|This section contains information from Alpha-1 testing. It will be updated when new information is made available.|
Players will have significant agency over the allocation of their stat progression.
- Base stats defined by a character's primary archetype can be improved based on gear, tattoos, and other enhancements, such as socketed items.
- There will be diminishing returns on certain stats, but there won't be hard caps.
- Gear has approximately a 40-50% influence on a players overall power in the game.
- Artisan profession does not affect a player's stats.
- Previously it was stated that race "seeds" a player's base stats, then the primary archetype grows the base stats. Any contribution by the secondary archetype was later removed.
- Waterfall stats are stats that are derived from another stat.
- A waterfall stat is a derivative of an attribute. So, if dexterity is your attribute stat and a waterfall from dexterity is critical rate, that would be considered a waterfall stat: the critical rate.
Stat adjustment (via the Tattoo system)
- Decals applied through the character creator.
- The developers are considering whether to allow custom tattoos to be uploaded by users.
- Cosmetic items that allow players to customize their character in-game.
- Tattoos that can be applied to a character to adjust their stats.
Tattoos can be removed.
Stats on gear
- Master crafters will be able to influence several (but not all) stats on their crafted items.
- There will also be methods of moving stat blocks around but this won't necessarily be an easy task.
- All gear will be able to be assigned any stat.
Crafters will be able to 'rejigger' stat blocks; and there will be a couple of other ways to move things around to create both the look and the stat block that you're looking for. It's not always going to be easy. There will be a lot of challenges involved with that. But the goal is to give you guys the option to customize your gear the way you want them to be. – Jeffrey Bard
Gear is broken down into Core Stats and Additional Stats.
- 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 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 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 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
- 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.
- 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.
- It's a progressive tier of risk. At lower levels you have opportunities to potentially lose out on the pluses instead of breaking the equipment. But when you reach a certain threshold, there is an opportunity to essentially destroy the equipment, where you get resources back. But that's a risk that the player takes. – Steven Sharif
- Lower levels of over-enchanting carries the risk of losing bonuses on the item. Over-enchanting beyond a certain threshold carries the risk of destroying the item and gaining resources back.
- There may be mechanisms for achieving safer over-enchantments, such as difficult to obtain enchantment scrolls, or very rare material acquisitions.
- 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.
- Players that are not in the same party, raid, alliance, or guild will not be able to see other player's health percentages or exact health bar values.
- A player's name plate will deteriorate to give an indication of how much damage they have taken.
With regards to seeing another player's health: As you know their name plate will deteriorate or give you an indication of like hey they've taken damage they're significantly injured, but you're not going to get a percentage. You're not gonna get an exact bar value, unless you're in their party or in their raid. – Steven Sharif
- All archetypes use mana to varying degrees.
- There are various ways to mitigate mana consumption, such as gear and set bonuses, tattoos, enchantments, and specs.
- Mana management I think, not just for mage players but for really every class, is a relevant resource mechanic that they have to take into consideration when they're utilizing their rotations; and there are going to be abilities that will sap your mana faster than others; and they're going to be situational. Now, with that blanket statement of mana is always relevant, there is also going to be mechanics and/or class energies and abilities that you can spec into to help mitigate that. There's itemization that you can utilize from a set bonus perspective, or certain types of weapons and tattoos that you can acquire. There are certain enchantments that you can acquire that might reduce the cost of mana use, that might increase your amount of regeneration, that might increase your mana total pool. There are even specs that you can build towards if mana management is your issue. So we want to make it a compelling case that you need to think about mana use because you don't just want to go 100% all the time with no downside to that. That's a very boring type of interaction. – Steven Sharif
- Damage numbers will not be so large as to be meaningless.
- We don't see the need to have these enormous numbers that are really start to lose meaning. That seems to be an innate design issue with other games as they try to balance the damage output in PvP and in PvE; but our design system allows for a more manageable damage protocol for PvE and PvP to be shared; and those damage protocols relate more to lower numbers. – Steven Sharif
- Death by fall damage is possible.
