User interface

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Alpha-1 early preview skills UI.[1]

The UI implementation will be highly customizable, whether it be from resizing, a movement, recoloring, different types of UI flavors that will be presented and offered to players as well. We want to have a very very robust UI system so we know that that's something that's more personally oriented in people's preferences rather than something that can be a one-size-fits-all.[2]Steven Sharif

The Ashes of Creation user interface (UI) is built with customization in mind, rather than being one-size-fits-all.[2][4]

  • Resizing, moving, recoloring and different UI flavors will be offered to players.[2]
  • There will be some versatility for players to adjust damage, criticals and CC combat text.[5]
  • In future the user will have the ability to choose from different targeting reticle appearances.[6]
  • There may be options to change the appearance of targeting templates and decals.[7]

The UI will be very adaptable for many play styles.[8]Steven Sharif

The UI in Alpha-1 is placeholder and will not be fully implemented until Alpha-2.[5][9]

It's very important to note that in Alpha 1 you are not going to see a solid UI presentation and that's because our UI currently is still very placeholder very work-in-progress.[5]Steven Sharif


Charakter stats and attributes.[11][12]

Stat Base stat Level 1 Kleriker Level 1 Magier Level 1 Tank
Health.[13][14] Health 224
Mana.[13] Mana 293
Power.[13][11][12] Power 10
Dexterity.[13][11][12] Dexterity 10
Constitution.[13][11][12] Constitution 10
Will.[13] Will 12
Wisdom.[13][11][12] Wisdom 14
Mentality.[13][11][12] Mentality 13
Physical Damage Bonus.[13] Power 13
Physical Disable Modifier.[13] Power 12
Physical Critical Damage Bonus.[13] Power 12
Physical Skill Cooldown.[13] Dexterity 6
Physical Critical Rate Bonus.[13] Dexterity 6
Physical Evasion Bonus.[13] Dexterity 7
Physical Accuracy.[13] Dexterity 192
HP Regeneration.[13] Constitution 3
Physical Defense Mitigation.[13] Constitution 7
Physical Disable Defense Constitution 7
Physical Block Chance.[11][12][15] Constitution 17
Magical Attack Damage.[11][12] Will 24
Magical Critical Damage Will 23
Magical Disable Chance Will 13
Magical Casting Speed Wisdom 6
Magical Cooldown Modifier Wisdom 7
Magical Critical Rate.[15] Wisdom 7
Magical Accuracy Wisdom 8
Mana Regeneration Mentality 3
Magical Defense Mitigation Mentality 8
Magical Disable Defense Mentality 8
Magical Block Chance.[11][12][15] Mentality 18

There will be diminishing returns on certain stats, but there won't be hard caps.[16]

Most stats are contested, which means you're kind of testing your rating versus other people's ratings. So you kind of figure out what the end result is... but we're not going to go for like hard caps for sure.[16]Jeffrey Bard

Namensschild eines Charakters

Das Namensschild eines Charakters wird über dessen Kopf angezeigt.[17]

  • Dies kann der Vor-, sowie optional der Nachname sein.[17]
  • Der Gildenname des Charakters wird neben seinem Namen angezeigt.[18]
  • Das Namensschild des Charakters verändert sich, um als Indikator zu dienen, wie viel Schaden der Charakter genommen hat.[19][14][20]
  • Ein Icon wird die Class des Charakters anzeigen.[21]
  • Mit der Maus über das Namensschild eines Charakters zu fahren, zeigt sein Level, seinen Klassennamen, sowie seine Archetypen-Kombination.[21]
  • Ein Buff-Icon zeigt die Ausrüstung des Charakters.[21][22][23]

Die Art der von Beschwörern beschworenen Kreaturen wird in dem Nameplates über der Kreatur angezeigt. Dies kann von einem Spieler nicht geändert werden.[24]


A character web page (character sheet) will be available closer to live launch that shows the following:[25]

  • What a character looks like.[25]
  • Achievements and server firsts.[25]
  • Info on a player's class.[25]
  • Character's back story via journal entries (that are shared publicly by the player).[26][27]
  • Traits can be applied that describe a character's history.[27]

