Please note that we will be mostly waiting for the full NDA drop before we post updated information on Alpha-1, but we will continue to post information that has specific citeable sources from Intrepid.


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Alpha-1 PvE combat early preview.[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

Combat 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 want combat to be engaging, fun... Right now we've begun the sprint toward Alpha-1 first phase deployment, so we're really looking into the action side of combat right now; and we're building systems for that. And the reason why we are doing that is because tab-targeting has been a staple of MMORPGs for a very long time, even though there's a large interest now in action for MMORPGs and there has been some successful titles with action-oriented, like TERA and BDO. We want to be able to really delve into that development so that we can better understand how to merge tab and action together in the same game, because they are vastly different play-styles.[5]Steven Sharif

A revamped combat system will be rolled out during and post Alpha-1 testing.[6][7]

  • Alpha-1 testing is initially focused on core functionality rather than combat balance.[8]

Combat revamp

4K Alpha-1 preview open world PvP (2v2).[9]

We're going to be testing with some split body animations and split body attacks over the next several weeks and then additionally obviously you guys have seen as we've kind of incorporated more mobility components to existing abilities, such as the mage and the fireball. This has been kind of taken broadly over across many of- the three archetypes that are available in alpha- across many of their abilities; and then we've also included the ability to hold your Q or left-mouse button to initiate and cycle through those attacks.[10]Steven Sharif

A revamped combat system will be rolled out during and post Alpha-1 testing.[6][7] This was originally targeted to be ready to test in the Alpha-1 March preview testing.[11]

  • The goal is to give more agency to the player and achieve a more fluid flow of combat with greater mobility when using abilities.[12][13]
  • The current hybrid tab and action combat system will remain after the revamp.[12]
  • This revamp will not represent the final form of combat, but will set the general direction that combat will be taking.[11]
  • The revamp will be iterative and will be rolled out to testers in different phases.[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.[15][8]

The weapon attack is an important component of the combat system, so we want to make sure that as we're doing this combat revamp that we are essentially taking into consideration player feedback and sentiment about how they want a reactive and more mobile weapon attack system.[10]Steven Sharif

Alpha-1 testing is initially focused on core functionality rather than combat balance.[8]

I noticed many of you are talking about like damage being done and like doesn't look like it's enough damage or hit points and stuff like that. Two things on that front: One is again this is not a content test, so balance is kind of finger-in-the-wind at the moment. Most of balancing comes out of actual testing around those particular systems and we're not focused on that at the moment. Again this is about the core functionality of these types of systems not about the refinement or getting them prettied up per-se. So I wouldn't take too much stock or concern in how the balance is gonna flesh out.[8]Steven Sharif

Zielen im Kampf

Players using action targeted and tab targeted skills defending a village node from world boss attacks in Alpha-1.[16]
Alpha-1 early hybrid combat demo.[17]

Players can very easily transition between tab targeting and action combat. By pressing Z I now tie my cursor movement to my camera and additionally a reticle has spawned.[17]Steven Sharif

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

Hybrid combat refers to the choice between tab targeted skills, action targeted skills, or a mix of both in the Ashes of Creation MMORPG.[18] This is achieved through choice of skills/abilities.[19][20]

  • A tab-targeted ability requires a target in order to utilize that skill.[21]
  • An action skill is anything that can be utilized through placement of the player, such as a reticle, a ground template or a directional placement.[21]
  • 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.[20]
  • Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[22]

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.[20]Steven Sharif

A toggle button (default Z)[12][17] allows the player to switch between action and tab targeted combat modes.[23]

  • The action mode utilizes a targeting reticle and is very close to a third-person action game.[17][23]
    • The action camera is tied to the to player's reticle. There will likely be a hotkey that when held down will allow free camera movement.[24]
    • The reticle will highlight/change color to indicate if the current target is able to be hit with the currently prepared skill.[17]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target. Currently this is activated left-click in Alpha-1, but it will be changed to right-click.[17]
  • The tab mode (MMO mode) facilitates tab targeted combat.[17][23]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[17]
    • There will be a "target of target" capability on the user interface.[25]

Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[26]

  • Damage.[26]
  • Charge up time.[26]
  • CC effects.[26]
  • Cooldown.[27]
  • Energy consumption.[27]
  • Cost to spec.[27]
  • Attack range will likely remain the same; as it is driven by the weapon or skill itself.[28]

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. [26]Steven Sharif

For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[27]

  • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[27][20]
  • Softer CC's would be housed in tab-targeted abilities.[27]

Hybrid combat is scheduled for testing in Alpha-1.[19]


The developers are testing different approaches to accommodate varying hitboxes between the races.[29]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[29]

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.[29]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[29]

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.[29]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.[30]


Weapon attack cone in Alpha-1.[17]

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.[17]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[17]

