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Character sheet

Character stats and attributes.[4][5]

Stat Base stat Level 1 Cleric Level 1 Mage Level 1 Tank
Health.[6][7] Health 224
Mana.[6] Mana 293
Power.[6][4][5] Power 10
Dexterity.[6][4][5] Dexterity 10
Constitution.[6][4][5] Constitution 10
Will.[6] Will 12
Wisdom.[6][4][5] Wisdom 14
Mentality.[6][4][5] Mentality 13
Physical Damage Bonus.[6] Power 13
Physical Disable Modifier.[6] Power 12
Physical Critical Damage Bonus.[6] Power 12
Physical Skill Cooldown.[6] Dexterity 6
Physical Critical Rate Bonus.[6] Dexterity 6
Physical Evasion Bonus.[6] Dexterity 7
Physical Accuracy.[6] Dexterity 192
HP Regeneration.[6] Constitution 3
Physical Defense Mitigation.[6] Constitution 7
Physical Disable Defense Constitution 7
Physical Block Chance.[4][5][8] Constitution 17
Magical Attack Damage.[4][5] Will 24
Magical Critical Damage Will 23
Magical Disable Chance Will 13
Magical Casting Speed Wisdom 6
Magical Cooldown Modifier Wisdom 7
Magical Critical Rate.[8] Wisdom 7
Magical Disable Defense Wisdom 8
Mana Regeneration Mentality 3
Magical Defense Mitigation Mentality 8
Magical Disable Defense Mentality 8
Magical Block Chance.[4][5][8] Mentality 18

There will be diminishing returns on certain stats, but there won't be hard caps.[9]

Most stats are contested, which means you're kind of testing your rating versus other people's ratings. So you kind of figure out what the end result is... but we're not going to go for like hard caps for sure.[9]Джеффри Бард

Страница персонажа

A character web page (character sheet) will be available closer to live launch that shows the following:[10]

  • What a character looks like.[10]
  • Achievements and server firsts.[10]
  • Info on a player's class.[10]
  • Character's back story via journal entries (that are shared publicly by the player).[11][12]
  • Traits can be applied that describe a character's history.[12]

You will have a unique homepage for each character and that homepage will be able to be customized by the user to display unique information. It will have a small out-of-game RPG component where you can construct background and traits and stuff like that.[12]Steven Sharif

The character page will be accessible in game by opening a browser through the UI.[11]

That's part of the character sheet desire for us which hopefully will be accessible in game as well by opening a browser through our UI where you can get back history of a character that that character has input themselves into journal entries that they may choose to share with others... For role play perspective we want people to be in depth with their characters.[11]Steven Sharif

The player can manage what info is shown on the character page.[10]


A character's nameplate is displayed above their head.[13]

  • This can be the first, and optionally last name (surname).[13]
  • The name of the character's Guild is displayed next to their name.[14]
  • The character's nameplate will deteriorate to give an indication of how much damage they have taken.[15][7][16]
  • An icon will identify the character's class.[17]
  • Hovering over the user's nameplate will show information such as level, their class name and archetype combo.[17]
  • A buff icon indicates the character's gear and grade.[17][18][19]

Summoner summons' creature type appears in the nameplate above the summon. This cannot be changed by the player.[20]

Threat assessment

Players will have a buff on their nameplate that indicates the gear set they are wearing. Other players will be able to see this buff by targeting that player at a distance.[17][18][19]

  • This will indicate the type of gear (cloth, leather, plate) that they are predominantly wearing.[18]
  • The border will indicate the level and quality of the tier set.[17][18][21]
  • This also indicates if the gear is enchanted.[18][21]
  • The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[22]

When you see a player approaching you and they're wearing a transmog you know you don't know if that person is a high damage mitigation against physical damage or against magical damage and essentially the way we overcome that is through you being able to target a player at a distance and they will have a buff that's present on them that you will see, which indicates that essentially the piece set that they are wearing. It is important for players to be able to ascertain from a threat assessment standpoint you know what they're going up against if they're actively checking that and that will be available.[19]Steven Sharif

Being by default able to see a person's "gear score" / equipment list... may cause unwelcome behavior.[22]


Health is a stat in Ashes of Creation.[15][7]

