Difference between revisions of "Stats"

Ashes of Creation community empowered Wiki
Jump to navigation Jump to search
(Add section)
(14 intermediate revisions by 3 users not shown)
Line 1: Line 1:
[[File:Alpha_0_character_sheet.png|450px|thumb|[[Alpha-0]] [[Gear|gear/equipment]] [[User interface|UI]] showing [[Stats|stats and attributes]].{{livestream|9 February 2018|7m31|w8eehrdIIXI}}]]
+
{{Stats}}
  
[[Alpha-0]] [[wikipedia:Attribute (role-playing games)#Stats_and_substats|stats and attributes]].{{livestream|9 February 2018|7m31|w8eehrdIIXI}}
+
== Health ==
  
* Power.{{livestream|9 February 2018|7m31|w8eehrdIIXI}}
+
{{Health}}
* Dexterity.{{livestream|9 February 2018|7m31|w8eehrdIIXI}}
+
 
* Constitution.{{livestream|9 February 2018|7m31|w8eehrdIIXI}}
+
== Mana ==
* Willpower.{{livestream|9 February 2018|7m31|w8eehrdIIXI}}
+
 
* Wisdom.{{livestream|9 February 2018|7m31|w8eehrdIIXI}}
+
{{Mana}}
* Mentality.{{livestream|9 February 2018|7m31|w8eehrdIIXI}}
 
* Physical attack.{{livestream|9 February 2018|7m31|w8eehrdIIXI}}
 
* Magical attack.{{livestream|9 February 2018|7m31|w8eehrdIIXI}}
 
* Block percentage.{{livestream|9 February 2018|7m31|w8eehrdIIXI}}{{livestream|30 May 2017|16m25|STUmnHRKqNc}}
 
* Critical hit.{{livestream|30 May 2017|16m25|STUmnHRKqNc}}
 
* Evasion.{{livestream|30 May 2017|16m25|STUmnHRKqNc}}
 
  
 
== Stat growth ==
 
== Stat growth ==
  
 
{{Stat growth}}
 
{{Stat growth}}
 +
 +
== Stat adjustment (via the Tattoo system) ==
 +
 +
{{Tattoos}}
 +
 +
== Stats on gear ==
 +
 +
{{Stats on gear}}
 +
 +
== Passive skills ==
 +
 +
{{Passive skills}}
  
 
== Combat RNG ==
 
== Combat RNG ==
  
 
{{Combat RNG}}
 
{{Combat RNG}}
 +
 +
== Damage ==
 +
 +
{{Damage}}
 +
 +
== Resistances ==
 +
 +
{{Resistances}}
  
 
== Elements ==
 
== Elements ==
Line 30: Line 44:
  
 
{{Elemental skills}}
 
{{Elemental skills}}
 +
 +
== Gear progression ==
 +
 +
{{Weapon progression}}
 +
 +
=== Gear enhancement ===
 +
 +
{{Gear enhancement}}
 +
 +
=== Enchanting ===
 +
 +
{{Enchanting}}
 +
 +
=== Power creep ===
 +
 +
{{Power creep}}
  
 
== PvX ==
 
== PvX ==
Line 43: Line 73:
 
* [[Progression]]
 
* [[Progression]]
  
{{Notes}}
+
== References ==
 +
 
 +
<references/>
  
[[Category:Abilities]]
+
[[Category:Combat]]

Revision as of 03:37, 5 September 2021

Waterfall stats.[1][2][3][4]
Primary attribute Stat
Constitution.[5]
Max Health
Health Regeneration
Physical Mitigation
Physical Disable Evasion
Dexterity.[6]
Physical Critical Chance
Attack Speed
Physical Evasion
Physical Disable Accuracy
Intelligence.[7]
Magical Power
Magical Critical Power
Magical Penetration
Magical Accuracy
Mentality.[8]
Max Mana
Mana Regeneration
Magical Mitigation
Magical Disable Evasion
Strength.[9]
Physical Power
Physical Critical Power
Physical Accuracy
Physical Penetration
Wisdom.[10]
Magical Critical Chance
Magical Casting Speed
Magical Evasion
Magical Disable Accuracy

