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Spellbooks, Daggers, Spell focuses, Maces, Wands, and Spears 3D renders in Ashes of Creation.[1]

Our approach for weapons within Ashes of Creation is that weapons are not just stat sticks. They have different feels as was demonstrated both in the melee examples with the great sword and the daggers as well as now with the longbow and the short bow. These changes can be pacing, they could be speed, they can be critical rates, they can be critical damage, they can be base damage values, they can be separate effects- like the longbow has a charge up on its basic attack whereas the short bow doesn't. There's more motion in the greatsword than there is necessarily in the daggers. The idea is because each weapon type has an associated weapon tree for progression. We almost want each of these weapon groups to feel distinct in the way they play and because of that it touches a lot of different aspects of a combat for them.[2]Steven Sharif

Weapons determine a player's damage output alongside other conditions and stats.[2][4]

  • 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.[11][12][13]
  • Players can select which weapon they wish to use as their primary weapon for basic attacks.[11]
Some abilities will require that certain pieces of equipment are equipped.That's true for melee abilities like a shield bash requiring a shield to be equipped, or certain ranged abilities requiring a ranged weapon to be equipped as well. It's important to note that as part of the Ashes of Creation paper doll, you have a melee main hand, an offhand slot, and then you have a ranged slot as well, so you don't have to switch between weapons per-se if you execute an ability that requires a ranged weapon, but if you have your melee weapon out it will automatically swap to the range weapon and use the ability and then back to your melee weapon for your basic attack should you choose; and then you can select which weapon you want to have available your melee or your range for the basic attack and you can swap between those two even in combat, but they're they're still equipped.[11]Steven Sharif
Q: What percentage of an weapon's power will be defined specifically by blueprint materials, character skill, the station and region where it was crafted, and by the player's own selective inputs?
A: A big chunk of it going to come from the static recipe value. That's going to drive a lot of the stat block; and then as we saw here, you will be able to influence the quality of the recipe and the distribution of stats within the stat block based on the components that are dedicated to the craft. So, that presents a wide variety of potential output from a single recipe. recipes have the ability to gain experience. You can unlock different results through different compositional contributions of resources; and that in and of itself is an exploration progression that crafters will have access to.[14]Steven Sharif
  • The developers are considering per-use consumables/buffs that can be applied to weapons that applies certain rider effects to basic weapon attacks.[15]

Different weapon types offer different passive skills and proc effects from their weapon skill trees as well as different waterfall stats.[18]

Offhand items, such as shields, do not have weapon skill trees.[31]

The following weapon types are not equippable by players.

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

There is an even split between melee and ranged weapons.[19]


Alpha-2 armor and mace 3D renders.[39]

The intent behind the equipment system is that you will have certain types of equipment that are more relevant against the certain type of content that you're attempting to defeat or to succeed at. And what that means is, especially on the defensive side of things, you will want to have different gear sets acquired to be most effective against those particular encounters. On the weapons side of things, weapons have different types of interactions. They have passive stat progression that's available through the weapon type that's going to be relevant based on the way you're kitting your character- in concert with your ability selection as well through the skill tree- on how you're attempting to emphasize your character's waterfall stats; and there's different viable approaches that each class has. We're of course adopting a trinity type system with a hybridization model, so you can flirt the line between the roles to a degree based on player customization; and a agnostic equipment approach allows players to emphasize that hybridization model to a degree. So there's still going to be a spectrum of relevant equipment that's most effective for your character based on the role you're attempting to provide a particular party or yourself solo; and players will do well to stay within that spectrum. But it is something that is intended to be somewhat agnostic of class.[40]Steven Sharif

Gear (weapons and armor) has approximately a 40-50% influence on a player's overall power in the game.[9] This ratio will likely change over time as characters progress through various systems.[41]

