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.[3]Steven Sharif

Enchanting

There are two types of enchantments for items: Vertical and horizontal.[5]

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.[7]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.[5]
    • This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.[5]
    • This type of enchanting assumes no risk, just time and effort.[5]

Enchanting services are sold at player stalls.[9]

Enchantment appearance

Enchantments have visual effects associated with them.[10]

  • Indicate threat to other players.
  • Give recognition for difficult achievements.

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.[4]

Arena ladder

There will be an arena ladder system.[11]

  • Rewards for arena ladders will be revealed at a later time.[12]
  • Titles can be received from arena play.[13]
  • Arena points that can be used to buy gear are not currently in the design.[13]

Guild ladder

An inter-guild ladder will rank guilds based on their performance within Guild wars and Castle sieges.[14]

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.[14]Steven Sharif

Weapon progression

Weapons will have their own progression paths and their own applicable types of skills.[16][17]

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.[18]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 that impacts the world... We kind of want the the weapon system and add an element of that as well... You can determine special effects that proc from currently the combo system right; 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 use combo system

A weapon use combo system is utilized instead of a traditional auto-attack ability in Ashes of Creation.[16] No traditional auto-attack system is present in Alpha-1.[19]

  • Players can spec into weapon abilities on their combat skill tree, based on their preferred weapon types.[20][21][16]
  • The more skill points that are allocated to the combat skill tree, the greater a player's weapon familiarity. This in turn unlocks various proc effects on weapon use that can offer synergy with other active skills.[20][16] This synergy also applies to active skills from other characters.[22]
    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.[20]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.[21]Steven Sharif
    • These procs may reduce or reset cooldowns on other skills on the player's hotbar.[23]
  • Using a skill/ability will in general reset the combo.[23]
    • The developers are considering specific abilities might be able to be used without resetting the combo system.[23]
  • The combo system will not have the quicktime event that was seen at PAX West 2017.[16]

It acts similar in the sense of you know the core loop of what an auto attack is so to speak; where you know typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable you know skill effect that you can continually attack with but it's a little bit more involved than what a traditional auto attack is; and it has components from a from an advancement standpoint when it comes to the types of procs that your weapon can have during that combo system... It's not going to have the quick time event that you know you guys saw early on in PAX and gave great feedback on, but it is going to have development with regards to the power of the weapon the type of weapon you're using, the additional proc effects that you can skill into: Those types of things are going to make it a little bit more complex of a system capture.[16]Steven Sharif

Elements

There will be elements (such as Air, Fire, Water, Lightning) in Ashes of Creation each with their own resistances.[24][25][26]

  • Other elemental influences may include Darkness, Light and Planar.[26]
  • 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.[27][28]
  • There may be ley lines and strong magical places in the world that change or alter the way spells work.[29]

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.[28]Steven Sharif

We want to get a nice spread of abilities that that are influenced by what's going on your zone.[28]Jeffrey Bard

See also

References