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.[17]Steven Sharif

This is described as a weapon attack not an active skill.[17]

Time to kill

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

The Ashes of Creation MMORPG will have a time-to-kill (TTK) of around 30 seconds to a minute.[32]

In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[34]Steven Sharif


There are no headshot mechanics in the Ashes of Creation MMORPG.[29][35][36]

Gear inspection/ 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.[40][41][42]

  • This will indicate the type of gear (cloth, leather, plate) that they are predominantly wearing.[41]
  • The border will indicate the level and quality of the tier set.[40][41][43]
  • This also indicates if the gear is enchanted.[41][43]
  • The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[44]

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.[42]Steven Sharif

Being by default able to see a person's "gear score" / equipment list... may cause unwelcome behavior.[44]

Character nameplate

A character's nameplate is displayed above their head.[45]

  • This can be the first, and optionally last name (surname).[45]
  • The name of the character's Guild is displayed next to their name.[46]
  • The character's nameplate will deteriorate to give an indication of how much damage they have taken.[47][48][49]
  • An icon will identify the character's class.[40]
  • Hovering over the user's nameplate will show information such as level, their class name and archetype combo.[40]
  • A buff icon indicates the character's gear and grade.[40][41][42]

Summoner summons' creature type appears in the nameplate above the summon. This cannot be changed by the player.[50]


Revamped Alpha-1 Magier Fireball ability.[13][7]

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.[13]Tradd Thompson

Skills with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[51][52]

  • Prone and crouch will likely not be in the game.[53]
  • Moving backward will likely not affect block and parry.[54]

I think that that generally we want to tend to be more mobile in our classes. I think that it's a fundamentally old-school philosophy to have a lot of stuck in place type skills. That isn't to say we won't have skills that have mobility restriction on them- that require you to channel or require a casting time where you can't move; but I think it's a blend between the two. It's neither extreme.[51]Steven Sharif

It'll be something that you can spec around to. Again it's gonna be a risk/reward thing. We put a lot of thought into what skills are overpowered or have kind of this overpowering nature to them and those are the kinds of skills that will generally find that will be like in-place type of skills; where you are now at risk if you are going to cast this spell, but there's a big reward if you do manage to get it off.[51]Jeffrey Bard

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Blink Blink Icon.jpg Blinks forward in the direction you are traveling.[55][56] Increased blink distance. Reduces threat on targets nearby upon activation.[57][56] Increased blink distance. Deals area damage upon impact.[57][56]
Jump jump icon.png Dash with cooldown.[58] Cooldown is replaced by charges with individual cooldown.[58] Drops a bear trap at the location the ranger dashed from.[58]
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.[59] - -
Sprint sprint icon.png Increases movement speed. Using an ability ends sprint.[60] Increased resistance to disable abilities.[60] Clears crowd control when sprint starts and removes silence.[60]

Player movement

There will likely be a toggleable walk/run (autorun) capability in the game.[62]

  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[63]

Back-peddling (walking backwards) and strafing are slower than normal movement speed.[64]


There are player and spell collision mechanics in Ashes of Creation.[65]

  • 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.[66][65]


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

Dodge rolling type skills is housed in the action skill sets of agile classes such as Rogues or Fighters.[3][67]

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.[68]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.[69]

  • 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.[70]

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.[70]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.[70]Steven Sharif


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.[71]

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.[71]Jeffrey Bard


The aspiration for combat is for abilities to have corresponding counter-play abilities.[72]

  • The goal is to have special animations for parrying, blocking and evading.[73]

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.[73]Jeffrey Bard

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[74][72]

  • There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[72][75]
    • As of May 28, 2021, diminishing returns on CC effects have not yet been implemented in the Alpha-1 testing.[76]

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.[72]Steven Sharif

  • Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[77]

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.[72]Jeffrey Bard

  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[78]
    • In current Alpha-1 testing mounts are not separate from the player.[78]

There's also going to be effects that just stun the mount or stun you on the mount.[78]Steven Sharif

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Javelin Javelin Icon.jpg Pulls your target to your location. Generates additional threat.[80][81] Increased damage. Now pulls up to 3 targets.[81] Increased damage. Now pulls up to 5 targets. Stuns targets.[81]
Jump jump icon.png Dash with cooldown.[58] Cooldown is replaced by charges with individual cooldown.[58] Drops a bear trap at the location the ranger dashed from.[58]
Snare snare icon.png Foot pin roots target in place.[82][83] Adds a bleed.[83] Snares after root expires.[83]
Trap trap icon.png Place a bear trap under the caster that holds them in place and does damage. Also holds targets in place and does damage.[84] Traps stun instead of root.[84] Place up to two traps.[84]


