Ashes of Creation

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Ashes of Creation website redesign preview (WIP).[1]

Ashes of Creation takes place within a medieval fantasy setting, blending imagination with cutting-edge graphics. We are putting the word massive back into massively multiplayer with unique and novel mechanics that will bring meaning to player action. Ashes of Creation will incorporate the best parts of traditional MMORPGs with innovative sandbox concepts. You will choose your fate at every opportunity. Questlines will open and close based on the interactions of the players with their world, because this is a world where choice is consequential. Monsters will roam and grow in ferocity as civilization disrupts the natural order of things. From the location of towns to the size of cities, you will determine the landscape of your world. It will be unique in culture, ecology, and economy.[2]

Ashes of Creation ist ein MMORPG in der Entwicklung, welches in einer High Fantasy Welt spielt, in der die Entscheidungen der Spieler die Welt um sie herum formen und gestalten werden.[3]

Ashes of Creation ist eine einzigartige Interpretation des MMO-Erlebnisses. Unsere Weltstruktur ist dynamisch und darauf ausgerichtet, auf die Handlungen unserer Spieler zu reagieren. Städte werden aufsteigen und wieder fallen, ihre Bevölkerung basiert auf der Geschichte der Welt, wie sie die Spieler erschaffen. Quests werden freigeschaltet, wenn sich die Völker versammeln, ihre Bedürfnisse wachsen und Geheimnisse freigeschaltet werden.[4]

Da die NSC-Struktur der Welt in Echtzeit aufgebaut wird, haben die Spieler die Möglichkeit, das zu zerstören, was sie geschaffen haben und ebnen den Weg für neue Entwicklungen, neue Bevölkerungsgruppen und echte Veränderungen. Politische Auseinandersetzungen und Intrigen werden eine sehr reale Rolle in der Struktur deiner Welt spielen.[4]

Vorbei sind die Tage der statischen Welten, der Wandel ist hier, um zu bleiben.[4]

Der ursprüngliche Code-Name für Ashes of Creation lautete The World of Origins.[5]

Glorious Ashes of Creation community, the month long Alpha One testing period has come to an end. On behalf of the entire team at Intrepid I would like to extend our heartfelt gratitude to our amazing A1 testers. They have endured a lot of spot tests, during crazy hours over the last several months. The data, feedback and conversations with our players has been a wealth of help in guiding our hands for the trek to Alpha Two.

I also want to thank our wonderful community, for following along with the testing, development updates, and giving your thoughts across the discord, forums, Reddit and all of our social channels.

Ashes is a huge endeavor and it’s being built with passion from our magnificent team at Intrepid. So I want to express mine and John’s deepest felt thanks to the hardworking colleagues we go to work with everyday. This is a big milestone for the project, and I think I speak for our community when I say, Great job Intrepid team.

We have a lot to do, and as always we will be keeping everyone informed on our progress with our monthly updates. Our goal has been and shall continue to be a quality focused MMORPG to make us all proud to call Ashes of Creation. Much love to everyone.[6]Steven Sharif

The Ashes of Creation release schedule is subject to change.[7]

Phase Release Estimated/Actual date
Pre‑alpha Alpha-0.[8] December 15, 2017.[9]
APOC Ashes of Creation Apocalypse battle royale stress test (NDA).[10] September 7, 2018.[11]
Ashes of Creation Apocalypse battle royale stress test (NDA lifted).[12] October 19, 2018.[12]
Ashes of Creation Apocalypse battle royale open beta.[13] December 18, 2018.[14]
Ashes of Creation Apocalypse battle royale early access.[15] September 24, 2019.[16]
Ashes of Creation Apocalypse castle siege mode PI closed testing.[17] December 19, 2019.[17]
Ashes of Creation Apocalypse battle royale testing ends.[18] March 10, 2020.[19]
Ashes of Creation Apocalypse castle siege mode.[10] After Alpha-1.[20][18]
Ashes of Creation Apocalypse horde mode.[10] After Alpha-1.[20][18]
Alpha Alpha-1 early preview livestream.[21] March 27, 2020.[22]
Alpha-1 limited QA testing (NDA).[23][24] May 28, 2020.[25][26]
Alpha-1 preview pre-test 1 (NDA).[27] Dec 18 - Dec 21 2020.[27]
Alpha-1 preview pre-test 2 (NDA).[27] Feb 19 - Feb 22 2021.[28][29]
Alpha-1 preview intermittent spot testing (NDA).[30][31] Mar 19 - Jul 9 2021.[30][31]
Alpha-1 preview weekend (no NDA).[30] July 9 - July 11 2021.[32][33][30]
Alpha-1 (no NDA).[30] July 14 - August 15 2021.[6][34]
Alpha-1 intermittent spot testing.[35][36] After August 15 2021.[35][34]
Alpha-2 (persistent alpha).[37][38] To be announced.[34]
Beta Beta-1. To be announced.[34]
Beta-2. To be announced.[34]
Pre‑release Head start for crowdfunding backers at the Founder level and above.[39] 1-2 days before launch.[39][40]
Release Launch (live) release. To be announced.[34][41]
Post‑launch Major releases (DLC expansions). Quarterly or six-monthly.[42][43]
Minor releases. Monthly.[42][43]



Pre-alpha Metropole node.[45]

Nodes are a pre-set location, wrapped in a zone of influence, in our world that can form into towns of different sizes. These sizes range from a small camp to a sprawling metropolis. The size of the towns depends on the contribution by players and how far they’ve advanced the Node. Players do not create the footprint of a Node, but within that footprint they do have the ability to own land. Players who are part of the government for a specific Node will have the ability to modify building types and services further, but for the most part, a Node will grow along its own specific path (think about this more as NPCs building these towns out, rather than PCs individually putting buildings and walls up). A Node’s contribution area is larger than the actual town itself, allowing for players to adventure while building upon the town. We call the contribution area the Node’s “Zone of Influence,” and it’s the area where players help to advance the Node they are in.[46]

Auf jedem Server befindet sich eine Vielzahl an Entwicklungspunkten, welche Nodes genannt werden.[3]

Nodes are the heart of the world, they create the ebb and flow of life. At their core, Nodes are pre-set points in the world, wrapped in a Zone of Influence and surrounded by geographic areas that change over time based upon player participation. The world map is divided into regions, with each region containing multiple Nodes. As a Node advances, it influences the types of content within itself and the surrounding areas. Players do not create Nodes, but if they are a part of the government for a specific Node, they have the ability to influence diplomacy, and modify building types/construction and services within that Node. There will be 103 Node locations at launch, each with its own impact on the narrative and development of the world.[51]Margaret Krohn

Nodes exist all throughout the world and the location of said node will determine its type; but this type will be... seen at the first stage of development when the first stage when a node propagates real-time assets in the world; is basically these NPCs, these merchants that come into an area and they offer services and/or you know of stores or whatever the deal may be. You will see the flavor of the node from those merchants. So if it's a military node you'll see military people. If it's... an economic node you'll see merchants. If it's a scientific one you'll see scholars; and if it's a divine one you'll see priests and clerics. So players will have a very firm understanding of which node is which type in order to know how they want to progress.[55]Steven Sharif

Nodes are assigned one of four (4) node types, each of which contain unique specializations.[51]

  • Players will be able to identify the type of a node at its first stage of development (Expedition) based on its NPC population.[55]
Node type.[51] Specialization.[51] NPCs.[51]
Divine nodes Faith and skill/equipment augment focuses Priests
Economic nodes Trade and merchant focuses Merchants
Military nodes Kampf and class training focuses Guards
Scientific nodes Artisan and construction focuses Scholars

Ashes of Creation allows you, the player, to decide the fate of the world around you. With each Node Type, you can change the flow of resources and goods in the world. Will you grow the largest Economic Metropolis and help guide the riches of Verra, or will you choose another path unlocking new stories filled with allies and enemies?[56]

Node types are predetermined and are the same across all servers.[51]

For example, if a level 4 Scientific Node is destroyed, it will become a Level 0 Scientific Node. It will never be any other Node Type other than a Scientific Node. The location of these Types relates to the influences of the area around the Node.[51]Margaret Krohn

Node types affect various services and systems at each level of node advancement.[51]

Node types will be definitive during the Beta testing stages.[57]

Beta testing will require that the node types be definitive; and that's because of how node types are integrated into the relating and corresponding neighboring points of interest and those quest lines. So it's not something we can swap very easily.[57]Steven Sharif

Node stages

Illustration of node advancement from Wildnis (Stufe 0) to Metropole (Stufe 6).

Nodes advance by collecting experience from the actions of players nearby. As players complete content inside of a Node’s Zone of Influence (the area around the node), they contribute that experience toward the Node’s development. The experience given to the Node may then be modified based on certain Events and Accomplishments. When a Node reaches the experience required, it undergoes the process of advancing to the next stage. There are a few exceptions where a Node cannot advance even though it has the required experience - most commonly, a Node can not advance if a Node is a Vassal of another Node and would advance to the same stage as its Parent Node.[58]Margaret Krohn

Nodes have seven (7) stages of advancement, with experience thresholds for each stage. When a Node reaches the experience required for its current stage, it advances to the next stage.[51]

Node stage.[3] Symbol Alternate name.[59] Timeframe to advance.[3] Spielerbehausungen.[60]
0. Wildnis -
1. Expedition Expedition symbol.png Crossroads Few hours -
2. Feldlager Encampment symbol.png Camp Many hours -
3. Village Village symbol.png - Few days Small houses
4. Town - Many days Medium houses
5. City - Few weeks Large houses
6. Metropole Metro Many weeks Mansions

Weiterentwicklung des Knotenpunkts

Die Staatsbürgerschaft sowie Aktivitäten von Nicht-Staatsangehörigen Spielern (Abenteuer, Sammeln, Raiding, etc.) innerhalb der Einflusszone eines Knotenpunkts zählt zu dieser speziellen Weiterentwicklung des Knotenpunkts (Fortschritt).[3] Es gibt sechs Stufen der Weiterentwicklung des Knotenpunkts.

  1. Expedition (Wenige Stunden)
  2. Lager (Viele Stunden)
  3. Dorf (Ein paar Tage)
  4. Stadt (Viele Tage)
  5. Großstadt (Wenige Wochen)
  6. Metropole (Viele Wochen)
Konzeptionelle Illustration. Ein Knotenpunkt der sich im Einflussbereich eines fortgeschritteneren Knotenpunkts befinden, wird durch den fortgeschritteneren Knotenpunkt in seiner Entwicklung begrenzt.[61]

Die Weiterentwicklung eines Knotenpunkts gibt seinen einzigartigen Inhalt frei, was einen wachsenden Ring an benachbarten Knotenpunkten vom Fortschritt auf die nächste Stufe ausschließt.[62]

  • Die Knotenpunkte gelangen schnell auf die erste Stufe. Dies ermöglicht Dienstleistungen von NSCs wie Verkauf oder Banknutzung zum Lagern von Gegenständen.[63]
  • Je weiter der Knotenpunkt fortgeschritten ist, desto größer wird seine Einflusszone.[45]
  • Weniger fortgeschrittene Knotenpunkte (genannt Vassalen Knotenpunkt), die in den Einflussbereich eines fortgeschritteneren Knotenpunkts fallen, können immer noch XP gewinnen, müssen aber in einem niedrigeren Fortschrittsstadium bleiben als das des dominanten Knotenpunkts.[61]
  • Ein Knotenpunkt erhält XP von den Knotenpunkten innerhalb seines Einflussbereichs erst, wenn diese Knotenpunkte ihre Obergrenze erreicht haben.[61]
  • Spieler werden in Sicherheit gebracht, wenn sie sich während des Ausbaus der Knotenpunkte mit neu angelegten Objekten überschneiden.[64]
  • Bürger eines Knotenpunkts können zur Weiterentwicklung anderer Knotenpunkte beitragen.[65]
  • Der genaue Prozentsatz des Fortschritts durch den Erhalt von Gegenständen oder das Töten von Monstern wird nicht explizit bekannt sein, um ein "Ausspielen" des Systems zu vermeiden.[66]

Different people have different resources invested in nodes progressing and it would be a little "gamey" if you could know exactly what was necessary at that point because that would disincentivize people from participating.[66]Steven Sharif


Knotenpunkt-Belagerungen ermöglichen es Spielern, einen Knotenpunkt zurück zu setzen, seine Knotenpunkt-Entwicklung umzukehren und ihn letztendlich vollständig zu zerstören. Dies ebnet den Weg für die Neuentwicklung und den Zugriff auf die gesperrten Inhalte in den umliegenden Knotenpunkten. Aufgrund dieser Dynamik spielen politische Konflikte und Intrigen eine wichtige Rolle in der Struktur der Welt.[3]

Belagerte Knotenpunkte werden für die Angreifer keine leichte Herausforderung darstellen. Städte und Metropolen werden einen erheblichen Abwehrvorteil haben. [3] Automatische PvE Belagerungen können gegen Knoten eingeleitet werden, die aber nicht kontinuierlich aktiv sind. [68]

If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![69]Steven Sharif



Alpha-1 PvE combat early preview.[71]

Combat is the most tactile system in the game. It's the thing you will experience most often; and outside of the systems and mechanics that are going to be present for the overarching core gameplay loop, combat needs to feel responsive. It needs to not feel floaty. It needs to feel mobile. It needs to be fluid. It needs to give a feeling of satisfaction. The audio components, the effects components, the animations themselves, the types of skills and those types of things: All of those are really our objective in fine-tuning the approach for our combat in Ashes of Creation.[72]Steven Sharif

Kampf in Ashes of Creation is focused on strategy and tactics.[73]

  • Combat is the most tactile system in the game. It needs to feel responsive, mobile and fluid. It needs to give a feeling of satisfaction.[72]

We want combat to be engaging, fun... Right now we've begun the sprint toward Alpha-1 first phase deployment, so we're really looking into the action side of combat right now; and we're building systems for that. And the reason why we are doing that is because tab-targeting has been a staple of MMORPGs for a very long time, even though there's a large interest now in action for MMORPGs and there has been some successful titles with action-oriented, like TERA and BDO. We want to be able to really delve into that development so that we can better understand how to merge tab and action together in the same game, because they are vastly different play-styles.[74]Steven Sharif

A revamped combat system will be rolled out during and post Alpha-1 testing.[75][76]

  • Alpha-1 testing is initially focused on core functionality rather than combat balance.[77]



Es gibt keine vordefinierten Fraktionen in Ashes of Creation].[78]

Da wir nicht-fraktionsbasiert sind, möchten wir dem Spieler die Möglichkeit geben, entweder Dinge zu tun die "böse" oder "gut" sind, so dass es auf der bösen Seite eine Fülle von Möglichkeiten geben muss, an denen er teilnehmen kann.[79]Steven Sharif

Offene Welt

Alpha-1 open world dungeon entrance.[80]

80% of the content that will exist in Ashes of Creation is open-world and there's a specific reason for that. So because of the way that friendships and or enemies are forged in the game and people have the opportunity to create their own friends or foes. We want that to play out from a contesting standpoint as well. So a lot of these hunting grounds or raid bosses that people are going to have opportunities to kill, they're going to be essentially contested potentially by your your enemies that you've created in the game or you can work together to create alliances in order to defend those contested zones.[81]Steven Sharif

Ashes of Creation will be a seamless open-world experience.[82]

  • No loading time or loading screens between regions.[82]

There will be open world dungeons and raids. The aspiration is to maintain the open world feel while being able to capitalize on the benefits of instanced mechanics.[83]

There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[84]Steven Sharif
  • Instanzierung is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[85] Outside of these and arenas there will not be too much instancing anywhere else.[82]
  • There will be an 80/20 split between open world vs instanced encounters.[81][86][87]
  • There is no instancing in Alpha-1.[88]

