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Character stats and attributes.[4][5]

  • Physical Damage Bonus.[6]
  • Physical Disable Modifier.[6]
  • Physical Critical Damage Bonus.[6]
  • Physical Skill Cooldown.[6]
  • Physical Critical Rate Bonus.[6]
  • Physical Evasion Bonus.[6]
  • Physical Accuracy.[6]
  • HP Regeneration.[6]
  • Physical Defense Mitigation.[6]


A character web page (character sheet) will be available closer to live launch that shows the following:[9]

  • What a character looks like.[9]
  • Achievements and server firsts.[9]
  • Info on a player's class.[9]
  • Character's back story via journal entries (that are shared publicly by the player).[10][11]
  • Traits can be applied that describe a character's history.[11]

You will have a unique homepage for each character and that homepage will be able to be customized by the user to display unique information. It will have a small out-of-game RPG component where you can construct background and traits and stuff like that.[11]Steven Sharif

The character page will be accessible in game by opening a browser through the UI.[10]

That's part of the character sheet desire for us which hopefully will be accessible in game as well by opening a browser through our UI where you can get back history of a character that that character has input themselves into journal entries that they may choose to share with others... For role play perspective we want people to be in depth with their characters.[10]Steven Sharif

The player can manage what info is shown on the character page.[9]


A character's nameplate is displayed above their head.[12]

  • This can be the first or last name (family name).[12]
  • The name of the character's Guild is displayed next to their name.[13]
  • The character's nameplate will deteriorate to give an indication of how much damage they have taken.[14][7][15]
  • An icon will identify the character's class.[16]
  • Hovering over the user's nameplate will show information such as level, their class name and archetype combo.[16]
  • A buff icon indicates the character's gear and grade.[16][17][18]

Summoner summons' creature type appears in the nameplate above the summon. This cannot be changed by the player.[19]

Threat assessment

Players will have a buff on their nameplate that indicates the gear set they are wearing. Other players will be able to see this buff by targeting that player at a distance.[16][17][18]

  • This will indicate the type of gear (cloth, leather, plate) that they are predominantly wearing.[17]
  • The border will indicate the level and quality of the tier set.[16][17][20]
  • This also indicates if the gear is enchanted.[17][20]
  • The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[21]

When you see a player approaching you and they're wearing a transmog you know you don't know if that person is a high damage mitigation against physical damage or against magical damage and essentially the way we overcome that is through you being able to target a player at a distance and they will have a buff that's present on them that you will see, which indicates that essentially the piece set that they are wearing. It is important for players to be able to ascertain from a threat assessment standpoint you know what they're going up against if they're actively checking that and that will be available.[18]Steven Sharif

Being by default able to see a person's "gear score" / equipment list... may cause unwelcome behavior.[21]


Health is a stat in Ashes of Creation.[14][7]

  • Players that are not in the same party or raid will not be able to see other player's health percentages or exact health bar values.[14][7]
  • A player's name plate will deteriorate to give an indication of how much damage they have taken.[14][7][15]

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


Es gibt keine speziellen Hindernisse für Twinks (Alts).[22] Ausrüstung kann zwischen den Charakteren transferiert werden.[23]

Character limits (slots)

There will be character limits during the Alpha and Beta testing phases. These are probably going to be more relaxed than for live launch.[24]

  • Allow testing of different builds as needed.[24]
  • Provide equipment needed to test various scenarios.[24]

There will be a "comfortable" number of character slots on launch.[25]

Erscheinungsbild des Charakters

Vaelune character appearance options.[26]

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

Vaelune beard appearance options.[28]

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

Erscheinungsbild des Charakters can be customized in the character creator (CC)[31] and via in-game salons/barbershops.[32]

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

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

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

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

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

Erscheinungsbild des Charakters is able to be saved to hard disc.[45]

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


Alpha-1 launcher/character selection.[49]

The character creator (or character customization screen) allows players to define the look of their character in Ashes of Creation.[51]

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

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

If I had to give a comparison, I would use BDO as an example of what our Character Creation is going for.[52]Steven Sharif

