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Revamped Alpha-1 Mage Fireball ability.[1][2]

The general approach that we're kind of taking based on a lot of feedback and just good combat design in general. You know philosophy is that we want to give more agency in the hands of the player and the antithesis of that is locking the player down for really long amounts of time. The sort of concept behind that is like you could make an animation effects as glorious looking as possible but if it's taking away control of the player, none of that really matters. Especially the 100th or thousandth time you're using the spell you're tired of that happening you don't feel powerful: You feel the opposite of powerful. So we're trying to like give a lot of control back to the player while they're using these abilities so they can still control their movements, they can react simultaneously while they're taking actions; and we just want to get overall more of a fluid flow, I guess, of combat. And that's kind of the general design philosophy we're using to approach the overhaul.[1]Tradd Thompson

Skills with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[3][4]

  • Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[5][6]
    • Previously it was said that crouching may not be in the game.[7]
  • Prone will likely not be in the game.[7]
  • Moving backward will likely not affect block and parry.[8]

I think that that generally we want to tend to be more mobile in our classes. I think that it's a fundamentally old-school philosophy to have a lot of stuck in place type skills. That isn't to say we won't have skills that have mobility restriction on them- that require you to channel or require a casting time where you can't move; but I think it's a blend between the two. It's neither extreme.[3]Steven Sharif

It'll be something that you can spec around to. Again it's gonna be a risk/reward thing. We put a lot of thought into what skills are overpowered or have kind of this overpowering nature to them and those are the kinds of skills that will generally find that will be like in-place type of skills; where you are now at risk if you are going to cast this spell, but there's a big reward if you do manage to get it off.[3]Jeffrey Bard

The revamped combat system will feature split-body animations, where the character's upper body can be locked by weapon attack animations while the lower body is free to continue moving.[9][10][11]

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Blink Blink Icon.jpg Blinks forward in the direction you are traveling.[12][13][14][15] Now deals damage to enemies surrounding your departure location.[16][15] Reduced cooldown.[12][16][15]
Jump jump icon.png Dash with cooldown.[17] Cooldown is replaced by charges with individual cooldown.[17] Drops a bear trap at the location the ranger dashed from.[17]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[18] - -
Sprint sprint icon.png Increases movement speed. Using an ability ends sprint.[19] Increased resistance to disable abilities.[19] Clears crowd control when sprint starts and removes silence.[19]

Player movement

Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[21]

I've instructed design to incorporate a mana consumption that's percentage based for sprinting. So it'll be a similar amount of time that each class, regardless of their mana values, will have in order to sprint and it will not be accessible while in a combat.[21]Steven Sharif

There is a toggleable walk/run (autorun) capability.[22]

There is not going to be any "go to waypoint" (auto-pathing) mechanics.[23]

Back-peddling (walking backwards) and strafing are slower than normal movement speed.[24]


There are player and spell collision mechanics in Ashes of Creation.[25]

  • Inertia and momentum physics will help prevent blocking doorways/access points. This is based on a character's direction and movement speed, and can be used to push people out of the way.[26][25]


Dodging in Alpha-1 early combat.[27]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[27]Steven Sharif

Dodge rolling type skills is currently housed in the action skill sets of agile classes such as Rogues or Fighters.[27][28]

Q: Will there be evade frames/ I-frames on dodge?
A: I would say it's a safe bet with regards to how we're approaching the hybrid combat that not only are gonna have true evasion skills that apply to more action-oriented skills that are coming your way, but you'll also have you know I-frame type skills that would apply perhaps to a tab targetable skills coming your way. So I think you're gonna have a healthy balance of both with it when it comes to skills that you can spec into.[30]Steven Sharif


Jumping puzzles will occasionally feature in the world.[32]


Underwater content will be accessible, not cumbersome.[36]

Treasures may be obtained through fishing and by exploring naval content.[38][39]

Combat revamp

Alpha-1 split-body melee weapon combat sneak peek.[9]

I can move while swinging on this guy. I can back up then continue to attack him. Just have complete control over my character while attacking.[9]Steven Sharif

A revamped combat system will be rolled out during and post Alpha-1 testing based on player feedback.[40][41][2]

  • The goal is to give more agency to the player and achieve a more fluid flow of combat with greater mobility when using abilities.[42][1]
  • The current hybrid tab and action combat system will remain after the revamp.[42]
  • This revamp will not represent the final form of combat, but will set the general direction that combat will be taking.[43]
  • The revamp will be iterative and will be rolled out to testers in different phases.[1]

The revamped combat system will feature split-body animations, where the character's upper body can be locked by weapon attack animations while the lower body is free to continue moving.[9][10][11]

You'll be able to move forward while swinging your weapon; and this will allow you complete control over your weapon attacks for melee.[9]Steven Sharif

Alpha-1 testing is initially focused on core functionality rather than combat balance.[11]

Q: Based on recent feedback, what direction are you leaning towards in regards to split-body versus root-motion?
A: We are leaning towards split body.[44]Steven Sharif

Animation cancelling

Animation cancelling will not be a combat mechanic.[45]

Public transportation

There are multiple types of public transportation services where players can go AFK and be driven somewhere.[46][47]

One of the nodes has the idea of an airship that can go from node to node and I'm certain that we will have harbors that do similar things with other node types... It might be something that could be player-driven... We're sure to have a taxi system you know where you load up a couple people and you drive them somewhere while you AFK.[46]Jeffrey Bard

Summoning mounts

Summoning a mount in Alpha-1.[51]

We want to make sure that it's not cumbersome to quickly mount a steed and start moving... Steeds play a very important role in mobility.[51]Steven Sharif

