#alpha-two-artisan-chat
1 messages · Page 21 of 1
Also, it’s not necessarily New Aela because we don’t know what server you’re playing on. If you’re Vyra, New Aela, Winstead and Azmaran all have apprentice woodworking so you can buy willow.
However New Aela has Braidwood which is 3 height in Common.
since I have to make alts so I can stop polar from braking my city stuff could I at least not have the corroded zinc bugged sending it to quest items and the mining tool bench not see it please @marsh vigil
where do i get Steelbloom lvl 20 recipies ? since the entrance to underground is blocked ?
You don't
You can craft it at any Apprentice Carpentry station, I don't recall offhand if you need to buy the recipe first or not
It requires apprentice carpentry
You can buy a white version
Where is the current location to craft apprentice mining pick?
Depends on what server
Vyra? No fucking clue
Wait you said apprentice
Go over near Briarmoor, a bit north of it there's a stoneworks
You can do it there
Otherwise yeah you need a city with an apprentice/JM stoneworks
On Lyneth that'd be Joeva
Thank you
such a pain in the ass to make
lego eastern carriage price check?
Free
Worthless
Man I really wish additive weapon damage was more worthwhile
I want to be able to do an attack speed build with wands
i think it might if u had ashit load of it but it the hardest thingnto actually get
all additive gear is aids to get
additive dmg on wands seem busted btw too
every beam tick applies additive dmg
Unfortunately under current gearing, it just isn't
u can get like 250 additive dmg
That's part of why I'm looking forward to the TTK/gearing changes
Not quite
You can get 250 rating which is less than 1/3rd of that in actual damage
And to do that requires immense effort that results in far worse damage than just generic power stacking
Which is unfortunate
yep it the hardest items to make maybe devs know something we dont lol
Eeeh
I think it's just the P1 to P2 gear squish was sorta rushed
We know things are going to be changing and have seen a bit of what that looks like
epic/legendary set for carph jewelery forgelord rings dunzen weapon, shatterwolf pauldron all the hardest thing to make of the items
75 or something from common food too
Technically I think the best you can do is like
i reckon it could be good once they fix enchanting power aka ttk
2x Forgefire Yoke, Ancient Dunzen Scepter, Ancient Dunzen Wand
Wormwig's Rings
At least as far as efficiency goes
40 from 2 rings 36 from epic carpohgin set, 80 from weapons, shoulders is like 7, food 75 so unenchanted its like 275 ish'
dont need vbench for dunzen items btw
Vbench?
dunzen weapons are all made in the befallen forge so dont need a weapon bench JM
there a necrotic wand now too as an option
does seem like there more physical option for additive dmg though
Curious why Iron Reinforced Chassis and ccarriage in JM Carpentry need Bronze and not Iron? Others like Iron wheels and iron armor for caravans use Iron - is this a bug or the way it is?
it an error report it as a bug
Thanks
im assuming they were copy pasting recipes and forgot to change the bronze to iron
1 coal = 1 steel ? or can you make more steel from 1 coal?
1
whats the quickest way to level weapon smith?
Copper shields is the cheapest way
I'm sure it's the same for everyone....but my choice of jeweler, I think, was a mistake....lol
Does anything we know of affect the rarity proc for coal?
Definitely not Mining Rarity
It's probably Lumberjacking
looking for someone to trade my rividium wand and focus to a rividium spellbook (I am a mage i dont need healing stats thats why i am trying to trade) (Lotharia EU)
On which server
sorry, Lotharia
Does Lotharia even have the JM stations for that?
I heard it is up but i might got scammed 😄
woudlnt steel be better?
Well it needs Journeyman Lumberjacking, Milling, Mining, Smelting, Alchemy,
with 10str base is 30phy above the dunzen.
And you can't wield both a wand and a spellbook together
others are available already, and i know i cant wield both thats why im trading wand and focus to a spellbook
Consider spellbows tbh
cannot afford the wood prices
Leg braidwoods going around 10g just for the wood i need 200g minimum
Then farm more
10g ur lucky 😄 its 20-30g per on vyra
800-900g bow before the enchants :p lol
should've chose the steel shortbow
😔 He made this over the Longsight bow
I mean some ppl prefer shortbow which i respect
but dunzen shortbow is pretty bad and costly compared to the steel one.
im trying an additive dmg build tbh somone has to do it
i have purple longsight too btw
additive dmg build items are all expensive compared to everything else -.-
Unless you do medium - large pvp - Shortbow is the way (imo if ranger)
Idk about that shortbow though
Additive damage doesn’t scale good
i think it be fine when the enchanting nerfs happen
ttk to quick atm for it to realy do much
if it applied to skill it be better too
The extra range, AA queueing for people moving out of range, wound stacking, and extra phys power make lb better in zerg
Yeah no additive to skills either
im doing it for testing purposes since everyone and there mum is doing longbow with str.
ranger honoslty need a 10m range bonus tbh for class idenity/fantasy
The 5m bonus for longbow is already insane - I would be ok with only ranger getting 5m to long and shortbow
ranger are weak atm tbh compared to other roles so they need a buff
they only got the aoe root going for them atm
i've hit the end of my tolerance for some of this bullshit. If a single whole region isn't enough to get even jouneyman stations across the board, how much of the map is it going to take to have master, let alone grandmaster? this is a pretty pitiful failure in scale design
🍼
@copper pagoda I think they are concentrating on combat and crafting is being looked at later. Crafting is desperately needing some loving and redesign.
i'm saying that with the town structure so far, they'are already missed the mark and need to reevaluate the space requirements that they expect to be necessary to even fulfil the basics. this comes down to town structure and progression more than crafting, i'm just saying, they need to map out how many cities are in a region or what their expectation is to craft. as pvp'rs are fun, whatever, but crafters keep games alive and pay subscription fees. which is why i'm complaining in the artisan channel, not general
does it take 12 nodes at lvl 3+ in order to make tier 3 goods? that seems like a pretty bad design, especially since that's only half the game
it is alpha and between big alpha patchs normally big difference. I am hopefully on changes will occur going to beta. Town deisgn hasnt been looked at as all are the same even going to the dessert. Its the professional design/ recipes needs complete relooking at.
there's also the horrible state of interaction required starting at such a low level as to make it not worth crafting low level gear, in favor of store bought and drops, even if drops became 1/10 of what they are now, not to mention the leveling of characters vs crafting skills vs towns for crafting stations
and, "This phase is focused on Node advancement, Economy Testing and Vassaling" - with vassaling pushed out, so, their words was that it's focused on node advancement and economy, which are exactly the failure points i'm raising
AND during an interview 2 days ago, Steven said that approximately 70-80% of the core gameplay loops are in the game, which is scary
so, hopefully since he said that filling out the artisanship system is what they're moving towards implementing, that they'll actually take a look at how needlessly complicated it is for how low level it is
and to the "concentrating on combat," they said that current combat is representative of the system
We are missing 72 nodes and 2 levels of nodes on the 8 nodes we have.. Were also missing freeholds. All of which provide more benches more building points.
artisan beiong looked at real soon spose to be before p3
3 lvl of nodes 4,5 and 6
tbh imo they just need to allow same building to be built in same town so u can have lumber mill and carp bench in same town for example, towns might need 2 be quicker progression too but it also spose 2 be a bit of a dampener on people rushing ahead
to be fair that number probaly not wrong if u including the version they have going on the internal testing. now there not complete some are like 1% in the game like free holds 😛 but most of the core system there in some way or form or in march patch which will be in there internal testing
and there shift to rapid expansion seem like there pushing a biome a month would also indicate that majority of core system are in, in some way or form 95% of them are incomplete though :p
Are ice runes obtainable currently? If so, how?
how many nodes is it supposed to take for T3? should it take 1/3 the entire world?
Then for T4 3/4 of the world, then T5, sorry you can only pick 3?
waiting for this artisan and town development pass, because right now, we're at an impasse
theres 22 professions even if you could only build 1 GM building per node then youd only need 1/3 for T5 of everything?
And that doesnt include the fact that master and grandmaster processing benches are supposed to be on freeholds
can a T3 even support a GM bench?
no but were not talking about T3 nodes only?
also how can i answer that nothing above t3 is in the game in any way
the assumption will be it will need more support buildings though
for now, there's 22 skills, and what, at most 2 journeyman per T3 node, so that requires 11 T3 nodes, which is > 2 "regions" to support
T3 isn't even mid-game, and it already requires multiple regions for crafting
i think that's a bit too much if they want crafting to be an integral part of the game
3 regions required to make T3, which you can get to as a player in a weekend
but can't get the towns to in 3 months
Maybe youre looking at it the wrong way round... maybe t3 and 20-30 shouldnt be so easy to bypass?
also currently everyone is wearing t2 for various reasons
various reasons = lack of crafting capabilities to fully furnish T3 gear
that comes down to resources, recipes, and locations to craft
if you match artisan and node levelling to player levelling speed everything were currently testing is pretty much superflous in about 2 weeks
as it is currently
they've also got way too much hinging on freeholds, when they were just land grabbed and sitting fallow
i just think they need to flush out their plan a bit better and communicate what the intentions are for crafting.
should a region be able to be self-sufficient?
considering they want people to be moving materials around via caravan.. im assuming no
should the whole of a tier (t2) rely on a single resource (weeping willow) that barely spawns in an extremely limited set of points?
Weeping willow for 90% of tanning and tailoring.
there should be more willow 🙂 i never denied that you can in fact go find my feedback forms haha
Also wanna make a bolt of cloth, that'll be one thread and an entire weeping willow board. Cause that's how that works in reality
Why can't it be that the primary craft needs one tier lower crafting ingredients for convenience sake.
Fine you want me to collect wooden boards for each and every bolt of cloth, make it take oak or ash or the abjectly useless eastern larch.
So really we’re talking about inter profession interactions not nodes?
T2 and T3 shouldn't be gated as hard as they are, they aren't even midgame for when it goes live. we should be able to easily do up to T3, then, it should start being regional specialties
they are going too complicated too fast, considering there's 2 more tiers to go
I don’t think they’ll get more complicated in terms of more professions.
Heavy armor currently requires stone working, metal, leather, tailoring, wood. What would you add? I think it’ll just be regional items within those, or just more multi profession components.
they're already too complicated
heavy armor takes mining, stone working, metalworking, hunting, tanning, lumberjacking, lumbermilling, and smithing
and in some cases farming + weaving
and most of that, starting at T2 is gated by a single rare resource, weeping willow wood
and you need at least a T2 bench for all of those to make an item, split between towns, that takes a whole region by itself
then you look at T3, and you have to double the nodes
this, in my opinion, is pretty bad for scale
if it took 2 whole regions to do T4, i could buy it, but T3 requiring it 2+ regions, that's not it
especially considering at this point there's a little bit of "work together" going on, whereas when it goes to live, there's going to be constant attempts to level up / delevel to be the lvl 4 / 5 town, you're looking at taking half a map to be able to be lucky enough to find all the benches you need for T3, let alone T4 and T5. so. with this being said, it's great fun ideas, but it is not conducive to having actual crafting focused players in the long run, as it's just too much work.
they overcomplicated the fuck out of the crafting building requirements, enough to stifle any chance of making this game attractive to crafters.
