Gear enhancements (power stones/runes) can be applied to weapons to add elemental or energy types of damage.
- Gear enhancements do not increase an item's level requirement.
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
Enchanting is not an artisan profession in its own right. Scribes create scrolls that can be utilized by different professions to create enchantments relating to that profession.
- Enchantment scrolls can be sold on the open market.
- Enchanting does not increase an item's level requirement.
- 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
- Enchanting weapons applies visual effects, such as glows and colors.
There are two types of enchantments for items: Vertical and horizontal.
- Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses. Vertical enchantments include risks. 
- There isn't RNG in crafting but there may be a small amount of RNG in enchanting.
- Personally, I am fine with RNG in enchantment, so long as there are special ways to mitigate the RNG with investment, to a degree. For example, difficult to obtain enchantment scrolls that insure enchantment efforts, and including a buffer of safe enchantment in earlier pluses. – Steven Sharif
- Over-enchanting items comes with a potential risk that the item decays or is destroyed if a safety margin is exceeded. This system is subject to testing.
- There will be mechanisms for achieving safer enchantments, such as difficult to obtain enchantment scrolls, or very rare material acquisitions.
- 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.
Enchantments have visual effects associated with them.
- Indicate threat to other players.
- Give recognition for difficult achievements.
Performance in various PvP systems (such as Caravans, Arenas, Guild wars) is measured over the course of 6 month PvP seasons. At the end of each season, a player's cumulative score may unlock various rewards.
- Gear enhancement rewards.
- Achievement ranks.
- Purchasing power (Currency).
The arena ladder system records a player's progress within PvP seasons based on their arena win/loss ratios.
- Titles can be received from arena play.
- Other rewards will be revealed at a later time.
- Arena points that can be used to buy gear is not currently in the design.
An inter-guild ladder will rank guilds based on their performance within competitive activities:
When the guild participates in guild wars or they participate in sieges, you'll be able to climb the ranks of your inter-guild ladder as well so you get bragging rights amongst your friends. – Steven Sharif
Weapons have their own progression paths.
- Each type of weapon has its own skill tree that grants passive skills and proc effects and other status conditions.
- 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.
- Dual wielded weapons will have its own progression based on weapon type.
- 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 impacts the world... We kind of want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; 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
Weapon skills grant passive skills and proc effects and other status conditions rather than usable skills on a player's action bar. The more skill points that are allocated to the weapon tree, the greater a player's weapon familiarity. This influences things like the number of attacks, attack speed, and increased chances of proc effects from carrying out basic attacks with that weapon. These procs may offer synergy with the player's active skills. This synergy also applies to active skills from other characters.
- The weapon use combo system determines special effects that proc based on weapon progression.
- Our approach is not going to be providing skills through weapons. It's going to be providing skills through classes. – Steven Sharif
- Players can spec into weapon skills on their weapon skill tree (also referred to as Combat skills, and Combat tree) based on their preferred weapon types and the grade of the weapon.
- Let's say a dagger has some slashing effects that bleed the target or that cripple the target... Every time you attack you have a chance to proc that effect. That effect then can synergize with what your active skills tree has available to it. So let's say your backstab deals 30 additional damage to a bleeding target. If you attack with your main weapon first and the target gets the bleed proc off and you do your backstab skill then you're synergizing your effects. – Steven Sharif
- Let's say backstab that you can apply to deals damage to the target and it'll have a conditional modifier on that damage if you're behind the target, and it'll have a conditional modifier deal additional 50 damage if the target is under a bleed effect. So you want to synergize essentially your weapon proc conditions with your active skills so that you're timing your certain active skills appropriately with the status conditions that the target has taken. – Steven Sharif
- Weapon progression such as set bonuses may change at what level any proc effects occur.
- These procs may reduce or reset cooldowns on other skills on the player's hotbar.
Weapon classes (also referred to as weapon types and weapon groups) in Ashes of Creation.
- Blunt weapons
- Slashing weapons
- Piercing weapons
There are elements (such as Air, Earth, Fire, Water, Electrical) in Ashes of Creation each with their own resistances.
- Other elemental influences may include Darkness, Light and Planar. The Air Strike ability has a nature based root.
- The Mage archetype offers four elemental schools as augments to a character's primary skills.
