Weapons
Weapons will determine a player's damage output alongside other conditions and stats.[2] There is an even split between melee and ranged weapons.[3]
- Axes (One and two handed).[3]
- Bögen.[3]
- Clubs.[4]
- Crossbows.[5]
- Daggers.[3]
- Hämmer.[6][7]
- Lances.[8]
- Maces (One and two handed).[3]
- Orbs.[3]
- Polearms/Halberds.[3]
- Potion launchers.[5]
- Scepters.[9]
- Shields.[3]
- Spears.[10]
- Spellbooks.[3]
- Staves.[3]
- Swords/Rapiers (One and two handed).[3][11]
- Wands.[12]
Die Ausrüstung hat etwa einen Einfluss von 40-50% auf die Gesamtmacht eines Spielers.[14]
Inhaltsverzeichnis
- 1 Weapon targeting
- 2 Class weapons and armor
- 3 Rassenspezifische Waffen und Rüstungen
- 4 Ausrüstungsplätze
- 5 Pistolen und Schießpulver
- 6 Waffenfortschritt
- 7 Weapon use combo system
- 8 Legendäre Gegenstände
- 9 Gear sets
- 10 Erscheinungsbild der Ausrüstung
- 11 Summoned weapons
- 12 Ashes of Creation Apocalypse weapons
- 13 Kunstwerke
- 14 Siehe auch
- 15 Einzelnachweise
Weapon targeting

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.[16] – Steven Sharif
Hybrid combat refers to the choice between tab targeted skills, action targeted skills, or a mix of both in the Ashes of Creation MMORPG.[17] This is achieved through choice of skills/abilities.[18][19]
- A tab-targeted ability requires a target in order to utilize that skill.[20]
- 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.[20]
- 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.[19]
- Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[21]
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.[19] – Steven Sharif
A toggle button (default Z)[16] allows the player to switch between action and tab targeted combat modes.[22]
- The action mode utilizes a targeting reticle and is very close to a third-person action game.[16][22]
- The reticle will highlight/change color to indicate if the current target is able to be hit with the currently prepared skill.[16]
- 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.[16]
- The tab mode (MMO mode) facilitates tab targeted combat.[16][22]
- Pressing left-click in tab mode will attack the target (with the currently selected weapon).[16]
- There will be a "target of target" capability on the user interface.[23]
Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[24]
- Damage.[24]
- Charge up time.[24]
- CC effects.[24]
- Cooldown.[25]
- Energy consumption.[25]
- Cost to spec.[25]
- Attack range will likely remain the same; as it is driven by the weapon or skill itself.[26]
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. [24] – Steven Sharif
For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[25]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[25][19]
- Softer CC's would be housed in tab-targeted abilities.[25]
Hybrid combat is scheduled for testing in Alpha-1.[18]
Forward attack cone (cleaving)

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.[16] – Steven Sharif
All weapons have a forward attack cone, regardless of being in tab or action mode.[16]
- The cone's arc and distance will vary based on weapon type.[16]
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.[16] – Steven Sharif
This is described as a weapon attack not an active skill.[16]
Class weapons and armor
Waffen und Rüstungen sind nicht für bestimmte Klassen gesperrt, aber bestimmte Klassen sind mit bestimmten Arten von Waffen oder Rüstungen effizienter.[28][29] Bestimmte Fähigkeiten erfordern, dass bestimmte Gegenstände ausgerüstet sind.[30]
Weapons are intended to be somewhat agnostic in the sense that you can find a way for a weapon to be utilized by different classes. Not just the rogue is going to be able to use daggers. Because if you restrict equipment through that, it makes the economy more difficult to have sustainability across the market of items.[31] – Steven Sharif
Rassenspezifische Waffen und Rüstungen

Violet light and myself are wearing exactly the same armor set right: Same stats, same everything, but it drops for her it looks one way, it drops for me it looks another way; and... a small part of that is gender, but then the other part of it is race. So because I was a Vaelune in that playthrough my armor was in the Vaelune style; and when she picked it up it was in the elven style because she was an elf. So that kind of gives you an example of sort of the breadth of looks that we're going for and how we kind of try to capture like who you are as as a character and kind of allow you to kind of build your look that way.[33] – Jeffrey Bard
Weapons and armor are not race locked, but armor will take on a racial appearance.[35][36]
- Erscheinungsbild der Rassen of gear is focused on Armor, not Weapons.[37]
The customization of equipment per race is really focused on Armor sets not Weapon props. Weapon props will, from a model standpoint, will translate pretty one-to-one across the races.[37] – Steven Sharif
Let's say for example you have the Eagle set or something, right: The Eagle set has in art, it has a thematic design that's going to include certain attachments to the armor. It's going to include color palette and theme. It's going to have some aspects to it that define it as the Eagle set, right. When a Elf wears the Eagle set or when an Orc wears the Eagle set, you obviously have two different cultures there; and you don't want to stomp out that culture by assigning a de facto 'This is the Eagle set and this is how it looks on everybody.' What we want to have is cultural influences play a role in showing how that set looks.[37] – Steven Sharif
- Erscheinungsbild der Rassen of gear sets is tied to the character model of that race.[38]
