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Alpha-2 solo PvE ranger combat.[2]

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.[3]Steven Sharif

Kampf in Ashes of Creation is focused on strategy and tactics.[4]

  • 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.[3]
We are taking our time when it comes to the quality of this game; and what that means is the additional bells and whistles: the more polished look of animations and visual effects; and as we expand on this idea of combat with class rotations, all this stuff is going to get is going to come together into a very tactile, kinetic style of combat and that's our goal.[5]Steven Sharif
  • Kampf is animation-driven to ensure it is impactful and responsive.[6]
    • VFX and sound effects are an important part of selling the weight and immersion of combat.[7]
    • Camera effects such as screen shake and radial blur are used to "sell a lot of the weight without being too over the top".[8]
We're building a singular tool that all of the teams can use to build abilities and tweak their sound effects, visual effects, animation design, engineering: All using the same tool grounded in animation to build these abilities.[7]Keenan Reimer

A revamped combat system will be rolled out during and post Alpha-1 testing.[9][10]

Combat revamp

Alpha-1 split-body melee weapon combat sneak peek.[14]

I can move while swinging on this guy. I can back up then continue to attack him. Just have complete control over my character while attacking.[14]Steven Sharif

A revamped combat system will be rolled out during and post Alpha-1 testing based on player feedback.[15][9][10]

  • The goal is to give more agency to the player and achieve a more fluid flow of combat with greater mobility when using abilities.[16][17]
  • The current hybrid tab and action combat system will remain after the revamp.[16]
  • This revamp will not represent the final form of combat, but will set the general direction that combat will be taking.[18]
  • The revamp will be iterative and will be rolled out to testers in different phases.[17]
  • The developers will be testing whether or not to use global cooldowns GCDs on different types of abilities during Alpha-2.[13]

The revamped combat system will feature split-body animations, where the character's upper body can be locked by weapon attack animations while the lower body is free to continue moving.[14][19][11]

You'll be able to move forward while swinging your weapon; and this will allow you complete control over your weapon attacks for melee.[14]Steven Sharif

Alpha-1 combat was focused on core functionality rather than combat balance.[11] Alpha-2 combat will include archetypes, significant ability support, augments, split-body combat, weapon attacks, and many additional items, among other things.[12]

  • Changes that allow templated abilities to apply to 3D positions in the air or water will be prototyped and may be included in Alpha-2.[20]

Zielen im Kampf

Waldläufer hybrid combat in Alpha-2.[21]

Part of what we're exploring with this approach of our hybrid combat is offering the player the functionality to utilize either tab targeting or a reticle-based action camera mode; and you know there are benefits to each; and both of them are providing the player what they feel most comfortable with playing. All of our attacks are going to be stat opposed unless they're a templated attack, in which case there will be certain bonuses and/or stronger applied chances for certain types of CC effects to be applied or potentially evasion and accuracy aspects of it. These are all things that we plan to to test throughout alpha two to see where the player base lives in those two options of the action or tab target based attack modes. The important part here is that this is still a work-in-progress. This is meant to give you a look at where our approach has now been living over the past several months when it comes to combat based off of what we learned in alpha one, what player feedback has been along the way and how we can create a compelling system of combat between these very different classes and weapon types.[22]Steven Sharif

Hybrid combat refers to the choice between tab targeted and action targeted combat in the Ashes of Creation MMORPG.[23][24][25][26]

  • The action mode camera is tied to the to the player's reticle.[27][28] A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab targeted combat modes.[29][16][30][31]
    • Soft locking is when the reticle moves over a target in action mode. Their targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost.[27]
    • Hard locking is when the player uses right-mouse on a soft-locked target. Their targeting plate will no longer be grayed out to indicate a hard-lock target. Unlike soft locking, if the target moves out of the reticle the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[32][27]
    • There will likely be a hotkey that when held down will allow free camera movement in action mode.[28]
    • In future the user will have the ability to choose from different reticle appearances.[33]
    • Attacking without a target (blind firing) is possible in action mode for templated abilities. If a player moves into the path of the projectile it can be struck.[34][35][27]
One of the differences between tab and action combat mode is you can launch projectiles in action combat mode as a blind fire option, and if a target or if something moves in the way between the time of that projectile launching and impacting either its max distance, or a piece of terrain, or another target, it's possible that players might move into that projectile.[35]Steven Sharif
Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[36]Steven Sharif
  • Action oriented and tab oriented versions of skills will have different characteristics.[22][29][37][36][38]
    • It may not be possible to be able to fully spec into just action or tab targeted skills. There might be a 75% cap on choosing skills from any one type.[36]
    • Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[39]
    • Variables will change based on which version of a skill is chosen.[38]
    • For the purposes of balance, certain skill types will be either tab or action oriented skills.[40]
      • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[40][36]
      • Softer CC's would be housed in tab-targeted abilities.[40]
As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage.[38]Steven Sharif

Q: What the benefits are for tab versus action. I feel like a lot of people feel like tab is just easier so why would I use action?