Stats in Ashes of Creation are derived from primary attributes (Constitution, Dexterity, Intelligence, Mentality, Strength, and Wisdom) via a waterfall system.[1][2]

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.[2]
  • There will be diminishing returns on certain stats, but there won't be hard caps.[13]

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.[14]

Health is a stat in Ashes of Creation.[15][16]

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.[17]Steven Sharif

Mana

Resting and mana regeneration.[20]

As you know, a classic MMO thing to do is to sit and rest as you get your resources back.[21]Steven Sharif

Mana Regeneration.png

Mana is a universal resource/energy in Ashes of Creation that keeps corresponding stats for mana pool, consumption and regeneration relevant.[22][23][24]

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.[22]Steven Sharif

Stat growth

  • Stats can be improved based on gear, tattoos, and other enhancements, such as socketed items.[11]
  • Players will have significant agency over the allocation of their stat progression.[11]
  • Gear has approximately a 40-50% influence on a players overall power in the game.[27]
  • Artisan profession does not affect a player's stats.[28]
  • Previously it was stated that race "seeds" a player's base stats, then the primary archetype grows the base stats.[29][30][31] Any contribution by the secondary archetype was later removed.[29]

Stat adjustment (via the Tattoo system)

Tattoos in the Alpha-2 character creator (first pass).[32]

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.[33]Steven Sharif

Tattoos in Ashes of Creation refers to.

  • Cosmetic items that allow players to customize their character in-game.[36]
    • These might be "sleeves" applied to different parts of the body.[37]
    • It may also be possible to create whole body sleeves.[37]
  • Tattoos that can be applied to a character to adjust their stats.[33][38]
    • These will have slots to allow stats to be migrated with a give-and-take relationship.[33]
    • Higher quality magical tattoos can be applied to adjust stats.[33]
      • They may also provide stat augments or other boosts.[38]

Tattoos can be removed.[38]

Stats on gear

Crafters will be able to assign different skills/abilities and stats on gear.[39][40]

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.[39]Jeffrey Bard
info-orange.pngThis section contains potentially outdated information from Alpha-1 testing.

Gear is broken down into Core Stats and Additional Stats.[24]

Passive skills

Passive skills are used to augment weapon usage, armor usage, health regeneration, and passive stats.[44]

