node progression is glacial relative to player level progression and it isn’t clear how exactly to fix that. But as long as players can just level to 50 immediately node crafting progression will get left in the dust until players cap out levels and then come back and do it all.
You have to process Rubies into Dust, then turn dust into ink, it takes 5 ink to make one product. The amount of dust, Ink, to Scroll ratio you need is really high that is slows down the crafting progress tremendously.
Even w/ maps working now.
Thats just Novice level scribbing.
Yeah I think there’s balancing issues with rates of leveling professions and mats needed etc.
I’m more concerned with the big picture disconnect between combat levels and node progression
Its all interconnected
Even w/ nodes out of the picture just getting to Apprentice takes incredibly long that people are already nearing the mid teens to level twenty (W/ gear drops and such it makes it easier to progress beyond crafting levels anyways)
Just want to repeat what other have said above the balancing of crafting/mats needed needs an overall. My issue with testing for alpha is if auction house was years of supply and demand price of mats would be reasonable but currently prices are way beyond most people. As most people cant be journey lvl in all gathering/processing aspect of the game therefore either need friend to give you them or auction house/guild bank to make items at level apprentice and upwards. For example Apprentice Tailor's Skivvies you need apprentice in all of the following herbalism (2 piece), lumbering (3 pieces), tanning(1 piece), hunting (1 piece), metalwork (1 piece) and mining (1 piece) all to make 1 item in tailoring. That is bonkers and puts me off crafting and will just make gathering and processing alt and just sell on the auction house.
There are a couple of changes I could see working well with crafting. I think you could decouple proficiency and building level and give the buildings better bonuses. This way you could make apprentice crafts without an apprentice building but the quality be lower, so crafting the best (legendary) items still needs an appropriate building regardless of level. Also they should remove quite a bit of the interconnection for lower level gear, but make it possible so lower level gear can be made at higher levels with better materials. For example, a Forsaken blades great sword should be able to use materials of all levels (t1-5) but using steel instead of copper and braid wood instead of oak results in a "pristine Forsaken Great sword" vs a "shoddy Forsaken Great sword." This makes recipes usuable at all levels, requires a base level (apprentice in this case) to learn, and gives more exp than basic copper recipes. Also there could be Grandmaster versions of those recipes to discover/learn/unlock after crafting something "x" times which use more, and rarer ingredients, and require a lot more supplies. GrandMaster level crafting should be insanely intertwined because they should be master piece crafts. a
Also adding something useful to craft in between then consumes less resources but everyone wants is a great way to fill out crafting tables. (Augment plates to increase defense on gear made with armor, sharpening file set made for weaponsmithing, etc.)
What’s the benefit of using the same recipie at different tiers? I’d rather have new skins for lvl 20 tier vs lvl 10 tier. New stat values (like iron vs steel is dex vs str). Or new secondary stats to pick from. Also you could end up with - X weapon has the best stats, it’s the only weapon you make for all tiers. If there was a forsaken blades lvl 20 version you wouldn’t even bother with a legendary boss weapon
I like everyone being hard gated behind node buildings. Lvl 1 stuff is baseline and everywhere. Restrictions can start at 10. Maybe long term they could have them start at 20, once we can reach level 50.
Is there a spreadsheet of the base xp for the different crafts somewhere? Would be nice for figuring out what to focus on to level up
I enjoy the actual crafting but not the run from place to place as not all tables and vendors are at one location. I assume that will change when we have actual player built cities; or hope so. I don't even mind the time it takes to craft although some may prefer a slider bar so they can reduce the time while increasing the risk of failure which is fine with me. I am concerned about the need to purchase so many items to craft as that is great for a mature game but not for a new game. Also, the time it takes to level in adventuring should be equivalent to the time it takes to level in crafting. ATM it takes ?xx longer to level a craft which is quickly out paced by those expected to purchase the goods ie: adventurers. I really don't want to craft the same item over and over again to sell to vendor in order to level up. Don't make leveling crafting easier, make adventuring harder so the rush to end game takes longer.
I can’t see them slowing down leveling by more than a third of what it already is. Level 1 crafts should be 2 professions at most for mats imo.
I think that the first apprentice station should be a bit faster than what it was this cycle. But I like how long journeyman ones have taken so far. Get to actually play the level 10 gearing game for a bit.
For leveling crafts, idk. Systems are incomplete still. Deconstruction is a planned thing I think? I would reduce the gold cost of 0-10 a bit.
If you make stuff in demand I think crafting is better than vendoring but idk. I have only experienced them second hand. Making bone earrings and halcy rings rare for profit for example. Instead of spam craft and vendor items.
I would very much like to see the first few buildings in a node be made easier to construct. Maybe just a big discount for the first support building and first apprentice building. Would make less desirable nodes feel less bad.