A: If you're in a massive brawl, the ability to pick and choose targets that are far in the back line that might might be more advantageous towards tab target users because they're able to click, but the reaction time to acquire a target for a cursor versus acquiring a target for a reticle is much faster and less cumbersome because it doesn't require as many actions on behalf of the user.[42]Steven Sharif

Alpha-1 combat

Alpha-1 early hybrid combat demo.[30]

You'll notice as I go into action mode, I have my reticle and when my reticle hovers over an enemy target, it'll turn red, essentially showing like "hey we know you have a valid target hit" that you can see; and when you press Q you can lock on to that target. You can also hold Tab to alternate between targets. So like that's an important aspect of the combat that we're trying to incorporate, which is mixing and meshing between tab and action, so you still have that action component but also are available to use some of your tab targeted skills.[25]Steven Sharif

Hybrid combat was tested in Alpha-1.[25][37]

  • A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab targeted combat modes.[29][16][30][31]
  • The action mode utilizes a targeting reticle and is very close to a third-person action game.[25][30][31][43]
    • The player does not have to be in reticle mode to use an action combat ability.[44]
    If you use an action combat ability that's going to be directional focused, you do not have to be in reticle mode to use that. It will fire where that reticle would be. So if you play by feel and you're in tab target camera mode, you can still utilize your action-oriented skills and abilities.[44]Steven Sharif
    • The reticle will highlight/change color (to red) to indicate if the current target is able to be hit with the currently prepared skill.[25][30]
    • Action combat abilities will not have a lock-on feature but pressing Q while in action mode will lock on to the current target to enable the use of tab-oriented skills in action mode.[29][25]
    Action combat abilities will not have a lock-on feature so to speak. Some of those are going to be skill shot only. However because you can have a mix and match of tab abilities that require a target, you will be able to target lock in action mode as well. Right now that's delegated to the Q key as default, but you can obviously set that up you could put it on you know your left mouse button, or you could put it wherever you want; and when your reticle hovers over a target, it rapidly swaps your target ability and when you press your target lock it will then lock that target; and if you have tab-oriented skills, you can use your tab oriented skills and they will be used against that target.[29]Steven Sharif
    • Holding Tab while in action mode will alternate between targets.[25]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[30]
  • The tab mode (MMO mode) facilitates tab targeted combat.[30][31] A tab-targeted ability requires a target in order to utilize that skill.[29][43]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[30]
    • There will be a "target of target" capability on the user interface.[45]


The developers are testing different approaches to accommodate varying hitboxes between the races.[46]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[46]

More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to kind of just making it smaller for one and not the other.[46]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[46]

We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[46]Steven Sharif

Directional attacks

There will be directional attacks (back attacks, flanking attacks, frontal attacks) that deal additional damage depending on the positional context of the attack.[47]


Weapon attack cone in Alpha-1.[30]

As I attack I am hitting multiple numbers of these opponents; and that's important because all weapons, regardless of whether you are in reticle mode or tab-targeting mode will be able to have a action-based type weapon attack. Not active skill, but weapon attack.[30]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[30]

Polearms for example will have a much wider arc and much further out. Daggers will have a more fine-tuned arc, so you have to be more precise in that regard.[30]Steven Sharif

This is described as a weapon attack not an active skill.[30]

Time to kill

info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.

The Ashes of Creation MMORPG will have a time-to-kill (TTK) of around 30 seconds to a minute.[49]

In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[51]Steven Sharif


There are no headshot mechanics in the Ashes of Creation MMORPG.[46][52][53]

Gear inspection/ Threat assessment

You decide to gank the player, but find out that you have been ambushed![57]

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.[58][59][60]

You can target a player. You're going to see what type of armor they have based on a buff they have available to them because obviously cosmetics can change appearance. You might have different silhouettes as a result of that.[61]Steven Sharif
  • The border will indicate the level and quality of the tier set.[58][59][62]
    • This also indicates if the gear is enchanted, along with visual effects associated with enchanted items.[59][63][62]
  • The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[64]
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 what they're going up against if they're actively checking that, and that will be available.[60]Steven Sharif

Namensschild eines Charakters

Das Namensschild eines Charakters wird über dessen Kopf angezeigt.[65]

  • Dies kann der Vor-, sowie optional der Nachname sein.[65]
  • Der Gildenname des Charakters wird neben seinem Namen angezeigt.[66]
  • Das Namensschild des Charakters verändert sich, um als Indikator zu dienen, wie viel Schaden der Charakter genommen hat.[67][68][69]
  • Ein Icon wird die Class des Charakters anzeigen.[58]
  • Mit der Maus über das Namensschild eines Charakters zu fahren, zeigt sein Stufe, seinen Klassennamen, sowie seine Archetypen-Kombination.[58]
  • Ein Buff-Icon zeigt die Ausrüstung des Charakters.[58][59][60]

Die Art der von Beschwörern beschworenen Kreaturen wird in dem Nameplates über der Kreatur angezeigt. Dies kann von einem Spieler nicht geändert werden.[70]


Revamped Alpha-1 Magier Fireball ability.[17][10]

The general approach that we're kind of taking based on a lot of feedback and just good combat design in general. You know philosophy is that we want to give more agency in the hands of the player and the antithesis of that is locking the player down for really long amounts of time. The sort of concept behind that is like you could make an animation effects as glorious looking as possible but if it's taking away control of the player, none of that really matters. Especially the 100th or thousandth time you're using the spell you're tired of that happening you don't feel powerful: You feel the opposite of powerful. So we're trying to like give a lot of control back to the player while they're using these abilities so they can still control their movements, they can react simultaneously while they're taking actions; and we just want to get overall more of a fluid flow, I guess, of combat. And that's kind of the general design philosophy we're using to approach the overhaul.[17]Tradd Thompson

