- There are rules when applying cosmetics to specific items, unlike costumes, which don't have level restrictions.
- Cosmetic slots can be toggled on or off by the player.
- A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.
- Cosmetics, whether purchased from the shop or earned in game, are an important component of MMORPGS I personally enjoy; and there's a lot of collectors out there who spend a great deal of time either in-game achieving these things or spend money purchasing them from the cosmetic only marketplace; and we don't want to demean or reduce that achievement or that expenditure. So it's going to be situational where the default appearance will be applied and can be activated. – Steven Sharif
- There will not be "oversized" weapons.
- Armor will not be overly sexual in appearance.
- I'm more of the mind that it wouldn't really serve a purpose to have bikini plate armor, just in like reality, if you're going to have armor, it should be protective. I think from a fashion statement is enjoyable for some people, but it's a kind of an immersive issue. – Steven Sharif
- Some armor and costumes will be more revealing than others, but there will not be nudity in the game.
Each race is getting its custom geo pieces, which then will share thematic components such as color palette, attachments, design filigree. Those types of things will get shared across the geo but generally you're going to see unique races with unique geo. – Steven Sharif
- Cosmetics can be used by all races but there may be slight variations to make them work with the body builds of each race.
Racial weapons and armor
- The customization of equipment per race is really focused on Armor sets not Weapon props. Weapon props will, from a model standpoint, will translate pretty one-to-one across the races. – Steven Sharif
- Racial appearance of gear is focused on Armor. Weapons will not change in appearance but will scale in size based on race.
- Let's say for example you have the Eagle set or something, right: The Eagle set has in art, it has a thematic design that's going to include certain attachments to the armor. It's going to include color palette and theme. It's going to have some aspects to it that define it as the Eagle set, right. When a Elf wears the Eagle set or when an Orc wears the Eagle set, you obviously have two different cultures there; and you don't want to stomp out that culture by assigning a de facto 'This is the Eagle set and this is how it looks on everybody.' What we want to have is cultural influences play a role in showing how that set looks. – Steven Sharif
- When you say, what if I'm an Orc but want to look like an Elf and I want my Eagle set to be the Elf representation? Well the issue becomes there that you know Orcs have a different organic model. You know, their body is different than that of the Elf. So, from a scope-creep standpoint, it's one thing to add different influences that represent the cultures that are donning the armor; it's another thing to adapt each influence as a matrix that can be worn pretty much by everything. From a scope perspective, that's a very difficult task for the character artists to kind of tackle. So instead what we've done is, in order to facilitate a variety of cultural representation between the races but allow for the sharing of assets like different armor sets, we give different representations of those armor sets to each race. – Steven Sharif
Items on back and belt
Items attached to a character's back or belt represent items they are in possession of. Players can set the appearance priority for the items they wish to show. Only one item can show at a time, and that is determined by player choice.
- Some ranged or melee abilities require a specific weapon to be equipped. Weapons that are equipped in the character's ranged or offhand slots will be automatically swapped in and out as required by the skill.
- A big component of the MMORPG that - half of that you know acronym is RPG role-playing game. And in order to role-play you need to be able to represent kind of what your character is doing in that world and you know part of what animation is doing is creating these sockets on the let's say the belt or the back that you know can plug in certain types of props or items that are created by the character team, like Carson, you know might be a scroll tube, it might be a potion, it might be whatever: Those players will have the ability as we've discussed in the past will have the ability to select what they want to be represented in those sockets and then animation will make sure that jibe well in movement. – Steven Sharif
- There'll be a priority system behind that that'll determine... do I show the Bow if the Greatsword is unequipped or do I show the Polearm if the Greatsword is unequipped. – Jeffrey Bard
Gear inspection/ Threat assessment
- This will indicate the type of armor (cloth, leather, plate) that they are predominantly wearing.
