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Alpha-0 lion bow.
Tank Sword concept (by Michael Bacon) and Shield concept (by Javier Perez).
Staff concept art.[2]

Weapons will determine a player's damage output alongside other conditions and stats.[3]

There is an even split between melee and ranged weapons.[4]

Class weapons and armor

Weapons and armor are not class locked, but certain classes are more efficient with certain types of weapons or armor.[12][13] Certain abilities require certain items to be equipped.[14]

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.[15]Steven Sharif

Racial weapons and armor

Weapons and armor are not race locked, but armor will take on a racial appearance.[16][17]

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.[18]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.[18]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.[19]Steven Sharif

Gear slots

There are 16 gear slots in Ashes of Creation:[21]

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.[22]

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.[22]Steven Sharif

Rangers are going to have a minimum distance requirement where they are eligible to use their ranged weapons.[23]

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.[23]Steven Sharif

Melee weapons

Melee weapons have a maximum range of effect.[23]

Dual wielding

Dual wielding will be permitted for one handed weapons.[24]

Weapon swapping

The ability to swap weapons while in combat will be decided based on testing.[26]

Guns and gunpowder

Gunpowder weapons will not be present in Ashes of Creation.[27]

Weapon progression

Weapons will have their own progression paths and their own applicable types of skills.[15]

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.[28]Steven Sharif

Gear enhancement

Gear enhancements (power stones/runes) can be applied to weapons add elemental or energy types of damage.[28][29]

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.[29]Jeffrey Bard


Enchanting services are sold at player stalls.[30]

There are two types of enchantments for items: Vertical and horizontal.[33]

  • Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses.[33]
    • 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.[33]
    • 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.

Weapon use ability

Example of keystroke time-frame, activated by using a weapon within the red area.

A weapon's most important feature is its weapon use ability (also referred to as quicktime bar, combo system or keystroke timeframe).[34]

  • Each weapon use ability has a unique keystroke time-frame that initiates upon weapon use.[34]
  • The precision system (hitting within the red area) activates the skill.[34]
  • The skill can then combo into other weapon use abilities.[34]
  • Hitting within the red area focuses energy into a player's ultimate skill.[34]

The weapon held in the main hand slot determines the active weapon ability.[22]

What we're implementing now are many different features to represent the system. Something that doesn't draw your attention away from the world or the center of your screen necessarily. Something that can work on a more of a visual cue and/or auditory cue. It's important to note what the objective of the combo system was. The objective was a vehicle to take weapon progression to implement skills that can be demonstrated to fuel a secondary energy type that's focused that players can spec into focus oriented skills and to provide a non mindless skill-based interaction with combat from a weapons standpoint. So with that being the focus you know we're going to implement ways to make that better received I think by players; and if it's not, if it is something that we are unable to achieve we're not going to ram it down our players throats. We're going to take it back to the drawing board.[35]Steven Sharif

Skill Rank 1 Rank 2 Rank 3
Bow's combo Target an enemy and use your bow to strike with two arrows. Dealing damage and powering up your focus with this weapon attack.[36][37] Prepares four arrows.[37] Prepared shot works on all arrow attacks.[37]
Longsword combo Target an enemy and use your sword and shield to strike with multiple blows. Dealing damage and powering up your focus with this weapon attack.[38] - -
Spellbook combo Target an enemy and use magic missiles from your spellbook to strike with multiple blows. Dealing damage and powering up your focus with this weapon attack.[39] - -
Staff combo Target an enemy and use your staff to strike with multiple blows. Dealing damage and powering up your focus with this weapon attack.[40] - -


For Alpha-0, the weapon use ability that was shown at PAX West 2017 has been reduced to a basic form.[41]

It's got a little bit of a cadence to it: you can tap, you can generate focus; and so from here we'll look at ways in the future to take that and make it more interesting and more fun and more engaging.[41]Akil Hooper

A revised weapon use combo system may be present in phase 1 of Alpha-1.[42]

Legendary items

Discovery of legendary items will unlock further chapters of the Lore.[43]

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.[44]

A legendary weapon is easily distinguished by its visual appearance.[45]

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.[45]Steven Sharif

Obtaining a legendary item will not be RNG based. It will entail obtaining construction components from various progression pathways.[45]

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.[45]Steven Sharif

Legendary items are not intended to be temporary.[46]

