Gear appearance

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Dünir tier 5 in-game achievable plate armor 3D turntable.[2]

The Dünir are suited up for battle with these in-game unlockable tier five armor pieces![2]

Alpha-1 female plate armor 3D render.[3]

We want to be realistic with the application of particular types of armor, such as plate armor. In this regard for the different sexes there's a fine line that has to be drawn between accentuating the form of the sex as well as making it somewhat realistic and actually applicable to the environment.[3]Steven Sharif

  • Armor will not be overly sexual in appearance.[3][5]
    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 an immersive issue.[4]Steven Sharif
    • Some armor and costumes will be more revealing than others, but there will not be nudity in the game.[7]
    There might be sliders, but there are not gonna be naked sliders.[7]Steven Sharif
Each race is getting its custom geo pieces, which then will share thematic components such as color palette, attachments, design filigree. Those types of things will get shared across the geo but generally you're going to see unique races with unique geo.[11]Steven Sharif
  • Cosmetics can be used by all races but there may be slight variations to make them work with the body builds of each race.[16]
  • Hair will likely be masked if helmet display is toggled on.[21]

Appearance slots/Transmogs

Gear will have appearance slots (Transmutation/Transmog/cosmetic slots) that are used to copy the appearance of an item (in some cases).[25][26]

  • There are rules when applying cosmetics to specific items, unlike costumes, which don't have level restrictions.[27]
  • Cosmetic slots can be toggled on or off on their character by the player.[28]
  • A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[29][30]
Cosmetics, whether purchased from the shop or earned in game, are an important component of MMORPGS I personally enjoy; and there's a lot of collectors out there who spend a great deal of time either in-game achieving these things or spend money purchasing them from the cosmetic only marketplace; and we don't want to demean or reduce that achievement or that expenditure. So it's going to be situational where the default appearance will be applied and can be activated.[29]Steven Sharif

Racial weapons and armor

Armor racial appearances in early Alpha-1.[31]

Violet light and myself are wearing exactly the same armor set right: Same stats, same everything, but it drops for her it looks one way, it drops for me it looks another way; and... a small part of that is gender, but then the other part of it is race. So because I was a Vaelune in that playthrough my armor was in the Vaelune style; and when she picked it up it was in the elven style because she was an elf. So that gives you an example of sort of the breadth of looks that we're going for and how we try to capture like who you are as as a character and allow you to build your look that way.[32]Jeffrey Bard

Dünir and Empyrean racially styled armor concept art by Keith Kovach.[33]

We have essentially sets that exist across all races; and each race that dons those armor sets is going to have their own racial influence on the presentation of those particular sets. So that's something that's unique in how each of the races get diversified.[34]Steven Sharif

Weapons and armor are not race locked, but armor will take on a racial appearance.[34][35][36]

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.[9]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.[9]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 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 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.[37]Steven Sharif
Q: Since a single armor set will look different on each race, how will we have large varieties of in-game achievable gear for each race if we have to make nine different looks for each set?
A: The approach for that is to create a modular piece set for armor creation; and the way we achieve that is by two steps: So, on the modeling side, each race has these geo sets basically where you're creating pieces of the armor for heavy plate armor, for medium, for robes; and you get to grab those modular pieces and mix and match as design makes a request for a particular set to the art teams. So, design comes along and they say, "hey we have a theme for a set that we want to create", so let's use Carphin in that example; and that theme from design's standpoint is going to include color, it's going to include materials, it's going to have an etymology for the set to give a background so that they can incorporate certain types of attachments- whatever they want to include on the art side. Then, the character team says, "okay let's take our base sets of geo and let's mix and match those pieces to create the Carphin set and then we're going to do a materials pass on it, and then we're going to do a color pass on it"; and that way we have a lot of essentially pieces of the puzzle to create these many different unique sets. Now we can also deform pieces across from race to race. So, even if we create unique geo on a per-race basis, we can grab the pauldron from the Human set and put it onto the Vek representation; and the end game there is that we have a particular set, for example Carphin, and that Carphin is communicating the theme; and when you don the armor for the Carphin set- you've acquired the Carphin set and you put it on- it is going to look Vek if you're a Vek. It is going to look Kaelar if you're a Kaelar, but it is still going to have the identity and the theme of the Carphin set.[8]Steven Sharif

Crafted items

Crafting UI. Alpha-1 screenshot. Image credit: Guild:Overlord

Crafted items (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[38][39][40][41][42][43]