You will have a unique homepage for each character and that homepage will be able to be customized by the user to display unique information. It will have a small out-of-game RPG component where you can construct background and traits and stuff like that.[27]Steven Sharif

The character page will be accessible in game by opening a browser through the UI.[26]

That's part of the character sheet desire for us which hopefully will be accessible in game as well by opening a browser through our UI where you can get back history of a character that that character has input themselves into journal entries that they may choose to share with others... For role play perspective we want people to be in depth with their characters.[26]Steven Sharif

The player can manage what info is shown on the character page.[25]

UI Einstellungen

User interface general settings.Screenshot from non-NDA Alpha-1 preview weekend testing.
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

UI settings are able to be saved locally.[28]

  • User interface scale adjustments should be possible in Alpha-1.[29]
  • Adjusting or disabling screen shake may be possible.[30]

Various display elements can be toggled on or off:


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

Die Spieler können ihre Charaktere mit den aktiven Fähigkeiten zusammenstellen, die sie sich wünschen.[33]

  • Den Spielern werden keine Fertigkeiten zugewiesen, wenn sie aufsteigen, sie müssen entscheiden, welche Fertigkeiten sie erlernen wollen.[34]
  • Die Anzahl der Fertigkeiten auf der Aktionsleiste wird begrenzt sein (unter 30).[35]
  • Zum Beispiel: Ein Kämpfer unterscheidet sich von einem anderen, je nachdem, welche aktiven Fähigkeiten sie gewählt haben.[35]
  • 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.[36]
  • Es gibt kein Zauberbuch, das gelernt werden muss.[37]

Zielen im Kampf

Alpha-1 early hybrid combat demo.[38]

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.[39]Steven Sharif

Hybrid combat refers to the choice between tab targeted and action targeted combat in the Ashes of Creation MMORPG.[39][40]

Q: Are you still considering whether the combined action/tab targeting combat will be replaced by either tab only or action only?
A: No, I think that we will find a healthy medium between the two. I think that really what it comes down to is the definition of action; and I think that there is a varying degree of opinions on what action targeting means so to speak. But as I've clearly defined in the past, and as you can research in on the Wiki, our opinion on- at least my opinion on- action combat is I think well represented in the way we want to hybridize that combat in Ashes of Creation; and I think that there is going to be a good balance between those two and it should be a seamless transition between the two as well. And you know we're going to be fleshing that out further as we move forward.[41]Steven Sharif
  • 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.[42][43][38][44]
  • The action mode utilizes a targeting reticle and is very close to a third-person action game.[39][38][44][45]
    • The player does not have to be in reticle mode to use an action combat ability.[46]
    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.[46]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.[39][38]
    • 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.[42][39]
    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.[42]Steven Sharif
    • Holding Tab while in action mode will alternate between targets.[39]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[38]
    • 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.[47]
    • In future the user will have the ability to choose from different reticle appearances.[6]
  • The tab mode (MMO mode) facilitates tab targeted combat.[38][44] A tab-targeted ability requires a target in order to utilize that skill.[42][45]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[38]
    • There will be a "target of target" capability on the user interface.[48]

Hybrid combat is being tested in Alpha-1.[39][49]

  • Targeting modes are able to be achieved through choice of skills/abilities.[42][49][50]
    • 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.[50]
    • Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[1]

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.[50]Steven Sharif

Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[51]

  • Damage.[51]
  • Charge up time.[51]
  • CC effects.[51]
  • Cooldown.[52]
  • Energy consumption.[52]
  • Cost to spec.[52]
  • Attack range will likely remain the same; as it is driven by the weapon or skill itself.[53]

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. [51]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 the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[52]

  • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[52][50]
  • Softer CC's would be housed in tab-targeted abilities.[52]


The developers are testing different approaches to accommodate varying hitboxes between the races.[54]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[54]

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.[54]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[54]

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.[54]Steven Sharif


Alpha-1 default keybindings.[55]

Players will be able to customize their keyboard control scheme in Ashes of Creation.[56]


