Ashes of Creation

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Ashes of Creation is an upcoming MMORPG, set in a high fantasy open world.[1]

Ashes of Creation is an upcoming MMORPG set in a world of high fantasy where player’s choices will shape and define the world around them.[1]

When it comes to how MMO’s have been traditionally designed, most gamers are familiar with two distinct types of gameplay loops: the “theme park”, and the “sandbox”. The vast majority of MMO’s we’ve all seen come and go in the gaming industry have been of the theme park variety – these games put the player onto a specific path, guiding them along, with plenty of pretty sights in between the same old quest hubs, very little in divergent paths, virtually no freedom in player progression. Recently the MMO genre has seen some games of the sandbox nature come onto the scene, but despite the ultimate freedom the sandbox affords players, many are left wanting more, as there is by definition no pre built world content, no human touch, just the vastness of the “sand” for lack of a better term. Thus many MMO players often find themselves caught between the repetitive rock of the theme park or the vast dead spaces of the sandbox’s hard place. This chasm between the state of MMO gameplay loops is where we intend to inject Ashes of Creation’s Node system.[1]

In order for sandbox mechanics to mean something, there must be curated content to accompany the player’s choices. Which means, as the developers, we must create that Themebox style content but for every possible path the community may take.[2]Steven Sharif


Encompassing each server are carefully placed points of development called Nodes.[1]

Nodes are a pre-set location, wrapped in a zone of influence, in our world that can form into towns of different sizes. These sizes range from a small camp to a sprawling metropolis. The size of the towns depends on the contribution by players and how far they’ve advanced the Node. Players do not create the footprint of a Node, but within that footprint they do have the ability to own land. Players who are part of the government for a specific Node will have the ability to modify building types and services further, but for the most part, a Node will grow along its own specific path (think about this more as NPCs building these towns out, rather than PCs individually putting buildings and walls up). A Node’s contribution area is larger than the actual town itself, allowing for players to adventure while building upon the town. We call the contribution area the Node’s “Zone of Influence,” and it’s the area where players help to advance the Node they are in.[6]

Node advancement

Citizen and non-citizen player activity (questing, gathering, raiding, etc.) within a node's ZOI counts toward that particular node’s advancement.[1] There are six stages of node advancement.[1]

  1. Expedition (Few hours)
  2. Encampment (Many hours)
  3. Village (Few days)
  4. Town (Many days)
  5. City (Few weeks)
  6. Metropolis (Many weeks)
Nodes that are in the ZOI of more advanced nodes have their progression capped by the more advanced node.[7]

The advancement of a node unlocks its unique content, which comes at the cost of locking out an increasing ring of neighboring nodes from progressing to the next stage.[8]

  • Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[9]
  • The more advanced the node is, the larger its ZOI becomes.[3]
  • Less advanced nodes (referred to as vassal nodes) that fall within a more advanced node's ZOI can still gain XP, but must remain at a lower advancement stage than the dominant node.[7]
  • A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[7]
  • Players are moved to safety if they intersect with newly spawned assets during node advancement.[10]
  • Citizens of one node can contribute to the advancement of other nodes.[11]
  • The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.[12]

Different people have different resources invested in nodes progressing and it would be a little "gamey" if you could know exactly what was necessary at that point because that would disincentivize people from participating.[12]Steven Sharif

Node sieges

Node sieges enable players to delevel a node (reverse its advancement) and to ultimately destroy that node entirely. This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.[1]

Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[1] Automatic PvE sieges may be initiated against nodes that are not continuously active.[14]

If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![15]Steven Sharif



Alpha-0 Timeless protector boss in the Dünheim dungeon.[16]

Combat in Ashes of Creation is focused on strategy and tactics.[17]

We want combat to be engaging, fun... Right now we've begun the sprint toward Alpha-1 first phase deployment, so we're really looking into the action side of combat right now; and we're building systems for that. And the reason why we are doing that is because tab-targeting has been a staple of MMORPGs for a very long time, even though there's a large interest now in action for MMORPGs and there has been some successful titles with action-oriented, like TERA and BDO. We want to be able to really delve into that development so that we can better understand how to merge tab and action together in the same game, because they are vastly different play-styles.[18]Steven Sharif



There are no predefined factions in Ashes of Creation.[19]

Because we are non-faction based, you want to grant the user the ability to either do things that are "evil" or "good", so there has to be a plethora of choice on the evil side for them to participate in.[20]Steven Sharif

Open world

Alpha-0 flood plains environment.[21]

Ashes of Creation will be a seamless open-world experience.[22]

  • No loading time or loading screens between regions.