Abilities with a cast bar can be interrupted during the cast.[52]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.
info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Bulwark Bulwark Icon.jpg Strikes your target and increases your block chance. Generates additional threat.[85][86] Increased damage. Increased duration. Increased block chance.[86] Increased damage. Increased duration. Increased block chance.[86]
Meteor Storm Meteor Storm Icon.jpg Summons forth a Meteor Storm, dropping 3 meteors in the target location. Each meteor deals large area damage upon impact.[87] Increase damage and number of impacts. Stun enemies as they are hit.[88] Increase damage and number of impacts. Stun enemies as they are hit.[88]
Onslaught Onslaught Icon.jpg Charge your target. Provides a small damage-absorbing shield. Generates additional threat.[89][90] Increased damage. Increased shielding. Knocks down target.[90] Increased damage. Increased shielding. Knocks up targets along the chargepath.[90]
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.[59] - -

Aggro abilities

Aggro (Bedrohung/Hass) wird eine Rolle spielen.[91]

  • Aggro basiert auf einer Bedrohungstabelle.[91]
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
Bulwark Bulwark Icon.jpg Strikes your target and increases your block chance. Generates additional threat.[85][86] Increased damage. Increased duration. Increased block chance.[86] Increased damage. Increased duration. Increased block chance.[86]
Lacerate Lacerate Icon.jpg Slashes your target, dealing instant damage and bleeds the target over time. Generates additional threat.[92][93] Increased damage. If the target is bleeding from previous Lacerate, explode remaining bleed damage as instant damage.[93] Increased damage.[93]
Myrmidon Myrmidon Icon.jpg Strikes your target and increases your damage mitigation. Generates additional threat.[94][95] Increased damage. Increased duration. Increased mitigation.[95] Increased damage. Increased duration. Increased mitigation.[95]
Onslaught Onslaught Icon.jpg Charge your target. Provides a small damage-absorbing shield. Generates additional threat.[89][90] Increased damage. Increased shielding. Knocks down target.[90] Increased damage. Increased shielding. Knocks up targets along the chargepath.[90]
Resounding Smash Resounding Smash Icon.jpg Smashes the ground in front of you, dealing damage to all targets. A second hit resounds on the primary target. Generates additional threat.[96][97] Increased damage.[97] Increased damage.[97]
Shockwave Shockwave Icon.jpg Stomps the ground in front of you, knocking down and dealing damage to all targets. Generates additional threat.[98][99] Increased damage. Now deals damage over time in the affected area.[99] Increased damage. Increased effect radius.[99]
Weapon Toss Weapon Toss Icon.jpg Throws your weapon at your target, dealing damage. Generates additional threat.[100][93] Increased damage. Bounces up to 2 additional targets.[93] Increased damage. Bounces up to 4 additional targets. When the weapon reaches its final target, explodes into extra area damage.[93]

Animation abbrechen

Animation cancelling will not be a combat mechanic.[101]

Combat stances

The use of weapon stances in game is likely.[102]


RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[103]

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.[104]Jeffrey Bard

Primary skills

Primäre Fähigkeiten (Klassenfähigkeiten) basieren auf dem Archetyp eines Spielers.[59] Spieler können ihre primären Fähigkeiten durch die Ergänzung um einen sekundären Archetyp (Sekundärklasse) personalisieren.[59][106]

  • Die Wahl des gleichen primären und sekundären Archetyps erhöht die Betonung auf diesen Archetyp.[107]
  • Jede Fertigkeit im Primärbaum hat mindestens vier Erweiterungsmöglichkeiten aus dem Sekundärbaum.[108]
  • 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.[109]
  • Das Ändern der Fertigkeitserweiterungen erfordert, dass der Spieler zu einem NSC in einem Dorf-Knotenpunkt oder höher geht.[110]
  • Aktive Fähigkeiten können nach der Anwendung einer Erweiterung völlig anders aussehen.[111]

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.[111]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.[112]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.[113]Steven Sharif

Skill points

Alpha-1 early preview skills UI.[22]

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.[22]Steven Sharif

Players receive skill points as they level. These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[114][115][116][117]

  • It will not be possible to max all skills in a skill tree.[117]
  • In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[118]
  • Players are able to reset and reallocate their skill points.[119]

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

Active skills

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

Die Spieler können ihre Charaktere mit den aktiven Fähigkeiten zusammenstellen, die sie sich wünschen.[120]

  • Den Spielern werden keine Fertigkeiten zugewiesen, wenn sie aufsteigen, sie müssen entscheiden, welche Fertigkeiten sie erlernen wollen.[109]
  • Die Anzahl der Fertigkeiten auf der Aktionsleiste wird begrenzt sein (unter 30).[121]
  • Zum Beispiel: Ein Kämpfer unterscheidet sich von einem anderen, je nachdem, welche aktiven Fähigkeiten sie gewählt haben.[121]
  • 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.[122]
  • Es gibt kein Zauberbuch, das gelernt werden muss.[123]