We have level requirements that are going to be applicable for particular types of gears. There's going to be affiliation requirements for certain types of gear as well; but from a stat perspective we decided not to go down that route; and the only reason for that is we don't want to shoehorn people into particular types of builds; and stats relate to those particular types of builds because there's a lot of versatility that exists within our class system. They don't have to play it per-se and that lends itself to a meta. It's like, oh you're a tank where you have to tank constitution and if you don't take constitution you don't get access to this really cool tank breastplate. You know stuff like that. It can feel a little too restrictive when you start to dictate from a stat perspective how a player must build their character.[45]Steven Sharif
A big component of gear usefulness or relevancy, as either you're progressing or as expansions come out or whatnot, is that there is a deconstruction method associated with gear; and that deconstruction can provide very specific and necessary crafting materials that can only be achieved through deconstruction of certain types of gears. And then additionally as we consider expansions and additional itemization paths and tiers going forward, all gear is going to remain relevant within the tiers that they exist. So from a progression standpoint, as you achieve access to different types of tiers, those gears are still going to have relevancy within that tier.[48]Steven Sharif
  • Certain higher-end weapons and armor will have active abilities, but the intention is that these abilities will not radically redefine the way an archetype is played.[49]
Active skills that do get associated with certain types of pieces of armor and/or weapons: those will be much on the higher-end if they're an active ability that comes with those things. But I still don't think that the intended impact of those types of abilities is for us to radically redefine the way a particular archetype might play.[49]Steven Sharif
Q: Could you explain in detail what you mean by 50% of player power when talking about gear influence on player power?
A: That's just a general allocation of what players can expect to pursue when enhancing their player character power. Now obviously, the distribution and ratio of those types of influences, whether it be itemization, whether it be level, whether it be, augments choices, and/or skill tree choices: those influences and ratios change through the leveling curve. So, at lower levels your character level is going to be more influential over character power than itemization will be, but at endgame or higher levels, or at the end of the adventuring level progression, that's when itemization really gets an emphasis for its ratio of player power.[41]Steven Sharif

List of weapons

info-orange.pngThis section contains potentially outdated information from Alpha-1 testing.
Item Icon Type Tier Set Rarity Level requirement Source Cost
Arcane Tome SpellbookIcon.png Spellbook Rare 12 Crafted items
Bludgeonbane MaceIcon.png Mace Epic 15 Crafted items
Carphin Daggers Daggers Carphin
Carphin Shield ShieldIcon.png Shield Carphin Drop
Carphin Wand Wand 1.png Wand Carphin
Chipped Greataxe GreataxeIcon.png Axe Chipped Poor 2 Vendor 25
Chipped Greatsword GreatswordIcon.png Greatsword Chipped Poor 2 Vendor 25
Chipped One-Handed Axe OneHandedAxeIcon.png Axe Chipped Poor 2 Vendor 25
Crystalized Blood Hammer Hammer Crystalized Blood Crafted items
Crystalized Blood Sword CrystalizedBloodSwordIcon.png Sword Crystalized Blood Rare Crafted items
Demonic Offering Aegis ShieldIcon.png Shield Epic 15 Crafted items
Dented Shield ShieldIcon.png Shield Dented Poor 2 Vendor 25
Dull Greatmace GreatmaceIcon.png Mace Dull Common 5 Vendor 75
Dull One-Handed Axe OneHandedAxeIcon.png Axe Dull Common 5 Vendor 75
Dull One-Handed Mace MaceIcon.png Mace Dull Common 7 Vendor 50
Eldritch Executioner GreatswordIcon.png Sword Eldritch Epic 15 Crafted items
Eldritch Lightguard ShieldIcon.png Shield Eldritch Rare Crafted items
Equilibrium GreatmaceIcon.png Mace Epic 15 Crafted items
Glacius OneHandedSwordIcon.png Sword Epic 15 Crafted items
Greatblade GreatbladeIcon.png Sword Common
Greatstaff GreatstaffIcon.png Staff Common
Greatsword of Briarhome Greatsword Briarhome Crafted items
Hammer of Koryn HammerOfKorynEpicIcon.png Hammer Epic Drop
Headlopper HalberdIcon.png Halberd Epic 15 Crafted items
Iron Longsword GreatswordIcon.png Sword Iron Common 1 Crafted items,Quest rewards
Iron Wand 45180dea-dd3e-497e-94ae-93af57b2e6b7-0.png Wand Iron Common 1 Crafted items,Quest rewards
Kite Shield Kite Shield Icon.png Shield Common
Lava Forged Defender LavaForgedDefenderIcon.png Shield Lava Forged Rare Crafted items
Lava Forged One-Handed Sword d8097cb1-34c8-4312-933f-3040305645b6-0.png Sword Lava Forged Rare 12 Quest rewards
Lava Forged Wand d36dda14-5a9e-4744-8715-9f7c471b0105-0.png Wand Lava Forged Rare 8 Quest rewards
Longbow of Briarhome RareLongbowIcon.png Longbow Briarhome Rare Drop
Lorica Vindicta Mace LoricaVindictaMaceIcon.png Mace Lorica Vindicta Common
Lorica Vindicta Shield LoricaVindictaShieldIcon.png Shield Lorica Vindicta Common Drop
Mace of Briarhome HeroicMaceIcon.png Mace Briarhome Heroic Crafted items,Drop
Night Blade Heroic Nightblade Icon.png Sword Heroic Crafted items
Quill Of The Tundra WandIcon.png Wand Epic 15 Crafted items
Ranseur Of Malice LongspearIcon.png Spear Epic 15 Crafted items
Replica Of Dignitas GreataxeIcon.png Axe Epic 15 Crafted items
Sanctus Wand SanctusWandIcon.png Wand Rare Alpha-2
Scepter of Briarhome Scepter Briarhome Crafted items
Sharpened Greatsword SharpenedGreatswordIcon.png Greatsword Sharpened Rare Crafted items
Sharpened One-Handed Sword 77226313-9678-43f1-8fd8-e298344dfcaa-0.png Sword Uncommon 5 Quest rewards
Shield of Briarhome Shield Briarhome Crafted items
Shortbow of Briarhome RareShortbowIcon.png Shortbow Briarhome Rare Drop
Silver Guardian OneHandedSwordIcon.png Sword Rare 10
Sons of Fortune Dirk Sons of Fortune's Dirk Icon.png Dagger Sons of Fortune Legendary 10
Sons of Fortune Shield Sons of Fortune Shield Icon.png Shield Sons of Fortune Rare 10
Sons of Fortune Wand Sons of Fortune Wand Icon.png Wand Sons of Fortune Rare 10
Spire Of Illusion StaffIcon.png Staff Epic 15 Crafted items
Stormcaller's Axe Stormcaller's Axe Icon.png Axe Rare Crafted items
Sword of Briarhome RareSwordIcon.png Sword Briarhome Rare Drop
Tome Of The Tundra SpellbookIcon.png Spellbook Epic 15 Quest rewards
Tower Shield TowerShieldIcon.png Shield Rare Drop
Tundra's Torment HalberdIcon.png Halberd Epic 15 Crafted items
Worn Mace a86487cc-9e86-4b71-a1b0-298eece25e6c-0.png Mace Worn Poor 1 Vendor