Will note here - this is alpha and just the testing phase of the concepts of gathering and crafting. It is changing. But beyond that, think bigger picture. We are Testing with only 8 half developed nodes (not including Lionhold) and a Market system that isn't very friendly to selling goods across long distances. When you throw in 100 nodes, and Metropolis nodes, and a better gathering system, and hopefully a better Market system....things will change.
It won't be as difficult to acquire the resources needed to craft items. The bottle neck will not be "gathered" material, it will be the Dropped Loot required. But even that, with more players and more farming of items the availability will increase.
They want Crafting to require a social interaction...gatherers > feeding processors > feeding crafters > feeding players. It is a difference experience compared to other MMO's, but that is the point of what they want.
I'd like to see the need for common, uncommon, and rare material be more valuable to the processing/crafting experience. Instead of the mindset of Common, Uncommon, and Rare being vendor trash most of the time because everyone wants heroic and higher...Change the recipes of higher tier items to include the need of lower tier items. Maybe - 10 common tin frags + 1 uncommon frag = 1 uncommon tin ingot; 10 uncommon tin frags + 1 rare frag = 1 rare ingot; so on and so on.... (just an opinion/thought)
Part of the problem with mats is that there's a lot of producing but not a lot of stuff actually getting removed from the economy
Fountains but no sinks
Node destruction, item deconstruction, gear permanently breaking, freeholds being destroyed, node upkeep actually needing to get paid, all of that will make it better
The other problem is that high-rarity mats are "Scarce" in that actually finding a Legendary node is lengthy, but once you find it you've hit a goldrush and are permanently set
And any conflict that's desire from competing over them is basically just a bullshit lie because you can't practically compete over a node with a known timer and no need to exist near it outside of exactly when its being harvested
Well said Moss... There does need to be more sink. Along with higher teir items, lego for example, being something that is legendary to find; but then when you find one you still have to rely on all those lower level items to produce something out of it. That would also help with the sink of lower level items.
I believe we will see a huge shift when the next iteration of gathering comes out (hopefully end of month).
Is there 3 high commodities? or you just have to put the 1x2 along the top in a braidwood caravan
does legendary need to take 1 month to get if were gonna introduce gear permanently breaking. i dont think legendary needs to be that hard to get if they are planning on gear not being permanent.
if were gonna use sandbox gearing systems then legendary should be very possible but just take time to grind but currently coal and animal fat you will never find legendary no matter what amount of time you put in.
I know I'm not the first to think of this but I figured I'd throw my support behind the idea that making weapon/armor molds is crafting and not processing and should therefore abide by the system of crafting; i.e. allow mixing and matching of rarities. That animal fat bottleneck is...just dumb.
Cooking should be a craft,not a process. I can write a thesis on this,but I'd like to think we all recognize as to why at this point.
Cooking is not required by any other artisan...yet cooking requires farming,alchemy,herbalism, fishing & hunting to feed it. Make it make sense. 
Which also means🫢, everything has to match from each artisan that feeds into it. Let me not get started. 🤣
I have not transferred any items but crafting will take a hit when you can give your mounts to someone else when you upgrade as well as your gear. Why buy new when you have perfectly fine used? Is that how it works? Also, gear, in Alpha does not seem to matter much until you hit cap and nobody seems to NEED much from a crafter other than caravans and enchanting as a general statement.
Are the nodes static atm? Like a certain node will drop lego/high teir? Or just RNG?
tl;dr: On server restart, for everything except hunting and the big bulk forests and also fishing, everything gets a Base Rarity that can be from common-legendary. This is assigned per specific harvestable. Hunting, big forests, and fishing all get common base rarity. This lasts ~24hrs, then rerolls.
The nodes where this can occur are "random" but it looks like the locations they can be isn't, so there's a finite number of spots where stuff will spawn with rarity
Once harvested, they have a 1/2/4 hour timer, and then respawn as that same rarity
Unless they get RNGed into a different resource
Some resources are able to be visually distinguished as rarity
If you see an Eastern Hemlock/Western Larch without a bunch of other hemlock/larch around? Guaranteed it's Uncommon+
If you see an Oak tree in winter and it has leaves still and your graphics are at High+? It's a rarity spawn
If you see an oak in spring/summer and it has no leaves and isn't one of the bugged spawns near cities? Uncommon+
There's something about a visual note for rarity-spawn daffodils
Restarts don't impact rarity of spawn
And maybe stuff for other resources, no idea, I only really do trees/mining
Daffodil / oak visuals is accurate
Uc+ daffs are lighter colored, almost snowdrop - once you see you can't unsee
Supposedly there's a way to identify Ash trees
But I have no clue what it is if it exists
And as an extra layer of hell, it's also suspected that a tool exists for people to basically have ESP for gatherable resource rarity
Yeah- Ash - High graphics and look for trees with all red leaves in the fall.
Haven't been out to hunt ash in spring yet
Has there been an idea put forward regarding "Crafted By"? I think it would be cool if all crafted gear would say who made it, thus you can figure out who the best crafters are
I do hope so. I’d like to see it. I’ve always liked that it mirrored real life. Real antiques have a maker’s mark. You could even make it optional by the crafter.
Good suggestion, make it an option by the crafter!
good idea, helps avoid any suspicious stuff that's going on too with people
What is it called to add to gear states? Who makes them? Never explored it yet. Can you add them stats to any gear? Thanks.
You’re able to enchant gear which gives a flat +1 (in most cases) which you can do with enchanting scrolls which come from scribe vendor, scribes make them, or town vendor. And yea you can put it on any gear. So you could even enchant your artisan gear. Hope that’s what you were talking about.
Thank you. Exactly what I needed.
He's also wrong
Enchanting is a +1% increase, which is only working as +1 stat because it has a minimum amount of +1. The entire way gear and enchanting works is currently being worked on to change it.
Yea I didn’t feel the need to mention it since it is all gonna be changed. And the change can’t come soon enough 
Any tip for Snowdrop? Need to make some high rarity magic powder
https://ashescodex.com/db/item/Resource_Raw_Reagent_CursefangSkin?rarity=3 anyone seen this in P2? Last note on codex was during P1
Yes
Thanks ill look for it when servers come back up
Does anyone know if we can make glittering steel ingots? If so, where in the forge is the station?
It’s at the end with Forgelord
have the devs said if theres any plans on getting rid of the garbage static spawns yet?
It is more than likely "being looked into"
thank goodness. cuz this system they have is awful lol
It's not even "static" spawns. It's like this (We will use Braidwood as an example):
There are a set number of each rarity on the map as follows
80-160 Common
40-80 Uncommon
20-40 Rare
10-20 Heroic
5-10 Epic
2-5 Legendary
The spawners pick a spot, and from the moment it spawns, it has 20 hours minimum to 24 hours maximum that it will respawn in that same location before it is moved to a different spot.
Since it has a 4 hour respawn timer, it can be harvested a maximum of 6 times during that 20-24 hours window (for example 10 min after spawn, 4 hr 10 min after spawn, 8hr 10 min after spawn, 12hr 10 min, 16 hr 10 min and 20hr 10 min).
This system DOES suck because it can be camped. If they reduced the min/max spawn duration to 4-8 hours, it would be hit twice max which would be an improvement.
IF THEY CHANGE FROM THIS SYSTEM, all nodes will spawn common just like hunting currently does, which would mean your chances of getting a legendary tree harvest would be 1:60,000 or worse (based on simulation I wrote)
To be honest, I would be fine with all other gathering being like hunting, but legendary gear would be FAR more rare haha.
Doesn't matter. Now that the vast majority knows that we're dealing with static rarity spawns....you see nobody in the world gathering outside of leveling that specific gathering skill. That in itself speaks volumes regardless of what's good or not.
People who keep bringing up "oh but it enables competitive behavior or enables pvp"......WHERE? All i see is people logging in, getting the legendary they camped hours upon hours for with a timer on their phone and then poof they disappear with the logout button. What competition exactly? What pvp?
Just ride around in the world for abit and realize that the gathering world is DEAD.
I never said that there was any PVP or competition for it, however gathering is far from dead. On Vyra, thats 90% of what my wife and I spend our time doing, and there are PLENTY of other people out gathering also.
You do not have to gather a legendary material to get legendary materials. You can also put in the work to get processing rarity rating and upscale materials.
It's not meant to be easy by any means.
We gathered a couple hundred raptors and gryphons, 60 epic tin, 29 legendary tin and 30 legendary limestone on Monday, along with several other things.
Also, the static rarity spawns (all trees, mining nodes, herbs) have the same chance to upgrade based on rarity rating as hunting creatures. do. Just because a tree spawns common, doesn't mean you wont harvest it as an upgraded rarity, same with spawning as epic, could harvest legendary. Just an incredibly low chance.
just because i'm replying to what you said doesn't mean it's completely directed to you. I didn't say you mentioned anything about pvp or competition. And just because you and your wife does gathering all day doesn't mean it isn't dead or far from dead. The universe doesn't revolve around you alone. This last 2 weeks has shown a massive drop in player count, i wonder why.
Cite your source for the player count, and read a little closer too.... I specifically said that "we see PLENTY of other people out gathering also", so keep you dumb ass remarks about thinking the universe revolves around us to yourself.
Your statements are based on salty emotions... my statements are based on data and calculations.
gathering is dead. If i want to get gryphon i can only get 6 of them at best but its more realistic ill get 1 or 2 cause people are camping them and the grind is more so a waiting room where you sit there until your hourly appointment. yea real fun gathering
"Me and my wife do gathering all day everyday, that's all we do and that means gathering is far from dead."
LMFAO
And yet you still can't read. Who hurt you?
Scroll up, you're the one on the defensive. Haha
We gather gryphons (often fighting for them or racing for them) and then we go gather other things for 20-60 minutes minutes. Only when I am working do I "sit and wait".
I am not arguing that the system is monotonous and needs adjustments at all. Gathering is dead for the ones who gave up. If you people don't see people out gathering, it's because they choose to ignore it to server their own emotional "facts" or they are not paying attention.
can we get your wife in here to tell us what she thinks please
need to hear her opinion too
This is interesting, but couldn’t they just up the chance of higher rarity mats, while getting rid of the static rarity?
The wall: someone who disagrees with your overly-emotional sentiment. Heard. Not here for back-and-forths anyhow. Posted factual statements, you cried about it, but it'll be okay little buddy. They will adjust things eventually, and you will prolly still cry.
I get it, you can't see your actual self in the mirror so you're better off stopping. lol.
Scroll up, i'm definately the one crying here. Hahaaaaaaaa 😬
Of course they could, but increasing the odds of upscaling would mean that anyone who can stack rarity rating would most often get upgraded mats, and that would tilt the scales.
It’s just kinda ass running around gathering mats thinking “dang. No one is camping this node, it’s probably ass”
100% agree with this.
I'd be happier with all mats being as rare as hunting mats.
the issue is what happens when you need to do grandmaster gathering. Right now you can be journeyman in 4 artisans and gather stuff that you need cause jouneyman gatherables are the cap but once they release grandmaster your gonna have to be more specific and targeted in your gathering. My worry is your gonna gather 1 or 2 things you need every hour and the professions wont be fulfilling.
Cuz I’m fairly new to the game. But have done a decent bit of gathering. And seeing the very few epic and legendary mats I’ve gotten, knowing there are people with a timer just running over and grabbing the good mats every time they spawn doesn’t feel great lol
When that is in the game, the map will surely be much larger, with more biomes and far more variations of recipes and materials.
this is 100% true
Correct, remember though, they can't do this indefinitely. After 20-24 hours a spawn dies, and someone has to find it again
That 20-24 hours needs reduced at the very least.