Ultimate skill

The ultimate skill is a very powerful skill.[124]

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Hail of arrows hail of arrows icon.png If your focus is at 80%, use this skill to summon a template and launch multiple arrows within the template.[82][125] Adds movement slow.[125] Adds damage over time to targets in the area.[125]
Ultimate Defense Ultimate Defense Icon.jpg Provides increasing mitigation based on missing health, up to full invulnerability. Reduces movement speed while active.[126][127] Increased duration.[127] Increased duration. Now applies a large mitigation increase to nearby group members.[127]

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".[128]Steven Sharif

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Fireball Fireball Icon.jpg Throws a fireball at your target. Deals instant damage.[129] Becomes a burn (damage over time).[88][130][131] Area of effect around the target.[88][130]
Flame line flame line icon.png Shoot an arrow that leaves behind a trail of flames.[132] Arrow explodes upon reaching the end of its distance.[132] Enemies take burning damage for entering the flames.[132]
Lava Storm Lava Storm Icon.jpg Creates a field of lava at the selected location. Deals additional damage in the center of the ability. Deals area damage around the caster upon cast.[133][134] Increased damage. Increased duration.[133][88] Increased damage. Increased duration.[133][88]
Lightning Bolt Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[135] Adds damage over time to targets hit.[136] Chains to nearby enemies that are not hit. Anyone who is outside the line has a chance to get a bolt jump to them.[136]
Meteor Storm Meteor Storm Icon.jpg Summons forth a Meteor Storm, dropping 3 meteors in the target location. Each meteor deals large area damage upon impact.[87] Increase damage and number of impacts. Stun enemies as they are hit.[88] Increase damage and number of impacts. Stun enemies as they are hit.[88]


The sixty four (64) classes are partitioned into eight primary archetypes. Balancing of active skills only relates to these eight primary archetypes.[137][138]

  • There are four primary groups of augments assigned to each base archetype. Balancing of augments relates to the four augment groups for each of the eight archetypes.[138]

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.[137]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.[137]Jeffrey Bard

Balancing in Ashes of Creation is group focused not based on 1v1 combat.[137][139]

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.[139]Steven Sharif

Certain secondary archetypes are capable of "bridging the gap" between their counterpart.[140]

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.[140]Steven Sharif

Alpha-1 testing is initially focused on core functionality rather than combat balance.[8]


In Ashes of Creation wird es das traditionelle Trippel aus den Rollen Tank, DD und Support/Heiler geben.[141][142]

  • 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.


The effectiveness of classes, skills and gear is going to depend on the adversary or the encounter. There will be optimal builds for different challenges and difficulty ratings. This design aims to avoid any obvious meta or "cookie-cutter" builds in Ashes of Creation.​[143]

  • Increasing difficulty ratings inspire more of a traditional vertical power progression that is common in other MMOs.[143]

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 uh environment to exist in it presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[143]Steven Sharif

Power creep

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[144]Steven Sharif

Weapon use combo system

A weapon use combo system (also referred to as Combo system[145], Combat skills[115], and Combat tree[116]) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[145] No traditional auto-attack system is present in Alpha-1.[146]

  • Players can spec into weapon abilities on their combat skill tree, based on their preferred weapon classes (weapon types/weapon groups) and the grade of the weapon.[11][116][115][145]
  • The more skill points that are allocated to the combat skill tree, the greater a player's weapon familiarity. This in turn unlocks various proc effects on weapon use that can offer synergy with other active skills.[116][145] This synergy also applies to active skills from other characters.[114]
    Let's say a dagger has some slashing effects that bleed the target or that cripple the target... Every time you attack you have a chance to proc that effect. That effect then can synergize with what your active skills tree has available to it. So let's say your backstab deals 30 additional damage to a bleeding target. If you attack with your main weapon first and the target gets the bleed proc off and you do your backstab skill then you're synergizing your effects.[116]Steven Sharif
    Let's say backstab that you can apply to deals damage to the target and it'll have a conditional modifier on that damage if you're behind the target, and it'll have a conditional modifier deal additional 50 damage if the target is under a bleed effect. So you want to synergize essentially your weapon proc conditions with your active skills so that you're timing your certain active skills appropriately with the status conditions that the target has taken.[115]Steven Sharif
    • These procs may reduce or reset cooldowns on other skills on the player's hotbar.[147]
  • Using a skill/ability will in general reset the combo.[147]
    • The developers are considering specific abilities might be able to be used without resetting the combo system.[147]
  • The combo system will not have the quicktime event that was seen at PAX West 2017.[145]

It acts similar in the sense of you know the core loop of what an auto attack is so to speak; where you know typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable you know 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 know 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.[145]Steven Sharif

Classes of weapons

In-game achievable weapons concept art.[148]