The issue with macros is that from an anti cheat metric perspective it's difficult to define what a macro is against a script. And in order to catch all scripts sometimes you have to prevent the macro usage. So really that's a that's a data issue. If we allow for macros then we lose our ability to precisely ban script users, botters.[60]Steven Sharif


Ashes of Creation Apocalypse wird möglicherweise Controller unterstützen.[62]

Controller-Unterstützung wird wahrscheinlich etwas sein, um das wir uns kümmern, sobald der Launch näher rückt.[64]Steven Sharif


Ziel ist es, in Ashes of Creation eine Vielzahl von Kamera-Optionen anzubieten.[65]

Q: Welche Art von Kameradistanz verwendet Intrepid bei Kämpfen? (WoW vs FF14)
A: Eher FF14. Wir möchten, dass Leute ein großes Sichtfeld haben, vor allem da die Kämpfe sehr groß sein werden. Wir wollen, dass die Spieler in der Lage sind, visuell auf ihre Umgebung zuzugreifen.[69]Margaret Krohn

Wir haben keinen First-Person-Zoom, da dies ein komplett neues Set an Animationen für das Halten der Waffe erfordern würde: Die Hände, die man vor sich sieht; diese Animationen haben wir nicht. Wir konzentrieren uns deshalb wirklich auf Third-Person.[68]Steven Sharif


Ashes of Creation map.[70] The circles on the map are divine gateways that are located in the ruined cities of the four great races of Verra. The diamonds are the starting settlements for the returning races.[71]

If you have tuned into our live streams and update videos, you may have caught glimpses of Verra. The world is very large and meant to hold around 10,000 concurrent players. With elaborate trade routes and sea-play, the Verran landscapes must provide complex obstacles and intricate passages between its regions. Alpha One will be the first test phase in the actual world map of Verra. For the first time ever, our community will step foot on the world we hope you'll call home.[70]Steven Sharif

The original Ashes map from my pathfinder world of Ashes made 10 years ago. Obviously some adjustments had to be made for the mmorpg. But the main two continents and their points of interest have a lot of the same.[72]Steven Sharif

The world of Verra features an in-game viewable world map. This map is not randomly generated, and begins covered in a fog of war.[73] Players will not be able to see the world until they have explored it or gathered information about it. The world is also full of imperfect information, which will require the player to act on it for verification.[74]

For example, you may hear a rumor in a tavern that tells you the location of a cave full of weak Kobolds, but this was not accurate as the rumor was started by well-equipped bandits in order to waylay overconfident adventurers.[74]

When information is gathered, or the player has successfully explored an area, points of interest are marked on the map.[75]

  • These points of interest are determined by Node progression; and not every server will share the same map, as player decisions will vary server to server.[75]

In addition to node progression being a factor on map generation, zones in Ashes of Creation will cater to all levels.[76]

The map will have geographical choke points (such as Mountains) that are not traversable by players.[77]

Even though we're an open-world that doesn't mean that from a design perspective, especially with the way our economic systems work, that we will want to create Geographic choke points.[77]Steven Sharif


There is an in-game mini map and compass user interface in Alpha-1.[78][79]

  • The goal is to allow pings and other forms of communication tools via the mini-map.[80]


info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
Alpha-1 launcher/character selection.[3]

The character creator (or character customization screen) allows players to define the look of their character in Ashes of Creation.[83]

We're gonna have a wide array of character customization.[84]Steven Sharif

The goal is to have a character creator that is on par with if not much better than what BDO provided.[85]

If I had to give a comparison, I would use BDO as an example of what our Character Creation is going for.[86]Steven Sharif

A character's voice may be able to be selected from preset options.[87]

There is a chance that the character creator will be released early.[85][88]

Erscheinungsbild des Charakters

Vaelune character appearance options.[89]

There is a great variation that's going to be available from a character standpoint when creating your character, especially around the face. Whether it be the shape of the jawline, the cheeks, the ears, the nose, the lips. You know we want to provide a lot of options and an agency to the player to customize their character appearance.[89]Steven Sharif

So many options coming down the road. Our character team continues to refine our customization options![90]Steven Sharif

Vaelune beard appearance options.[92]

