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

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
- Gear is intended to be realistic in appearance.[3][4][5]
- 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
- The appearance of crafted gear is influenced by its rarity.[12]
- Crafters are able to influence what their crafted items look like.[14][15]
- 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]
- Dye cosmetics can be used to change gear colors.[17][18][19]
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][27][28]
- We do have a transmog system that is planned. It's not in yet of course, but we have plans around it; and our armor sets are crafted in such a way to facilitate that, both from a dye perspective as well as to swap individual pieces of mesh appearances with other mesh types.[25] – Steven Sharif
- There are rules when applying cosmetics to specific items, unlike costumes, which don't have level restrictions.[29]
- Cosmetic slots can be toggled on or off on their character by the player.[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.[31] – Steven Sharif
- A default player appearance may be automatically applied during sieges, PvP events, or other large-scale battles to improve client-side performance.[32][31][33][34]
- When you enter into a siege environment, when you enter into a PvP event you are then able to utilize the default player appearance perspective, which removes cosmetics and removes specific gear visuals and instead gives a basic appearance for each armor type, whether it be cloth, plate, or leather. This obviously cuts down on the rendering performance issues that can occur in high density battles.[32] – Steven Sharif
Racial weapons and armor

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.[36] – Jeffrey Bard

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.[38] – Steven Sharif
Weapons and armor are not race locked, but armor will take on a racial appearance.[39][38][40][41]
- I think it just makes sense that these meshes are different for certain more central pieces to the outfit, because the race that's donning them is inherently a different culture. So, if you're this Orc looking dude, you don't want to be seen wearing a deformed human Kaelar chest plate design. You want to have probably some type of like massive metal piece on the chest and some ripped tattered-looking leather components on the stomach or whatever, because that Orc visual- that fantasy is visually different than what usually can come along with deforming meshes across different bodies. So what I pushed for within our pipeline was this requirement that each race has different modeled armor pieces that the thematic components can be applied to, whether that be material choice, attachments, other bespoke meshes that are necessary, whatever: so that we get a more comprehensive cultural representation of these races.[39] – Steven Sharif
- Racial appearance of gear is focused on Armor. Weapons will not change in appearance but will scale in size based on race.[10][9]
- 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
- Racial appearance of gear sets is tied to the character model of that race.[42]
- 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.[42] – 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
Crafted items (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[43][44][45][46][47][48]
- Completed items can be accessed by players in warehouses at any node regardless of citizenship or housing ownership.[49][43][50]
- Crafted gear is considered best-in-slot in Ashes of Creation.[46]
- Previously it was stated that crafted items will be on-par with boss dropped items.[51][52][53]
- Crafters will be able to assign different skills/abilities and stats on gear.[14][54]
- Master crafters will be able to influence several (but not all) stats on their crafted items.[14][55]
- 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.[46] – Steven Sharif
- The rarity of crafted items will be commensurate with the effort required to gather, process and craft the items.[53]
- Stats on crafted items will vary based on the item's rarity.[56]
- Gear appearance is influenced by the rarity of the crafted item.[12]
- 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.[56] – Steven Sharif
- Crafters are able to influence what their crafted items will look like.[14][15]
- At the moment, harnessing corruption to warp items into demonic or decayed things is not on the cards.[57]
- A crafter's name is embedded in the items they craft.[58]
- 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.[59]
Skins

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.[61] – Steven Sharif