There's a balance in the game design between your movement speed on attack and the movement speed of your opponent. When you have a game that is both PvE centric as well as PvP centric, you have to make sure that combat is blended for both approaches; and we can always run into problems where, if you're significantly hampered in your movement speed, that has an effect on how we expect player versus player engagements to interact; and we don't want to restrict a player's ability to be mobile if they're the target of an attack. And as a result of that we need to make sure that we don't restrict the movement abilities of the player who is doing the attacking as well. So we want it to be relatively free for you to stay with each other. Your opponents move around the battlefield together and if we're hampering you on the attack action, we have to then implement some type of snare, or slow, or cc effect essentially on your opposing target; and that's not the approach we want to take for for PvP.[79]Steven Sharif
Q: If a ranger is super mobile, what are the melee's options in order to catch them?
A: Different class kits will provide different gap closers. They'll provide different mobility skills. They'll have lockdowns. They'll have chains to pull back. They'll have a lot of different things in the rotation. That's part of what an MMORPG experience is. You're not just restricted to three or six skills, you have a rotational suite; and depending on the type of challenges you face is going to help determine which of those rotations you spec into from your skill tree.[80]Steven Sharif
info-orange.pngDieser Abschnitt enthält Informationen aus frühen Testphasen. Er wird aktualisiert, sobald neue Informationen verfügbar sind.
Skill Icon Rank 1 Rank 2 Rank 3
Blink Blink Icon.jpg Blinks forward in the direction you are traveling.[81][82][83][84] Now deals damage to enemies surrounding your departure location.[85][84] Reduced cooldown.[81][85][84]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[86] - -

Weapon weights

Weapon weight refers to how the mass of a weapon affects its performance during combat.[71]

There is a balance between player motion and agency as we call it and weapon weightedness- that almost locked-in-place rooted position- the heavier the weapon is, the more restrictions you want to place on that player agency to showcase the rooted effect: That weight- that heavyweight kind of aspect; and so what we've done by presenting you guys with both the dual daggers and the two-handed weapon is we've kind of shown the range between that complete player agency: a player agency in the light weapon attacks that's the dual daggers, and the maximum range of of rootedness or weightedness that's present on the two-handed weapon; and that's the spectrum in which our basic melee combat will exist within. So if there are medium weapon groups that exist in-between there, it's going to be somewhere in between that spectrum.[5]Steven Sharif

Player movement

  • Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[89]
    • A sprinting/dash skill with a cooldown was confirmed to be part of a class kit.[90]
I've instructed design to incorporate a mana consumption that's percentage based for sprinting. So it'll be a similar amount of time that each class, regardless of their mana values, will have in order to sprint and it will not be accessible while in a combat.[89]Steven Sharif
  • There is a toggleable walk/run (autorun) capability.[91]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[92]


There are player and spell collision mechanics in Ashes of Creation.[94]

  • Inertia and momentum physics will help prevent blocking doorways/access points. This is based on a character's direction and movement speed, and can be used to push people out of the way.[95][94]


Ausweichen in Alpha-1 early combat.[3]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[3]Steven Sharif

Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[96][97]

So you see an animation windup that's a telegraph on what's coming; and then you have response actions that you can take as a result of that in order to dodge, weave, move, do whatever. It is both a combination of what your rotation is but also how you have reaction abilities ready to go that you save for certain circumstances that are important.[96]Steven Sharif
Q: Will there be evade frames/ I-frames on dodge?
A: I would say it's a safe bet with regards to how we're approaching the hybrid combat that not only are gonna have true evasion skills that apply to more action-oriented skills that are coming your way, but you'll also have you know I-frame type skills that would apply perhaps to a tab targetable skills coming your way. So I think you're gonna have a healthy balance of both with it when it comes to skills that you can spec into.[97]Steven Sharif

Aktives Blocken

Das Paladin's Might Schild in Ashes of Creation Apocalypse hatte eine eigene Hitbox mit Lebenspunkten (HP). Dieser Schild kann Projektile aktiv abwehren.[100]

  • Die Entwickler sind sich noch uneinig, ob aktives blocken ein Teil des MMOs sein wird. Derzeit neigen sie eher zur traditionellen buff-orientierten universellen Schadensmilderung aber ziehen auch eine Kombination zwischen action-based blocken und dem Wasserfall Stat system in Betracht.[101]

In APOC gab es ein Schild, welches ein aktives Schildblock aktion basiertes system benutzte; die Daten, die wir daraus sammelten, verrieten uns, dass die Anzahl der Spieler, die dieses Schild wirksam und essenziell benutzten, gering war; es besteht die Sorge, dass das Implementieren eines Aktion begrenzten aktiven Schildblocks im Kontrast zu dem Traditionellem, aktivieren eines Buffs, welches eine adjustierte Schildblockrate gewährt, universell gegen einkommenden Schaden wirkt und mit den Stats der Spieler interagiert, steht. Letzteres ist etwas was wir in das hybrid Kampf System integrieren wollen.[101]Steven Sharif

Das ist etwas, was wir weiterhin wiederholt und aktiv im unserem hybrid Kampf System testen werden. Natürlich wollen wir, dass Aktions basierte Komponenten mit dem Waterfall Stat System interagieren; es hört sich für manche wie ein Widerspruch an Aktion und Tab Elemente zu kombinieren, aber das muss es nicht. Aktion Elemente können so zum Beispiel angewandt werden - Gehen wir davon aus man benutzt das Schild um ein herangeflogenes Projektil oder eine Fähigkeit, die aus einer gewissen Zone gefeuert wurde, abzufangen. Durch das Blocken des Projektils oder der Fähigkeit erhält man 80% Schadensreduktion oder 80% Bonus physikalische Verteidigung auf das Schild; und wenn das Projektil oder die Fähigkeit außerhalb einer bestimmten Zone abgefeuert wurde und man diese abfängt, erhält man einen geringeren Bonus; und das ist was passieren würde, wenn man beispielsweise den Stat der physikalischen Verteidigung des Schildes in Betracht zieht, man fügt es als reduzierender Faktor zum eingehenden Schaden hinzu aber man erweitert das System mit dem Waterfall Stat, welcher für die Reduktion des Schadens durch Schilden verantwortlich ist, auch genannt Schildrate; dann würde man beispielsweise statt 80% Schadensreduktion 87% Schadenreduktion erhalten, weil man diesmal die persönlichen Stats in Betracht gezogen hat; und wenn ein Projektil oder eine Fähigkeit nicht in einer bestimmten Zone abgefeuert wurde ist es um 50% wirksamer satt nur um 40%. Dieses Beispiel ist nur dazu da um einen Einblick zu gewähren was es erfordert, um Skills festzulegen und um zu zeigen, wie sie Aktions basierend interagieren.[101]Steven Sharif