Crafted gear in the game is the best gear... One thing that I'm not a fan of is that you develop a crafting system in a game and you've spent a lot of time making this from a material and resource perspective. All the tables that you can receive, all the connectivity in the economy and how crafting is associated with the game; and then you undermine the crafting entirely by presenting a separate route of gear acquisition that is on-par with the crafting efforts. So here you have these people who are acquiring all of the resources getting, all the recipes, leveling up their professions and then everything they make is less or equal to anything you could just have chosen the easier path of and gone down the questing and received the best gear. So what we do focus on is that crafters make the best shit. Excuse me, the best things.[41]Steven Sharif
That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be dictated based on the mastery level of the particular crafter; and the higher they become a master of those professions, whether it be for armor or for weapons or for accessories, they're going to have some agency and put their mark on essentially what items they're introducing into the economy.[51]Steven Sharif
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.[54]

Skins

Cinderhorn Steer pre-order pack cosmetic mount skin.[55]

Providing these limited options that collectors out there like when it comes to achieving and/or purchasing cosmetics. It means something I think when players make that decision to purchase or they go through the rigorous portion of achieving those things in game that it is not just everywhere around them and becomes meaningless at that point.[56]Steven Sharif

Accessories/armor, Buildings, Caravans, Mounts, Pets, and Ships sold in the cosmetic store are skins.[57][58][59]

Owning cosmetics does not guarantee the acquisition of the item the cosmetic can be used on. Players must still achieve the corresponding item/building.[61]Steven Sharif
  • The lore on store cosmetics is flavor text.[60]
  • The best skins will be in-game achievable.[68]
The best skins will be in-game achievable (obviously “best” is subjective, so I’d say the most ornate and detailed/unique).[68]Steven Sharif

Cosmetic store

Ashes of Creation cosmetic store.[69]

There is going to be legendary cosmetics that can be earned and achieved in the game through the game systems, but that's going to take a significant amount of effort and work; and those cosmetics are going to be on-par with the cosmetics offered in the marketplace... What that does is it provides additional revenue to the company so that we can continue to fund the development of content as well and bridge the divide that not having a box cost would have and not having any pay-to-win mechanics whatsoever.[70]Steven Sharif

The Cosmetic store enables players to purchase Cosmetics for use in Ashes of Creation.[17] The cosmetic store offers limited time, limited quantity items to help sustain game development.[71]

  • Equitable cosmetics, both from a quantity and quality standpoint, are achievable through in-game means.[71]
  • Nothing in the cosmetic store will be pay to win.[72]

Nothing in our shop will ever be pay to win as we believe this practice greatly hurts the MMORPG genre.[72]

  • Cash shop cosmetics will offer a diverse selection of unique looks.[73]

I want to incentivize purchase in the cosmetic shop for sustainability of what expansions we have intended, since we are not a box cost. I want to incentivize purchase by offering limited items: limited time, limited quantity, so you have confidence that when you purchase them, they won't be offered later on in some other way.[71]Steven Sharif

  • All cosmetic store items will be non-tradeable.[74] There will be no gifting mechanism for cosmetic items.[75]

I don't want cosmetic items that can be purchased from the market to be transferable... because it is in a way a transfer of money for potentially something in-game.[75]Steven Sharif

Artistic style

Ren'Kai architecture concept art.[76]

Part of the biome that the Ren'Kai are accustomed to is a more swamp or marsh oriented, so they have these almost stilt-like foundations on some of the assets because they're intended to sit above that marsh.[76]Steven Sharif

Ashes of Creation will have a higher graphical fidelity than most western games. It will not be too stylized or "cartoony".[77]

We can push the limits a little bit on the graphical fidelity, especially using Unreal Engine 4... My desire was not to see very cartoony games. I'm not a big fan of highly stylized art.[77]Steven Sharif
It's not to say that people can't do steampunk well. I've enjoyed some steampunk stuff. I'm a very high fantasy oriented type of storyteller; and the inspiration for Ashes obviously comes from my pathfinder campaigns that I ran long ago; and those are always set in a high fantasy world. So it just compromises what I believe is the perspective of the storytelling in the environment.[78]Steven Sharif
We do not use AI for production, except in unique internal cases when communicating fast reference material.[79]Steven Sharif

Attachments

Attachments are able to be unlocked as flair pieces to armor to create a customizable look.[80]

  • There will be hundreds of attachments available ranging from a small clasp to the front plate of a breast plate.[80]

Gear slots

Alpha-2 Level 30 Mage character sheet UI.[81]

We wanted to create something that would handle a couple of different roles, with obviously your equipment slots for what we call a "paper doll", which is that display of your character. Eventually it won't just be a image of your character, we hope to have the 3D character and be able to rotate around, look at what you're wearing. And then we wanted to support a couple of different features here, with some base stats; the equipment, which will show what equipment you have available to quick swap, so you don't have to have your inventory and the screen open; detailed stats for those people who want to get into all of the details; and then of course gear sets. So this is going to be able to swap to your sets of gear quickly; and being able to save different loadouts.[82]Colby Marchi