Mounts are items that players carry then activate to summon the mount nearby.[52]

  • Mounts are generally able to be summoned during combat in the open-world.[53]
    • There may be exceptions to this in certain dungeons, instances or other spaces where summoning mounts may not be permitted.[53]

A mount can be an initiation vehicle; it can be an escape vehicle; it can be utility vehicle; it can be traversal.[53]Steven Sharif

Mounts are going to be items that you will be able to carry on your character and activate to summon the mount in front of you or near you; where you can then ride the mount.[52]Steven Sharif

  • A player can dismount and have their mount follow them.[55][56]
    • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[55]
    • In current Alpha-1 testing mounts are not separate from the player, but in future mounts will be.[55]

Right now we don't have it where the mount is separate from the player per-se. You automatically mount the mount when you summon it in the in the alpha. But in the future you'll be able to summon it and you won't have to automatically mount it. It'll just be standing next to you. It'll follow you around and then you'll be able to mount it.[55]Steven Sharif

  • De-summoning the mount returns the item back to the player's inventory.[54]

Fast travel

Fast travel is limited in Ashes of Creation.[57]

There is very little teleportation in the world. Some of that does get unlocked through metropolises of a certain type. Additionally there are mounts that are faster travel and there are services that are fast travel between nodes.[23]Steven Sharif

Faster travel

Faster travel in Ashes of Creation refers to.[50]

Even though there's not fast travel, there is faster travel. So you know mount ridden. There will be connection points between certain nodes via the use of like flying automated creatures that you can use. Stuff like that.[50]Steven Sharif

See also


  1. 1.0 1.1 1.2 1.3 Livestream, 26 February 2021 (27:41).
  2. 2.0 2.1 Video, 26 February 2021 (6:17).
  3. 3.0 3.1 3.2 Livestream, 30 April 2020 (1:17:13).
  4. Livestream, 8 May 2017 (43:30).
  5. Livestream, 23 December 2021 (55:32).
  6. Video, 23 December 2021 (23:53).
  7. 7.0 7.1 stevenclarification.png
  8. Livestream, 26 June 2020 (1:30:40).
  9. 9.0 9.1 9.2 9.3 9.4 Livestream, 30 July 2021 (31:22).
  10. 10.0 10.1 Interview, 13 June 2021 (4:12).
  11. 11.0 11.1 11.2 Livestream, 28 May 2021 (1:13:05).
  12. toast-keybinds-skills.png
  13. Video, 23 December 2020 (1:17).
  14. 15.0 15.1 15.2 Livestream, 31 July 2020 (57:33).
  15. 16.0 16.1 Video, 22 December 2020 (7:35).
  16. 17.0 17.1 17.2 Livestream, 16 October 2017 (45:52).
  17. progression.png
  18. 19.0 19.1 19.2 Livestream, 16 October 2017 (46:22).
  19. Video, 25 May 2017 (0:02).
  20. 21.0 21.1 Livestream, 30 July 2021 (1:11:29).
  21. autorun.jpg
  22. 23.0 23.1 23.2 23.3 23.4 Livestream, 4 May 2018 (51:57).
  23. Livestream, 15 December 2017 (1:35:38).
  24. 25.0 25.1 collision.jpg
  25. Interview, 27 March 2020 (15:20).
  26. 27.0 27.1 27.2 Livestream, 28 August 2020 (1:19:24).
  27. Livestream, 26 June 2020 (1:24:06).
  28. Livestream, 19 November 2021 (50:38).
  29. 30.0 30.1 Livestream, 30 January 2020 (1:34:12).
  30. 31.0 31.1 Video, 31 May 2020 (26:42).
  31. Livestream, 28 July 2017 (39:49).
  32. Livestream, 9 February 2018 (10:42).
  33. 34.0 34.1 Livestream, 31 July 2020 (1:42:41).
  34. Livestream, 29 January 2021 (1:00:57).
  35. Livestream, 19 May 2017 (38:46).
  36. Livestream, 30 September 2020 (55:39).
  37. Podcast, 11 April 2021 (36:43).
  38. fishing.jpg
  39. Livestream, 28 May 2021 (1:14:50).
  40. steven-combat-revamp-update.png
  41. 42.0 42.1 steven-combat-revamp-update-2.png
  42. Interview, 7 February 2021 (49:18).
  43. Livestream, 27 August 2021 (1:15:39).
  44. Livestream, 17 May 2017 (1:05:11).
  45. 46.0 46.1 46.2 46.3 Livestream, 4 June 2018 (45:30).
  46. 47.0 47.1 Livestream, 17 November 2017 (50:52).
  47. Livestream, 25 February 2022 (1:14:21s).
  48. 49.0 49.1 49.2 Livestream, 28 August 2020 (2:06:42).
  49. 50.0 50.1 50.2 50.3 50.4 Interview, 17 August 2018 (24:48).
  50. 51.0 51.1 Livestream, 30 April 2020 (56:16).
  51. 52.0 52.1 Livestream, 8 April 2018 (AM) (12:34).
  52. 53.0 53.1 53.2 Livestream, 30 April 2021 (1:10:04).
  53. 54.0 54.1 Livestream, 17 November 2017 (33:17).
  54. 55.0 55.1 55.2 55.3 Livestream, 30 April 2021 (1:08:10).
  55. Interview, 19 July 2020 (1:05:50).
  56. caravan zerg.png
  57. Node series part II – the Metropolis.
  58. mount speeds.png
  59. 60.0 60.1 Blog: Know Your Nodes - Scientific Node Type
  60. Interview, 19 July 2020 (1:20:58).