Es wird einige Animationen geben, die bestimmten Völker und Klassen einen besonderen Flair verleihen, aber im Allgemeinen werden die Animationen so oft wie möglich wiederverwendet, um die Entwicklungszeit zu verkürzen..[102]

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.[102]Jeffrey Bard


The aspiration for combat is for abilities to have corresponding counter-play abilities.[103]

  • The goal is to have special animations for parrying, blocking and evading.[104]

They can be a challenge to implement sort of really reliably so you might not see them on every evasion or every block, but we do want that kind of stuff to show up.[104]Jeffrey Bard

Basic attacks

Basic attacks are triggered for the equipped weapon by pressing Q or left-clicking the mouse (these buttons can be re-bound by the player).[105]

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[112][103]

Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that kind of thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[103]Steven Sharif

  • Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[115]

We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play kind of feel.[103]Jeffrey Bard

  • Soft CC's are in the tab-targeted abilities.[116]
  • CC effects do not apply to Non-combatant (green) players. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[117]
  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[118]
    • In current Alpha-1 testing mounts are not separate from the player.[118]

There's also going to be effects that just stun the mount or stun you on the mount.[118]Steven Sharif

info-orange.pngDieser Abschnitt enthält Informationen aus frühen Testphasen. Er wird aktualisiert, sobald neue Informationen verfügbar sind.
Skill Icon Rank 1 Rank 2 Rank 3
Javelin Javelin Icon.jpg Pulls a target enemy to your location.[120][82][121][122] Deals damage and generates a great amount of threat.[120][122] Reduces cooldown by 5 seconds.[120][122]
Onslaught Onslaught Icon.jpg Charge and deal damage to your target.[123][82][124][125] Reduce the target's attack damage temporarily.[123][125] Knock down the target.[123][125]


Abilities with a cast bar can be interrupted during the cast.[73]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.
info-orange.pngDieser Abschnitt enthält Informationen aus Alpha-1-Tests. Sie wird aktualisiert, sobald neue Informationen verfügbar sind.
Skill Icon Rank 1 Rank 2 Rank 3
Bulwark Bulwark Icon.jpg Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[126][82][127][128] Additional increased block chance.[126][128] The second attack knocks down enemies.[126][128]
Onslaught Onslaught Icon.jpg Charge and deal damage to your target.[123][82][124][125] Reduce the target's attack damage temporarily.[123][125] Knock down the target.[123][125]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[86] - -
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[129][82][130] Increased damage.[129][131] Now knocks down hit targets.[129][131]

Aggro abilities

Aggro (Bedrohung/Hass) wird eine Rolle spielen.[132]

  • Aggro basiert auf einer Bedrohungstabelle.[132]
box warning orange.pngDieser Bereich enthält Informationen aus frühen Testphasen. Er wird aktualisiert, sobald neue Informationen verfügbar sind.
box warning orange.pngDie hier angezeigten Fähigkeiten werden zu einem späteren Zeitpunkt übersetzt.

Skill Icon Rank 1 Rank 2 Rank 3
Javelin Javelin Icon.jpg Pulls a target enemy to your location.[120][82][121][122] Deals damage and generates a great amount of threat.[120][122] Reduces cooldown by 5 seconds.[120][122]

Animation abbrechen

Animation cancelling will not be a combat mechanic.[133][134]

Combat stances

The use of weapon stances in game is likely.[135]


RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[136]

RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those you know dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[137]Jeffrey Bard

Primäre Fähigkeiten

Primäre Fähigkeiten (Klassenfähigkeiten) basieren auf dem Archetyp eines Spielers.[86] Spieler können ihre primären Fähigkeiten durch die Ergänzung um einen sekundären Archetyp (Sekundärklasse) personalisieren.[86][139]

  • Die Wahl des gleichen primären und sekundären Archetyps erhöht die Betonung auf diesen Archetyp.[140]
  • Jede Fertigkeit im Primärbaum hat mindestens vier Erweiterungsmöglichkeiten aus dem Sekundärbaum.[141]
  • In Bezug auf den Fähigkeitsfortschritt können die Spieler wählen, ob sie in die Breite gehen und eine Reihe von verschiedenen Fähigkeiten erwerben wollen oder ob sie vertieft auf einige spezifische Fähigkeiten eingehen wollen.[142]
  • Das Ändern der Fertigkeitserweiterungen erfordert, dass der Spieler zu einem NSC in einem Dorf-Knotenpunkt oder höher geht.[143]
  • Aktive Fähigkeiten können nach der Anwendung einer Erweiterung völlig anders aussehen.[144]

You only get active skills from your primary class and that active skill could look totally different after an augment gets applied. It really depends on what the augment is.[144]Steven Sharif

Key for the augment system is that these augments are meant to demonstrate a core identity of the secondary class type you've chosen. So if from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[145]Steven Sharif

The idea behind the system is that you're kind of skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to kind of offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[146]Steven Sharif


Alpha-1 Vorschau der Talent Benutzeroberfläche.[147]

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[39]Steven Sharif

Spieler erhalten Talentpunkte wenn sie im Level aufsteigen. Diese können genutzt werden um Aktive, Passive oder Kampf/Waffen- Talentbäume zu erlernen/verbessern.[148][149][150][151]

Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[3]Steven Sharif

Aktive Fähigkeiten

Alpha-0 Waldläufer Fertigkeitssymbole.
Alpha-0 Magier Fertigkeitssymbole.