There are multiple gear slots in Ashes of Creation.[82]

  • Previously it was stated there were 16 gear slots.[92]

Gear appearance priority

Players can set the appearance priority for the items they wish to show in their Back and Belt slots.[85][91][103]

  • Only one item can show at a time, and that is determined by player choice.[22]

Ranged weapons

A character may equip up to two hand weapons and also wear a ranged weapon on their back.[87][89][22]

Melee weapons

Low-level shield, one-handed mace, and two-handed staff 3D renders from Alpha-2.[110]

You can see by the quality of these types of weapons: these are relatively lower level. These are some of the earliest types of weapons and or gear that you can acquire within Ashes of Creation.[110]Steven Sharif

Melee weapons and abilities have a maximum range of effect.[111][107]

  • There are two melee weapon slots: One on each side of a character's belt.[22]

Dual wielding

Dual wielding will be permitted for selected one handed weapons, such as Daggers, Maces, and Swords.[113][114][115]

Q: How will animations work while dual wielding weapons of A) a different type, for example an axe and a dagger; or B) different weapon speeds?
A: Dual weapons will have their own animation sets; and... there will be a limited selection of which weapons can be dual weapons. Players will make that selection. They'll create those dual weapons as as bespoke single items that when equipped will occupy both the main and offhand; and then how we handle the attack speeds is we offer animations at a particular speed and then we adjust that with a modifier based on whatever is influencing that: either increase or slow down in speed.[114]Steven Sharif

Switching gear

There will be a loadout system that you can use in your inventory to help manage those different types of set that you can customize. So you can do a simple hotkey press and be able to swap your armors, out of combat of course, with a single button click.[45]Steven Sharif
You may not swap armor when you're in combat, but you may swap your weapons; and there's obviously a few reasons of why this can be important: We're a itemization agnostic class design, so players equip with items that there are most necessary based on the adversary or the challenge that they're facing; and so we want that to be available for players to swap with weapons.[122]Steven Sharif

Gear inspection/ Threat assessment

You decide to gank the player, but find out that you have been ambushed![127]

Players will have a buff on their nameplate that indicates the gear set they are wearing. Other players will be able to see this buff by targeting that player at a distance.[128][129][130]

You can target a player. You're going to see what type of armor they have based on a buff they have available to them because obviously cosmetics can change appearance. You might have different silhouettes as a result of that.[131]Steven Sharif
When you see a player approaching you and they're wearing a transmog you don't know if that person is a high damage mitigation against physical damage or against magical damage and essentially the way we overcome that is through you being able to target a player at a distance and they will have a buff that's present on them that you will see, which indicates that essentially the piece set that they are wearing. It is important for players to be able to ascertain from a threat assessment standpoint what they're going up against if they're actively checking that, and that will be available.[130]Steven Sharif

Character nameplate

Nameplate in the Alpha-2 party UI.[135]

The icon in the corner next to Steven's nameplate: that little icon is actually his secondary archetype that he hasn't unlocked.[136]Margaret Krohn

Alpha-2 nameplates, targeting plates, and raid frame UI.[137]

There have been some updates to a little bit of the nameplates that Colby and the UI team have implemented, as well as some of the targeting plates as well.[137]Steven Sharif

Nameplates are displayed above the head.[138]

You can set nameplates to always appear. You can set it to only appear on targets. You can set it to only appear on targets that have taken damage. You can set it to only appear on targets that are aggroing you or your party members. You can set it for your allies, for yourself, for whatever: There's a lot of highly customizable options that are currently in the game.[149]Steven Sharif

Gear sets

2nd Sword Division non-cosmetic gear set 3D renders. 3D model by Keith Kovach.[153]

Not all armor sets will be the cookie cutter set. They will have the influences from the crafter available in it, if it's a crafted set.[49]Steven Sharif

Equipping the Titanbark gear set in Alpha-2.[154]

We're going relatively traditional in the gear access points by being driven by level tier that players will have access to. So as you advance in your adventuring class you will begin to unlock the ability to equip gear of a higher level.[155]Steven Sharif

Gear sets (also known as tier sets) are a part of Ashes of Creation.[156][155][26]

Q: How often will armor be part of an entire armor set with other cosmetically matching pieces versus unique armor pieces that don't match or go along with anything else in the game?
A: There is a balance of both set pieces and non-set pieces and usually you're going to see at higher grades within a tier are going to be more predominantly set driven; and the lower interstitial power levels of the gear for that tier are the potentially bespoke pieces; and obviously those pieces are catered around a number of different interactions, such as ones you get from quests, ones that you get from drops, ones that you can craft, ones that you get from legendary bosses, ones that you get from guild-oriented tasks, or in-game favor and unique currencies. So there's different types of acquisition models and each of them has a spattering of either bespoke pieces or set-oriented pieces; and there are even varying levels of set pieces as well. So you might have a full eight piece set, or a three-piece set, or a five piece set, depending on where it lives within the tier.[156]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • There are passive abilities that can be chosen to become more adept with certain set types.[26]
  • There will be viable non-set builds.[158]