I unfortunately don’t have any great suggestions on how to fix it lol. But I do know the current system doesn’t feel good
Given that I know its 2-5 legendary timers max for one species of tree at any given time, and 20-24 max that the spawn lives, you can calculate exactly how many min/max leg braidwood should be harvestable in a day, however some are adult some are adolescent so that range could be large.
I am big on numbers and learning/understanding the implementation of the systems as they exist currently, so I have done a deep dive into it.
Like I said, I wrote a program that uses the exact curves from the game to account for rarity rating in gathering. I can plug in rarity rating, and run a simulation any number of times to get a min/max/average number of gathers it would take to obtain a particular rarity upgrade.
Also why tf is willow and braid wood so rare? 😂 I’ve no life pretty hard the week I’ve been playing and can count on 1 hand the number of willows I’ve seen and haven’t seen a single braid
Because (escpecially after two day downtime) its a race when the servers go up to clear the map of willow and braid (to find the legendaries and camp them the next 20-24 hours). IT is STUUUUUPID, but currently how it is.
Servers come up at 1PM Thursday (Eastern) and by 1:15-1:30 MAX, they will all be chopped and many will have died trying
Yeah. That’s crazy. For a material that hard bottle necks pretty much everything
As much as I gather, and I have been playing for months, I have gotten 2 legendary willow trees and 1 legendary braidwood (which I only harvested once, and had to snipe it from someone who was hiding in a bush with the old "On a work call" excuse hahaha)
Just don't bother. I don't anymore. I make 50-100g a day easy with other mat sales and such
Then I will buy the willow/braid as needed
I need some tips then 😂 I’m always broke as a joke and struggling to ever have any coin
I have JM in every single gathering/processing profession, and apprentice in all crafting (jm in some)... except fishing, cooking, farming because no need without jman benches for them atm.
What level are you?
Low. I’ve spent the week kinda poking around with everything and not focusing on any 1 thing
I think 16 or 17
People often overlook the processing aspect. If I go gather 50 epic tin, and I turn those tin into fragments, it's reasonable to expect 1 fragment to upgrade (it's like a 5 percent chance for each of the tin to upgrade at decent rarity rating on metalworking clothes). Then I turn epic fragments into ingots, and again, reasonable to expect 1 to ugrade.
so 50 epic tin can reasonably give me 2 legendary ingots (or 1 fragment 1 ingot)
And it's the same for carcasses to hides, hides to tanned hides, or wood to timber, timber to plank, plank to dried plank, etc etc
Each processing step is another chance to upgrade
Just do caravan runs, you'll make more than whatever this dude is making.
It's actually impressive how mad you are man. Maybe get some sleep.
You're still on the defensive and i'm mad 🙂
Just do caravan runs
srsly
I am on the defensive how?
I’ve seen so many people malding in chat about their caravans getting griefed I haven’t looked into that system at all yet
Either epic/legendary nodes need to appear on the map for people within a node radius and be ungatherable for a minimum 30min, or static spawns just need to go altogether
You know what, don't even answer that. I don't care to continue with you haha.
caravans are cash money my guy
Took you awhile... because i'm the one that's mad 🙂
caravans
trees
I’ll have to do some research tomorrow while the servers are down then
nah trees > caravans if you're camping a legendary, hands down safer and more lucrative. especially when you can camp the tree on an alt with jm lumb and still play with your main
IF
well yeah, its pretty simple. you run around every ~4 hours to check tree spawns. didnt find epic or legendary? do something else. repeat
and thats whats terrible about the whole system
Filling a 3x7 braidwood (common rarity) caravan, which costs about 20g to buy parts from vendor, filled with the max commodities and transported from winstead -> new aela will net you 19~ gold at the cost of just under 2 gold glint. It will take you like 30 mins or so to make that drive assuming no interference.
Also why is my name like this? And why can’t I change it 💀
you can change it one time, right click on the server
I got an error when I tried to change it and it said I can’t for 5 days lol
maybe they changed it. no idea
How do I go about making that first 20g? Lol. Think the most I’ve had was 10 from a lucky tin node that I immediately spent on a mount that wasn’t a snail
It's a rough time getting started, are you on Vyra?
No, lyneth
Oh poo. I would have given you the parts, as I have plenty of mats to make them.
Are you jman in any gathering?
Feels like everything I pick up is worth pennies. And the things I need are dollars lol
Uh. Iirc I’m jm mining. Almost apprentice in trees and harvesting
So t1 mats like basalt/granite/copper/zinc etc vendor for only a few copper, but
JM Mining mats like wyrdstone, limestone, etc etc vendor for 1s per (common) 1.5 per (uncommon) 2s per (rare)
so just mine the shit out of everything, and sell everything that is under heroic
Trust me you do not need anything rare or under.
It won't sell on the market, and you won't use it. Every time I go to unload my inventory, I make a G vendoring mats.
Can easily make that first 20 in a day
Only if you want easy mode: Play bard, best solo class, best gathering mobility, best group aoe class for glints, can't die.
Is it worth to mass process the junk mats before I sell them? That’s what I’ve been doing trying to level those things up
just to chew on this for a second. Lets say you found a legendary adult braidwood at server start. It happens if you chop trees consistently. Lets be conservative and say that market price for leg braid is 15g each. You get 5 braid every 4 hours, for like 20 hours, assuming you have an ass axe with little/no quantity. thats 5x15x5. thats 375g, minimum basically, for being logged into the game ~5min total for that day. For a caravan, you can make about 20g every 30min, assuming you're efficient and uninterrupted. thats 19 trips on a caravan, which will take you 9.5 hours of straight driving. not including beacons to move the caravan, setting up the glint in the correct place, or even farming the glint orginially. And for the record, 15g for leg braidwood would be a fucking steal
Still 25g per on vyra 😦 lol
like i said, conservative lol
Ye but you're spotlighting the extreme minority. Most people don't get to be in this position. User guy is new, chances are he won't be in that position.
But if you selling for 15, hit me up, I will buy. Need 35x haha
you can get jm lumberjacking within 5 hours on a new character, and then you just need to try to find the trees
Yeah but on Vyra, you won't be able to get that axe hahaha.
RIP
Bro, he's new to the game. Go teach him then.
(anymore)
Is that other guy arguing with you? Or with me? I don't see his messages anymore lol
But I KNOW he's arguing
Just lemme hit that legendary tree once and I’ll have enough to get going
Im just saying that static spawns in the current form are not working as per the vision
Guess it was with you 😛
I'm the one that's mad remember, you keep revisiting me. Get a new 2025 dictionary and look up the definition of mad/angry. Lmao.
Starts arguement, calls people mad when self is mad and then loses arguement and ignores people self loses to, then keeps revisiting. Actual LULW.
Good
5x25x5= 625g/day/tree > ~16 hours of driving a caravan. and like 30 bright glint. just to adjust for marketplace prices 😄
Yeah, it's ridiculous, but hey, phase two was about the economy. Started off strong with duping asshats, then this. I'd say valuable lessons learned (I hope)
honestly a simple fix would be to bring down the recipe requirements for certain items. 20 planks per bow? sheeeeesh you're carrying a whole tree around with you
cloth armor(bolts)? make sure to weave those chips in, adds fiber 
True but then everyone would have leg bows and thats further from the intended result. In the end, a legendary bow should exists 1:1000 players or less.
Yeah... as a tanner, each hide taking a whole ass wood to make chips hahaha... and bolts too. It's rough.
One piece of artisan clothing should not take 10 weeping willow and 10 flowers as ONE ingredient lol
Also just a nitpick but i have no idea why we even bother having a fuel option since its so low for even procs of 250. Is forcing a player to go outside the node to chop 3 oak trees really necessary to start a craft 
make it make sense steven
Yeah it needs tweaking. I use Charcoal
i use the common braidwood soaked with my tears that i find every day
1x1 inventory, 50 fuel per, 20 stack size.
i would agree with you if ashes intended on going the WoW route where you keep your gear forever but ashes wants to be more sandbox with nothing lasting forever. Crafted gear will be coming in and out of the market constantly. most games that choose the sandbox/survival crafting system dont have this 1:1000 player formula.
the way i look at it is gear is gonna be expendable and if you got a little more time to grind or the gold then you can throw a legendary set and weapon at a couple wars or some pve content. Legendary gear being 1:1000 doesnt make sense in these sandbox pvp kinda games.
They might want to change a few things before that happens. You can't even buy decent gear at the moment
yea its all fucked right now. too many weird bottle necks and scarcity because of the lack of land/biomes
I finally have a little gold coming on from various store fronts in different nodes, started looking for rosethorne pieces. After checking every store in every node i found a pair of gloves and braces...
thats because steven closed off the sewer gates in steelbloom. instead of just making all the mobs inside the dungeon lvl 20 so they have the proper loot tables they went in the engine and changed the collision box for the sewer gates blocking off players from the only mobs with that dungeons loot table.
im jokin it wasnt steven but one of his lil minions
i dont know. i play bard and my best/coolest set is in steelbloom
i just hope steelboom is up before phase 3
Yeah I havn't even been able to get a solid group together for steel. Got one run for an hour or so this week but carph is all anyone wants to run.
yea theres no point of running it right now. Just watch out for the patch notes tomorrow to see if they update it
I just hope they do an economy and crafting overhaul soon. I like farming mats and creating gear. But everything is so god damn clunky
same brother. i do know they said we are getting a large update this month for crafting/econ
For all its faults i didn't mind eso's old system. Even with the bots and Chinese farmers it was still viable to buy mats and craft gear
It's 30g minimum
it depends on the server, and i said conservative anyway
I wonder if they have looked at Mats being like glint. stack of 10 C = 1 UC 10UC= 1R and so on. I would be happy with this even as a second way of getting higher tier mats. even if you had to proccess them at a station to move them up so you cant just bot 1 billion trees in the field
If they ever implement the durability system they claimed they were going to have, the system might be better
Originally it was said you would require the same materials used to craft an item to repair the item, giving you a material sink
That’s seems to have been yeeted and now we have gold to repair only
VERY rough draft of a little shopping list program I am creating where I can enter all of the items I am trying to crafts and get a list of all the RAW materials I need to achieve the list. LOL. Downtime is real.
a 2nd list on the right of that, that is just the raw materials without the crafted steps would be very nice
Yeah, I just started it an hour ago, this is nowhere near the final state.
Ability to add multiple items from left to a list, and a better report on the right showing each Item breakdown of mats, and a shoppinglist of all raw mats as well
just figured id mention it if you hadnt already thought of it 😄
It was pointed out that this site has most of that functionality already, but I will continue making my own (not for release anyways) so that I have control over the nuances
Ashes MMO is a fan site for Ashes of Creation. We provide news, guides, tools, and more to keep you up to date on everything Ashes of Creation.
ah ill have to check that out for sure.
i just spent hours running around between cities crafting my JM pickaxe before servers went down cuz i didnt have something like that lol
Congrats you don't need to
This was created by my guildie and is constantly being updated with new features
We appreciate your guildie's hard work and dedication to the craft!
Well... just checked both forge and ashesmmo for a rare rosethorn set...
Forge is definitely going on my list.
