Gear

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There are 16 gear slots in Ashes of Creation:[2]

Gear types

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[4]Steven Sharif

Ashes of Creation is a PvX game.[5] Players will naturally encounter both PvP and PvE elements.[6][7] It is unlikely that a player could purely focus on just PvP or just PvE.[7]

We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But you know it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[10]Steven Sharif

Weapon types

There is an even split between melee and ranged weapons.[11]

Armor types

Armor types in Ashes of Creation.

Modular armor

Kaelar base level Alpha-1 robe set.

You can kind of start to see like some of the components that we put together that we can mix and match and kind of make new armors from. This is kind of like the base chassis for all of that.[24]Jeffrey Bard

This is what we call our t-shirt and pants. So this gives you a perfect example of just how the most basic you'll ever look in alpha. So even our most basic look, we're really trying to bring it and put a lot of detail in it.[25]Mat Broome

Empyrean level 20 (tier 3) plate armor.[26]
Kaelar level 20 (tier 3) plate armor.[27]

Your base look for the character can be pretty boring, but what Steven gave us a challenge with from day one was to make sure even the base look, the t-shirt and pants, looked amazing... This is your zero character, if you will... Then you can go in and customize everything from the shoulder pads to the elbow pads, the belt that goes around them; do you want duel belts, you want to harness the clothes in the front. So every piece you see on here you can actually customize that at the front end. So what we do is we scale that up from zero, ten and twenty... We scale it up and we customize it; and then I want to really stress that each one of those looks as you progress is different. We're not just repurposing the same armor pieces. We're making unique sets that complement each other as you progress.[24]Mat Broome

Alpha-1 will have three different armor themes: Plate, leather and robe.[25]

You can actually have three different types of themes: You have plate, you'll have leather and you'll have robe. So for every armor set that we're showing at each one of those tiers, you're actually gonna have nine unique looks to pick from.[25]Mat Broome

Gear sets

Alpha-1 Base leather armor set concept art.[28]

Gear sets (also known as tier sets) are a part of Ashes of Creation.[29]

  • 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.[30]
  • Certain set bonuses may trade off core gear stats.[30]
  • Racial appearance of gear sets is tied to the character model of that race.[31]

Gear binding

There may be some gear binding (BoE or BoP) but it will be an exception rather than the rule, as this doesn't facilitate the objectives for the economy.[32]

A lot of what we experienced in games that usually come before us is that many things our account bound and they're soulbound to your character... Instead very little here is character bound. Very very little. The vast majority of gear- yes you will get quest related gear as rewards- but it won't be let's say one set in one dungeon and you must run the dungeon over and over. Instead we want to really emphasize the reliance on the economy and crafters and gatherers and processors to support a majority of the gear structure in-game, combined with that of world raid bosses and dungeon bosses; not a repetitive quest line through a single dungeon.[33]Steven Sharif

Grinding

Repetition will not be part of progression in Ashes of Creation.[34]

  • There will be no "grindy" quests.[34]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[33]
  • The aspiration is to have more things to do in the game than a player has time to do.[34]

Gear enhancement

Gear enhancements (power stones/runes) can be applied to weapons add elemental or energy types of damage.[35][36]

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.[36]Jeffrey Bard

Enchanting

Enchanting services are sold at player stalls.[37]

There are two types of enchantments for items: Vertical and horizontal.[40]

  • Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses.[40]
    • 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.[40]
    • 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.

