- 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. – Steven Sharif
- Players gain bonuses depending on the number and tier of pieces they have equipped.
- It will be possible to store and swap gear loadouts with a single button press when out of combat.
- Approximately 49 unique gear sets were obtainable in Alpha-1 from crafting, quests, drops and exploration. These were unique sets with different stats, but some may be similar in appearance.
- Certain set bonuses may trade off core gear stats.
- There are passive abilities that can be chosen to become more adept with certain set types.
- There will be viable non-set builds.
List of gear sets
- 2nd Sword Division
- Aegis of Fangs
- Ambitious Academic Armor
- Arcane Garbs
- Crystalized Blood
- Curiass of the Pride
- Dark Fortunes
- Dawnclaw Ward
- Dragon's Protection
- Eldritch Touched Regalia
- Guard of the Effulgent Moon
- Lava Forged
- Livery of the Setting Sun
- River Stalker Armor
- Runeweaver's Ensemble
- Sons of Fortune
- Soul Seeker
- Stat values will be predominately the same but may be able to be adjusted by crafters who are capable with that type of armor.
- The stat values on armor can include both damage dealing and damage mitigation stats.
- 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. – Steven Sharif
- Set bonuses are granted to wearers of exclusively one "type" of armor, for example: all cloth, or all plate.
- 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. – Steven Sharif
- The "type" of armor (cloth, leather, plate) a character is predominantly wearing is visible in their nameplate.
- 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. – Steven Sharif
- Itemization choice may potentially play into universal skill sets such as Dodge, Parry, and Active blocking.
- 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. – Steven Sharif
- Light armor is more mobile than heavier armor.
- Light armor is geared towards magical damage mitigation.
- May provide some benefits from light armor or heavy armor.
- May also include benefits that aren't purely related to damage mitigation, such as improved critical chance.
- Heavy armor typically has more HP than lighter armor.
- Heavy armor is geared towards physical damage mitigation.
- Damage numbers will not be so large as to be meaningless.
- 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. – Steven Sharif
- Death by fall damage is possible.
- 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. – Tradd Thompson
- Holy/radiant damage are modifying energy types that have corresponding synergies and resistances.
- Physical damage is mitigated by plate armor (heavy armor).
- 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. – Steven Sharif
- There is also non-mitigated damage.
- 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. – Steven Sharif
- Crafted items are best-in-slot in Ashes of Creation. Previously it was stated that crafted items will be on-par with best-in-slot items.
- Instanced content will contain scripted and difficult boss fights that drop gear, but the gear drops will not be best-in-slot. These can only be found in the open world.
- Completed items can be accessed by players in warehouses at any node regardless of citizenship or housing ownership.
- Crafted gear is considered best-in-slot in Ashes of Creation.
- 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. – Steven Sharif
- The rarity of crafted items will be commensurate with the effort required to gather, process and craft the items.
- 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. – Steven Sharif
- Crafters are able to influence what their crafted items will look like.
- 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.
List of crafted items
|This section contains information from Alpha-1 testing. It will be updated when new information is made available.|
|Item||Icon||Item type||Rarity||Level requirement||Set|
|Cloth Belt of Dark Fortunes||Belt||Epic||15||Dark Fortunes|
|Cloth Boots of Dark Fortunes||Boots||Epic||15||Dark Fortunes|
|Cloth Epaulettes of Dark Fortunes||Shoulders||Epic||15||Dark Fortunes|
|Cloth Gloves of Dark Fortunes||Gloves||Epic||15||Dark Fortunes|
|Cloth Hood of Dark Fortunes||Helmet||Epic||15||Dark Fortunes|
|Cloth Leggings of Dark Fortunes||Pants||Epic||15||Dark Fortunes|
|Cloth Robes of Dark Fortune||Chest armor||Epic||15||Dark Fortunes|
|Cloth Sleeves of Dark Fortune||Wrists||Epic||15||Dark Fortunes|
|Crystalized Blood Hammer||Hammer||Crystalized Blood|
|Crystalized Blood Sword||Sword||Rare||Crystalized Blood|
|Demonic Offering Aegis||Shield||Epic||15|
|Greatsword of Briarhome||Greatsword||Briarhome|
|Imposing Plate Belt||Belt||Rare||9||Imposing|
|Lava Forged Defender||Shield||Rare||Lava Forged|
|Mace of Briarhome||Mace||Heroic||Briarhome|
|Plate Belt of Dragons Protection||Belt||Legendary||15||Dragon's Protection|
|Plate Boots of Dragons Protection||Boots||Legendary||15||Dragon's Protection|
|Plate Cussies of Dragons Protection||Pants||Legendary||15||Dragon's Protection|
|Plate Gauntlets of Dragons Protection||Gloves||Legendary||15||Dragon's Protection|
|Quill Of The Tundra||Wand||Epic||15|
|Ranseur Of Malice||Spear||Epic||15|
|Replica Of Dignitas||Axe||Epic||15|
|Scepter of Briarhome||Scepter||Briarhome|
|Shield of Briarhome||Shield||Briarhome|
|Spire Of Illusion||Staff||Epic||15|
|Transcendent Plate Helm||Helmet||Legendary||15||Transcendent|
Skills and stats on gear
- Master crafters will be able to influence several (but not all) stats on their crafted items.
- There will also be methods of moving stat blocks around but this won't necessarily be an easy task.
- All gear will be able to be assigned any stat.
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. – Jeffrey Bard
Gear is broken down into Core Stats and Additional Stats.
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. – Jeffrey Bard
- Progression in various PvP systems will unlock enchantment stones that grant temporary PvP-focused benefits to gear (via a socketing system). Performance is measured over six month PvP seasons.
