Gear enhancements

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Gear enhancements (power stones/runes) can be applied to weapons to add elemental or energy types of damage.[1][2]

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 kind of thing.[2]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.[4]Steven Sharif

Enchanting

That is a pretty nice sword you have there. It would be a shame if it broke due to over-enchanting![6]Cody Peterson

Mechanisms for achieving the safer enchantment routes would mainly be through very rare material acquisition and boss kills.[7]Steven Sharif

There are two types of enchantments for items: Vertical and horizontal.[8]

  • Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses. Vertical enchantments include risks. [8]
    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 +'s.[10]Steven Sharif
    • Over-enchanting items comes with a potential risk that the item decays or is destroyed if a safety margin is exceeded. This system is subject to testing.[11][12]
    • There will be mechanisms for achieving safer enchantments, such as difficult to obtain enchantment scrolls, or very rare material acquisitions.[10][7][11]
    When it comes to over-enchanting things, what we're going to do likely is have a safety- and this is something obviously it needs to be tested- but we're going to have a safety period of enchantment you know like in Lineage 2 I think you could enchant plus four or something. And so we're gonna have a similar system where you can enchant safely and then when you start to take risks, that percentage of potentially damaging your item either through the decay system or completely disabling it through the destruction system will be a risk that's present.[11]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.[8]
    • This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.[8]
    • This type of enchanting assumes no risk, just time and effort.[8]

Enchanting is not an artisan profession. Several different professions can create enchantment scrolls. Once the scroll is created then it's in the hands of the open market.[13]

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.[13]Steven Sharif

Enchanting does not increase an item's level requirement.[3]

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.[3]Steven Sharif

Enchanting weapons applies visual effects, such as glows and colors.[15]

Enchantment appearance

Enchantments have visual effects associated with them.[16]

PvP seasons

Performance in various PvP systems (such as Caravans, Arenas, Guild wars) is measured over the course of 6 month PvP seasons. At the end of each season, a player's cumulative score may unlock various rewards.[17][5]

Arena ladder

The arena ladder system records a player's progress within PvP seasons based on their arena win/loss ratios.[17][19]

  • Titles can be received from arena play.[20]
  • Other rewards will be revealed at a later time.[21]
  • Arena points that can be used to buy gear is not currently in the design.[20]

Guild ladder

An inter-guild ladder will rank guilds based on their performance within competitive activities:[22][23]

When the guild participates in guild wars or they participate in sieges, you'll be able to climb the ranks of your inter-guild ladder as well so you get bragging rights amongst your friends.[23]Steven Sharif

Weapon progression

Sword and polearm 3D renders.[24]

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.[25]Steven Sharif

Weapons will have their own progression paths and their own applicable types of skills.[26][27]

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.[28]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 kind of 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 kind of 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.[1]Steven Sharif

Weapon skills

Basic weapon attack livestream teaser.[30]

Our approach is not going to be providing skills through weapons. It's going to be providing skills through classes.[31]Steven Sharif

Players can spec into weapon abilities on their weapon skill tree (also referred to as Combat skills[32], and Combat tree[33]) based on their preferred weapon classes (weapon types/weapon groups) and the grade of the weapon.[34][33][32][26]

Let's say a dagger has some slashing effects that bleed the target or that cripple the target... Every time you attack you have a chance to proc that effect. That effect then can synergize with what your active skills tree has available to it. So let's say your backstab deals 30 additional damage to a bleeding target. If you attack with your main weapon first and the target gets the bleed proc off and you do your backstab skill then you're synergizing your effects.[33]Steven Sharif
Let's say backstab that you can apply to deals damage to the target and it'll have a conditional modifier on that damage if you're behind the target, and it'll have a conditional modifier deal additional 50 damage if the target is under a bleed effect. So you want to synergize essentially your weapon proc conditions with your active skills so that you're timing your certain active skills appropriately with the status conditions that the target has taken.[32]Steven Sharif

Weapon classes

In-game achievable weapons concept art.[24]