When you say, what if I'm an Orc but want to look like an Elf and I want my Eagle set to be the Elf representation? Well the issue becomes there that you know Orcs have a different organic model. You know, their body is different than that of the Elf. So, from a scope-creep standpoint, it's one thing to add different influences that represent the cultures that are donning the armor; it's another thing to adapt each influence as a matrix that can be worn pretty much by everything. From a scope perspective, that's a very difficult task for the character artists to kind of tackle. So instead what we've done is, in order to facilitate a variety of cultural representation between the races but allow for the sharing of assets like different armor sets, we give different representations of those armor sets to each race.[38] – Steven Sharif
Ausrüstungsplätze
Es gibt 16 Ausrüstungsplätze in Ashes of Creation:[40]
Items on back and belt

A big component of the MMORPG that - half of that you know acronym is RPG role-playing game. And in order to role-play you need to be able to represent kind of what your character is doing in that world and you know part of what animation is doing is creating these sockets on the let's say the belt or the back that you know can plug in certain types of props or items that are created by the character team, like Carson, you know might be a scroll tube, it might be a potion, it might be whatever: Those players will have the ability as we've discussed in the past will have the ability to select what they want to be represented in those sockets and then animation will make sure that jibe well in movement.[41] – Steven Sharif
Items attached to a character's back or belt represent items they are in possession of. Players can set the appearance priority for the items they wish to show.[42][43][44] Only one item can show at a time, and that is determined by player choice.[45]
The idea is to kind of move away from the mundane kind of application of belts in previous MMOs where they don't really have a lot of character so to speak. But in reality you know as an adventurer you come with a lot of tools and things that you have to use out in the wild in order to achieve what you're trying to achieve. So we wanted to kind of represent that on your character and give you something that can actually be tangible for your character and see there. I think it adds a lot of character and flavor to your identity.[46] – Steven Sharif
Belt (hip) slots include.[42][45]
There'll be a priority system behind that that'll determine... do I show the Bow if the Greatsword is unequipped or do I show the Polearm if the Greatsword is unequipped.[44] – Jeffrey Bard
Ranged weapons
A character may equip up to two hand weapons and also wear a ranged weapon on their back.[47][45]
- Characters performing ranged abilities will switch to the ranged weapon, then can switch back to the melee weapon and shield or two-handed melee weapon.[47]
- The weapon held in the main hand slot determines the active weapon ability.[47]
Do I want my main hand to be my ranged weapon or do I want my main hand to be my melee weapon with regards to skill usage. For example, with the Ranger, if you have a range skill it'll automatically swap regardless of what your main weapon hand is, but for the combat ability for the "Auto Attack" feature it would be your chosen weapon.[47] – Steven Sharif
Rangers are going to have a minimum distance requirement where they are eligible to use their ranged weapons.[48]
While melee characters have a max distance proximity where they're eligible to use their sword and melee weapons, Rangers are going to have a minimum distance requirement.[48] – Steven Sharif
Melee weapons
Melee weapons have a maximum range of effect.[48]
Dual wielding
Dual wielding will be permitted for one handed weapons.[49]
- Shields cannot be dual wielded.
- Great swords probably can't be dual wielded.[50]
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.[52][53]
- The cooldown will be in the range of a few seconds.[53]
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.[53] – Steven Sharif
Players cannot switch armor while in combat.[52][54]
Pistolen und Schießpulver
Gunpowder (black powder) weapons will not be present in Ashes of Creation.[55][56]
I previously said there was not going to be gunpowder in Ashes. What there will be is something very similar to gunpowder but has a more arcane nature to it. It's not necessarily going to be explainable through the conventional means of chemistry, metallurgy, and physics and what not, but rather the Essence is the core component of many types of magic, one of which is obviously going to be evocation type magic; and that evocation can have some explosive tendencies.[55] – Steven Sharif
Weaponry such as Potion launchers, Siege weapons and weapons used in Seekampf are based on the arcane arts.[55][57]
As we said in the past, were not really about that black powder life. Instead it's really going to be focused on the arcane arts: The elements; the use of radiance and darkness; and then those being employed in larger weaponry, such as the type of siege weaponry between ship battles as well as those and sieges. A potion launcher is an example of the arcane energies that can be mastered in order to facilitate these highly destructive alchemical blends that can be created.[57] – Steven Sharif
Waffenfortschritt
Weapons will have their own progression paths and their own applicable types of skills.[59][60]
- The weapon use combo system determines special effects that proc based on weapon progression.[59][61]
- Players can spec into weapon abilities that change what combinations are available, based on the type of weapon.[59]
- Ancillary effects proc based on enchantment types.[61]
- Ausrüstungsverbesserungen (power stones) can be applied to add elemental or energy types of damage.[61]
- A skill tree is used to grant effects: making them better or branching off into different directions.[59][61]
- Passive Fähigkeiten will enable players to work toward mastery of a weapon.[62]
- Weapon proficiency (based on length of use of a weapon) is not a planned feature.[62]
- Q: Are weapons balanced towards a proficiency system (i.e. the longer I use a sword, the better my damage will be), or will it be a normal RPG stat system with no long-term scaling?