Weapon progression

In-game achievable sword and polearm 3D renders.[54]

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.[55]Steven Sharif

Weapons have their own progression paths.[10][56]

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.[60]Steven Sharif

Weapon skill tree

Alpha-2 work-in-progress Greatsword weapon skill tree.[62]

The intent here is to give you choices. Either I want to extend and improve my combo, or I want just passive benefits that increase my attack speed or crit chance.[63]Brian Ferguson

Weapon skills grant passive skills and proc effects and other status conditions, rather than usable skills on a player's action bar.[18] The more skill points that are allocated to the weapon tree, the greater a player's weapon familiarity with that specific weapon type.[64] This influences things like the number of attacks, attack speed, and increased chances of proc effects from carrying out basic attacks with that weapon. These procs may offer synergy with the player's active skills.[65][66][67][18][57][2][5][6][58][7][9][8][10][59][60] This synergy also applies to active skills from other characters.[66][68]

Weapon skill trees are skill trees that you can unlock and invest points into as you continue to develop your experience with certain weapon types, certain weapon groups, like a dagger; and when you're doing your basic combo attack with those weapons, which is universal for all classes- anybody can use any type of weapon because stats can be changed on these weapon types through crafting and through drops- there will be certain proc effects that live on the weapon skill tree as you advance in them; and those proc effect effects will be able to interact with your archetype skills because they will have promotion type effects that occur when they synergize with one another.[65]Steven Sharif
Our approach is not going to be providing skills through weapons. It's going to be providing skills through classes.[57]Steven Sharif
Q: With weapon leveling, does it mean you will level per weapon type or will it be per weapon; and if I get a better wand, for example, will I still have to level that up again?
A: It's weapon type. So if you start advancing within the wand class of weapons, you will persist that progression across all wands that you acquire.[64]
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.[8]Steven Sharif

Classes of weapons

Weapons 3D renders. These are depicted in the Threads of Fate cosmetic costume but are not part of that set. Models by Eli Hurst.[73]

Weapon classes (also referred to as weapon types and weapon groups) in Ashes of Creation may deal different types of physical damage.[74][7]

Basic attacks

Alpha-2 Mage demonstrating a Frostbolt, Lightning Strike, and Wand weapon attack combo.[75]

This is a single Target projectile attack that applies two stacks of Chilled to the enemy; and then after that hit him with a few wand attacks. Now you'll see that you've gotten a Frozen status effect on him and then he timed that really well there... in that very last frame you'll see that he hit him with a lightning effect... So that's a good way to get your burst damage if you're rotating your spells and your elements the correct way.[75]Keenan Reimer

Basic attacks are triggered for the equipped primary weapon by pressing Q or left-clicking the mouse (these buttons can be re-bound by the player).[11][12][58]

