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- Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses. Vertical enchantments include risks. 
When it comes to over-enchanting things, what we're going to do likely is have a safety- and this is something obviously it needs to be tested- but we're going to have a safety period of enchantment you know like in Lineage 2 I think you could enchant plus four or something. And so we're gonna have a similar system where you can enchant safely and then when you start to take risks, that percentage of potentially damaging your item either through the decay system or completely disabling it through the destruction system will be a risk that's present. – Steven Sharif
- Horizontal enchantments are more situational. For example: I'd like my sword to do force damage instead of holy damage because the monsters I tend to fight are incorporeal.
- You don't really push a particular item's level requirement or the identity of that item. You can enhance it, you can add enchantments to it, but it's still the item it is. – Steven Sharif
- The weapon use combo system determines special effects that proc based on weapon progression.
- Ancillary effects proc based on enchantment types.
- Gear enhancements (power stones) can be applied to add elemental or energy types of damage.
- A skill tree is used to grant effects: making them better or branching off into different directions.
- Passive skills will enable players to work toward mastery of a weapon.
- Weapon proficiency (based on length of use of a weapon) is not a planned feature.
- Q: Are weapons balanced towards a proficiency system (i.e. the longer I use a sword, the better my damage will be), or will it be a normal RPG stat system with no long-term scaling?
- A: We will not be using a proficiency system as described, but players will have passives available in their skill tree that will increase effectiveness of certain weapons. Becoming a master of swords will be something that is possible, just not in that particular manner. – Sarah Flanagan
Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that that impacts the world... We kind of want the the weapon system and add an element of that as well... You can determine special effects that proc from currently the combo system right; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that kind of play rock paper scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction. – Steven Sharif
We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that kind of thing. – Jeffrey Bard
- Progression in various PvP systems will unlock enchantment stones that grant temporary PvP-focused benefits to gear (via a socketing system). Performance is measured over six month PvP seasons.
It's not as though you're going to necessarily acquire these once and then you're set for your PvP enchantments, but instead you'll have to continually perform month after month in order to keep having those slotted enchantments. – Steven Sharif
- Indicate threat to other players.
- Give recognition for difficult achievements.
Player stalls (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node or in Marketplaces (the constructible building available for placement by mayors of any Town (stage 4) node or higher).
All nodes do have the ability to spawn player stalls. If you're not an economic node and you don't have a market- that's essentially your unique building- then you can construct essentially what is I guess would be called a... marketplace; and that marketplace will then come with certain services and it will come with a certain number of stalls. The economic node as I recall has the ability to construct an auction house and the auction house serves through the economic means the ability to list and sell items and that comes with additional stalls as well for the players. – Steven Sharif
- Player stalls are rentable by node citizens.
- Player stalls may be utilized for a period of time based on the price paid to rent the stall.
- Player stalls are linked to a player's warehouse.
- Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.
- Player stalls do not require the attendance of the character or for that character to be online.
- Bulletin boards that list the items available in player stalls can be accessed from anywhere in the region.
- These give the location of the stall so players can travel there and purchase the items.
- Stall sales are also listed in auction houses.
- This may no longer be accurate.
- Players are able to input required items for repair and also purchase required materials for that repair.
- Player stalls may still operate during node siege declaration. This is subject to testing.
- Item durability (item decay). Zero percent durability will unequip an item, increasing its repair costs.
- Over-enchanting carries the risk of destroying that item.
- Players gain craftable items and recipes from deconstructing (salvaging) completed items.
- A portion of resources and materials are lost when caravans or nodes are destroyed.
An important aspect of a healthy economy is having some item sinks available... There are three kinds of item sinks: You can gain craftable items from deconstructing completed items; You can have decay... and if you want to over-enchant that item there will be a potential to destroy it as well. It's important for an economy to experience those types of emphasis on what can be crafted as well as seeing those items that are crafted be destroyed as well..
The concept there is this is part of the engine that is supply and demand. So the server is constantly generating these materials on tick as they kind of propagate throughout the world and get repopulated, players are going out there and collecting these things. We want to make sure that there is a driving force and factor behind what crafters and gatherers are out there doing: There's constantly going to be a demand for them to supply these things. Whether that death is from PvP or from PvE these are going to be necessities for players to constantly provide. – Steven Sharif
- Interview, 29 July 2020 (15:04).
- Livestream, 5 May 2017 (20:41).
- Livestream, 17 May 2017 (58:55).
- Livestream, 26 March 2021 (1:15:57).
- Livestream, 30 May 2019 (58:28).
- Livestream, 30 January 2020 (1:28:40).
- Livestream, 4 May 2018 (45:37).
- Livestream, 4 June 2018 (1:11:19).
- February 8, 2019 - Questions and Answers.
- Livestream, 4 June 2018 (21:37).
- Interview, 18 July 2020 (14:22).
- Interview, 18 July 2020 (16:34).
- Official Livestream - May 4th @ 3 PM PST - Q&A
- Ashes of Creation Instagram, 19 August 2020.
- Livestream, 29 May 2020 (1:00:57).
- Livestream, 30 May 2019 (1:26:16).
- Interview, 8 July 2020 (55:05).
- Livestream, 5 May 2017 (16:36).
- Livestream, 30 October 2020 (1:04:59).
- Livestream, 16 October 2017 (59:39).
- Livestream, 5 May 2017 (35:16).
- Livestream, 31 July 2020 (1:34:06).
- Livestream, 30 October 2020 (1:06:09).
- Livestream, 5 May 2017 (10:47).
- Interview, 7 February 2021 (13:14).
- Podcast, 13 May 2017 (25:55).
- Livestream, 8 May 2017 (20:41).
- Interview, 18 July 2020 (55:01).