All these passive abilities: mana regen, attack damage, critical hit damage, health regeneration, defense mitigation, maximum health: A lot of different changes from the passive side of things and these are based on what archetype you've chosen.[46]Steven Sharif
Skill Icon Origin Description
Act of War Art of War Skill Tree IconAlpha.png Fighter Switching forms no longer triggers cooldowns or costs Combat Momentum.[48]
Brutality Greater Brutality Skill Tree IconAlpha.png Fighter Weapon combo finishers and extended finishers apply 5 Wound stacks, plus an additional Wound for every 10 stacks already on the target. Each wound stack reduces target healing received by 0.5% and target damage mitigation by 0.15%, up to a maximum of 100 stacks.[49]
Caravan Trail Speed Bonus Trail Speed Bonus.png Caravan Minor speed boost for travelling on a simple trail.[50]
Climactic Whirlwind Climactic Whirlwind Skill Tree IconAlpha.png Fighter Perform a final swing in an area in front of you after ending Whirlwind's channel, dealing heavy damage and generating 5-10 Combat Momentum based on number of targets hit.[51]
Consuming Lethal Blow Consuming Lethal Blow Skill Tree IconAlpha.png Fighter Lethal Blow returns 50% of overkill damage dealt as health and mana.[52]
Extended Duration I Extended Duration IconAlpha.png Greatsword Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[53]
Extended Duration II Extended Duration IconAlpha.png Greatsword Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[54]
Extended Duration III Extended Duration IconAlpha.png Greatsword Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[55]
Extra Stacks I Second Strike IconAlpha.png Greatsword Second Strike and Perfect Timing now stack up to 2 times.[56]
Greater Brutality Greater Brutality Skill Tree IconAlpha.png Fighter Overpower and Brutal Cleave apply 10 Wound stacks to enemies hit.[57]
Greatsword Hit 3+ Greatsword Hit 3+ IconAlpha.png Greatsword Weapon Combo Finisher. Greatsword Hit 3+ Unlocked. Has 25% chance to proc. Increased damage.[58]
Greatsword Hit 3+: Extra Damage I Extra Damage IconAlpha.png Greatsword Increases the damage of Greatsword Hit 3+ by 10%.[59]
Greatsword Hit 3+: Extra Damage II Extra Damage IconAlpha.png Greatsword Increases the damage of Greatsword Hit 3+ by 10%.[60]
Greatsword Hit 3+: Extra Damage III Extra Damage IconAlpha.png Greatsword Increases the damage of Greatsword Hit 3+ by 10%.[61]
Greatsword Hit 4 Greatsword Hit 4 IconAlpha.png Greatsword Weapon Combo Extended Finisher. Greatsword Hit 4 Unlocked. Increased damage.[62]
Greatsword Hit 4+ Greatsword Hit 4 IconAlpha.png Greatsword Weapon Combo Extended Finisher. Greatsword Hit 4+ Unlocked. 25% chance to proc. Increased damage.[63]
Greatsword Hit 4+: Extra Damage I Extra Damage IconAlpha.png Greatsword Increases the damage of Greatsword Hit 4 by 10%.[64]
Greatsword Hit 4+: Extra Damage II Extra Damage IconAlpha.png Greatsword Increases the damage of Greatsword Hit 4 by 10%.[65]
Greatsword Hit 4+: Extra Damage III Extra Damage IconAlpha.png Greatsword Increases the damage of Greatsword Hit 4 by 10%.[66]
Greatsword Hit 4: Extra Damage I Extra Damage IconAlpha.png Greatsword Increases the damage of Greatsword Hit 4 by 10%.[67]
Greatsword Hit 4: Extra Damage II Extra Damage IconAlpha.png Greatsword Increases the damage of Greatsword Hit 4 by 10%.[68]
Greatsword Hit 4: Extra Damage III Extra Damage IconAlpha.png Greatsword Increases the damage of Greatsword Hit 4 by 10%.[69]
Meditative Form of the River Meditative Form of the River Skill Tree IconAlpha.png Fighter Form of the River increases your mana regeneration by 0.01% of your maximum mana per point of Combat Momentum you have.[70]
Overdrive Climactic Whirlwind Skill Tree IconAlpha.png Fighter After completing the final spin, you may continue spinning at maximum speed while rapidly depleting your Momentum. Ends after Momentum is fully depleted or after stopping the channel.[71]