Gear appearance

Gear will have appearance slots (Transmutation/Transmog/cosmetic slots) that are used to copy the appearance of an item (in some cases).[41][29]

  • Cosmetic slots can be toggled on or off.[43]

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.[44]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.[44]Jeffrey Bard

Items on back and belt

Pre-alpha Mage showing items worn on their belt.[50]

Items attached to a character's belt or back represent items they are in possession of. Players can set the appearance priority for the items they wish to show.[51][52]

There'll be a priority system behind that that'll determine... do I show the Bow if the Greatsword is unequipped or do I show the Polearm if the Greatsword is unequipped.[53]Jeffrey Bard

Item rendering

In-game rendering of dropped items (such as Gear and Currency) is not a planned feature.[54]

Class weapons and armor

Weapons and armor are not class locked, but certain classes are more efficient with certain types of weapons or armor.[55][56] Certain abilities require certain items to be equipped.[57]

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.[58]Steven Sharif

Racial weapons and armor

Weapons and armor are not race locked, but armor will take on a racial appearance.[59][60]

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.[42]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.[42]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.[31]Steven Sharif

Crafted gear

Crafted items will be on par with best in slot items.[61]

We believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[65]

Item creation suite

An "item creation suite" that allows crafters to create unique appearances for items has been discussed as a future possibility.[66]

Racial skins

Racial skins enable a player to change their character's racial appearance.[67][68]

  • Racial skins can be toggled on and off.[68]

Racial skins are not costumes. This means that armor and character customization is possible on these.[69]

  • Skin color customization.[70]
  • Racial skins appear along with any costume appearances.[71]

There may be plans to create other racial template skins, such as undead or werewolf skins in future, but there is no commitment to do so.[72]

Costumes

Costumes are available for purchase from the cosmetic store.

  • Costumes are not gender locked.[74]

Dyeable items

Dyes only affect tagged portions of armor or cosmetic items.[75]

  • The dyeability of costumes depends on the specific costume.

Outside of wanting to keep maybe some identity from a lore perspective; for example if you have like a white lion's suit of armor, you may not want that white lion suit of armor to be black or blue. So, it's possible. It depends on the costume itself.[75]Steven Sharif

Gear inspection

Gear inspection may be on an "opt-in" basis.[76]

Being by default able to see a person's "gear score" / equipment list... may cause unwelcome behavior.[76]

Item durability

There is item durability (item decay) in Ashes of Creation.[77] Zero percent durability will unequip an item, increasing its repair costs.[78]

There is durability in the game... It's not going to be a trivial durability. There is a potential to destroy gear (weapons and armor), but there is also an ability to reforge that destroyed gear using a portion of the materials necessary as well as finding an item creator who can reforge it.[77]

Item repair

Legendary items

Discovery of legendary items will unlock further chapters of the Lore.[80]

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.[81]

A legendary weapon is easily distinguished by its visual appearance.[82]

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.[82]Steven Sharif

Obtaining a legendary item will not be RNG based. It will entail obtaining construction components from various progression pathways.[82]

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.[82]Steven Sharif

Legendary items are not intended to be temporary.[83]

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.[83]Steven Sharif

Relics

Node relic.[85] This is a protective relic that is preventing an attack. Once stolen, it enables a siege against the metropolis.[86]

Relics are achievements for a node that unlock over time. They allow node citizens to craft certain legendary items and progress in certain legendary quest lines.[87]

Switching gear

The ability to swap weapons while in combat will be decided based on testing.[89]

  • An early iteration of Alpha-1 has weapon swapping while in combat.[90]

Players cannot switch gear (Armor) while in combat.[91]

Trading gear

There will be player to player trading in Ashes of Creation.[93][94]

Sharing gear with alts

There are no specific barriers to alts.[95] Gear will be able to be transferred between characters.[96]