A character's voice may be able to be selected from preset options.[53]

There is a chance that the character creator will be released early.[42][54]


There will be some animations that add flavor to specific races and classes, but generally animations will be reused as much as possible to decrease development time.[55]

We will have things that are known as sort of like racial abilities which will key into the class that you've chosen and those will almost certainly have animations that are kind of like one-offs that are associated with that class. They'll help you get some more like you know Ren'Kai flavor or some more Empyrean flavor but we have to reuse animations as much as possible in order to get to the finish line here so it'd be a super nice thing to do but probably not in the cards.[55]Jeffrey Bard

Benennung von Charaktern

Characters will have a first-name and an optional surname (last name).[56]

  • There is a minimum length of three for a character name.[57]

Character names will appear on the character sheet and optionally on the character website page.[12]

  • In-game a character's name is displayed above their head. This can be the first or last name.[12]

Name reservation availability

Name reservations will begin during Alpha-1.[58]

Guild name

Name of Guild displayed next to character name.[13]

Friends list

A character may add another character to their friends list.[59]

  • In the future there may be a web-based or launcher-based capability to add an account as a friend, but this is not definite.[59]


Families are a means to relate up to nine characters.[60][61][62]

  • A character may only belong to one family at a time.[60]
  • Leaving one family and joining another family will have a cooldown period in the order of days.[60]
  • Family sizes are normally limited to eight characters.[60]

There are costs associated with family creation and maintenance.[64]

  • Some costs are shared among the family members and other costs are specific to the family head.[64]

Family summon

Skill Icon Rank 1 Rank 2 Rank 3
Family summon Long duration cast (30 seconds to a minute) with an approximate 30 minute cooldown that slowly summons each of your family members to your location (up to eight members).[65][66] Players cannot be summoned in the following cases:
This will be tested in Alpha-2.[69]
- -


Es gibt 16 Ausrüstungsplätze in Ashes of Creation:[70]


Gear sets

Kaelar tier 1 (level 10) early Alpha-1 cloth armor non-cosmetic set 3D renders.[71]

Gear sets (also known as tier sets) are a part of Ashes of Creation.[72][73]

  • Different tiers of gear are accessible based on a character's level.[72][73]
  • Players gain bonuses depending on the number of pieces of the set they have equipped.[72][73]
    • An overarching set effect is granted to wearers of exclusively one type of armor, for example: all cloth, or all plate.[74]
    • Certain set bonuses may trade off core gear stats.[75]
    • There may be set bonuses that members of certain communities will obtain based on gear set type.[73]
  • There are passive abilities that can be chosen to become more adept with certain set types.[73]
  • There will be viable non-set builds.[75]
  • Erscheinungsbild der Rassen of gear sets is tied to the character model of that race.[76]

Best-in-slot items

Best in slot weapons and armor is based on a character's role and the type of monster they are facing.[77]

Erscheinungsbild der Ausrüstung

Alpha-1 female plate armor 3D render.[78]

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.[78]Steven Sharif

Ausrüstung soll realistisch aussehen.[79][80]

  • Es wird keine "übergroßen" Waffen geben.[81]
  • Ausrüstung wird nicht übermäßig sexuell aussehen.[80]

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.[79]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.[79]Steven Sharif

Ausrüstung wird Optische-Slots (Transmutation/Transmog/kosmetische Slots) haben, die das Aussehen eines Items kopieren können (in einigen Fällen).[82][73]

  • Es gibt Regeln für Anwendung von Kosmetika auf bestimmte Gegenstände, im Gegensatz zu Kostümen, die keine Stufen-Beschränkung haben.[83]
  • Rüstung wird sich visuell an die Rasse des Trägers anpassen.[84]
  • Kosmetische-Slots können vom Spieler ein- und ausgeschaltet werden.[85]
    • Bei Belagerungen oder anderen groß angelegten Schlachten kann automatisch ein "Standard-Spieler-Erscheinungsbild" angewendet werden, um die Client-seitige Leistung zu verbessern.[46][47]