  • Players that are not in the same party or raid will not be able to see other player's health percentages or exact health bar values.[15][7]
  • A player's name plate will deteriorate to give an indication of how much damage they have taken.[15][7][16]

With regards to seeing another player's health: As you know their name plate will deteriorate or give you an indication of like hey they've taken damage they're significantly injured, but you're not going to get a percentage. You're not gonna get an exact bar value, unless you're in their party or in their raid.[7]Steven Sharif

Дополнительные персонажи

Не будет каких-либо особенных барьеров для создания дополнительных персонажей.[23] Снаряжение будет возможно передавать между персонажами.[24]

Character slots

Будут присутствовать ограничения количества персонажей во время Alpha и Beta фаз тестирования. Они скорее всего будут менее заметны чем для релиза.[25]

  • Позволить тестирование разных билдов при необходимости.
  • Предоставить экипировку необходимую для разных сценариев.

Внешний вид персонажа

Вэлун character appearance options.[26]

There is a great variation that's going to be available from a character standpoint when creating your character, especially around the face. Whether it be the shape of the jawline, the cheeks, the ears, the nose, the lips. You know we want to provide a lot of options and an agency to the player to customize their character appearance.[26]Steven Sharif

So many options coming down the road. Our character team continues to refine our customization options![27]Steven Sharif

Вэлун beard appearance options.[29]

We want there to be a lot of room for people to manifest their own identity, to role play how they want to from an appearance standpoint. There's going to be parameters within which you will be able to customize a character. We want the culture and the identity of the races to exist in a range that makes them easily identifiable from other players and other cultures. So, because of that, we have to have a spectrum you can exist on. There will be a lot of hair variants you can do, body art tattoos that you can apply. You'll be able to play with the scales of the facial structure, the bones, the height, width, the body fat percentage. You'll be able to add body hair on different parts of the body. If you want to have hair on your feet, you can dial that up.[30]Steven Sharif

Внешний вид персонажа can be customized in the character creator (CC)[31] and via in-game salons/barbershops.[32]

  • Character models are focused on realism.[33]
  • A player will see a generic character before customization.[34]
  • Character designs will have influences from a wide range of cultures, such as European, African and Asian.[35]
  • Lolis will not be in the game.[36]

Sliders will offer flexibility in customization.[37] There will be limits to the amount of deformation possible for a character based on their race.[38]

  • Body type.[39][38]
    • Overweight, skinny, muscular.[40]
    • Body fat percentage.[30]
    • Bone structure.[30]
    • Height.[30]
      • You can't have a one inch tall character.[41]
    • Width.[30]
    • There will be "boobie sliders".[42][41]
      • The scale is not going to be ridiculous.[39]
    • Facial structure.[43][30]
      • Shape of the jawline/chin, cheeks, ears, nose, lips.[39][26]

Adjustments will allow a character to appear more feminine or masculine.[39]

  • These are relative to the character's race.[39]
    • Female Dwarven beards will not match that of the male. It will be more of a braided option that is not as voluminous.[30]

Внешний вид персонажа is able to be saved to hard disc.[45]

A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[46][47][48]

Редактор персонажа

Alpha-1 launcher/character selection.[49]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap for Alpha-1.

The character creator (or character customization screen) allows players to define the look of their character in Ashes of Creation.[52]

We're gonna have a wide array of character customization.[43]Steven Sharif

The goal is to have a character creator that is on par with if not much better than what BDO provided.[42]

If I had to give a comparison, I would use BDO as an example of what our Character Creation is going for.[53]Steven Sharif

A character's voice may be able to be selected from preset options.[54]

There is a chance that the character creator will be released early.[42][55]


There will be some animations that add flavor to specific races and classes, but generally animations will be reused as much as possible to decrease development time.[56]

We will have things that are known as sort of like racial abilities which will key into the class that you've chosen and those will almost certainly have animations that are kind of like one-offs that are associated with that class. They'll help you get some more like you know Ren'Kai flavor or some more Empyrean flavor but we have to reuse animations as much as possible in order to get to the finish line here so it'd be a super nice thing to do but probably not in the cards.[56]Джеффри Бард

Character naming

Characters will have a first-name and an optional surname (last name).[57]

  • There is a minimum length of three for a character name.[58]

Character names will appear on the character sheet and optionally on the character website page.[13]

  • In-game a character's name is displayed above their head. This can be the first or last name.[13]

Name reservations

Name reservations were rewards for backing at the Pioneer level and higher and are currently available through the Voyager plus pre-order pack and Adventurer pre-order pack.[59][60][61]

  • Accounts will have name reservation tokens, that entitle its holder to reserve a name on a specific server when the reservation time comes.[62]

Name reservation availability

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap for Alpha-1.