Artwork

See also

References

  1. 1.0 1.1 1.2 1.3 1.4 Livestream, 9 February 2018 (7:31).
  2. Livestream, 28 July 2017 (24:54).
  3. screenshot 325.png
  4. Video, 16 April 2018 (1:32).
  5. PvX definition.
  6. 6.0 6.1 Livestream, 12 May 2017 (24:52).
  7. 7.0 7.1 7.2 7.3 Livestream, 5 May 2017 (33:25).
  8. Livestream, 15 May 2017 (14:05).
  9. pvx stats.png
  10. Livestream, 1 June 2017 (37:39).
  11. 11.00 11.01 11.02 11.03 11.04 11.05 11.06 11.07 11.08 11.09 11.10 Livestream, 24 May 2017 (14:15).
  12. clubs.png
  13. 13.0 13.1 Livestream, 4 May 2018 (33:56).
  14. Livestream, 28 July 2017 (45:21).
  15. Lances.jpg
  16. Livestream, 4 May 2018 (33:27).
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  18. Livestream, 15 December 2017 (59:49).
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  20. no capes!.jpg
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  22. 22.0 22.1 Livestream, 28 July 2017 (31:30).
  23. belt items.jpg
  24. 24.0 24.1 Livestream, 17 August 2018 (20:19).
  25. 25.0 25.1 25.2 Livestream, 17 August 2018 (22:59).
  26. Livestream, 17 August 2018 (22:33).
  27. Livestream, 17 August 2018 (22:58).
  28. alpha-1-base-leather-set-concept.png
  29. 29.0 29.1 Livestream, 17 November 2017 (22:33).
  30. 30.0 30.1 Livestream, 17 November 2017 (56:07).
  31. 31.0 31.1 31.2 Podcast, 4 August 2018 (55:17).
  32. Livestream, 15 May 2017 (13:06).
  33. 33.0 33.1 33.2 33.3 Interview, 24 August 2018 (4:15).
  34. 34.0 34.1 34.2 Livestream, 15 May 2017 (26:13).
  35. Livestream, 4 June 2018 (1:11:19).
  36. 36.0 36.1 Livestream, 4 June 2018 (21:37).
  37. Livestream, 17 May 2017 (58:55).
  38. Rng crafting.jpg
  39. Livestream, 5 May 2017 (20:41).
  40. 40.0 40.1 40.2 enchanting.png
  41. Interview, 24 August 2018 (5:28).
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  44. 44.0 44.1 44.2 Livestream, 26 May 2017 (19:51).
  45. oversized.jpg
  46. Livestream, 18 July 2017 (54:56).
  47. Livestream, 28 July 2017 (9:47).
  48. Sparkly.jpg
  49. Livestream, 3 September 2017 (48:56).
  50. Video, 7 February 2017 (0:22).
  51. belt items.jpg
  52. stevenclarification.png
  53. Livestream, 4 June 2018 (19:48).
  54. Livestream, 24 May 2017 (13:19).
  55. weapon augments.png
  56. class weapons.png
  57. Livestream, 9 February 2018 (47:05).
  58. Livestream, 4 May 2018 (45:37).
  59. Livestream, 26 May 2017 (44:11).
  60. Livestream, 26 May 2017 (20:46).
  61. Livestream, 5 May 2017 (14:45).
  62. craftedbossloot.png
  63. Livestream, 24 May 2017 (24:19).
  64. craftersname.png
  65. About Ashes of Creation.
  66. Livestream, 24 May 2017 (24:20).
  67. Livestream, 12 May 2017 (1:04:04).
  68. 68.0 68.1 cosmetic skins.jpg
  69. Kickstarter 12k+ backers.
  70. character colors.jpg
  71. costumes and skins.jpg
  72. Livestream, 8 April 2018 (AM) (4:47).
  73. Ashes of Creation Store: Vestments of the Runecarvers.
  74. costume-gender.png
  75. 75.0 75.1 Livestream, 8 April 2018 (PM) (18:48).
  76. 76.0 76.1 Livestream, 28 July 2017 (23:20).
  77. 77.0 77.1 77.2 Podcast, 13 May 2017 (25:55).
  78. 78.0 78.1 Durability.jpg
  79. player stall repair.png
  80. Livestream, 19 May 2017 (44:18).
  81. Livestream, 15 May 2017 (38:08).
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  92. Ashes of Creation - The visuals.
  93. Livestream, 15 May 2017 (10:32).
  94. Livestream, 18 January 2018 (46:56).
  95. Livestream, 15 May 2017 (18:25).
  96. Livestream, 15 May 2017 (19:15).