We want there to be a lot of room for people to manifest their own identity, to role play how they want to from an appearance standpoint. There's going to be parameters within which you will be able to customize a character. We want the culture and the identity of the races to exist in a range that makes them easily identifiable from other players and other cultures. So, because of that, we have to have a spectrum you can exist on. There will be a lot of hair variants you can do, body art tattoos that you can apply. You'll be able to play with the scales of the facial structure, the bones, the height, width, the body fat percentage. You'll be able to add body hair on different parts of the body. If you want to have hair on your feet, you can dial that up.[93]Steven Sharif

Erscheinungsbild des Charakters can be customized in the character creator (CC)[94] and via in-game salons/barbershops.[95]

  • Charakter models are focused on realism.[96]
  • A player will see a generic character before customization.[97]
  • Character designs will have influences from a wide range of cultures, such as European, African and Asian.[98]
  • Lolis will not be in the game.[99][100]
There's going to be constraints to the sliders, so that was one of those big questions as work began on the character creator: How much agency do you want to allow pulling like the lower lip all the way down in this weird deformed look, or having like [an] offset cheek that's just asymmetrical to the side of the face. There's not going to be the ability or agency to create those types of weird character things. However you will have the ability to move, slide, change, grow, decrease all those components, but they'll be kept in a more reasonable and presented way in the same sense you won't be able to change the appearance of the dwarven, nor the Dünir or the Niküan races to, in my opinion, create what would be traditionally considered a Loli character.[99]Steven Sharif

Sliders will offer flexibility in customization.[101] There will be limits to the amount of deformation possible for a character based on their race.[99][102]

  • Body type.[103][102]
    • Overweight, skinny, muscular.[104]
    • Body fat percentage.[93]
    • Bone structure.[93]
    • Height.[93]
      • You can't have a one inch tall character.[105]
    • Width.[93]
    • There will be "boobie sliders".[85][105]
      • The scale is not going to be ridiculous.[103]
    • Facial structure.[84][93]
      • Shape of the jawline/chin, cheeks, ears, nose, lips.[103][89]

Adjustments will allow a character to appear more feminine or masculine.[103]

  • These are relative to the character's race.[103]
    • Female Dwarven beards will not match that of the male. It will be more of a braided option that is not as voluminous.[93]

Erscheinungsbild des Charakters is able to be saved to hard disc.[107]

A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[108][109][110]

Benennung von Charaktern

Charakter haben einen Vornamen und einen optionalen Nachnamen.[111]

  • Die minimale Länge für den Namen eines Charakters beträgt drei.[112]

Charakternamen werden auf dem Charakterbogen und optional auf der Internetseite des Charakters angezeigt.[17]

  • Im Spiel wird der Name über dem Kopf des Charakters angezeigt. Dies kann der Vor- oder Nachname sein.[17]

Friends list

A character may add another character to their friends list.[113]

  • In the future there may be a web-based or launcher-based capability to add an account as a friend, but this is not definite.[113]

Einstellungen zur Barrierefreiheit

Es wird Einstellungsmöglichkeiten geben, um farbenblinden Spielern zu helfen.[114]


Dead bodies in a Pre-alpha raid encounter.[116]

The aim is for Ashes of Creation to have a T for Teen rating, but it may end up having a M for Mature rating.[117]

  • There may be an option to turn off blood and gore in the game.[118]
  • There probably won't be swearing in quests.[119]

The antagonists in this game are definitely dark... We're not going grimdark at all, but there are parts of it that get that way.[119]Jeffrey Bard


Addons sind im Allgemeinen nicht erlaubt.[120]

  • Die Entwickler wollen nicht, dass Addons/Mods notwendig sind, um das Spiel zu erleben.[121]
  • Die Entwickler glauben, dass Parser (DPS-Meter) negative Auswirkungen haben können.[120]
  • Das Design der Spiel-API wird derzeit noch geprüft.[123]
    • Es wird Integrationen für Streaming-Dienste wie Twitch und einige andere Dienste geben, aber es ist noch nichts, was über eine API veröffentlicht wird.[124]

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.[124]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.[121]Steven Sharif

Combat logs

There are combat logs in Ashes of Creation.[125]