There will be open world dungeons and raids. The aspiration is to maintain the open world feel while being able to capitalize on the benefits of instanced mechanics.[23]

  • Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal. Outside of these and arenas there will not be too much instancing anywhere else.[22]

We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[22]Jeffrey Bard

The PvP flagging system presents an opportunity for open conflict.[24]


The Node system facilitates the generation of new PvE content such as Quests, Dungeons, Raids and Monster coins.[26]

There is going to be a lot of PvE content for all portions of the playerbase... Part of that risk versus reward: Your risk is your time you're putting in to having a chance at getting the reward and successfully completing; and that should feel good based on how much time you devote. Now I know that there's a spectrum of casual and hard-core players in the time there, what we can do, but that's why we have many different content paths that play towards how you affect the world around you.[27]Steven Sharif



PvP (Player versus player combat) is the catalyst for change in Ashes of Creation.[29] Player combat is intended to be meaningful, ranging from Caravan battles to vast open world conflicts fought for the pride of Kings and Queens.[26]

Because players are motivated by different things, because they want something from the game that other players don't want, that's going to cause people to butt heads. Different players are going to want different experiences and the conflict between the two of them will create a bigger and better thing. Out of strife comes rebirth and that's a core symbol, it's a core theme that occurs throughout the game.[15]Jeffrey Bard

There are many reasons to engage in open world PvP in Ashes of Creation.[30]

Just because our flagging system gives corruption to pkers, doesn't mean PvP won't happen. There is plenty of reason for PvP to occur open-world. Scarce resources, open world hunting grounds, caravans, sieges, guild wars etc.[30]Steven Sharif



There may be some gear binding (BoE or BoP) but it will be an exception rather than the rule, as this doesn't facilitate the objectives for the economy.[31]

Weapon types

There is an even split between melee and ranged weapons.[36]


Armor types

Armor types in Ashes of Creation.



Ashes of Creation offers nine playable races.[50]

You will see in the different races that are available from a player character standpoint a lot of different influences that reflect many cultures in the world: Not just European, not just Africa, not Mesoamerican. These cultures are going to be present in many of the races.[52]Steven Sharif



There are six religions in Ashes of Creation.[53]

We're talking about a pantheon here, not necessarily separate religions. They're all kind of offshoots of who is the better god, or who is the god who identifies best with you.[54]Jeffrey Bard

The gods in Ashes of Creation represent different aspects of the Universe, and feelings as well. For example:[55]

  • God of creation.[55]
  • Goddess of love.[55]

Each god... has a specific realm that they relate to in the world and its creation.[54]Steven Sharif



With 8 Archetypes to combine, players may choose from 64 total combinations to create their class.[56][57]

Bard Cleric Fighter Mage Ranger Rogue Summoner Tank
Bard Minstrel Soul Weaver Tellsword Magician Song Warden Trickster Songcaller Siren
Cleric Scryer High Priest Templar Oracle Protector Shadow Disciple Shaman Apostle
Fighter Bladedancer Highsword Weapon Master Spellsword Hunter Shadowblade Bladecaller Dreadnought
Mage Sorcerer Acolyte Battle Mage Archwizard Spellhunter Shadow Caster Warlock Spellstone
Ranger Bowsinger Soulbow Strider Scion Hawkeye Scout Falconer Sentinel
Rogue Charlatan Cultist Duelist Nightspell Predator Assassin Shadow Lord Shadow Guardian
Summoner Enchanter Necromancer Wild Blade Spellmancer Beastmaster Shadowmancer Conjurer Brood Warden
Tank Argent Paladin Knight Spellshield Warden Nightshield Keeper Guardian



Ashes of Creation logo.[58]

Ashes of Creation is a direct reference to the storyline. Without giving too much away, the phoenix is going to be a persistent symbol throughout the first phase of the storyline, and the world that the players will be inhabiting is a long-lost world that has suffered devastating calamity.[59]Jeffrey Bard

There are different parts to the Lore in Ashes of Creation.[60]

These story arcs drive one or more quest lines.[60]

We're keeping lore very close to the chest and the reason for that is because it is very rich. It is diverse. It will have applications outside of just the MMORPG. We intend to take it much further, but I want it to be something that the players get to reveal themselves, that's not just handed to them and then the experience is lost. They should feel when they're experiencing this that it relates to them on a personal level.[61]Steven Sharif