Cosmetic skins are Accessories, Buildings, Caravans, Mounts, Pets, and Ships that are sold in the cosmetic store.[62][63][64]
- Skins are cosmetic items that do not grant the user any benefit.[65][66]
- Cosmetic skins are only be able to be applied to things that have already been earned, crafted or found within Ashes of Creation.[67][68]
- Owning cosmetics does not guarantee the acquisition of the item the cosmetic can be used on. Players must still achieve the corresponding item/building.[67] – Steven Sharif
- Caravan skins change the appearance of an in-game mount and in-game caravan that are hooked up to each other.[72][73]
- The best cosmetic skins will be in-game achievable.[74]
- The best skins will be in-game achievable (obviously “best” is subjective, so I’d say the most ornate and detailed/unique).[74] – Steven Sharif
Cosmetic store

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.[76] – 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.[77]
- Cosmetics achievable in-game will be on-par, and in the case of legendary skins, even more elaborate than shop items.[78][79][80][76][81][82][77]
- Quality of cash shop cosmetics should be equal to in-game achievable cosmetics, but offer a diverse selection of unique looks.[81] – Steven Sharif
- Nothing in our shop will ever be pay to win as we believe this practice greatly hurts the MMORPG genre.[86]
- Cash shop cosmetics will offer a diverse selection of unique looks.[81]
- 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.[77] – Steven Sharif
- There will be no in-world advertising of shop items.[88]
- Are we going to advertise cosmetics in-game? No. There's not going to be any marketplace transaction advertisements that are in the client. There might be an interactable shop that you can open from a UI perspective, but you're not going to see a thing that's interrupting.[88] – Steven Sharif
- All cosmetic store items will be non-tradeable.[89] There will be no gifting mechanism for cosmetic items.[90]
- 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.[90] – Steven Sharif
Artistic style

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.[91] – Steven Sharif
Ashes of Creation is a high-fantasy game with a high graphical fidelity. It will not be too stylized or "cartoony".[92][93][94][95]
- 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.[94] – 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.[93] – Steven Sharif
- Intrepid Studios does not use AI for art production.[96]
- We do not use AI for production, except in unique internal cases when communicating fast reference material.[96] – Steven Sharif
Attachments
Attachments are able to be unlocked as flair pieces to armor to create a customizable look.[97]
- There will be hundreds of attachments available ranging from a small clasp to the front plate of a breast plate.[97]
Gear slots

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.[99] – Colby Marchi
There are multiple gear slots in Ashes of Creation.[99]
- 3 Belt slots.[99]
- 1 Mainhand slot equips a player's primary weapon.[100][103][104][105][106][22]
- 1 Offhand slot can equip shields, spell focuses, sigils, and dual weapons.[100][107][22]
- 1 Potion/Pouch/Scroll slot.[102][108]
- 8 Armor slots.[99][109]
- 5 Jewelry slots.[99]
- 3 Artisan gear slots.[116][99][117]
- 1 Artisan tool slot is used to equip gathering tools.[118]
- There may be a specific slot for musical instruments, but this has not been finalized yet.[119]
- Previously it was stated there were 16 gear slots.[109]
- Gear is not subject to inventory weight limits.[50]
Gear appearance priority
Players can set the appearance priority for the items they wish to show in their Back and Belt slots.[102][108][120]
- Only one item can show at a time, and that is determined by player choice.[22]
- Some ranged or melee abilities require a specific weapon to be equipped. Weapons that are equipped in the character's ranged or offhand slots will automatically swap in and out as required by the skill.[100][103][104][106]
- Players may toggle back and forth between using their ranged and melee slot for basic weapon attacks.[100]
- Idle animations will be selectible by players in the character creator.[121]
Ranged weapons
A character may equip up to two hand weapons and also wear a ranged weapon on their back.[104][106][22]
- Characters performing ranged abilities will switch to the ranged weapon, then can switch back to the melee weapon and shield or two-handed melee weapon.[104][106]
- There will be a setting to determine if the ranged weapon or main/offhand is the primary weapon to use for Q or left-mouse-button basic attacks.[104][106]
