- 1 Character page
- 2 Character appearance
- 3 Character naming
- 4 Gear
- 5 Progression
- 6 Alts
- 7 Character rewards
- 8 Banking
- 9 Player to player trading
- 10 Account management
- 11 Artwork
- 12 See also
- 13 References
- What a character looks like.
- Achievements and server firsts.
- Info on a player's class.
- Character's back story via journal entries (that are shared publicly by the player).
- Traits can be applied that describe a character's history.
You will have a unique homepage for each character and that homepage will be able to be customized by the user to display unique information. It will have a small out-of-game RPG component where you can construct background and traits and stuff like that. – Steven Sharif
That's part of the character sheet desire for us which hopefully will be accessible in game as well by opening a browser through our UI where you can get back history of a character that that character has input themselves into journal entries that they may choose to share with others... For role play perspective we want people to be in depth with their characters. – Steven Sharif
The player can manage what info is shown on the character page.
We want there to be a lot of room for people to manifest their own identity, to role play how they want to from an appearance standpoint. There's going to be parameters within which you will be able to customize a character. We want the culture and the identity of the races to exist in a range that makes them easily identifiable from other players and other cultures. So, because of that, we have to have a spectrum you can exist on. There will be a lot of hair variants you can do, body art tattoos that you can apply. You'll be able to play with the scales of the facial structure, the bones, the height, width, the body fat percentage. You'll be able to add body hair on different parts of the body. If you want to have hair on your feet, you can dial that up. – Steven Sharif
- Character models are focused on realism.
- A player will see a generic character before customization.
- Player can adjust their character to be overweight, skinny, muscular.
- Character designs will have influences from a wide range of cultures, such as European, African and Asian.
- Lolis will not be in the game.
Sliders will offer flexibility in customization.
- Hair variants.
- Can add hair on different parts of the body.
- Body art.
- Facial structure.
- Bone structure.
- You can't have a one inch tall character.
- Body fat percentage.
- Brow height.
- Facial hair.
- Body type.
- There will be "boobie sliders".
- These are relative to the character's race.
- The scale is not going to be ridiculous.
We're gonna have a wide array of character customization out of the box.
A character's voice may be able to be selected from preset options.
- Create and save characters for use in the full game.
- This was previously slated for Alpha-1.
As we develop our character creation screen we'll implement that into arena mode. So can create characters there, save those characters. When you make a character in Ashes you can port over that save. – Steven Sharif
I would like to have the option for players to go in spend time, create characters save that character and then have it available in their suite their character creation suite as an option to preload at launch that they can take that's those settings and launch the character. I would love for there to be community rewards and competitions for the best made characters that we could do like a monthly kind of thing around and/or additionally I'd like for there to be implementation of housing and a housing suite that you can save your furniture load out as well for building out the interior of housing. I don't know if we'll be able to get to that. It is a cherry on top of the icing. And we'll see how the schedule looks with that regard. – Steven Sharif
Early access character limits
- Allow testing of different builds as needed
- Provide equipment needed to test various scenarios
- There is a minimum length of three for a character name.
- In-game a character's name is displayed above their head. This can be the first or last name.
Name reservation availability
- 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 may be set bonuses that members of certain communities will obtain based on gear set type.
- There are tiers of gear that players can access based on their level.
- There will be viable non-set builds.
- Certain set bonuses may trade off core gear stats.
- Racial appearance of gear sets is tied to the character model of that race.
- Cosmetic slots can be toggled on or off.
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
- There will be hundreds of attachments available ranging from a small clasp to the front plate of a breast plate.
Items on back and belt
- The objective is to provide both vertical and horizontal progression.
Multiple playstyles should be relevant and viable. Additionally, you have a spread between casual players and hard-core players; and most of us exist somewhere on that spectrum. The progression path in a society or religion is more conducive to the time we have to play. Whereas, someone else may be playing several hours a day, and they have a better opportunity for the raid/level progression that might require some more dedication. So we want to have these different progression paths available to accommodate the different times in our lives that we have to play the game. And all of those types of progressions will make us relevant in some way shape or form to the general world. – Steven Sharif
Having the ability to gain power at a sacrifice... That's a way to kind of reach a horizontal type of progression. It may not be entirely, because there could potentially be a meta if balancing isn't done correctly; but the objective there is to make sure we have both vertical and horizontal progression in the game. – Steven Sharif
The developers anticipate max level should be attainable in approximately 45 days.
As a player progresses with their primary archetype (primary class), they will have the opportunity to choose a secondary archetype to augment their primary skills with effects from their secondary archetype (secondary class). The combination of primary and secondary archetypes is referred to as a Class.