- A: We will not be using a proficiency system as described, but players will have passives available in their skill tree that will increase effectiveness of certain weapons. Becoming a master of swords will be something that is possible, just not in that particular manner.[62] – Sarah Flanagan
Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that that impacts the world... We kind of want the the weapon system and add an element of that as well... You can determine special effects that proc from currently the combo system right; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that kind of play rock paper scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[61] – Steven Sharif
Gear enhancement
Ausrüstungsverbesserungen (Kraftsteine/Runen) können an Waffen angebracht werden, um der Waffe Elementar- oder Energieschaden zu verleihen.[61][63]
We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that kind of thing.[63] – Jeffrey Bard
- Entwicklung in verschiedenen PvP Systemen, kann man Verzauberungssteine erhalten, welche temporäre PvP-Vorteile verleihen. (Sockelsystem).[64] Performance is measured over six month PvP seasons.[65]
It's not as though you're going to necessarily acquire these once and then you're set for your PvP enchantments, but instead you'll have to continually perform month after month in order to keep having those slotted enchantments.[64] – Steven Sharif
Enchanting
There are two types of enchantments for items: Vertical and horizontal.[66]
- Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses. Vertical enchantments include risks. [66]
- There isn't RNG in crafting but there may be a small amount of RNG in enchanting.[67]
- Over-enchanting items comes with a potential risk that the item decays or is destroyed if a safety margin is exceeded. This system is subject to testing.[68][69]
When it comes to over-enchanting things, what we're going to do likely is have a safety- and this is something obviously it needs to be tested- but we're going to have a safety period of enchantment you know like in Lineage 2 I think you could enchant plus four or something. And so we're gonna have a similar system where you can enchant safely and then when you start to take risks, that percentage of potentially damaging your item either through the decay system or completely disabling it through the destruction system will be a risk that's present.[68] – Steven Sharif
- Horizontal enchantments are more situational. For example: I'd like my sword to do force damage instead of holy damage because the monsters I tend to fight are incorporeal.[66]
Enchanting services are sold at player stalls.[70]
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.[71] – Steven Sharif
Weapon use combo system
A weapon use combo system (also referred to as Combo system[59], Combat skills[14], and Combat tree[72]) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[59] No traditional auto-attack system is present in Alpha-1.[73]
- Players can spec into weapon abilities on their combat skill tree, based on their preferred weapon types.[72][14][59]
- 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.[72][59] This synergy also applies to active skills from other characters.[74]
- 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.[72] – 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.[14] – Steven Sharif
- Using a skill/ability will in general reset the combo.[75]
- The developers are considering specific abilities might be able to be used without resetting the combo system.[75]
- The combo system will not have the quicktime event that was seen at PAX West 2017.[59]
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.[59] – Steven Sharif
Weapon use combo system status
A revised weapon use combo system will be present in Alpha-1.[59][76]
- The weapon use ability that was originally shown at PAX West 2017 was reduced to a basic form in Alpha-0.[77]
- The new combo system will not have the quicktime event that was seen in PAX West 2017.[59]
- This is referred to as Combo system[59], Combat skills[14], and Combat tree[72] in Alpha-1 preview and early testing.