We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[82]Jeffrey Bard

The PvP flagging system presents an opportunity for open conflict.[89]

Q: When you reach the bosses in [open world] dungeons can you be jumped?
A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[84]Steven Sharif


Pre-alpha PAX East 2018 PvE Developer playthrough, 4 April 2018.[90]

The environment in Ashes of Creation is a visually stunning realm, with fantastical beasts and creations designed to both inspire awe and instill fear. The world is harsh and unforgiving, presenting a clear and present danger to the players. Dungeons, demons and dragons, oh MY! Our unique and adaptive AI means that an encounter with similar creatures will yield a completely different experience to adapt to as a player. Keeping you on your toes for constantly changing responses from your adversary. The world awaits its heroes.[4]

The Node system facilitates the generation of new PvE content such as Abenteuer, Dungeons, Schlachtzüge and Monstermünzen.[91]

There is going to be a lot of PvE content for all portions of the playerbase... Part of that risk versus reward: Your risk is your time you're putting in to having a chance at getting the reward and successfully completing; and that should feel good based on how much time you devote. Now I know that there's a spectrum of casual and hard-core players in the time there, what we can do, but that's why we have many different content paths that play towards how you affect the world around you.[92]Steven Sharif

PvE content adapts to the development of the world to avoid repetition.[93]

Whenever you have a player versus environment setting you don't want a stagnant kind of overly repetitive because its lackluster. It does not have that a component that engages.[93]Steven Sharif



Alpha-1 open world caravan PvP.[94]

Player combat in Ashes of Creation is both vast and intimate. It spans many aspects of the game itself. From great political battles held on the fields of massive castles, to open world conflicts fought for the pride of Guild Leaders. A player can choose to participate in the fate of the world by swaying the tide of battle with his or her combat prowess. Our PvP mechanics follow a flagging system, as well as static PvP zones at certain points of interest; fight for control over cities, castles, caravans, or hunting grounds. Our PvP is designed to offer the players a well-balanced and fair world to shape through the pen, or sword should they choose.[4]

PvP (Player versus player combat) is the catalyst for change in Ashes of Creation.[95] Player combat is intended to be meaningful, ranging from Caravan battles to vast open world conflicts fought for the pride of Kings and Queens.[91]

Because players are motivated by different things, because they want something from the game that other players don't want, that's going to cause people to butt heads. Different players are going to want different experiences and the conflict between the two of them will create a bigger and better thing. Out of strife comes rebirth and that's a core symbol, it's a core theme that occurs throughout the game.[69]Jeffrey Bard

There are many reasons to engage in open world PvP in Ashes of Creation.[96]

Just because our flagging system gives corruption to pkers, doesn't mean PvP won't happen. There is plenty of reason for PvP to occur open-world. Scarce resources, open world hunting grounds, caravans, sieges, guild wars etc.[96]Steven Sharif

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[97]



There may be some gear binding (BoE or BoP) but it will be an exception rather than the rule, as this doesn't facilitate the objectives for the economy.[98]

A lot of what we experienced in games that usually come before us is that many things are account bound and they're soulbound to your character... Instead very little here is character bound. Very very little. The vast majority of gear- yes you will get quest related gear as rewards- but it won't be let's say one set in one dungeon and you must run the dungeon over and over. Instead we want to really emphasize the reliance on the economy and crafters and gatherers and processors to support a majority of the gear structure in-game, combined with that of world raid bosses and dungeon bosses; not a repetitive quest line through a single dungeon.[100]Steven Sharif

Waffen and armor are not race locked, but armor will take on a racial appearance.[103][104]


Tank Sword concept (by Michael Bacon) and Shield concept (by Javier Perez).

There is an even split between melee and ranged weapons.[105]



Rüstungstypen in Ashes of Creation:



Ashes of Creation bietet neun spielbare Rassen.[121]

Verra ist eine Welt mit reichen und vielfältigen Kulturen. Ein Großteil seiner bedeutenden Geschichte wurde von den großen Rassen dominiert. Menschen an der Küste und in den Ebenen, Orks in den Hügeln und Sümpfen, Elfen im Wald und in den Flussgebieten und die geschätzten Zwerge in den Bergen. Die großen Rassen haben die Dominanz durch unzählige Kriege und Gefechte zwischen den kleineren Rassen von Verra erlangt. Zwischen diesen Gewaltausbrüchen können Jahrzehnte vergehen. Es gibt viele kleine Rassen auf Verra. Einige der kleinen Rassen existieren in provisorischen Dörfern oder Stämmen, wenn man so will. Einige der großen Dörfer unter den kleinen Rassen bestehen hauptsächlich aus den Riesen, weniger angesehenen Sekten von Menschen, Gnomen und Halblingen. Die Halblinge sind keine Halblinge im traditionellen Sinne, sondern eigentlich Halbblüter verschiedener Rassen.[123]Steven Sharif

Wenn man durch die dunkleren Orte der Welt wandert, lauern dort wirklich finstere Gräuel der Schöpfung. Die großen Kirchen der Zivilisation entsenden oft Helden des Staates, um diese Bedrohungen für die Sterblichen zu beseitigen. Es gibt derzeit vier große Nationen auf Verra. Das sind 25 Jahre ungefähr vor dem Herbst: Das Aelan-Reich, das Pyrianische Königreich, das Kaivek-Protektorat und die Nation der Dünzenkells. Es gab nicht immer nur vier große Nationen. Vor langer Zeit waren die Rassen mehr in viele Nationen und Stadtstaaten unterteilt.[124]Steven Sharif

In den 7.000 Jahren der aufgezeichneten Geschichte wurden Kriege um Kriege geführt. Einige für Land, andere für Ressourcen, viele für Überzeugungen. Königshäuser standen und fielen im Laufe der Jahre. Einige von ihnen sind schon lange der Herrschaft beraubt. In Verra gibt es viele Stadtstaaten. Einige selbstverwaltete Bastionen der Demokratie und der Republiken gleichermaßen. Andere sind Vasallenstaaten auf Geheiß ihrer Wohltäter.[125]Steven Sharif

Once selected, a character's race should be final.[126]

Your primary archetype selection and your race selection should be - because they have gameplay influences - should be final.[126]Steven Sharif



Mit 8 kombinierbaren Archetypen können die Spieler aus 64 Kombinationsmöglichkeiten wählen, um ihre Klasse zu gestalten.[127][128]

Barde Kleriker Kämpfer Magier Waldläufer Schurke Beschwörer Tank
Barde Minstrel Soul Weaver Tellsword Magician Song Warden Trickster Songcaller Siren
Kleriker Scryer High Priest Templar Oracle Protector Shadow Disciple Shaman Apostle
Kämpfer Bladedancer Highsword Weapon Master Spellsword Hunter Shadowblade Bladecaller Dreadnought
Magier Sorcerer Acolyte Battle Mage Archwizard Spellhunter Shadow Caster Warlock Spellstone
Waldläufer Bowsinger Soulbow Strider Scion Hawkeye Scout Falconer Sentinel
Schurke Charlatan Cultist Duelist Nightspell Predator Assassin Shadow Lord Shadow Guardian
Beschwörer Enchanter Necromancer Wild Blade Spellmancer Beastmaster Shadowmancer Conjurer Brood Warden
Tank Argent Paladin Knight Spellshield Warden Nightshield Keeper Guardian



In Ashes of Creation wird es das traditionelle Trippel aus den Rollen Tank, DD und Support/Heiler geben.[129][130]

  • Obwohl traditionelle Rollen vorhanden sind, sollten sich die Spieler nicht durch ihren primären Archetypen geprägt fühlen.
  • Die im Klassensystem verfügbaren Fähigkeitserweiterungen ermöglichen es, Charaktere außerhalb ihrer Hauptrolle zu personalisieren.
  • Spieler können auch ihre Wahl des Archetyps verdeutlichen, um ihre Hauptrolle zu stärken.


Religious temple in a Metropole node.[45]

We're talking about a pantheon here, not necessarily separate religions. They're all kind of offshoots of who is the better god, or who is the god who identifies best with you.[131]Jeffrey Bard

There are six primary religions as well as a Tulnar/Unterreich religion.[132][133][134]

  • Religion is intended to be a motivator, not an aesthetic.[135]
  • Choosing a religion enables players to walk a light or a dark path through their choice of questlines and other actions.[136][137][131]
    • Players will not be able to worship The Others at temples, but certain quest paths will allow darker forms of worship.[138]

There will be questlines. There will be certain actions that players are capable of taking to perhaps pursue the darker side of this metaverse so to speak.[136]Steven Sharif

Sometimes games in the past have tried to shy away from heavy emphasis on religion because of the parallels that can occur between what is in the real world and this fantasy realm. I don't really subscribe to that theory. I think that religion plays a very significant role in the story of what Ashes of Creation is about and it is very much this almost monolithic idea of good vs. evil; so that is really at the crux of what the overarching narrative will be in the game; and I'm not trying to pigeonhole players into "everyone has to be good", like I said earlier there will be opportunities for players to deviate from that, should they so choose to roleplay in that regard.[132]Steven Sharif

The Tulnar religion is a combination of religious beliefs of the major races as well as pagan beliefs of the minor races over time as they coexisted together in the Unterreich.[139]

The progression of the Tulnar- while they are still the staples of what were once the primary deities of the good pantheon remained for the Tulnar, over the time they existed and evolved into the society that they are at the return to Verra. It's much more similar... to the way the Creole religions advanced, with using components of Christianity as well as Voodoo and other smaller, more "paganesque" religions; and incorporated them into one. To that degree, you can correlate the way that society around the Tulnar has this almost combination of what were pagan beliefs from the minor races as well as the introductions of the major beliefs and religions from the major races, because they all came together in the Underrealm and survived in that regard. So you’re gonna see naturally a combination of those two things.[139]Steven Sharif



Charakter stats and attributes.[142][143]

Stat Base stat Level 1 Kleriker Level 1 Magier Level 1 Tank
Health.[144][145] Health 224
Mana.[144] Mana 293
Power.[144][142][143] Power 10
Dexterity.[144][142][143] Dexterity 10
Constitution.[144][142][143] Constitution 10
Will.[144] Will 12
Wisdom.[144][142][143] Wisdom 14
Mentality.[144][142][143] Mentality 13
Physical Damage Bonus.[144] Power 13
Physical Disable Modifier.[144] Power 12
Physical Critical Damage Bonus.[144] Power 12
Physical Skill Cooldown.[144] Dexterity 6
Physical Critical Rate Bonus.[144] Dexterity 6
Physical Evasion Bonus.[144] Dexterity 7
Physical Accuracy.[144] Dexterity 192
HP Regeneration.[144] Constitution 3
Physical Defense Mitigation.[144] Constitution 7
Physical Disable Defense Constitution 7
Physical Block Chance.[142][143][146] Constitution 17
Magical Attack Damage.[142][143] 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.[146] Wisdom 7
Magical Accuracy Wisdom 8
Mana Regeneration Mentality 3
Magical Defense Mitigation Mentality 8
Magical Disable Defense Mentality 8
Magical Block Chance.[142][143][146] Mentality 18

There will be diminishing returns on certain stats, but there won't be hard caps.[147]

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.[147]Jeffrey Bard

Namensschild eines Charakters

Das Namensschild eines Charakters wird über dessen Kopf angezeigt.[148]

  • Dies kann der Vor-, sowie optional der Nachname sein.[148]
  • Der Gildenname des Charakters wird neben seinem Namen angezeigt.[149]
  • Das Namensschild des Charakters verändert sich, um als Indikator zu dienen, wie viel Schaden der Charakter genommen hat.[150][145][151]
  • Ein Icon wird die Class des Charakters anzeigen.[152]
  • Mit der Maus über das Namensschild eines Charakters zu fahren, zeigt sein Level, seinen Klassennamen, sowie seine Archetypen-Kombination.[152]
  • Ein Buff-Icon zeigt die Ausrüstung des Charakters.[152][153][154]

Die Art der von Beschwörern beschworenen Kreaturen wird in dem Nameplates über der Kreatur angezeigt. Dies kann von einem Spieler nicht geändert werden.[155]


Es wird eine komfortable Anzahl an Charakter-Slots für Alts (Twinks) geben.[156][157]

Es wird für Spieler eine angemessene Anzahl an Charakter-Slots geben, da wir ein Abo-Modell-Spiel sind.[157]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.
Alpha-1 launcher/character selection.[165]

The character creator (or character customization screen) allows players to define the look of their character in Ashes of Creation.[168]

We're gonna have a wide array of character customization.[169]Steven Sharif

The goal is to have a character creator that is on par with if not much better than what BDO provided.[170]

If I had to give a comparison, I would use BDO as an example of what our Character Creation is going for.[171]Steven Sharif

A character's voice may be able to be selected from preset options.[172]

There is a chance that the character creator will be released early.[170][173]

Erscheinungsbild des Charakters

Vaelune character appearance options.[174]

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.[174]Steven Sharif

So many options coming down the road. Our character team continues to refine our customization options![175]Steven Sharif

Vaelune beard appearance options.[177]

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.[178]Steven Sharif

Erscheinungsbild des Charakters can be customized in the character creator (CC)[179] and via in-game salons/barbershops.[180]

  • Charakter models are focused on realism.[181]
  • A player will see a generic character before customization.[182]
  • Character designs will have influences from a wide range of cultures, such as European, African and Asian.[183]
  • Lolis will not be in the game.[184][185]
There's going to be constraints to the sliders, so that was one of those big questions as work began on the character creator: How much agency do you want to allow pulling like the lower lip all the way down in this weird deformed look, or having like [an] offset cheek that's just asymmetrical to the side of the face. There's not going to be the ability or agency to create those types of weird character things. However you will have the ability to move, slide, change, grow, decrease all those components, but they'll be kept in a more reasonable and presented way in the same sense you won't be able to change the appearance of the dwarven, nor the Dünir or the Niküan races to, in my opinion, create what would be traditionally considered a Loli character.[184]Steven Sharif

Sliders will offer flexibility in customization.[186] There will be limits to the amount of deformation possible for a character based on their race.[184][187]

Adjustments will allow a character to appear more feminine or masculine.[188]

  • These are relative to the character's race.[188]
    • Female Dwarven beards will not match that of the male. It will be more of a braided option that is not as voluminous.[178]

Erscheinungsbild des Charakters is able to be saved to hard disc.[192]

A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[193][194][195]



Rime and Regal‎ pre-order pack cosmetics.[196]

We are very transparent in the business model of subscription with cosmetic only marketplace... I respect and understand the opinion of rather having a box price in-place of cosmetics, but that is not the direction I’ve decided to take. After weighing the benefits to the game and its population, I believe a lower barrier to entry is healthier in the long run, and the steady content release and quality of the product will sustain the retention for subscription and in-turn provide a healthier content release strategy for Ashes.[197]Steven Sharif

Cosmetics provide a wide array of customization in Ashes of Creation.[198]

All skin cosmetic items are cosmetic items only and do not grant the user any other benefit. The lore text is flavor text, and background of the creatures and items in the world of Verra.[196]
  • Equitable cosmetics, both from a quantity and quality standpoint, are achievable through in-game means.[200] Cosmetics achievable in-game will be on-par, and in the case of legendary skins, even more elaborate than shop items.[201][202][197]
I want to make sure that equitable cosmetics both from a quantity and quality standpoint are achievable through in-game achievements. Time, effort should let you be happy with what you can accomplish.[200]Steven Sharif
In my opinion quality of cash shop cosmetics should be equal to in game achievable cosmetics, but offer a diverse selection of unique looks.[203]Steven Sharif
The most grand looking cosmetics will be from in-game achievment only.[204]Steven Sharif
From an armor standpoint, we cut armor sets up into many different pieces. These pieces can sometimes be used as part of other sets, that may include helmets, wrists, gloves etc. So while you will not see an achievable white version of the corvid castigator set in the game for example, you may see its shoulder piece used in another set, or its leggings, or wrist piece used in another set (not every piece as to form the whole set, but perhaps a couple pieces). This would be difficult to notice at first glance, due to the material, texture and color variation used, but this modular approach to content creation makes achieving a wide variety of looks achievable for an MMORPG of our size.[201]Steven Sharif
While the exact same skin will not be available again in the future once it's gone from the Shop, these skins are all variants of creatures that you can expect to see across Verra - so perhaps you will find one with a similar style in-game![206]Sarah Flanagan
  • Cosmetics can be used by all races but there may be slight variations to make them work with the body builds of each race.[208][209]
  • There will not be mascot looking/furry cosmetics.[210]
It's important to remember, Ashes is a NO-BOX COST subscription only game, with an optional cosmetic marketplace. This achieves a few things from a monetization model. Having a lower barrier to entry for players to try the game when they don't have to fork out $60 for the box price is good, our box price is 0$. This also places an emphasis on the game's retention and our continual updates and content creation to keep players playing and staying subscribed (a put your money where your mouth is sort of philosophy for us as a company). It also means players don't have to spend $60 everytime there is an expansion.[201]Steven Sharif
Is there an answer that satisfies everyone? Nope. And that's ok. We are open and transparent with our philosophies and business model. You know what you are getting with Ashes and to me, given my experiences in other games, it is a nice breath of fresh air.[201]Steven Sharif

Beschaffung von Kosmetikartikeln

Some cosmetics can be obtained in-game:[214]

Achievements may unlock some cosmetics.[214]

Not all cosmetics are obtainable through in-game means. These will be purchasable through the cosmetic store.[214]

Cash shop cosmetics will be limited in quantity, limited in time for purchase. They will be unique, but you will also have extremely difficult to gain cosmetics in game as well as unique cosmetics that look great and better... There will be a lot of cosmetics that are achievable in the game because that is a very fun aspect of MMO play.[215]Steven Sharif


Kosmetikartikel allow players to customize their character in-game.[169]

  • Eye color.
  • Skin color.
  • Hair color.
  • Hairstyles.
  • Tattoos.
  • Scars.