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.[126]Steven Sharif

Chat im Spiel

Text chat channels

Alpha-1 work-in-progress chat interface.[127]

We are working on a new chat log! The new log includes tabs for general, party, siege, guild, and more![127]

In-game text chat channels include:

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

Voice communications

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

In-game voice (VOIP) channels include:[134]

Voice chat is not proximity based.[134]

  • Has fully functional mute/chat preferences.[134]

Chat bubbles

Chat bubbles will be able to be toggled on or off by players. There will be options to manage the bubbles to reduce visual clutter.[136][137]

We do want to include chat bubbles. We do want to include a host of options that will allow you to manage those bubbles so you can turn them on, you don't see just a field of bubbles.[137]Jeffrey Bard

Voice controls

Raid leaders are able to control Voice chat.[138]

  • Toggle (global) mute on the entire raid.[138]
  • Define who has global speech capacity across the entire raid.[139]

If you are joined in raid where you have multiple squads that have connected into a raid for the castle sieges, the leaders of those squads will be able to communicate across all members of squad. So let's say you have five teams of four, for a total of twenty people within a particular raid... there are five that have global speech capacity; and then in those individual parties they'll also have their own inter-voice communication. So party leader will be able to hear their party members and the party members will hear each other, but they'll also be able to hear other party leaders speak as well.[139]Steven Sharif

Kommunikation in Tavernen

Tavernen bieten einen privaten Chat und Sprachkommunikation für alle Personen innerhalb des Gebäudes.[74]


Ashes of Creation will be initially available in English, French, German, and Russian.[140][141]

  • Italian, Polish and Spanish localization will then be added.[141]
    • Spanish will be added in the near future.[142]
  • Other languages are being considered.[140]

Server won't be language locked.[143]

  • There may be separate servers in the EU region based on language type.[141]

There's localization that will be present in the German and French Russian languages to start; and then we intend to also localize in Italian, Polish and Spanish. So servers will be allocated within the region as being one of those language type servers. So it's not going to be per country per se as it might be per language.[141]Steven Sharif

Efforts will be made to translate Ashes of Creation into multiple languages.[143][144]

Emblem, logo and symbol editor

Es wird in Erwägung gezogen user-created Image Content (UCC), also selbst von Spielern kreierte Bilder, zu erlauben. Dies wurde in der Vergangenheit nicht in Erwägung gezogen.[147] This was previously not under consideration.[148]

  • Aktive Game Master werden den, von Spielern kreierten Inhalt überwachen. Spieler die verbotenen Inhalt hochladen begeben dadurch ihren Account in Gefahr.[149]

Mir ist bewusst, dass wir in der Vergangenheit nicht vorhatten selbst kreierten Inhalt der Spieler zuzulassen, aber ich glaube, dass wir jetzt mehr dazu neigen selbst kreierte Inhalte zu erlauben. Wir sind uns bewusst, dass es natürlich Spieler geben wird, die unerlaubte Inhalte veröffentlichen, aber wenn ein Spieler seinen eigenen Account gefährden will dann soll er dies tun. Wir haben verschieden Möglichkeiten diese Inhalte streng zu überprüfen und gehen nicht davon aus, dass dies ein Problem sein wird.[147]Steven Sharif

Bezüglich der Frage zu den selbst kreierten Inhalten; Ich glaube, dass wenn man ein aktives GM Team hat, welches sich um solche Sachen kümmert, viele unerwünschte Inhalte entgehen kann. Spieler, die sich über dieses System lustig machen, müssen auch mit Konsequenzen rechnen. Vor allem da wir ein Abonnement basiertes Spiel mit Risiko versus Belohnung sind und vielleicht weil wir einen old-school Ansatz an Charakter Entwicklung und Fortschritt haben glaube ich, dass Spieler die unerwünschten Inhalte veröffentlichen, ein hohes Risiko eingehen was die Konsequenzen für ihren Account betrifft. Ich glaube zwar nicht das wir zu hundert Prozent solche Inhalte von der Veröffentlichung abhalten können – ich denke das man es generell nicht zu hundert Prozent verhindern kann, es sei denn man würde die benutzerdefinierten Inhalte komplett verbieten – aber ich glaube, dass wir uns gegen die Vestoßquote mit wesentlicher Durchsetzung der Maßnahmen behaupten können.[149]Steven Sharif