  • Different weapon types have different basic attacks.[77][78]
  • Weapons with projectile attacks are capable of blind firing without having a target.[79]
    • If the player is in action camera mode and their reticle is over a target, they will be able to soft lock onto that target, causing projectiles to home to targets who are within the correct range/angle.[79]
When you have your weapon and you utilize a basic attack, you can blind fire that weapon, if it has a projectile associated with it, without having to have a target. In addition, if your reticle in action camera mode is over a target, you will have a soft target lock and projectiles will home to that target if within the right angle of direction.[79]Steven Sharif
Basic attack Icon Weapon Description
Greatsword basic attack Greatsword Auto Attack Icon.png Greatsword
Longbow basic attack Bow basic attack.png Longbow A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[80][77][78]
Shortbow basic attack Copper Shortbow Icon.png Shortbow A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[77][78]
Staff basic attack StaffBasicAttackIcon.png Staff
Wand basic attack WandBasicAttackIcon.png Wand

Weapon combo system

Alpha-2 greatsword weapon combo animation.[81]

Whenever you get stab hits on the third and the fourth hit, those are actually procs. So, if you connect with the second hit of that proc hit you'll receive the additional effects, but you actually have to connect with a monster or player to receive the effect; and I think the proc rate is at a static 25 percent right now. We're looking at other ways to scale that. Maybe it scales with a stat, or maybe it scales with additional nodes, but right now it's kind of low.[82]Brian Ferguson

A weapon combo system (also referred to as Weapon use combo, Weapon attack combo, Weapon combo, and Weapon use ability) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[81][83][75][5][10][84][85]

Let's say for example you're using a two-handed warhammer or something and you have a number of weapon combos that play animation style based on how many combos deep you go into an attack with that warhammer. So the first is going to be like a forward swing. Second is going to be a back swing. The third is going to be swing down and the fourth is going to be some twirl that you do; and that's what we call the combo animation montage.[58]Steven Sharif
  • The number of steps and passive effects that trigger during weapon combos can be customized in the weapon skill tree.[86][87]
We wanted to have a combo length progression available to players so that certain builds could have longer weapon combos and other builds can have shorter weapon combos with more passive effects.; and this has been the result of our exploration. So, when you start out you've got a pretty quick four-hit combo, but whenever you unlock the additional hits you get the fifth and sixth hits, which are at approximately 50% to the overall combo length. But we found that that gave a pretty satisfying floor and ceiling to how long the combo can be.[86]Brian Ferguson
Depending on what your class skill choice has been those are going to have synergy effects with the weapon skill tree. So my skill called spin-to-win might do 30 additional damage on a staggered target. So I see when my proc occurs with the stagger effect on my first swing, like for me as a player I might be only interested in landing that first swing, so every now and then I'm gonna swing once and then I'm gonna use a skill and then I'm gonna come back and swing again because that'll play my first swing montage, because it's been interrupted. So I won't move to the second one because I'm really just wanna hit that stagger effect. So that's going to be how my rotation lines up. However I might have some skill that on a stun target it might be an immediate cast and it's like some power you push or power hit; and that does- it knocks back a stun target. So if the target's stunned when this skill plays, it has an added effect of knock down and now they're gonna get knocked down for an additional two seconds. Now I might spec into that and as a result I want to finish through: swing, swing, and then knock down. So I get my chance at stunning that target with that weapon skill.[58]Steven Sharif
You may have items or set bonuses that change at what level those proc occurs. So I may have a full set of battle armor that changes all third hit combo procs to second hit requirements and now I have a chance not only on my second hit to land that tapering slow but I also have a chance to land my one second stun proc because I have the full set that changes my weapon progression. So that's the way itemization works with your weapon skill tree, is you can enhance when those weapon skill trees become available in your combat montage and that can be a relevant factor in how your skill rotations come to play; and mixes with your weapon attacks.
  • Weapon skill choices and rotations will vary based on whether the player is more focused on PvP or PvE.[58]
Right now some people might just say, "I don't care at all about my weapon attacks. I'm not going to invest a lot of points into that. And if I do, it's going to be primarily PvE focused where I'm more comfortable using just swinging my weapon, and I may not use them as much in PvP. I'm just going to be focused on skill rotations." That's okay, but the reason for those skill montages- back to your question- is they have a very relevant role in when certain procs come online from a weapons skill tree perspective.[58]Steven Sharif
  • Using a skill/ability other than a basic attack will in general reset the combo.[69]
    • The developers are considering specific abilities that might be able to be used without resetting the combo system.[69]
It acts similar in the sense of the core loop of what an auto attack is so to speak; where typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable 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 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.[10]Steven Sharif
Q: How will weapon combos work when the weapon doesn't necessarily fit the archetype? For instance, if I'm a Mage and I want to use a bow, how will that work?
A: We're letting players make choices that may not mix as well as other choices; and that's okay. It presents some interesting horizontal options to the player, but at the same time there is going to be something for each archetype or class that's present within each of the weapon skill trees.[88]Steven Sharif