Cosmetic items that produce in-game cosmetic effects will also be available.[216]

Erscheinungsbild der Ausrüstung

Alpha-1 female plate armor 3D render.[217]

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.[217]Steven Sharif

Ausrüstung soll realistisch aussehen.[218][219]

  • Es wird keine "übergroßen" Waffen geben.[220]
  • Ausrüstung wird nicht übermäßig sexuell aussehen.[219]

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.[218]Jeffrey Bard

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.[218]Steven Sharif

Ausrüstung wird Optische-Slots (Transmutation/Transmog/kosmetische Slots) haben, die das Aussehen eines Items kopieren können (in einigen Fällen).[221][222]

  • Es gibt Regeln für Anwendung von Kosmetika auf bestimmte Gegenstände, im Gegensatz zu Kostümen, die keine Stufen-Beschränkung haben.[212]
  • Rüstung wird sich visuell an die Rasse des Trägers anpassen.[223]
  • Kosmetische-Slots können vom Spieler ein- und ausgeschaltet werden.[224]
    • Bei Belagerungen oder anderen groß angelegten Schlachten kann automatisch ein "Standard-Spieler-Erscheinungsbild" angewendet werden, um die Client-seitige Leistung zu verbessern.[193][194]

Spieler können die Farbe der Ausrüstung mit Farbstoffen verändern.[225][226]

Helme können ein- und ausgeschaltet werden.[114]

  • Haare werden wahrscheinlich ausgeblendet, wenn der Helm angezeigt wird.[227]

Partikeleffekte werden verwendet, um die Wichtigkeit und Seltenheit einiger Waffen visuell darzustellen.[228]

Waffen können eingewickelt / umhüllt werden.[229]

Appearance slots/Transmogs

Ausrüstung will have appearance slots (Transmutation/Transmog/cosmetic slots) that are used to copy the appearance of an item (in some cases).[221][222]

  • There are rules when applying cosmetics to specific items, unlike costumes, which don't have level restrictions.[212]
  • Cosmetic slots can be toggled on or off by the player.[224]
  • A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[193][194]

Gear attachments

Zubehör können als Akzentstücke neben der Rüstung freigeschaltet werden, um einen individuellen Look zu kreieren.[230]

  • Es wird hunderte Zubehöre geben, die von kleinen Knöpfen bis zu Brustplatten reichen.[230]



Ashes of Creation logo.[231]

Ashes of Creation is a direct reference to the storyline. Without giving too much away, the phoenix is going to be a persistent symbol throughout the first phase of the storyline, and the world that the players will be inhabiting is a long-lost world that has suffered devastating calamity.[232]Jeffrey Bard

The Phoenix is the celestial avatar of the Goddess of creation. Her sacrifice protected the people of Verra during the apocalypse.[233]Steven Sharif

There are different parts to the Überlieferungen in Ashes of Creation.[234]

These story arcs drive one or more quest lines.[234]

We're keeping lore very close to the chest and the reason for that is because it is very rich. It is diverse. It will have applications outside of just the MMORPG. We intend to take it much further, but I want it to be something that the players get to reveal themselves, that's not just handed to them and then the experience is lost. They should feel when they're experiencing this that it relates to them on a personal level.[235]Steven Sharif

It is about mythology and discovering what truths mythologies are talking about and finding out what really happened on this world so long ago; and that's part of that discovery process; and we want people to feel that throughout the game, not just in terms of lore but in terms of the world itself.[236]Jeffrey Bard


Handlungsstränge drive one or more quest lines in Ashes of Creation.[234]

  • Personal quest lines.
  • Cultural quest lines.
  • Regional quest lines.

All of the events are based around storytelling. All of the the narrative quests are based around storytelling. All the organizational quests are based around storytelling. You know the game is built from a story basically, so we want to make sure that there's context and relevancy for all of the actions that you're doing in the game.[237]Jeffrey Bard

The overarching narrative is that players are the returning children of Verra. They will not be characterized individually as "saviors".[238]

Even player driven mechanics will still have story components. There will be a reason why the player driven mechanic is available or required of the player; so you know every system that's created touches a story.[237]Steven Sharif

Every stage a node develops it's unlocking narratives, storylines, it's changing the spawn population of the area around it, changing what bosses exist, it's triggering events where you may have legendary dragons attack the city. It's basically writing the story of the server based on the actions and determination of the players. So, you may experience a dungeon one month earlier and have a completely different story that relates to this location the next month, because something has changed either geopolitically or from the node standpoint.[239]Steven Sharif

Certain story arcs can be unlocked through the bulletin board system. Certain requirements would need to be met in order to access story arc quests.[240]



Fortschritt occurs through a variety of pathways.[241][242]

The way that Ashes is constructed is there are multiple paths of progression from a from a PvX perspective, a kind of wide net perspective that players have interest in; and you're not going to be able to become the master of everything. So you're going to have to pick and choose, but even picking and choosing that gives you a place within that aspect of the world at a place that's going to be something that you can build up a reputation around.[241]Steven Sharif

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.[245]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.[246]Steven Sharif

Alpha-1 frühe Darstellung eines level-ups Effekt von Jim Sanders.[247]

Etwas cooles das wir alle lieben und uns einen großen Dopamin Schub geben, ist die Reaktion eines Level-ups. [247]Steven Sharif

Leveling wird nicht einen traditionellen Weg einschlagen, jedoch existieren klassische Mechaniken dafür.[248] Erfahrung erhält man durch verschiedene Aktivitäten:[249]

Das Level eines Charakters wird für andere Spieler nicht sichtbar sein.[150]

Der Schaden wird durch die Difference in Levels, in PvP und PvE, nicht gedämpft.[250]

Wenn ich eine Fähigkeit habe, die eintausend Schaden, auf ein Ziel gleichen Levels, verursacht, will ich nicht, dass diese Fähigkeit Null Schaden an einem Ziel ausübt, dass fünf Level über mir ist.[250]Steven Sharif


End game

There is not going to be a typical end-game in Ashes of Creation.[251]

Part of the whole experience with nodes is that there is no real end-game, in that the world is constantly shifting every day. Month one is going to be really different from month two; and that's for the level 50s and level 1s.[251]Jeffrey Bard

We want the game to be a living game, which means that all content should be relevant at all times. I’d say that we try to make as little distinction between the leveling up experience and the end game experience as possible. The whole journey is important to us, in order to maximize the fun people have during different stages of the game.[252]Sarah Flanagan


The level cap at launch is expected to be approximately level 50.[253]

  • The developers anticipate max level should be attainable in approximately 45 days if you play roughly 4-6 hours per day.[254][255]
  • Alpha-1 has progression to level 15.[256]

Lower level characters will have usefulness in mass combat (such as Knotenpunkt-Belagerungen) 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.[257]

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.[254]Steven Sharif


Repetition (Wiederholung) wird nicht Teil des Leveling-Fortschritts in Ashes of Creation sein.[258]

AFK leveln

Es wird kein AFK-leveling in Ashes of Creation geben.[259]

Wir wollen, dass das Spiel gespielt wird. Gibt es Dinge in dem Spiel, die man erreichen kann ohne zu spielen, haben wir etwas falsch gemacht.[259]Jeffrey Bard


Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players.[260][251]


There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.[251]

There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[262]Steven Sharif

The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[261]Steven Sharif


Wenn ein Spieler mit seinem primären Archetyp (Primärklasse) Fortschritte macht, hat er die Möglichkeit, einen sekundären Archetyp zu wählen, um seine primären Fähigkeiten mit Effekten aus seinem sekundären Archetyp (Sekundärklasse) zu erweitern.[263] Die Kombination von primären und sekundären Archetypen wird als Klasse bezeichnet.[127][128]

If a Kämpfer were to choose Magier as a secondary archetype, the fighter would become a Spellsword. This combination opens up augments that can be applied to skills in their primary skill tree. Fighters have a Rush skill that allows them to rush towards a target; and upon reaching the target, deal an amount damage with a chance to knock the target down. A Mage's escape augment could be applied to the rush skill, which would now teleport the player to the target; thus eliminating the charge time on the skill.[263]

Jede Fähigkeit im Primärbaum verfügt über mehrere Erweiterungsoptionen aus dem Sekundärbaum. Dies ist ein Beispiel für einen horizontalen Fortschritt.[263]

Spieler erhalten Fähigkeitspunkte, je nach Stufe. Diese können verwendet werden, um die Fähigkeiten innerhalb des Fähigkeitsbaums zu verbessern.[264]

  • Es wird nicht möglich sein, alle Fähigkeiten in einem Fähigkeitsbaum zu erreichen.[264]


Waffen will have their own progression paths and their own applicable types of skills.[266][267]

Q: Are weapons balanced towards a proficiency system (i.e. the longer I use a sword, the better my damage will be), or will it be a normal RPG stat system with no long-term scaling?
A: We will not be using a proficiency system as described, but players will have passives available in their skill tree that will increase effectiveness of certain weapons. Becoming a master of swords will be something that is possible, just not in that particular manner.[252]Sarah Flanagan

Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We kind of 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 kind of play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[268]Steven Sharif

Entwicklung von Haustieren

Combat pets will be levelable and will have gear available to them.[270][271]

  • Combat pets will incorporate some of their owner's power in a way that keeps the power progression horizontal.[272][273][274]
    • Power is delegated to the pet when it is summoned and returned to the player immediately when the pet despawns.[275]

Summoner summons (Beschwörer pets) do add to the summoner's power when they are summoned.[272]

Combat pets, which can be acquired by any archetype- and this is essentially an item that exists within your backpack- you cast the item to summon your pet. When it is summoned it's not intended to be a vertical gain of power, because when you make combat pets a vertical power gain, then it becomes a no choice solution: you must have a combat pet if you want to play efficiently- you must have a combat pet; and I wanted to steer clear of that because the way I wanted to approach combat pets was more of a horizontal power choice; meaning: depending on the type of encounter you're facing, depending on the threat assessment you have, a combat pet might be relevant, or it might not. One combat combat pet might be more relevant than another combat pet and that's part of your gear acquisition, your item chase to attain this more comprehensive selection of combat pets that you can have available to you and can be summoned in the event that you want to engage an encounter with a different aspect of your power curve: Not vertical, but horizontal.[272]Steven Sharif

Handwerkliche Entwicklung

Players must choose a path in the artisan skill tree for each character.[276] Within each of the three parent artisan paths (Sammeln, Verarbeitung and Handwerkskunst) there are different professions. A character may only ever master one of these parent paths.[277][164][278][279]

  • It is possible to master multiple professions (but not all) within a parent artisan path, but this will be a long and labor intensive feat, requiring many resources.[277][279][280]
    • A player may only master a profession if they have achieved the artisan path mastery.[281]
    • Based on testing, it may be decided to limit profession mastery certificates to a capped value.[281][282]

Gathering is a parent artisan path, along with processing and crafting. Within each of the three parent paths lies different professions. You may only ever master one parent path. But you may spend time mastering each profession within the parent artisan path.[279]Steven Sharif

Becoming a master Crafter or a master Processor or a master Gatherer should be a significant time investment and resource investment; and because of that it should also be something that when you achieve that status it's like people on the server know who you are.[283]Steven Sharif

Handwerkliche Entwicklung within the artisan tree occurs based on experience (repetition of tasks) within a branch and also via achievement of certain benchmarks within each branch.[284]

  • Players can dabble in all professions at a "beginners" level before they decide to master a particular pathway.[285]
  • Choosing a specific path in the skill tree allows the player an opportunity to specialize in a certain area. This encourages player inter-dependency, enhancing the artisan experience.[286]
  • Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [287]

Players will have the opportunity to kind of dabble in all of the professions at a very beginners level and then you know that kind of gives them an understanding of what that profession feels like and then allows them to kind of pinpoint the direction that they want to go in to master particular professions.[285]Steven Sharif

When we reference not being masters of all that doesn't mean you're not a master within your own one of the three artisan types, which is you know crafter or gatherer, processor. You will be a master of one of those, you will not be master of the other two.[278]Steven Sharif


There are player progression paths within a religion.[288][135]

  • Players may follow only one religion at a time.[288][135]
  • Religious progression is based on quests that are only offered to followers of that religion.[288]
  • Religions have a ranking system based on a player's performance in these quests and the number of quests completed.[288][289]
  • Changing religion will cause loss of progress in a player's previous religion.[288][135]

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.[290]Steven Sharif

Entwicklung zur See

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

Mariner classes (also referred to as boatsmanship classes, boatsman skills or seamanship) contain different skill trees arranged in a similar manner to Handwerksklassen. As a player gains experience in these different skills they become more adept at using them.[292]

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.[292]Jeffrey Bard

Zonen und Entwicklung

Dungeons, Schlachtzüge, Weltbosse, Mobs, Abenteuer, Events, Ressourcen, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.[293][294][51]

We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[295]Steven Sharif


Gildenentwicklung findet durch Teilnahme an verschiedenen Systemen statt.[296]

Passive Fähigkeiten und Ergänzungen werden durch Gildenentwicklung freigeschaltet.[296][298]

  • Passive Fähigkeiten erhöhen gewisse Statuspunkte die sich auf den Kampf eines Gildenmitglieds auswirken, oder auf anderen Aspekten der Gilde, wie zum Beispiel der Wirtschaft.[296]
  • Ergänzungen sind erst bei grösserem Gildenfortschritt verfügbar.[296]
    • Diese sind nur für Gilden verfügbar, die nicht dem Pfad der Gildengrösse gefolgt sind.[296]
    • Sie kommen den Offizieren und den Rittern der Gilde zugute.[296]
  • Gildenmitglieder müssen nicht Bürger desselben Knotenpunktes sein, um von passiven Fähigkeiten und Ergänzungen zu profitieren.[299]