Perfect Timing Perfect Timing IconAlpha.png Greatsword Adds the Perfect Timing proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: Perfect Timing Reduces the Cooldown of the next ability you cast by 5 seconds.[72]
Potency I Potency IconAlpha.png Greatsword Second Strike - Increases the damage of the Second Strike Proc by 25%. Perfect Timing - Increases the cooldown reset by 1 second.[73]
Potency III Potency IconAlpha.png Greatsword Second Strike - Increases the damage of the Second Strike Proc by 25%. Perfect Timing - Increases the cooldown reset by 1 second.[74]
Raging Blitz Raging Blitz Skill Tree IconAlpha.png Fighter Blitz generates 20 Combat Momentum.[75]
Recharging Lunging Assault Recharging Lunging Assault Skill Tree IconAlpha.png Fighter Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[76]
Reinvigorating Exert Reinvigorating Exert Skill Tree IconAlpha.png Fighter Exert additionally refreshes all ability cooldowns by 1% per point of Combat Momentum the caster has upon activation.[77]
Reinvigorating Lethal Blow Raging Blitz Skill Tree IconAlpha.png Fighter Killing an enemy with Lethal Blow resets the cooldown of Blitz.[78]
Relentless Form of the Avalanche Relentless Form of the Avalanche Skill Tree IconAlpha.png Fighter Form of the Avalanche causes your weapon combo attacks to apply 3 stacks of Staggered to enemies hit, plus 1 additional stack per 30 Combat Momentum you have. Staggered reduces physical accuracy by 0.1% per stack and physical disable reduction by 1% per stack.[79]
Second Strike Second Strike IconAlpha.png Greatsword Adds Second Strike proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: Second Strike When you strike a target for physical damage with an ability, it gets struck again.[80]
Slicing Maim Slicing Maim Skill Tree IconAlpha.png Fighter Maim launches a piercing projectile that deals damage to enemies in its path.[81]
Swordmaster: Consistent I Extended Duration IconAlpha.png Greatsword Adds Swordmaster: Swiftness - Increases effect duration by 0.5s. Swordmaster: Endurance - Increases minimum possible health restored by 0.5% Max HP.[82]
Swordmaster: Consistent II Extended Duration IconAlpha.png Greatsword Adds Swordmaster: Swiftness - Increases effect duration by 0.5s. Swordmaster: Endurance - Increases minimum health restored by 0.5% Max HP.[83]
Swordmaster: Endurance Swordmaster Endurance IconAlpha.png Greatsword Adds Swordmaster: Endurance proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: 25% chance to recover 2-4% of your maximum health.[84]
Swordmaster: Potential I Swordmaster Potential IconAlpha.png Greatsword Adds Swordmaster: Swiftness - +5% Attack speed from effect. Swordmaster: Endurance - Increases maximum possible health restored by 1% Max HP.[85]
Swordmaster: Proc Rate I Swordmaster Proc Rate IconAlpha.png Greatsword Increases all Swordmaster effect proc rates by 25%.[86]
Swordmaster: Proc Rate II Swordmaster Proc Rate IconAlpha.png Greatsword Increases all Swordmaster effect proc rates by 25%.[87]
Swordmaster: Proc Rate III Swordmaster Proc Rate IconAlpha.png Greatsword Increases all Swordmaster effect proc rates by 25%.[88]
Swordmaster: Swiftness Swordmaster Swiftness IconAlpha.png Greatsword Adds Swordmaster: Swiftness proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: 25% chance to gain 25% attack speed for 1.5 seconds. Stack up to 2 times.[89]
Unstoppable Exert Reinvigorating Exert Skill Tree IconAlpha.png Fighter Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[90]
Weapon Mastery: Bows Weapon Mastery Bows Skill Tree IconAlpha.png Ranger Lowers the Cooldown of Barrage and Scatter Shot by 3s upon: Completion of a bow weapon combo; Firing a fully charged Longbow.[91]

