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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.[13][14] Certain abilities require certain items to be equipped.[15]

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.[16]Steven Sharif

Racial weapons and armor

Weapons and armor are not race locked, but armor will take on a racial appearance.[17][18]

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.[19]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.[19]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.[20]Steven Sharif

Ashes of Creation Apocalypse weapons

Ashes of Creation Apocalypse weapons each have an associated ability. Each weapon has three different tiers.[21]

Alpha-1 weapon rarities

Ashes of Creation Apocalypse weapons and abilities get better with each tier.[21]

  1. Blue – uncommon.[22]
  2. Yellow – rare.[22]
  3. Red – legendary.[22]

Ashes of Creation Apocalypse weapon skills

Skill Rank 1
Alacrity For the duration of this stance, your successful attacks will increase your run speed.[23]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
Bolt of Revealing After activating this spell, the next bolt you fire will reveal all characters hidden by terrain, structures, or invisibility in its area of effect.[24]
  • Duration: 10 sec
  • Cooldown: 20 sec
Chain Lightning Activate to charge your attacks with lightning - each hit can then arc between foes, dealing damage to each one.[25]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
Chaos Meteor Summon a meteor.[26] Comes with an ADS (Aim Down Sights) capability.[27] When Chaos Meteor explodes, it breaks into 2-5 magical shards, each of which has a random effect across a very large area.[28]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
Crimson Blast This spell will invoke a destructive cone of force and flame at enemies in front of you.[29]
  • Duration: 1 Sec.
  • Cooldown: 8 Sec.
Darkness When activated, your next arrow will explode in a cloud of darkness on impact.[30]
  • Duration: 10 Sec.
  • Cooldown: 20 Sec.
Divine Light For the duration of this spell, your attacks will mark your foes with a divine light that can be seen for miles.[31]
  • Duration: 15 sec
  • Cooldown: 30 sec
Divine Protection For the duration of this stance, you will take cover benind your shield's enhanced protection.[32]
  • Duration: 10 sec
  • Cooldown: 10 sec
Fire Potion Generates a fire explosion.[33]
Frost Potion Swap your explosive potion for a potion of frost. It will burst on the first bounce, leaving an area of bitter cold that slows your enemies.[34]
  • Duration: 10 Sec.
  • Cooldown: 30 Sec.
Hemorrhage For the duration of this stance, any hit will apply a debuff to your enemies, dealing damage to them with every step they take.[35]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
Lifesteal For the duration of this stance, your successful attacks will steal life from your foes, and render it unto you.[36]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
Mana Steal For the duration of this stance, your attacks will steal mana from your foes, and render it unto you.[37]
  • Duration: 10 sec
  • Cooldown: 10 sec
Miasma After you activate this spell, your next arrow will summon a dark miasma that clings to any foes that touch it, dealing damage over time.[38]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
Stamina Drain For the duration of this stance, your attacks will drain your opponent's stamina and stop their stamina regen for 5 seconds.[39]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
Stillblade ability For the duration of this stance, your attacks will slow your opponent's movements.[40]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
Warp Space For the duration of this spell, any successful hit will swap your location with that of your target.[41]
  • Duration: 10 sec
  • Cooldown: 10 sec

Ashes of Creation Apocalypse active blocking

There is a Shield in Ashes of Creation Apocalypse that has its own hit box with hit points (HP). This shield can actively block projectiles.[42]

Gear slots

There are 16 gear slots in Ashes of Creation:[44]

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.[45]

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.[45]Steven Sharif

Rangers are going to have a minimum distance requirement where they are eligible to use their ranged weapons.[46]

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.[46]Steven Sharif

Melee weapons

Melee weapons have a maximum range of effect.[46]

Dual wielding

Dual wielding will be permitted for one handed weapons.[47]

Weapon swapping

The ability to swap weapons while in combat will be decided based on testing.[50]

  • An early iteration of Alpha-1 has weapon swapping while in combat.[51]

