Movement Speed
Movement Speed is a type of Combat Waterfall stat in Ashes of Creation.
- Increases movement speed. Each source of this stat adds together with others before being applied multiplicatively.
Armor characteristics

You're not going to get one set of armor that's going to be situationally relevant for every encounter you might face- that's crazy- and as a result of that you're going to have to succeed in acquiring sets that are situationally relevant for the types of encounters you are intending to face.[2] – Steven Sharif
Light, medium, and heavy armor weights have different characteristics.[3]
- Stat values will be predominately the same but may be able to be adjusted by crafters who are capable with that type of armor.[3]
- The stat values on armor can include both damage dealing and damage mitigation stats.[2]
- Certain armor types are going to have certain type of predominant stat values. So there's going to be certain waterfall stats and/or certain primary attributes that are available on certain armor types; and then if you want to have the one that's not more prominently available- those will be rare to get- you'll have to elicit the services of a crafter who's very capable within that particular type of armor in order to get the non-traditional stats and/or waterfalls available. So there's still the ability to get whatever on these but they're going to be more predetermined for certain types of stats and waterfalls.[3] – Steven Sharif
- Set bonuses are granted to wearers of exclusively one "type" of armor, for example: all cloth, or all plate.[3][3][4]
- There'll be certain types of set bonuses granted across specific full sets or partial sets of armor types. There will be a similar function in how damage is mitigated based on the type of armor you're wearing and how that relates to physical or magical incoming damage. So that's something to keep in mind. It's going to be situational what type of adversarial foe am I facing and what armor is the best against that to mitigate damage.[3] – Steven Sharif
- The "type" of armor (cloth, leather, plate) a character is predominantly wearing is visible in their nameplate.[3][5]
- There will be strengths and weaknesses for armor sets that opponents can exploit with gear enhancements, for example.[3]
- You're going to have certain strengths and weaknesses of armor sets and those can be specced into by your opponents. For example, I might place some type of elemental enhancements on my weapon that horizontally changes my outgoing damage and that's going to reflect based on the opponent on my target opponent and what type of armor they have available to them to counter that.[3] – Steven Sharif
- Itemization choice may potentially play into universal skill sets such as Dodge, Parry, and Active blocking.[3]
- We're playing a little bit with the idea of these universal skill sets, such as dodge, parry, block, active blocking, stuff like that; and progression within those areas. There is something to be said I think for incorporating itemization choice as part of that system as well; and how it might affect that system. That's something that I think is going to be coming up in the pitch phase here shortly from design as we implement those universal skills. So you can look out in the future for more information on that.[3] – Steven Sharif
Inventory (weight)

Inventory for A2 will exist in two categories, spatial and non-spatial. The spatial inventory system will only exist for materials and gatherables. The non-spatial system will be the normal single slot inventory that is used for all completed items IE gear, consumables etc.. The spatial system is intended to provide limitation and progression when everything in the open world is gatherable, requiring players to strategize which things they choose to gather or not. These spatial inventories will be shaped in various ways that make the bag types more conducive for certain types of gatherables allowing players to specialize their capacity. Auto sort is a feature[7] – Steven Sharif
Inventory capacity has quantity (stacking) limits based on the type of item.[8][9] Backpacks offer varying stack sizes and/or spatial inventory shapes that are optimized for carrying different items.[10][11]
- A player's inventory has sections for different types of items.[12] Quest items, for example, will not fill a player's regular inventory capacity.[13]
- Materials and resource bags have spatial ("Tetris" style) slots for items with different shapes and sizes.[14][7][15][16][17]
- The spatial inventory system is intended to mitigate the potential for players to diminish land management scores by stripping resources from particular zones as well as provide a challenging gameplay layer for players.[14][18]
- Inventory is split into two separate management systems. The first is your non-material, non-gatherable slots. Those are your standard single slot, not-space-constrained system that's a standard inventory: you just have a single slot, and you can pull completed items and/or consumables and quest items or whatever into that slot. And then, when you're talking about materials, specifically processed goods and gatherables: those exist within the Tetris type uh inventory system.[15] – Steven Sharif