Es wird möglich sein über die Benutzeroberfläche Embleme, Logos und Symbole im Spiel zu erstellen.[148][150][151]

Der Embleme Editor ist vorläufig für die Alpha-2 geplannt.[151]


There will be a logout delay to prevent players from immediately logging out of combat.[153]


The current policy on multi-boxing (multi client) is that players are allowed to own multiple accounts, but may not launch multiple game clients from the same computer. Players may not use any software to automate character actions or mimic keystrokes.[154][155]

  • This was previously stated to be: If a user has a legitimate account and is not botting or using complex scripting then multi-boxing will be permitted.[156][157][158][159]

Multiple accounts and multi-boxing, that's a little bit difficult for me because it could be conceived as pay-to-win, because you can progress on a second character and you can then gift that progression to your primary character. In that scenario yes I can see the argument. However if the character progresses with the same amount of effort and time needed by the person who's playing and they maintain that progression on that character, then I don't consider it pay-to-win. I consider it a second account. So initially what I'm going to say is having multi-boxing capability will be allowed within Ashes of Creation. There are a few safety nets that I put in place that kind of restrict the ability for abuses that we've seen in other games.[158]Steven Sharif


A companion app (mobile app/web interface) allows players who are not logged into the game to have authority over certain services and mechanics.[160][161] Some functionality may come post-launch.[162]

Specific dates that you can have running as reminders in your guild UI, this will also be something that I would like to be available on the mobile companion app as well. So essentially you can receive notifications via a calendar update on guild events that the leaders or the officers have the ability to pin within the game will also give you notifications on the mobile app as well. That's my intention at least.[166]Steven Sharif

Some of it may come post-launch... but we do want people to interact with the game on their phones when they're away from the computer; and we're going to do as much as we can to make that cool.[162]Jeffrey Bard

Landarbeiter und NSC-Hilfe

Based on node type and progression, players will be able to hire NPCs to work as farmhands on their freehold farms. Players will be able to command these farmhands online in-game as well as offline via an application (mobile app) or web interface.[163][161]

  • Crop rotation management.
  • Plant or harvest specific crops.
  • Sell food or crops.


Rathaus is a government building within a node.[167]

We want the City Hall to be the place where big decisions are made for each Node. It should be where the “ruling class” comes together and decides what to do (these decisions can quickly make them the “old ruling class” too).

Bürgermeister and node governments use Rathaus to visualize and control activities within their node. These capabilities will also be available via mobile/web inteface.[164]

Players can interact with the node board to get a list of its citizens.[133]


A character web page (character sheet) will be available closer to live launch that shows the following:[25]

  • What a character looks like.[25]
  • Achievements and server firsts.[25]
  • Info on a player's class.[25]
  • Character's back story via journal entries (that are shared publicly by the player).[26][27]
  • Traits can be applied that describe a character's history.[27]

You will have a unique homepage for each character and that homepage will be able to be customized by the user to display unique information. It will have a small out-of-game RPG component where you can construct background and traits and stuff like that.[27]Steven Sharif

The character page will be accessible in game by opening a browser through the UI.[26]

That's part of the character sheet desire for us which hopefully will be accessible in game as well by opening a browser through our UI where you can get back history of a character that that character has input themselves into journal entries that they may choose to share with others... For role play perspective we want people to be in depth with their characters.[26]Steven Sharif

The player can manage what info is shown on the character page.[25]


Anschlagbretter are available within nodes[169] and player taverns.[74]

Darstellung von Objekten

Gegenstände that are dragged out of a player's inventory are destroyed.[175]

Befehle der Benutzeroberfläche

Command Function
/say Chat command.[128]
/party Chat command.[128]
/yell Chat command.[128]
/global Chat command.[128]
/tell (playername) Chat command.[128]
/roll Simulates a dice roll.[177]
Invite a character to join your guild.[178]
Add a character to your friends list.[178]


Siehe auch


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