Combat RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[92]

RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[93]Jeffrey Bard

Damage

  • Damage numbers will not be so large as to be meaningless.[95]
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.[95]Steven Sharif
  • Death by fall damage is possible.[97]
    • 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.[97]

Resistances

Different damage types are mitigated by the defensive stats (resistances) on different types of armor.[98]

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.[99]Tradd Thompson
  • Players will be able to counter resistances with resistance penetration stats.[106]
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.[107]Steven Sharif
  • There is also non-mitigated damage.[98]
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.[106]Steven Sharif

Elements

There are elements (such as Air, Earth, Fire, Water, Electrical) in Ashes of Creation each with their own resistances.[109][110][110][100][101][102]

  • There may be ley lines and strong magical places in the world that change or alter the way spells work.[115]
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.[114]Steven Sharif

Elemental skills

The idea behind magic is you're manipulating the elements. They don't just have to be fire, ice, water and air. They can be darkness, they can be light, they can be planar; a lot of different types of "elemental influences".[102]Steven Sharif
Skill Icon Origin Description
Ball Lightning Ball Lightning Icon.png Mage Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying 1 Electrified stack to targets with each hit.[116][117][118]
Blizzard Blizzard.png Mage Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also acquire 1 stack of Chilled periodically. Activate the ability again to end the channel early.[119][120][116]
Chain Lightning Chain Lightning Icon clean.png Mage Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[121][122][123]
Cone of Cold Cone of Ice.png Mage Blasts a cone of cold in front of the caster, dealing ice damage and applying 1 stack of Chilled to each enemy hit.[116][124][125]
Elemental Empowerment Elemental Empowerment (active).png Mage Whenever you cast an elemental spell, your weapon attacks deal additional damage of that spell's element and apply a stack of the corresponding elemental status effects to targets hit. Casting a spell of a different element switches this effect to the new element.[126][127]
Fireball Fireball (Active).png Mage Instantly hurl a ball of fire toward your target, dealing fire damage and applying 1 stack of Burning to target on impact. Burning deals periodic fire damage over time for each stack applied. When the target reaches 5 stacks, they become Conflagrated, dealing extreme fire damage over time.[128] Hitting a conflagrating enemy with a lightning spell causes Fusion, dealing significant damage and removing the Conflagrated effect.[129]
Fissure Mage Spell 7.png Mage Call forth a line of jagged earth spikes in front of the[sic] you, dealing earth damage and applying 10 stacks of Stagger to each enemy hit along its path while launching them upwards.[130]
Frostbolt Frostbolt (Active).png Mage Launch a bolt of frost towards your target, dealing ice damage and applying 2 Chilled stacks to the target on impact. Chilled reduces movement speed of the target for each stack applied. When the target reaches 5 stacks, they become Frozen, rooting them in place for the duration. Hitting a frozen enemy with a lightning spell causes them to Shatter, dealing significant damage and removing the Frozen effect.[131][132]
Lightning Strike Lightning Strike (Active).png Mage Held ability: Charge up a bolt of lightning to unleash upon your target, dealing lightning damage and applying 2 stacks of Electrified to the target. This deals additional damage based on how long it was charged. Electrified reduces the target's magical mitigation for each stack applied. When the target reaches 10 stacks, all Electrified stacks are consumed and they become temporarily Shocked. Whenever a Shocked enemy takes damage, they take additional damage and 1 stack of Shocked is consumed. Shocked is initially applied with 20 stacks.[133][134]
Magma Field (Lavastorm).png Mage Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[135]
Meteor (Meteor Shower).png Mage Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[136]
Quake Quake.png Mage Held ability: Cast a powerful earthquake that deals more damage the longer it was charged and applies 10 stacks of Staggered to all enemies around the caster. If the spell was fully charged, this applies Tripped instead of Staggered.[137]
Thundering Shot Thundering Shot Icon.png Ranger Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[138]

Gear progression

In-game achievable sword and polearm 3D renders.[139]

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.[140]Steven Sharif

Weapons have their own progression paths.[141][142]

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.[149]Steven Sharif

Gear enhancement

Gear enhancements are possible both during and after an item is crafted.[151][152]

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.[151]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.[152]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

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.[161][162]

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.[164]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.[140]

PvX

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[165]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[166]Steven Sharif

Ashes of Creation is a PvX game. Players will naturally encounter both PvP and PvE elements.[167][166][168][169] It is unlikely that a player could purely focus on just PvP or just PvE.[166][165][168][169]

Ashes is a PvX game; and so in that regard, your ability to wholesale disconnect from the PvP elements of the game are likely not going to be entirely successful. Now, does that mean that you can reduce your exposure to PvP? A hundred percent; and there are multiple play paths and progression points that players can elect instead to be more PvE focused, but by the sheer nature of risk-versus-reward, and risk including not being able to predict how other players might impact your gameplay, that is an element of the innate risk that exists in the multiplayer environment of a PvX setting. So, not everybody is going to like that and we accept that; and we're not trying to build a game that everybody is going to like, because everybody it's doing that is not going to be successful, because there're just people with different interests; and you know we accept that and we're very on the nose about what we're trying to achieve. The idea is not to create a gank fest, is not to create a grief fest. That is not what PvX is; and so because of that we have certain mechanisms and systems that govern the way players engage in PvP and the majority of those are opt-in, but there is always that element of risk that's governed by the flagging system. And so, if you're interested in that I would take a look at the Wiki and look up what flagging is, and look up what corruption is. My experience tells me- and my expectations of the system are that they will signal significantly reduce a player's exposure to non-consensual PvP, but that risk is always going to be present to some degree.[167]Steven Sharif
  • There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[167][168][176]
We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[175]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.