- All those materials actually sorted nicely in the appropriate bags based on your stack sizes.[6] – Alex Khudoliy
- There will be a healthy number of slots for gear in a player's inventory.[19]
- Completed item inventory slots are not space constrained (by the tetris system).[15]
- Completed items, such as gear are also not subject to weight limits.[19]
- Gear loadouts can be swapped using a hotkey when out of combat.[19][20][21]
- Inventory capacity will be relatively limited for new characters.[13] Additional capacity may be increased by obtaining higher quality backpacks from crafters.[22][15][8]
- We want to have very unique progression when it comes to the construction of resource bags; and those resource bags will have certain benefits, like increasing stack size count of particular types of resources; or of having a additional delay time necessary to interface with with your corpse, should a player try to take the resources you might have dropped in PvP; or having passive benefits and unique structures of spacing that makes it more a better bag for wood gathering because woods are three-by-one; or a better bag for mining because mining is always two-by-two. The idea is to make your intent as a gatherer when you go out into the wild specific right not just that you're going out into the wild and gathering everything you can because it's there; and that's what we don't have like a labor system that limits it. We have a space constraint system so when you leave your node and you go out into the wild you need to be conscientious of what you're choosing to interact with and take resources for, because you have a limited space constraint to that degree.[15] – Steven Sharif
- Inventory capacity is subject to quantity rather than weight limits.[8]
- In my opinion, and this is of course subjective, but weight management is not a compelling mechanic for players to have to deal with in an MMO setting.[8] – Steven Sharif
- Players will have the ability to search for items they have stored in various locations (such as personal storage and node warehouses).[23]
- We want you to know where the things are; and then the meaningful aspect of that thing is traveling to those locations to access some of those things, particularly as it relates to materials and raw gatherables.[23] – Steven Sharif
- Inventories will be able to be sorted.[7]
- Q: Why did you go for a spatial inventory system for resources?
- A: There's a number of different methods that we can use in an effort to mitigate, or again throttle, the amount of success that players can have in any one trip out in the world. Now, we're using a combination of three things: We are using progression gating through your profession level; so you need to have a certain level to access certain resources. We are utilizing the spatial inventory space as a limitation on how much things you can gather before you need to go back to town. And then lastly we have a tool predicate where you need to have a tool that is relevant for the resource you're gathering; and those tools have a decay value after each use. Weight is obviously an approach that we could take if we wanted to limit. However, the spatial system works in concert with a number of other types of systems. For example, we want to have itemization drop on death specifically as it relates to material items; and we want there to be an additional layer above just weight that introduces complexity; and where there is complexity there is choice and there is strategy and there is planning required on behalf of the player in order to set themselves up for the best possible success in certain situations.[14] – Steven Sharif
- Mules can carry roughly 10 times more than backpacks. Caravans can carry roughly 10 times more than mules.[24]
- Inventory expansion and weight management training certificates are available in the Galleria at City stage economic nodes.[13][25]
Public transportation
There are multiple types of public transportation services where players can go AFK and be driven somewhere.[26][27]
- Players can visit a node building and pay a fee to be driven via road to another node on their land mount of choice.[28]
- Airships between metropolises.[29] This was previously stated to be between scientific metropolises.[30][27][32]
- It is possible that some public transportation services could be player-driven.[26]
- One of the nodes has the idea of an airship that can go from node to node and I'm certain that we will have harbors that do similar things with other node types... It might be something that could be player-driven... We're sure to have a taxi system where you load up a couple people and you drive them somewhere while you AFK.[26] – Jeffrey Bard
Summoning mounts
Mounts are items that players carry then activate to summon the mount nearby.[34]