Gildengrösse kann gegen Gildenentwicklung eingetauscht werden.[296][300]

  • Je grösser die Anzahl an Gildenmitgliedern, desto weniger Auswahlmöglichkeiten für Fähigkeiten stehen der Gilde zur Verfügung.[301]
  • Gildenallianzen können eine grosse Rolle darin spielen, grössere "Gilden" zu gründen.[300]

As you're leveling up the guild and you're getting these points to either allocate towards expanding the guilds member count or allocate towards adding certain passive abilities that your guild members can gain by being guild members. You're also going to see as you're leveling up the guild through different type of quest-based, participation-based, node-based, organization-based systems and ways that those quests hook into the world. You're also going to see perhaps some augment abilities at the upper tiers of the guild levels become unlocked for certain members that have a classification of officer or knight, will have access to those different types of augment abilities that might get unlocked should you go down the non expansive member lane; and the idea there is to offer these benefits to smaller groups.[296]Steven Sharif

It's not always going to be combat. You could have an economic focus guild. You could have a trade oriented guild; and there's all sorts of things that you can kind of put together and kind of give your guild its own identity.[296]Jeffrey Bard

Entwicklung der sozialen Organisationen

A player progresses through a social organization by accomplishing tasks or quests.[302] There are hierarchical paths pertaining to specific questlines for the organization's thematic.[302] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[303]

- For example, a Thieves' guild may have objectives and quests toward securing a particular item to enable players to advance within the organization.[302]

Social organizations are going to have questlines that players participate in which some will include sabotage, espionage, intrigue... While it's not necessarily player versus player in the combat sense, it is player versus player in pitting communities in those organizations kind of against each other in a competitive atmosphere, where only some things can be accomplished by certain communities; and not everybody can succeed at a particular task. So, I think that that's a unique way to involve meaningful conflict that doesn't necessarily have to relate to PvP, because obviously we have a lot of PvP systems in the game and and there are many ways for players to participate in player versus player combat; but we also want to make sure that from a progression standpoint, from a system standpoint there are going to be abilities of individuals to follow these questlines, these tasks that will pit organizations against each other, specifically from an organizational standpoint.[304]Steven Sharif

You're gonna see augments being used a lot throughout a lot of our systems. When we're talking about the guild system, when we're talking about social organizations, when we're talking about religions. A lot of those things are going to affect how and what you have available to augment your skills with.[305]Jeffrey Bard

Entwicklung von Allianzen

Ashes of Creation bietet diverse Inhalte, die sich um Allianzen drehen.[306]

Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those you know channels of bonding between the different guilds or players, the more sustainable that relationship.[306]Steven Sharif

Entwicklung des Grundbesitzes

Gebäude auf dem Grundbesitz are able to be levelled up based on the length of time and productivity of the freehold.[307]

We want there to be progression in many systems and part of the freehold progression is that when you establish these base buildings the longer and more productive you are and exist with that freehold, the more opportunity those buildings will have to both level up: offering new bonuses, new abilities, new capabilities; and just surviving in this world is a feat in and of itself, so it's rewarded by allowing progression with those things.[307]Steven Sharif

Tavernen provide tiered services.[308]

  • Abenteuer that might only be gathered from the player-owned taverns.
  • Meals that grant buffs for a period of time after a player leaves.
  • Rezepte that could potentially be sold to cooking professions, that may only be obtained from a player-owned business in a certain area.

The longer the tavern is in business and the more patrons served, the faster the tavern will level up.[308]

Entwicklung von Monstermünzen

There is a progression system that levels a player's monster skills based on how often they participate in monster events.[309]

In Ashes of Creation a large portion of world events revolve around the environment reacting to the player. This means that as players are exploring the world and developing civilization around them the environment is responding to this encroachment by spawning dynamic events and creatures to attack those developing cities. These events occur in 3 different types: the Legion level the Elite level and the Epic level.[310]Steven Sharif

As nodes advance, so does the scale of the monsters.[311] There are tiers of events denoting the caliber of the monsters being spawned.[312]

  • The tier of the monster coin dictates how powerful the monster is.[313]


The way that the systems are being designed from a balancing standpoint we're taking into account how we would like the nodes to change per-se how often and we've designed attrition systems for certain cultures that may have more dominance over others. These are things that in Alpha and Beta we will be testing and watching and making sure that our objective is achieved from a gameplay standpoint and if it's not we'll come back and recalculate.[314]Steven Sharif

Siege balance

There are points of balance that we want to incorporate, such as the defense mechanisms that the defenders have, the types of buffs that are acquired through completing killing the bosses, or capturing control points, the stages before a siege when it comes to those node progressions in the preceding weeks: Those are all going to be balanced considering all things being equal between the two sides. But obviously we're not going to control the state of gear acquisition that one side might have as an advantage over the other. There might be a much better geared team over there. There might be a much better coordinated team. There might be a higher number of individuals who are part of the attacking or the defense. Those are components that we aren't necessarily going to put on railroads so-to-speak. But the aspects of design that we can talk about like the hit point health of a particular wall or door, or mercenaries that can be hired; what's their cost, what's their damage output: Those are things yes we're going to balance. But obviously anything that's player dependent or that has player interaction and activity and determination you can't always balance; and you don't want to balance. Those aspects you leave those to the players.[315]Steven Sharif


The sixty four (64) classes are partitioned into eight primary archetypes. Balancing of active skills only relates to these eight primary archetypes.[316][317]

  • There are four primary groups of augments assigned to each base archetype. Balancing of augments relates to the four augment groups for each of the eight archetypes.[317]

Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[316]Steven Sharif

We're not really talking about 64 true classes, we're talking about eight classes with 64 variants... There isn't as much variance between the 64 classes as you might expect. It's not like there are you know 64 different versions of... radically different classes.[316]Jeffrey Bard

Balancing in Ashes of Creation is group focused not based on 1v1 combat.[316][318]

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[318]Steven Sharif

Certain secondary archetypes are capable of "bridging the gap" between their counterpart.[319]

Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and kind of bridge the divide slightly; and then move my identity that direction ever so slightly.[319]Steven Sharif

Alpha-1 testing is initially focused on core functionality rather than combat balance.[77]

Power creep

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.[320]Steven Sharif



The effectiveness of classes, skills and gear is going to depend on the adversary or the encounter. There will be optimal builds for different challenges and difficulty ratings. This design aims to avoid any obvious meta or "cookie-cutter" builds in Ashes of Creation.​[321]

  • Increasing difficulty ratings inspire more of a traditional vertical power progression that is common in other MMOs.[321]

Oftentimes you just have a very vertical power scale and that determines chase, but when you have a variety of relevance across certain types of adversaries and that variety changes over time because of player activity- and then that affects the economy and the crafter system and who was producing what for what demand- and everything gets shaken up. That's a very kind of fun environment to exist in. It presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[321]Steven Sharif


When it comes to how MMO’s have been traditionally designed, most gamers are familiar with two distinct types of gameplay loops: the “theme park”, and the “sandbox”. The vast majority of MMO’s we’ve all seen come and go in the gaming industry have been of the theme park variety – these games put the player onto a specific path, guiding them along, with plenty of pretty sights in between the same old quest hubs, very little in divergent paths, virtually no freedom in player progression. Recently the MMO genre has seen some games of the sandbox nature come onto the scene, but despite the ultimate freedom the sandbox affords players, many are left wanting more, as there is by definition no pre built world content, no human touch, just the vastness of the “sand” for lack of a better term. Thus many MMO players often find themselves caught between the repetitive rock of the theme park or the vast dead spaces of the sandbox’s hard place. This chasm between the state of MMO gameplay loops is where we intend to inject Ashes of Creation’s Node system.[3]

In order for sandbox mechanics to mean something, there must be curated content to accompany the player’s choices. Which means, as the developers, we must create that Themebox style content but for every possible path the community may take.[322]Steven Sharif

Design Eckpfeiler

Das Design von Ashes of Creation befolgt die fünf Haupt-Eckpfeiler.[323]

  1. Spannende und fesselnde Geschichte
  2. Reaktive Welt
  3. Spielerinteraktionen
  4. Mittel für Spieler
  5. Risiko vs Belohnung

In designing Ashes of Creation, we adhere every detail to five main pillars: Engaging and Immersive Story, a Reactive World, Player Interaction, Player Agency, and Risk vs Reward. Even in the environment, everything you as the player do will tie into these pillars, while everything your guild does, everything your server does will ultimately keep the world fresh, ever-changing, and most importantly... exciting.[323]


Ashes of Creation hat sich von verschiedenen anderen MMORPG-Titeln inspirieren lassen.[324]

In terms of what came before, we're trying to figure out who did what best and take inspiration from that: Move the genre forward; keep things updated and bring it into the 21st century.[324]Jeffrey Bard

Scope creep

I have a very very very clear vision of all of the systems designs mechanics that are present within the game and we're sticking to that vision and we're not adding additional features and prolonging the development due to that scope creep.[325]Steven Sharif

Offene Entwicklung

Intrepid Studios has embraced an open (transparent) development approach, rather than sharing information through carefully curated press releases and announcements.[326]

The whole purpose of our development process being transparent being open is that you don't have to buy a package actually to participate. You can be a voice from the community. You can observe people playing. You can give your experiences and feedback.[327]Steven Sharif

I don't answer to a board. I don't answer to a publisher. We answer to our players; and we try to be as transparent as possible with showing our progress; and showing it in a timely manner.[328]Steven Sharif

I think that we live in an age where it's easy to be transparent if you're not trying to hide something. The downside is if you're showing something that's not a completed or finished product, it is incumbent upon the viewer to understand that fact.[326]Steven Sharif

There are obviously going to be some aspects of the development that we will not reveal, like lore and some system mechanics in order not to spoil the game for release.[329][330]Steven Sharif

Payment model


Es gibt keine Vorabkosten im Zusammenhang mit Ashes of Creation.[331]


Game time is currently purchasable in Vorbesteller-Pakete.[332]

This allows us to avoid the pay to win mentality many free-to-play games employ, as well as maintain a steady flow of new content for all our players.[333]

Ashes of Creation (das MMORPG) ist ein Spiel auf Abo-Basis.[333]

I think a sub cost provides both the barrier of entry to prevent, some not all, but mitigate some gold selling bots and whatnot because there's a cost associated with playing the game, but it's also not too high that it gets on the greedy side or prevents a lot of players from participating and trying the game; and then if the game is good then people will continue to subscribe and that subscription provides funding and revenue for the developers to continue a significant content creation and expansion rollout for the game.[202]Steven Sharif

  • Abos werden mit dem Launch beginnen. Alternativ, Änderungen vorbehalten, kann der Benutzer sein Abo selbst aktivieren, um dieses zu einem bestimmten Zeitpunkt zu beginnen.[338]
    • Spielzeit (erhalten durch Crowdfunding und Pre-order Pakete) wird erst ab dem Launch eingelöst. Das Teilnehmen an Alphas und Betas wird nicht von der erhaltenen Spielzeit abgezogen.[339]

Ashes of Creation Apocalypse war kostenlos spielbar.[340][341]

  • Dies sind eigenständige Modi, die für jeden zugänglich sind, nicht nur für Unterstützer.[340][341][342][343]

Es gibt kein P2W in Apocalypse oder dem MMORPG![341]


DLC expansions (post-launch releases) are planned on a monthly, quarterly, or six-monthly basis.[42][43]

  • The frequency and size of expansions will be based on the popularity and subscription base of the game.[42]
  • New content will primarily be introduced through the node system. The goal is for existing content to remain relevant alongside the new content.[347]

Because of the modularity of a lot of the systems that we're working on, it's not too hard to iterate and implement new things... We're planning on going on a quarterly/ monthly cycle to continue to push out new content.[348]Jeffrey Bard

The quarterly cycle for the big content is good for us and then, as you said, those modular components to our mechanisms in the game allow for us to introduce smaller content patches that can be seen in real time in the world.[348]Steven Sharif

We don't intend to a wordsmith around future charge for DLC content. As a subscription model, that's part of the agreement between us as a Studio and you guys: That there will be regularly scheduled updates and chapters; and that subscription is what allows you to access that content.[345]Steven Sharif


Ashes of Creation wird nicht pay to win sein.[349]

Ashes of Creation will not be pay to win, that is our pledge to the community. One of the core principles we set forth with Ashes of Creation is a very strong desire to maintain the game's even playing field.[349]

A lot of developers and companies have come along in the past- and I've been hit by this too- and they've said we're not going to have pay-to-win and then boom they roll out some pay-to-win. We have consistently said we won't be pay-to-win and in the pre-orders that we provide and even in the Kickstarter there were absolutely zero pay-to-win components whatsoever. So not only will we talk the talk but we will walk the walk as well.[202]Steven Sharif

Because we are a non-box purchase game, meaning there is no box price to play Ashes of Creation, it is only a subscription; and that's beneficial because it reduces the barrier of entry and we want a high population obviously; but at the same time one of the ways we augment the revenue flows to sustain constant updates and new chapter releases and additional content within the game is through a cosmetic-only marketplace; and that means absolutely no pay-to-win whatsoever; and that will be adhered to forever.[350]Steven Sharif

Inventar-Plätze, RNG Lootboxen und XP-Tränke werden als pay to win angesehen.[351][352][353][354]

We will not use a loot box system for cosmetics either. We currently have a cosmetic store that offers limited time, limited quantity items to help sustain game development. These items are purely decorative and do not offer any in-game benefits.[351]

My definition of pay-to-win is really anything that affects the in-game economy, the in-game action pool, your abilities and/or skills... In my opinion the inventory slots and the XP potions would be considered pay-to-win.[353]Steven Sharif

Q: Will there be RNG boxes?
A: I dislike RNG. Archeage made me loath rng monetization gimmicks.[354]Steven Sharif


Intrepid Studios will self-publish Ashes of Creation in the NA (North American), OCE (Oceanic) and SEA (Southeast Asia) regions.[358][359]

We have learned a lot from our partnership with MY.GAMES, and we wish our friends there all the best as we have mutually decided to part ways. Looking ahead, we’re excited to announce that Intrepid Studios will be opening European offices in Amsterdam to help support our publishing operations in the EU/CIS regions. We have recently posted open positions for our new EU offices, and look forward to hiring the best and brightest in true Intrepid fashion.[360]Steven Sharif

The Ashes of Creation MMORPG will not be published on the Steam platform.[361]

Kosmetikshop (Mikrotransaktionen)

Ashes of Creation cosmetic store.[362]

There is going to be legendary cosmetics that can be earned and achieved in the game through the game systems, but that's going to take a significant amount of effort and work; and those cosmetics are going to be on-par with the cosmetics offered in the marketplace... What that does is it provides additional revenue to the company so that we can continue to fund the development of content as well and bridge the divide that not having a box cost would have and not having any pay-to-win mechanics whatsoever.[202]Steven Sharif

The Kosmetikshop enables players to purchase Cosmetics for use in Ashes of Creation.[214] The cosmetic store offers limited time, limited quantity items to help sustain game development.[200]

Nothing in our shop will ever be pay to win as we believe this practice greatly hurts the MMORPG genre.[199]

  • Cash shop cosmetics will offer a diverse selection of unique looks.[203]

I want to incentivize purchase in the cosmetic shop for sustainability of what expansions we have intended, since we are not a box cost. I want to incentivize purchase by offering limited items: limited time, limited quantity, so you have confidence that when you purchase them, they won't be offered later on in some other way.[200]Steven Sharif

I don't want cosmetic items that can be purchased from the market to be transferable... because it is in a way a transfer of money for potentially something in-game.[363]Steven Sharif


Cinderhorn Steer pre-order pack cosmetic mount skin.[364]