Spieler können die Farbe der Ausrüstung mit Farbstoffen verändern.[86][87]

Helme können ein- und ausgeschaltet werden.[88]

  • Haare werden wahrscheinlich ausgeblendet, wenn der Helm angezeigt wird.[89]

Partikeleffekte werden verwendet, um die Wichtigkeit und Seltenheit einiger Waffen visuell darzustellen.[90]

Waffen können eingewickelt / umhüllt werden.[91]

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).[82][73]

  • There are rules when applying cosmetics to specific items, unlike costumes, which don't have level restrictions.[83]
  • Cosmetic slots can be toggled on or off by the player.[85]
  • A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[46][47]


Zubehör können als Akzentstücke neben der Rüstung freigeschaltet werden, um einen individuellen Look zu kreieren.[92]

  • Es wird hunderte Zubehöre geben, die von kleinen Knöpfen bis zu Brustplatten reichen.[92]

Items on back and belt

Backpack sockets (slots).[93]

A big component of the MMORPG that - half of that you know acronym is RPG role-playing game. And in order to role-play you need to be able to represent kind of what your character is doing in that world and you know part of what animation is doing is creating these sockets on the let's say the belt or the back that you know can plug in certain types of props or items that are created by the character team, like Carson, you know might be a scroll tube, it might be a potion, it might be whatever: Those players will have the ability as we've discussed in the past will have the ability to select what they want to be represented in those sockets and then animation will make sure that jibe well in movement.[93]Steven Sharif

Items attached to a character's back or belt represent items they are in possession of. Players can set the appearance priority for the items they wish to show.[94][95][96] Only one item can show at a time, and that is determined by player choice.[97]

The idea is to kind of move away from the mundane kind of application of belts in previous MMOs where they don't really have a lot of character so to speak. But in reality you know as an adventurer you come with a lot of tools and things that you have to use out in the wild in order to achieve what you're trying to achieve. So we wanted to kind of represent that on your character and give you something that can actually be tangible for your character and see there. I think it adds a lot of character and flavor to your identity.[98]Steven Sharif

Back slots include.[97]

Belt (hip) slots include.[94][97]

There'll be a priority system behind that that'll determine... do I show the Bow if the Greatsword is unequipped or do I show the Polearm if the Greatsword is unequipped.[96]Jeffrey Bard


Entwicklung occurs through a variety of pathways.[99]

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.[102]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.[100]Steven Sharif

Character level

Alpha-1 frühe Darstellung eines level-ups Effekt von Jim Sanders.[103]

Etwas cooles das wir alle lieben und uns einen großen Dopamin Schub geben, ist die Reaktion eines Level-ups. [103]Steven Sharif

Leveling wird nicht einen traditionellen Weg einschlagen, jedoch existieren klassische Mechaniken dafür.[104] Erfahrung erhält man durch verschiedene Aktivitäten:[105]

Das Level eines Charakters wird für andere Spieler nicht sichtbar sein.[14]

Der Schaden wird durch die Difference in Levels, in PvP und PvE, nicht gedämpft.[106]

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.[106]Steven Sharif

The level cap at launch is expected to be around level 50.[107]

The developers anticipate max level should be attainable in approximately 45 days if you play roughly 4-6 hours per day.[108][109]

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.[108]Steven Sharif

End game

There is not going to be a typical end-game in Ashes of Creation.[111]

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.[111]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.[112]Sarah Flanagan


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.[113] Die Kombination von primären und sekundären Archetypen wird als Klasse bezeichnet.[114][115]

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.[113]

Jede Fähigkeit im Primärbaum verfügt über mehrere Erweiterungsoptionen aus dem Sekundärbaum. Dies ist ein Beispiel für einen horizontalen Fortschritt.[113]

Spieler erhalten Fähigkeitspunkte, je nach Stufe. Diese können verwendet werden, um die Fähigkeiten innerhalb des Fähigkeitsbaums zu verbessern.[116]

  • Es wird nicht möglich sein, alle Fähigkeiten in einem Fähigkeitsbaum zu erreichen.[116]