Name reservations will begin during Alpha-1.[63]

Guild name

Name of Guild displayed next to character name.[14]

Friends list

A character may add another character to their friends list.[64]

  • In the future there may be a web-based or launcher-based capability to add an account as a friend, but this is not definite.[64]


Families are a means to relate up to nine characters.[65][66][67]

  • A character may only belong to one family at a time.[65]
  • Leaving one family and joining another family will have a cooldown period in the order of days.[65]
  • Family sizes are normally limited to eight characters.[65]

There are costs associated with family creation and maintenance.[69]

  • Some costs are shared among the family members and other costs are specific to the family head.[69]

Family summon

Skill Icon Rank 1 Rank 2 Rank 3
Family summon Long duration cast (30 seconds to a minute) with an approximate 30 minute cooldown that slowly summons each of your family members to your location (up to eight members).[70][71] Players cannot be summoned in the following cases:
This will be tested in Alpha-2.[74]
- -


Всего в Ashes of Creation:[76] 16 слотов снаряжения


Gear sets

Кэлар tier 1 (level 10) early Alpha-1 cloth armor non-cosmetic set 3D renders.[77]

Gear sets (also known as tier sets) are a part of Ashes of Creation.[78][79]

  • Different tiers of gear are accessible based on a character's level.[78][79]
  • Players gain bonuses depending on the number of pieces of the set they have equipped.[78][79]
    • An overarching set effect is granted to wearers of exclusively one type of armor, for example: all cloth, or all plate.[80]
    • Certain set bonuses may trade off core gear stats.[81]
    • There may be set bonuses that members of certain communities will obtain based on gear set type.[79]
  • There are passive abilities that can be chosen to become more adept with certain set types.[79]
  • There will be viable non-set builds.[81]
  • Внешний вид рас of gear sets is tied to the character model of that race.[82]

Approximately 49 unique gear sets are obtainable in Alpha-1 from crafting, quests, drops and exploration.[83]

Best-in-slot items

Best in slot weapons and armor is based on a character's role and the type of monster they are facing.[84]

Внешний вид снаряжения

Alpha-1 female plate armor 3D render.[85]

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.[85]Steven Sharif

Gear is intended to be realistic in appearance.[86][87]

  • There will not be "oversized" weapons.[88]
  • Armor will not be overly sexual in appearance.[87]

We're going for kind of a more realistic look; not necessarily realistic setting, but we want our characters to have weight and kind of feel like they're there.[86]Джеффри Бард

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 kind of an immersive issue.[86]Steven Sharif

Armor will take on a racial appearance.[89]

  • Cosmetics can be used by all races but there may be slight variations to make them work with the body builds of each race.[90]

Players can change gear colors using dyes.[91][92]

Helmet display can be toggled on and off.[93]

  • Hair will likely be masked if helmet display is toggled on.[94]

Particle effects are used to denote the importance and rarity of some weapons.[95]

Weapons are able to be sheathed.[96]

Crafters are able to influence what their crafted items will look like.[97][98]

Appearance slots/Transmogs

Снаряжение will have appearance slots (Transmutation/Transmog/cosmetic slots) that are used to copy the appearance of an item (in some cases).[99][79]

  • There are rules when applying cosmetics to specific items, unlike costumes, which don't have level restrictions.[100]
  • Cosmetic slots can be toggled on or off by the player.[101]
  • A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[46][47]


Attachments are able to be unlocked as flair pieces to armor to create a customizable look.[102]

  • There will be hundreds of attachments available ranging from a small clasp to the front plate of a breast plate.[102]

Items on back and belt

Backpack sockets (slots).[103]