Weapon weights

Weapon weight refers to how the mass of a weapon affects its performance during combat.[90]

There is a balance between player motion and agency as we call it and weapon weightedness- that almost locked-in-place rooted position- the heavier the weapon is, the more restrictions you want to place on that player agency to showcase the rooted effect: That weight- that heavyweight aspect; and so what we've done by presenting you guys with both the dual daggers and the two-handed weapon is we've shown the range between that complete player agency: a player agency in the light weapon attacks that's the dual daggers, and the maximum range of of rootedness or weightedness that's present on the two-handed weapon; and that's the spectrum in which our basic melee combat will exist within. So if there are medium weapon groups that exist in-between there, it's going to be somewhere in between that spectrum.[91]Steven Sharif

Weapon targeting

Ranger hybrid combat in Alpha-2.[92]

Our desire has always and continues to be how we can create a mixture of tab target abilities and skill-shot oriented positional, directional-based ability usage and make something cohesive in that design. And I think that what we're achieving with that regard may not fully feel like an action-oriented game, but we've always intended to be more hybrid-oriented, leaning towards tab target. So you're going to see a mixture of abilities that require the targets and that don't; and then you're going to have an option as the player's perspective to utilize an action camera mode, which utilizes a soft target lock feature and our reticle.[93]Steven Sharif

Hard-locked friendly player target.[94]

Hybrid combat refers to the choice between tab and action combat in Ashes of Creation.[93][95][96][97][98][99] A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab combat modes.[93][100][101][102][103]

  • The action mode camera is tied to the to the player's reticle (crosshair).[104][93][105][106]
    • There will likely be a hotkey that when held down will allow free camera movement in action mode.[106]
    • In future the user will have the ability to choose from different reticle appearances.[104][107]
  • Targeted skills require either a soft or hard locked target.[93][105]
    • Soft locking is when the reticle moves over a valid target while in action mode.[104] The targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost.[105]
    • Hard locking is when the player uses right-mouse on a soft-locked target in action mode, or when the player selects a valid target in tab mode. The targeting plate will not be grayed-out to indicate that a hard-lock target is selected. Unlike soft locking, if the target moves out of the reticle, the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[11][105]
Q: Is the development team moving away from action combat, or is action combat more prevalent with the melee classes, and the healing/range classes are more tab-target other than AoE spells?
A: We have not moved away from our hybrid approach to the development of Ashes of Creation's combat; and specifically to reiterate: that approach is incorporating elements of skill shots, fast and reactive gameplay that is situationally relevant, and incorporates the camera mode of both tab-targeting as well as action combat reticle. That's something that is still in progress. We haven't moved away from that however. To note, our approach of that hybridization is going to incorporate things like templated skill-shots, directionally relevant activated abilities, along with the ability to dodge to roll projectiles that can impact collision. Those are elements of action combat that are present.[111]Steven Sharif

Templated and targeted versions of skills will have different characteristics.[112][100][113][114][115]

Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[114]Steven Sharif
  • Targeted skills will be greyed out if the target is not within a valid range but templated skills will generally require the player to assess the correct range for the skill.[116]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • It may not be possible to be able to fully spec into just action or tab targeted skills. There might be a 75% cap on choosing skills from any one type.[114]
  • For the purposes of balance, certain skill types will be either tab or action oriented skills.[118]
    • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[118][114]
    • Softer CC's would be housed in tab-targeted abilities.[118]
As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage.[115]Steven Sharif

Forward attack cone (cleaving)

Weapon attack cone in Alpha-1.[102]

As I attack I am hitting multiple numbers of these opponents; and that's important because all weapons, regardless of whether you are in reticle mode or tab-targeting mode will be able to have a action-based type weapon attack. Not active skill, but weapon attack.[102]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[102]

Polearms for example will have a much wider arc and much further out. Daggers will have a more fine-tuned arc, so you have to be more precise in that regard.[102]Steven Sharif

This is described as a weapon attack not an active skill.[102]

Class weapons and armor

Weapons and armor are not class locked, but certain archetypes or classes are more synergistic with certain types of weapons or armor.[40][42][43][44]

Weapons are intended to be somewhat agnostic in the sense that you can find a way for a weapon to be utilized by different classes. Not just the rogue is going to be able to use daggers. Because if you restrict equipment through that, it makes the economy more difficult to have sustainability across the market of items.[44]Steven Sharif

Certain abilities require certain items to be equipped.[121]