See also

References

  1. 1.0 1.1 Video, March 29, 2024 (35:39).
  2. 2.0 2.1 2.2 Livestream, September 29, 2023 (1:17:44).
  3. Livestream, January 30, 2020 (25:39).
  4. Livestream, February 9, 2018 (7:31).
  5. Constitution Stat Description.png
  6. Dexterity Stat Description.png
  7. Intelligence Stat Description.png
  8. Mentality Stat Description.png
  9. Strength Stat Description.png
  10. Wisdom Stat Description.png
  11. 11.0 11.1 11.2 11.3 Livestream, January 27, 2023 (1:27:42).
  12. 12.0 12.1 Livestream, December 19, 2023 (1:17:45).
  13. Livestream, March 26, 2021 (1:02:08).
  14. 14.0 14.1 [X.com - Hidden HP Values. X.com - Hidden HP Values.]
  15. 15.0 15.1 15.2 Livestream, July 25, 2020 (1:33:37).
  16. 16.0 16.1 16.2 Livestream, January 30, 2020 (1:40:48).
  17. 17.0 17.1 17.2 Livestream, January 31, 2024 (59:45).
  18. Livestream, July 30, 2021 (1:10:34).
  19. steven-health-nameplate.png
  20. 20.0 20.1 Twitter - Resting has its benefits!
  21. 21.0 21.1 Livestream, December 2, 2022 (54:16).
  22. 22.0 22.1 22.2 22.3 Livestream, April 28, 2023 (1:02:04).
  23. 23.0 23.1 steven-mana-1.png
  24. 24.0 24.1 Livestream, August 28, 2020 (1:14:54).
  25. steven-mana-2.png
  26. Video, December 2, 2022 (25:31).
  27. 27.0 27.1 Interview, July 19, 2020 (53:59).
  28. Livestream, July 18, 2017 (37:25).
  29. 29.0 29.1 Livestream, November 22, 2019 (1:4:56).
  30. Livestream, July 18, 2017 (35:58).
  31. Livestream, May 8, 2017 (43:30).
  32. Video, March 31, 2022 (22:02).
  33. 33.0 33.1 33.2 33.3 Livestream, August 27, 2021 (1:18:55).
  34. Video, March 31, 2022 (19:49).
  35. Livestream, March 31, 2022 (1:01:08).
  36. Livestream, May 8, 2017 (48:49).
  37. 37.0 37.1 Livestream, May 26, 2017 (14:23).
  38. 38.0 38.1 38.2 Video, September 3, 2017 (55:38).
  39. 39.0 39.1 39.2 39.3 39.4 Livestream, November 30, 2020 (1:05:22).
  40. Podcast, August 4, 2018 (59:58).
  41. steven-crafting-stats.png
  42. Livestream, December 22, 2020 (1:15:01).
  43. Podcast, September 29, 2021 (52:58).
  44. 44.0 44.1 Livestream, August 28, 2020 (1:12:50).
  45. 45.0 45.1 45.2 February 8, 2019 - Questions and Answers.
  46. 46.0 46.1 Livestream, June 25, 2021 (23:08).
  47. Livestream, March 31, 2023 (1:30:07).
  48. Art of War Skill Tree Description.png
  49. Brutality Description.png
  50. Trail Speed Bonus Description.png
  51. Climactic Whirlwind Skill Tree Description.png
  52. Consuming Lethal Blow Description.png
  53. Extended Duration 1 Weapon Tree Description.png
  54. Extended Duration 2 Weapon Tree Description.png
  55. Extended Duration 3 Weapon Tree Description.png
  56. Extra Stacks 1 Weapon Tree Description.png
  57. Greater Brutality Description.png
  58. Greatsword Hit 3+ Weapon Tree Description.png
  59. Greatsword Hit 3+ Extra Damage 1 Weapon Tree Description.png
  60. Greatsword Hit 3 Extra Damage 2 Weapon Tree Description.png