Handwerkliche Entwicklung

Players must choose a path in the artisan skill tree for each character.[117] 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.[118][119][120][121]

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.[121]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.[122]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.[123]

  • Players can dabble in all professions at a "beginners" level before they decide to master a particular pathway.[124]
  • 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.[125]
  • 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.[118][121][126]
    • A player may only master a profession if they have achieved the artisan path mastery.[127]
    • Based on testing, it may be decided to limit profession mastery certificates to a capped value.[127][128]
  • Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [129]

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.[124]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.[120]Steven Sharif


There are player progression paths within a religion.[130][131]

  • Players may follow only one religion at a time.[130][131]
  • Religious progression is based on quests that are only offered to followers of that religion.[130]
  • Religions have a ranking system based on a player's performance in these quests and the number of quests completed.[130][132]
  • Changing religion will cause loss of progress in a player's previous religion.[130][131]

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.[133]Steven Sharif

Entwicklung zur See

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.[135]

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.[135]Jeffrey Bard


Gildenentwicklung findet durch Teilnahme an verschiedenen Systemen statt.[136]

Passive Fähigkeiten und Ergänzungen werden durch Gildenentwicklung freigeschaltet.[136][138]

  • Passive Fähigkeiten erhöhen gewisse Statuspunkte die sich auf den Kampf eines Gildenmitglieds auswirken, oder auf anderen Aspekten der Gilde, wie zum Beispiel der Wirtschaft.[136]
  • Ergänzungen sind erst bei grösserem Gildenfortschritt verfügbar.[136]
    • Diese sind nur für Gilden verfügbar, die nicht dem Pfad der Gildengrösse gefolgt sind.[136]
    • Sie kommen den Offizieren und den Rittern der Gilde zugute.[136]
  • Gildenmitglieder müssen nicht Bürger desselben Knotenpunktes sein, um von passiven Fähigkeiten und Ergänzungen zu profitieren.[139]

Gildengrösse kann gegen Gildenentwicklung eingetauscht werden.[136][140]

  • Je grösser die Anzahl an Gildenmitgliedern, desto weniger Auswahlmöglichkeiten für Fähigkeiten stehen der Gilde zur Verfügung.[141]
  • Gildenallianzen können eine grosse Rolle darin spielen, grössere "Gilden" zu gründen.[140]

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.[136]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.[136]Jeffrey Bard

Entwicklung der sozialen Organisationen

A player progresses through a social organization by accomplishing tasks or quests.[142] There are hierarchical paths pertaining to specific questlines for the organization's thematic.[142] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[143]

- For example, a Thieves' guild may have objectives and quests toward securing a particular item to enable players to advance within the organization.[142]

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.[144]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.[145]Jeffrey Bard


Es gibt keine speziellen Hindernisse für Twinks (Alts).[22] Ausrüstung kann zwischen den Charakteren transferiert werden.[23]

Character limits

There will be character limits during the Alpha and Beta testing phases. These are probably going to be more relaxed than for live launch.[24]

  • Allow testing of different builds as needed.[24]
  • Provide equipment needed to test various scenarios.[24]

There will be a "comfortable" number of character slots on launch.[25]

Character rewards

Characters will receive rewards on their in-game birthday.[146]

  • Daily rewards are not currently on the roadmap.

Daily login rewards are something we really have to think about in terms of what we want to offer... We want the game itself to offer enough reward to log in daily rather than trying to make it an explicit like gamified reward.[146]Jeffrey Bard


Die Erfolge werden auf mehreren Servern erzielt, nicht nur für Gilden oder Gruppen.[147]

It kind of redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you know you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, you know it's incumbent upon you to manifest that in the game.[149]Steven Sharif

Es wird eine Mischung aus Charakter- und Benutzerkonto-basierten Erfolgen geben.[150]


Trophäen-Park is an area within Stadt, Großstadt or Metropole nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.[151]

  • Server announcements and achievements are designed to encourage groups to experience new content.[151]


Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[152]