Now, they both have some problems... Forge doesn't show vendor items... except tanning oil and salt, which are rare for some reason...
AshesMMO doesn't account for baby lambs.
But what is more important, is that putting in the whole set on Forge was faster than putting two items in on AshesMMO.
I would like to know where are you getting the caravan data.
Don't want to shit on the work, but the values don't seem to match up with observed values.
For example, common commodity being delivered from Aithanahr to Miraleth:
I would provide more examples, but we only ran caravans from Squall's end, which the Forge doesn't calculate with yet :|
I couldn't tell you but I know it was accurate when lyneth was doing the caravan event
Don't worry JM farming isn't anywhere so it doesn't matter
well, there were some changes recently, so that might have broken the thing... my data are from last week after the sell prices were fixed
One thing I have not found on any of the artisan focused websites is the fastest profession leveling path for the lowest cost of materials. Anyone know of any site that has done this?
Town with school of construction and Bandit Pacification buff in which you are a citizen
Well yes, of course haha. I'm talking more which recipe to craft for each profession and level. Example, boots for 1-10 armor smithing, since it is the most exp per fragment
Ideally both of those, but halcyon (school of construction on vyra) never puts up commissions lol
Well
There's the problem
You're on Vyra
None of which relates to my original question though, does it? Buffs aside, I am asking if anyone has done the research as to which recipes are the fastest route for leveling at the lowest cost of materials lol
Cheapest depends on your market honestly
To an extent, but in the case that you get 200~ exp for 2 copper frags vs 300~ for 8 copper frags, even the market doesn't determine that scenario.
for leatherworking its grem gloves or boots
cost the same, give the same
Yeah I did leatherworking already as well. Thanks! Probably going to just do the same rec's all the way to jman, after I make my good clothes for the xp boost.
it makes you go insane, but its much cheaper and faster to go with novice recipes all the way to jm
you will still only have about level 12 tanning when you hit jm leatherworking tho xD
I hate it
Lord knows I have far too many novice tanning mats anyways lol. I have vendored / sold hundreds of grem and wolf skins
I did not sell a single grem skin... even had to buy carcasses
I am already JM Tanning (and EVERY other processing profession) and app in every crafting (except JM carpentry)_
but I am in a small guild, so I dont have a zerg feeding me resources...
No guild here. Just me and the wife. And I have more mats than I can handle. Have given away 200+ wolf carcasses and more to a new guy on a couple of occasions
some people are crazy...
And I still have 4 characters with over full banks, just obtained a 2nd account for bank alts
Hahaha... I feel attacked.
you should... this is nuts :|
My wife enjoys the gathering, and so do I
To my surprise, she enjoys the conflict too
I do too... but "level up to 25 so we can do caravans"
still sleeping on 40g worth of glint :>
She wasnt a big gamer. Even remarked "I never thought I'd play something like this"
Saaaaame. Well like 30g worth, but I started just vendoring it. Every time we return to town we vendor every t3 mat blue and under
And t2 mat heroic and under
It's actually good money. T3 common = 1s per, uncommon = 1.5s per and rare = 2s per. T2 is half those number, still good money. It's a G plus every time we return to unload
I do that with mats too... unless someone specifically asks for them
in a 7x3 caravan, <2g glint = 19g from new aela to winstead (I know there are further trips). So its a few hundred gold worth.
https://www.ashesforge.com/caravans
This person is doing god's work. I found all the info for these calculations, but they beat me to it.
And incredibly well done (from a software engineers opinion)
the caravans are off tho...
Did they not fix it last patch?
I have observed data since last patch and the calculations differ
Possible the author of this tool hasn't used data from the most recent game files
mentioned here
just based on observed data and some black magic (read: random math), I got this...
but thats like... 12 max caravans
assuming you deliver all of them
oh... wait... I forgot to update the tax
Have to also consider trade bureaus (admittedly it's early, my contacts are blurry and I am not in the headspace to digest all of that) haha
How did you calculate the Approx Distance? As the crow flies?
yes
Ok
tho I am not accounting for Z coordinate; so thats a bit of an offset there
It's weird to me as a software engineer that they are even doing it that way. The commodities are all unique to the location purchased so a simple matrix of guid and multiplier based on sale location would be far simpler imo.
well... this is dynamic :>
no matter how many nodes you add
a matrix of 100 nodes is crazy
This is true. Considering the end size of the map
Even these nodes are nuts
Some folks don't grasp the magnitude of this project! haha
It's "Ambitious" to say the least. I'm super impressed with what they have pulled off so far. I made a comment the other day when people were talking about FFXI private servers, that it would be funny seeing someone try to pull of an AoC private server with the level of complexity and different services and such in this game.

can you harvest higher tier agave? ive never seen any
Nope
Yes I have it
It is quite rare. Idk if intended...seems odd all things considered.
You can, yes.
I have gotten rare, but no higher so far
sounds like artisan christmas in April from a quick read 😛
I have one question "and minerals like copper in caves" I havent seen any caves...other than pocket dungeons.
Theres a wolf den north of joeva, would assume thats a bigger cave (not ursine, though thats an even bigger cave)
alfa wolves lairs
No gatherables in there
currently..
Hopefully the make a pass at the current recipes and make changes
No mention of that
It was a post about Gathering...not crafting
@autumn otter "The days of logging back in at the exact spot to find that legendary copper two hours later are over."
So much for your take on gathering being fine and not being dead.
Hopefully that will come soon after, but I'd expect not till next phase.
Well I hope there is going to be more than One cave 🙂
there some other smaller ones too, but thats the one that immediately came to mind 😛
I guess the new system will help in finding them instead of me running back and forth between Sunhaven and Aithan time and time again. Looking forward to testing the new system.
Looks like the Dev's are listening. Thank you.
What's the best artisan for some who has limited time to play?
Yeah that blog post is perfect. Exactly on point. Excited to see how it’s implemented but this is an exceptional changelist.
Put alpha wolf on ashes codex and those mobs are located in small caves
Save that for future reference and most likely a hot spot
Here’s hoping that fixes hunting 😂
Can someone link the post? Sorry I cant find it atm
Many of you have shared thoughts on gatherables with fixed locations and predictable timers, and we recognize the desire to enhance Artisanship in a more dynamic and rewarding way. Instead of quick fixes, we have decided to accelerate the development of some of our outstanding key Surveying and Gatherable Spawning System features that not only i...
Thank you
Ah. Just as I was complaining about it 😂
All of what I read there sounds really positive. Nice work, love the new direction!
Yeeeeeeehaaaaaaaa 🥳🕺
Are they going to change +rarity on gathering gear if resource node spawns are predetermined rarity?
I think the plan is to have both however rarity+ on gear isn't that meaningful and that's something the article plans to make more meaningful.
Going to pay attention to that, +quantity sometimes works. +rarity feels worthless. Makes gathering gear quality mostly a moot point other than +speed
I’m hunting rn and I have 60+ common carcasses, like 5 uncommon and 0 of anything else. Is there a bug which means you never get higher rarities on wolves/bears or do i just need to hugher my level? Only level 9 rn in hunting but god damn i need some rares lol
Need help plz what do you think is a good price to sell potions at ?
I think one of fighters form should not offer positive benefits on stats but regenerate/stop decay of momentum, it would promote form switching alot more
In game? Yes
Give me two secs to verify if my memory serves me right
Nm...I was remembering this one:
Hunting unlike other professions always start at common. So in order to quality you basically need 2k+ rarity or win the lottery
Even at 2k+ rarity you need to win the lottery
Yeah if you want more legendaries, rarity doesn’t really help that much. It does but - yeah.
I guess going from .001 to .002 is a 100% increase (I’m guessing rounding). But that’s not good odds
I wish they could get all the gathering changes in before P3 starts so at least the fresh start servers economy doesnt get polluted by any of the old system. Guess it depends what is in the last update as opposed to 0.8 and 0.9
I only hope they won't make a rookie mistake of assuming that extremely low drop rates for high rarity materials is a part of the fix for TTK / power gap issues. This would just sweep the problem under the carpet.
Jokes on me I hunt I already have extremely low drop rates 😭
What would be a good +rarity to shoot for in carpentry gear?
700-800 is a good target
Anyone ever seen this recipe?
I have discovered that it is in fact not in the game but I wish it was 🥲
@rigid path what aspect of mmorpg where you thinking it would be different. It is alpha 2 long way away from full game classes not in game crafting getting reworked if testing core mechanic test the way I see it at the moment. Crafting profession needs total rework but that will be april-may. I reserve judgement till beta and game launch but I am in for long term as I am backer to so dont pay monthly sub on launch so I need 2 year game play.
Can I asked what spurred this incredible thought? I asked a question about a recipe and then was simply expressing sadness it wasn’t in yet. What part of that made you think I was unaware this was an alpha?
can anyone tell me for how much bear meat vendors ?
I'd like someone on the team to explain how the system is supposed to work. With gathering and processing. With crafting you can at least see what you should strive for with results. With gathering and processing it's a guessing game which feels crappy. Give me the info I need and let me choose how to get to where I want to be with whatever stat I want to go for
I have over 700 gather quantity when mining. I see an extra gatherable maybe 1 or 2 times out of 100 gathers. Sorry but that worthless imo. If I'm going to drive for better stats I should feel the difference at some point, and that point shouldn't be at level 50 and grandmaster mining
I have some decent +quantity for lumber and I often get +1 on trees. Rarity doesn’t really matter because at most you’ll get better chances at uncommon and maybe rare
You’re right they need to give value to gathering stats
The guessing game to me as a gatherer should be where is the next thing spawning that I'm looking for, let me go find that. Not how does this system work. With this new system of surveying and knowing things about what is spawning later, I should be able to know that my gear has X% chance to make it better and it not just be .001%. I'm ok with that.
If gathering stats aren't going to be meaningful then just remove them all together. I'd rather not have them then have them and they have .001% impact on the system
wish they had dedicated crafting classes like they had in Star Wars Galaxies of all the games i have ever played SWGs was the only one to have dedicated crafters.
Here ya go @analog abyss
Could be worse you could hunt. Least with the rest of the gathering professions right now you have a chance to hit something that doesn’t start at common.
ya hunting is much harder to get higher rarity and Animal Husbandry isnt helpful either, more worse
I'm Journeyman Mining, Herbalism, Lumberjacking and Hunting. So I feel that pain as well lol
Yeah i hate the current state of hunting but i def still spend hours doing it lol
Good news is they are changing hunting soon
They are?
oh, gotta check that out then, but prolly not being implemented anytime soon?
Not sure how it will effect rarity, but change is comming
I could be wrong, but we may see it in this March 27th update if things go like they want. Should know the next 2 weeks if it pops up on PTR
As you can see from the red symbol in the bottom left, it's unavailable
As are all other 3+ recipes
Only the default recipe and recipe 2 stuff is available for artisan stuff currently
Yeah I discovered that. It’s a shame cause that recipe has 250 base rarity
Hey ya all!
I am doing Animal Husbandry and was wondering if it is worth to build the Artisan Gear in higher Quality at all.
The stat it gives all them seem pretty useless. I am close to LVL28 and haven't gotten a single rarity upgrade proc so far.
Whats your opinion on this=
I’m really wondering what rarity and quantity will do in the rework they just talked about.