  61. Greatsword Hit 3 Extra Damage 3 Weapon Tree Description.png
  62. Greatsword Hit 4 Weapon Tree Description.png
  63. Greatsword Hit 4+ Weapon Tree Description.png
  64. Greatsword Hit 4+ Extra Damage 1 Weapon Tree Description.png
  65. Greatsword Hit 4+ Extra Damage 2 Weapon Tree Description.png
  66. Greatsword Hit 4+ Extra Damage 3 Weapon Tree Description.png
  67. Greatsword Hit 4 Extra Damage 1 Weapon Tree Description.png
  68. Greatsword Hit 4 Extra Damage 2 Weapon Tree Description.png
  69. Greatsword Hit 4 Extra Damage 3 Weapon Tree Description.png
  70. Meditative Form of the River Skill Tree Description.png
  71. Whirlwind Overdrive Skill Tree Description.png
  72. Perfect Timing Weapon Tree Description.png
  73. Potency 1 Weapon Tree Description.png
  74. Potency 3 Weapon Tree Description.png
  75. Raging Blitz Skill Tree Description.png
  76. Recharging Lunging Assault Description.png
  77. Reinvigorating Exert Skill Tree Description.png
  78. Reinvigorating Lethal Blow Skill Tree Description.png
  79. Relentless Form of the Avalanche Skill Tree Description.png
  80. Second Strike Weapon Tree Description.png
  81. Slicing Maim Skill Tree Description.png
  82. Swordmaster Consistent 1 Weapon Tree Description.png
  83. Swordmaster Consistent 2 Weapon Tree Description.png
  84. Swordmaster Endurance Weapon Tree Descriptions.png
  85. Swordmaster Potential 1 Weapon Tree Description.png
  86. Swordmaster Proc Rate 1 Weapon Tree Description.png
  87. Swordmaster Proc Rate 2 Weapon Tree Description.png
  88. Swordmaster Proc Rate 3 Weapon Tree Description.png
  89. Swordmaster Swiftness Weapon Tree Description.png
  90. Unstoppable Exert Skill Tree Description.png
  91. Weapon Mastery Bows Skill Tree Description.png
  92. Livestream, May 30, 2017 (16:25).
  93. 93.0 93.1 93.2 Livestream, December 6, 2018 (48:52).
  94. Livestream, July 25, 2020 (1:34:55).
  95. 95.0 95.1 Interview, August 24, 2018 (1:45).
  96. Podcast, September 29, 2021 (46:20).
  97. 97.0 97.1 Livestream, February 25, 2022 (1:06:45).
  98. 98.0 98.1 98.2 98.3 Interview, July 18, 2020 (1:02:44).
  99. 99.0 99.1 99.2 Video, December 2, 2022 (19:38).
  100. 100.0 100.1 100.2 Interview, July 18, 2020 (1:05:04).
  101. 101.0 101.1 Livestream, May 24, 2017 (27:47).
  102. 102.0 102.1 102.2 102.3 Livestream, 2018-04-8 (PM) (26:19).
  103. steven-holy-radiant.png
  104. Video, August 31, 2023 (45:06).
  105. 105.0 105.1 Interview, February 7, 2021 (49:18).
  106. 106.0 106.1 106.2 Livestream, June 25, 2021 (1:08:23).
  107. Interview, September 10, 2023 (42:09).
  108. [to https://twitter.com/AshesofCreation/status/1571960759894286336 Twitter - Creature resistances.]
  109. Fissure Description.png
  110. 110.0 110.1 Livestream, April 7, 2023 (1:11:14).
  111. Video, September 30, 2022 (15:28).
  112. Livestream, February 29, 2024 (55:34).