Providing these limited options that collectors out there like when it comes to achieving and/or purchasing cosmetics. It means something I think when players make that decision to purchase or they go through the rigorous portion of achieving those things in game that it is not just everywhere around them and becomes meaningless at that point.[350]Steven Sharif

Haustiere, Mounts, Costumes, Armor, Gebäude and Accessories sold in the cosmetic store are skins.[365]

The best skins will be in-game achievable (obviously “best” is subjective, so I’d say the most ornate and detailed/unique).[371]Steven Sharif


Artistic style

Ashes of Creation wird eine höhere grafische Treue haben als die meisten westlichen Spiele. Es wird nicht zu stilisiert oder "cartoonisiert" sein.[372]

We can push the limits a little bit on the graphical fidelity, especially using Unreal Engine 4... My desire was not to see very cartoony games. I'm not a big fan of highly stylized art.[372]Steven Sharif

Künstlerische Einflüsse

You will see in the different races that are available from a player character standpoint a lot of different influences that reflect many cultures in the world: Not just European, not just Africa, not Mesoamerican. These cultures are going to be present in many of the races.[380]Steven Sharif

The idea is just to find a base component in the real world as a starting point and then to begin to fantasize.[374]Steven Sharif

Kulturelle Referenzen

There will be real-world cultural references, particularly with regards to real-world holidays and historical events.[381]

  • These won't be out of place in terms of immersion. They will be homages.[381]

There will be some real world references, particularly with regards to potentially real world holidays as well as some historical events or cultures. For example the PAX East kind of ship that was named Eleanor that we released a cosmetic of, you know, being a reference to the Eleanor ship that the tea was thrown off of; or kind of colonialesque look.[381]Steven Sharif


Dead bodies in a Pre-alpha raid encounter.[382]

The aim is for Ashes of Creation to have a T for Teen rating, but it may end up having a M for Mature rating.[383]

  • There may be an option to turn off blood and gore in the game.[384]
  • There probably won't be swearing in quests.[385]

The antagonists in this game are definitely dark... We're not going grimdark at all, but there are parts of it that get that way.[385]Jeffrey Bard

Schwierigkeitsgrad des Spiels

People who put more time and effort into it are definitely going to get more out of it but that doesn't mean that person who logs in once a week won't be able to have fun so it's just a matter of the scale of stuff that you're going after... Running a caravan is not gonna be the same thing every time you do it. You might be able to find like a super secret path that nobody knows about... and you exploit it for a while and nobody knows and then eventually somebody sees you and suddenly that route becomes a lot more difficult so you know that's kind of the way we really want that emergent gameplay to kind of come out of those options that we give you guys; and a lot of it is gonna come down to other players making it more or less difficult for you.[386]Jeffrey Bard

There's a ton of room for difficulty on whatever scale... In a living world everything becomes much more difficult.[386]Peter Pilone


Ashes of Creation will be easy to understand yet hard to master.[387]

My stance on participation trophies is that things should be hard, people should fail, the bitter taste of defeat is what makes success that much more rewarding. Helping other players learn encounter strategy, and fine tuning their play style for high end content is an important part of eliminating participation trophy. Growing together is a good thing, and that include failing together as a means to drive for success together.[388]Steven Sharif

Demographische Zielgruppe

I think our target demographic, obviously we have a very high graphic fidelity in the game that's attractive to younger players, but at the same time we have a very roleplay game orientation - a kind of a play back to that pen-and-paper Dungeons & Dragons feel that perhaps younger generations may not know but is very near and dear to the hearts of older gamers. So I think we have a broad appeal from a demographic standpoint.[387]Steven Sharif


Ashes of Creation will cater for a variety of player types; from Raiders or PvPers to Role players and Crafters.[389]

A guy who wrote a book on game design, called Bartle, breaks gamers up into different categories. We will often talk about the different categories of gamers and trying to satisfy their needs.[389]Akil Hooper

The most compelling design argument for how those different sects of gamers interact with each other is dependant from the design standpoint of interdependencies in the systems. So, for example if as a Raider or as a PvPer you're looking for the best gear, you're going to devote your time towards leveling up and going out and participating in the things you enjoy like pvping, perhaps going for caravans or sieging cities and castles and all that type stuff. If you want the best gear, you're going to have to rely on a person who's devoted their time towards crafting potentially; and they may not be a PvPer but they have a place in your wheelhouse because you need their services. And then that crafter is going to need a person who is either a gatherer or plays the economy as a merchant in the nodes with the auction houses that are regionalized. They're going to have to work with a person who specializes in trade that takes caravans with either mercenary groups or other guilds that are PvPers between the nodes to get the resources they need. Building dependencies on different groups or factions of players that exist within a large world like this MMORPG is what kind of solidifies the bonds that allow for them to exist either harmoniously, or at least in a way that they know you need those types of players.[389]Steven Sharif

Casual vs. Hardcore Spieler

The multiple progression paths in Ashes of Creation offer different "lanes" for players depending on the time they have available to play.[390]

  • Some progression paths will be more immediately achievable, which are more suited to casual players.[390]
    • Triggered events such as cravans and sieges will allow casual players to participate in impactful events without significant time investment.[391]
    • Lower level characters will have usefulness in mass combat that does not depend 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.[257]

There are events that are happening in the world in the game that you won't need to be a hardcore player to impact and join. For example, the triggered events from the PvE standpoint against the cities; the trades of the caravans; those natural battlegrounds that exist; the castle sieges you can login for. There is a lot of systems that are at play where a person can simply log in, participate, have fun, be impactful and then log out.[391]Steven Sharif

  • Other progression paths will require a significant time investment, which casual players will take longer to achieve than hardcore players.[390]
    • The contribution of a large mass of casual players working together may have a greater impact on node progression than hardcore players. Hardcore players may be able to progress into to late-game content faster than casual players, but may lack the numbers to influence the nodes in those locations as quickly as the larger population of casual players.[390]

Traditionally in MMORPGs you're going to see a larger population of casual players than you do of hardcore players; and that's just the way the cookie crumbles from a population standpoint. And because of that and the way that nodes collect experience and advance as a result of player activity, those casual players will actually have more impact on node progression than the hardcore players will: at least as I predict, because of the sheer quantity disproportionate between the two different groups of people... You may see in Ashes the smaller hardcore group of players progress further into the late-game content, right. But they don't have the numbers to influence the nodes in those locations as quickly as the more casual... larger population has near the outskirts.[390]Steven Sharif

PvE difficulty

The difficulty of PvE content, such as raids and dungeons will adapt based on the performance of the raid or group against previous bosses in that encounter.[392]


There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.[251]

There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[262]Steven Sharif

The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[261]Steven Sharif


Ashes of Creation will be initially available in English, French, German, and Russian.[395][396]

  • Italian, Polish and Spanish localization will then be added.[396]
    • Spanish will be added in the near future.[397]
  • Other languages are being considered.[395]

Server won't be language locked.[398]

  • There may be separate servers in the EU region based on language type.[396]

There's localization that will be present in the German and French Russian languages to start; and then we intend to also localize in Italian, Polish and Spanish. So servers will be allocated within the region as being one of those language type servers. So it's not going to be per country per se as it might be per language.[396]Steven Sharif

Efforts will be made to translate Ashes of Creation into multiple languages.[398][399]


Ashes of Creation wird für Windows PC veröffentlicht.[401]

  • Konsolen-Unterstützung wird vielleicht zu einem späteren Zeitpunkt hinzugefügt.
  • Native Linux-Unterstützung kann eventuell in Zukunft möglich sein.[402]


Performance optimization when rendering 1300 simulated actors utilizing merged materials and meshes in Unreal Engine 5 Nanite.[403]

What you're seeing here showcases the new modular appearance component which can combine any set of meshes and materials into a single mesh and single material at run-time. What you're looking at is over 1300 different entities, different actors. These are simulated players essentially. Previously you saw the example they were just standing still. There was no animation, there was no effects, there was no environment and it was a thousand. This is thirteen hundred playing animations, playing effects, plus the environment which is Nanite in this example. So what you're seeing is all of these players moving around and doing something and you're seeing the frame rate at about 30 on Clayton's rig, which I think is running a 1080.[403]Steven Sharif

Here you see that the FPS in the top right corner is like seven or eight on average, so not too good from a rendering perspective... So by merging now you can see that the same thousand players who are wearing the same armors as previously are actually having a 300 percent increase- 300 to 400 increase- in the performance of the of the FPS. So it went from 7 to about 21 on average and that is a significant optimization point that obviously this is just the beginning of the optimization efforts.[404]Steven Sharif

Ashes of Creation was performing at 50-60 FPS on a 1080 Ti during early Alpha-1 testing.[406]

The game will be highly customizable from a settings standpoint. If you don't quite have the rig necessary to run it, you can dial the game settings down.[195]

  • Highly scalable options to adjust rendering and particle effects will be offered.[407]
  • Motion blur will be togglable on and off.[408]

A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[193][194][195]

Alpha system requirements

Alpha-1 stress testing, March 17, 2021.[409]

Funny story; So yesterday as we are stress/density testing with our NDA testers, I accidentally summoned 5k bears around our few hundred players. But hey, it didn’t crash! Can you spot Lt. Toast here?[409]Steven Sharif

These are fully operational NPCs. They have behavior trees, they have AI blackboards; you know they are functioning as an NPC would; and to my surprise, to everyone's surprise actually, the server handled it quite well: 5000 entities all within a very dense area.[410]Steven Sharif

Ashes of Creation alpha testing minimum system specification.[411] These system specs have not changed for Unreal Engine 5.[412][413]

  • Operating System: Windows 10 64-Bit
  • Processor: Intel Core i3-2125 3.3GHz / AMD Phenom II X4 3.3GHz
  • Graphics Card: Nvidia GeForce GTX 460 or AMD Radeon 6870 HD with 1GB and DirectX 12
  • Memory: 6 GB RAM
  • Network: Broadband Internet connection
  • Storage: 35 GB of available space
  • Sound Card: DirectX Compatible Sound Card

Recommended specification.[411]

  • Operating System: Windows 10 64-Bit
  • Processor: Intel Core i7-6700K 4.0GHz / AMD FX-9590 4.7GHz
  • Graphics Card: Nvidia GeForce GTX 1060 or AMD Radeon R9 Fury with 4GB and DirectX 12
  • Memory: 16 GB RAM
  • Network: Broadband Internet connection
  • Storage: 35 GB of available space
  • Sound Card: DirectX Compatible Sound Card

Unreal Engine 5

Unreal Engine 5 walkthrough.[414]

Lumen has done a great job in really bringing to to life this area. As you can see, there's light bouncing off of the surfaces and casting into the rest of the cave... I love how you can also see the detail in the costume and the cloth that we have now.[414]Steven Sharif


Unreal Engine 5 is the graphical engine for Ashes of Creation.[414][415] The game was originally developed in Unreal Engine 4.[416] Migrating to UE5 requires some front-end work, but in the long run it will be easier to do so in the alpha phases of the game, rather than closer to release, or post-release.[417][418]

  • Unreal Engine 5 enables improved forms of locomotion/animation (motion warping), such as crouching, tilting and mantling.[419][420]

What it provides in my opinion as person who enjoys PvP is it adds additional dynamics to what is possible from your opponent or from yourself. You know, if there is a ledge and jumping off that ledge is going to deal a lot of damage to me when I hit the ground and that puts me at a significant disadvantage, maybe I have an option to jump off the ledge at a point where I can mantle onto the side of a cliff or something. Now the give and take there is I won't be able to use my skills while I'm mantled. I won't be able to react easily, but I didn't have to take the fall damage per-se. Or if there's an obstruction and you know I'm going to take a significant reduction in speed so that I can crouch and make it past that, and now I have a effective line of sight has been obstructed as a result of that decision. I think it adds interesting elements to the battlefield and the key here is going to be making sure that it's not cumbersome- that it doesn't feel opposite of the flow of combat.[419]Steven Sharif

Nanite brings us really an entirely new approach to rendering and art workflows. Now we can render more actors with extremely high detail while eliminating the need to bake out normal map textures. For artists essentially what this means is that they can import high quality sculpted meshes directly into Unreal 5 without really having to reduce the poly count, making the workflow more efficient while simultaneously improving the quality of the art.[424]Steven Sharif

Lumen is going to greatly improve the visual fidelity and performance of the game with the reduced work and effort that's required by the art team, making Ashes of Creation much more beautiful than in UE4.[421]Steven Sharif

  • Unreal Engine 5 features (such as World partitions and One file per actor) make it much easier for multiple developers to work together.[417]
    • World partitions also enable Unreal Engine 5 maps to exceed the map size constraints of UE4 (~20 kilometers squared).[417]

Q: How does this upgrade to UE5 affect the Ashes of Creation release timeline?[417]

A: While UE4 is a great engine, there are certain focuses and technological endeavors that Epic is doing on UE5 that won't necessarily be supported by UE4; and we want to make sure given the lifespan of Ashes and how long we intend this MMO to last, that when we made this decision early on during the development process that we weren't going to exacerbate the amount of effort it would take to move over later in the lifespan or after launch.[417]Steven Sharif

Ashes of Creation features a custom Unreal Engine back-end with proprietary networking code to enable mass combat in the open world: such as PvP, Knotenpunkt-Belagerungen, Castle sieges, Dungeons and Weltbosse.[425]

  • The networking solution dynamically distributes processes and scales up necessary server instances to accommodate player density across the world.[426]

One of the most important things about Epic Games as the creators of Unreal Engine is the way they've allowed developers to have access to the source code. To be able to do that makes the engine very versatile.[427]Steven Sharif

  • The upgrade to Unreal Engine 5 is primarily a change to the front-end side of the game. The custom back-end networking code remains largely unaffected.[428]

Over October and November, that's when McP and the engineers began to do the base migration of our custom code-base into UE5 see where there were any major issues. The great thing about UE5 is that it's mainly focused around updating the renderer- giving access to Nanite, Lumen global illumination- those are big components. There's other great aspects of it, but really it's a front-end change and it doesn't affect our networking layer. It doesn't affect our back-end code.[428]Steven Sharif


The world will be the same on each server, but Nodes will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[429]

There will be a multitude of servers located throughout the various regions of the world.[431]

  • Post launch, users will be able to select their server by the ping or the region that's notated next to the server.[431]
  • Ashes of Creation Apocalypse server selection is driven by the party leader. Whatever region they have selected will apply to their friends and squad.[431]

We'll have a multitude of servers located throughout to the various regions of the world; and those servers will be good connection points for- and will be driven by- I mean there's two types of servers I'm sorry: For the alpha-1 arena those will be driven by the party leader right; and wherever whatever region they have selected if they invite friends to their squad or whatever, they'll be able to play on that region. With regards to live launch when the server's go live, you'll be selecting a server to play on; and that will be your character's home; and that server you'll be aware of where that server is located usually by either a ping or a region that's notated on next to the server.[431]Steven Sharif

The developers may occasionally release stats relating to server populations and archetype/class makeup, but there isn't going to be an official page that surfaces this information.[432]


Ashes of Creation will launch with the following server regions:[433][434]

At this stage we do not have numbers on how many different servers will exist for different regions. We've said in the past 8-10,000 concurrent users per server is what we'd like to aim for. Obviously, the number of servers that exist in a region are going to be dependent on the population that's playing.[440]Steven Sharif

Other server regions will be considered based on interest.[435][434]

  • South America is under consideration due to traffic from that region.[441]

Once we get closer to launch we'll update this information, which may include additional regions.[435]

Certain regions will have "harmonized" subscription prices that better reflect their local economies. These regions will be segregated from other regions.[336]

  • Players will be able to make characters on any server they wish. There will be no region locking (outside of harmonized regions).[442]