Rarity upgrade procs for professions seems scaled way better when you’re doing larger orders of stuff. With AH my understanding is it’s one single thing at a time so the odds of seeing a proc upgrade is a lot less
pretty sure it won’t improve anything mount wise and might add a couple numbers to beasts of burdens
not worth it imo
Oh yeah lol rarity currently doesn’t do shit for mounts. Don’t ask me about my epic midnight mare. I def am still not mad it became a mount instead of bob 
rip
In processing iron...what do crafters what most? i.e. whats good to sell
crafters usually have alts with jm processing. its easy to lvl
Currently, nothing
Most people have fallen off until Rogue/May
This is true.
armor plating mostly, iron ingots are rarely used
Does anyone know of any plans to bring up JM fishing on any of the current P2 servers?
Why would they
Food buffs aren't that amazing and they're temporary
There's limited slots and there's no real way around at least two buildings missing
And we aren't getting full nodes, let alone the time to get them fully built and to actually utilize the buildings, before P3
Even if the two desert nodes come up as full nodes at the end of this month, both servers are dead enough there's no way that more JM Stations are going up, and Vyra is actively sabotaging building efforts anyways so it's not happening there
Yep, JM fishing will not happen until more nodes
how do the anc dunzen weapon crafts work? you just learn the recipe and it shows up in the forge bench craft options, but still requires the journeyman profession to learn recipe & craft?
Yes although there's still some bugs with them iirc
Lmaaaaaao
Can you link this forum post so I can give it a full read
Quick question, where to get the recipes for the heavy armor rividum pieces (helm, breastplate and so on) never saw them dropping anywhere
https://ashescodex.com/db/item/Gear_Armor_Heavy_Rividium_Chest
You can look them up individually on the Codex and check the Dropped By tab
The Rividium pieces seem to have a fairly heavily restricted table
Functionally? Go to Carphin, kill Enchanted Knights/Warmages
That's the best realistic bet because Steelbloom is locked out
Everything else is either event only, doesn't spawn, is a boss with a long spawn timer, or just doesn't appear to exist
Thx for your advise, ill give carphin a try, never saw one of these recipes drop thought they are not ingame ... Maybe im also just unlucky
Technically there's a very tiny pocket of Forsaken Blades enemies up in Gravepeak that you can also do
But, like Carphin, you are going to need a group
It's pretty much exclusively dropped in PoIs with 3 star mobs at level 20
The chest at least has a very small pool of mobs, the others likely do as well
It's like how Gryphon feathres can drop from gryphons
At level 1-7
Except the Gryphon spawn that'd spawn those level grpyhons is above Lionhold
And doesn't spawn Gryphons
So it's hunting exclusive or an extremely rare drop from the off chance you happen to get an eligible level gryphon spawn at the spawns around Miraleth/Halcyon
Which is uncommon in the first place
Or how Ice Runes can theoretically drop but they don't actually exist on any active drop tables
Thx for your help and have a great day 🙂
Lets talk to some guildies for more carphin 😅
is there any QR on tool making?
What?
quality rating when you make tools
If you mean can you use better mats, yes
If you mean crafting quality lol no currently
Thank you Kerrai...appreciate it
I was under the understanding based on what has been said by devs in the past that you can have 5 apprentice, 4 journeyman, 3 master and 2 grandmaster. But my friend just tried to level a skill and this seems to not be true. Seems to be 5 total, whether apprentice, journeyman, master, grandmaster
Why is this. It's frustratingly limited if that's the case.
It’s 5 total at apprentice or higher, 4 total at JM or higher, 3 at master or higher, 2 at gm. So basically you leave one behind at each tier. I agree with you that it’s too limited and it encourages a lot of unfun alt gameplay instead of encouraging the fun guild cooperation that’s intended.
Frankly the only way to be under that understanding is to not read, it's been clearly explained numerous times and is documented on the wiki and on sites like Ashes Codex. It's like this because you should be working with a guild and other players.
When the game is actually launched and has a full playerbase, that'll probably work. Right now, it ends up with a lot of "I'm gonna be a scrib-"
And then they blow away like dust in the wind, never to be seen again
I swear to god the most cursed professions for it are Scribing and Hunting/Tanning
It's like guaranteed death
any idea how to level up animal husbandry? seems like its about 55 silver to do anything in it? Am I missing something simple or is just a gold sink?
at the moment, mounts are permanent, so nobody is buying them anymore (at least not for a price that would give you profit).
Your only way is to run caravans for gold and then sink it in husbandry.
damn i wanted that frog as a mount badly as well
I have not seen it yet, but if it's already in, chances are that someone will be selling it soon enough... and it will be much cheaper than leveling husbandry
Most meaningful content in Ashes is meant to be done with others. Not to say you can't have fun running solo most of the time, just know you will be relying on others to get things done if you want to experience the entire game.
I have found multiple feathers and bones and they say use for app tanning but I don't see where I can use them.
Feathers and bone come from tanning, so maybe just wording that needs to cleaned up.
The feathers and bone dropped from the Gryphon.
Yes they do periodically. They used to be from tanning only. They changed that a while back
Bones and feathers are used in crafting recipes
Are skinwalkers just bugged? I hunted a few last night and I got one trainable mount, and nothing at all the other times (even though i got hunting xp). Nothing in inventory after relog either.
That does seem to be the case, yes. You either get a trainable or nothing.
I remember that I encountered that too, but can't remember if I sent a bug report...
The carcass does exist, so it might be just a minor issue with quick fix.
I'm a new idiot for crafting - I got a Pallas Cat in my bags, what the hell do I do with it?
Sell it or use it as a mount
psst psst psst it
my cat will be jealous I don't dare to
Visit an animal husbandry station and use it
I see. I'll hunt around for one of those then - thanks!
It will cost 55 silver and you need 100 fuel (10 oak logs is easiest) to do it
Also very good info
So I have read. In anything official DevStreams things that Steven said it sounded like five apprentice, four journeyman, three master, two grandmaster. I have since gone and looked at different wikis and things but those are not from the devs directly. So normally one would think that you would take the word of the devs.
I find it pretty frustrating because I think there are people who will like to play this game just for crafting. Not all of us are huge into PVP. I understand it is a large part of the game but there would be no reason to have this intricate of crafting system if that wasn't also meant to be a large part of the game.
you make alts to further your crafting availability
or work with others for what you need
They want you working with other people to get what you want and need. Even if you use all 5 slots to level 5 character to 2 GMs that's only 10 of the 22 professions. Best to find a group of people you enjoy playing with. A guild of 50 dedicated players should be more than enough to get everything done Profession wise. If you divi up and have 2 of all GMs. That will give some leeway
I mean you can do it with less, but 50 give your guild the freedom to take breaks lol
Also I'm wAiting to see if they manage to make JM stuff relevant once you have master and GM stuff. If not, why waste time on leveling to JM on anything not going to GM
You're misinterpreting the dev statement. That's not the total for all professions, that's the maximum for all professions.
Upgrading from apprentice to journeyman doesn't mean you lose your ability to make apprentice things. They are additional certs not separate ones
hey guys, is there a shopping list site besides forge? seems like forge is missing some stuff out of my list
Quick question fellas for hp and mana potions and salves is the rating they list like the per second healing or is it just another rating value that gets lots of math applied?
Was this before you found the codex?😂
ive been using the codex. i just cant find where u can do multiple pieces on there lol
to get a whole list for a set
Use the build planner option, name it your character and once you have the info it can be saved!
The problem with the inter reliance is that if you lose a player to quitting etc it really griefs your whole guilds progression. I think there needs a whole lot of qol for the processing etc because at the moment the system has friction and frustration builtin for the sake of it and just makes it unfun.
Well we are getting the 2 major changes to processing everyone has been asking for months at least 🙂 Were getting custom batch sizes and mixed rarities like crafting
i mean the change is nice but it still leaves alot of issue open when players quit due to everything being friction stimulated and you need to find other channels to fund artisans
mixed rarity processing is going to make crafting high quality way too easy and everyone will be full equipped too quick. the custom batch sizes is great though
Well, we don't know whether the rarities are gonna switch or not...
imagine that everything would be on par with the current state of hunting
I think everything being at hunting rarity levels would be fine for the release, for testing though im not sure anyone would actually get anything near the high end to appropiately test.
Though i guess you could say weve just done that this phase
Id rather we have mixed rarity processing and nerf how much high rarity stuff there is available anyways
IMO the hunting rarity rate is perfect. as a avid hunterer (currently 36 (forgot certificate) and last phase on multiple characters between 20 - 30.
Hunting is the foundation of the economy. If hunting becomes increased on rarity rate people will have an very easy time getting legendary mounts, livestock, pets, beast of burdens but also leather and skins for gear.
What would be good is if they added hunting processing rarity based on hunting lvl. So a lvl 50 hunter and tanner makes more legendary stuff then a lvl 1 tanner who gets lucky etc and some goes with the other respective artisans -> Lumberjacking and milling / Herbalism and weaving/ fishing and cooking etc etc
I guess the other part of the system we dont have currently which would affect this conversation is gear/mount durability life etc.
Currently any gear you aquire youve got forever so theres no reason to craft it ever again.
Ideally in the final design things should actually get removed from the game due to durability or some other mechanic meaning you have to recraft your legendary whatever.
recraft gear? I have never played an MMO where i eventually had to recraft an piece of gear as its durabillity hit 0 and i was unable to repair it
Its pretty common in a sandbox game as opposed to a themepark. Considering the artisan system is a core pillar, you want it to be relevant forever not just the first few months.
the mount system will also destroy the gear system of having to craft the gear again unless you want people to make the mount again from scratch which will be a very big downside for alot of people @sweet elk but how will that work with legendary mounts/ gear? you use it and you go back to uncommon gear unless you have a rare backup? I doubt thats something people want + the repair is already in the game system instead of the gear destruction
As an example, repair could be just putting more legendary materials into the thing you already have as opposed to gold.
A crafter might have to repair it for you.
As it is now, if use Animal Husbandary as the example. Right now nothing but very rare stuff sells. Were only what 3 months into a testing phase? And AH is already basically redundant.
That applies to gear, mounts, everything player crafted. Once youve achieved it you never need it again. How does the game look 6 months or 2 years into it? Were not going to wipe, it should be ongoing. We shouldnt be gear treadmilling either so there isnt going to be more and more higher level gear.
I am an animal husbandrist and i do have the same issue with the mounts only selling once then once everybody has their respected t3 mount the entire artisan collapses where as it costed people bizillion gold to lvl it up haha but lets say you have farmed weeks on a legendary mount and then everytime you use it the knowledge of: this will eventually die makes it not rlly worth it to grind at all.
I do get the value of adding rarity stuff into unlike gold. but then i would like to see adding 10 blues or 100 greys is same equivalant of 1 legendary for example or the market will still plummit eventually
the same goes for gear (see husbandry story haha) So i agree there needs to be someway of keeping that economy alive but having stuff destroyed or killed ( incase of animals) is a bummer i reckon (but that might be my opinion)
Its a scale i guess, on one end you have WoW like where you need to get stuff once and thats it, the other end you have Albion where stuff gets destroyed daily of all tiers.
It just needs balancing the right way depending which end you go. The amount of rare materials in the economy would have to match what youre trying to do.