- Rangers do not have a minimum distance requirement for using their ranged weapons.[123] Previously rangers were intended to have a minimum distance requirement.[124]
- Instead of a minimum range requirement, certain Ranger skills, such as Thundering Shot, currently have variable effects conferred at different ranges.[125]
- Some Ranger skills require a bow to be equipped.[126]
Melee weapons

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.[127] – Steven Sharif
Melee weapons and abilities have a maximum range of effect.[128][124]
- 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.[130][131][132]
- Dual weapons are treated as single items that when equipped will occupy both main and off-hand gear slots.[130][133][131]
- A specific recipe will include previously completed one-handed weapons that are intending to be dual wielded.[130]
- All dual weapons use the same weapon skill tree.[130]
- Shields cannot be dual wielded.[134][132]
- Great swords probably can't be dual wielded.[135]
- 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.[131] – Steven Sharif
Switching gear
- Switching weapons (default keybind `)[137] is possible while in combat but armor cannot be swapped while in combat.[100][138][139][103][104][106][140]
- Some ranged or melee abilities require a specific weapon to be equipped. Weapons that are equipped in the character's ranged or offhand slots will be automatically swapped in and out as required by the skill.[103][104][106]
- Players can select which weapon they wish to use as their primary weapon for basic attacks.[103]
- Previously it was stated that swapping weapons (from inventory) into a hand or range slot is not possible in combat.[139] Prior to this, weapon swapping was said to be subject to a cooldown period (in the range of a few seconds) following any damage taken or done by the player.[141][142]
- 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.[138] – Steven Sharif
- It is possible to store and swap gear loadouts with a single hotkey button press when out of combat.[50][99][143]
- 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.[50] – Steven Sharif
- Artisan gear and adventuring gear do not need to be swapped for either to be effective when they are equipped on a character.[144][116][117]
Gear inspection/ Threat assessment
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.[145] – Steven Sharif
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.[26][146][147][148]
- This will indicate the type of armor (cloth, leather, plate) that they are predominantly wearing, but will not reveal the exact gear items.[26][147] The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[149]
- I think that players tend to look at transmog as an additional layer of obfuscation for you, as a player in PvP, to understand who and what you're going up against. And that is why, from a design perspective, I've included this concept of essentially [a] gear composition buff that players, when selecting a target can see they're wearing three pieces of light and five pieces of heavy. That gives you an indicator of at least their kind of damage mitigation stat against what types of incoming damage power. So, I think that to a degree counters the concern around transmog, but still allows for players to leverage that cosmetic flare and customization option.[26] – Steven Sharif
- The border will indicate the level and quality of the tier set.[146][147][150]
- This also indicates if the gear is enchanted, along with visual effects associated with enchanted items.[147][151][150]
- 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.[148] – Steven Sharif
Character nameplate

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.[152] – Steven Sharif
Nameplates are displayed above the head of player characters and NPCs. These are currently undergoing rework by the UI engineering team.[155][156]
- The size and priority of nameplates will be relate to their distance (away from the camera).[157]
- Default nameplate visibility is set around 75-100m, but this is subject to change.[155]
- Nameplates can be obscured by in-game objects, such as trees; by utility skills, such as Camouflage or Stealth; or through the use of disguises.[155][158][159]
- UI settings will enable nameplates to be hidden, resized, and customized.[160][161][162]
- 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.[161] – Steven Sharif
- Player character nameplates
- The name of the character's guild is displayed next to their name.[163]
- Party frames may show a character's guild crest.[164]
- An icon will identify the character's class.[146]
- Hovering over a player nameplate will show information such as level, class name, and archetype combo.[146]