Folks have always been able to make characters on any server they wish. We are not region locking anyone.[442]Margaret Krohn

Server Bevölkerung

Population limits will be enforced on each server.[443]

  • Around 8-10k concurrent users per server is projected.[444][440][445][446]
    • Initially there will be a limited number of registered accounts (approximately 15,000) per server to help mitigate login queues.[447]
    • This limit will increase over time to around 50,000 registered accounts per server.[447][448][449]
  • The developers intend to carefully manage server populations via the use of character creation throttles to avoid the need to merge servers.[448][450] There may be queues to get into high population servers, but the aim is to avoid excessively long queues.[449]

Part of the equation of essentially watching to make sure that we don't over populate the server selection, but at the same time making sure that there's not a queue system in place that's so long it's detrimental to the concurrency of the player's will to play so to speak. It's a tough balancing act.[449]Steven Sharif

The developers may occasionally release stats relating to server populations and archetype/class makeup, but there isn't going to be an official page that surfaces this information.[432]

Server Geschichte

The history of each server will be tracked and visible to players.[451]

We're gonna keep track of the history of the world so that we can tell people the story up to the current day. A player who's brand new, who's come in at the six-month mark can take a look at each server, what each server has done, how each server has tackled the storyline; and they can decide for themselves what community they want to join; what version of the world that they want to take part in.[451]Jeffrey Bard


There won't be server channels (sharding) on a server.[452][453]



Server transfers will not be possible initially. The developers intend to assess the impact on housing and other systems closer to launch.[252]


eSports is not the main focus, but the game will naturally move in that direction if the game play is compelling, competitive and fun.[456]

If we make the gameplay compelling, competitive and fun, that naturally it will move in that direction; and then we will find the ability to support it afterwards.[456]Steven Sharif

Voice acting

NPCs will have voice acted audio greetings.[457][458]

  • Narrated quest lines are not currently planned.[457]
  • Adding voice acting into the game at a later point is a fairly cosmetic change.[457]

Is it difficult to add voice acting later? No, it's definitely not... It's a fairly cosmetic change.[457]Steven Sharif

Voice acting is a fun luxury to have, but it is not only a costly one, but it is also one that takes a lot of logistics.[459]Steven Sharif


Ashes of Creation's Lead Composer is Bear McCreary. His music will be unveiled in Beta-1.[460]

The soundtrack is going to incorporate either elements of intrigue or mystery or horror that's part of winding through that level to get to that boss, it's building up to the crescendo of the fight. Music is such an important part of setting the scene- the emotional presence of what you are doing in this immersive world. It elicits emotional responses. And we have a great composer Bear McCreary who has worked on God of War, Battlestar Galactica, Outlander, Black Sails; a lot of great franchises and great IPs; and I think he is going to do an awesome job in capturing the essence of what that emotional response should be from a player.[461]Steven Sharif

When we put out any music in our game... we want content creators to be able to create content utilizing our game. So just message us and we'll try to resolve any of those [DMCA] problems if you encounter any.[462]Margaret Krohn

The Bard archetype is intended to have musical abilities.[463]

  • Bards may be able to play musical instruments, such as Flutes and Bagpipes.[464][465]
  • Custom music creation (using the likes of the Music Macro Language) will not be present in the game on release.[466]


Musik in Tavernen kann von Spielern ausgewählt werden.[467]

Game masters

Game masters (GMs) will be present and active on Ashes of Creation servers.[468]

  • There will be a standard escalation system, where different actions are taken based on the seriousness of each infraction. Actions could range anywhere from being stripped (of the illegitimate items or currency) to being banned for a period of time, or being permanently banned.[468]

The direction that I'm taking Intrepid as a company in is that a significant portion of the revenue created by the game goes into not only creating additional content and updates for the game but also goes into I think caretaking, as I like to call it; and that caretaking is multiple things: It's having active and present GM's on servers. It's having a an interacting community team that is always present and on-call for participating in forum discussions and streams and updates.[468]Steven Sharif

Following a standard approach to an escalation system where certain infractions are immediate and automatic bans and some infractions provide a path forward where action is taken that might ban the account or strip the account or provide some chat bans or the ability to play over a week or so... If you buy gold and depending on the the seriousness of the infraction you could go anywhere from being stripped and to being banned for a period of time to being permanently banned.[468]Steven Sharif


Sicherheitssysteme will be in place to combat cheating, exploiting, botting, gold selling, item duplication and other things that affect the economy starting from Alpha-0.[469][470][471]

  • These systems collect user data and flag abnormal activities for inspection. This combined with player reporting functions generates a live "heat map" that draws attention to unusual behavior.[471]
  • Players caught cheating will be banned.[471]


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

Token-based two-factor authentication (2FA) may be in place for Alpha-1.[472]


Addons sind im Allgemeinen nicht erlaubt.[473]

  • Die Entwickler wollen nicht, dass Addons/Mods notwendig sind, um das Spiel zu erleben.[474]
  • Die Entwickler glauben, dass Parser (DPS-Meter) negative Auswirkungen haben können.[473]
  • Das Design der Spiel-API wird derzeit noch geprüft.[476]
    • Es wird Integrationen für Streaming-Dienste wie Twitch und einige andere Dienste geben, aber es ist noch nichts, was über eine API veröffentlicht wird.[477]

Wir werden eine Menge Anpassungen sowohl aus der Sicht der Benutzeroberfläche als auch verschiedene Datenpunkte haben, die natürlich im Spiel vorhanden sein werden, aber wir wollen das Mod-Spiel noch nicht öffnen. Das könnte eine Entscheidung sein, die wir in Zukunft ändern, aber sie ist nicht für das Release geplant.[477]Steven Sharif

Die Idee ist, aus einer Hand zu liefern, wenn es um In-Game-Systeme geht... Wir wollen meiner Meinung nach keine Addons haben.[474]Steven Sharif

Combat logs

There are combat logs in Ashes of Creation.[478]

We will be providing combat data for individual players in their chat window, that players can filter and analyze for themselves. The goal is to mitigate and make the practice less prevalent through the ease that DPS meters provide. Also to place actionable enforcement for players who attempt to circumvent the decision by use of 3rd party programs, for which we will be monitoring.[388]Steven Sharif


December 2015 First team members were hired.[479]
February 2016 Ashes of Creation design documentation and prototyping.[480][479]
December 10, 2016 Official website was launched and project announced.[479]
January 18, 2017 Official discord was launched.[481]
May 2, 2017 Kickstarter crowdfunding campaign launched with $750,000 funding goal.[482]
June 3, 2017 Kickstarter crowdfunding campaign completed with 19,576 backers raising $3,271,809.[483]
June 2017 Game production began with a team size of 15-20.[480]
June 21, 2017 Summer crowdfunding campaign launched.[484]
July 22, 2017 Summer crowdfunding campaign completed with 2,485 backers.[485]
September 1, 2017 PAX West 2017.[486][487]
November 4, 2017 Raised $16,500 for Extra Life children's hospitals.[488]
December 15, 2017 Alpha-0 released on schedule.[9]
March 19-23, 2018 Game Developers Conference (GDC) 2018.[489]
April 5, 2018 PAX East 2018.[490]
August 15, 2018 Last day for purchases of Alpha-1 through Intrepid pre-order packs.[491]
August 20, 2018 At Gamescom with[492]
August 27, 2018 100 developers working on Ashes of Creation.[493]
September 1, 2018 PAX West 2018 panel.[494]
October 19, 2018 Ashes of Creation Apocalypse battle royale (previously called Alpha-1 phase 1 battlegrounds).[12]
November 4, 2018 Raised $20,518 for Rady Children's hospital with Extra Life.[495]
April 15, 2019 60 developers working on Ashes of Creation at San Diego offices (following disengagement with Malaysian art team).[496]
November 3, 2019 Raised $20,901 for Rady Children's hospital with Extra Life.[497]
August 21, 2020 Announced a mutual parting of ways with publisher[360]
October 17, 2020 Almost 3,000,000 registered accounts for Ashes of Creation.[498]
October 17, 2020 ~87 developers working on Ashes of Creation.[499]
November 8, 2020 Raised $88,546 for Rady Children's hospital with Extra Life.[500]
February 26, 2021 Official website redesign.[501]
May 5, 2021 Alpha-1 sales resumed with the announcement of the Adventurer pre-order pack.[502]
May 17, 2021 Verbal NDA was lifted from Alpha-1 testing.[503]
July 9, 2021 Alpha-1 no-NDA preview weekend began on schedule.[33]
July 11, 2021 Alpha-1 no-NDA preview weekend completed on schedule.[32]
July 14, 2021 Alpha-1 no-NDA month long test began on schedule.[504][505]
August 15, 2021 Alpha-1 no-NDA month long test completed on schedule.[6]
November 7, 2021 Raised $34,485 for Rady Children's hospital with Extra Life.[506]
December 23, 2021 Announced that Ashes of Creation is moving to Unreal Engine 5.[414][415]
January 14, 2022 Over 120 people working on Ashes of Creation.[507]


  • Kickstarters meistfinanziertes MMORPG.[508]
  • Kickstarters 7. meistfinanziertes Videospiel.[509]
  • Am meisten erwartetes MMO –'s Best of 2017 Awards.[510]
  • Das am meisten erwartete MMORPG mit frühzeitigem Zugriff auf die Inhalte. – MMOs World.[511]
  • Gamescom 2018: Bestes unabhängiges Spiel.[512]
  • Gamescom 2018: Bestes Online Spiel.[512]


Ashes of Creation will be a franchise.[513]

Ashes of Creation Apocalypse

Ashes of Creation Apocalypse early access trailer.[517][518]

The standalone prequel to the upcoming epic MMORPG Ashes of Creation - both a testing ground for new systems and content, as well as a unique last-man-standing action game where magic, steel, and chaos reign supreme in a high fantasy, free-to-play experience.[517]

Ashes of Creation Apocalypse (also referred to as APOC)[514] was a free-to-play[340] matchmaking-based arena game with three primary modes.[519]

Ashes of Creation Apocalypse utilizes action-based combat.[519][491][521]

Ashes of Creation Apocalypse battle royale early access testing ended on March 10, 2020.[19]

Ashes of Creation board game

An Ashes of Creation board game is scheduled for release at around the time of the MMORPG Beta phase.[515]

Just to be clear, a board game doesn’t impact any mmo development. They are 2 very different sets of employees.[524]Steven Sharif

It is a resource management and combat game with an action economy.[515]

  • Each player chooses a Class and attempts to build a Guild that takes over a server on Ashes of Creation.[515]
  • The more guild members, the more action tokens the guild will receive. These tokens can be spent on actions on the game board and during battles.
  • Guilds gain income by constructing Karawanen.
  • Players have a pool of resources that they keep secret.
    • Followers.
    • Gold.
    • Combat resource (gained from guilds participating in PvP).

There are several types of combat in the game.[515]

The game comes as a complete set with an adjustable map that players construct every game.[515]

  • The map is comprised of six components that are placed together.
  • The game board is made of zones that evolve as players complete activities and actions.
  • Over forty different buildings can be built.

There game comes with six standardized characters.[515]

  • Players have a character sheet with tracked abilities and skill levels.
  • As a character levels they become more powerful.

Players compete for server firsts.[515]

The game is playable by two to five players.[515]

  • The game will last about 30 minutes per player.

There will be expansions, but the base game can be played stand-alone.[515]

  • Expansions will come with additional map tiles with new locations to gain resources from.
    • Map tiles from expansions can be switched out.
  • Expansions come with additional structures.
  • Expansions will have characters that are race-specific to Ashes of Creation.
    • Each race will have certain advantages and abilities.

The game will probably not be funded by Kickstarter.[515]

The estimated retail price is between $50 and $100 US.[515]

It is undecided if certain editions of the game will come with Cosmetics.[515]

Collector's edition

I have personally considered a limited edition hand painted Phoenix model, with a concept art book autographed by the team as part of a collectors launch package. I cannot promise this, but if I find the right company to create the quality of product I would want it may become a thing. No promises though.[525]Steven Sharif