Weapon classes (also referred to as weapon types and weapon groups) in Ashes of Creation.[11]

  • Blunt weapons
  • Slashing weapons
  • Piercing weapons

Weapon swapping

Weapon swapping in the Ashes of Creation MMORPG will be subject to a cooldown period following any damage taken or done by the player.[150][151]

  • The cooldown will be in the range of a few seconds.[151]

For the MMORPG we want there to be some time between damage received or damage done before you can swap your weapon. It's not going to be substantial. It will maybe be a few seconds.[151]Steven Sharif

Players cannot switch armor while in combat.[150][152]


Schlachtzüge contain intricate combat mechanics.[153]

  • Multiple phase boss fights.
  • Adds.
  • Random oriented skill usage.
  • Telegraphed animations, but no obvious telegraphed templates on the ground.
  • Fights will require location, mobility and strategy.

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.[153]Steven Sharif


In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[154]

  • Animation tells.
  • Templates.

List of raid bosses

Utility skill

Pre-alpha rogue climbing a Metropole wall.[155]

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".[156]Steven Sharif

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

A utility skill is a non-combat skill that interacts with the environment.[157] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[158]

  • Different classes excel at different skills.[158]
  • All classes will have maneuverability/traversal utility abilities.[159]
    • There will be a grappling hook utility skill or item.[160]
  • 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.[161]
  • Certain classes are able to climb/parkour in certain areas.[162][163]
    • Climbing/parkour ability is not free-form and will likely be restricted to certain quests, locations or objects.[164][165]
  • Certain classes (such as Rogues) will have stealth abilities.[166]
    • Rogues may also have a spyglass utility skill.[158]

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.[167]Steven Sharif

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
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).[168][169] Players cannot be summoned in the following cases:
This will be tested in Alpha-2.[172]
- -
Pfadfinder Reveals corrupted player locations on the bounty hunter's map.[173][174] 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.[173] The pathfinding ability can be toggled on or off.[173][175] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[176] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[176]
Stealth This does not render a player completely invisible. Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[177] - -
Track track icon.png Use this skill to show nearby tracks, leading to unknown adventures.[82] - -

Player death

Player death in an open world dungeon in Alpha-1.[178]

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.[179]Steven Sharif

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[180][181][182][183] These ash piles are immediately lootable by any player.[180] PvP-Spielermarkierungen is not triggered by looting.[184]

  • A non-combatant (green player) who dies suffers normal penalties, which include:[182]
    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 sync and a material sync. 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.[187]Steven Sharif
    • Dropping a percentage of carried gatherables and processed goods.[181][182]
      • This also includes a percentage of the certificates a player is carrying.[183]
      • 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.[189]
      • If a player's mule dies its corpse will contain the same percentage of lootable items as the player.[189][190]
  • A combatant (purple player) who dies suffers these same penalties, but at half the rate of a non-combatant.[182]
  • A corrupt (red player) suffers penalties at four times[191] the rate of a non-combatant, and has a chance to drop any carried/equipped items based on their current corruption score. This includes:[191][182]

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.[195]

  • As of May 28, 2021, the experience debt in Alpha-1 testing is "completely off mark" and will either be changed or disabled prior to the next spot test.[195]

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[196]

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.[196]Steven Sharif
  • Death penalties do not differ between PvP and PvE, but this is subject to change.[197]

Death by drowning is possible.[198]

Mounted combat

Certain mounts will have combat abilities.[199][200]

  • Players can't use their class skills while mounted.[199]
  • Mounts can be targeted separately from the player while mounted.[201]
  • Mounts can be killed by players, but can be resurrected after a certain cooldown period.[201][202]

Mount abilities and stats

Noble Warhorn Sprint mount ability.[203]

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.[78]Steven Sharif

Mounts have different core abilities, utility skills and stats.[78][204]

  • Based on skill choice, mounts can be used as initiation vehicles, escape vehicles, utility vehicles, and traversal vehicles.[205]

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.[205]Steven Sharif

  • Mounts will have varied speeds.[207]

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.[205]Steven Sharif

  • A player can dismount and have their mount follow them.[78][201]

Dragon abilities

Dragons are epic flying mounts with strong battle abilities, such as AoE breath attacks, swooping flyby attacks, and others.[208][209]

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.[209]Steven Sharif

Combat pets

Combat pets (also referred to as Item pets or Universal combat pets) may be tamed from certain creatures in the world.[210]

  • Combat pets will not increase a player's power and will require a sacrifice from the player.[211]
  • Combat pets have a horizontal progression, not a vertical one.[211]
  • Combat pets are categorized by class and will adhere to a simple trinity structure (Tank/DPS/Support).[212]
  • Combat pets will also be categorized into different rarities.[212]
  • Combat pets may not be able to be summoned in certain dungeons, instances or other spaces.[205]