- A buff icon will indicate the character's gear and grade.[146][147][148]
- Players that are not in the same party, raid, alliance, or guild will not be able to see other player's exact health bar values or percentages.[160][165][166][167][168][169] This information will instead be displayed in quarters. A player may be able to progress to see sixths or eighths.[165]
- Nameplates in the party UI indicate the player's choice of secondary archetype.[154]
- A padlock icon indicates that the secondary archetype is not yet unlocked.[154]
- Nameplates of the drivers of vehicles, such as caravans, will be visible while they are driving the vehicle.[170]
- Summons nameplates
- Summoner summons' creature type appears in the nameplate above the summon. This cannot be changed by the player.[171]
- Mob nameplates
- Mob nameplates will have indicators that identify resistances, buffs, end elite status.[172]
- Player character nameplates will have first, and optionally last name (surname).[156]
Gear sets

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.[54] – Steven Sharif
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.[175] – Steven Sharif
Gear sets (also known as tier sets) are a part of Ashes of Creation.[176][175][28]
- 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.[176] – Steven Sharif
- Racial appearance of gear sets is tied to the character model of that race.[42]
- It will be possible to store and swap gear loadouts with a single button press when out of combat.[50][99][143]
- Approximately 49 unique gear sets were obtainable in Alpha-1 from crafting, quests, drops and exploration.[177] These were unique sets with different stats, but some may be similar in appearance.[177]
- There are passive abilities that can be chosen to become more adept with certain set types.[28]
- There will be viable non-set builds.[178]
Item creation suite
An "item creation suite" that allows crafters to create unique appearances for items has been discussed as a future possibility.[179]
Racial skins
Racial skins are cosmetics that enable a player to change their character's racial appearance.[180][67][181][182]
- Racial skins transform the appearance of the character to that skin. The original racial appearance of the character is entirely replaced.[180]
- Racial skins are not costumes. This means that armor and character customization is possible on these.[183]
- There are plans to create other racial skins.[51]
- Some potential future ideas include undead and werewolf (lycan) skins.[186]
- Racial skins can be toggled on and off.[182]
- 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.[180] – Steven Sharif
Costumes

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![188] – Sarah Flanagan
Costumes were available for purchase from the cosmetic store.[189]
- They do not include any weapons pictured.[190]
- Costumes are one piece outfits that cover all gear slots regardless of armor type.[191][188][192][193][194]
- Full costumes do not mix and match pieces.[194] – Steven Sharif
- Costumes don't have a level restriction or require an in-game item to be obtained first.[71][29]
- Costumes are not gender or race locked, but can adapt based on a character's gender and race.[195][196][16][197]
- Racial skins appear along with any costume appearances.[185][183]
- All hoods and head slot items, whether part of a complete costume or individual gear, will have the option to be shown or hidden on the character by the player.[198][188][199]
Kickstarter weapon skins
Kickstarter backers will receive a unique weapon skin.[200]
- 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.[201]
Visuals
2024-08-14 2024-07-09 2024-04-06 2024-03-14 2024-03-03 2024-01-30 2024-01-02 2023-12-27 2023-12-25 2023-10-03 2023-07-31 2023-07-03 2023-06-03 2023-03-28 2023-03-16 2023-01-30 2022-10-02 2022-07-06 2022-06-30 2022-06-29 2022-05-16 2022-04-07 2022-01-30 2021-03-29 2020-12-31 2019-06-30 2019-06-30 2019-06-29
See also
References
- ↑ Livestream, September 29, 2023 (1:02:56).
- ↑ 2.0 2.1 Twitter - The Dünir are suited up for battle with these in-game unlockable tier five armor pieces!
- ↑ 3.0 3.1 3.2 3.3 Livestream, May 29, 2020 (50:20).
- ↑ 4.0 4.1 Livestream, May 26, 2017 (19:51).
- ↑ 5.0 5.1 Reddit Q&A, 2019-01-8.
- ↑
- ↑ 7.0 7.1 Livestream, December 23, 2021 (1:34:07).
- ↑ 8.0 8.1 Livestream, February 29, 2024 (1:15:51).
- ↑ 9.0 9.1 9.2 Podcast, August 4, 2018 (53:43).
- ↑ 10.0 10.1 Livestream, October 28, 2022 (1:41:06).
- ↑ Livestream, September 24, 2021 (1:25:27).
- ↑ 12.0 12.1 Livestream, November 30, 2023 (1:40:11).
- ↑
- ↑ 14.0 14.1 14.2 14.3 Livestream, November 30, 2020 (1:05:22).
- ↑ 15.0 15.1 Livestream, May 24, 2017 (24:19).