Item creation suite

An "item creation suite" that allows crafters to create unique appearances for items has been discussed as a future possibility.[159]

Racial skins

Racial skins are cosmetics that enable a player to change their character's racial appearance.[160][61][161][162]

  • Racial skins transform the appearance of the character to that skin. The original racial appearance of the character is entirely replaced.[160]
  • There are plans to create other racial skins.[46]
  • Some potential future ideas include undead and werewolf (lycan) skins.[166]
  • Racial skins can be toggled on and off.[162]
You're changing your race over to that, which means that you won't look uniquely different if you were a Vek angel or a Human angel.[160]Steven Sharif

Read more...

Costumes

Vestments of the Runecarvers pre-order pack cosmetic costume.[167]

The costume cosmetics that are included in each month's pre-order set are indeed a full piece, and when you put it on it will cover your entire appearance. You will not be able to mix and match/toggle those pieces individually (other than your helmet) when you're wearing the entire costume. This is partially why there is a separate category for accessories - those are able to be worn/equipped on a more individualized basis, so you can mix and match to your liking![168]Sarah Flanagan

Costumes were available for purchase from the cosmetic store.[169]

Full costumes do not mix and match pieces.[174]Steven Sharif

Read more...

Kickstarter weapon skins

Kickstarter backers will receive a unique weapon skin.[180]

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

Backer only armor skin

All Kickstarter backers receive a unique armor skin set.[181]

Visuals

See also

References

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  134. Livestream, July 28, 2017 (23:20).
  135. Video, March 31, 2023 (10:09).
  136. 136.0 136.1 136.2 Livestream, March 31, 2023 (56:44).
  137. 137.0 137.1 Video, May 31, 2023 (11:13).
  138. 138.0 138.1 Interview, May 11, 2018 (2:45).
  139. Livestream, May 22, 2017 (51:00).
  140. 140.0 140.1 Livestream, May 31, 2024 (1:59:02).
  141. 141.0 141.1 Livestream, January 31, 2024 (59:45).
  142. [X.com - Hidden HP Values. X.com - Hidden HP Values.]
  143. Livestream, July 30, 2021 (1:10:34).
  144. Livestream, July 25, 2020 (1:33:37).
  145. Livestream, January 30, 2020 (1:40:48).
  146. Livestream, January 27, 2023 (1:08:45).
  147. Livestream, October 14, 2022 (48:45).
  148. Livestream, September 30, 2022 (1:23:28).
  149. 149.0 149.1 Livestream, March 29, 2024 (2:06:06).
  150. Livestream, December 2, 2022 (1:03:28).
  151. Livestream, January 29, 2021 (1:21:01).
  152. 152.0 152.1 Livestream, January 27, 2023 (1:09:36).
  153. Livestream, June 30, 2023 (1:30:40).
  154. Video, January 27, 2023 (45:46).
  155. 155.0 155.1 155.2 Livestream, November 30, 2020 (54:29).
  156. 156.0 156.1 156.2 156.3 Livestream, July 28, 2023 (1:22:48).
  157. 157.0 157.1 Livestream, April 30, 2021 (41:18).
  158. Livestream, November 17, 2017 (56:07).
  159. Livestream, May 24, 2017 (24:20).
  160. 160.0 160.1 160.2 Livestream, May 29, 2020 (1:42:43).
  161. Livestream, May 12, 2017 (1:04:04).
  162. 162.0 162.1 cosmetic skins.jpg
  163. 163.0 163.1 Kickstarter 12k+ backers.
  164. character colors.jpg
  165. 165.0 165.1 costumes and skins.jpg
  166. Livestream, 2018-04-8 (AM) (4:47).
  167. Ashes of Creation Store: Vestments of the Runecarvers.
  168. 168.0 168.1 168.2 sarah-quote-cosmetics.png
  169. What is included with my Pre-Order package?
  170. costumes-weapons-quote.png
  171. steven-costumes.png
  172. costumes-1piece.png
  173. costumesaccessories.png
  174. 174.0 174.1 steven-costumes-1.png
  175. Forums - Livestream Q&A 2022-08-26.
  176. costume-gender.png
  177. Livestream, June 26, 2020 (1:42:55).
  178. headslot-hidden.png
  179. steven-hoods.png
  180. May The 4th, Be With You... And also some skins.
  181. Ashes of Creation Kickstarter.