It is about mythology and discovering what truths mythologies are talking about and finding out what really happened on this world so long ago; and that's part of that discovery process; and we want people to feel that throughout the game, not just in terms of lore but in terms of the world itself .[62]Jeffrey Bard


Design pillars

The design of Ashes of Creation adheres to five main pillars.[63]

  1. Engaging and immersive story
  2. Reactive world
  3. Player interaction
  4. Player agency
  5. Risk vs reward

In designing Ashes of Creation, we adhere every detail to five main pillars: Engaging and Immersive Story, a Reactive World, Player Interaction, Player Agency, and Risk vs Reward. Even in the environment, everything you as the player do will tie into these pillars, while everything your guild does, everything your server does will ultimately keep the world fresh, ever-changing, and most importantly... exciting.[63]

Open development

Intrepid Studios has embraced an open (transparent) development approach, rather than sharing information through carefully curated press releases and announcements.[64]

I think that we live in an age where it's easy to be transparent if you're not trying to hide something. The downside is if you're showing something that's not a completed or finished product, it is incumbent upon the viewer to understand that fact.[64]Steven Sharif

There are obviously going to be some aspects of the development that we will not reveal, like lore and some system mechanics in order not to spoil the game for release.[65][66]Steven Sharif

Payment model

Box cost

There is no upfront box cost associated with Ashes of Creation.[67]

Subscription model

Game time was available for purchase during the Kickstarter and Summer crowdfunding campaigns and is currently available in the Intrepid pre-order pack.[68]

Ashes of Creation is a subscription based game.[69]

"This allows us to avoid the pay to win mentality many free to play games employ, as well as maintain a steady flow of new content for all our players."


DLC expansions (post-launch releases) are planned on a quarterly basis.[71]

Because of the modularity of a lot of the systems that we're working on, it's not too hard to iterate and implement new things... We're planning on going on a quarterly/ monthly cycle to continue to push out new content.[73]Jeffrey Bard

The quarterly cycle for the big content is good for us and then, as you said, those modular components to our mechanisms in the game allow for us to introduce smaller content patches that can be seen in real time in the world.[73]Steven Sharif

Pay to win

Ashes of Creation will not be pay to win.[74]

"Ashes of Creation will not be pay to win, that is our pledge to the community. One of the core principles we set forth with Ashes of Creation is a very strong desire to maintain the game's even playing field."

Q: Will there be RNG boxes?
A: I dislike RNG. Archeage made me loath rng monetization gimmicks.[75]Steven Sharif

Inventory slots and XP potions are considered pay to win.[76]

My definition of pay to win is really anything that affects the in-game economy, the in-game action pool, your abilities and/or skills... In my opinion the inventory slots and the XP potions would be considered pay to win.[76]Steven Sharif

Cosmetic store (micro transactions)

The Cosmetic store enables players to purchase Cosmetics for use in Ashes of Creation.[78]

We plan to include a shop for micro transactions. The shop will only include cosmetic items. Nothing in our shop will ever be pay to win as we believe this practice greatly hurts the MMORPG genre.[79]

All cosmetic store items will be non-tradeable.[80] There will be no gifting mechanism for cosmetic items.[81]

I don't want cosmetic items that can be purchased from the marketplace to be transferable... because it is in a way a transfer of money for potentially something in-game.[81]Steven Sharif

Equitable cosmetics, both from a quantity and quality standpoint, are achievable through in-game means.[82]

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. However, I want to make sure that equitable cosmetics both from a quantity and quality standpoint are achievable through in-game achievements. Time, effort should let you be happy with what you can accomplish.[82]Steven Sharif


There are no specific barriers to alts.[83] Gear will be able to be transferred between characters.[84]

End game

There is not going to be a typical end-game in Ashes of Creation.[85]

Part of the whole experience with nodes is that there is no real end-game, in that the world is constantly shifting every day. Month one is going to be really different from month two; and that's for the level 50s and level 1s.[85]Jeffrey Bard

Game difficulty

People who put more time and effort into it are definitely going to get more out of it but that doesn't mean that person who logs in once a week won't be able to have fun so it's just a matter of the scale of stuff that you're going after... Running a caravan is not gonna be the same thing every time you do it. You might be able to find like a super secret path that nobody knows about... and you exploit it for a while and nobody knows and then eventually somebody sees you and suddenly that route becomes a lot more difficult so you know that's kind of the way we really want that emergent gameplay to kind of come out of those options that we give you guys; and a lot of it is gonna come down to other players making it more or less difficult for you.[86]Jeffrey Bard