- ↑ 16.0 16.1
- ↑ 17.0 17.1
- ↑ Livestream, July 18, 2017 (54:56).
- ↑ Livestream, July 28, 2017 (9:47).
- ↑ 20.0 20.1
- ↑ Livestream, October 30, 2020 (1:13:22).
- ↑ 22.0 22.1 22.2 22.3 22.4 22.5 22.6 22.7 22.8 22.9
- ↑ 23.0 23.1 Livestream, September 3, 2017 (48:56).
- ↑ Livestream, May 31, 2023 (58:37).
- ↑ 25.0 25.1 Livestream, January 3, 2025 (15:40).
- ↑ 26.0 26.1 26.2 26.3 Interview, November 10, 2024 (56:29).
- ↑ Interview, August 24, 2018 (5:28).
- ↑ 28.0 28.1 28.2 28.3 Livestream, November 17, 2017 (22:33).
- ↑ 29.0 29.1 29.2 Livestream, November 30, 2020 (57:50).
- ↑ Livestream, February 9, 2018 (50:29).
- ↑ 31.0 31.1 Livestream, July 25, 2020 (54:10).
- ↑ 32.0 32.1 Interview, November 10, 2024 (59:00).
- ↑ Livestream, November 22, 2019 (1:08:05).
- ↑ Livestream, August 17, 2018 (1:07:51).
- ↑ Video, September 30, 2020 (2:44).
- ↑ Livestream, September 30, 2020 (47:47).
- ↑ Livestream, July 26, 2019 (54:06).
- ↑ 38.0 38.1 Livestream, March 31, 2022 (4:57).
- ↑ 39.0 39.1 Interview, January 19, 2025 (1:24:19).
- ↑ Livestream, May 26, 2017 (44:11).
- ↑ Livestream, May 26, 2017 (20:46).
- ↑ 42.0 42.1 42.2 Podcast, August 4, 2018 (55:17).
- ↑ 43.0 43.1
- ↑
- ↑ Livestream, April 7, 2023 (31:49).
- ↑ 46.0 46.1 46.2 Livestream, June 30, 2022 (1:18:55).
- ↑ Livestream, January 30, 2020 (1:38:26).
- ↑ Livestream, May 12, 2017 (1:00:18).
- ↑
- ↑ 50.0 50.1 50.2 50.3 50.4 Interview, September 10, 2023 (47:13).
- ↑ 51.0 51.1 February 8, 2019 - Questions and Answers.
- ↑
- ↑ 53.0 53.1 Livestream, May 10, 2017 (14:45).
- ↑ 54.0 54.1 Podcast, August 4, 2018 (59:58).
- ↑
- ↑ 56.0 56.1 Livestream, December 22, 2020 (1:15:01).
- ↑
- ↑
- ↑ About Ashes of Creation.
- ↑ Ashes of Creation Store: Gear appearance.
- ↑ 61.0 61.1 Livestream, November 30, 2020 (56:02).
- ↑
- ↑
- ↑
- ↑ Interview, November 10, 2024 (7:30).
- ↑ 66.0 66.1 66.2 Rime and Regal.
- ↑ 67.0 67.1 67.2 67.3
- ↑ Livestream, December 6, 2018 (41:43).
- ↑ Livestream, June 30, 2023 (1:15:34).
- ↑ Livestream, August 28, 2020 (2:14:06).
- ↑ 71.0 71.1
- ↑ 72.0 72.1
- ↑ 73.0 73.1
- ↑ 74.0 74.1
- ↑ Ashes of Creation cosmetic store.
- ↑ 76.0 76.1 76.2 76.3 Livestream, July 25, 2020 (1:53:46).
- ↑ 77.0 77.1 77.2 Livestream, 2018-04-8 (PM) (58:29).
- ↑ 78.0 78.1 Livestream, January 31, 2025 (1:02:09).
- ↑ Livestream, February 29, 2024 (1:12:23).