Gameplay Videos

Externe Verweise

Siehe auch


  1. Liveübertragung, 2021-01-29 (46:48).
  2. Ashes of Creation MMO.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 A reactive world - Nodes. Referenzfehler: Ungültiges <ref>-Tag. Der Name „“ wurde mehrere Male mit einem unterschiedlichen Inhalt definiert. Referenzfehler: Ungültiges <ref>-Tag. Der Name „“ wurde mehrere Male mit einem unterschiedlichen Inhalt definiert. Referenzfehler: Ungültiges <ref>-Tag. Der Name „“ wurde mehrere Male mit einem unterschiedlichen Inhalt definiert. Referenzfehler: Ungültiges <ref>-Tag. Der Name „“ wurde mehrere Male mit einem unterschiedlichen Inhalt definiert.
  4. 4.0 4.1 4.2 4.3 4.4 About Ashes of Creation.
  5. Podcast, 2021-04-11 (46:44).
  6. 6.0 6.1 6.2 alpha-1-end.png
  7. kickstarter release schedule.png
  8. alpha-0 pre-alpha.png
  9. 9.0 9.1 Liveübertragung, 2018-01-18 (2:48).
  10. 10.0 10.1 10.2 Liveübertragung, 2018-09-01 (54:06).
  11. alpha-1-stress-test-3.png
  12. 12.0 12.1 12.2 alpha1-phase-1-update.png
  13. Press release - Ashes of Creation Apocalypse Launches December 18.
  14. apoc-beta.png
  15. Blog: Ashes of Creation Apocalypse heads into early access.
  16. @AoCApocalypse on Twitter.
  17. 17.0 17.1 Liveübertragung, 2019-12-17 (18:33).
  18. 18.0 18.1 18.2 Blog: Early Access for Ashes of Creation Apocalypse Battle Royale Testing Ends.
  19. 19.0 19.1 19.2 19.3 apoc-offline.png
  20. 20.0 20.1 alpha-1-nda-3.png
  21. March 2020 newsletter.
  22. Video, 2020-03-23 (0:01).
  23. alpha-1-nda-2.png
  24. alpha-1-nda-1.png
  25. steven-a1-testing-start.png
  26. Creative Director's Letter, 1 April 2020.
  27. 27.0 27.1 27.2 Blog: Creative Director's Letter, October 16 2020
  28. Liveübertragung, 2021-02-26 (14:58).
  29. Blog: Creative Director's Letter, January 2021.
  30. 30.0 30.1 30.2 30.3 30.4 Alpha One Schedule Update, May 10 2021.
  31. 31.0 31.1 An Update on Alpha One Schedule, March 12 2021
  32. 32.0 32.1 steven-a1preview-end.png
  33. 33.0 33.1 Ashes of Creation Twitter - Alpha-1 Preview Weekend Begins
  34. 34.0 34.1 34.2 34.3 34.4 34.5 release-dates.png
  35. 35.0 35.1 Liveübertragung, 2021-07-30 (20:30).
  36. alpha-1-tests.png
  37. Liveübertragung, 2018-01-18 (25:22).
  38. alpha and beta phases.png
  39. 39.0 39.1 Founder.png
  40. 40.0 40.1 Braver of Worlds.png
  41. Liveübertragung, 2019-03-08 (57:26).
  42. 42.0 42.1 42.2 42.3 42.4 42.5 42.6 42.7 42.8 Interview, 2021-02-07 (21:57).
  43. 43.0 43.1 43.2 Liveübertragung, 2017-05-08 (11:14).
  44. Video, 2017-04-30 (0:00).
  45. 45.0 45.1 45.2 Node series part II – the Metropolis.
  46. Node series part I
  47. Ashes of Creation - Screenshots.
  48. Blog: 10 facts about castle sieges in the MMORPG.
  49. castle nodes.png
  50. Podcast, 2018-04-23 (15:14).
  51. 51.00 51.01 51.02 51.03 51.04 51.05 51.06 51.07 51.08 51.09 51.10 51.11 Blog - Know Your Nodes - The Basics.
  52. Interview, 2018-08-24 (3:44).
  53. 53.0 53.1 Liveübertragung, 2020-11-30 (37:16).
  54. alpha-1-nodes.png
  55. 55.0 55.1 Liveübertragung, 2017-05-04 (15:15).
  56. Know Your Nodes: Economic Node Type.
  57. 57.0 57.1 Liveübertragung, 2021-08-27 (1:19:43).
  58. Blog - Know Your Nodes - Advance and Destroy.
  59. Liveübertragung, 2018-12-12 (14:48).
  60. Interview, 2020-07-20 (3:45).
  61. 61.0 61.1 61.2 Liveübertragung, 2017-10-16 (50:20).
  62. Video, 2017-04-20 (0:02).
  63. Npc vending.jpg
  64. Liveübertragung, 2017-11-17 (55:27).
  65. node xp.png
  66. 66.0 66.1 Liveübertragung, 2017-05-26 (28:16).
  67. Video, 2016-12-04 (0:02).
  68. node atrophy.png
  69. 69.0 69.1 Video, 2017-04-30 (5:31).
  70. 70.0 70.1 Video, 2021-05-28 (25:44).
  71. 71.0 71.1 Video, 2020-03-23 (0:41).
  72. 72.0 72.1 Liveübertragung, 2020-08-28 (1:19:24).
  73. Liveübertragung, 2017-05-03 (17:59).
  74. Liveübertragung, 8 April 2018 (PM) (41:44).
  75. steven-combat-revamp-update.png
  76. Video, 2021-02-26 (6:17).
  77. 77.0 77.1 Liveübertragung, 2021-05-28 (1:13:05).
  78. Liveübertragung, 2017-05-26 (39:36).
  79. Liveübertragung, 8 April 2018 (PM) (11:27).
  80. Liveübertragung, 2020-04-30 (1:05:34).
  81. 81.0 81.1 Interview, 2020-07-19 (11:04).
  82. 82.0 82.1 82.2 82.3 Liveübertragung, 2017-05-22 (20:59).
  83. dungeon open.png
  84. 84.0 84.1 Podcast, 2021-09-29 (35:17).
  85. Podcast, 2021-09-29 (34:11).
  86. openworldinstancedsplit.png
  87. Liveübertragung, 2020-03-28 (1:48:36).
  88. steven-siege-zone.png
  89. Liveübertragung, 2017-05-19 (24:17).
  90. Video, 2018-04-04 (0:01).
  91. 91.0 91.1 Ashes of Creation FAQ.
  92. Liveübertragung, 8 April 2018 (PM) (1:14:01).
  93. 93.0 93.1 Podcast, 2018-07-09 (22:24).
  94. Video, 2020-05-31 (1:09:50).
  95. pvp catalyst.png
  96. 96.0 96.1 96.2 96.3 96.4 96.5 96.6 pvp meaningful.png
  97. Liveübertragung, 2020-12-22 (1:13:51).
  98. Liveübertragung, 2017-05-15 (13:06).
  99. 99.0 99.1 Interview, 2020-07-18 (52:57).
  100. 100.0 100.1 100.2 100.3 Interview, 2018-08-24 (4:15).
  101. weapon augments.png
  102. class weapons.png
  103. Liveübertragung, 2017-05-26 (44:11).
  104. Liveübertragung, 2017-05-26 (20:46).
  105. 105.00 105.01 105.02 105.03 105.04 105.05 105.06 105.07 105.08 105.09 105.10 Liveübertragung, 2017-05-24 (14:15).
  106. clubs.png
  107. 107.0 107.1 Liveübertragung, 2018-05-04 (33:56).
  108. Liveübertragung, 2017-07-28 (45:21).
  109. Lances.jpg
  110. Liveübertragung, 2018-05-04 (33:27).
  111. Liveübertragung, 2017-05-24 (18:40).
  112. Rapiers.png
  113. Liveübertragung, 2017-12-15 (59:49).
  114. 114.0 114.1 helmet.jpg
  115. 115.0 115.1 115.2 115.3 Liveübertragung, 9. Februar 2018 (7:31).
  116. no capes!.jpg
  117. Liveübertragung, 9. Februar 2018 (15:01).
  118. Polymorphic Breastplate.png
  119. 119.0 119.1 Liveübertragung, 2022-07-28 (31:30).
  120. belt items.jpg
  121. 121.0 121.1 121.2 121.3 121.4 Ashes of Creation race breakdown.
  122. Kickstarter $2,500,000 New Player Race Achieved.
  123. Liveübertragung, 2018-11-03 (0:00:54).
  124. Liveübertragung, 2018-11-03 (0:01:57).
  125. Liveübertragung, 2018-11-03 (0:02:35).
  126. 126.0 126.1 Liveübertragung, 2021-01-29 (1:15:44).
  127. 127.0 127.1 archetypeclass.png
  128. 128.0 128.1 Ashes of Creation Klassen-Liste
  129. Blog: Gruppen Dynamik
  130. Liveübertragung, 22. Mai 2017 (46:04).
  131. 131.0 131.1 131.2 Liveübertragung, 2017-05-26 (15:37).
  132. 132.0 132.1 Podcast, 2020-11-15 (29:23).
  133. Interview, 2020-07-19 (23:15).
  134. religions2.jpg
  135. 135.0 135.1 135.2 135.3 Liveübertragung, 2017-05-08 (44:51).
  136. 136.0 136.1 Podcast, 2020-11-15 (20:04).
  137. Liveübertragung, 8 April 2018 (AM) (16:50).
  138. Liveübertragung, 2021-07-30 (1:13:11).
  139. 139.0 139.1 Podcast, 2020-11-15 (31:13).
  140. Liveübertragung, 2019-11-22 (24:33).
  141. Liveübertragung, 2020-08-28 (1:15:02).
  142. 142.0 142.1 142.2 142.3 142.4 142.5 142.6 142.7 142.8 Liveübertragung, 2020-01-30 (25:39).
  143. 143.0 143.1 143.2 143.3 143.4 143.5 143.6 143.7 143.8 Liveübertragung, 2018-02-09 (7:31).
  144. 144.00 144.01 144.02 144.03 144.04 144.05 144.06 144.07 144.08 144.09 144.10 144.11 144.12 144.13 144.14 144.15 144.16 Liveübertragung, 2020-08-28 (15:21).
  145. 145.0 145.1 Liveübertragung, 2020-01-30 (1:40:48).
  146. 146.0 146.1 146.2 Liveübertragung, 2017-05-30 (16:25).
  147. 147.0 147.1 Liveübertragung, 2021-03-26 (1:02:08).
  148. 148.0 148.1 Interview, 2018-05-11 (2:45).
  149. Liveübertragung, 2017-05-22 (51:00).
  150. 150.0 150.1 Liveübertragung, 2020-07-25 (1:33:37).
  151. steven-health-nameplate.png
  152. 152.0 152.1 152.2 Liveübertragung, 2020-08-28 (2:07:26).
  153. Liveübertragung, 2020-07-25 (53:08).
  154. Liveübertragung, 2020-06-26 (1:28:10).
  155. Liveübertragung, 2021-01-29 (1:21:01).
  156. Liveübertragung, 2017-05-15 (18:25).
  157. 157.0 157.1 Podcast, 2017-05-04 (51:52).
  158. 158.0 158.1 Liveübertragung, 2021-04-30 (1:17:40).
  159. Liveübertragung, 2017-05-15 (19:15).
  160. Liveübertragung, 2021-07-30 (1:14:33).
  161. 161.0 161.1 steven-cosmetic-reassignment.png
  162. Kickstarter item application.jpg
  163. kickstarter mounts.png
  164. 164.0 164.1 Liveübertragung, 2017-05-24 (32:07).
  165. steven-launcher-leak.png
  166. dunircc.png
  167. steven-ren'kai-leak.png
  168. Liveübertragung, 2017-06-30 (09:43).
  169. 169.0 169.1 169.2 169.3 169.4 169.5 169.6 169.7 169.8 169.9 Liveübertragung, 2017-05-08 (48:49).
  170. 170.0 170.1 170.2 Liveübertragung, 2020-07-25 (1:11:52).
  171. character creator BDO.png
  172. Liveübertragung, 2017-05-26 (53:40).
  173. Liveübertragung, 2019-07-26 (1:10:44).
  174. 174.0 174.1 174.2 Liveübertragung, 2020-04-30 (46:51).
  175. steven-friday-sneak-peek.png
  176. Liveübertragung, 2020-10-30 (46:22).
  177. 177.0 177.1 Ashes of Creation Twitter.
  178. 178.00 178.01 178.02 178.03 178.04 178.05 178.06 178.07 178.08 178.09 178.10 178.11 178.12 Liveübertragung, 8 April 2018 (PM) (13:39).
  179. Liveübertragung, 2017-05-08 (47:35).
  180. Liveübertragung, 2017-05-15 (51:19).
  181. Liveübertragung, 2017-06-30 (11:21).
  182. Liveübertragung, 2017-06-30 (10:04).
  183. Liveübertragung, 2017-06-30 (12:39).
  184. 184.0 184.1 184.2 Podcast, 2021-09-29 (18:19).
  185. Lollis.jpg
  186. Liveübertragung, 2017-06-30 (13:13).
  187. 187.0 187.1 Liveübertragung, 2020-04-30 (1:10:46).
  188. 188.0 188.1 188.2 188.3 188.4 188.5 188.6 Liveübertragung, 2017-05-22 (54:32).
  189. Liveübertragung, 2017-06-30 (10:27).
  190. 190.0 190.1 Liveübertragung, 2017-05-24 (48:45).
  191. beards.jpg
  192. Liveübertragung, 2017-05-24 (28:22).
  193. 193.0 193.1 193.2 193.3 Liveübertragung, 2020-07-25 (54:10).
  194. 194.0 194.1 194.2 194.3 Liveübertragung, 2019-11-22 (1:08:05).
  195. 195.0 195.1 195.2 Liveübertragung, 2018-08-17 (1:07:51).
  196. 196.0 196.1 196.2 196.3 Rime and Regal.
  197. 197.0 197.1 197.2 197.3 Ashes of Creation Reddit - Heat and Harmony.
  198. Liveübertragung, 2017-05-08 (48:52).
  199. 199.0 199.1 199.2 kickstarter microtransactions.png
  200. 200.0 200.1 200.2 200.3 200.4 Liveübertragung, 8 April 2018 (PM) (58:29).
  201. 201.0 201.1 201.2 201.3 201.4 201.5 201.6 201.7 steven-cosmetic-variants.png
  202. 202.0 202.1 202.2 202.3 202.4 Liveübertragung, 2020-07-25 (1:53:46).
  203. 203.0 203.1 equitable-cosmetics-quote.png
  204. steven-grand-cosmetics.png
  205. steven-cosmetics.png
  206. 206.0 206.1 toast-creature-variants.png
  207. Liveübertragung, 2019-06-28 (1:25:55).
  208. margaret-gear-appearance.png
  209. Liveübertragung, 2020-06-26 (1:42:55).
  210. Podcast, 2020-11-15 (49:02).
  211. cosmetic-levels.png
  212. 212.0 212.1 212.2 Liveübertragung, 2020-11-30 (57:50).
  213. 213.0 213.1 cash shop non tradable.jpg
  214. 214.0 214.1 214.2 214.3 cosmetics obtaining.png
  215. Liveübertragung, 2018-07-09 (55:20).
  216. Liveübertragung, 2017-05-26 (32:14).
  217. 217.0 217.1 Liveübertragung, 2020-05-29 (50:20).
  218. 218.0 218.1 218.2 Liveübertragung, 2017-05-26 (19:51).
  219. 219.0 219.1 219.2 Reddit Q&A, 8 January 2019.
  220. oversized.jpg
  221. 221.0 221.1 Interview, 2018-08-24 (5:28).
  222. 222.0 222.1 Liveübertragung, 2017-11-17 (22:33).
  223. Podcast, 2018-08-04 (53:43).
  224. 224.0 224.1 Liveübertragung, 2018-02-09 (50:29).
  225. Liveübertragung, 2017-07-18 (54:56).
  226. Liveübertragung, 2017-07-28 (9:47).
  227. Liveübertragung, 2020-10-30 (1:13:22).
  228. Sparkly.jpg
  229. Liveübertragung, 2017-09-03 (48:56).
  230. 230.0 230.1 Interview, 2018-10-20 (3:34:46).
  231. Ashes of Creation Press Kit.
  232. Interview, 7 December 2016.
  233. steven-phoenix.png
  234. 234.0 234.1 234.2 234.3 234.4 234.5 Liveübertragung, 2018-01-18 (39:08).
  235. Video, 2018-04-05 (37:50).
  236. Video, 2018-04-05 (37:13).
  237. 237.0 237.1 Liveübertragung, 2019-05-30 (1:18:16).
  238. Liveübertragung, 2019-12-17 (1:10:30).
  239. Video, 2018-04-05 (35:01).
  240. Liveübertragung, 2017-10-31 (29:50).
  241. 241.0 241.1 Liveübertragung, 2021-12-23 (1:32:10).
  242. Liveübertragung, 2017-05-19 (51:52).
  243. Interview, 2018-10-20 (1:55).
  244. Liveübertragung, 2017-05-12 (42:17).
  245. Liveübertragung, 8 April 2018 (PM) (28:38).
  246. Interview, 2018-10-20 (2:53:53).
  247. 247.0 247.1 Liveübertragung, 2020-07-31 (1:05:58).
  248. leveling.png
  249. Liveübertragung, 2017-05-24 (46:27).
  250. 250.0 250.1 Liveübertragung, 2020-07-25 (1:34:55).
  251. 251.0 251.1 251.2 251.3 251.4 Video, 2018-04-05 (40:08).
  252. 252.0 252.1 252.2 252.3 252.4 February 8, 2019 - Questions and Answers.
  253. Liveübertragung, 2017-12-15 (58:48).
  254. 254.0 254.1 Interview, 2020-07-08 (1:07:59).
  255. Liveübertragung, 2017-05-24 (19:25).