There's a ton of room for difficulty on whatever scale... In a living world everything becomes much more difficult.[86]Peter Pilone

Learning curve

Ashes of Creation will be easy to understand yet hard to master.[87]

Target demographic

I think our target demographic, obviously we have a very high graphic fidelity in the game that's attractive to younger players, but at the same time we have a very roleplay game orientation - a kind of a play back to that pen-and-paper Dungeons & Dragons feel that perhaps younger generations may not know but is very near and dear to the hearts of older gamers. So I think we have a broad appeal from a demographic standpoint.[87]Steven Sharif

Player types

Ashes of Creation will cater for a variety of player types; from Raiders or PvPers to Role players and Crafters.[88]

A guy who wrote a book on game design, called Bartle, breaks gamers up into different categories. We will often talk about the different categories of gamers and trying to satisfy their needs.[88]Akil Hooper

The most compelling design argument for how those different sects of gamers interact with each other is dependant from the design standpoint of interdependencies in the systems. So, for example if as a Raider or as a PvPer you're looking for the best gear, you're going to devote your time towards leveling up and going out and participating in the things you enjoy like pvping, perhaps going for caravans or sieging cities and castles and all that type stuff. If you want the best gear, you're going to have to to rely on a person who's devoted their time towards crafting potentially; and they may not be a PvPer but they have a place in your wheelhouse because you need their services. And then that crafter is going to need a person who is either a gatherer or plays the economy as a merchant in the nodes with the auction houses that are regionalized. They're going to have to work with a person who specializes in trade that takes caravans with either mercenary groups or other guilds that are PvPers between the nodes to get the resources they need. Building dependencies on different groups or factions of players that exist within a large world like this MMORPG is what kind of solidifies the bonds that allow for them to exist either harmoniously, or at least in a way that they know you need those types of players.[88]Steven Sharif

Casual vs. hardcore players

Casual players will have an impact because what they do is necessary for the health of the server.[89]

There are events that are that are happening in the world in the game that you won't need to be a hardcore player to impact and join. For example, the triggered events from the PvE standpoint against the cities; the trades of the caravans; those natural battlegrounds that exist; the castle sieges you can login for. There is a lot of systems that are at play where a person can simply log in, participate, have fun, be impactful and then log out.[89]Steven Sharif

Game balance

The way that the systems are being designed from a balancing standpoint we're taking into account how we would like the nodes to change per-se how often and we've designed attrition systems for certain cultures that may have more dominance over others. These are things that in Alpha and Beta we will be testing and watching and making sure that our objective is achieved from a gameplay standpoint and if it's not we'll come back and recalculate.[90]Steven Sharif

Class balance

Balancing is such an important aspect of this class system that we want to make sure that there's a role to be had for every possible combination.[91]Steven Sharif

You don't make 64 classes for four to be played.[91]Peter Pilone

Balancing in Ashes of Creation is "group focussed".[92]

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[92]Steven Sharif

Certain secondary archetypes are capable of "bridging the gap" between their counterpart.[93]

Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and kind of bridge the divide slightly; and then move my identity that direction ever so slightly.[93]Steven Sharif


Efforts will be made to translate Ashes of Creation into multiple languages.[94][95]

  • Translation will be done in the game client based on interest.


Ashes of Creation will be released on the Windows PC platform.[96]


By the time of launch, four to five year old hardware should be viable.[98][99]

Something that's been built in the past four years is going to be playable.[98]Steven Sharif

I think our min spec right now is targeting 960. Basically, the goal is to have computer when we launch five years back be viable. So we're not targeting super high-end systems. Unreal gives us a lot of capability to tune down fidelity as we need it, so we've got a lot of options in there. Right now it plays extremely well even on lower end systems. And we haven't even done any optimization.[99]Jeffrey Bard

Highly scalable options to adjust rendering and particle effects will be offered.[100]

Unreal Engine 4

Unreal Engine 4 is the graphical engine for Ashes of Creation.[102]

Ashes of Creation will feature a custom Unreal Engine back-end with proprietary networking code to enable mass combat in the open world: such as PvP, Node sieges, Castle sieges, Dungeons and World bosses.[103]