Im just not sure how you keep the Artisan system relevant forever, in the one and done system.
i agree on the issue of your quote: "Im just not sure how you keep the Artisan system relevant forever, in the one and done system."
and i do not have the answer either unfortonutely
but the idea of my legendary grinded pet or mount dying because of usage makes the entire system feel not really worth it to grind on legendary's :p iamgen a month grind for 2 weeks of fun nobody is gonna do that on repeat i reckon
but yes there needs to be a specific fix for the concern as i agree its a valid concern
well for that specific thing it would depend how it was lost wouldnt it?
If it could die 20 times for example.. how often does your mount get killed?
(and if we assume that legendary mounts have more health which currently they dont and things of that nature)
If it dies a lot in pvp, then you would use different mounts for different situations. I think its adding more depth and more player choice if anything.
i assume that will already be the case eventually as there are certain mount abilities and i believe we have certain combat from mount back abilities which you wouldnt be wanna be using on suishy variants.
but imo it will be for example like the system we have now but more fleshed out.
Example:
Uncommon horse dies: 5 min cooldown
Legandry horse dies: 7 days cooldown
(example)
this way people are far more aware of when to use what mounts and the corresponding issues that come with the death etc. then when it comes to death penalties thats up to the player. park your mount in a dungeon it gets killed easily. forget it when you parked it in a meadow less likely so etc etc
Maybe so, but this is the way they designed the system. Now is the time to test and tell them what you like and dislike, or what feels good or not. Forum posts are probably best for that.
Steven don't let my flailrunner die :( I'm attached
I’m patiently waiting for how rarity and quantity will impact the new gathering system before crafting jman artisan gear
There are already planned systems that will make sharing resources easier.
mailbox confirmed?
I doubt they will use the mailbox for item transfer. There will be a guild bank and transfer of some sort between alts from what I remember.
Mailbox is currently in and just there for market sales and in game rewards when active
so there wont be transferring system to alts?
like mail lumberjacked stuff to alt etc?
read this again Elune :P
https://ashesofcreation.wiki/Storage There is what’s known.
Development might change things.
Fair hahaha
Not sure how AOC feels about locked equipment/mounts on use but when we are able to hand down and sell those items that we no longer need or have upgraded this hurts the crafters. Rather than adding a time sink to always replacing gear that is broken or such, I would rather just not allow used equipment to be traded again. There are always alts and new players that need gear at all levels as well as mounts until the final upgrade. These needs should be filled by crafters not by hand me downs from those who have out leveled their existing equipment. IMO.
Makes sense tho as it would defeat the purpose of relying on others / the social aspect
i'll get the pitchforks out for full alt transfers later, theres no point in making me trade through someone else except for wasting two people's time
My vote is a system where you can transfer anything you want to a character on the same account provided they are in the same node.
The current system just really incentivizes having two accounts and it kinda sucks a lot
I just setup my 2nd computer for this exact reason lol
Also, i've heard you can login to one account on two computers (Not sure if this is allowed tho)
honestly if you can log in to one account on two different computers that would actually be better imo because it’s less p2w (still kinda is but yeah)
You can, i'm just not sure if its allowed.
To clarify, you can login to one account at the same time, on two computers.
@marsh vigil what would your opinion be of the following idea: Contesting a resource node that someone else is attempting to harvest automatically flags the person that attempts to contest the node. This would allow the person that initially started to harvest the node the ability to fight for the resource node without going corrupt, or to continue to harvest the node (without force flagging) if they believe they have sufficient skill/speed to secure the resource. Contesting resource nodes (IMO) should be something that you should have the possibility to be reserved through pvp without incurring corruption since the person contesting the resource consensually is contesting it. Giving the choice to flag for PvP to the initial harvester would then allow them to consensually enter pvp or opt out.
Don't we literally already have this? I CC ppl off nodes all the time.
its not allowed even its technically possible (confirmed via support ticket)
Since the plan is to not be able to cc non flagged players in the future, that would solve the problem, if you are first you will be the first to harvest unless the other person has much higher speed rating
I have been CCed off of Gryphons a few times now. Thought It was funny because they are always lv 25 and I was lv 15 at the time no danger to them at all
Yeah same. I'm due for a full new PC build next year. Going to just have 2 accounts. So I'm not limited on what I can and can't do.
I think that's the point of the corruption system. If you want that resource bad enough, kill the person for it. Then deal with the consequences.
personally i would like to see all the grandmaster gathering nodes in forced pvp zones.
so the best materials are always fought over, not just when harvesting.
Then you're getting away from the proposed system. PvX Steven has said he wants a balance for all play styles, not just the pvp play style
ye they can have all the non grandmaster nodes, ez pz
So things stay they same all the way to grand master then it changes In favor of the pvp play style? Makes zero sense
No, just zones that are lawless with grandmaster nodes, pretty easy.
I suppose u could have carebear zones that have a lower amount of them too, if you had to
Lawless with be ocean and some islands per Steven, so I'm sure you'll have that, but it won't be exclusive
There will definitely be bosses and gatherable in those zones, but he isn't going to just try to appease 1 crowd.
Can anyone explain QR Breakpoints? I have seen people saying there are three breakpoints for QR Rating in crafting, but I would like to see the math.
The only breakpoints i know are for hunting, its like 306 - 700 - 1200, cant find the graph to explain it more tho
@left parrot
Being someone that relaxes and gathers alot I am under max lv but JM in 4 gathering Makes me an easy target. I would hate to have to hire guards to go pick flowers
That being said Steven wants to make Rich Vein style nodes to be fought over and that makes sense. Just dont lock ALL of the resources behind PVP
No such thing as a care bear zone, if you are so tough then go red for it 
The reason I ask about the QR Breakpoints is that the claim is that there is no difference between one QR and another except for three specific values, but stats on items increase with QR at more than just three points.
I tagged Kerrai cause he as spoke on it before in guild chat. I know its not working as intended being all or nothing depending on breakpoint
I swear to god the amount of people who don't consider this an option is something else!
0% chance anyone with any decent gear goes red intentionally, at least with the current system.
The corruption system is also super prone to griefing.
Just wait til people make alts to kill crafters in town, which people already kinda do.
By the time we have gm gathering the corruption system should also be better tuned
You can't mock people for not wanting to PvP and then refuse to pvp
Who's saying you shouldn't pvp? I think you misunderstand what i'm saying.
No I understand fully because people keep saying this
You want things to exist in lawless zones so there is 0 risk to killing people which goes against the entire design of the game. If this was something they were willing to entertain at all then corruption wouldn't even exist.
0 risk? Theres always the risk they beat me.
And what do you lose if they do?
50% of their resources (or i do)
So nothing unless you are a dumbass 
so what you just plan to run around and not gather anything lol
or you gather 1 thing and run back to town instantly? I guess if that floats ur boat
Plus xp debt and repair cost
If you plan on flagging up but you have a bag full of epic and leg mats that is on you to consider
Both are meaningless at this point
Albion online already has a pretty successful system where zones are force flagged with the highest resources.
Works pretty well in that game
I have no dog in this fight, but I have only ever seen your once sir! Logging in and out on a gryphon haha ❤️
Except, in albion online when you die you lose all your gear AND all your resources lol

Now, every time that gryphon is not there, I curse your name.... just sayin.
RuneScape has a similar thing but the wilderness doesn't necessarily have the best stuff just very good stuff
I don't even go there often anymore I'm kinda done with gryphs at least for now
Vastly different system. Albion online is very similar to what ashes wants to be
Also 90% of the wilderness is bots lol
You don't have to go up there, because you are logged out there... you can't fool me...
It will always and forever be you
The bots is a whole seperate thing but yes the 2 are quite different
RuneScape wilderness is kinda shit
As far as I know, there are no breakpoints and it’s a linear increase. It’s plausible that there are diminishing returns but I haven’t dug deep enough to figure that out but there’s certainly no breakpoints so hard that “only 3 numbers matter.” Go into AshesCodex’s crafting calculator and make a level 20 weapon with all legendary mats and then punch in a bunch of different quality rating values and you’ll see the numbers change constantly.
The corruption system is harsh because of alpha. At release the punishment will be tuned down ALOT
Good I hate breakpoints........years of playing Diablo 2 and having to switch gear because I needed 10 more fcr was bullshit
Actually I think the punishment stays the same but what changes is you need 3 kills to get there instead of 1 right? On the wiki the intended penalties are quite harsh and those are release goals
From my understanding you need 5 and not 3 and the penalty can increase overtime and reduce faster then on alpha
So yes we still have the punishment but its basically a minor inconvenience rather than a punishment
If you only do it a few times sure but blight is there to make sure you can't just run it up on repeat
If you just go hog wild every Saturday and start murdering after a few weeks it will only take you 1 kill to hit big corruption levels
Definitely deminishing returns, as thats the entire point of the curve. I do believe the curves end at 8406 or 8409 rating currently, with steps in between.
Make new character and repeat cycle i reckon
Yes there's always a way around it and unfortunately if you use that cycle you will only be able to target lower level or lower geared players to make sure the griefing is extra bad

In terms of breakpoints, if you look at caravan parts you can see that even 1 crafting quality changes stats. There’s crafting breakpoints on the item where stats increase if you mean that?
Sure, there are, but its an incredibly larger number than 3. Unless you simply mean rarity. There is rarity and then there is quality. And the stats are based on the quality.
I’m saying there’s not really quality breakpoints at all like the other person said. As if you look at Caravans there’s a change on any change in quality
There may be rounding for other items
thats perfectly fine, if you want crafting to stay alive, because intead you will have big problem with crafting quitting their jobs becaue at soem point noone in server will be needing them.
also fine idea is to lower max durability by 1, each time you repair.
or just. repair with repair kits made by crafters instead of gold
Hmmmm but would that work on stuff as mounts and combat pets etc?
i woulda added durability on them too, and so they loose it when you run it
wonder if we could get a definitive answer from Intrepid about whether mining rarity rating affects the rarity of chance drops like coal
Think they just need to add a coal node tbh. There’s no reason coal should be the special case. Steel requiring 2 T3 products is already enough (ie make coal a t3 node)
what? why would you want to make the game less grindy? this is an outrage.
But make everything hunting rarity 😂
2 in 100000 legendary coal and 2 in 100000 iron x by what 20 ingots?
sounds perfect. the depth of that sandbox content is blowing my mind already.
I think someone did the maths and currently legendary coal is in 1 in 6.7 million chance or something lol. I didn’t fact check that though
That be a bad thing with launch map size you be needing 4 mounts to get somewhere hahahaha
i got my first heroic hunting trophey only when i was lvl 38 hunting.
luckily it was gryphon xd
but i d love everything at hunting rarity
I think it really depends what they do about decay/loss of stuff out of the economy. With nothing getting removed I’m all for hunting rates.
I still think that doesn’t work long term though. I think more available rates but stuff actually getting removed from the economy due to destruction/durability/something is the better long term system
coal is cringe also i agree, specially it is needed x20 for weapons
i mean noone doing steel melee weapons, not because htey are bad, just becuase they cost cap of gold
That’s partly also because of availability of journeyman enchanting scrolls and how strong enchanting is generally
not true for weapons, leg steel sword +0 is better than +15 leg forsaken blade
also i dont understand why noone is complaining of state of exp gains in crafting.
i mean exp for leveling both profession and character.
-
I mean when you have same prof exp gain for crafting LEG 2handler for 10 lvl and 2x COMMON copper wepons for lvl1 feel weird.