Using old recipes at new tiers makes sense for crafting particular stat packages or bonuses and keeps recipes relevant. It can used to also reduce the need for redundant blueprints, for example like "one handed sword" being the blueprint instead of having a "copper sword", "tin sword" "bronze sword" "steel sword" etc. from filling your crafting menu. A basic (novice) sword requires metal and wood, a mediocre (apprentice) sword needs leather for the grip along with wood and metal, an advanced (journeyman) might add gems, for example. Then say you made a level 50 version of a Forsaken Blade longsword and a level 50 version of the Crystalized blood sword from Carthen. Let's say the Forsaken Blade increases penetration, and deals more damage and has a con bonus, but the Blood sword then has slightly more speed and lifesteal. Different sword for different play types, and the recipes you earned while grinding at level 10 are just as useful as recipes found grinding at level 20, or even at 50.
If exp earned is scaled off the materials involved as well, it would make crafting a more balanced and rewarding system instead of the "spam x item y times to level it up as fast as possible".
I like the saving space on the crafting menu argument. But I prefer that you have to deal with whatever secondary stats are new at new tiers. Forsaken blade might be str con, but without that option now you pick something better for lvl 20 tier
Keep emblem / token crafted items unique, and locked to that tier.
I could see that. I just get tired of crafting systems where once I hit say crafting level 300 I now have an entire inventory of recipes I will never touch again. But we've also seen currently where mobs that drop a particular token are available to fight from lvl 5 up to level 25, so getting the tokens for gear locked to level 10 feels bad.
Especially with how the mobs are suppose to dynamically adjust to a node, humans that you once fought at level 5 might evolve to level 20 elites 3 stars at a later time.
Saw that happened at Minotaurs. Logged off thinking we will come back tomorrow just to find they out level us now
Is there any kind of guide or like 'how it works' for the crafting system created yet?
What would you like to know? Resident Weapon crafter, Stonesmith, metal smith
Just a general 'how it works'
like what should I be focusing on, how is xp derived, what are the tiers and how do you progress them, etc
Xp for actual crafting is derived based on the amount of material usuage and not quality
The in game tutorial was very breif, which is good, I like the idea of exploring on my own, but since the server is down, I'd like to research and figure out how best to maximize my time
The novice crafts for weaponsmithing at common do not sell back for crafted price, but uncommon nets you a gain of 4c reselling back to vendor. Moving to Apprentice weapons this trend is not present. And only once you start reselling heroic weapons would you net a positive from crafting costs to vendor selling
You can use any rarity material in any craft
The amount of materials to determine rarity have an equation to determine output rarity
Crafting rarity shirts, pants, and belts add to this score but its at about .8 for every 100 quality rating
So for mats, I was just getting started, and it was 60s to 1 production, as well as fuel and cost. Is there a way to maximize that? Ie refine 20 at once, rather than just 1
For processes, you can do batches of 1,5,10,25,50,100, and 250
How do you do more? I was searching for that, and couldn't find it
Each type of wood also have different fuel weights
Its a drop down menu next to the rarity
Okay, that's good to know, and is it the same for each? Ie stonecutting, alchemy, etc
And is there crafting of the resource bags, like an artifact tier resorce bag that would hold a billion wood
artifact is not ingame currently but yes
Ashes codex has all items currently and all items that are in but unobtainable in game currently
you can use the search function or use their item drop downs to look at costs and such for stats
The codex has a clear indication on the items that are not obtainable so you dont have to worry about accidentally finding something you cannot do
I'm not sure the bug still exists with crafting benches, but if you use materials from 2 different stacks in a craft from that menu, itll not let you complete that craft and youll have to reset the menu by switching to a different item or closing the menu
Tiers go as such, Novice, apprentice, journeyman, master, and Grand Master. What your referring to is Rarity which is Common, uncommon, rare, heroic, epic, and legendary. Which are present at all Tiers
Hmmm interesting. So how do you progress tiers? And what is the highest we can currently attain?
You can "attain" Grand Master, but only craft up to journeyman if the bench is available in a specific city
currently only apprentice is craftable through most of the different crafts
on Vyra
Because of the lack of mayor cohesion
Lyneth or lotheria might be different tho
All benches in a specific city are decided on by the mayor
I think I'm on Lynneth, but idk, I could only login for a few hours before servers went down.
Is there a way to tell from the map what stations each node has?
and then can be voted on by the citizens but is still mainly a mayoral exclusive choice
Yes, zooming in you can see
So probably whatever journeyman tables are around is worth investing in, if I want to test the highest tier possible, yeah?
Not necessarily
Can you get every skill to GM?
This isnt a complete table
No 5 can only be upgraded from novice.
then 4 can become journeyman
then only 3 of those can become master
then only 2 can become Grand master
Even after upgrading a craft, you cannot still upgrade another craft above novice if you have 5
All professions
to include harvesting
Wow, so you really have to choose
Player cooperation is heavily dependant in this game
Is there a benefit to going GM in like Lumbermilling
Once guilds allow banks there will be more players doing alts to do these extra crafts
Atm no benefit past journeyman since there are no items ingame for it
besides cool points?