Unreal engine makes it really fast to iterate... Compared to other gaming engines, I can do something in a hour that would take eight hours to do in another engine.[104]Jeffrey Bard

We're ripping out most of the network code that Unreal has and putting in our own just so that it works with our game and so everything is as efficient as possible. We're not going to have any replication problems because we're building it ourselves.[105]Jeffrey Bard

One of the most important things about Epic Games as the creators of Unreal Engine is the way they've allowed developers to have access to the source code. To be able to do that makes the engine very versatile.[105]Steven Sharif


The world will be the same on each server, but Nodes will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[106]

  • Servers will be named after the champions of the great battles that led up to the fall of Verra.[107]
  • Announcements of the server names will be made during the PAX West 2018 panel.[108]


Ashes of Creation will launch with the following server regions:[109][110]

Other server regions will be considered based on interest.[110]

  • South America is under consideration due to traffic from that region.[113]

At this stage we do not have numbers on how many different servers will exist for different regions. We've said in the past 8-10,000 concurrent users per server is what we'd like to aim for. Obviously, the number of servers that exist in a region are going to be dependent on the population that's playing.[114]Steven Sharif

Regional IP blocks are not currently planned.[109]

Servers won't be language locked.[94]

Server population

Population limits will be enforced on each server.[115]

Server history

The history of each server will be tracked and visible to players.[118]

We're gonna keep track of the history of the world so that we can tell people the story up to the current day. A player who's brand new, who's come in at the six-month mark can take a look at each server, what each server has done, how each server has tackled the storyline; and they can decide for themselves what community they want to join; what version of the world that they want to take part in.[118]Jeffrey Bard

Server instancing

There won't be server channels (sharding) on a server.[119][120]

Server types

Server transfers

Server transfers would likely not be easily accessible.[123]


eSports is not the main focus, but the game will naturally move in that direction if the game play is compelling, competitive and fun.[124]

If we make the gameplay compelling, competitive and fun, that naturally it will move in that direction; and then we will find the ability to support it afterwards.[124]Steven Sharif

Voice acting

Voice acting is not a priority in Ashes of Creation.[125]

  • It's possible that NPC greetings will be voice acted.[126]

Voice acting is a fun luxury to have, but it is not only a costly one, but it is also one that takes a lot of logistics.[125]Steven Sharif


Release schedule

The Ashes of Creation release schedule is subject to change.[140]

Phase Release Estimated/Actual date
Pre‑alpha Alpha-0 is the friends-and-family[141] pre-alpha.[142][143] December 15, 2017.[135]
Alpha Alpha-1 "soft rollout" available to Braver of worlds backers and above.[144] Short time before Alpha-1 phase 1.[144]
Alpha-1 phase 1 release.[145][108] Third week of September 2018.[139]
Alpha-1 phase 2 release.[146][147][108] Q2 of 2019.[108]
Alpha-2 is the persistent alpha.[148][149] No official date.[150]
Beta Betas won through the weekly drawings ("Beta-0").[151] After Alphas, but before Betas.[151]
Beta-1. 2019.[143]
Beta-2. -
Pre‑release Head start for crowdfunding backers at the Founder level and above.[152] 1-2 days before launch.[152][153]
Release Launch (live) release. Before 2020.[154][155]
Post‑launch Major releases (DLC expansions). Quarterly.[71]
Minor releases. Monthly.[71]


  • Kickstarter's most funded MMORPG.[156]
  • Kickstarter's #7 most funded video game.[157]
  • Most anticipated MMO –'s Best of 2017 Awards.[158]
  • Most anticipated early access hands-on MMORPG – MMOs World.[159]

Security systems

Security systems will be in place to combat cheating, exploiting, botting, gold selling, item duplication and other things that affect the economy starting from Alpha-0.[160][161][16]

  • These systems collect user data and flag abnormal activities for inspection. This combined with player reporting functions generates a live "heat map" that draws attention to unusual behavior.[16]
  • Players caught cheating will be banned.[16]


Ashes of Creation will be a franchise.[162]

  • The Ashes of Creation MMORPG is one of many intended products in the franchise.