- Certain damage types will be strong or weak against certain enemy types. So you'll have to be somewhat smart about who you're bringing where, or what abilities or specs. Obviously, you'll be able to do the content, but you'll have an easier time with certain contents if you're using a certain spec over others. – Tradd Thompson
- Holy/radiant damage are modifying energy types that have corresponding synergies and resistances.
- Physical damage is mitigated by plate armor (heavy armor).
- When there's a lot of different complexity that exists between the multi-layered interactions of damage mitigation, resistances, damage penetration... those things stack up over time and there's an opportunity for that subtlety to be more expressed when the receiving target is, let's say, weak to that or... chosen not to spec into any resistances against that. That keeps things fresh and it also keeps a healthy level of itemization progression that's necessary for the player as well. – Steven Sharif
- There is also non-mitigated damage.
- Not every monster is going to have unique resistances. They'll share groups of types of resistances based on whether that monster is a particular elemental affinity or a particular heavy armor, particular weapon type, stuff like that. So there will be resistances groups that are shared by certain types of monsters and their location and as it relates to their lower background and stuff like that. – Steven Sharif
- Speed modifier.
- On-road speed bonus.
- Off-road speed bonus.
- Turning rate.
- Armor durability regeneration.
- On-road durability modifier.
- Off-road durability modifier.
- Capacity width.
- Capacity height.
- Utility slots.
- Core stats
- Turning radius.
- Turning speed.
- Armor rating (damage mitigation).
- Livestream, January 30, 2020 (25:39).
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- Livestream, January 30, 2020 (1:40:48).
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- Livestream, January 27, 2023 (1:27:42).
- Livestream, March 26, 2021 (1:02:08).
- Interview, July 19, 2020 (53:59).
- Livestream, July 18, 2017 (37:25).
- Livestream, November 22, 2019 (1:4:56).
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- Video, March 31, 2022 (22:02).
- Livestream, August 27, 2021 (1:18:55).
- Video, March 31, 2022 (19:49).
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- Livestream, May 8, 2017 (48:49).
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- Video, September 3, 2017 (55:38).
- Livestream, November 30, 2020 (1:05:22).
- Podcast, August 4, 2018 (59:58).
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- Podcast, September 29, 2021 (52:58).
- Livestream, August 28, 2020 (1:14:54).
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- Interview, October 20, 2018 (2:53:52).
- Livestream, January 30, 2020 (1:28:40).
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- Livestream, June 30, 2022 (1:12:38).
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- Video, September 30, 2022 (24:49).
- Podcast, September 29, 2021 (47:57).
- Interview, February 7, 2021 (49:18).
- Interview, July 18, 2020 (1:07:51).
- February 8, 2019 - Questions and Answers.
- Livestream, June 4, 2018 (1:11:19).
- Livestream, June 25, 2021 (1:29:39).
- Livestream, June 4, 2018 (21:37).
- Livestream, March 26, 2021 (1:15:57).
- Interview, July 18, 2020 (14:22).
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- Livestream, May 27, 2022 (1:20:00).
- Interview, July 9, 2023 (1:50:10).
- Interview, July 29, 2020 (15:04).
- Livestream, May 5, 2017 (20:41).
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- Twitter - Resting has its benefits!
- Livestream, December 2, 2022 (54:16).
- Livestream, April 28, 2023 (1:02:04).
- Video, December 2, 2022 (25:31).
- Livestream, July 25, 2020 (1:34:55).
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- Podcast, September 29, 2021 (46:20).
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- Video, December 2, 2022 (19:38).
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- Video, August 31, 2023 (45:06).
- Livestream, June 25, 2021 (1:08:23).
- Interview, September 10, 2023 (42:09).
- [to https://twitter.com/AshesofCreation/status/1571960759894286336 Twitter - Creature resistances.]
- Video, October 31, 2023 (10:13).
- Video, October 31, 2023 (21:47).
- Livestream, May 29, 2020 (46:36).
- Livestream, May 22, 2017 (40:41).
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- Livestream, July 28, 2017 (20:56).