If a Fighter were to choose Mage as a secondary archetype, the fighter would become a Spellsword. This combination opens up augments that can be applied to skills in their primary skill tree. Fighters have a Rush skill that allows them to rush towards a target; and upon reaching the target, deal an amount damage with a chance to knock the target down. A Mage's escape augment could be applied to the rush skill, which would now teleport the player to the target; thus eliminating the charge time on the skill.
- It will not be possible to max all skills in a skill tree.
Artisan classes do not allow a character to become a master of all. Players must choose a path in the artisan skill tree for each character. Branching into specific paths allows the player an opportunity to specialize in certain areas. This encourages player inter-dependency, enhancing the artisan experience.
- Choice of profession does not affect a player's stats.
- Characters within a single account (Alts) may have different professions.
- Players may follow only one religion at a time.
- Religions will have a ranking system.
- Changing religion will cause loss of progress in a player's previous religion.
It depends on their dedication to the religion itself; their performance when it comes to certain religion's religious objectives; their contribution to the development of that religion within the world. There's a lot of different markers that we use at each stage to determine how they progress within the religion. – Steven Sharif
Mariner classes (also referred to as boatsmanship classes, boatsman skills or seamanship) contain different skill trees arranged in a similar manner to Artisan classes. As a player gains experience in these different skills they become more adept at using them.
- Boat repair
- Ship components
- Defensive skills
- Utility based skills
You can spec into and kind of create your own class based on what things you're doing on the boat... It's gonna be very similar to in structure to like the artisanship trees, so you'll you'll have your mariner class: You'll have different trees in that class. – Jeffrey Bard
- Passive abilities increase certain stats relating to a guild member's ability to perform in combat or in other aspects of the guild, such as the economy.
- Augments may apply at the upper tiers of guild progression.
- The higher the guild's member cap, the fewer available skill options will be available to that guild.
- Guild alliances may be a key part in creating a larger "guild".
As you're leveling up the guild and you're getting these points to either allocate towards expanding the guilds member count or allocate towards adding certain passive abilities that your guild members can gain by being guild members. You're also going to see as you're leveling up the guild through different type of quest-based, participation-based, node-based, organization-based systems and ways that those quests hook into the world. You're also going to see perhaps some augment abilities at the upper tiers of the guild levels become unlocked for certain members that have a classification of officer or knight, will have access to those different types of augment abilities that might get unlocked should you go down the non expansive member lane; and the idea there is to offer these benefits to smaller groups. – Steven Sharif
It's not always going to be combat. You could have an economic focus guild. You could have a trade oriented guild; and there's all sorts of things that you can kind of put together and kind of give your guild its own identity. – Jeffrey Bard
Social organization progression
- - For example, a Thieves' guild may have objectives and quests toward securing a particular item to enable players to advance within the organization.
Social organizations are going to have questlines that players participate in which some will include sabotage, espionage, intrigue... While it's not necessarily player versus player in the combat sense, it is player versus player in pitting communities in those organizations kind of against each other in a competitive atmosphere, where only some things can be accomplished by certain communities; and not everybody can succeed at a particular task. So, I think that that's a unique way to involve meaningful conflict that doesn't necessarily have to relate to PvP, because obviously we have a lot of PvP systems in the game and and there are many ways for players to participate in player versus player combat; but we also want to make sure that from a progression standpoint, from a system standpoint there are going to be abilities of individuals to follow these questlines, these tasks that will pit organizations against each other, specifically from an organizational standpoint. – Steven Sharif
- Social organizations unlock augments.
You're gonna see arguments being used a lot throughout a lot of our systems. When we're talking about the guild system, when we're talking about social organizations, when we're talking about religions. A lot of those things are going to affect how and what you have available to augment your skills with. – Jeffrey Bard
- Allow testing of different builds as needed
- Provide equipment needed to test various scenarios
- Daily rewards are not currently on the roadmap.
Daily login rewards or something we really have to think about in terms of what we want to offer... We want the game itself to offer enough reward to log in daily rather than trying to make it an explicit like gamified reward. – Jeffrey Bard
- World and server first achievements.
- There will be leader boards.
- There may be visible items on a character that relate to Titles or Achievements.
It kind of redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you know you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, you know it's incumbent upon you to manifest that in the game. – Steven Sharif
Trophy park is an area within Town, City or Metropolis nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.
- Server announcements and achievements are designed to encourage groups to experience new content.
- Number of successful siege defenses.
- Number of successful siege assaults.
- Number of PvP kills.
- Raid participation points.
- Number of firsts.
Visibility of those types of things on the server help to promote a competitive atmosphere. If there is an attainable impression that you can work towards, so that others know your success, you have more drive to succeed. – Steven Sharif
- Crop rotations.
- Player stalls (Kiosks).
- Mayoral duties.
- Pay taxes.
- Fishing (potentially).
- Parlor games (Tavern games).