Visibility of those types of things on the server help to promote a competitive atmosphere. If there is an attainable impression that you can work towards, so that others know your success, you have more drive to succeed.[152]Steven Sharif


A companion app (mobile app/web interface) allows players who are not logged into the game to have authority over certain services and mechanics.[153][154] Some functionality may come post-launch.[155]

Specific dates that you can have running as reminders in your guild UI, this will also be something that I would like to be available on the mobile companion app as well. So essentially you can receive notifications via a calendar update on guild events that the leaders or the officers have the ability to pin within the game will also give you notifications on the mobile app as well. That's my intention at least.[159]Steven Sharif

Some of it may come post-launch... but we do want people to interact with the game on their phones when they're away from the computer; and we're going to do as much as we can to make that cool.[155]Jeffrey Bard


Knotenpunkte entwickeln sich schnell auf die erste Stufe. Dies ermöglicht NPC-Dienstleistungen, wie Verkauf von Waren oder Lagerung von Gegenständen.[160]

Handel zwischen Spielern

There will be player to player trading in Ashes of Creation.[164][165]

Q: Will Ashes of Creation have player-to-player trading? Will there be anything stopping me from gifting a friend that's fresh to the game a bunch of in-game money to help them get on their feet quickly?
A: There won't be anything to stop you from doing that.[164]Steven Sharif


Die Accountverwaltung-Seite erlaubt die Vergabe von Crowdfunding/de Gegenständen an einzelne Charaktere:[166]

  • Skins.[167]
  • Gegenstände zwischen Charakteren bewegen, wenn sie nur für einen Charakter verfügbar sind.[168]


Siehe auch


  1. 1.0 1.1 Blog: Creative Director's Letter, October 16 2020
  2. Liveübertragung, 2021-01-29 (1:03:59).
  3. Liveübertragung, 2020-08-28 (1:15:02).
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 Liveübertragung, 2020-01-30 (25:39).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 Liveübertragung, 2018-02-09 (7:31).
  6. 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 6.11 6.12 6.13 6.14 6.15 6.16 Liveübertragung, 2020-08-28 (15:21).
  7. 7.0 7.1 7.2 7.3 7.4 7.5 Liveübertragung, 2020-01-30 (1:40:48).
  8. 8.0 8.1 8.2 Liveübertragung, 2017-05-30 (16:25).
  9. 9.0 9.1 9.2 9.3 9.4 Liveübertragung, 2017-11-17 (13:59).
  10. 10.0 10.1 10.2 Interview, 2018-08-08 (28:50).
  11. 11.0 11.1 11.2 Interview, 2018-08-24 (6:30).
  12. 12.0 12.1 12.2 12.3 Interview, 2018-05-11 (2:45).
  13. 13.0 13.1 Liveübertragung, 2017-05-22 (51:00).
  14. 14.0 14.1 14.2 14.3 14.4 Liveübertragung, 2020-07-25 (1:33:37).
  15. 15.0 15.1 steven-health-nameplate.png
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  17. 17.0 17.1 17.2 17.3 17.4 Liveübertragung, 2020-07-25 (53:08).
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  49. steven-launcher-leak.png
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  67. Podcast, 2020-07-26 (1:32:15).
  68. steven-family-summon.png
  69. steven-family-summon-2.png
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  81. oversized.jpg
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  88. helmet.jpg
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  90. Sparkly.jpg
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  95. 95.0 95.1 stevenclarification.png
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  97. 97.0 97.1 97.2 97.3 97.4 97.5 97.6 97.7 weaponslots.png
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  101. Liveübertragung, 2017-05-12 (42:17).
  102. Liveübertragung, 8 April 2018 (PM) (28:38).
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  104. leveling.png
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  112. February 8, 2019 - Questions and Answers.
  113. 113.0 113.1 113.2 progression.png
  114. archetypeclass.png
  115. Ashes of Creation Klassen-Liste
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  166. Kickstarter item application.jpg
  167. kickstarter mounts.png
  168. Liveübertragung, 2017-05-26 (18:10).