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info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.
Character stats and attributes.[1][2]
Stat Base stat Level 1 Cleric Level 1 Mage Level 1 Tank
Health.[3][4] Health 224
Mana.[3] Mana 293
Power.[3][1][2] Power 10
Dexterity.[3][1][2] Dexterity 10
Constitution.[3][1][2] Constitution 10
Will.[3] Will 12
Wisdom.[3][1][2] Wisdom 14
Mentality.[3][1][2] Mentality 13
Physical Damage Bonus.[3] Power 13
Physical Disable Modifier.[3] Power 12
Physical Critical Damage Bonus.[3] Power 12
Physical Skill Cooldown.[3] Dexterity 6
Physical Critical Rate Bonus.[3] Dexterity 6
Physical Evasion Bonus.[3] Dexterity 7
Physical Accuracy.[3] Dexterity 192
HP Regeneration.[3] Constitution 3
Physical Defense Mitigation.[3] Constitution 7
Physical Disable Defense Constitution 7
Physical Block Chance.[1][2][5] Constitution 17
Magical Attack Damage.[1][2] Will 24
Magical Critical Damage Will 23
Magical Disable Chance Will 13
Magical Casting Speed Wisdom 6
Magical Cooldown Modifier Wisdom 7
Magical Critical Rate.[5] Wisdom 7
Magical Accuracy Wisdom 8
Mana Regeneration Mentality 3
Magical Defense Mitigation Mentality 8
Magical Disable Defense Mentality 8
Magical Block Chance.[1][2][5] Mentality 18

Players will have significant agency over the allocation of their stat progression.[6]

Stat growth

Base stats are defined by a character's primary archetype. These can be improved based on gear, tattoos, and other enhancements, such as socketed items.[6]

  • Gear has approximately a 40-50% influence on a players overall power in the game.[8]
  • Artisan profession does not affect a player's stats.[9]
  • Previously it was stated that race "seeds" a player's base stats, then the primary archetype grows the base stats.[10][11][12] Any contribution by the secondary archetype was later removed.[10]

Stat adjustment (via the Tattoo system)

Tattoos in the Alpha-2 character creator (first pass).[13]

As of right now definitively there is going to be a tattooed system which will allow certain slots for you to apply stat migration, but it's a give-and-take relationship. There will be higher quality magical tattoos that can be applied to the character in order to adjust stats.[14]Steven Sharif

Tattoos in Ashes of Creation refers to.

  • Cosmetic items that allow players to customize their character in-game.[17]
    • These might be "sleeves" applied to different parts of the body.[18]
    • It may also be possible to create whole body sleeves.[18]
  • Tattoos that can be applied to a character to adjust their stats.[14][19]
    • These will have slots to allow stats to be migrated with a give-and-take relationship.[14]
    • Higher quality magical tattoos can be applied to adjust stats.[14]
      • They may also provide stat augments or other boosts.[19]

Tattoos can be removed.[19]

Stats on gear

Crafters will be able to assign different skills/abilities and stats on gear.[20][21]

Crafters will be able to 'rejigger' stat blocks; and there will be a couple of other ways to move things around to create both the look and the stat block that you're looking for. It's not always going to be easy. There will be a lot of challenges involved with that. But the goal is to give you guys the option to customize your gear the way you want them to be.[20]Jeffrey Bard

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.[21]Steven Sharif

Gear is broken down into Core Stats and Additional Stats.[25]

Gear progression

In-game achievable sword and polearm 3D renders.[26]

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 market 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.[27]Steven Sharif

Weapons have their own progression paths.[28][29]

Q: Are weapons balanced towards a proficiency system (i.e. the longer I use a sword, the better my damage will be), or will it be a normal RPG stat system with no long-term scaling?
A: We will not be using a proficiency system as described, but players will have passives available in their skill tree that will increase effectiveness of certain weapons. Becoming a master of swords will be something that is possible, just not in that particular manner.[37]Sarah Flanagan

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 impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; 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 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.[38]Steven Sharif

Gear enhancement

Gear enhancements (power stones/runes) can be applied to weapons to add elemental or energy types of damage.[38][40]

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 thing.[40]Jeffrey Bard

It's not as though you're going to necessarily acquire these once and then you're set for your PvP enchantments, but instead you'll have to continually perform month after month in order to keep having those slotted enchantments.[42]Steven Sharif


A few different professions participate in the creation of enchantment scrolls. Those enchantment scrolls are primarily going to be interfaced on the profession side with scribe, but once that scroll is created then it's in the hands of the open economy and players may utilize them to enchant weapons and stuff.[44]Steven Sharif

Mechanisms for achieving the safer enchantment routes would mainly be through very rare material acquisition and boss kills.[45]Steven Sharif

There are two types of enchantments for items: Vertical and horizontal.[46]

  • Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses. Vertical enchantments include risks.[46]
    It's a progressive tier of risk. At lower levels you have opportunities to potentially lose out on the pluses instead of breaking the equipment. But when you reach a certain threshold, there is an opportunity to essentially destroy the equipment, where you get resources back. But that's a risk that the player takes.[48]Steven Sharif
    • Lower levels of over-enchanting carries the risk of losing bonuses on the item. Over-enchanting beyond a certain threshold carries the risk of destroying the item and gaining resources back.[48][49][50]
    • There may be mechanisms for achieving safer over-enchantments, such as difficult to obtain enchantment scrolls, or very rare material acquisitions.[51][45][49]
    Personally, I am fine with RNG in enchantment, so long as there are special ways to mitigate the RNG with investment, to a degree. For example, difficult to obtain enchantment scrolls that insure enchantment efforts, and including a buffer of safe enchantment in earlier pluses.[51]Steven Sharif
  • 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.[46]
    • This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.[46]
    • This type of enchanting assumes no risk, just time and effort.[46]

Power creep

The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[27]


Health is a stat in Ashes of Creation.[52][4]

  • A player's name plate will deteriorate to give an indication of how much damage they have taken.[52][4][54]

With regards to seeing another player's health: As you know their name plate will deteriorate or give you an indication of like hey they've taken damage they're significantly injured, but you're not going to get a percentage. You're not gonna get an exact bar value, unless you're in their party or in their raid.[4]Steven Sharif


Resting and mana regeneration.[55]

As you know, a classic MMO thing to do is to sit and rest as you get your resources back.[56]Steven Sharif

Mana is a universal resource/energy in Ashes of Creation that keeps corresponding stats for mana pool, consumption and regeneration relevant.[57][58][25]

Mana management I think, not just for mage players but for really every class, is a relevant resource mechanic that they have to take into consideration when they're utilizing their rotations; and there are going to be abilities that will sap your mana faster than others; and they're going to be situational. Now, with that blanket statement of mana is always relevant, there is also going to be mechanics and/or class energies and abilities that you can spec into to help mitigate that. There's itemization that you can utilize from a set bonus perspective, or certain types of weapons and tattoos that you can acquire. There are certain enchantments that you can acquire that might reduce the cost of mana use, that might increase your amount of regeneration, that might increase your mana total pool. There are even specs that you can build towards if mana management is your issue. So we want to make it a compelling case that you need to think about mana use because you don't just want to go 100% all the time with no downside to that. That's a very boring type of interaction.[57]Steven Sharif


  • Damage numbers will not be so large as to be meaningless.[62]
We don't see the need to have these enormous numbers that are really start to lose meaning. That seems to be an innate design issue with other games as they try to balance the damage output in PvP and in PvE; but our design system allows for a more manageable damage protocol for PvE and PvP to be shared; and those damage protocols relate more to lower numbers.[62]Steven Sharif
  • Death by fall damage is possible.[64]
    • Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[64]


Different damage types are mitigated by the defensive stats (resistances) on different types of armor.[65]

Certain damage types will be strong or weak against certain enemy types. So you'll have to be somewhat smart about who you're bringing where, or what abilities or specs. Obviously, you'll be able to do the content, but you'll have an easier time with certain contents if you're using a certain spec over others.[66]Tradd Thompson
  • Players will be able to counter resistances with resistance penetration stats.[72]
When there's a lot of different complexity that exists between the multi-layered interactions of damage mitigation, resistances, damage penetration... those things stack up over time and there's an opportunity for that subtlety to be more expressed when the receiving target is, let's say, weak to that or... chosen not to spec into any resistances against that. That keeps things fresh and it also keeps a healthy level of itemization progression that's necessary for the player as well.[73]Steven Sharif
  • There is also non-mitigated damage.[65]
Not every monster is going to have unique resistances. They'll share groups of types of resistances based on whether that monster is a particular elemental affinity or a particular heavy armor, particular weapon type, stuff like that. So there will be resistances groups that are shared by certain types of monsters and their location and as it relates to their lower background and stuff like that.[72]Steven Sharif


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.[75]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[76]Steven Sharif

Ashes of Creation is a PvX game. Players will naturally encounter both PvP and PvE elements.[76][77][78] It is unlikely that a player could purely focus on just PvP or just PvE.[76][75][77][78]

  • Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX game design.[80][81][82][83][84]
  • There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[77][85]
We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But 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.[84]Steven Sharif