I would think
Later once implemented there will be huge benefits
Better crafts, bags, equipment for said craft or profession tier
Interesting! So like a GM in Lumberjack and Lumbermill would be somewhat self sustaining, but not varied
Somewhat, but not entirely, A lumbermiller still needs a GM metalsmith for certain items, such as
The crafted bows need thread and an ingot
At that tier
So you would need a GM Weaver and GM metalsmith
I mean self sustaining in the respect that it can get the highest tier wood, and refine the highest tier wood
But you couldn't, like you say, make very much without serious assistance from outside professions. I imagine cooperation within that system, like you say, will be key. And it makes a fluid market, which is nice
Or if you just wanna not be in a town ever besides to sell, just grab all 5 gatherable professions and make them all above novice
since its a 2,1,1,1 spread
2 gm, 1 m, 1 jman, 1 Apprentice
The rarity of materials is "SUPPOSED" to be on a variable timer and randomized location. But currently does not work this way
Currently if you find a specific node at a specific rarity you can come back 2-4 hours later to the same spot and find the exact thing again
This knowledge was found over the past week or so and has been input to the devs so we could see a change come tomorrow, but idk
What is currently limiting everything? Just the resources not being in the game, or the cities haven't progressed to the point it's available?
Both of these
For Vyra, its the mayoral cohesion and cooperation. Past journeyman. Things just not being implemented.
What do you mean by 'mayoral cohesion'
They are all doing the same thing, or they aren't doing things that need to be done
Big zerg guilds own most of the towns and want everyone to not be able to catch them in boss weapon drops they have on farm during server resets and timers upon defeat
Both
People are blaming it on the cost of things, but that is def not the case in most of the towns
For the desert towns I can see this being the actual case but for the 5 main ones in the riverlands its just gatekeeping essentially
Specifically looking at Halcyon on Vyra, They have the two bosses (Firebrand and Tumok) on lock basically with other guilds. Doing log out sessions on them basically
Halcyon only had enchanting building
The entire time
since Dec 20th
They cant complain about money because everyone and their alt was buying enchanting scrolls from that vendor
But not building the other benches to journeyman basically softlocks all the other guilds and crafters at only making apprentice items at a decent rarity being worse than the boss weapons that drop.
Why are they not upgrading other systems/tables? It's the same as crafting, right? You can build all the basic stations, then upgrade tiers at a reduced step progression?
Can't you just go to another town where they focus on progression more, and put your citizenship there?
Each journeyman upgrade requires a specific building to be built in tandem with the crafting building for a singular upgrade point in a skill tree that takes 3 points for a full upgrade
Each town has 4 building slots
if say joeva has metalsmith, and stonesmith buildings
neither building could every have all three upgrades
So thats where the mayoral cohesion comes into play
You have to plan and execute these plans together to get to journeyman
for all crafts
Then theres the fact of to do certain crafts, you have to travel the world in order to do that specific processing craft, to get the item to bring to another city to use it in the finished item craft
LIKE
joeva having metalsmith, New Aela having lumbermilling, and miraleth having weaving, JUST to craft the bow over in say winstead where that crafting bench is
Once T4 towns and above come into play things will and can be different, but until then. It takes a ton of Cooperation from the entire server just to reach journeyman
and with the state of how the big PVP zerg guilds play on Vyra, were only now just getting Journeyman hunting, and just got journeyman mining this past week
I think Lyneth has had Journeyman on most of the benches for a couple weeks now
this has been known since p1 and is supposed to be addressed...eventually.
For it to be on that 2-4h timer until the 24h timer resets the location?
geez
Gamerz gonna game
yeah, everyone hates it and thinks its a terrible idea. much better for it to be full random.
The current spawning system funnels high rarity materials into the people with timers and routes
You see less randoms getting higher rarity mats this way
Which for the whole server progression is bad
i mean its not just pvp guilds. you have the mayor of a crafting node building illogically and gimping the servers journeyman progression just to continue fulfilling a fantasy of being an RP caravan trading hub. and thats after gimping the servers apprentice progression weeks earlier by putting down apprentice stations that already existed elsewhere, again for RP reasons.
but based on the chats in the vyra discord that mayors getting replaced come election time so maybe itll run smoother?
Vyra New Aela was greedy for them journeyman vendor caravan parts
if you liked RedSRichy spreadsheet from the other day, here is a little website version of its craft rarity calculator : https://aoc-tools.eu/artisanship/rarity-calculator

Better than other nodes with zero journeyman workbenches. But once sieges appear it’s all down the drain on Vyra. Where freehold benches?
freeholds get destroyed with its node so it would get down the drain too :p
not quite.
though it probably won't be a thing initially
I mean, freeholds aren’t even working right now
it opens them up for destruction right after as a seperate thing. but not a guarentee'd reset if i remember right 
When we get Taverns?