Die Spieler können ihre Charaktere mit den aktiven Fähigkeiten zusammenstellen, die sie sich wünschen.[154]

  • Den Spielern werden keine Fertigkeiten zugewiesen, wenn sie aufsteigen, sie müssen entscheiden, welche Fertigkeiten sie erlernen wollen.[142]
  • Die Anzahl der Fertigkeiten auf der Aktionsleiste wird begrenzt sein (unter 30).[155]
  • Zum Beispiel: Ein Kämpfer unterscheidet sich von einem anderen, je nachdem, welche aktiven Fähigkeiten sie gewählt haben.[155]
  • Durch die Wahl der Fertigkeiten können die Spieler ihre Kampferfahrung so gestalten, dass sie sich auf Tab-gesteuerte Fertigkeiten, action-orientierte Fertigkeiten, oder eine Mischung aus beidem konzentrieren können.[156]
  • Es gibt kein Zauberbuch, das gelernt werden muss.[157]

Allgemeine Fähigkeiten

Zusätzlich zu den Klassen-spezifischen Fähigkeiten könnte es universal skills wie z.B. Aktives Blocken oder Ausweichen geben.

Allgemeine Fähigkeiten werden voraussichtlich an den passiven Talentbaum des Spielers angepasst.

Outside of your class-specific skill tree, there's going to be a subsection of a few skills that are universal, like active block, like dodge; and I think what we're going to do- or at least what we're going to be discussing here- is those universal skills will have progressions that might align with your passive tree; and you can spec skill points into progressing additional features of those universal abilities that you will have access to. So I think that's probably going to be the direction that we're going to take.[98]Steven Sharif

Ultimate skill

info-orange.pngDieser Abschnitt enthält Informationen aus frühen Testphasen. Er wird aktualisiert, sobald neue Informationen verfügbar sind.

The ultimate skill is a very powerful skill.[158]

Skill Icon Rank 1 Rank 2 Rank 3
Ultimate Defense Ultimate Defense Icon.jpg Become immune to damage for 3 seconds.[159][82][160][161] Duration is increased to 5 seconds.[161] Grant damage mitigation to all party members.[161]

Elemental skills

The idea behind magic is you're manipulating the elements. They don't just have to be fire, ice, water and air. They can be darkness, they can be light, they can be planar; a lot of different types of "elemental influences".[162]Steven Sharif

info-orange.pngDieser Abschnitt enthält Informationen aus frühen Testphasen. Er wird aktualisiert, sobald neue Informationen verfügbar sind.
Skill Icon Rank 1 Rank 2 Rank 3
Fireball Fireball Icon.jpg Hurl a ball of fire toward your target, dealing direct damage upon impact.[163][82][164] Increased damage.[163][165][166][167] Burns the target for additional damage over time.[163][165][166]
Lava Storm Lava Storm Icon.jpg Creates a field of lava at the selected location. Deals area damage over time.[82][168][169] Increased damage. Increased duration.[168][165] Increased damage. Increased duration.[168][165]
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[129][82][130] Increased damage.[129][131] Now knocks down hit targets.[129][131]


Die 64 Klassen sind in acht primäre Archetypen unterteilt. Das Balancing der aktiven Skills bezieht sich nur auf diese acht primären Archetypen.[170][171]

  • Jedem Archetypen sind vier Gruppen von Erweiterungen zugewiesen. Das Balancing der Erweiterungen bezieht sich auf die vier Erweiterungs-Gruppen von jedem der acht Archetypen.[171]

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.[170]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.[170]Jeffrey Bard

Balancing in Ashes of Creation wird auf Gruppen ausgerichtet sein und nicht auf 1v1 Kämpfe.[170][172]

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.[172]Steven Sharif

Bestimmte sekundäre Archetypen können die Lücke zu ihrem Konter schließen.[173]

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.[173]Steven Sharif

Der Alpha 1 Test ist primär auf die Kernfunktionalität fokussiert, anstatt auf das Balancing des Kampfsystems .[11]


In Ashes of Creation wird es das traditionelle Trippel aus den Rollen Tank, DD und Support/Heiler geben.[174][175]

  • 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.