Gameplay videos

External links

See also


  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 A reactive world - Nodes.
  2. MMOGames interview, January 2017
  3. 3.0 3.1 3.2 Node series part II – the Metropolis.
  4. Ashes of Creation - Screenshots.
  5. Livestream, 15 December 2017 (1:11:52).
  6. Node series part I
  7. 7.0 7.1 7.2 Livestream, 16 October 2017 (50:20).
  8. Video, 20 April 2017 (0:02).
  9. Npc vending.jpg
  10. Livestream, 17 November 2017 (55:27).
  11. node xp.png
  12. 12.0 12.1 Livestream, 26 May 2017 (28:16).
  13. Video, 4 December 2016 (0:02).
  14. node atrophy.png
  15. 15.0 15.1 Video, 30 April 2017 (5:31).
  16. 16.0 16.1 16.2 16.3 Livestream, 9 February 2018 (20:40).
  17. Livestream, 3 May 2017 (15:15).
  18. Livestream, 8 April 2018 (PM) (41:44).
  19. Livestream, 26 May 2017 (39:36).
  20. Livestream, 8 April 2018 (PM) (11:27).
  21. Livestream, 16 October 2017 (11:51).
  22. 22.0 22.1 22.2 Livestream, 22 May 2017 (20:59).
  23. dungeon open.png
  24. Livestream, 19 May 2017 (24:17).
  25. Video, 4 April 2018 (0:01).
  26. 26.0 26.1 Ashes of Creation FAQ.
  27. Livestream, 8 April 2018 (PM) (1:14:01).
  28. Livestream, 15 December 2017 (40:26).
  29. pvp catalyst.png
  30. 30.0 30.1 30.2 30.3 30.4 30.5 30.6 pvp meaningful.png
  31. Livestream, 15 May 2017 (13:06).
  32. weapon augments.png
  33. class weapons.png
  34. Livestream, 26 May 2017 (44:11).
  35. Livestream, 26 May 2017 (20:46).
  36. 36.00 36.01 36.02 36.03 36.04 36.05 36.06 36.07 36.08 36.09 36.10 Livestream, 24 May 2017 (14:15).
  37. clubs.png
  38. 38.0 38.1 Livestream, 4 May 2018 (33:56).
  39. Livestream, 28 July 2017 (45:21).
  40. Lances.jpg
  41. Livestream, 4 May 2018 (33:27).
  42. Livestream, 24 May 2017 (18:40).
  43. Livestream, 15 December 2017 (59:49).
  44. helmet.jpg
  45. 45.0 45.1 45.2 45.3 Livestream, 9 February 2018 (7:31).
  46. Livestream, 22 May 2017 (51:00).
  47. Livestream, 9 February 2018 (15:01).
  48. 48.0 48.1 Livestream, 28 July 2017 (31:30).
  49. belt items.jpg
  50. Ashes of Creation race breakdown.
  51. Kickstarter $2,500,000 New Player Race Achieved.
  52. Interview, 11 May 2018 (1:04:27).
  53. religions2.jpg
  54. 54.0 54.1 Livestream, 26 May 2017 (15:37).
  55. 55.0 55.1 55.2 Livestream, 8 April 2018 (AM) (10:02).
  56. progression.png
  57. Ashes of Creation class list.
  58. Ashes of Creation Press Kit.
  59. Interview, 7 December 2016.
  60. 60.0 60.1 Livestream, 18 January 2018 (39:08).
  61. Video, 5 April 2018 (37:50).
  62. Video, 5 April 2018 (37:13).
  63. 63.0 63.1 design pillars.png
  64. 64.0 64.1 A chat with Ashes of Creation's Steven Sharif, 7 June 2017.
  65. transparency.png
  66. Livestream, 4 May 2018 (39:41).
  67. kickstarter box cost.png
  68. Kickstarter packages.
  69. kickstarter subscription.png
  70. Livestream, 4 May 2018 (53:34).
  71. 71.0 71.1 71.2 Livestream, 8 May 2017 (11:14).
  72. screenshot 328.png
  73. 73.0 73.1 Livestream, 1 June 2017 (19:12).
  74. kickstarter p2w.png
  75. RNG boxes.png
  76. 76.0 76.1 Podcast, 4 August 2018 (1:57:56).
  77. Ashes of Creation cosmetic store.
  78. cosmetics obtaining.png
  79. kickstarter microtransactions.png
  80. cash shop non tradable.jpg
  81. 81.0 81.1 Interview, 11 May 2018 (32:36).
  82. 82.0 82.1 Livestream, 8 April 2018 (PM) (58:29).