The idea is to kind of move away from the mundane kind of application of belts in previous MMOs where they don't really have a lot of character so to speak. But in reality you know as an adventurer you come with a lot of tools and things that you have to use out in the wild in order to achieve what you're trying to achieve. So we wanted to kind of represent that on your character and give you something that can actually be tangible for your character and see there. I think it adds a lot of character and flavor to your identity.[104]Steven Sharif

Mage character with material components for spell casting attached to its belt.[105]

This belt has like my material components for spell casting so I definitely feel like I'm a witch right now.[105]Steven Sharif

Items attached to a character's back or belt represent items they are in possession of. Players can set the appearance priority for the items they wish to show.[106][107][108] Only one item can show at a time, and that is determined by player choice.[109]

A big component of the MMORPG that - half of that you know acronym is RPG role-playing game. And in order to role-play you need to be able to represent kind of what your character is doing in that world and you know part of what animation is doing is creating these sockets on the let's say the belt or the back that you know can plug in certain types of props or items that are created by the character team, like Carson, you know might be a scroll tube, it might be a potion, it might be whatever: Those players will have the ability as we've discussed in the past will have the ability to select what they want to be represented in those sockets and then animation will make sure that jibe well in movement.[103]Steven Sharif

Back slots include.[109]

Belt (hip) slots include.[106][109]

There'll be a priority system behind that that'll determine... do I show the Bow if the Greatsword is unequipped or do I show the Polearm if the Greatsword is unequipped.[108]Джеффри Бард


Развитие occurs through a variety of pathways.[110]

Multiple playstyles should be relevant and viable. Additionally, you have a spread between casual players and hard-core players; and most of us exist somewhere on that spectrum. The progression path in a society or religion is more conducive to the time we have to play. Whereas, someone else may be playing several hours a day, and they have a better opportunity for the raid/level progression that might require some more dedication. So we want to have these different progression paths available to accommodate the different times in our lives that we have to play the game. And all of those types of progressions will make us relevant in some way shape or form to the general world.[114]Steven Sharif

Having the ability to gain power at a sacrifice... That's a way to kind of reach a horizontal type of progression. It may not be entirely, because there could potentially be a meta if balancing isn't done correctly; but the objective there is to make sure we have both vertical and horizontal progression in the game.[115]Steven Sharif

Character level

Alpha-1 early iteration of the level-up effect by Jim Sanders.[116]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[116]Steven Sharif

Leveling won't follow a traditional linear path, although classic mechanics for leveling exist.[117] Experience (XP) is gained through a variety of activities:[118]

A character's level will be visible to other players.[15]

There will not be level boosts or auto-leveling.[119]

As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[119]Steven Sharif

There won't be any damage dampening due to differences in levels in either PvP or PvE.[120]

If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[120]Steven Sharif

The level cap at launch is expected to be approximately level 50.[121]

  • The developers anticipate max level should be attainable in approximately 45 days if you play roughly 4-6 hours per day.[122][123]
  • Alpha-1 has progression to level 15.[83]

Lower level characters will have usefulness in mass combat (such as Осады узлов) that is not directly dependent on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[124]

The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because you know the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[122]Steven Sharif

End game

В Ashes of Creation не будет типичного эндгейма.[125]

Последствием Узлов будет то, что в игре нету настоящего эндгейма, так как мир постоянно изменяется каждый день. Один месфц будет значительно отличаться от другого; как для уровня 50го, так и для уровня 1го.[125]Джеффри Бард

Прокачка класса

  • Игроки получают очки умений по мере повышения уровня. Их можно тратить на повышение уровней умений в дереве умений.[130]
    • Повысить до максимума все умения в дереве умений будет невозможно.[130]

Если Файтер выбрал Мага в качестве второго архетипа, файтер станет Spellsword. Эта комбинация открывает дополнения, которые можно назначить умениям в первичном дереве умений. У файтеров есть Rush - умение, которое позволяет им делать рывок к цели, а при достижении цели - наносить урон с шансом сбить цель с ног. К этому умению можно добавить дополнение Mage's escape, благодаря которому умение станет телепортировать игрока к цели, снижая время, которое тратилось на рывок.[127]

Развитие класса не связано с развитием ремесленной профессии игрока.[133]