Die Effektivität von Klassen, Fähigkeiten und Ausrüstung hängt vom Gegner oder den verschiedenen Arten von Begegnungen ab. Es wird optimale Ausrüstungssets für verschiedene Herausforderungen und Schwierigkeitsgrade geben. Dieses Design zielt darauf ab, offensichtliche Meta- oder Standard-Builds in Ashes of Creation zu vermeiden.​[176]

  • Erhöhte Schwierigkeitsgrade fördern einen eher traditionellen vertikalen Stärke-Fortschritt, wie er in den meisten anderen MMOs zu sehen ist.[176]

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.[176]Steven Sharif

Power creep

The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[177]


A weapon use combo system (also referred to as Combo system[179], and Weapon use ability[180]) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[181][179][182]

Let's say for example you're using a two-handed warhammer or something and you have a number of weapon combos that play animation style based on how many combos deep you go into an attack with that warhammer. So the first is going to be like a forward swing. Second is going to be a back swing. The third is going to be swing down and the fourth is going to be some twirl that you do; and that's what we call the combo animation montage.[105]Steven Sharif
The way that the weapon skill tree works is that at different stages of that combat montage you have available procs that can occur. The first swing might be a small stagger that decreases your opponent's accuracy by 15, that could be a proc that you could that you could spec into that decrease in accuracy- might be a status condition called stagger or bewildered or whatever- and that might exist for three or four seconds. Your second option from a skill tree perspective might be on the swing back. You have some type of tapering slow effect that lasts over three seconds- some type of tapering snare; and then the third step strike down might be some potential one second stun status modifier; and each of these you can spec into additional points to increase the chance that these proc.[105]Steven Sharif
  • Depending on class skill choice these effects will have synergy effects with the combat montage.[105]
Depending on what your class skill choice has been those are going to have synergy effects with the weapon skill tree. So my skill called spin-to-win might do 30 additional damage on a staggered target. So I see when my proc occurs with the stagger effect on my first swing, like for me as a player I might be only interested in landing that first swing, so every now and then I'm gonna swing once and then I'm gonna use a skill and then I'm gonna come back and swing again because that'll play my first swing montage, because it's been interrupted. So I won't move to the second one because I'm really just wanna hit that stagger effect. So that's going to be how my rotation lines up. However I might have some skill that on a stun target it might be an immediate cast and it's like some power you push or power hit; and that does- it knocks back a stun target. So if the target's stunned when this skill plays, it has an added effect of knock down and now they're gonna get knocked down for an additional two seconds. Now I might spec into that and as a result I want to finish through: swing, swing, and then knock down. So I get my chance at stunning that target with that weapon skill.[105]Steven Sharif
You may have items or set bonuses that change at what level those proc occurs. So I may have a full set of battle armor that changes all third hit combo procs to second hit requirements and now I have a chance not only on my second hit to land that tapering slow but I also have a chance to land my one second stun proc because I have the full set that changes my weapon progression. So that's the way itemization works with your weapon skill tree, is you can enhance when those weapon skill trees become available in your combat montage and that can be a relevant factor in how your skill rotations come to play; and mixes with your weapon attacks.
  • Weapon skill choices and rotations will vary based on whether the player is more focused on PvP or PvE.[105]
Right now some people might just say, "I don't care at all about my weapon attacks. I'm not going to invest a lot of points into that. And if I do, it's going to be primarily PvE focused where I'm more comfortable using just swinging my weapon, and I may not use them as much in PvP. I'm just going to be focused on skill rotations." That's okay, but the reason for those skill montages- back to your question- is they have a very relevant role in when certain procs come online from a weapons skill tree perspective.[105]Steven Sharif
  • Using a skill/ability other than a basic attack will in general reset the combo.[110]
    • The developers are considering specific abilities might be able to be used without resetting the combo system.[110]

It acts similar in the sense of the core loop of what an auto attack is so to speak; where typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable skill effect that you can continually attack with but it's a little bit more involved than what a traditional auto attack is; and it has components from a from an advancement standpoint when it comes to the types of procs that your weapon can have during that combo system... It's not going to have the quick time event that you guys saw early on in PAX and gave great feedback on, but it is going to have development with regards to the power of the weapon the type of weapon you're using, the additional proc effects that you can skill into: Those types of things are going to make it a little bit more complex of a system capture.[179]Steven Sharif

Classes of weapons

Waffen 3D renders. These are depicted in the Threads of Fate cosmetic costume but are not part of that set. Models by Eli Hurst.[184]

Weapon classes (also referred to as weapon types and weapon groups) in Ashes of Creation.[18]

  • Blunt weapons
  • Slashing weapons
  • Piercing weapons

Weapon swapping

Weapon swapping (between equipment slots) is possible while in combat.[186][32][106][107]

  • Swapping weapons (from inventory) into a hand or range slot is not possible in combat.[186]
    • Previously this was said to be subject to a cooldown period (in the range of a few seconds) following any damage taken or done by the player.[187][188]
You can always hot weapon swap even in combat, but you can't swap your armor and gear. Nothing that's in a hand or range slot if you're in combat.[186]Steven Sharif

Players cannot swap armor while in combat.[186][187][189]


Schlachtzüge contain intricate combat mechanics.[190]

Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet.[190]Steven Sharif

Boss mechanics may be affected by changes in climate or time of day.[191]


In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[192]

  • Animation tells.
  • Templates.

List of raid bosses

info-orange.pngDieser Abschnitt enthält Informationen aus Alpha-1-Tests. Sie wird aktualisiert, sobald neue Informationen verfügbar sind.

Utility skill

Pre-alpha rogue climbing a Metropole wall.[193]

We have what are called utility skills and a lot of MMORPGS really only focus on active combat skills, but some of the favorite things that I've had as a gamer is tabletop RPGs like Pathfinder or Dungeons and Dragons, and there are skills in those games that are relevant to either your environment or the quest line; and they're a little bit you know sometimes "story mode".[194]Steven Sharif

info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.