See also


  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Livestream, January 30, 2020 (25:39).
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Livestream, February 9, 2018 (7:31).
  3. 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 3.13 3.14 3.15 3.16 Livestream, August 28, 2020 (15:21).
  4. 4.0 4.1 4.2 4.3 4.4 Livestream, January 30, 2020 (1:40:48).
  5. 5.0 5.1 5.2 Livestream, May 30, 2017 (16:25).
  6. 6.0 6.1 6.2 Livestream, January 27, 2023 (1:27:42).
  7. Livestream, March 26, 2021 (1:02:08).
  8. 8.0 8.1 Interview, July 19, 2020 (53:59).
  9. Livestream, July 18, 2017 (37:25).
  10. 10.0 10.1 Livestream, November 22, 2019 (1:4:56).
  11. Livestream, July 18, 2017 (35:58).
  12. Livestream, May 8, 2017 (43:30).
  13. Video, March 31, 2022 (22:02).
  14. 14.0 14.1 14.2 14.3 Livestream, August 27, 2021 (1:18:55).
  15. Video, March 31, 2022 (19:49).
  16. Livestream, March 31, 2022 (1:01:08).
  17. Livestream, May 8, 2017 (48:49).
  18. 18.0 18.1 Livestream, May 26, 2017 (14:23).
  19. 19.0 19.1 19.2 Video, September 3, 2017 (55:38).
  20. 20.0 20.1 20.2 20.3 20.4 Livestream, November 30, 2020 (1:05:22).
  21. 21.0 21.1 Podcast, August 4, 2018 (59:58).
  22. steven-crafting-stats.png
  23. Livestream, December 22, 2020 (1:15:01).
  24. Podcast, September 29, 2021 (52:58).
  25. 25.0 25.1 Livestream, August 28, 2020 (1:14:54).
  26. Livestream, April 30, 2021 (53:08).
  27. 27.0 27.1 Interview, October 20, 2018 (2:53:52).
  28. 28.0 28.1 28.2 Livestream, January 30, 2020 (1:28:40).
  29. Livestream, May 4, 2018 (45:37).
  30. Livestream, June 30, 2022 (1:12:38).
  31. Livestream, September 30, 2022 (53:15).
  32. Livestream, September 30, 2022 (43:45).
  33. Video, September 30, 2022 (24:49).
  34. Podcast, September 29, 2021 (47:57).
  35. 35.0 35.1 Interview, February 7, 2021 (49:18).
  36. Interview, July 18, 2020 (1:07:51).
  37. 37.0 37.1 37.2 February 8, 2019 - Questions and Answers.
  38. 38.0 38.1 38.2 38.3 38.4 38.5 Livestream, June 4, 2018 (1:11:19).
  39. Livestream, June 25, 2021 (1:29:39).
  40. 40.0 40.1 Livestream, June 4, 2018 (21:37).
  41. Livestream, March 26, 2021 (1:15:57).
  42. 42.0 42.1 42.2 42.3 42.4 Interview, July 18, 2020 (14:22).
  43. Interview, July 18, 2020 (16:34).
  44. Livestream, May 27, 2022 (1:20:00).
  45. 45.0 45.1 steven-enchanting2.png
  46. 46.0 46.1 46.2 46.3 46.4 enchanting.png
  47. Rng crafting.jpg
  48. 48.0 48.1 48.2 Interview, July 9, 2023 (1:50:10).
  49. 49.0 49.1 49.2 Interview, July 29, 2020 (15:04).
  50. 50.0 50.1 Livestream, May 5, 2017 (20:41).
  51. 51.0 51.1 steven-enchanting1.png
  52. 52.0 52.1 52.2 Livestream, July 25, 2020 (1:33:37).
  53. 53.0 53.1 Livestream, July 30, 2021 (1:10:34).
  54. steven-health-nameplate.png
  55. 55.0 55.1 Twitter - Resting has its benefits!
  56. 56.0 56.1 Livestream, December 2, 2022 (54:16).
  57. 57.0 57.1 57.2 57.3 Livestream, April 28, 2023 (1:02:04).
  58. 58.0 58.1 steven-mana-1.png
  59. steven-mana-2.png
  60. Video, December 2, 2022 (25:31).
  61. Livestream, July 25, 2020 (1:34:55).
  62. 62.0 62.1 Interview, August 24, 2018 (1:45).
  63. Podcast, September 29, 2021 (46:20).
  64. 64.0 64.1 Livestream, February 25, 2022 (1:06:45).
  65. 65.0 65.1 65.2 65.3 Interview, July 18, 2020 (1:02:44).
  66. 66.0 66.1 66.2 Video, December 2, 2022 (19:38).
  67. Interview, July 18, 2020 (1:05:04).
  68. Livestream, May 24, 2017 (27:47).
  69. Livestream, 2018-04-8 (PM) (26:19).
  70. steven-holy-radiant.png
  71. Video, August 31, 2023 (45:06).
  72. 72.0 72.1 72.2 Livestream, June 25, 2021 (1:08:23).
  73. Interview, September 10, 2023 (42:09).
  74. [to Twitter - Creature resistances.]
  75. 75.0 75.1 Video, April 16, 2018 (1:32).
  76. 76.0 76.1 76.2 Podcast, April 11, 2021 (38:31).
  77. 77.0 77.1 77.2 Livestream, May 12, 2017 (24:52).
  78. 78.0 78.1 Livestream, May 5, 2017 (33:25).
  79. Livestream, August 31, 2023 (20:54).
  80. Livestream, May 31, 2023 (45:47).
  81. Livestream, April 7, 2023 (55:22).
  82. Livestream, March 31, 2023 (1:00:16).
  83. Livestream, October 28, 2022 (32:52).
  84. 84.0 84.1 Livestream, June 1, 2017 (37:39).
  85. MMORPG Interview, 2016-12-12.
  86. Livestream, May 15, 2017 (14:05).
  87. pvx stats.png