Artisan progression

Ремесленные классы не позволят персонажу быть мастером во всём.[134] Игроки должны выбрать путь в дереве ремесленных умений для каждого персонажа.[135] Вложение очков в отдельные ветки позволяет игроку специализироваться в определённых областях. Это поддерживает взаимозависимость игроков и улучшает впечатление от занятия ремеслами.[136]

Прокачка религии

There are player progression paths within a religion.[138][139]

  • Players may follow only one religion at a time.[138][139]
  • Religious progression is based on quests that are only offered to followers of that religion.[138]
  • Religions have a ranking system based on a player's performance in these quests and the number of quests completed.[138][140]
  • Changing religion will cause loss of progress in a player's previous religion.[138][139]

It depends on their dedication to the religion itself; their performance when it comes to certain religion's religious objectives; their contribution to the development of that religion within the world. There's a lot of different markers that we use at each stage to determine how they progress within the religion.[141]Steven Sharif

Морская прокачка

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap for Alpha-1.

Mariner classes (also referred to as boatsmanship classes, boatsman skills or seamanship) contain different skill trees arranged in a similar manner to Ремесленные классы. As a player gains experience in these different skills they become more adept at using them.[143]

You can spec into and kind of create your own class based on what things you're doing on the boat... It's gonna be very similar to in structure to like the artisanship trees, so you'll you'll have your mariner class: You'll have different trees in that class.[143]Джеффри Бард

Прокачка гильдий

Прокачка гильдий происходит путём участия в разных системах.[144]

Пассивные навыки и аугменты разблокируются прогрессом гильдии.[144][146]

  • Пассивные способности увеличивают определённые статы относящиеся к влияющие на показатели члена гильдии в бою или в других аспектах гильдии, например, экономическом.[144]
  • Аугменты могут применяться на верхних ступенях развития гильдии.[144]
    • Это применимо к гильдиям, которые пошли по пути отличному от увеличения количества участников.[144]
    • Выгода для членов гильдии обладающих рангами офицера или рыцаря.[144]

Альтернативой увеличению размера гильдии является её развитие.[144][147]

  • Чем выше максимальное количество участников гильдии, тем меньше разных навыков будет доступно этой гильдии.[148]
  • Альянсы гильдий могут быть ключевой частью в создании "гильдий" побольше.[147]

При повышении уровня гильдии и получении очков можно использовать их для увеличения предела количества членов гильдии, или же для добавления определёных пассивных способностей, которые смогут получить члены гильдии за то что в ней состоят. Вы также увидите как вы прокачиваете гильдию при помощи различных типов систем, основанных на квестах, участии в событиях и жизни узлов, а также организациях и способах которыми эти квесты связаны с миром. Вы также возможно увидите некоторые способности-аугменты на высоких уровнях гильдии, открывающиеся для некоторых членов гильдии, имеющих классификацию офицера или рыцаря, они получат доступ к тем различным типам способностей-аугментов которые могут быть разблокированы продвижением по веткам не увеличивающим размер гильдии; идея состоит в том чтобы предоставить эти преимущества небольшим группам.[144]Steven Sharif

Это не обязательно будет битва. У вас может быть гильдия с экономическим уклоном. Или торговая гильдия; Будет много вещей которые можно будет соединить и в каком-то смысле придать своей гильдии собственную индивидуальность.[144]Джеффри Бард

Прогресс в социальных организациях

Игрок прогрессирует в социальной организации путём выполнения заданий или квестов.[149] Будут иерархические пути, содержащие специальные цепочки квестов согласно тематике организации.[149] Эти задания будут носить характер либо сотрудничества, либо противоборства с другими узлами в зависимости от состояния войны между ними.[150]

- Например, гильдия воров может требовать в квестах получение конкретных предметов для продвижения внутри организации.[149]

Социальные организации получат цепочки квестов, в которых смогут принять участие игроки, некоторые будут содержать саботаж, шпионаж, интриги... В то время как это не обязательно PvP в смысле боёв между игроками, это PvP в смысле противопоставления сообществ этих организаций друг против друга в соревновательной атмосфере, где только некоторые вещи могут быть достигнуты некоторыми сообществами; и не все смогут успешно выполнить определённые задания. Так что, я думаю, это уникальный способ привлечь значимый конфликт, который не обязательно должен сводиться к PvP, потому что, очевидно, у нас много PvP-систем в игре, и у игрока есть много способов принять участие в PvP-сражении; но мы также хотим убедиться, что с точки зрения прокачки, с точки зрения системы будут возможности следовать этим цепочкам квестов, эти задания будут стравливать организации между собой, особенно с организационной точки зрения.[151]Steven Sharif

  • Социальные организации открывают аугменты навыков.