Players cannot switch gear (Armor) while in combat.[52]

Guns and gunpowder

Gunpowder (black powder) weapons will not be present in Ashes of Creation.[53]

Weaponry such as Potion launchers, Siege weapons and weapons used in Naval combat are based on the arcane arts.[54]

As we said in the past, were not really about that black powder life. Instead it's really going to be focused on the arcane arts: The elements; the use of radiance and darkness; and then those being employed in larger weaponry, such as the type of siege weaponry between ship battles as well as those and sieges. A potion launcher is an example of the arcane energies that can be mastered in order to facilitate these highly destructive alchemical blends that can be created.[54]Steven Sharif

Weapon progression

Weapons will have their own progression paths and their own applicable types of skills.[16]

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.[55]Steven Sharif

Gear enhancement

Gear enhancements (power stones/runes) can be applied to weapons to add elemental or energy types of damage.[55][56]

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.[56]Jeffrey Bard


Enchanting services are sold at player stalls.[57]

There are two types of enchantments for items: Vertical and horizontal.[60]

  • Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses.[60]
    • 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.[60]
    • 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.

Power creep

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the marketplace that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[61]Steven Sharif

Weapon skills

Weapons and Armor are tied to skills in Ashes of Creation Apocalypse.[62]

  • Swapping between weapons will allow players to access the different skills on their hotbar.[62]
  • Certain armor pieces have utility and defensive skills, such as like Camouflage, Polymorph and Battlefield wall.[62]
  • Weapons are tied to one specific skill in early testing, but this may change.[63]

Weapons will have skills associated with them and they'll will rest on a hot bar and you can swap between the weapons on the hot bar and that'll allow you to access the different skills. Additionally the breastplate, the leggings: Those also have skills associated with them those are more utility and defensive abilities, such as like camouflage, polymorph, battlefield wall; that kind of stuff. Those are on the armor pieces and then they are associated with right now the VC hotkeys for their abilities.[62]Steven Sharif

Right now weapons are tied to one specific skill; and you know that's just again because we're so early in alpha 1; but well probably be changing that as we continue to iterate and test.[62]Steven Sharif

Class kits

Class kits come into play during the testing of Ashes of Creation Apocalypse castle sieges.[64]

  • These test the class structure for action combat, allowing players gain access to skills for their chosen class.[64]
  • Base class skills are selected from a host of available skills for that class.[64]
  • Weapon skills are applied to augment a class' base skills.[64]
  • Support is going to focus around offering buffs and/or debuffs based on proximity to the class as well as based on projectile use.[66]
    • Target a location to launch a projectile and on impact will grant buffs to allies and debuffs to enemies.[66]
    • Healing skills are proximity based: Centered on self or centered on projectile impact.[67][66]
    • There will be healing potion bursts (healing grenades) that will grant life to allies.[66]

Class kits come into play with the castle siege mode. So when Castle sieges get implemented- which shouldn't be too far in the into the alpha-1- that's when we will implement the class structure for action combat and start playing with these class kits where you join in a particular class and you immediately have access to certain class specific skills. Class skills that you can predetermine as well from a host of skills to select from; and then those will be your base class skills you have access to; and then if you pick up weapons they'll augment those skills.[64]Steven Sharif

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).[68]

  • Each weapon use ability has a unique keystroke time-frame that initiates upon weapon use.[68]
  • The precision system (hitting within the red area) activates the skill.[68]
  • The skill can then combo into other weapon use abilities.[68]
  • Hitting within the red area focuses energy into a player's ultimate skill.[68]

The weapon held in the main hand slot determines the active weapon ability.[45]

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.[69]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.[70][71] Prepares four arrows.[71] Prepared shot works on all arrow attacks.[71]
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.[72] - -
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.[73] - -
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.[74] - -

Weapon use ability status

A revised weapon use combo system may be present in Ashes of Creation Apocalypse.[75]

The weapon use ability that was originally shown at PAX West 2017 was reduced to a basic form in Alpha-0.[76]