- ↑ 80.0 80.1
- ↑ 81.0 81.1 81.2
- ↑ 82.0 82.1 82.2 Ashes of Creation Reddit - Heat and Harmony.
- ↑ Livestream, January 11, 2025 (1:59:55).
- ↑ Podcast, October 12, 2024 (53:37).
- ↑ Livestream, September 27, 2024 (2:01:04).
- ↑ 86.0 86.1
- ↑
- ↑ 88.0 88.1 Livestream, January 31, 2025 (1:01:34).
- ↑
- ↑ 90.0 90.1 Interview, May 11, 2018 (32:36).
- ↑ 91.0 91.1 Livestream, February 25, 2022 (46:17).
- ↑ Livestream, January 31, 2025 (1:08:35).
- ↑ 93.0 93.1 93.2 Livestream, March 31, 2023 (1:17:42).
- ↑ 94.0 94.1 Interview, October 20, 2018 (2:17:43).
- ↑ A reactive world - Nodes.
- ↑ 96.0 96.1
- ↑ 97.0 97.1 Interview, October 20, 2018 (3:34:46).
- ↑ Video, December 20, 2024 (9:40).
- ↑ 99.00 99.01 99.02 99.03 99.04 99.05 99.06 99.07 99.08 99.09 99.10 99.11 99.12 99.13 99.14 99.15 99.16 99.17 99.18 99.19 99.20 Livestream, February 24, 2023 (46:15).
- ↑ 100.0 100.1 100.2 100.3 100.4 100.5 Livestream, March 29, 2024 (1:55:14).
- ↑ 101.0 101.1 101.2 Livestream, April 28, 2023 (1:08:55).
- ↑ 102.0 102.1 102.2 102.3
- ↑ 103.0 103.1 103.2 103.3 103.4 Livestream, September 30, 2022 (49:16).
- ↑ 104.0 104.1 104.2 104.3 104.4 104.5 104.6 Podcast, September 29, 2021 (40:50).
- ↑ Podcast, September 29, 2021 (47:57).
- ↑ 106.0 106.1 106.2 106.3 106.4 106.5 106.6 Interview, May 11, 2018 (16:32).
- ↑ Livestream, May 31, 2023 (48:11).
- ↑ 108.0 108.1
- ↑ 109.0 109.1 Livestream, July 28, 2017 (24:54).
- ↑ 110.0 110.1 110.2 110.3 Livestream, February 9, 2018 (7:31).
- ↑
- ↑ 112.0 112.1 Livestream, July 28, 2017 (31:30).
- ↑
- ↑ Alpha-1 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ 116.0 116.1 Video, November 30, 2023 (19:06).
- ↑ 117.0 117.1 Livestream, June 30, 2022 (1:17:34).
- ↑ Video, November 30, 2023 (9:36).
- ↑ Livestream, September 29, 2023 (1:08:25).
- ↑ Livestream, June 4, 2018 (19:48).
- ↑ Livestream, January 28, 2022 (39:30).
- ↑ Livestream, December 19, 2023 (1:40:53).
- ↑
- ↑ 124.0 124.1 Livestream, June 30, 2017 (47:14).
- ↑ Livestream, December 19, 2023 (1:53:41L5DeC8wIcuM).
- ↑ Livestream, December 19, 2023 (1:20:41).
- ↑ 127.0 127.1 Livestream, December 2, 2022 (1:12:19).
- ↑ Video, July 28, 2023 (23:28).
- ↑ Livestream, January 30, 2020 (35:12).
- ↑ 130.0 130.1 130.2 130.3 Podcast, May 10, 2024 (59:07).
- ↑ 131.0 131.1 131.2 Livestream, September 30, 2022 (1:13:23).
- ↑ 132.0 132.1 Livestream, June 16, 2017 (40:06).
- ↑ Livestream, May 31, 2023 (1:12:58).
- ↑
- ↑ Livestream, July 28, 2017 (33:36).
- ↑ Livestream, April 28, 2023 (39:06).
- ↑ Blog - Guide to Alpha Two.
