Stats

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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]

  • There will be diminishing returns on certain stats, but there won't be hard caps.[8]

Stat growth

Base stats are defined by a character's primary archetype. Stats 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.[9]
  • Artisan profession does not affect a player's stats.[10]
  • Previously it was stated that race "seeds" a player's base stats, then the primary archetype grows the base stats.[11][12][13] Any contribution by the secondary archetype was later removed.[11]
  • Waterfall stats are stats that are derived from another stat.[14]
A waterfall stat is a derivative of an attribute. So, if dexterity is your attribute stat and a waterfall from dexterity is critical rate, that would be considered a waterfall stat: the critical rate.[14]

Stat adjustment (via the Tattoo system)

Tattoos in the Alpha-2 character creator (first pass).[15]

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.[16]Steven Sharif

Tattoos in Ashes of Creation refers to.

  • Cosmetic items that allow players to customize their character in-game.[19]
    • These might be "sleeves" applied to different parts of the body.[20]
    • It may also be possible to create whole body sleeves.[20]
  • Tattoos that can be applied to a character to adjust their stats.[16][21]
    • These will have slots to allow stats to be migrated with a give-and-take relationship.[16]
    • Higher quality magical tattoos can be applied to adjust stats.[16]
      • They may also provide stat augments or other boosts.[21]

Tattoos can be removed.[21]

Stats on gear

Crafters will be able to assign different skills/abilities and stats on gear.[22][23]

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.[22]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.[23]Steven Sharif

Gear is broken down into Core Stats and Additional Stats.[27]

Gear progression

In-game achievable sword and polearm 3D renders.[28]

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.[29]Steven Sharif

Weapons have their own progression paths.[30][31]

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.[40]Steven Sharif

Gear enhancement

Gear enhancements are possible both during and after an item is crafted.[42][43]

There is a combination of systems that take an item to its max potential. Players will need to contribute in a certain number of these systems to reach max. Some of the systems are an either/or situation.[42]Kory Rice
The contribution of materials to crafting an item results in advancing the rarity of that item. Now, that doesn't exclude players who don't have the legendary or the higher quality contributed resources from progressing their common item up the rarity tree through enchantments such as scroll enchanting or through tempering the gear. Both of those can affect the quality and the rarity of the gear that you produce, but by contributing the resources during the crafting process you are getting a head start with the higher quality item and now are less dependent on those other avenues to achieve that, which might be again a different vertical space of progression that you don't have as good of access to.[43]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Enchanting

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.[52]Steven Sharif

Mechanisms for achieving the safer enchantment routes would mainly be through very rare material acquisition and boss kills.[53]Steven Sharif

There are two types of enchantments for items: Vertical and horizontal.[47]

  • Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses.[43] Vertical enchantments include risks.[47]
    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.[55]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.[55][56][57]
    • There may be mechanisms for achieving safer over-enchantments, such as difficult to obtain enchantment scrolls, or very rare material acquisitions.[58][53][56]
    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.[58]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.[47]
    • This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.[47]
    • This type of enchanting assumes no risk, just time and effort.[47]

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.[29]

Health

During PvP, detailed information about your opponent's HP is obscured. This means you will not know the exact HP percentage an opponent has.[59]

Health is a stat in Ashes of Creation.[60][4]

If you are targeting another player specifically, another player not an NPC. If you're targeting another player and that player is not a member of your guild, alliance, raid, or party- those are the four affiliation factors. If they're not a part of those four groups you will not have specific information of their HP level. You will have quarters of information to their [HP] level and you may progress to get that a bit more granular, perhaps to sixths or eighths. You're not going to have exact information about what amount of hit points they have available to them. That level of obfuscation protects a bit of that engagement, that TTK interaction. So you might overshoot a target if you don't know exactly if they're down to their last 20% or 25%. That I think is a very healthy thing to have in PvP, but it is not a normal game design mechanic.[61]Steven Sharif

Mana

Resting and mana regeneration.[64]

As you know, a classic MMO thing to do is to sit and rest as you get your resources back.[65]Steven Sharif

Mana is a universal resource/energy in Ashes of Creation that keeps corresponding stats for mana pool, consumption and regeneration relevant.[66][67][27]

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.[66]Steven Sharif

Damage

  • Damage numbers will not be so large as to be meaningless.[71]
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.[71]Steven Sharif
  • Death by fall damage is possible.[73]
    • 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.[73]

Resistances

Different damage types are mitigated by the defensive stats (resistances) on different types of armor.[74]

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.[75]Tradd Thompson
  • Players will be able to counter resistances with resistance penetration stats.[81]
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.[82]Steven Sharif
  • There is also non-mitigated damage.[74]
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.[81]Steven Sharif

Spell concentration

Concentration will be a primary stat for spell casters.[7]

Concentration is a stat that's associated with one of our primary attributes being a derivative waterfall for concentration checks. When concentration fails due to damage that's done, it is going to increase that casting time slightly. It won't interrupt it completely, but it will increase the casting time.[7]Steven Sharif

Caravan stats

Alpha-2 Tier 5 caravan stats UI.[84]

If I am utilizing components that might give my caravan a significantly higher stat of speed, it's unlikely that I would also at the same time be able to select components that were to give an equitable amount of benefit in the stat of, let's say, cargo or health. It's going to be tradeoff in that sense.[85]Steven Sharif

Caravan stats are derived from caravan components. The higher tier the components, the better the stats.[84]

Core stats
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

See also

References

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