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.[76]Akil Hooper

Legendary items

Discovery of legendary items will unlock further chapters of the Lore.[77]

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.[78]

A legendary weapon is easily distinguished by its visual appearance.[79]

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.[79]Steven Sharif

Obtaining a legendary item will not be RNG based. It will entail obtaining construction components from various progression pathways.[79]

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.[79]Steven Sharif

Legendary items are not intended to be temporary.[80]

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.[80]Steven Sharif

Gear sets

Alpha-1 Base leather armor set concept art.[82]

Gear sets (also known as tier sets) are a part of Ashes of Creation.[83]

  • 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.[84]
  • Certain set bonuses may trade off core gear stats.[84]
  • Racial appearance of gear sets is tied to the character model of that race.[20]

Gear appearance

Gear will have appearance slots (Transmutation/Transmog/cosmetic slots) that are used to copy the appearance of an item (in some cases).[85][83]

  • Cosmetic slots can be toggled on or off.[86]

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.[87]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.[87]Jeffrey Bard

Ashes of Creation Apocalypse weapon variants

The first chapter of Apocalypse is The Exodus. It takes part in the initial stages of the fall and sets the scene for upcoming chapters.[95]

You're going to have an adventuring path and that adventuring path is going to come with weekly quests and daily quests that you can participate in that will be available for the Castle sieges for the Horde and for the Battle Royale; and as you complete these quests you're going to gain experience; and right now you have up to 50 levels, which matches the intended cap for Ashes of Creation. Fifty levels of the adventure path that you can advance in; and as you advance in each of these levels you're going to be unlocking certain assets, such as these weapon skins. Now the great thing about player's progress in Apocalypse is that you will share the same account from Apocalypse to Ashes of Creation the MMORPG and anything that you earn in Apocalypse will be in Ashes of Creation the MMORPG- a unique as a skin exactly: A skin that you will have access to for helping us test write Apocalypse and preparing these different Alpha and Beta stages for Ashes of Creation.[97]Steven Sharif

Kickstarter weapon skins

Kickstarter backers will receive a unique weapon skin.[98]

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

Summoned weapons

Classes with a Summoner secondary may grant augmented skills that summon weapons. These summoned weapons are not able to be equipped.[99]

  • The word "equip" only applies to items. There are currently no plans to include summoning items into a player's inventory or character slots. It may however be possible to change the appearance and damage type/data of a weapon through the use of a spell.[100]
  • There are summoned weapons that appear as a spell VFX to damage opponents for a period of time.[101] These will not be able to be wielded, since weilding implies an item in a character equipment slot.[102]