A utility skill is a non-combat skill that interacts with the environment.[195] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[196]

  • Different classes excel at different skills.[196]
  • All classes will have maneuverability/traversal utility abilities.[197]
    • There will be a grappling hook utility skill or item.[198]
  • Classes will have utility abilities, such as detecting traps and other hazards. For example: The Mage's detection spell casts light and reveals magical explosive hazards.[199]
  • Certain classes are able to climb/parkour in certain areas.[200][201]
    • Climbing/parkour ability is not free-form and will likely be restricted to certain quests, locations or objects.[202][203]
  • Certain classes (such as Rogues) will have stealth abilities.[204]
    • Rogues may also have a spyglass utility skill.[196]
  • Certain objects exist in the world (such as ladders and slides) that aid player mobility.[205]

We don't just have the approach of your class being reflected in your combat abilities but also there are utility abilities that certain classes have that other classes don't have.[206]Steven Sharif

Skill Icon Rank 1 Rank 2 Rank 3
Camouflage Grants stealth at a distance. At mid and short range the Ranger is revealed.[207] - -
Teleportation zu Familienmitgliedern 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).[208][209] Players cannot be summoned in the following cases:
This will be tested in Alpha-2.[212]
- -
Pfadfinder Reveals corrupted player locations on the bounty hunter's map.[213][214] Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[213] The pathfinding ability can be toggled on or off.[213][215] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[216] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[216]
Stealth This does not render a player completely invisible.[217] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[218] - -

Player death

Player death in an open world dungeon in Alpha-1.[219]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[220]Steven Sharif

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[221][222][223][224][225] These ash piles are immediately lootable by any player.[222] PvP-Statuseffekte is not triggered by looting.[226]

  • A non-combatant (green player) who dies suffers normal penalties, which include:[224]
    When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[229]Steven Sharif
    • Dropping a percentage of carried gatherables and processed goods.[223][224]
      • This also includes a percentage of the certificates a player is carrying.[225]
      • If a player dies there will be a period of time before their mule despawns. Other players must kill that player's mule to be able to loot it.[231]
      • If a player's mule dies its corpse will contain the same percentage of lootable items as the player.[231][232]
  • A combatant (purple player) who dies suffers these same penalties, but at half the rate of a non-combatant.[224]
  • A corrupt (red player) suffers penalties at four times the rate of a non-combatant, and has a chance to drop any carried/equipped items based on their current corruption score.[233][234] This includes:[234][224]
    Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[236]Steven Sharif
    • These dropped items may be looted by other players.[237]
    • Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[238]
      • Non-corrupt players always respawn at the closest active respawn point (to their death).[239]
    • Corruption penalties occur as the corruption is gained (not just at death).[240]
  • Experience debt will scale to approximately 2 or 3 percent of the total XP for a max level player. These numbers are subject to change based on testing.[241]
  • Death penalties (mostly) do not apply to objective-based PvP.[242][243][244]
    There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[244]Steven Sharif
  • Death penalties do not differ between PvP and PvE, but this is subject to change.[245]

Death by falling is possible.[246]

  • Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[246]

Death by drowning is possible.[247][248]

  • Players that drown will respawn on shore.[247]

If a player dies there will be a period of time before their mule despawns. Other players must kill that player's mule to be able to loot it.[231]

Players do not lose gold upon death, no matter their corruption level.[249]

At the moment, the plan is for players to not lose gold upon death, no matter their corruption level.[249]Cody Peterson

Mounted combat

Certain mounts will have combat abilities.[250][251][252]

Mounts will have a variety of effective pvp abilities, some viable in larger scale encounters when organized correctly.[253]Steven Sharif
  • Mounts will have combat skills based on the breed and rarity. There will also be some RNG to the mount skills.[254]

Some crowd-control abilities can dismount a mounted player.[256] In that case the mount would persist with its own health pool and other stats.[118]

There is danger to traversing areas with enemies nearby; and there are specific abilities that knock a rider off of their mount should they venture too close to enemies.[256]Steven Sharif

Mounts can be killed by players, but can be resurrected after a certain cooldown period.[257][258][259]

  • Potions obtained from the Alchemy profession can be used to reduce the cooldown.[257][260][258]
  • Mounts that die a certain number of times within a set period might gain a debuff that requires a different material component to assist with their resurrection.[260]
  • Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[246]

Mounts can be targeted separately from the player while mounted.[258]

  • If a player dies there will be a period of time before their mule despawns. Other players must kill that player's mule to be able to loot it.[231]
  • If a player's mule dies its corpse will contain the same percentage of lootable items as the player.[231][232]

Mount abilities and stats

Noble Warhorn Sprint mount ability.[261]

All mounts will have certain types of abilities: Whether those abilities are utility, or sprint, or some type of combat charge through that knocks down players or something. It just depends on the type of mount and the skills associated with that mount. That's also one component of the animal husbandry system is in creating these mounts you can have unique skill sets associated with them that obviously creates an economy for mount types and and puts some relevancy on the profession of animal husbandry to present unique mounts.[118]Steven Sharif

Reittiere have different core abilities, utility skills and stats that are based on the rarity of the mount and the mount's tier.[257][262][118][263]