- ↑ 138.0 138.1 Livestream, April 28, 2023 (51:16).
- ↑ 139.0 139.1 Livestream, September 30, 2022 (51:09).
- ↑ Livestream, July 28, 2017 (34:32).
- ↑ Interview, July 18, 2020 (1:03:45).
- ↑ Livestream, May 30, 2019 (1:15:58).
- ↑ 143.0 143.1 Livestream, November 19, 2021 (40:53).
- ↑ Livestream, November 30, 2023 (1:37:49).
- ↑ Podcast, September 29, 2021 (52:58).
- ↑ 146.0 146.1 146.2 146.3 146.4 Livestream, August 28, 2020 (2:07:26).
- ↑ 147.0 147.1 147.2 147.3 147.4 Livestream, July 25, 2020 (53:08).
- ↑ 148.0 148.1 148.2 Livestream, June 26, 2020 (1:28:10).
- ↑ Livestream, July 28, 2017 (23:20).
- ↑ 150.0 150.1 Livestream, July 28, 2017 (1:34:55).
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ 152.0 152.1 Video, May 31, 2023 (11:13).
- ↑ Video, March 31, 2023 (10:09).
- ↑ 154.0 154.1 154.2 Livestream, March 31, 2023 (56:44).
- ↑ 155.0 155.1 155.2 Interview, October 14, 2024 (22:10).
- ↑ 156.0 156.1 Interview, May 11, 2018 (2:45).
- ↑ Livestream, January 27, 2023 (1:08:45).
- ↑ Livestream, October 14, 2022 (48:45).
- ↑ Livestream, September 30, 2022 (1:23:28).
- ↑ 160.0 160.1 Livestream, May 31, 2024 (1:59:02).
- ↑ 161.0 161.1 Livestream, March 29, 2024 (2:06:06).
- ↑ Livestream, December 2, 2022 (1:03:28).
- ↑ Livestream, May 22, 2017 (51:00).
- ↑ Interview, January 19, 2025 (1:03:18).
- ↑ 165.0 165.1 Livestream, January 31, 2024 (59:45).
- ↑ X.com - Hidden HP Values.
- ↑ Livestream, July 30, 2021 (1:10:34).
- ↑ Livestream, July 25, 2020 (1:33:37).
- ↑ Livestream, January 30, 2020 (1:40:48).
- ↑ Interview, January 19, 2025 (18:13).
- ↑ Livestream, January 29, 2021 (1:21:01).
- ↑ Livestream, January 27, 2023 (1:09:36).
- ↑ Livestream, June 30, 2023 (1:30:40).
- ↑ Video, January 27, 2023 (45:46).
- ↑ 175.0 175.1 175.2 Livestream, November 30, 2020 (54:29).
- ↑ 176.0 176.1 176.2 176.3 Livestream, July 28, 2023 (1:22:48).
- ↑ 177.0 177.1 Livestream, April 30, 2021 (41:18).
- ↑ Livestream, November 17, 2017 (56:07).
- ↑ Livestream, May 24, 2017 (24:20).
- ↑ 180.0 180.1 180.2 Livestream, May 29, 2020 (1:42:43).
- ↑ Livestream, May 12, 2017 (1:04:04).
- ↑ 182.0 182.1
- ↑ 183.0 183.1 Kickstarter 12k+ backers.
- ↑
- ↑ 185.0 185.1
- ↑ Livestream, 2018-04-8 (AM) (4:47).
- ↑ Ashes of Creation Store: Vestments of the Runecarvers.
- ↑ 188.0 188.1 188.2
- ↑ What is included with my Pre-Order package?
- ↑
- ↑
- ↑
- ↑
- ↑ 194.0 194.1
- ↑ Forums - Livestream Q&A 2022-08-26.
- ↑
- ↑ Livestream, June 26, 2020 (1:42:55).
- ↑
- ↑ May The 4th, Be With You... And also some skins.
- ↑ Ashes of Creation Kickstarter.