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.[211]Jeffrey Bard

Combat pets are not the same as Summoner summons.[212]


Tea transport PAX East 2018 exclusive cosmetic ship skin.[213]

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.[214]Steven Sharif

Schiffe are owned by the player who has the ship item in their inventory. Only that player can summon the ship.[215]

  • 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.[215]

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.[216]

Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[217]Steven Sharif

Addons/ DPS meters

Addons sind im Allgemeinen nicht erlaubt.[218]

  • Die Entwickler wollen nicht, dass Addons/Mods notwendig sind, um das Spiel zu erleben.[219]
  • Die Entwickler glauben, dass Parser (DPS-Meter) negative Auswirkungen haben können.[218]
  • Das Design der Spiel-API wird derzeit noch geprüft.[221]
    • Es wird Integrationen für Streaming-Dienste wie Twitch und einige andere Dienste geben, aber es ist noch nichts, was über eine API veröffentlicht wird.[222]

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.[222]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.[219]Steven Sharif

Combat logs

There are combat logs in Ashes of Creation.[223]

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.[224]Steven Sharif


Es gibt keine vordefinierten Fraktionen in Ashes of Creation].[225]

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.[226]Steven Sharif


Community guides

Siehe auch


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  2. Video, 2020-03-23 (0:41).
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  4. Liveübertragung, 2017-05-03 (17:59).
  5. Liveübertragung, 8 April 2018 (PM) (41:44).
  6. 6.0 6.1 steven-combat-revamp-update.png
  7. 7.0 7.1 7.2 Video, 2021-02-26 (6:17).
  8. 8.0 8.1 8.2 8.3 8.4 Liveübertragung, 2021-05-28 (1:13:05).
  9. Video, 2021-02-26 (30:02).
  10. 10.0 10.1 Liveübertragung, 2021-05-28 (1:14:50).
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  12. 12.0 12.1 12.2 steven-combat-revamp-update-2.png
  13. 13.0 13.1 13.2 13.3 Liveübertragung, 2021-02-26 (27:41).
  14. a1-combat-revamp-may.png
  15. Interview, 2021-06-13 (4:12).
  16. Liveübertragung, 2020-05-29 (45:24).
  17. 17.00 17.01 17.02 17.03 17.04 17.05 17.06 17.07 17.08 17.09 17.10 17.11 17.12 17.13 Liveübertragung, 2020-08-28 (1:15:39).
  18. Liveübertragung, 2017-11-16 (30:45).
  19. 19.0 19.1 Newsletter, 7 August 2018
  20. 20.0 20.1 20.2 20.3 20.4 20.5 Liveübertragung, 8 April 2018 (PM) (37:57).
  21. 21.0 21.1 Interview, 2019-04-15 (38:03).
  22. 22.0 22.1 22.2 Liveübertragung, 2020-08-28 (1:12:50).
  23. 23.0 23.1 23.2 Liveübertragung, 2020-04-30 (1:09:51).
  24. Liveübertragung, 2021-03-26 (59:21).
  25. Liveübertragung, 2020-04-30 (40:19).
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  27. 27.0 27.1 27.2 27.3 27.4 27.5 27.6 Podcast, 2018-08-04 (1:11:05).
  28. steven-action-tab-attack-range.png
  29. 29.0 29.1 29.2 29.3 29.4 29.5 Liveübertragung, 2020-10-30 (1:15:59).
  30. 30.0 30.1 Liveübertragung, 2021-03-26 (1:11:25).
  31. class cleaving.png
  32. 32.0 32.1 Interview, 2018-10-20 (3:25:46).
  33. Liveübertragung, 2019-11-22 (5:51).
  34. 34.0 34.1 Interview, 2018-10-20 (9:10).
  35. steven-headshots-1.png
  36. 36.0 36.1 steven-headshots-2.png
  37. 37.0 37.1 Interview, 2018-10-21 (9:10).
  38. Interview, 2018-10-20 (3:25:31).
  39. 39.0 39.1 39.2 Liveübertragung, 2018-09-27 (34:49).
  40. 40.0 40.1 40.2 40.3 40.4 Liveübertragung, 2020-08-28 (2:07:26).
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  46. Liveübertragung, 2017-05-22 (51:00).