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. Rapiers.png
  12. Livestream, 15 December 2017 (59:49).
  13. weapon augments.png
  14. class weapons.png
  15. Livestream, 9 February 2018 (47:05).
  16. 16.0 16.1 16.2 Livestream, 4 May 2018 (45:37).
  17. Livestream, 26 May 2017 (44:11).
  18. Livestream, 26 May 2017 (20:46).
  19. 19.0 19.1 19.2 19.3 Podcast, 4 August 2018 (53:43).
  20. 20.0 20.1 20.2 Podcast, 4 August 2018 (55:17).
  21. 21.0 21.1 Livestream, 27 September 2018 (22:02).
  22. 22.0 22.1 22.2 Interview, 20 October 2018 (2:24:21).
  23. Alacrity.png
  24. Bolt of Revealing.png
  25. Chain Lightning.png
  26. Livestream, 17 August 2018 (18:19).
  27. Interview, 17 August 2018 (6:03).
  28. Chaos Meteor.png
  29. Crimson Blast.png
  30. Darkness.png
  31. Divine Light.png
  32. Divine Protection.png
  33. Livestream, 17 August 2018 (7:49).
  34. Frost Potion.png
  35. Hemorrhage.png
  36. Lifesteal.png
  37. Mana Steal.png
  38. Miasma.png
  39. Stamina Drain.png
  40. Stillblade ability.png
  41. Warp Space.png
  42. shieldactiveblockA1.png
  43. Livestream, 9 February 2018 (7:31).
  44. Livestream, 28 July 2017 (24:54).
  45. 45.0 45.1 45.2 45.3 45.4 Interview, 11 May 2018 (16:32).
  46. 46.0 46.1 46.2 Livestream, 30 June 2017 (47:14).
  47. Livestream, 16 June 2017 (40:06).
  48. Livestream, 28 July 2017 (33:36).
  49. Video, 17 August 2018 (0:01).
  50. Podcast, 4 August 2018 (1:16:10).
  51. Interview, 17 August 2018 (6:32).
  52. Livestream, 28 July 2017 (34:32).
  53. Livestream, 16 June 2017 (43:01).
  54. 54.0 54.1 54.2 54.3 Interview, 17 August 2018 (17:57).
  55. 55.0 55.1 55.2 55.3 55.4 55.5 Livestream, 4 June 2018 (1:11:19).
  56. 56.0 56.1 Livestream, 4 June 2018 (21:37).
  57. Livestream, 17 May 2017 (58:55).
  58. Rng crafting.jpg
  59. Livestream, 5 May 2017 (20:41).
  60. 60.0 60.1 60.2 enchanting.png
  61. Interview, 20 October 2018 (2:53:52).
  62. 62.0 62.1 62.2 62.3 62.4 Interview, 17 August 2018 (6:53).
  63. Interview, 17 August 2018 (7:52).
  64. 64.0 64.1 64.2 64.3 64.4 Interview, 17 August 2018 (8:16).
  65. Interview, 20 October 2018 (11:38).
  66. 66.0 66.1 66.2 66.3 Interview, 6 December 2018 (2:04).
  67. Interview, 17 August 2018 (12:05).
  68. 68.0 68.1 68.2 68.3 68.4 Livestream, 30 June 2017 (26:47).
  69. Podcast, 11 May 2018 (54:40).
  70. PAX West 2017 Ranger poster.
  71. 71.0 71.1 71.2 Livestream, 16 October 2017 (45:21).
  72. PAX West 2017 Tank poster.
  73. PAX West 2017 Mage poster.
  74. PAX West 2017 Cleric poster.
  75. Podcast, 11 May 2018 (57:42).
  76. 76.0 76.1 Livestream, 18 January 2018 (22:46).
  77. Livestream, 19 May 2017 (44:18).
  78. Livestream, 15 May 2017 (38:08).
  79. 79.0 79.1 79.2 79.3 Livestream, 8 April 2018 (PM) (55:49).
  80. 80.0 80.1 Livestream, 9 July 2018 (25:34).
  81. Livestream, 8 April 2018 (PM) (51:49).
  82. alpha-1-base-leather-set-concept.png
  83. 83.0 83.1 Livestream, 17 November 2017 (22:33).
  84. 84.0 84.1 Livestream, 17 November 2017 (56:07).
  85. Interview, 24 August 2018 (5:28).
  86. Livestream, 9 February 2018 (50:29).
  87. 87.0 87.1 87.2 Livestream, 26 May 2017 (19:51).
  88. oversized.jpg
  89. Livestream, 18 July 2017 (54:56).
  90. Livestream, 28 July 2017 (9:47).
  91. helmet.jpg
  92. Sparkly.jpg
  93. Livestream, 3 September 2017 (48:56).
  94. 94.0 94.1 94.2 2018-12-08 Newsletter.
  95. 95.0 95.1 Livestream, 6 December 2018 (28:45).
  96. Livestream, 6 December 2018 (33:55).
  97. 97.0 97.1 97.2 Livestream, 6 December 2018 (26:12).
  98. May The 4th, Be With You... And also some skins.
  99. fightersummoner.png
  100. summoned weapons.png
  101. summoned weapons 2.png
  102. summoned weapons 3.png