Noone likes to lvl profession by doing LVL 1 weapons billion times. Why dont make prof exp gains higher based on quality and lvl of recipe. -
profession alts.
there is 33 character exp for any crafts in game. you need 2m exp on 20+ lvls to lvl up. I mean why not increase gains for higher lvl crafts/rarity. Noone wants to level up 5 alts which are only for crafting by mindlessly grinding mobs. ITS UNFUN specially for people who like crafting. Also its unfun because for some reason profession gear doesnt require lvl BUT elixiers/food requires
Or only me see it as mistake and in need of rebalancing?
Pretty sure no one is complaining about these because they've already been addressed and said would change but I could be wrong
^ yeah that’s all on the changelist
We’re skinwalkers bugged all last test for anyone else? Harvesting them didn’t drop a trainable or a carcass. Just nothing .
Been trying to get skinwalker leather forever now
Only borks work
oh...is that a bug or intentional?
Probably a bug, I’ve reported it multiple times. Or they could be unrelated, but whenever I try to hunt ski walkers near Winstead or in Seph, I get nothing. But I can get borks from Samia’s
awesome...thank you!
I did get one trainable skinwalker, but all the other ones gave huntibg xp, but nothing at all in inventory.
Known bug that skinwalkers don't drop carcs
Technically speaking a different animal.. I believe skinwalker carcass and bork carcass are two different things, but might be wrong.
I would expect it to be a typo in the loot table or something along those lines, to be fair...
Here, take a complimentary meme so you know what to do with these Borks
That was probably me! Seen you up there a few times
good to know
they are 2 different things.. if you look through the codex there are recipes that ask for bork bones and others that ask for skinwalker carcasses. Atm skinwalkers do not drop carcasses. You either get a trainable or nothing on taming them.
they have two different entries on the wiki, but the content of the page is basically the same; which is why I said that I am not sure.
bork by day, skinwalker by night
are the gathering changes live already? the ones where all nodes are variable?
no - sometime next month
yeah probaly end of april patch whish is also like p3 start too basicly then too
So from my understanding mailbox system isnt going to be for transferring all items and only crafted ones. This meaning that making alts to mail stuff to your main would be pointless at launch and only be beneficial when trading others.
Can someone tell me whether this is true or false? Because they are just something I heard from talks but havent been able to read up on
Raw gatherables and materials are not able to be mailed by players.
Purchases of anything other than materials and gatherables from integrated auction houses will be mailed to the purchaser.
Social messages sent via mail will be received instantly.
It hasn't been decided whether crafted items such as gear will be able to be sent via mail.
From an...
does anyone know which fuel requires Befallen forge?
trees are not accepted
It's called molten core (flame mobs in forge drop it). 1 is 50 fuel value
Can i upgrade my Stonemasonery from Novice to Apprentice at a JM Foreman or do i seriously need to find an Apprentice Foreman?
Yes you can
Anyone who has demoted professions, have you promoted those same professions again? And does it keep the experience level that you were at originally? For example if I am at level 14 and demote to novice, does it remember that 14 or just wipe it to 10?
to 10 full bar
So even after you promote again it is still 10? That is a bummer.
what is the respawn timer on Gryphons?
anywhere between 20 to 40 minutes has been my experience
Hoping the new hunting mechanic comes soon. The static spawn systems need to go.
No system in game should be the old stand in a spot and wait.
it was never meant to be static to begin with
it was always supposed to be what we are getting with this "upgrade"
which is what confuses me with the news post
Correct. But I wasn't expecting the simplicity if walk up and "pet dat dog"
that was the placeholder
essentially its no where near ready to except to meet deadlines
"push something out even if its the most basic" mentality
Trying to enchant for first time. Says 95% success but a red 100% no change on bottom. Have tried this on every piece of my armor. Bug or am I not doing something correctly?
Correct lvl of gear?
Yes novice scroll lv 1-10 stuff
Anyone make the gathering bags? How much do you get in capacity increase from common to say rare or epic?
play around on here:
https://ashescodex.com/artisan/crafting-calculator?itemId=Bag_Resource_T3_Mining_0
Quality rating, rarity calculator and material breakdown for any crafted item in Ashes of Creation.
I get the number goes up. I do not get what that increased number equates to.
if you put rare mats in it tells you the stats? if you put epic mats in it tells you the stats?
Let me try again.
62 capacity rating is what the vendor bags have. That gives me 82 per stack at 9 stacks. Ashes codex doesnt seem to say what the stack size will be on a higher rarity bag.
ah i understand sorry i didnt realise that the capacity stat didnt actually line up with stack size
Yeah, I figured. There is not a conversion so I do not know.
Apprentice have 45 capacity and stack size of?
I do not remember sadly, jman is awesome
id say considering you get 20ish capacity increase on an legendary bag itll probs increase by about the same as a novice bag. but guessing
Anyone else notice the hunting quality rating doesnt go up when taking the elixer but the speed does?
And the Pylon doesnt seem to effect the quality rating on the stat sheet either.
I'd need to see a few different ingame examples but seems it's just 20 (or whatever base stack size of the container) + capacity rating?
If I can confirm it, I'll add it to the bags on Codex or at least clarify the capacity stat...
noob question where can i create a aprentice hunting bow
any Cooks have issues making Oatmeal? i have the mats, coin and wood. wont craft...
That is a Question for the server channel you're apart of. It's server specific.
Cant remember if you cAn make it at the ones near lion hold, but that might be possible as well
i found it i was being quite noobish and kept checking the wrong table but in the right town. thank you for responding though
Solid. No one has posted an example so will go about getting the mats and make one at increased capacity and report back
what would be a fair price for epic weeping willow?
Animal husbandry question........ If deer are only able to be bobs and that is their specific purpose, why are they worse bobs than other apprentice level animals? All the different horses are better, raptors are better, oath bearers are better........ It doesn't really make sense to me that they have 1 job and they are terrible at it, I guess the same could be said for tidesnappers. Another just currently useless animal, can we either buff them or drop them down to novice level at least?
Hunting changes coming soon. Guessing that was just a first pass overlook. Really can't wait for the hunting and gathering changes.
fully agree but unless I'm not understanding how they do these things, someone manually set those values or at least some level that spit out those values so somebody intentionally chose to make both of those animals useless so hopefully they can see this or have already noticed it and can adjust the values as part of the rework.
I believe that the stats of BoBs aren't going to be rarity based. Just based on the animal/creature itself. Husbandry will likely be needed to make them better at BoB or other stats.
From my understanding you can breed animals in husbandry and breed stats to them:
- health
- speed
- etc etc
So in short summary: I reckon people be combining animals together to make the perfect mount / pet/ live stock/ and Beast of Burden
So rather than hunting and processing them into good BoB’s you create them
So a tidesnapper has okay swimming but low speed mix it with a horse and you maybe get like a seahorse which is good both on land and water for a more flexible Beast of Burden
This, this is what was planned. Let's hope things haven't changed. Supposed to have a pretty robust DNA system
From my understanding it is still in the planning. But we have to understand to design a DNA script for every individual BOB/ Mount/ pet/ livestock it takes alot of brainwork, rng work, coding work which is why the placeholder is so long in place etc
Oh for sure. When I watched Dr. Burns video on what was planned I was like um wow, hope they aren't over promising lol
Yeah i watched multiple videos and already made multiple spreadsheets
I hope I can put em to good use ☺️ @analog abyss
Seems you were right. it is base +capacity. The rare bag I made has capacity of 63. and holds 83 a stack.
Yo why is this so bright
It is Carpentry, not weapons, same place you upgrade you tools and have to make the wood handles.
When do artisan buffs apply? Before, during or claiming the craft or process?
Like from clothes
Before
thanks for confirming 😉
I mean, it is an alpha, this is half the fun.
how many skills can I have at apprentice and journeyman level? it's not entirely clear right now
Just forwarding to here because the rest of the artisan community can probably fish around for the information with me 🙂
Has anyone seen stat changes on anything but whole number quality scores? Ie in my example IN GAME does the stats only change when you have MORE than 52 and MORE than 53?
You can have 4 at JM or lower, 5 at apprentice or lower. IE you can have 4 JM and 1 apprentice. or 5 apprentice. or as many as you want at novice.
Sorry that isnt as clear as id like.
thank you!
21 skills
5 go to apprentice
4 go to journeyman
3 go to master
2 go to grandmaster
Example: your 3 master skills will include your future 2 grandmaster skills
Hopefully this is explained as clear as possible
that's actually less clear somehow o_O
but if I'm conjecturing correctly you can eventually have 2 grandmaster and 1 master?
Yes and no:
you have 5 skills at 10-20
You take 4 of those skills to 20-30
3 of those skills can go to 30-40 (master)
2 of f those skills can become grandmaster 40-50
So in theory you have 3 master skills but only 1 of them is different then your grandmaster skills
You can raise 5 total skills above Novice.
2 can make it all the way to GM.
Think you got the general idea.
I hope i explained it better then my previous attempt
I think the explanation makes more sense in chart-form.
But essentially you end up with 1 Apprentice, 1 Journeyman, 1 Master, 2 Grandmaster - given you've maxed it all out?
Can i text you in private dm?
Can explain it properly there
if you want, sure
I can do it here aswell I will just give you an example in skills
here... someone listed it here a long time ago
Oh, exactly like I assumed above then
I have 5 skills i take with me after lvl 10
Lumberjacking
Herbalism
Hunting
Fishing
Mining
I level them all to lvl 20 thats the cap of the first stage.
4 of those i take to beyond level 20
Lumberjacking
Herbalism
Hunting
Fishing
Same situation. I level them to the cap which is 30. After this i can only up 3 more skills.
Lumberjacking
Herbalism
Hunting
I level them to the cap of (master which is everything between 30-40)
And then i take 2 as grandmaster 40 - 50
good stuff - and yeah it is much easier explained in chart form
Yeah i was writing so i didnt see chart yet but what i wrote is now explained in chart
Someone should maybe pin that chart
I created a profession planner a while ago: https://ashescodex.com/artisan/profession-planner
Plan your grandmaster, master and other professions in Ashes of Creation.
Let’s you plan out artisan levels easier
suggestion: you could make the choices colored so it's easier to see on the first glance
Good point
how to get farm and chickens ?
Okay I found chickens
so .. how we can get farm now ?
you dont get a farm you use the farm work bench
thanks
soon thats how we get food in RL anyway
have you got any examples? Trying to work out where the mistake is 🙂
Dont have examples but my crafts tend to be like 3% higher on the quality bar than listed like i tried making a 99% purple dunzren shortbow and ut ended up at a 3% into legenday roughly at 720 carpentry
i think you’ll have to screenshot everything if you want it fixed, i’ve found the calc to be pretty accurate
Have to be Level 10 to sell items at MP ?
y
Was there a node buff up at the time. Could be affecting the craft that wasn't intended
Dont get me wrong my "complaint" is a very minor inaccuracy, its only 1 breakpoint down.
Im just trying to get the information we need to get it all correct as the tools Takyn is making is very useful 🙂
Has anyone made anything showing what's actually useful to craft in the processing stage for selling?
Just a reminder that it costs 11 silver just to craft the apprentice scrolls for scribing, but they can be bought for ~1s from the vendor...
Why?
cause they shouldnt be on the vendor at all 🙂
I agree. but like... As a scribe, this is extremely punishing.