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. – Steven Sharif
- You don't really push a particular item's level requirement or the identity of that item. You can enhance it, you can add enchantments to it, but it's still the item it is. – Steven Sharif
- There will not be "oversized" weapons.
- Armor will not be overly sexual in appearance.
- 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. – Steven Sharif
- Some armor and costumes will be more revealing than others, but there will not be nudity in the game.
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. – 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.
- There are rules when applying cosmetics to specific items, unlike costumes, which don't have level restrictions.
- Cosmetic slots can be toggled on or off on their character by the player.
- A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.
- 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. – Steven Sharif
- There will be hundreds of attachments available ranging from a small clasp to the front plate of a breast plate.
Racial weapons and armor
- 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. – Steven Sharif
- Racial appearance of gear is focused on Armor. Weapons will not change in appearance but will scale in size based on race.
- 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. – 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. – Steven Sharif
2023-07-31 2023-07-03 2023-03-28 2023-03-16 2023-01-30
- Livestream, June 30, 2023 (1:30:40).
- Video, January 27, 2023 (45:46).
- Livestream, November 30, 2020 (54:29).
- Livestream, July 28, 2023 (1:22:48).
- Livestream, November 17, 2017 (22:33).
- Interview, July 18, 2020 (1:02:08).
- Podcast, August 4, 2018 (55:17).
- Interview, September 10, 2023 (47:13).
- Livestream, February 24, 2023 (46:15).
- Livestream, November 19, 2021 (40:53).
- Livestream, April 30, 2021 (41:18).
- Livestream, November 17, 2017 (56:07).
- Steven Sharif Twitter.
- Livestream, January 28, 2022 (56:12).
- Alpha-1 screenshot.
- Alpha-1 screenshot.
- Alpha-1 screenshot.
- Alpha-1 screenshot.
- Alpha-1 screenshot.
- Alpha-1 screenshot.
- Livestream, March 31, 2022 (1:17:32).
- Podcast, September 29, 2021 (52:58).
- Livestream, July 25, 2020 (53:08).
- Livestream, August 28, 2020 (2:00:09).
- Interview, July 28, 2020 (49:35).
- Livestream, July 18, 2017 (32:10).
- Livestream, May 26, 2017 (53:10).
- Interview, July 18, 2020 (1:02:44).
- Livestream, 2018-04-8 (AM) (32:15).
- Livestream, October 16, 2017 (15:11).
- Livestream, July 30, 2021 (1:07:03).
- Livestream, July 25, 2020 (1:34:55).
- Interview, August 24, 2018 (1:45).
- Podcast, September 29, 2021 (46:20).
- Livestream, February 25, 2022 (1:06:45).
- Video, December 2, 2022 (19:38).
- Interview, July 18, 2020 (1:05:04).
- Livestream, May 24, 2017 (27:47).
- Livestream, 2018-04-8 (PM) (26:19).
- Video, August 31, 2023 (45:06).
- Interview, February 7, 2021 (49:18).
- Livestream, June 25, 2021 (1:08:23).
- Interview, September 10, 2023 (42:09).
- [to https://twitter.com/AshesofCreation/status/1571960759894286336 Twitter - Creature resistances.]
- Interview, July 9, 2023 (1:43:38).
- Livestream, May 29, 2020 (1:33:11).
- Livestream, June 30, 2022 (1:18:55).
- Livestream, May 10, 2017 (14:45).
- Livestream, March 31, 2022 (1:19:41).
- Livestream, April 7, 2023 (31:49).
- Livestream, January 30, 2020 (1:38:26).
- Livestream, May 12, 2017 (1:00:18).
- February 8, 2019 - Questions and Answers.
- Livestream, November 30, 2020 (1:05:22).
- Podcast, August 4, 2018 (59:58).
- Livestream, December 22, 2020 (1:15:01).
- Livestream, May 24, 2017 (24:19).
- About Ashes of Creation.
- Livestream, August 28, 2020 (1:14:54).
- Livestream, June 4, 2018 (1:11:19).
- Livestream, June 4, 2018 (21:37).
- Livestream, March 26, 2021 (1:15:57).
- Interview, July 18, 2020 (14:22).
- Interview, July 18, 2020 (16:34).
- Livestream, May 27, 2022 (1:20:00).
- Livestream, May 26, 2017 (51:37).
- Livestream, May 17, 2017 (58:55).
- Livestream, May 29, 2020 (50:20).
- Livestream, May 26, 2017 (19:51).
- Reddit Q&A, 2019-01-8.
- Livestream, December 23, 2021 (1:34:07).
- Podcast, August 4, 2018 (53:43).
- Livestream, October 28, 2022 (1:41:06).
- Livestream, September 24, 2021 (1:25:27).
- Livestream, July 18, 2017 (54:56).
- Livestream, July 28, 2017 (9:47).
- Livestream, October 30, 2020 (1:13:22).
- Livestream, September 3, 2017 (48:56).
- Livestream, May 31, 2023 (58:37).
- Interview, August 24, 2018 (5:28).
- Livestream, November 30, 2020 (57:50).
- Livestream, February 9, 2018 (50:29).
- Livestream, July 25, 2020 (54:10).
- Livestream, November 22, 2019 (1:08:05).
- Interview, October 20, 2018 (3:34:46).
- Video, September 30, 2020 (2:44).
- Livestream, September 30, 2020 (47:47).
- Livestream, July 26, 2019 (54:06).
- Livestream, March 31, 2022 (4:57).
- Livestream, May 26, 2017 (44:11).
- Livestream, May 26, 2017 (20:46).