- You can target a player. You're going to see what type of armor they have based on a buff they have available to them because obviously cosmetics can change appearance. You might have different silhouettes as a result of that. – Steven Sharif
- The border will indicate the level and quality of the tier set.
- The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".
- When you see a player approaching you and they're wearing a transmog you know you don't know if that person is a high damage mitigation against physical damage or against magical damage and essentially the way we overcome that is through you being able to target a player at a distance and they will have a buff that's present on them that you will see, which indicates that essentially the piece set that they are wearing. It is important for players to be able to ascertain from a threat assessment standpoint what they're going up against if they're actively checking that, and that will be available. – Steven Sharif
- Different tiers of gear are accessible based on a character's level.
- Players gain bonuses depending on the number of pieces of the set they have equipped.
- There are passive abilities that can be chosen to become more adept with certain set types.
- There will be viable non-set builds.
- Racial appearance of gear sets is tied to the character model of that race.
- It may be possible to store and swap gear sets with a single button press when out of combat.
- Crafted gear in the game is the best gear... One thing that I'm not a fan of is that you develop a crafting system in a game and you've spent a lot of time making this from a material and resource perspective. All the tables that you can receive, all the connectivity in the economy and how crafting is associated with the game; and then you undermine the crafting entirely by presenting a separate route of gear acquisition that is on-par with the crafting efforts. So here you have these people who are acquiring all of the resources getting, all the recipes, leveling up their professions and then everything they make is less or equal to anything you could just have chosen the easier path of and gone down the questing and received the best gear. So what we do focus on is that crafters make the best shit. Excuse me, the best things. – Steven Sharif
- Master crafters will be able to influence several (but not all) stats on their crafted items.
- The rarity of the items will be commensurate with the effort required to gather, process and craft the items.
- That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be kind of dictated based on the mastery level of the particular crafter; and the higher they become a master of those professions, whether it be for armor or for weapons or for accessories, they're going to have some agency and put their mark on essentially what items they're introducing into the economy. – Steven Sharif
- At the moment, harnessing corruption to warp items into demonic or decayed things is not on the cards.
- A crafter's name is embedded in the items they craft.
- We believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.
- Skins are cosmetic items that do not grant the user any benefit.
- Skins are only be able to be applied to things that have already been earned, crafted or found within Ashes of Creation.
- The flavor text next to store items relates to the lore and background of creatures and items in the world of Verra.
- Caravan skins change the appearance of an in-game mount and in-game caravan that are hooked up to each other.
- The best skins will be in-game achievable.
- Racial skins transform the race of the character to that skin. The original racial appearance of the character is entirely replaced.
- Racial skins can be toggled on and off.
There are plans to create other racial skins.
- Some potential future ideas include undead and werewolf (lycan) skins.
- Costumes (and pets) don't have a level restriction. Other cosmetics require an in-game item to be obtained first.
- Costumes are not gender or race locked, but can adapt based on a character's gender and race.
- All hoods and headslot items, whether part of a complete costume or individual gear, will have the option to be shown or hidden on the character by the player.
- Cosmetics can be used by all races but there may be slight variations to make them work with the body builds of each race.
Kickstarter weapon skins
- Usable on all types of weapons.
- Include subtle and tasteful glow/particle effects.
Backer only armor skin
- Equitable cosmetics, both from a quantity and quality standpoint, are achievable through in-game means.
- Nothing in the cosmetic store will be pay to win.
Nothing in our shop will ever be pay to win as we believe this practice greatly hurts the MMORPG genre.
- Cash shop cosmetics will offer a diverse selection of unique looks.
I want to incentivize purchase in the cosmetic shop for sustainability of what expansions we have intended, since we are not a box cost. I want to incentivize purchase by offering limited items: limited time, limited quantity, so you have confidence that when you purchase them, they won't be offered later on in some other way. – Steven Sharif
- All cosmetic store items will be non-tradeable. There will be no gifting mechanism for cosmetic items.
- There will be hundreds of attachments available ranging from a small clasp to the front plate of a breast plate.