Q: We had stated that we were going to allow people to use any class combination, which would be both your archetypes together, being able to use any weapon. Do we see problems that could occur with that, for instance like a bow tank, or an orb tank or things like- will there be some strangeness there, or are there problems that you first are foreseeing in the future?
A: We're giving a lot of flexibility to the crafters in our game. They get to help define the stat block that a particular item, weapon, or gear has; and that stat block can be relevant to any particular class or archetype combination. So in that sense the idea is, no not to see any strangeness there or not to see any elements that would dissuade a person from that customization perspective.[122]Steven Sharif

Racial weapons and armor

Armor racial appearances in early Alpha-1.[123]

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.[124]Jeffrey Bard

Dünir and Empyrean racially styled armor concept art by Keith Kovach.[125]

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.[126]Steven Sharif

Weapons and armor are not race locked, but armor will take on a racial appearance.[126][127][128]

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.[129]Steven Sharif
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.[129]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.[131]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.[132]Steven Sharif

Gear slots

Alpha-2 Level 30 Mage character sheet UI.[133]

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.[134]Colby Marchi

There are multiple gear slots in Ashes of Creation.[134]

  • Previously it was stated there were 16 gear slots.[140]

Gear appearance priority

Players can set the appearance priority for the items they wish to show in their Back and Belt slots.[136][139][152]

  • Only one item can show at a time, and that is determined by player choice.[137]

Ranged weapons

A character may equip up to two hand weapons and also wear a ranged weapon on their back.[12][13][137]

Melee weapons

Low-level shield, one-handed mace, and two-handed staff 3D renders from Alpha-2.[160]

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.[160]Steven Sharif

Melee weapons and abilities have a maximum range of effect.[161][157]

  • There are two melee weapon slots: One on each side of a character's belt.[137]

Dual wielding

Dual wielding will be permitted for selected one handed weapons, such as Daggers, Maces, and Swords.[20][71][163]

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.[71]Steven Sharif

Switching gear

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.[51]Steven Sharif
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.[169]Steven Sharif

Guns and gunpowder

The Gilded Galleon pre-order pack cosmetic ship skin.[174]

The potion launcher idea will be incorporated as part of how cannons operate on ships; and these will be very large potion launchers obviously. The storage of this ammunitions are going to be very important as well... It's not going to be the same potion every time. You can equip the cannon with different types of potions that have different types of effects from a munitions standpoint; and I think that's going to provide a very cool gameplay because as you see the different color of the trail that's coming out of the potion launched, you'll be aware of what your adversary is using and how that affects your ship; and you'll be able to counter based on maneuverability, based on whatever you want to counter that with. I think that's going to present a very interesting dynamic to the attacks with these ships.[37]Steven Sharif

Gunpowder (black powder) weapons will not be present in Ashes of Creation.[175][176]

  • Ships will utilize a larger form of potion launcher in place of canons. These canons will be able to be equipped with different potions that have different effects.[37]
I previously said there was not going to be gunpowder in Ashes. What there will be is something very similar to gunpowder but has a more arcane nature to it. It's not necessarily going to be explainable through the conventional means of chemistry, metallurgy, and physics and what not, but rather the Essence is the core component of many types of magic, one of which is obviously going to be evocation type magic; and that evocation can have some explosive tendencies.[175]Steven Sharif

Weaponry such as Potion launchers, Siege weapons and weapons used in Naval combat are based on the arcane arts.[37][175][177]

As we said in the past, were not really about that black powder life. Instead it's really going to be focused on the arcane arts: The elements; the use of radiance and darkness; and then those being employed in larger weaponry, such as the type of siege weaponry between ship battles as well as those and sieges. A potion launcher is an example of the arcane energies that can be mastered in order to facilitate these highly destructive alchemical blends that can be created.[177]Steven Sharif

Ship weapons

Ship weapons are used for both naval PvP and PvE.[178]

  • There will be projectile-based weapons that require leading the target and predicting the movement of the opponent.[178]
  • There are faster projectile weapons that have shorter flight times and thus require less prediction, such as harpoons, which impacts a target within within one or two seconds.[178]
  • Potion launchers are used in place of canons on ships.[37] These fire slower projectiles that can take upwards of three to five seconds to impact, depending on the angle of the firing.[178]

Gear enhancement

Gear enhancements are possible both during and after an item is crafted.[179][180]

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.[179]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.[180]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 is not an artisan profession in its own right. Scribes create scrolls that can be utilized by different professions to create enchantments relating to that profession.[188][189]

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.[191]Steven Sharif

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.[55]

Item rarities

Item rarities in Ashes of Creation.

Legendary items

There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[199]

At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[201]Steven Sharif

The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[202]Steven Sharif

Certain legendary items may be limited to one per server realm at any given time.[205][206]

  • If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[205]

There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server realm at any given time.[206]

A legendary weapon is easily distinguished by its visual appearance.[202]

It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[202]Steven Sharif

Legendary items are not intended to be temporary.[207]

The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[207]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.