When you say they shouldn't be there, is this something that we are agreeing upon as an opinion, or that Intrepid is calling a bug?
opinion, don't think intrepid has stated either way
as discord channels get parsed for community sentiment i bring it up every now and again 😛
I personally think all crafted items should be, crafted only
how do we level up mounts?
So a bit of a comment regarding Alchemy and Potions and Salve's. With the both of them sharing the same GCD it basically makes Potions the preferred route which would make salve's not needed. If these were split from GCD it would make both of them work as well as increase item use. Let me know yalls thoughts.
i thought that all skills raised to a higher level should be in the same category (gathering, processing, crafting)? is it not the case?
I believe that was the original desing, but I believe it was dropped and it is not the case now
Why is spindle hemp thread so expensive and rare quality animal fat seemingly non existent?
Supply and Demand.
All hunting animals have a base rarity of Common which means the only way to get a higher rarity is to harvest it, have your Rarity roll succeed, and then have it roll high enough to give a higher rarity
The rarity system in its current iteration is fucking trash so this basically means you need around 1200 Rarity to even get the roll to get something of a rarity up to about a 15% chance
And the second roll that determines what the actual rarity comes out as is complete RNG heavily weighted towards lmao you get an uncommon
This is why there have been probably less than 20-30 legendary hunts ever across all servers
It's about a 1/100,000 chance even under the best circumstances
I made so much rogue armor today 25 heroic sets, an epic circlet and a khalidar breastplate. How was everyone else's week? Get any major projects done?
Finished up to 50% of my plan for phase 3 and then fallen very ill💪🏻
So I have heard people saying that there are "breakpoints" in the hunting rarity rating at 316, 700, 1264 and so on, implying that only at these ratings do you see a change in chance.
I have done a deep dive as well as a large sampling of hunting in game with the wife, and this is a misconception. Like all other ratings, they are evaluated on a curve.
0 rating = 10% chance for hunting gather to upscale (uncommon+)
316 = 15%
700 = 20%
1264 = 25%
1984 = 30%
2893 = 35%
3712 = 37%
4448 = 39%
5840 = 42%
7008 = 45%
8409 = 50%
Every single point of rarity rating matters, and this curve applies to all gathering professions, not hunting alone.
This chance is the "First Roll" that determines if there will be a second roll to determine upscale rarity. In the case of hunting, where all things are common, success in the first roll means you will get an uncommon or higher at the following probabilities:
88.89% Uncommon
10% Rare
1% Heroic
0.1% Epic
0.01% Legendary
The second roll is completely unaffected by Rarity Rating, and those probabilities are static. That said, if you have a rarity rating of 756 I have approximately a 20.5% (20.49645%) chance to succeed in obtaining an upgrade:
Chance = 20% + ((756-700)/(1264-700)) * (25% - 20%)
All of this is to say, the gathering rarity calculator at ashesmmo.com is a lie... haha
Wife and I's in-game results on just a couple of hours last night:
Nalla = 13/68 = 19.12% upscale (~500 rarity rating)
OneDude = 28/121 = 23.14% upscale (756 rarity rating)
There is a pre-first roll.... roll... if the huntable has chance of trainable vs carcass (80% carcass / 20% trainable, except for bears which is implented backwards at 20%/80% currently)
I think I would need at least 3 epic journeymen hunting bags to even have a chance to hit that 1264 break point
It's not a all or nothing break-point (that's the point I was making). 1264 would give a 25% chance, 1263 would give 24.991134751773049645390070921986% 🙂
oh I know
But yeah, I crafted 3 heroic bags last night to do the test just to break 700 haha
I have epic apprentice and will soon have heroic pants and epic belt
with lego oak bow
so I will be at i think 1k with food and elixir
so need the bags to hit any higher
im hoping with the variable timer on braidtree nodes
I will actually be able to find braidwood now
since it cant be spawn camped with perfect timing anymore
Interesting. What's the rarity rating on your oak bow
one sec
295
295
Damn. I don't want to give up the 549 speed >.<
I mean atm I can hunt an animal in 2 ticks
-338 speed + 84 rarity
rarity imho is better
but thats me
rarely I fight anyone
for a huntable
cause huntables arent on a static timer
waiting for insta gib. lol somone hunting walk up and YOIK
I agree, but if I can get to 1264 without that 84 rarity, I'll stick with the speed (because 25% is fine for me) haha.
One sec, ima look at the formula for gatheringDuration
Hands get thrown at gryphons all the time
Just confirmed that it is on a curve as well, and is the same curve as any gathering. Visually you only see 2 ticks, but my 2 ticks are faster
Base duration is 15 seconds, then speed rating applied based on "GatheringSpeed" curve.
I am hoping the spawn rarity will be completely random, and not just jumping between the same spots where high rarity resources already spawned, but with dynamic respawn time. It would be great that if you go into a wood with 50 trees, they can also have high rarity at random, not just those standalone trees that were high rarity already
I think that will go against what steven wants with the static rarity
for pvp contention
probably, but I still hope gathering will be a non pvp thing. We'll see how it turns out in the end
Gathering is intended to be a primary source of pvp.
nah, caravans, wars, sieges, ships will be
It's in the design notes, and Steven has also confirmed that recently
So, i don't know what to tell you
not saying it won't have pvp, but I can't see it having more pvp than the events mentioned above
"I still hope gathering will be a non pvp thing."
yes, I hope
It will be a pvp thing
I am aware they want a friction, but who knows how will it end up at launch, they might have many other ideas or changes by then
It's a core part of the design, but keep hoping and be disappointed
He has plans for large rich veins that need to be gathered by multi attempts and wants people to fight over them
Yeah, and he also recently stated they had the static high rarity nodes like that deliberately to cause fights. Then he got kinda mad when people pointed out how a static timer actually prevents fights.
yeah the static nodes are a good idea on the surface but with how its implemented there is like no fighting cause people can literally log on with perfect timing to hit and log off
ATLEAST, people wont be hard camping the spawns so, atleast better chances to see it.
yeah thats my point
though I mean I do hard camp huntables
lol
but there are so damned few huntable spots
wait a minute, are they changing the timer this thursday? dam, it would be great if atleast that came
comparitively
I mean its part of the PTR notes
but that doesnt mean its coming out this thursday
but typically ptr notes match the update notes more or less
this would make sense for few static spawns or highly contest mats atleast for few, if thats the goal for all gathering than why would gatherer [who mainly enjoy pve] even bother lol
Story of my whole day, yesterday [while taking 10hrs moving around the world organizing inventory]:
Man, first time in two months I saw a Lego Willow spawn—turned out it was the first (initial) spawn. Grabbed it at 12:04 AM, went to sleep, then tried my luck again at 12:04 PM. Waited about 15–20 minutes, and it spawned. Wasn't even sure if it was the same tree, but mid-chop, some guy spawned behind me, killed my character, and turned red to take it—that's when I knew it was a Lego Willow.
This Lego Willow was the second one I’d seen in 2.5 months. The first one was a last spawn (it moved), and this was the second. Got the next one with a group of friends and took down the guy who killed me. My friend ended up getting the Lego Willow. Tried one more time to get back in, but thanks to the game's memory leak, I got stuck on a black screen, and some random dude in the area snatched it.
LMAO, every time I see a Lego Willow or Braidwood (if I ever do), it's always the last spawn. Honestly, I'm happy if I get any, but the first time I saw it was the first spawn—only got it once, LOL.
I’m just waiting for these upcoming changes,
By that you mean people may go red protecting resources then yes, eventually that will be the only way to protect resources. You'll never be forced to flag to gather resources in the main lands of vera. There are sanctioned pvp events that people will use for a source of actual pvp and not murder. Wars, caravans, sieges etc. But gathering won't be a sanctioned pvp event
Will force you to balance the amount of corruption you want and if you're willing to except those consequences
He's also stated that they intend to put high value gatherables in lawless zones. Regardless of how it ends up implemented, it's very clear that the intended design is for gatherables to be a source of pvp. And also regardless of this being a very open design decision from the olden days of early Alpha, I know I'll be reminding people of that years from now when the inevitable complaints of "why can't i gather in peace, this game sucks" start.
Yes, ocean and some islands will be lawless. Again in the main lands of Vera if someone doesn't fight back you will have to go red to stop them. Eventually as Steven has said. Anyone not flagged for combat won't be able for control effects like it currently is. So no walking up and sleeping, stunning a target to get them off the node. Either kill them or be fast enough to get it before them, hence why there are gathering tools that focus on speed
hope you feel better soon
Thanks very kind of you! Only gotten worse so far so hopefully progress soon
Those complaint will start the moment you enforce pvp on gatherers
I'm a gathering main. Don't care if I pvp or not, but I backed because of the proposed system design. If someone wants to kill me, kill me and go red. That's the price of murder. Someone choosing that has to make the decision to accept the corruption and what comes with that game play. The gathering system is there to add tension, not necessarily pvp in the same way caravans do
I know and i know that there are alot of players in the alpha right now who dont mind some action. But when the game launches there will be wayyyy more casuals / 9-5 people in the game. And they do mind when they are getting ganked of have a fear of getting ganked cus they are grinding resources they need
I know the pvx system right now is about causing as much trouble and discord and friction as possible but i highly doubt that will make the game healthy and sustainable for half a year after launch hence the complaining will start quickly
The current caravan system shows why you DON'T want to have more systems like it. There is 0 reason not to attack a caravan. If there was corruption or some other negative to attacking a caravan, at least something to make people think about a consequence of that action it would make for more meaningful gameplay.
Yes hence my statement that complaining will start asap after launch
As the “corruption” we have now will then be less punishing as they made it more punishing so people get to test stuff
Yeah well have a good idea once Beta 2 gets here. That should be finial numbers and things in place, testing launch build at that point. Thats when you'll see who's going to stick around. Will also depend on the server. The P1 Vyra server had a good vibe, current Vyra is a dumpster full of Bear droppings ready to be set on fire.
Hmhm beta is basically when you get full picture of game rn we just testing and giving feedback and hoping they will answer them haha
Yup. Tell them what ya like and don't like, report bugs.
Hmhm
Altho the odds them picking up what you dont like is very slim tho
Unless you are a very big streamer atleast thats what it feels like to me
If you want to be a top tier gatherer become a bard
also nother big thing to note is our map is small right now
in the future state of the game the map will be much larger
Doesnt matter
and you wont have people able to gather GM mats cause less people will be GM
while at this time you have people who can by JM in 4 gathering profs
Yes but map size doesnt matter
Wether you have 10 items in 7 nodes or 100 in 70 nodes the % will be same
Yeah it will. People will be spread out, so the likely hood of seeing lots of people, IF you go out of your way to get out in the undeveloped areas, will be smaller
Hm
also right now you have a large % of players who are all gathering
Pvpers will want to stay where people are, gathers will want to get away from people lol
but in thefuture you can only have at max 2 gatherable at GM
Wouldnt be surprised if undeveloped nodes also have undeveloped resources meaning the GM resources will be in high populated areas for some more friction
all the more reason to spread out and develop nodes then no?
I think you underestimate the toxicity this game can bring:-p people aint gonna be inclined to spread out and make it sufficient they wanna go where alrdy everything is
Waiting to see how that work TBH. I would hope that it's just random all over the world. Force people that gather to move around the map and not just have to stay in a few places

