Weapon classes

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In-game achievable weapons concept art.[1]

Weapon classes (also referred to as weapon types and weapon groups) in Ashes of Creation.[2]

  • Blunt weapons
  • Slashing weapons
  • Piercing weapons

Weapon abilities

A weapon use combo system (also referred to as Combo system[3], Combat skills[4], and Combat tree[5]) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[3] No traditional auto-attack system is present in Alpha-1.[6]

  • Players can spec into weapon abilities on their combat skill tree, based on their preferred weapon classes (weapon types/weapon groups) and the grade of the weapon.[2][5][4][3]
  • The more skill points that are allocated to the combat skill tree, the greater a player's weapon familiarity. This in turn unlocks various proc effects on weapon use that can offer synergy with other active skills.[5][3] This synergy also applies to active skills from other characters.[7]
    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.[5]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.[4]Steven Sharif
    • These procs may reduce or reset cooldowns on other skills on the player's hotbar.[8]
  • Using a skill/ability will in general reset the combo.[8]
    • The developers are considering specific abilities might be able to be used without resetting the combo system.[8]
  • The combo system will not have the quicktime event that was seen at PAX West 2017.[3]

It acts similar in the sense of you know the core loop of what an auto attack is so to speak; where you know typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable you know skill effect that you can continually attack with but it's a little bit more involved than what a traditional auto attack is; and it has components from a from an advancement standpoint when it comes to the types of procs that your weapon can have during that combo system... It's not going to have the quick time event that you know you guys saw early on in PAX and gave great feedback on, but it is going to have development with regards to the power of the weapon the type of weapon you're using, the additional proc effects that you can skill into: Those types of things are going to make it a little bit more complex of a system capture.[3]Steven Sharif

Weapon types

Tank Sword concept (by Michael Bacon) and Shield concept (by Javier Perez).

There is an even split between melee and ranged weapons.[9]

Ranged weapons

Pre-alpha Ranger bow modeled by Jon Arellano and concepted by Jeff Delierre.

A character may equip up to two hand weapons and also wear a ranged weapon on their back.[19][20]

Do I want my main hand to be my ranged weapon or do I want my main hand to be my melee weapon with regards to skill usage. For example, with the Ranger, if you have a range skill it'll automatically swap regardless of what your main weapon hand is, but for the combat ability for the "Auto Attack" feature it would be your chosen weapon.[19]Steven Sharif

Rangers are going to have a minimum distance requirement where they are eligible to use their ranged weapons.[21]

While melee characters have a max distance proximity where they're eligible to use their sword and melee weapons, Rangers are going to have a minimum distance requirement.[21]Steven Sharif

Melee weapons

Melee weapons have a maximum range of effect.[21]

  • There are two melee weapon slots: One on each side of a character's belt.[20]

Weapon progression

Weapons will have their own progression paths and their own applicable types of skills.[3][23]

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.[25]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 that impacts the world... We kind of want the the weapon system and add an element of that as well... You can determine special effects that proc from currently the combo system right; 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.[24]Steven Sharif

Legendary items

There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[26]

At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[28]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.[29]Steven Sharif

Discovery of legendary items will unlock further chapters of the Lore.[32]

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.[33]

A legendary weapon is easily distinguished by its visual appearance.[29]

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.[29]Steven Sharif

Legendary items are not intended to be temporary.[34]

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.[34]Steven Sharif

Gear sets

Kaelar tier 1 (level 10) early Alpha-1 cloth armor non-cosmetic set 3D renders.[36]

Gear sets (also known as tier sets) are a part of Ashes of Creation.[37][38]

  • Different tiers of gear are accessible based on a character's level.[37][38]
  • Players gain bonuses depending on the number of pieces of the set they have equipped.[37][38]
    • An overarching set effect is granted to wearers of exclusively one type of armor, for example: all cloth, or all plate.[39]
    • Certain set bonuses may trade off core gear stats.[40]
    • There may be set bonuses that members of certain communities will obtain based on gear set type.[38]
  • There are passive abilities that can be chosen to become more adept with certain set types.[38]
  • There will be viable non-set builds.[40]
  • Racial appearance of gear sets is tied to the character model of that race.[41]

Approximately 49 unique gear sets are obtainable in Alpha-1 from crafting, quests, drops and exploration.[42]

Best in slot weapons

Best in slot weapons and armor is based on a character's role and the type of monster they are facing.[43]

See also

References

  1. Livestream, 30 April 2021 (53:08).
  2. 2.0 2.1 Interview, 7 February 2021 (49:18).
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 Livestream, 30 January 2020 (1:28:40).
  4. 4.0 4.1 4.2 Interview, 19 July 2020 (53:59).
  5. 5.0 5.1 5.2 5.3 Interview, 18 July 2020 (1:07:51).
  6. steven-auto-attack-definition.png
  7. Interview, 29 July 2020 (55:44).
  8. 8.0 8.1 8.2 Livestream, 28 February 2020 (1:10:21).
  9. 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 Livestream, 24 May 2017 (14:15).
  10. clubs.png
  11. 11.0 11.1 Livestream, 4 May 2018 (33:56).
  12. Video, 23 March 2020 (0:41).
  13. Livestream, 28 July 2017 (45:21).
  14. Lances.jpg
  15. Livestream, 4 May 2018 (33:27).
  16. Livestream, 24 May 2017 (18:40).
  17. Rapiers.png
  18. Livestream, 15 December 2017 (59:49).
  19. 19.0 19.1 19.2 19.3 Interview, 11 May 2018 (16:32).
  20. 20.0 20.1 weaponslots.png
  21. 21.0 21.1 21.2 Livestream, 30 June 2017 (47:14).
  22. Livestream, 30 May 2019 (58:28).
  23. Livestream, 4 May 2018 (45:37).
  24. 24.0 24.1 24.2 24.3 24.4 Livestream, 4 June 2018 (1:11:19).
  25. 25.0 25.1 25.2 February 8, 2019 - Questions and Answers.
  26. Interview, 18 July 2020 (1:00:15).
  27. Interview, 19 July 2020 (8:43).
  28. 28.0 28.1 28.2 28.3 28.4 Interview, 20 July 2020 (21:57).
  29. 29.0 29.1 29.2 29.3 Livestream, 8 April 2018 (PM) (55:49).
  30. Livestream, 25 July 2020 (46:08).
  31. Livestream, 26 March 2021 (1:02:06).
  32. Livestream, 19 May 2017 (44:18).
  33. Livestream, 15 May 2017 (38:08).
  34. 34.0 34.1 Livestream, 9 July 2018 (25:34).
  35. Livestream, 8 April 2018 (PM) (51:49).
  36. Livestream, 30 November 2020 (48:39).
  37. 37.0 37.1 37.2 Livestream, 30 November 2020 (54:29).
  38. 38.0 38.1 38.2 38.3 38.4 Livestream, 17 November 2017 (22:33).
  39. Interview, 18 July 2020 (1:02:08).
  40. 40.0 40.1 Livestream, 17 November 2017 (56:07).
  41. Podcast, 4 August 2018 (55:17).
  42. 42.0 42.1 Livestream, 30 April 2021 (41:18).
  43. Livestream, 29 May 2020 (1:33:11).