Discovery of legendary items will unlock further chapters of the Lore.[209]

Gear sets

2nd Sword Division non-cosmetic gear set 3D renders. 3D model by Keith Kovach.[210]

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.[211]Steven Sharif

Equipping the Titanbark gear set in Alpha-2.[212]

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.[46]Steven Sharif

Gear sets (also known as tier sets) are a part of Ashes of Creation.[50][46][47]

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.[50]Steven Sharif
  • Players gain bonuses depending on the number and tier of pieces they have equipped.[50][46][47]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • There are passive abilities that can be chosen to become more adept with certain set types.[47]
  • There will be viable non-set builds.[214]

Best in slot weapons

A design goal for Ashes of Creation is to not have overarching best-in-slot items (BiS) that are meta for all situations.[215]

There's still going to be customization within realms for your archetype that you will want to spec into, knowing you're going into a certain fight, or into a certain raid, or into a certain war, or whatever it may be: and you may want to spec specifically and gear specifically and have people set up in a way that makes the most sense for that.[217]Margaret Krohn

Gear appearance

Alpha-1 female plate armor 3D render.[221]

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.[221]Steven Sharif

  • Armor will not be overly sexual in appearance.[221][223]
    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.[222]Steven Sharif
    • Some armor and costumes will be more revealing than others, but there will not be nudity in the game.[225]
    There might be sliders, but there are not gonna be naked sliders.[225]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.[226]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.[231]
  • Hair will likely be masked if helmet display is toggled on.[235]

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).[237][47]

  • There are rules when applying cosmetics to specific items, unlike costumes, which don't have level restrictions.[238]
  • Cosmetic slots can be toggled on or off on their character by the player.[239]
  • A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[240][241]
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.[240]Steven Sharif

Kickstarter weapon skins

Kickstarter backers will receive a unique weapon skin.[242]

  • Usable on all types of weapons.
  • Include subtle and tasteful glow/particle effects.

Summoned weapons

Summoner augments are still in development.[243]

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • Classes with a Summoner secondary may grant augmented skills that summon weapons. These summoned weapons are not able to be equipped.[244]
    • The word "equip" only applies to items. There are currently no plans to include summoning items into a player's inventory or character slots. It may however be possible to change the appearance and damage type/data of a weapon through the use of a spell.[245]
    • There are summoned weapons that appear as a spell VFX to damage opponents for a period of time.[246] These will not be able to be wielded, since weilding implies an item in a character equipment slot.[247]