  256. Liveübertragung, 2021-04-30 (41:18).
  257. 257.0 257.1 Interview, 2020-07-08 (1:12:51).
  258. 258.0 258.1 258.2 Liveübertragung, 2017-05-15 (26:13).
  259. 259.0 259.1 Liveübertragung, 2018-09-27 (52:41).
  260. Interview, 2021-06-13 (24:14).
  261. 261.0 261.1 261.2 261.3 261.4 261.5 261.6 261.7 261.8 261.9 Liveübertragung, 2020-09-30 (1:07:22).
  262. 262.0 262.1 Interview, 2018-08-24 (8:52).
  263. 263.0 263.1 263.2 progression.png
  264. 264.0 264.1 Liveübertragung, 2022-07-28 (19:05).
  265. Liveübertragung, 2019-05-30 (58:28).
  266. 266.0 266.1 266.2 266.3 Liveübertragung, 2020-01-30 (1:28:40).
  267. Liveübertragung, 2018-05-04 (45:37).
  268. 268.0 268.1 268.2 268.3 268.4 Liveübertragung, 2018-06-04 (1:11:19).
  269. Liveübertragung, 2021-06-25 (1:29:39).
  270. 270.0 270.1 Liveübertragung, 2020-11-30 (1:26:00).
  271. Pets.jpg
  272. 272.0 272.1 272.2 Interview, 2022-01-14 (42:18).
  273. Liveübertragung, 2020-10-30 (1:21:14).
  274. Liveübertragung, 2019-06-28 (1:24:27).
  275. Liveübertragung, 2021-07-30 (1:15:29).
  276. artisan skill tree.png
  277. 277.0 277.1 steven-profession-mastery.png
  278. 278.0 278.1 Liveübertragung, 2019-07-26 (1:09:46).
  279. 279.0 279.1 279.2 artisan mastery1.png
  280. steven-profession-mastery-all.png
  281. 281.0 281.1 artisan mastery5.png
  282. artisan mastery3.png
  283. Interview, 2020-07-20 (18:47).
  284. Interview, 2021-02-07 (36:38).
  285. 285.0 285.1 Interview, 2020-03-27 (5:25).
  286. Liveübertragung, 2017-05-05 (6:12).
  287. artisan mastery4.png
  288. 288.0 288.1 288.2 288.3 288.4 Liveübertragung, 2020-07-25 (57:02).
  289. religions.jpg
  290. Liveübertragung, 2017-06-01 (33:40).
  291. Liveübertragung, 2020-09-30 (41:13).
  292. 292.0 292.1 292.2 292.3 292.4 292.5 292.6 292.7 292.8 Liveübertragung, 2018-07-09 (36:05).
  293. Interview, 2020-07-19 (19:35).
  294. Liveübertragung, 2017-05-15 (30:53).
  295. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  296. 296.00 296.01 296.02 296.03 296.04 296.05 296.06 296.07 296.08 296.09 296.10 296.11 Liveübertragung, 2018-09-27 (55:39).
  297. 297.0 297.1 297.2 Liveübertragung, 2017-05-19 (22:10).
  298. guild size.jpg
  299. Liveübertragung, 2020-06-26 (1:31:53).
  300. 300.0 300.1 Liveübertragung, 2017-05-05 (23:26).
  301. Interview, 2018-08-08 (9:36).
  302. 302.0 302.1 302.2 Liveübertragung, 2017-05-17 (7:27).
  303. Interview, 2020-07-19 (24:34).
  304. 304.0 304.1 304.2 304.3 Podcast, 2018-05-11 (18:52).
  305. Liveübertragung, 2017-06-01 (31:47).
  306. 306.0 306.1 306.2 306.3 306.4 Podcast, 2018-05-11 (21:07).
  307. 307.0 307.1 307.2 Podcast, 2018-05-11 (48:29).
  308. 308.0 308.1 Podcast, 2018-04-23 (29:56).
  309. monster coin leveling.png
  310. Liveübertragung, 2017-05-03 (31:46).
  311. Liveübertragung, 2017-05-03 (36:25).
  312. kickstarter monster coins.png
  313. Monster coins2.jpg
  314. Video, 2018-04-05 (49:36).
  315. Liveübertragung, 2021-06-25 (1:10:52).
  316. 316.0 316.1 316.2 316.3 Liveübertragung, 2020-10-30 (33:26).
  317. 317.0 317.1 Interview, 2018-10-20 (2:40:17).
  318. 318.0 318.1 318.2 Podcast, 2018-04-23 (59:28).
  319. 319.0 319.1 Podcast, 2018-04-23 (1:01:01).
  320. Interview, 2018-10-20 (2:53:52).
  321. 321.0 321.1 321.2 321.3 Podcast, 2021-04-11 (54:35).
  322. MMOGames interview, January 2017
  323. 323.0 323.1 design pillars.png
  324. 324.0 324.1 Interview, 2018-08-24 (8:35).
  325. Liveübertragung, 2020-07-25 (1:31:44).
  326. 326.0 326.1 A chat with Ashes of Creation's Steven Sharif, 7 June 2017.
  327. Liveübertragung, 2021-12-23 (1:23:41).
  328. Interview, 2018-10-20 (3:43:52).
  329. transparency.png
  330. Liveübertragung, 2018-05-04 (39:41).
  331. kickstarter box cost.png
  332. Vorbesteller-Pakete
  333. 333.0 333.1 kickstarter subscription.png
  334. toast-subscription.png
  335. Liveübertragung, 2018-05-04 (53:34).
  336. 336.0 336.1 Liveübertragung, 2020-07-25 (1:21:03).
  337. Summer Braver of Worlds.png
  338. Liveübertragung, 2021-02-26 (1:08:47).
  339. alpha-1-and-game-time.png
  340. 340.0 340.1 340.2 Liveübertragung, 2018-10-31 (38:47).
  341. 341.0 341.1 341.2 Blog: Steam Announce And Play Test FAQ For Ashes of Creation Apocalypse
  342. 342.0 342.1 342.2 342.3 Liveübertragung, 2018-09-01 (1:05:10).
  343. 343.0 343.1 alpha-1-news.png
  344. screenshot 328.png
  345. 345.0 345.1 Liveübertragung, 2018-08-17 (1:02:38).
  346. 346.0 346.1 346.2 346.3 346.4 Liveübertragung, 2020-06-26 (1:26:54).
  347. Interview, 2021-06-13 (42:22).
  348. 348.0 348.1 Liveübertragung, 2017-06-01 (19:12).
  349. 349.0 349.1 kickstarter p2w.png
  350. 350.0 350.1 Liveübertragung, 2020-11-30 (56:02).
  351. 351.0 351.1 351.2 loot-boxes.png
  352. 352.0 352.1 Liveübertragung, 2020-07-25 (48:28).
  353. 353.0 353.1 Podcast, 2018-08-04 (1:57:56).
  354. 354.0 354.1 RNG boxes.png
  355. Interview, 2021-06-13 (48:27).
  356. steven-multi-boxing-3.png
  357. steven-multiple-accounts.png
  358. steven-publishing-oce-sea.png
  359. Interview, 2018-08-21 (11:20).
  360. 360.0 360.1 360.2 Blog: New Adventure Awaits.
  361. ashes-steam.png
  362. Ashes of Creation cosmetic store.
  363. 363.0 363.1 Interview, 2018-05-11 (32:36).
  364. Ashes of Creation Store: Ashes of Creation.
  365. cosmetic skins.png
  366. Liveübertragung, 2018-12-06 (41:43).
  367. Liveübertragung, 2020-11-30 (58:24).
  368. costumes-weapons-quote.png
  369. 369.0 369.1 toast-caravan-skins.png
  370. 370.0 370.1 margaret-caravan-skins.png
  371. 371.0 371.1 steven-best-skins.png
  372. 372.0 372.1 Interview, 20. Oktober 2018 (2:17:43).
  373. Interview, 20. Oktober 2018 (2:28:08).
  374. 374.0 374.1 Interview, 2018-10-20 (3:47:17).
  375. dunirinfluence.png
  376. 376.0 376.1 376.2 Interview, 2018-05-11 (1:03:21).
  377. 377.0 377.1 377.2 Podcast, 2018-05-11 (31:35).
  378. py'rai archetecture.jpg
  379. Liveübertragung, 2017-10-16 (15:58).
  380. Interview, 2018-05-11 (1:04:27).
  381. 381.0 381.1 381.2 Podcast, 2018-05-11 (36:28).
  382. Liveübertragung, 2017-11-17 (23:00).
  383. Interview, 2018-08-17 (31:09).
  384. Liveübertragung, 2017-11-17 (33:56).
  385. 385.0 385.1 Liveübertragung, 2018-05-04 (49:45).
  386. 386.0 386.1 Liveübertragung, 2018-06-04 (7:25).
  387. 387.0 387.1 Podcast, 2018-05-11 (33:09).
  388. 388.0 388.1 Ashes of Creation Forums - No participation trophy.
  389. 389.0 389.1 389.2 Video, 2018-04-05 (44:06).
  390. 390.0 390.1 390.2 390.3 390.4 Podcast, 2021-04-11 (18:35).
  391. 391.0 391.1 Video, 2018-04-05 (48:03).
  392. 392.0 392.1 392.2 Interview, 2020-07-19 (14:51).
  393. Interview, 2021-06-13 (22:20).
  394. Interview, 2020-07-19 (17:12).
  395. 395.0 395.1 What languages will Ashes of Creation be in?
  396. 396.0 396.1 396.2 396.3 Interview, 2018-08-24 (2:35).
  397. spanish.png
  398. 398.0 398.1 398.2 Liveübertragung, 2017-05-17 (1:09:22).
  399. 399.0 399.1 Liveübertragung, 2017-05-24 (45:49).
  400. Interview, 2018-08-24 (3:19).
  401. Liveübertragung, 2017-05-26 (38:30).
  402. Liveübertragung, 2017-05-24 (23:50).
  403. 403.0 403.1 Liveübertragung, 2021-12-23 (1:10:09).
  404. Liveübertragung, 2021-09-24 (52:48).
  405. Liveübertragung, 2019-12-17 (51:20).
  406. alpha-1-fps.png
  407. game system.jpg
  408. Liveübertragung, 2018-05-04 (43:35).
  409. 409.0 409.1 steven-a1-stress-test.png
  410. Liveübertragung, 2021-03-26 (12:34).
  411. 411.0 411.1 What are the minimum requirements for Alpha?
  412. 412.0 412.1 Liveübertragung, 2021-12-23 (49:39).
  413. 413.0 413.1 Liveübertragung, 2021-12-23 (42:09).
  414. 414.0 414.1 414.2 414.3 Video, 2021-12-23 (0:00).
  415. 415.0 415.1 Liveübertragung, 2021-12-23 (19:59).
  416. unreal.jpg
  417. 417.0 417.1 417.2 417.3 417.4 417.5 Liveübertragung, 2021-12-23 (40:53).
  418. Liveübertragung, 2021-12-23 (50:50).
  419. 419.0 419.1 Liveübertragung, 2021-12-23 (55:32).
  420. Video, 2021-12-23 (23:53).
  421. 421.0 421.1 Liveübertragung, 2021-12-23 (54:00).
  422. Liveübertragung, 2021-12-23 (52:52).
  423. Video, 2021-12-23 (2:54).
  424. Liveübertragung, 2021-12-23 (52:58).
  425. Liveübertragung, 2017-05-03 (26:50).
  426. steven-networking.png
  427. Liveübertragung, 2017-05-24 (54:54).
  428. 428.0 428.1 Liveübertragung, 2021-12-23 (47:51).
  429. Liveübertragung, 2017-05-19 (37:03).
  430. Official Livestream - May 4th @ 3 PM PST - Q&A
  431. 431.0 431.1 431.2 431.3 Liveübertragung, 2018-09-27 (48:13).
  432. 432.0 432.1 432.2 Liveübertragung, 2021-11-19 (52:35).
  433. Interview, 2017-05-08 (22:06).
  434. 434.0 434.1 Liveübertragung, 2017-05-24 (40:50).
  435. 435.0 435.1 435.2 435.3 435.4 435.5 server-locations.png
  436. 436.0 436.1 na and eu servers.jpg
  437. 437.0 437.1 437.2 437.3 Ashes of Creation FAQ: Where will your servers be?
  438. 438.0 438.1 servers SEA OCE.png
  439. steven-oce-servers.png
  440. 440.0 440.1 Liveübertragung, 8 April 2018 (AM) (26:41).
  441. Liveübertragung, 2018-07-09 (47:54).
  442. 442.0 442.1 margaret-region-locking.png
  443. Liveübertragung, 2017-05-17 (59:25).
  444. Liveübertragung, 2021-10-29 (1:14:00).
  445. Video, 2018-09-06 (4:25).
  446. server population.png
  447. 447.0 447.1 steven-jahlon-accounts-per-server.jpg
  448. 448.0 448.1 steven-server-accounts.png
  449. 449.0 449.1 449.2 Interview, 2020-07-18 (12:56).
  450. Interview, 2020-07-18 (10:04).
  451. 451.0 451.1 Interview, 2018-04-20 (9:20).
  452. Liveübertragung, 2017-05-08 (36:26).
  453. Liveübertragung, 2017-07-28 (35:42).
  454. Liveübertragung, 2017-05-05 (35:27).
  455. MMORPG Interview, 12 December 2016.
  456. 456.0 456.1 Liveübertragung, 8 April 2018 (PM) (39:48).
  457. 457.0 457.1 457.2 457.3 Interview, 2018-10-20 (2:22:09).
  458. Liveübertragung, 8 April 2018 (AM) (25:12).
  459. Liveübertragung, 8 April 2018 (AM) (24:14).
  460. steven-bear-beta-1.png
  461. 461.0 461.1 Interview, 2021-06-13 (11:15).
  462. 462.0 462.1 Liveübertragung, 2021-06-25 (1:07:45).
  463. Liveübertragung, 2019-06-28 (1:21:02).
  464. Liveübertragung, 2017-07-28 (40:15).
  465. Liveübertragung, 8 April 2018 (PM) (1:18:37).
  466. Liveübertragung, 2020-11-30 (1:15:35).
  467. The mighty beard!
  468. 468.0 468.1 468.2 468.3 Interview, 2020-07-08 (48:30).
  469. Liveübertragung, 2017-11-17 (38:35).
  470. Massively OP, 1 June 2017
  471. 471.0 471.1 471.2 Liveübertragung, 2018-02-09 (20:40).
  472. Interview, 2018-08-21 (40:44).
  473. 473.0 473.1 Liveübertragung, 05. Mai 2017 (20:02).
  474. 474.0 474.1 Interview, 20. Oktober 2018 (6:29).
  475. Liveübertragung, 05. Mai 2017 (43:27).
  476. Liveübertragung, 05. Mai 2017 (21:41).
  477. 477.0 477.1 Interview, 11. Mai 2018 (49:03).
  478. Ashes of Creation Forums - No Damage Meter?
  479. 479.0 479.1 479.2 MASSIVELY OP interview: Ashes of Creation on a new way to MMO.
  480. 480.0 480.1 steven-milestones.png
  481. Ashes Discord.png
  482. Ashes of Creation Kickstarter campaign
  483. Ashes of Creation Kickstarter.
  484. Summer Crowdfunding.png
  485. summerended.png
  486. PAX West 2017 Schedule.
  487. PAX West 2017 Map.
  488. Intrepid Studios Dev Team.
  489. GDC.png
  490. PAX East.png
  491. 491.0 491.1 491.2 491.3 491.4 Newsletter, 7 August 2018
  492. gamescom.png
  493. Ashes of Creation Gamescom 2018 Interview: Responding to Criticism.
  494. Newsletter, 7 August 2018
  495. Intrepid Studios Extra Life 2018 (@MediaAoC).
  496. Interview, 2019-04-15 (5:09).
  497. extralife2019.png
  498. Interview, 2020-10-17 (18:36).
  499. Interview, 2020-10-17 (56:55).
  500. extralife2020.png
  501. Liveübertragung, 2021-02-26 (9:51).
  502. Ashes of Creation Store: May cosmetics.
  503. steven-a1-verbal-nda.png
  504. toast-a1-launch.png
  505. Guide to Alpha One.
  506. extralife2021.png
  507. Interview, 2022-01-14 (9:11).
  508. kickstarter most funded MMORPG.png
  509. kickstarter most funded video game.png
  510.'s Best of 2017 Awards.
  511. Most Anticipated MMORPGs For 2018.
  512. 512.0 512.1 DualShockers’ Gamescom 2018 Awards
  513. 513.0 513.1 Liveübertragung, 2017-05-17 (41:27).
  514. 514.0 514.1 Liveübertragung, 2018-10-31 (35:00).
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  516. Ashes of Creation Apocalypse official site.
  517. 517.0 517.1 Ashes of Creation Apocalypse Early Access.
  518. Video, 2019-09-24 (0:10).
  519. 519.0 519.1 Interview, 2018-08-24 (13:17).
  520. 520.0 520.1 520.2 Liveübertragung, 2018-08-17 (30:29).
  521. Podcast, 2018-08-04 (1:07:59).
  522. Liveübertragung, 2018-09-27 (9:08).
  523. Forest of Erinthia.png
  524. stevenboardgame.png
  525. Ashes of Creation Forums - Has Intrepid considered a physical collectors edition box for us box collectors?