  113. Livestream, September 30, 2020 (1:04:56).
  114. 114.0 114.1 Livestream, June 1, 2017 (20:23).
  115. Livestream, June 26, 2020 (1:32:16).
  116. 116.0 116.1 116.2 Video, September 29, 2023 (11:29).
  117. New Ball Lightning Description.png
  118. Video, April 28, 2023 (7:15).
  119. Video, April 28, 2023 (9:22).
  120. Blizzard Description2.png
  121. New Chain Lightning Description.png
  122. Video, May 31, 2023 (12:12).
  123. Video, April 28, 2023 (17:50).
  124. Cone of Cold Description2.png
  125. Video, April 28, 2023 (11:22).
  126. Video, April 28, 2023 (14:55).
  127. Elemental Empowerment Description.png
  128. Fireball Description2.png
  129. New Fireball Description.png
  130. Fissure Description2.png
  131. New Frostbolt Description.png
  132. Video, April 28, 2023 (15:35).
  133. Lightning Strike Description2.png
  134. Video, April 28, 2023 (13:40).
  135. Magma Field Description2.png
  136. Meteor Description2.png
  137. Quake Description.png
  138. Thundering Shot Description.png
  139. Livestream, April 30, 2021 (53:08).
  140. 140.0 140.1 Interview, October 20, 2018 (2:53:52).
  141. 141.0 141.1 141.2 Livestream, January 30, 2020 (1:28:40).
  142. Livestream, May 4, 2018 (45:37).
  143. Livestream, June 30, 2022 (1:12:38).
  144. Livestream, September 30, 2022 (53:15).
  145. Livestream, September 30, 2022 (43:45).
  146. Video, September 30, 2022 (24:49).
  147. Podcast, September 29, 2021 (47:57).
  148. Interview, July 18, 2020 (1:07:51).
  149. 149.0 149.1 149.2 149.3 149.4 149.5 Livestream, June 4, 2018 (1:11:19).
  150. Livestream, June 25, 2021 (1:29:39).
  151. 151.0 151.1 Podcast, December 3, 2023 (17:10).
  152. 152.0 152.1 152.2 152.3 152.4 Livestream, November 30, 2023 (1:38:47).
  153. Video, November 30, 2023 (1:01:04).
  154. Video, November 30, 2023 (59:21).
  155. Livestream, May 26, 2017 (5:25).
  156. enchanting.png
  157. Livestream, November 30, 2023 (1:54:37).
  158. Livestream, June 4, 2018 (21:37).
  159. Interview, July 18, 2020 (16:34).
  160. Interview, July 18, 2020 (14:22).
  161. 161.0 161.1 Livestream, May 27, 2022 (1:20:00).
  162. Livestream, May 26, 2017 (51:37).
  163. Livestream, May 17, 2017 (58:55).
  164. 164.0 164.1 Livestream, March 26, 2021 (1:15:57).
  165. 165.0 165.1 Video, April 16, 2018 (1:32).
  166. 166.0 166.1 166.2 Podcast, April 11, 2021 (38:31).
  167. 167.0 167.1 167.2 Livestream, March 29, 2024 (2:27:46).
  168. 168.0 168.1 168.2 Livestream, May 12, 2017 (24:52).
  169. 169.0 169.1 Livestream, May 5, 2017 (33:25).
  170. Livestream, August 31, 2023 (20:54).
  171. Livestream, May 31, 2023 (45:47).
  172. Livestream, April 7, 2023 (55:22).
  173. Livestream, March 31, 2023 (1:00:16).
  174. Livestream, October 28, 2022 (32:52).
  175. 175.0 175.1 Livestream, June 1, 2017 (37:39).
  176. MMORPG Interview, 2016-12-12.
  177. pvx stats.png
  178. Livestream, May 15, 2017 (14:05).