- Elements may have more influence in certain seasons and climates. For example, frost abilities may be stronger in winter. This affects both PvE and PvP.
- There may be ley lines and strong magical places in the world that change or alter the way spells work.
We've discussed a little bit about how the seasons and biomes will react with different types of skills. Like if you have a fireball and it's summer it might be a little bit different. If it's winter and you have a frost ability it might be different. – Steven Sharif
We want to get a nice spread of abilities that that are influenced by what's going on your zone. – Jeffrey Bard
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Livestream, June 4, 2018 (1:11:19).
- ↑ 2.0 2.1 Livestream, June 4, 2018 (21:37).
- ↑ 3.0 3.1 3.2 Livestream, March 26, 2021 (1:15:57).
- ↑ 4.0 4.1 4.2 4.3 4.4 Interview, July 18, 2020 (14:22).
- ↑ 5.0 5.1 5.2 5.3 5.4 Interview, July 18, 2020 (16:34).
- ↑ 6.0 6.1 6.2 Livestream, May 27, 2022 (1:20:00).
- ↑ Livestream, May 26, 2017 (51:37).
- ↑ Livestream, May 17, 2017 (58:55).
- ↑ Livestream, January 28, 2022 (56:12).
- ↑ 10.0 10.1
- ↑ 11.0 11.1 11.2 11.3 11.4
- ↑ 13.0 13.1
- ↑ 14.0 14.1 14.2 Interview, July 29, 2020 (15:04).
- ↑ Livestream, May 5, 2017 (20:41).
- ↑ 16.0 16.1 16.2 Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ 17.0 17.1 Livestream, September 24, 2021 (1:22:46).
- ↑ Livestream, August 23, 2017 (16:44).
- ↑ 20.0 20.1 Podcast, May 11, 2018 (52:20).
- ↑ 22.0 22.1 22.2 22.3 Livestream, June 25, 2021 (1:12:37).
- ↑ 23.0 23.1 23.2 23.3 Interview, July 29, 2020 (14:28).
- ↑ Livestream, April 30, 2021 (53:08).
- ↑ Interview, October 20, 2018 (2:53:52).
- ↑ 26.0 26.1 26.2 26.3 26.4 26.5 Livestream, January 30, 2020 (1:28:40).
- ↑ Livestream, May 4, 2018 (45:37).
- ↑ 28.0 28.1 28.2 Livestream, June 30, 2022 (1:12:38).
- ↑ 29.0 29.1 29.2 Livestream, September 30, 2022 (53:15).
- ↑ 30.0 30.1 30.2 Livestream, September 30, 2022 (43:45).
- ↑ 31.0 31.1 31.2 31.3 Video, September 30, 2022 (24:49).
- ↑ 32.0 32.1 32.2 Podcast, September 29, 2021 (47:57).
- ↑ 33.0 33.1 33.2 33.3 Interview, February 7, 2021 (49:18).
- ↑ 34.0 34.1 34.2 34.3 34.4 Interview, July 19, 2020 (53:59).
- ↑ 35.0 35.1 35.2 35.3 35.4 Interview, July 18, 2020 (1:07:51).
- ↑ 36.0 36.1 36.2 36.3 February 8, 2019 - Questions and Answers.
- ↑ Livestream, June 25, 2021 (1:29:39).
- ↑ Twitter - What’s your go-to weapon?
- ↑ Livestream, October 14, 2022 (18:34).
- ↑ Interview, July 29, 2020 (55:44).
- ↑ Livestream, February 28, 2020 (1:10:21).
- ↑ Livestream, August 27, 2021 (1:04:30).
- ↑ 44.0 44.1 Livestream, April 7, 2023 (1:11:14).
- ↑ 45.0 45.1 Interview, July 18, 2020 (1:05:04).
- ↑ Livestream, May 24, 2017 (27:47).
- ↑ 47.0 47.1 Livestream, 2018-04-8 (PM) (26:19).
- ↑ Video, September 30, 2022 (15:28).
- ↑ Livestream, September 30, 2020 (1:04:56).
- ↑ 50.0 50.1 50.2 Livestream, June 1, 2017 (20:23).
- ↑ Livestream, June 26, 2020 (1:32:16).