  47. Liveübertragung, 2020-07-25 (1:33:37).
  48. Liveübertragung, 2020-01-30 (1:40:48).
  49. steven-health-nameplate.png
  50. Liveübertragung, 2021-01-29 (1:21:01).
  51. 51.0 51.1 51.2 Liveübertragung, 2020-04-30 (1:17:13).
  52. 52.0 52.1 Liveübertragung, 2017-05-08 (43:30).
  53. stevenclarification.png
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  57. 57.0 57.1 Video, 2020-12-22 (7:35).
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  59. 59.0 59.1 59.2 59.3 progression.png
  60. 60.0 60.1 60.2 Liveübertragung, 2017-10-16 (46:22).
  61. Video, 2017-05-25 (0:02).
  62. autorun.jpg
  63. Liveübertragung, 2018-05-04 (51:57).
  64. Liveübertragung, 2017-12-15 (1:35:38).
  65. 65.0 65.1 collision.jpg
  66. Interview, 2020-03-27 (15:20).
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  68. 68.0 68.1 Liveübertragung, 2020-01-30 (1:34:12).
  69. shieldactiveblockA1.png
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  71. 71.0 71.1 Liveübertragung, 2020-12-22 (1:12:56).
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  75. Liveübertragung, 2018-02-09 (28:17).
  76. Liveübertragung, 2019-11-22 (1:06:25).
  77. steven-hard-ccs.png
  78. 78.0 78.1 78.2 78.3 78.4 78.5 Liveübertragung, 2021-04-30 (1:08:10).
  79. summons-ccs.png
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  91. 91.0 91.1 steven-aggro.png
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  103. Liveübertragung, 2017-05-30 (16:25).
  104. 104.0 104.1 104.2 Liveübertragung, 2018-12-06 (48:52).
  105. Video, 7. Februar 2017 (0:02s).
  106. class secondary.png
  107. class same.png
  108. Liveübertragung, 9. Februar 2018 (41:56).
  109. 109.0 109.1 Liveübertragung, 2017-11-16 (30:02).
  110. Liveübertragung, 8. April 2018 (PM) (20:45).
  111. 111.0 111.1 Interview, 11. Mai 2018 (53:15).
  112. Liveübertragung, 16. Oktober 2017 (1:00:44).
  113. Interview, 2018-08-08 (22:27).
  114. 114.0 114.1 Interview, 2020-07-29 (55:44).
  115. 115.0 115.1 115.2 115.3 Interview, 2020-07-19 (53:59).
  116. 116.0 116.1 116.2 116.3 116.4 Interview, 2020-07-18 (1:07:51).
  117. 117.0 117.1 Liveübertragung, 2017-07-28 (19:05).
  118. Liveübertragung, 2017-11-16 (30:02).
  119. Interview, 2020-07-29 (54:44).
  120. Liveübertragung, 3. Mai 2017 (15:15).
  121. 121.0 121.1 Liveübertragung, 3. Mai 2017 (17:59).
  122. Liveübertragung, 2017-11-16 (30:45).
  123. Liveübertragung, 19. Mai 2017 (43:09).
  124. Liveübertragung, 2017-06-30 (29:13).
  125. 125.0 125.1 125.2 Liveübertragung, 2017-10-16 (45:37).
  126. Video, 2021-02-09 (0:49).
  127. 127.0 127.1 127.2 Liveübertragung, 2020-07-31 (1:14:33).
  128. Liveübertragung, 8 April 2018 (PM) (26:19).
  129. Video, 2020-12-23 (0:31).
  130. 130.0 130.1 Liveübertragung, 2017-10-16 (38:35).
  131. PAX West 2017 Mage poster.
  132. 132.0 132.1 132.2 Liveübertragung, 2017-10-16 (46:52).
  133. 133.0 133.1 133.2 Video, 2020-12-22 (7:36).
  134. Video, 2020-12-23 (1:29).
  135. Video, 2020-12-23 (0:40).
  136. 136.0 136.1 Liveübertragung, 2017-10-16 (39:15).
  137. 137.0 137.1 137.2 137.3 Liveübertragung, 2020-10-30 (33:26).
  138. 138.0 138.1 Interview, 2018-10-20 (2:40:17).
  139. 139.0 139.1 139.2 Podcast, 2018-04-23 (59:28).
  140. 140.0 140.1 Podcast, 2018-04-23 (1:01:01).
  141. Blog: Gruppen Dynamik
  142. Liveübertragung, 22. Mai 2017 (46:04).
  143. 143.0 143.1 143.2 143.3 Podcast, 2021-04-11 (54:35).
  144. Interview, 2018-10-20 (2:53:52).
  145. 145.0 145.1 145.2 145.3 145.4 145.5 Liveübertragung, 2020-01-30 (1:28:40).
  146. steven-auto-attack-definition.png
  147. 147.0 147.1 147.2 Liveübertragung, 2020-02-28 (1:10:21).
  148. Liveübertragung, 2021-04-30 (53:08).