Weapon classes (also referred to as weapon types and weapon groups) in Ashes of Creation.[34]

  • Blunt weapons
  • Slashing weapons
  • Piercing weapons

Elements

There will be elements (such as Air, Fire, Water, Lightning) in Ashes of Creation each with their own resistances.[38][39][40]

  • Other elemental influences may include Darkness, Light and Planar.[40]
  • Elements may have more influence in certain seasons and climates. For example, frost abilities may be stronger in winter. This affects both PvE and PvP.[41][42]
  • There may be ley lines and strong magical places in the world that change or alter the way spells work.[43]

We've discussed a little bit about how the seasons and biomes will react with different types of skills. Like if you have a fireball and it's summer it might be a little bit different. If it's winter and you have a frost ability it might be different.[42]Steven Sharif

We want to get a nice spread of abilities that that are influenced by what's going on your zone.[42]Jeffrey Bard

See also

References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 Livestream, 4 June 2018 (1:11:19).
  2. 2.0 2.1 Livestream, 4 June 2018 (21:37).
  3. 3.0 3.1 3.2 Livestream, 26 March 2021 (1:15:57).
  4. 4.0 4.1 4.2 4.3 4.4 Interview, 18 July 2020 (14:22).
  5. 5.0 5.1 5.2 5.3 5.4 Interview, 18 July 2020 (16:34).
  6. cody-enchanting.png
  7. 7.0 7.1 steven-enchanting2.png
  8. 8.0 8.1 8.2 8.3 8.4 enchanting.png
  9. Rng crafting.jpg
  10. 10.0 10.1 steven-enchanting1.png
  11. 11.0 11.1 11.2 Interview, 29 July 2020 (15:04).
  12. Livestream, 5 May 2017 (20:41).
  13. 13.0 13.1 Livestream, 27 May 2022 (1:20:00).
  14. Livestream, 17 May 2017 (58:55).
  15. Livestream, 28 January 2022 (56:12).
  16. 16.0 16.1 16.2 Official Livestream - May 4th @ 3 PM PST - Q&A
  17. 17.0 17.1 Livestream, 24 September 2021 (1:22:46).
  18. Livestream, 23 August 2017 (16:44).
  19. partysize.png
  20. 20.0 20.1 Podcast, 11 May 2018 (52:20).
  21. arena rewards.png
  22. 22.0 22.1 22.2 22.3 Livestream, 25 June 2021 (1:12:37).
  23. 23.0 23.1 23.2 23.3 Interview, 29 July 2020 (14:28).
  24. 24.0 24.1 Livestream, 30 April 2021 (53:08).
  25. Interview, 20 October 2018 (2:53:52).
  26. 26.0 26.1 26.2 26.3 26.4 26.5 26.6 Livestream, 30 January 2020 (1:28:40).
  27. Livestream, 4 May 2018 (45:37).
  28. 28.0 28.1 28.2 February 8, 2019 - Questions and Answers.
  29. Livestream, 25 June 2021 (1:29:39).
  30. Twitter - What’s your go-to weapon?
  31. 31.0 31.1 Livestream, 30 June 2022 (1:12:38).
  32. 32.0 32.1 32.2 Interview, 19 July 2020 (53:59).
  33. 33.0 33.1 33.2 33.3 33.4 Interview, 18 July 2020 (1:07:51).
  34. 34.0 34.1 Interview, 7 February 2021 (49:18).
  35. 35.0 35.1 35.2 Podcast, 29 September 2021 (47:57).
  36. Interview, 29 July 2020 (55:44).
  37. 37.0 37.1 Livestream, 28 February 2020 (1:10:21).
  38. 38.0 38.1 Interview, 18 July 2020 (1:05:04).
  39. Livestream, 24 May 2017 (27:47).
  40. 40.0 40.1 Livestream, 8 April 2018 (PM) (26:19).
  41. Livestream, 30 September 2020 (1:04:56).
  42. 42.0 42.1 42.2 Livestream, 1 June 2017 (20:23).
  43. Livestream, 26 June 2020 (1:32:16).