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.[46]Steven Sharif

Gear sets

Gear sets (also known as tier sets) are a part of Ashes of Creation.[48]

  • 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.[49]
  • Certain set bonuses may trade off core gear stats.[49]
  • Racial appearance of gear sets is tied to the character model of that race.[19]

Gear appearance

Gear will have appearance slots (Transmog/cosmetic slots) that are used to copy the appearance of an item (in some cases).[48]

  • Cosmetic slots can be toggled on or off.[50]

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.[51]Steven Sharif

We're going for kind of a more realistic look; not necessarily realistic setting, but we want our characters to have weight and kind of feel like they're there.[51]Jeffrey Bard

Kickstarter weapon skins

Kickstarter backers will receive a unique weapon skin.[58]

  • Usable on all types of weapons.
  • Include subtle and tasteful glow/particle effects.


See also


  1. screenshot 325.png
  2. The mighty beard!
  3. Livestream, 30 June 2017 (27:05).
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 Livestream, 24 May 2017 (14:15).
  5. clubs.png
  6. 6.0 6.1 Livestream, 4 May 2018 (33:56).
  7. Livestream, 28 July 2017 (45:21).
  8. Lances.jpg
  9. Livestream, 4 May 2018 (33:27).
  10. Livestream, 24 May 2017 (18:40).
  11. Livestream, 15 December 2017 (59:49).
  12. weapon augments.png
  13. class weapons.png
  14. Livestream, 9 February 2018 (47:05).
  15. 15.0 15.1 15.2 Livestream, 4 May 2018 (45:37).
  16. Livestream, 26 May 2017 (44:11).
  17. Livestream, 26 May 2017 (20:46).
  18. 18.0 18.1 18.2 18.3 Podcast, 4 August 2018 (53:43).
  19. 19.0 19.1 19.2 Podcast, 4 August 2018 (55:17).
  20. Livestream, 9 February 2018 (7:31).
  21. Livestream, 28 July 2017 (24:54).
  22. 22.0 22.1 22.2 22.3 22.4 Interview, 11 May 2018 (16:32).
  23. 23.0 23.1 23.2 Livestream, 30 June 2017 (47:14).
  24. Livestream, 16 June 2017 (40:06).
  25. Livestream, 28 July 2017 (33:36).
  26. Podcast, 4 August 2018 (1:16:10).
  27. Livestream, 16 June 2017 (43:01).
  28. 28.0 28.1 28.2 28.3 28.4 28.5 Livestream, 4 June 2018 (1:11:19).
  29. 29.0 29.1 Livestream, 4 June 2018 (21:37).
  30. Livestream, 17 May 2017 (58:55).
  31. Rng crafting.jpg
  32. Livestream, 5 May 2017 (20:41).
  33. 33.0 33.1 33.2 enchanting.png
  34. 34.0 34.1 34.2 34.3 34.4 Livestream, 30 June 2017 (26:47).
  35. Podcast, 11 May 2018 (54:40).
  36. PAX West 2017 Ranger poster.
  37. 37.0 37.1 37.2 Livestream, 16 October 2017 (45:21).
  38. PAX West 2017 Tank poster.
  39. PAX West 2017 Mage poster.
  40. PAX West 2017 Cleric poster.
  41. 41.0 41.1 Livestream, 18 January 2018 (22:46).
  42. Podcast, 11 May 2018 (57:42).
  43. Livestream, 19 May 2017 (44:18).
  44. Livestream, 15 May 2017 (38:08).
  45. 45.0 45.1 45.2 45.3 Livestream, 8 April 2018 (PM) (55:49).
  46. 46.0 46.1 Livestream, 9 July 2018 (25:34).
  47. Livestream, 8 April 2018 (PM) (51:49).
  48. 48.0 48.1 Livestream, 17 November 2017 (22:33).
  49. 49.0 49.1 Livestream, 17 November 2017 (56:07).
  50. Livestream, 9 February 2018 (50:29).
  51. 51.0 51.1 51.2 Livestream, 26 May 2017 (19:51).
  52. oversized.jpg
  53. Livestream, 18 July 2017 (54:56).
  54. Livestream, 28 July 2017 (9:47).
  55. helmet.jpg
  56. Sparkly.jpg
  57. Livestream, 3 September 2017 (48:56).
  58. May The 4th, Be With You... And also some skins.