- World event notifications.
- Node citizenship notifications.
- Player housing notifications.
Some of it may come post-launch... but we do want people to interact with the game on their phones when they're away from the computer; and we're going to do as much as we can to make that cool. – Jeffrey Bard
- Banking between characters is being discussed.
- A warehouse ability may enable a player to transfer non-material goods between alternate characters. This excludes resources, materials or anything that relies on the caravan system.
Player to player trading
- Cosmetic skins.
- Moving items between characters, where they are only applicable to one character at a time.
- Livestream, 9 February 2018 (7:31).
- Livestream, 17 November 2017 (13:59).
- Interview, 8 August 2018 (28:50).
- Interview, 24 August 2018 (6:30).
- Livestream, 16 October 2017 (15:18).
- Ashes of Creation - The visuals.
- Livestream, 8 April 2018 (PM) (13:39).
- Livestream, 8 may 2017 (47:35).
- Livestream, 15 May 2017 (51:19).
- Livestream, 30 june 2017 (11:21).
- Livestream, 30 june 2017 (10:04).
- Livestream, 30 june 2017 (10:27).
- Livestream, 30 june 2017 (12:39).
- Livestream, 30 june 2017 (13:13).
- Livestream, 24 May 2017 (48:45).
- Livestream, 22 May 2017 (54:32).
- Livestream, 24 May 2017 (28:22).
- Livestream, 30 june 2017 (9:28).
- Livestream, 30 June 2017 (09:43).
- Livestream, 8 May 2017 (48:49).
- Livestream, 26 May 2017 (53:40).
- Livestream, 1 September 2018 (1:05:10).
- Livestream, 31 October 2018 (40:31).
- Interview, 8 August 2018 (30:51).
- Livestream, 24 May 2017 (57:00).
- Livestream, 8 may 2017 (48:39).
- Livestream, 31 oct 2017 (48:39).
- Interview, 11 May 2018 (2:45).
- Livestream, 22 May 2017 (51:00).
- Livestream, 28 July 2017 (24:54).
- Livestream, 17 November 2017 (22:33).
- Livestream, 17 November 2017 (56:07).
- Podcast, 4 August 2018 (55:17).
- Interview, 24 August 2018 (5:28).
- Podcast, 4 August 2018 (53:43).
- Livestream, 9 February 2018 (50:29).
- Livestream, 26 May 2017 (19:51).
- Livestream, 18 July 2017 (54:56).
- Livestream, 28 July 2017 (9:47).
- Livestream, 3 September 2017 (48:56).
- Interview, 20 October 2018 (3:34:46).
- Video, 7 February 2017 (0:22).
- Livestream, 4 June 2018 (19:48).
- Livestream, 19 May 2017 (51:52).
- Livestream, 12 May 2017 (42:17).
- Interview, 20 October 2018 (1:55).
- Livestream, 8 April 2018 (PM) (28:38).
- Livestream, 24 May 2017 (46:27).
- Livestream, 15 December 2017 (58:48).
- Livestream, 24 May 2017 (19:25).
- Ashes of Creation class list.
- Livestream, 28 July 2017 (19:05).
- Livestream, 24 May 2017 (32:07).
- Livestream, 5 May 2017 (6:12).
- Livestream, 18 July 2017 (37:25).
- Livestream, 8 May 2017 (44:51).
- Livestream, 1 June 2017 (33:40).
- Livestream, 9 July 2018 (36:05).
- Livestream, 27 September 2018 (55:39).
- Livestream, 19 May 2017 (22:10).
- Livestream, 5 May 2017 (23:26).
- Interview, 8 August 2018 (9:36).
- Livestream, 17 May 2017 (7:27).
- Podcast, 11 May 2018 (18:52).
- Livestream, 1 June 2017 (31:47).
- Livestream, 15 May 2017 (18:25).
- Livestream, 15 May 2017 (19:15).
- Livestream, 30 May 2017 (9:34).
- Livestream, 15 May 2017 (44:10).
- Podcast, 4 August 2018 (59:23).
- Livestream, 22 May 2017 (28:02).
- Livestream, 9 July 2018 (47:17).
- Podcast, 4 August 2018 (1:35:58).
- Podcast, 4 August 2018 (1:47:21).
- Livestream, 18 January 2018 (30:18).
- Livestream, 17 November 2017 (11:00).
- Livestream, 4 May 2018 (54:09).
- Livestream, 9 May 2017 (28:57).
- Livestream, 17 November 2017 (9:49).
- Livestream, 17 November 2017 (11:53).
- Livestream, 26 May 2017 (18:10).
- Livestream, 8 April 2018 (AM) (23:18).
- Livestream, 15 May 2017 (10:32).
- Livestream, 18 January 2018 (46:56).