  83. Livestream, 15 May 2017 (18:25).
  84. Livestream, 15 May 2017 (19:15).
  85. 85.0 85.1 Video, 5 April 2018 (40:08).
  86. 86.0 86.1 Livestream, 4 June 2018 (7:25).
  87. 87.0 87.1 Podcast, 11 May 2018 (33:09).
  88. 88.0 88.1 88.2 Video, 5 April 2018 (44:06).
  89. 89.0 89.1 Video, 5 April 2018 (48:03).
  90. Video, 5 April 2018 (49:36).
  91. 91.0 91.1 Livestream, 24 May 2017 (35:11).
  92. 92.0 92.1 Podcast, 23 April 2018 (59:28).
  93. 93.0 93.1 Podcast, 23 April 2018 (1:01:01).
  94. 94.0 94.1 Livestream, 17 May 2017 (1:09:22).
  95. Livestream, 24 May 2017 (45:49).
  96. Livestream, 26 May 2017 (38:30).
  97. Livestream, 24 May 2017 (23:50).
  98. 98.0 98.1 Video, 8 May 2017 (16:07).
  99. 99.0 99.1 Interview, 20 April 2018 (24:11).
  100. game system.jpg
  101. Livestream, 4 May 2018 (43:35).
  102. unreal.jpg
  103. Livestream, 3 May 2017 (26:50).
  104. Livestream, 15 December 2017 (39:23).
  105. 105.0 105.1 Livestream, 24 May 2017 (54:54).
  106. Livestream, 19 May 2017 (37:03).
  107. Official Livestream - May 4th @ 3 PM PST - Q&A
  108. 108.0 108.1 108.2 108.3 108.4 108.5 Newsletter, 7 August 2018
  109. 109.0 109.1 Interview, 8 May 2017 (22:06).
  110. 110.0 110.1 Livestream, 24 May 2017 (40:50).
  111. 111.0 111.1 na and eu servers.jpg
  112. servers SEA OCE.png
  113. Livestream, 9 July 2018 (47:54).
  114. 114.0 114.1 Livestream, 8 April 2018 (AM) (26:41).
  115. Livestream, 17 May 2017 (59:25).
  116. Video, 6 September 2018 (4:25).
  117. server population.png
  118. 118.0 118.1 Interview, 20 April 2018 (9:20).
  119. Livestream, 8 May 2017 (36:26).
  120. Livestream, 28 July 2017 (35:42).
  121. Livestream, 5 May 2017 (35:27).
  122. MMORPG Interview, 12 December 2016.
  123. server transfer.jpg
  124. 124.0 124.1 Livestream, 8 April 2018 (PM) (39:48).
  125. 125.0 125.1 Livestream, 8 April 2018 (AM) (24:14).
  126. Livestream, 8 April 2018 (AM) (25:12).
  127. 127.0 127.1 127.2 MASSIVELY OP interview: Ashes of Creation on a new way to MMO.
  128. Ashes Discord.png
  129. Ashes of Creation Kickstarter campaign
  130. Ashes of Creation Kickstarter.
  131. Summer Crowdfunding.png
  132. Summer Crowdfunding Campaign.
  133. PAX West 2017 Schedule.
  134. PAX West 2017 Map.
  135. 135.0 135.1 Livestream, 18 January 2018 (2:48).
  136. GDC.png
  137. PAX East.png
  138. Newsletter, 7 August 2018
  139. 139.0 139.1 Interview, 8 August 2018 (1:52).
  140. kickstarter release schedule.png
  141. Livestream, 15 December 2017 (15:00).
  142. alpha-0 pre-alpha.png
  143. 143.0 143.1 MMOGAMES Interview, 8 September 2017.
  144. 144.0 144.1 Podcast, 23 April 2018 (1:02:32).
  145. Podcast, 11 May 2018 (57:42).
  146. Livestream, 4 May 2018 (47:57).
  147. Podcast, 11 May 2018 (59:25).
  148. Livestream, 18 January 2018 (25:22).
  149. alpha and beta phases.png
  150. Livestream, 8 April 2018 (AM) (14:51).
  151. 151.0 151.1 beta 0.png
  152. 152.0 152.1 link=Founder
  153. link=Braver of worlds
  154. release.png
  155. before2020.png
  156. kickstarter most funded MMORPG.png
  157. kickstarter most funded video game.png
  158.'s Best of 2017 Awards.
  159. Most Anticipated MMORPGs For 2018.
  160. Livestream, 17 November 2017 (38:35).
  161. Massively OP, 1 June 2017
  162. Livestream, 17 May 2017 (41:27).