Вы увидите, что аугменты активно используются во многих наших системах. Когда мы говорим о системах в гильдиях, социальных организациях, религиях. Многие из этих вещей будут влиять на то, чем и каким образом вы сможете аугментировать свои навыки.[152]Джеффри Бард

Дополнительные персонажи

Не будет каких-либо особенных барьеров для создания дополнительных персонажей.[23] Снаряжение будет возможно передавать между персонажами.[24]

Character limits

Будут присутствовать ограничения количества персонажей во время Alpha и Beta фаз тестирования. Они скорее всего будут менее заметны чем для релиза.[25]

  • Позволить тестирование разных билдов при необходимости.
  • Предоставить экипировку необходимую для разных сценариев.

Character rewards

Characters will receive rewards on their in-game birthday.[153]

  • Daily rewards are not currently on the roadmap.

Daily login rewards are something we really have to think about in terms of what we want to offer... We want the game itself to offer enough reward to log in daily rather than trying to make it an explicit like gamified reward.[153]Джеффри Бард


Achievements will be across multiple servers, not just for guilds or groups.[154]

It kind of redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you know you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, you know it's incumbent upon you to manifest that in the game.[157]Steven Sharif

There will be a mix of character-based and account-based achievements.[158]


Titles are unlocked by achievements in aspects of the game.[159]

There's social organizations, there's religions, there's Mayor, there's Kings and Queens, there's Guild Leaders, there's Guild officers: All of those can incorporate particular types of titles that grant you access to certain things; and you know that's part of our risk versus reward. That's part of our not everybody gets a trophy. These are achievements that we want you to strive for and there's plenty of those types of achievements within the game because there's lots of nodes and there's lots of different pseudo factions that exist that you get to identify and say "Oh I'd like to do that particular thing very well and better than others." And you can strive to do so.[159]Steven Sharif

Trophy park

Trophy park is an area within Town, City or Метрополис nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.[166]

  • Server announcements and achievements are designed to encourage groups to experience new content.[166]


Ashes of Creation собирает данные для обеспечения достижений, титулов и прочих знаков отличия на сервере.[167]

  • Количество успешных защит на осадах.[167]
  • Количество успешных штурмов на осадах.[167]
  • Количество убийств в PvP.[167]
  • Очки участия в рейдах.[167]
  • Количество первых на сервере прохождений контента.[167]

Видимость вещей такого типа на сервере помогает поддерживать соревновательную атмосферу. Если существует цель для достижения которой можно потрудиться, и другие смогут увидеть что у вас получилось, у вас будет больше тяги к успеху в этом.[167]Steven Sharif

Mobile/web application

A companion app (mobile app/web interface) allows players who are not logged into the game to have authority over certain services and mechanics.[168][169] Some functionality may come post-launch.[170]

Specific dates that you can have running as reminders in your guild UI, this will also be something that I would like to be available on the mobile companion app as well. So essentially you can receive notifications via a calendar update on guild events that the leaders or the officers have the ability to pin within the game will also give you notifications on the mobile app as well. That's my intention at least.[173]Steven Sharif

Some of it may come post-launch... but we do want people to interact with the game on their phones when they're away from the computer; and we're going to do as much as we can to make that cool.[170]Джеффри Бард


Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[174]

Player to player trading

There will be player to player trading in Ashes of Creation.[178][179]

Q: Will Ashes of Creation have player-to-player trading? Will there be anything stopping me from gifting a friend that's fresh to the game a bunch of in-game money to help them get on their feet quickly?
A: There won't be anything to stop you from doing that.[178]Steven Sharif

Account management

Ashes of Creation web site design preview (WIP).[180]

Cosmetics can be reassigned to other characters (alts) within an account but can only be active on one character at a time.[181][182][183]

  • There will likely be a cooldown for reassigning cosmetics between characters.[181]


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