See also


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  137. 137.0 137.1 137.2 137.3 137.4 137.5 137.6 137.7 137.8 137.9 weaponslots.png
  138. Livestream, May 31, 2023 (48:11).
  139. 139.0 139.1 stevenclarification.png
  140. 140.0 140.1 Livestream, July 28, 2017 (24:54).
  141. 141.0 141.1 helmet.jpg
  142. 142.0 142.1 142.2 142.3 Livestream, February 9, 2018 (7:31).
  143. Polymorphic Breastplate.png
  144. 144.0 144.1 Livestream, July 28, 2017 (31:30).
  145. belt items.jpg
  146. Alpha-1 screenshot.
  147. 147.0 147.1 Alpha-1 screenshot.
  148. 148.0 148.1 Video, November 30, 2023 (19:06).
  149. 149.0 149.1 Livestream, June 30, 2022 (1:17:34).
  150. Video, November 30, 2023 (9:36).
  151. Livestream, September 29, 2023 (1:08:25).
  152. Livestream, June 4, 2018 (19:48).
  153. 153.0 153.1 Livestream, September 3, 2017 (48:56).
  154. Livestream, January 28, 2022 (39:30).
  155. Livestream, December 19, 2023 (1:40:53).
  156. steven-ranger-range.png
  157. 157.0 157.1 Livestream, June 30, 2017 (47:14).
  158. Livestream, December 19, 2023 (1:53:41L5DeC8wIcuM).
  159. Livestream, December 19, 2023 (1:20:41).
  160. 160.0 160.1 Livestream, December 2, 2022 (1:12:19).
  161. Video, July 28, 2023 (23:28).
  162. Livestream, January 30, 2020 (35:12).
  163. 163.0 163.1 Livestream, June 16, 2017 (40:06).
  164. dual-wield-shields.png
  165. Livestream, July 28, 2017 (33:36).
  166. Livestream, April 28, 2023 (39:06).
  167. 167.0 167.1 Livestream, November 19, 2021 (40:53).
  168. Livestream, November 30, 2023 (1:37:49).
  169. 169.0 169.1 Livestream, April 28, 2023 (51:16).
  170. 170.0 170.1 Livestream, September 30, 2022 (51:09).
  171. Livestream, July 28, 2017 (34:32).
  172. Interview, July 18, 2020 (1:03:45).
  173. Livestream, May 30, 2019 (1:15:58).
  174. Ashes of Creation Store: The Gilded Galleon.
  175. 175.0 175.1 175.2 175.3 Podcast, November 15, 2020 (22:22).
  176. Livestream, June 16, 2017 (43:01).
  177. 177.0 177.1 177.2 177.3 Interview, August 17, 2018 (17:57).
  178. 178.0 178.1 178.2 178.3 Livestream, October 28, 2022 (1:37:22).
  179. 179.0 179.1 Podcast, December 3, 2023 (17:10).
  180. 180.0 180.1 180.2 180.3 180.4 Livestream, November 30, 2023 (1:38:47).
  181. Video, November 30, 2023 (1:01:04).
  182. Video, November 30, 2023 (59:21).
  183. Livestream, May 26, 2017 (5:25).
  184. enchanting.png
  185. Livestream, June 4, 2018 (21:37).
  186. Interview, July 18, 2020 (16:34).
  187. Interview, July 18, 2020 (14:22).
  188. 188.0 188.1 Livestream, May 27, 2022 (1:20:00).
  189. Livestream, May 26, 2017 (51:37).
  190. Livestream, May 17, 2017 (58:55).
  191. 191.0 191.1 Livestream, March 26, 2021 (1:15:57).
  192. Alpha-1 screenshot.
  193. 193.0 193.1 193.2 193.3 193.4 193.5 193.6 Podcast, December 3, 2023 (11:28).
  194. Alpha-1 screenshot.
  195. Alpha-1 screenshot.
  196. Alpha-1 screenshot.
  197. Alpha-2 screenshot.
  198. Alpha-1 screenshot.
  199. Interview, July 18, 2020 (1:00:15).
  200. Interview, July 19, 2020 (8:43).
  201. 201.0 201.1 201.2 201.3 201.4 Interview, July 20, 2020 (21:57).
  202. 202.0 202.1 202.2 202.3 Livestream, 2018-04-8 (PM) (55:49).
  203. Livestream, July 25, 2020 (46:08).
  204. Livestream, March 26, 2021 (1:02:06).
  205. 205.0 205.1 Livestream, March 31, 2022 (1:15:02).
  206. 206.0 206.1 Livestream, May 15, 2017 (38:08).
  207. 207.0 207.1 Livestream, July 9, 2018 (25:34).
  208. Livestream, 2018-04-8 (PM) (51:49).
  209. Livestream, May 19, 2017 (44:18).
  210. Livestream, June 30, 2023 (1:30:40).
  211. Podcast, August 4, 2018 (59:58).
  212. Video, January 27, 2023 (45:46).
  213. 213.0 213.1 Livestream, April 30, 2021 (41:18).
  214. Livestream, November 17, 2017 (56:07).
  215. 215.0 215.1 Interview, July 9, 2023 (1:43:38).
  216. Livestream, May 29, 2020 (1:33:11).
  217. Livestream, May 31, 2024 (7:09).
  218. Livestream, June 30, 2022 (1:18:55).
  219. Livestream, May 10, 2017 (14:45).
  220. Livestream, March 31, 2022 (1:19:41).
  221. 221.0 221.1 221.2 221.3 Livestream, May 29, 2020 (50:20).
  222. 222.0 222.1 Livestream, May 26, 2017 (19:51).
  223. 223.0 223.1 Reddit Q&A, 2019-01-8.
  224. oversized.jpg
  225. 225.0 225.1 Livestream, December 23, 2021 (1:34:07).
  226. Livestream, September 24, 2021 (1:25:27).
  227. Livestream, November 30, 2023 (1:40:11).
  228. Sparkly.jpg
  229. Livestream, November 30, 2020 (1:05:22).
  230. Livestream, May 24, 2017 (24:19).
  231. margaret-gear-appearance.png
  232. cosmetics obtaining.png
  233. Livestream, July 18, 2017 (54:56).
  234. Livestream, July 28, 2017 (9:47).
  235. Livestream, October 30, 2020 (1:13:22).
  236. Livestream, May 31, 2023 (58:37).
  237. Interview, August 24, 2018 (5:28).
  238. Livestream, November 30, 2020 (57:50).
  239. Livestream, February 9, 2018 (50:29).
  240. 240.0 240.1 Livestream, July 25, 2020 (54:10).
  241. Livestream, November 22, 2019 (1:08:05).
  242. May The 4th, Be With You... And also some skins.
  243. Interview, July 9, 2023 (1:08:13).
  244. fightersummoner.png
  245. summoned weapons.png
  246. summoned weapons 2.png
  247. summoned weapons 3.png