  • Mount abilities may provide either horizontal or vertical power gains.[257]
Tier one mounts will have certain type types of abilities that are unique to the tier ones and the tier twos will have certain abilities that are unique to the tier twos. In some cases those will be horizontal; in other cases they'll be vertical power gain. So it just depends on the situation. It's a situational element.[257]Steven Sharif
  • Based on skill choice, mounts can be used as initiation vehicles, escape vehicles, utility vehicles, and traversal vehicles.[264][265]
    • Jump abilities.[264]
    • Terrain-specific capabilities.[264]
    • Gliding abilities.[264]
Mounts have obviously many different applications and that's also going to speak to its identity when it has a skill selection choice too. Like do you- are you more aggressive in initiation with your mount? Okay well you probably want the ones that are going to be able to charge through and do some type of CC effect on players in front of you. Are you more about kind of using them out to dodge and avoid you know different types of things? Well then you probably want some type of invulnerability skills or some type of protective skills that you can activate at certain times. Are you going to be more traversal and focus on kind of speed you use your mount just kind of go around the world and you don't really care about the combat aspect? Well then you probably want some skill sets on your mount that reflect that.[265]Steven Sharif
  • Mounts will have varied speeds.[267]
There's definitely a difficulty from a balance perspective obviously on the design side when you're having to incorporate speeds that are so radically different from the normal player movement speeds; and mounts do have a obviously a significantly faster component there. But that's why you build into the to the skill sets that players have obviously those types of cc's which can either, as we spoke about previously, knock the player off of their mount, kill them with some massive damage, or stun the player. Those are components that are taken into account when balancing out these skill selections.[265]Steven Sharif
  • A player can dismount and have their mount follow them.[118][258]

Dragon abilities

Drachen are epic flying mounts with strong battle abilities, such as AoE breath attacks, swooping flyby attacks, and others.[268][269]

The dragon will have a lot of capability in PvP. It's primarily its purpose, because as it relates to Castles and the sieges they're in, or Nodes and the sieges they're in. We want dragons to have large scale ramifications against player raids.[269]Steven Sharif


Kampfbegleiter (also referred to as Item pets or Universal combat pets) may be acquired by any archetype.[270]

  • Combat pets have a horizontal progression, not a vertical one. Unlike Summoner summons, combat pets do not increase a player's power, but instead require a sacrifice from the player.[270][271][272]
  • Combat pets may be tamed from certain creatures in the world.[273]
  • Combat pets are categorized by class and will adhere to a simple trinity structure (Tank/DPS/Support).[271]
  • Combat pets will also be categorized into different rarities.[271]
  • Combat pets may not be able to be summoned in certain dungeons, instances or other spaces.[265]

It will participate in combat. It will allow you different options sometimes, but it won't necessarily increase your power and... you'll be sacrificing something for it.[272]Jeffrey Bard


Tea transport PAX East 2018 exclusive cosmetic ship skin.[274]

Sailing will be pretty in-depth and it's going to be based on the size of the ship that you're using. So there will be components for seamanship that other players you will need to have on board if you want to operate a vessel to the best of it's abilities: Let's say in combat or traversing just the world.[275]Steven Sharif

Schiffe are owned by the player who has the ship item in their inventory. Only that player can summon the ship.[276]

  • Ship creation is generally delegated to players. There won't be many non-player-owned ships.[277]
    • Quest lines may have NPC driven ships.[277]
    • NPC ships will be present on the ocean that are adversaries or monsters that will be targets for players to try to raid or hunt for treasure.[277]

For the most part all ship creation will be delegated to the player. You have to build up a ship or find somebody who has one if you want to get across the seas.[277]Steven Sharif

  • Permissions will be present to allow other players to access ship functions who are in the same party or raid, such as weapons, anchors, utility items, and the ship's helm to navigate the ship.[276]
  • Players will have quests that navigate them toward creating a personal vessel at around level 10-15.[278]
Alpha-2 Negalith naval raid boss.[279]

This is one of the Alpha-2 raid bosses that are going to be in the ocean. That'll be interesting when you come across that, what might happen. Good luck. We should have added a scale there because yeah, it's a big boy. The number of ships needed for that one's going to be a lot.[279]Steven Sharif

Seekampf involves different types of Schiffe with varying capabilities, armaments and roles to play out on the high seas. There will be a balance and counterbalance between ships from PvP and PvE perspectives.[279][280]

Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[284]Steven Sharif

Addons/ DPS meters

Addons sind im Allgemeinen nicht erlaubt.[286]

  • Die Entwickler wollen nicht, dass Addons/Mods notwendig sind, um das Spiel zu erleben.[287]
  • Die Entwickler glauben, dass Parser (DPS-Meter) negative Auswirkungen haben können.[286]
  • Das Design der Spiel-API wird derzeit noch geprüft.[289]
    • Es wird Integrationen für Streaming-Dienste wie Twitch und einige andere Dienste geben, aber es ist noch nichts, was über eine API veröffentlicht wird.[290]

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.[290]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.[287]Steven Sharif

Combat logs

There are combat logs in Ashes of Creation.[291]

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.[292]Steven Sharif

Floating combat text

Alpha-2 Floating combat text work-in-progress UI.[293]

Damage you take, which is indicated in this red number, floats towards your left-hand side; and when you do damage to a target they float to your right-hand side. Now one of the very important aspects of these floating texts is providing the player with customization options that they can adjust the size of the floating text. They can adjust the color composition on how these texts are represented. They can also include damage icons to indicate the ability that's used for those floating texts; and importantly we also call out the crits that you do in a separate way: how they pop in they're slightly above the other number; and then more so, we also have additional functionality for cumulative damage.[293]Steven Sharif

Floating combat text shows damage taken, damage dealt, cumulative damage, crits, heals, XP gained, and other important combat indicators.[293]

  • Damage taken appears in red and floats to the left.[293]
  • Damage dealt appears in yellow and floats to the right.[293]
  • Crits appear larger and are slightly above the other numbers.[293]
  • XP appears in white and is slightly lower on the UI.[293]

Floating combat text is able to be customized by the player.[293][294]

Providing maximum flexibility and player customization options for these floating texts I think is super important.[293]Steven Sharif


Es gibt keine vordefinierten Fraktionen in Ashes of Creation].[295]

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.[296]Steven Sharif


Community guides

Siehe auch


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