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Eight of the nine races in Ashes of Creation.[1]

Ashes of Creation offers nine playable races.[2]

You will see in the different races that are available from a player character standpoint a lot of different influences that reflect many cultures in the world: Not just European, not just Africa, not Mesoamerican. These cultures are going to be present in many of the races.[4]Steven Sharif

Racial appearance

Tulnar silhouettes.[5]

Tulnar is the only race with the capability to adjust racial appearance in a significant manner.[6]

  • Tulnar race does not have sub-types, instead, players will be able to customize the appearance of Tulnar characters.[7]
  • Players will have dials to adjust the reptilian, mammalian, humanoid, and other attributes of their Tulnar character in the Character creator.[8]
  • Tulnar do not equal furries.[9]
    • There are bestial components that can be scaled up when creating a Tulnar character.[9]

Tulnar do not equal furries, but there are definitely some bestial components that you can scale up when you're creating your Tulnar character, so you could max that setting I guess. Whether or not that would give you what you would think of as a furry, I guess it's going to be up to your interpretation of what a Furry is.[9]Steven Sharif

Racial weapons and armor

Weapons and armor are not race locked, but armor will take on a racial appearance.[10][11]

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.[12]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.[12]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.[13]Steven Sharif

Racial abilities

A player's choice of race will influence their racial abilities.[14]

Each race has different base stats.[15]

  • Races are not gender or class locked.
  • Some classes may work better with certain races but nothing is enforced.

Stat growth

Stat growth proceeds in the following order:[15]

  1. The race "seeds" a player's base stats.
  2. The primary archetype grows the base stats.
  3. The secondary archetype (class) further grows the stats.

Different races have different stat compositions. Those stats can be important, but we also don't want them to dictate any kind of meta for what classes are best used with different races.[16]Steven Sharif

Choice of profession does not affect a player's stats.[17]

Racial augments

Racial augments are based on a character's race and are available to each class.[18]

In keeping with our theme of Consequence, and unlike other games, race won’t just be a matter of look, with relatively inconsequential abilities tacked on. Instead they integrate deeply into our class system, augmenting and changing the basic chassis provided by our eight core archetypes. Our goal here is to create a system where an elven fighter feels different, but serves the same role as a dwarven fighter.[1]

Racial influence on nodes

Racial architecture styles in an Alpha-0 village node. Empyrean Elven influence (top). Kaelar Human influence (bottom).[19]

Nodes have a base style template based on the race of the node's primary founders and the node's type.[20][19]

All nodes whether they're associated with a castle or associated with normal node structure has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[22]Steven Sharif

There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.[24]

There is an attrition and that attrition on experience and influence is heightened based on the performance of the race in the world. So if all these nodes are Orc nodes then their attrition rate is very high to compete with the cultural establishment of new nodes because they have more influence in the world and a popular opinion is against them in their outlying regions that they do not have influence in.[24]Steven Sharif

Starting areas

Each race has their own starting area (starting zone), featuring a divine gateway.[25] The exception to this is the Tulnar, who have a starting area without a divine gateway.[26]

Players will be able to choose their starting Divine gateway.[27] This choice is not restricted by race.[26]

There will be small NPC settlements at the starting areas. These represent scouts that were sent ahead of the main expedition back to Verra. These settlements are designed to acclimatize new players entering the world.[28]

Starting areas have some distance between them.[26]

A problem that a lot of MMOs have is that those starting areas become just kind of vacant of players and it's so sad because the greatest aspect of an MMO is that community that you get to experience, so one of the great things about the node system is that it really works from new player acquisition standpoint, where these nodes tend to develop larger near the starting location areas around the world; and it brings these players back to those locations if they're citizens and want services within those cities. So, as new players enter the world they're going to actually be surrounded most likely by more population because people are coming back to those larger nodes.[29]Steven Sharif

Tulnar starting area

Tulnar have a starting area that does not involve a divine gateway.[26]

Unlike the other races, the Tulnar won’t be returning to Verra, instead they will be returning to the surface for the first time in generations.[30]