  149. Video, 2018-08-17 (0:01).
  150. 150.0 150.1 Interview, 2020-07-18 (1:03:45).
  151. 151.0 151.1 151.2 Liveübertragung, 2019-05-30 (1:15:58).
  152. Liveübertragung, 2017-07-28 (34:32).
  153. 153.0 153.1 Liveübertragung, 8 April 2018 (PM) (1:14:01).
  154. Liveübertragung, 2017-05-22 (49:38).
  155. Video, 2017-05-09 (0:57).
  156. Liveübertragung, 2020-07-25 (42:49).
  157. Liveübertragung, 2017-06-30 (30:34).
  158. 158.0 158.1 158.2 Liveübertragung, 2017-05-12 (33:10).
  159. class mobility.png
  160. Liveübertragung, 2017-05-12 (18:00).
  161. class utilities.png
  162. Liveübertragung, 2017-05-15 (15:10).
  163. utility skills.jpg
  164. Liveübertragung, 2018-01-18 (34:56).
  165. Liveübertragung, 2019-06-28 (1:21:46).
  166. class stealth.png
  167. Liveübertragung, 2017-05-24 (57:41).
  168. Interview, 2020-07-19 (1:20:58).
  169. Podcast, 2020-07-26 (1:34:47).
  170. Podcast, 2020-07-26 (1:32:15).
  171. steven-family-summon.png
  172. steven-family-summon-2.png
  173. 173.0 173.1 173.2 steven-bounty-hunters-2.png
  174. 174.0 174.1 Interview, 2017-04-27 (9:28).
  175. corruption toggle.png
  176. 176.0 176.1 Liveübertragung, 2017-05-24 (48:00).
  177. Liveübertragung, 2017-05-03 (49:39).
  178. Liveübertragung, 2020-03-28 (1:58:24).
  179. Podcast, 2018-04-23 (49:21).
  180. 180.0 180.1 Liveübertragung, 2021-03-26 (1:07:33).
  181. 181.0 181.1 a419c5398b542a713545e4f393d67215.png
  182. 182.0 182.1 182.2 182.3 182.4 182.5 182.6 182.7 182.8 Podcast, 2017-05-05 (43:05).
  183. 183.0 183.1 Interview, 2020-07-18 (27:11).
  184. Podcast, 2021-04-11 (34:41).
  185. Liveübertragung, 2017-05-19 (13:37).
  186. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  187. 187.0 187.1 Interview, 2021-02-07 (13:14).
  188. Interview, 2020-07-29 (16:46).
  189. 189.0 189.1 Liveübertragung, 2021-01-29 (1:24:27).
  190. Liveübertragung, 2018-09-27 (47:46).
  191. 191.0 191.1 191.2 Interview, 2020-07-18 (41:54).
  192. Liveübertragung, 2017-11-17 (35:20).
  193. Interview, 2018-05-11 (15:41).
  194. Interview, 2018-05-11 (3:43).
  195. 195.0 195.1 Liveübertragung, 2021-05-28 (1:50:50).
  196. 196.0 196.1 Liveübertragung, 2020-12-22 (1:13:51).
  197. Liveübertragung, 2017-05-15 (36:23).
  198. Liveübertragung, 2017-07-28 (50:22).
  199. 199.0 199.1 Liveübertragung, 2017-05-05 (22:44).
  200. Liveübertragung, 8 April 2018 (AM) (12:34).
  201. 201.0 201.1 201.2 201.3 Interview, 2020-07-19 (1:05:41).
  202. Liveübertragung, 2017-05-05 (38:27).
  203. Video, 2021-02-26 (20:25).
  204. mount stats.png
  205. 205.0 205.1 205.2 205.3 205.4 Liveübertragung, 2021-04-30 (1:10:04).
  206. mount abilities.png
  207. mount speeds.png
  208. dragon abilities.png
  209. 209.0 209.1 209.2 Liveübertragung, 8 April 2018 (PM) (51:49).
  210. Liveübertragung, 2018-01-18 (33:09).
  211. 211.0 211.1 211.2 Liveübertragung, 2019-06-28 (1:24:27).
  212. 212.0 212.1 212.2 Liveübertragung, 2020-10-30 (1:21:14).
  213. Ashes of Creation Store: Tea transport.
  214. Liveübertragung, 2018-10-31 (54:21).
  215. 215.0 215.1 Liveübertragung, 2021-05-28 (1:52:15).
  216. 216.0 216.1 216.2 Liveübertragung, 2017-07-28 (47:53).
  217. Liveübertragung, 2019-06-28 (1:12:08).
  218. 218.0 218.1 Liveübertragung, 05. Mai 2017 (20:02).
  219. 219.0 219.1 Interview, 20. Oktober 2018 (6:29).
  220. Liveübertragung, 05. Mai 2017 (43:27).
  221. Liveübertragung, 05. Mai 2017 (21:41).
  222. 222.0 222.1 Interview, 11. Mai 2018 (49:03).
  223. Ashes of Creation Forums - No Damage Meter?
  224. Ashes of Creation Forums - No participation trophy.
  225. Liveübertragung, 2017-05-26 (39:36).
  226. Liveübertragung, 8 April 2018 (PM) (11:27).