- Mounts are generally able to be summoned during combat in the open-world.[35]
A mount can be an initiation vehicle; it can be an escape vehicle; it can be utility vehicle; it can be traversal.[35] – Steven Sharif
- Animal Husbandry mounts are summoned via an item that is obtainable from a stable (husbandry stall).[36]
Mounts are going to be items that you will be able to carry on your character and activate to summon the mount in front of you or near you; where you can then ride the mount.[34] – Steven Sharif
Right now we don't have it where the mount is separate from the player per-se. You automatically mount the mount when you summon it in the in the alpha. But in the future you'll be able to summon it and you won't have to automatically mount it. It'll just be standing next to you. It'll follow you around and then you'll be able to mount it.[37] – Steven Sharif
Fast travel
Fast travel is limited in Ashes of Creation. None of these fast travel methods allow transportation of gatherables or materials.[29][39]
- There is very little teleportation in the world. Some of that does get unlocked through metropolises of a certain type. Additionally there are mounts that are faster travel and there are services that are fast travel between nodes.[40] – Steven Sharif
- Scientific metropolises offer teleportation within their vassal network, which can extend across seas, and also include islands.[29][41][40]
- Flight paths between coastal nodes or nodes within specific regions.[29][30][26][31]
- Airships between metropolises.[29] This was previously stated to be between scientific metropolises.[30][27][32]
- Family summoning.[42]
Faster travel in Ashes of Creation refers to the use of player ridden mounts and flying automated creatures that connect certain nodes.[31]
Faster travel
Faster travel in Ashes of Creation refers to the use of player ridden mounts and automated creatures that connect certain nodes.[28][43][30][31]
- Public transportation via system driven land mounts or flying mounts.[28][29][30][26][31]
- There is not going to be any "go to waypoint" (auto-pathing) mechanics (outside of these mechanics).[40]
- There will be connection points between certain nodes via the use of like flying automated creatures that you can use.[31] – Steven Sharif
Estimated travel times
So why is travel important? We've talked about this in the past, the reasons why. We've all existed in games where teleportation is very easy to use and sometimes that can be a detriment because you may have activities like a caravan run that's happening and one person sees you from a certain guild and they do the raid callout to their guild "everyone open your portals and come here within a split second and we're going to just mob this group". No, well instead that opportunity doesn't exist. If you want to provoke or to gank an operation of another guild, you need to have foreknowledge. You need to prepare. You need to place your forces around that area; and that is an important aspect. In addition, it makes that travel meaningful. If you are having to spend time to move to a location, you're going to think about what can I do along the way? Why am I moving to that location? How is it more beneficial for me to be in that location versus where I am now? This is also in association with the fact that you are a citizen of a particular node and that node needs your assistance within its vicinity; and if you want to move outside of that vicinity there should be a really good reason for that and there's lots of great reasons for it.[44] – Steven Sharif
Travel objective | Running.[45] | Mounted.[45] |
---|---|---|
From one end of a Metropolis (stage 6) node to the other | 2.83 minutes | 1.67 minutes |
From the center of a node to the center of its direct neighbor | 5 minutes | 3.5 minutes |
From the northernmost to southernmost points of a continent | 75 minutes | 50 minutes |
Related items
Related skills
Skill | Icon | Origin | Description |
---|---|---|---|
Adrenaline | ![]() |
Rogue | Gain Adrenaline Usable without breaking Stealth. |
Berserk | ![]() |
Fighter | Consume your Combat Momentum rapidly, gaining 30% more physical power and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted. |
Call of the Wild | ![]() |
Ranger | Remove all Snared and Chilled statuses from the caster, and increase movement speed by 20% while becoming immune to all movement impairing effects for 8 seconds. |
Combat Momentum | ![]() |
Fighter | Generate 1 Combat Momentum when hitting targets. Weapon combo finishers generate 3 Combat Momentum plus an additional 1 per 10 the caster already has. Combat Momentum grants unique increasing stat bonuses based on the Combat Form you are currently in and how much momentum you have built. |
Escape Velocity | ![]() |
Universal | Gain 1% additional movement speed every second while sprinting while in combat. |
Escape Velocity Training II | ![]() |
Universal | Gain an additional 1% movement speed every second while sprinting while in combat. |