- Interview, August 24, 2018 (5:28).
- Livestream, November 17, 2017 (22:33).
- Livestream, November 30, 2020 (57:50).
- Livestream, February 9, 2018 (50:29).
- Livestream, July 25, 2020 (54:10).
- Livestream, November 22, 2019 (1:08:05).
- Livestream, May 29, 2020 (50:20).
- Livestream, May 26, 2017 (19:51).
- Reddit Q&A, 2019-01-8.
- Livestream, December 23, 2021 (1:34:07).
- Podcast, August 4, 2018 (53:43).
- Livestream, October 28, 2022 (1:41:06).
- Livestream, September 24, 2021 (1:25:27).
- Livestream, July 18, 2017 (54:56).
- Livestream, July 28, 2017 (9:47).
- Livestream, October 30, 2020 (1:13:22).
- Livestream, November 30, 2020 (1:05:22).
- Livestream, May 24, 2017 (24:19).
- Livestream, September 3, 2017 (48:56).
- Video, September 30, 2020 (2:44).
- Livestream, September 30, 2020 (47:47).
- Livestream, July 26, 2019 (54:06).
- Livestream, March 31, 2022 (4:57).
- Livestream, May 26, 2017 (44:11).
- Livestream, May 26, 2017 (20:46).
- Podcast, August 4, 2018 (55:17).
- Livestream, August 28, 2020 (1:15:02).
- Livestream, July 28, 2017 (24:54).
- Livestream, June 30, 2022 (1:17:34).
- Livestream, May 30, 2019 (1:09:13).
- Livestream, January 30, 2020 (49:08).
- Livestream, June 25, 2021 (21:56).
- Livestream, June 4, 2018 (19:48).
- Livestream, September 30, 2022 (49:16).
- Podcast, September 29, 2021 (40:50).
- Interview, May 11, 2018 (16:32).
- Twitter - Better luck next time.
- Livestream, August 28, 2020 (2:07:26).
- Livestream, July 25, 2020 (53:08).
- Livestream, June 26, 2020 (1:28:10).
- Podcast, September 29, 2021 (52:58).
- Livestream, July 28, 2017 (1:34:55).
- Official Livestream - May 4th @ 3 PM PST - Q&A
- Livestream, July 28, 2017 (23:20).
- Livestream, November 30, 2020 (49:25).
- Livestream, November 30, 2020 (54:29).
- Livestream, November 30, 2020 (49:35).
- Interview, July 18, 2020 (1:02:08).
- Livestream, November 17, 2017 (56:07).
- Livestream, November 19, 2021 (40:53).
- Livestream, April 30, 2021 (41:18).
- Livestream, June 30, 2022 (1:18:55).
- February 8, 2019 - Questions and Answers.
- Livestream, May 10, 2017 (14:45).
- Podcast, August 4, 2018 (59:58).
- Livestream, December 22, 2020 (1:15:01).
- About Ashes of Creation.
- Ashes of Creation Store: Appearance slots.
- Livestream, November 30, 2020 (56:02).
- Rime and Regal.
- Livestream, December 6, 2018 (41:43).
- Livestream, November 30, 2020 (58:24).
- Livestream, May 12, 2017 (1:04:04).
- Livestream, May 29, 2020 (1:42:43).
- Kickstarter 12k+ backers.
- Livestream, 2018-04-8 (AM) (4:47).
- Ashes of Creation Store: Vestments of the Runecarvers.
- Forums - Livestream Q&A 2022-08-26.
- Livestream, June 26, 2020 (1:42:55).
- May The 4th, Be With You... And also some skins.
- Ashes of Creation Kickstarter.
- Ashes of Creation cosmetic store.
- Livestream, July 25, 2020 (1:53:46).
- Livestream, 2018-04-8 (PM) (58:29).
- Interview, May 11, 2018 (32:36).
- Interview, October 20, 2018 (3:34:46).