- 1 Gear types
- 2 Gear sets
- 3 Gear binding
- 4 Gear enhancement
- 5 Gear appearance
- 6 Items on back and belt
- 7 Item rendering
- 8 Class weapons and armor
- 9 Racial weapons and armor
- 10 Crafted gear
- 11 Racial skins
- 12 Costumes
- 13 Gear inspection
- 14 Item durability
- 15 Item repair
- 16 Legendary items
- 17 Switching gear
- 18 Trading gear
- 19 Artwork
- 20 See also
- 21 References
We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft. – Steven Sharif
- There is a balance between PvP and PvE in Ashes of Creation.
- Some servers may be more PvP focused than others.
- There will not be different PvP and PvE gear types.
- Progression in the game might require PvE elements.
- All stats relate to a player's combat effectiveness in PvX.
We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But you know it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay. – Steven Sharif
- Axes (One and two handed).
- Hammers are being considered.
- Maces (One and two handed).
- Potion launchers.
- Spears are being considered.
- Swords (One and two handed).
- Wands are being considered.
- 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.
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
- There isn't RNG in crafting but there may be a small amount of RNG in enchanting.
- Over-enchanting items may come with a potential risk that the item is destroyed.
- Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses.
- Vertical enchantments include risks.
- 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.
- This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.
- This type of enchanting assumes no risk, just time and effort.
- 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
Items on back and belt
Class weapons and armor
Weapons are intended to be somewhat agnostic in the sense that you can find a way for a weapon to be utilized by different classes. Not just the rogue is going to be able to use daggers. Because if you restrict equipment through that, it makes the economy more difficult to have sustainability across the market of items. – Steven Sharif
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
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
- Highest tier items will be a combo of both crafted and boss dropped.
- The rarity of the items will be commensurate with the effort required to gather, process and craft the items.
- It may be possible for crafters to determine what their crafted items will look like.
- 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.
Item creation suite
- Racial skins can be toggled on and off.
There may be plans to create other racial template skins, such as undead or werewolf skins in future, but there is no commitment to do so.
Costumes were available for purchase during the Kickstarter and Summer crowdfunding campaigns, during PAX West 2017 and PAX East 2018; and are currently available in Pre-order packs on the cosmetic store.
- The dyeability of costumes depends on the specific costume.
Outside of wanting to keep maybe some identity from a lore perspective; for example if you have like a white lion's suit of armor, you may not want that white lion suit of armor to be black or blue. So, it's possible. It depends on the costume itself. – Steven Sharif
Being by default able to see a person's "gear score" / equipment list... may cause unwelcome behavior.
There is durability in the game... It's not going to be a trivial durability. There is a potential to destroy gear (weapons and armor), but there is also an ability to reforge that destroyed gear using a portion of the materials necessary as well as finding an item creator who can reforge it.
- Non-crafted items will have default repair skills, costing mats equal to its crafted equivalent.
- 0% durability will unequip items, increasing their repair costs.
- Destroyed gear can be reforged at a player stall using a portion of the materials that were necessary to craft the item. ==
There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.
It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, you know they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon. – Steven Sharif
The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed. – Steven Sharif
Legendary items are not intended to be temporary.
The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary. – Steven Sharif
Sharing gear with alts
- Livestream, 9 February 2018 (7:31).
- Livestream, 28 July 2017 (24:54).
- Video, 16 April 2018 (1:32).
- PvX definition.
- Livestream, 12 May 2017 (24:52).
- Livestream, 5 May 2017 (33:25).
- Livestream, 15 May 2017 (14:05).
- Livestream, 1 June 2017 (37:39).
- Livestream, 24 May 2017 (14:15).
- Livestream, 4 May 2018 (33:56).
- Livestream, 28 July 2017 (45:21).
- Livestream, 4 May 2018 (33:27).
- Livestream, 24 May 2017 (18:40).
- Livestream, 15 December 2017 (59:49).
- Livestream, 22 May 2017 (51:00).
- Livestream, 9 February 2018 (15:01).
- Livestream, 28 July 2017 (31:30).
- Livestream, 17 November 2017 (22:33).
- Livestream, 17 November 2017 (56:07).
- Podcast, 4 August 2018 (55:17).
- Livestream, 15 May 2017 (13:06).
- Livestream, 4 June 2018 (1:11:19).
- Livestream, 4 June 2018 (21:37).
- Livestream, 17 May 2017 (58:55).
- Livestream, 5 May 2017 (20:41).
- 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).
- Video, 7 February 2017 (0:22).
- Livestream, 4 June 2018 (19:48).
- Livestream, 24 May 2017 (13:19).
- Livestream, 9 February 2018 (47:05).
- Livestream, 4 May 2018 (45:37).
- Livestream, 26 May 2017 (44:11).
- Livestream, 26 May 2017 (20:46).
- Livestream, 5 May 2017 (14:45).
- Livestream, 24 May 2017 (24:19).
- About Ashes of Creation.
- Livestream, 24 May 2017 (24:20).
- Livestream, 12 May 2017 (1:04:04).
- Kickstarter 12k+ backers.
- Livestream, 8 April 2018 (AM) (4:47).
- Ashes of Creation Store: Vestments of the Runecarvers.
- Livestream, 8 April 2018 (PM) (18:48).
- Livestream, 28 July 2017 (23:20).
- Podcast, 13 May 2017 (25:55).
- Livestream, 19 May 2017 (44:18).
- Livestream, 15 May 2017 (38:08).
- Livestream, 8 April 2018 (PM) (55:49).
- Livestream, 9 July 2018 (25:34).
- Livestream, 8 April 2018 (PM) (51:49).
- Livestream, 28 July 2017 (34:32).
- Ashes of Creation - The visuals.
- Livestream, 15 May 2017 (10:32).
- Livestream, 18 January 2018 (46:56).
- Livestream, 15 May 2017 (18:25).
- Livestream, 15 May 2017 (19:15).