Escape Velocity Training III | ![]() |
Universal | Gain an additional 1% movement speed every second while sprinting while in combat. |
Focused Sprint | ![]() |
Universal | While sprinting, gain 100% resistance to Control effects. |
Form Of Celerity | ![]() |
Fighter | While in this form, the caster receives +2% Movement Speed per 10 Combat Momentum, up to a maximum of +20%. Overpower and Brutal Cleave apply Staggered to targets hit. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms. Triggers cooldown for 10 seconds when deactivated. |
Party Stride | ![]() |
Ranger | Applies Strider to all group members within 30 meters. Strider Increases ground movement speed of target by 10%. |
Second Wind | ![]() |
Universal | When sprint ends, regenerate 5 Stamina every 1 second for every 4 seconds spent sprinting out of combat, or every 2 seconds spent sprinting in combat. |
Sprint | ![]() |
Universal | Expend your stamina to increase your movement speed by 320% while active. While sprinting, gain Focused Sprint. While sprinting in combat, gain 1 stack of Escape Velocity every 1 second. When sprint ends, gain 1 second of Second Wind for every 4 seconds spent sprinting out of combat, or every 2 seconds spent sprinting in combat. |
Strider | ![]() |
Ranger | Target ally gains Strider |
Thorns | ![]() |
Ranger | Envelop target ally with thorns, dealing damage equal to 1/3 the Ranger's level and a 10% chance of applying Bleeding to attackers each time that ally is struck. Can be maintained on one ally at a time and can not be applied to a target already affected by Thorns. |
Related status effects
Effect | Icon | Description |
---|---|---|
Adrenaline | ![]() |
50% Movement Speed, 50 Max Stamina. Lasts 5s. |
Aria of Lethargy | ![]() |
-30% Movement Speed, -30% Physical Attack Speed, -30% Magical Casting Speed. Lasts 20s. |
Aria of Minor Lethargy | ![]() |
-15% Movement Speed, -15% Physical Attack Speed, -15% Magical Casting Speed. Lasts 20s. |
Blessing of the Ages | ![]() |
Gain 30% Movement Speed and 30% reduced gravity. Lasts 15s. |
Call of the Wild | ![]() |
20% increased movement speed and immunity to movement impairing effects |
Chilled | ![]() |
Movement speed reduced by 50% per stack. Lasts 6s. Duration can be extended up to 6s by subsequent applications. |
Combat Momentum | ![]() |
Generate 1 Combat Momentum when hitting targets. Weapon combo finishers generate 3 Combat Momentum plus an additional 1 per 10 the caster already has. Combat Momentum grants unique increasing stat bonuses based on the Combat Form you are currently in and how much momentum you have built. |
Courage | ![]() |
Acquire one stack for each ally raptors. Each stack increases damage by 10%. Maximally 3 stacks. |
Escape Velocity | ![]() |
Gain 1% additional movement speed every second while sprinting while in combat. |
Escape Velocity Training II | ![]() |
Gain an additional 1% movement speed every second while sprinting while in combat. |
Escape Velocity Training III | ![]() |
Gain an additional 1% movement speed every second while sprinting while in combat. |
Focused Sprint | ![]() |
While sprinting, gain 100% resistance to Control effects. |
Form of Celerity | ![]() |
+2% Movement Speed per 10 Combat Momentum |
Frenetic Aura | ![]() |
110% Physical Power Multiplier and 20% Movement Speed. |
Highway Speed: Character | ![]() |
10% Movement Speed |
Highway Speed: Mount | ![]() |
20% Movement Speed |
Node: Mount Speed | ![]() |
20% Movement Speed due to successful scouting mission by the Node. |
Node: Wolf Slaying Bonus | ![]() |
The settlements sleep more soundly knowing their livestock is safer! 100% Movement Speed. |
Parry | ||
Party Stride | ![]() |
Increases ground movement speed of target by 10%. |
Path Speed: Character | ![]() |
5% Movement Speed |
Path Speed: Mount | ![]() |
10% Movement Speed |
Pep | ![]() |
A momentary 100% Movement Speed boost. Lasts 4s. |
Quickstride Potion | ![]() |
Increases 1 Movement Speed and 1. Lasts 15s. |
Road Speed: Character | ![]() |
7% Movement Speed |
Road Speed: Mount | ![]() |
15% Movement Speed |
Second Wind | ![]() |
Recovering 5 Stamina every second. |
Snared | ![]() |
Movement speed reduced by 25% per stack. |
Speed | ![]() |
10% Movement Speed per stack. Stacks up to 5 times. |
Sprint | ![]() |
35% increased movement speed over 6 seconds. |
Staggered | ![]() |
|
Strider | ![]() |
10% Movement Speed. Lasts 900s. |
Swiftstride Potion | ![]() |
Increases 1 Movement Speed and 1 Stamina Regeneration. Lasts 15s. |
Thorns | ![]() |
Grants target ally a thorny damage shield, reflecting damage to attackers equal to 1/3rd the Ranger's level every time the ally is struck. |
Trail Speed: Character | ![]() |
3% Movement Speed |
Trail Speed: Mount | ![]() |
5% Movement Speed |
Tumok's Totem | ![]() |
Movement Speed increased 10% |
Wounded | ![]() |
The creature's body is marred by deep gashes and dark, oozing wounds. Though weakened and unsteady, its eyes still burn with defiance. |
See also
References
- ↑
- ↑ 2.0 2.1 Livestream, March 31, 2022 (1:17:32).
- ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 Podcast, September 29, 2021 (52:58).
- ↑ Interview, July 18, 2020 (1:02:08).
- ↑ Livestream, July 25, 2020 (53:08).
- ↑ 6.0 6.1 6.2 Video, November 30, 2023 (30:19).
- ↑ 7.0 7.1 7.2 Twitter - Steven Sharif - Spatial inventory slots.
- ↑ 8.0 8.1 8.2 8.3 Livestream, February 24, 2023 (54:55).
- ↑ Livestream, May 29, 2020 (1:27:18).
- ↑ Video, November 30, 2023 (13:38).
- ↑
- ↑ Livestream, February 24, 2023 (22:57).
- ↑ 13.0 13.1 13.2 Livestream, July 25, 2020 (1:14:13).
- ↑ 14.0 14.1 14.2 Livestream, November 30, 2023 (1:29:18).
- ↑ 15.0 15.1 15.2 15.3 15.4 Livestream, June 30, 2023 (1:24:42).
- ↑ Livestream, June 30, 2023 (46:17).
- ↑ Video, June 30, 2023 (8:54).
- ↑ Podcast, July 15, 2023 (22:57).
- ↑ 19.0 19.1 19.2 Interview, September 10, 2023 (47:13).
- ↑ Livestream, February 24, 2023 (46:15).
- ↑ Livestream, November 19, 2021 (40:53).
- ↑ Livestream, November 30, 2023 (1:34:08).
- ↑ 23.0 23.1 Livestream, July 29, 2022 (1:17:33).
- ↑ Livestream, July 18, 2017 (44:57).
- ↑ Know Your Nodes: Economic Node Type.
- ↑ 26.0 26.1 26.2 26.3 26.4 26.5 Livestream, June 4, 2018 (45:30).
- ↑ 27.0 27.1 27.2 Livestream, November 17, 2017 (50:52).
- ↑ 28.0 28.1 28.2 28.3 Livestream, October 14, 2022 (45:31).
- ↑ 29.0 29.1 29.2 29.3 29.4 29.5 29.6
- ↑ 30.0 30.1 30.2 30.3 30.4 30.5 Livestream, August 28, 2020 (2:06:42).
- ↑ 31.0 31.1 31.2 31.3 31.4 31.5 Interview, August 17, 2018 (24:48).
- ↑ 32.0 32.1 Blog: Know Your Nodes - Scientific Node Type
- ↑ 33.0 33.1 Livestream, April 30, 2020 (56:16).
- ↑ 34.0 34.1 Livestream, 2018-04-8 (AM) (12:34).
- ↑ 35.0 35.1 35.2 Livestream, April 30, 2021 (1:10:04).
- ↑ 36.0 36.1 Livestream, November 17, 2017 (33:17).
- ↑ 37.0 37.1 37.2 Livestream, April 30, 2021 (1:08:10).
- ↑ Interview, July 19, 2020 (1:05:50).
- ↑
- ↑ 40.0 40.1 40.2 Livestream, May 4, 2018 (51:57).
- ↑ Node series part II – the Metropolis.
- ↑ Interview, July 19, 2020 (1:20:58).
- ↑ Livestream, February 25, 2022 (1:14:21).
- ↑ Livestream, August 26, 2022 (57:28).
- ↑ 45.0 45.1 Livestream, August 26, 2022 (53:26).