Racial quests

Quests may be based on a character's race.[31]

Different quests may relate to who the primary cultural contributor is to a node. This won't lock out content, but will add flavor to the quests.[31]

There might even be different directories of the quest that exist for specific races, and even though you're sharing a quest to kill a boss, if you're human and I'm an elf, I will have a different arc potentially that leads in a different direction than you, even though we took the same quest; and this can relate to who the primary cultural contributor is to a node unlocking different arcs for cultures that share the primary culture of a node - not that locks out content but it gives a flavor in a different direction so that not everything is so cookie cutter.[31]Steven Sharif

Race matters because narratives have paths that also are influenced based on the primary contributing culture to the node... If you're a Niküa and you have you're in a Niküa node that's predominantly Niküa, you're going to have certain services and/or abilities as a member of the Niküa race that other races may not have access to... They may have alternative quest lines, but they won't have specific ones. Now those specific Niküa quests will then relate to the meta-narrative that's present in the world and they'll start to direct some of that meta-narrative; and that'll be beneficial for your kind because it will unlock certain content for your race that other races haven't unlocked yet. So there is an incentive there to see progression along that line now in order to curb the progress of a dominant race.[24]Steven Sharif

NPC race

NPCs are going to react differently to different tags on a character.[31]

  • For example, Elven NPCs may interact differently with Humans compared to Elves.

Alpha 0

There won't be an active character creation screen in Alpha-0, but there will be several options for players to choose from.[33]

Alpha-0 starting area

In Alpha-0, players will start at an Empyrean divine gateway.[37]

Racial mounts

Each race has a unique mount.[38]

See also


  1. 1.0 1.1 Ashes of Creation Kickstarter.
  2. Ashes of Creation race breakdown.
  3. Kickstarter $2,500,000 New Player Race Achieved.
  4. Interview, 11 May 2018 (1:04:27).
  5. Livestream, 30 May 2017 (16:51).
  6. Livestream, 28 July 2017 (20:17).
  7. Livestream, 30 June 2017 (15:10).
  8. Livestream, 23 August 2017 (31:29).
  9. 9.0 9.1 9.2 Livestream, 8 April 2018 (AM) (3:12).
  10. Livestream, 26 May 2017 (44:11).
  11. Livestream, 26 May 2017 (20:46).
  12. 12.0 12.1 12.2 Podcast, 4 August 2018 (53:43).
  13. 13.0 13.1 Podcast, 4 August 2018 (55:17).
  14. 14.0 14.1 Livestream, 8 May 2017 (43:30).
  15. 15.0 15.1 Livestream, 18 July 2017 (35:58).
  16. Livestream, 8 April 2018 (AM) (25:52).
  17. Livestream, 18 July 2017 (37:25).
  18. class racials.png
  19. 19.0 19.1 Livestream, 9 February 2018 (33:50).
  20. Livestream, 19 May 2017 (33:57).
  21. Livestream, 26 May 2017 (21:23).
  22. 22.0 22.1 Interview, 11 May 2018 (47:27).
  23. Interview, 11 May 2018 (54:34).
  24. 24.0 24.1 24.2 Interview, 11 May 2018 (1:00:19).
  25. Livestream, 19 May 2017 (29:25).
  26. 26.0 26.1 26.2 26.3 Livestream, 16 October 2017 (53:58).
  27. starting gateway.png
  28. Livestream, 28 July 2017 (25:20).
  29. Video, 5 April 2018 (40:08).
  30. Livestream, 17 May 2017 (5:49).
  31. 31.0 31.1 31.2 31.3 Podcast, 23 April 2018 (29:56).
  32. 32.0 32.1 Livestream, 17 November 2017 (14:57).
  33. Livestream, 3 September 2017 (30:31).
  34. 34.0 34.1 34.2 Livestream, 3 September 2017 (37:10).
  35. Video, 30 August 2017 (3:36).
  36. Livestream, 4 May 2018 (47:57).
  37. Livestream, 3 September 2017 (33:28).
  38. racial mounts.jpg