Legendäre Gegenstände
There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[78]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[79][80][81]
- Legendary equipment is only dropped by Legendary world bosses.[82]
At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[80] – Steven Sharif
- Gatherers must have high quality tools to gather rare resources.[80]
- Processors must have high tier processing buildings on their freehold to produce rare materials.[80]
- Crafters must also satisfy certain prerequisites to craft legendary equipment.[80]
The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[81] – Steven Sharif
Discovery of legendary items will unlock further chapters of the Überlieferungen.[83]
There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[84]
A legendary weapon is easily distinguished by its visual appearance.[81]
It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, you know they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[81] – Steven Sharif
Legendary items are not intended to be temporary.[85]
- A notable exception to this is Royal mounts.[86]
The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[85] – Steven Sharif
Gear sets
Gear sets (also known as tier sets) are a part of Ashes of Creation.[88][89]
- Different tiers of gear are accessible based on a character's level.[88][89]
- Players gain bonuses depending on the number of pieces of the set they have equipped.[88][89]
- There are passive abilities that can be chosen to become more adept with certain set types.[89]
- There will be viable non-set builds.[91]
- Erscheinungsbild der Rassen of gear sets is tied to the character model of that race.[38]
Best in slot weapons
Best in slot weapons and armor is based on a character's role and the type of monster they are facing.[92]
Erscheinungsbild der Ausrüstung

We want to be realistic with the application of particular types of armor, such as plate armor. In this regard for the different sexes there's a fine line that has to be drawn between accentuating the form of the sex as well as making it somewhat realistic and actually applicable to the environment.[93] – Steven Sharif
Ausrüstung soll realistisch aussehen.[94][95]
We're going for kind of a more realistic look; not necessarily realistic setting, but we want our characters to have weight and kind of feel like they're there.[94] – Jeffrey Bard
I'm more of the mind that it wouldn't really serve a purpose to have bikini plate armor, just in like reality, if you're going to have armor, it should be protective. I think from a fashion statement is enjoyable for some people, but it's a kind of an immersive issue.[94] – Steven Sharif
Ausrüstung wird Optische-Slots (Transmutation/Transmog/kosmetische Slots) haben, die das Aussehen eines Items kopieren können (in einigen Fällen).[97][89]
- Es gibt Regeln für Anwendung von Kosmetika auf bestimmte Gegenstände, im Gegensatz zu Kostümen, die keine Stufen-Beschränkung haben.[98]
- Rüstung wird sich visuell an die Rasse des Trägers anpassen.[37]
- Kosmetische-Slots können vom Spieler ein- und ausgeschaltet werden.[99]
- Bei Belagerungen oder anderen groß angelegten Schlachten kann automatisch ein "Standard-Spieler-Erscheinungsbild" angewendet werden, um die Client-seitige Leistung zu verbessern.[100][101]
Spieler können die Farbe der Ausrüstung mit Farbstoffen verändern.[102][103]
Helme können ein- und ausgeschaltet werden.[104]
Partikeleffekte werden verwendet, um die Wichtigkeit und Seltenheit einiger Waffen visuell darzustellen.[106]
Waffen können eingewickelt / umhüllt werden.[107]
Kickstarter weapon skins
Kickstarter backers will receive a unique weapon skin.[108]
- Usable on all types of weapons.
- Include subtle and tasteful glow/particle effects.
Summoned weapons
Klassen with a Beschwörer secondary may grant augmented skills that summon weapons. These summoned weapons are not able to be equipped.[109]
- The word "equip" only applies to items. There are currently no plans to include summoning items into a player's inventory or character slots. It may however be possible to change the appearance and damage type/data of a weapon through the use of a spell.[110]
- There are summoned weapons that appear as a spell VFX to damage opponents for a period of time.[111] These will not be able to be wielded, since weilding implies an item in a character equipment slot.[112]
Ashes of Creation Apocalypse weapons
Ashes of Creation Apocalypse weapons each have an associated ability. Each weapon has three different tiers.[115] Ranged weapons are currently hitscan based, with the exception of Nightfall, which is projectile-based. Melee weapons are currently cone hitscan based.[116]
- Archmage's Companion
- Bonesmasher
- Bronze Axe
- Crossbow of Revealing
- Firefrost
- Greatsword of Haste
- Grimoire of the Fallen Sky
- Lifebringer
- Longbow of Miasma
- Nightfall
- Paladin's Might
- Rusty Sword
- Spiritpierce
- Stillblade
- The Drifter
- The Silencer
- Thundering Mace
- Wand of Light
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Apocalypse:Alacrity | ![]() |
For the duration of this stance, your successful attacks will increase your run speed.[117]
|
For the duration of this stance, your successful attacks will increase your run speed.[118]
|
For the duration of this stance, your successful attacks will increase your run speed.[119]
|
Apocalypse:Bolt of Revealing | ![]() |
- | - | After activating this spell, the next bolt you fire will reveal all characters hidden by terrain, structures, or invisibility in its area of effect.[120]
|
Apocalypse:Chain Lightning | ![]() |
Activate to charge your next attack with lightning - lightning will arc between foes, dealing damage to each one.[121]
|
Activate to charge your next attack with lightning - lightning will arc between foes, dealing damage to each one.[122]
|
Activate to charge your next attack with lightning - lightning will arc between foes, dealing damage to each one.[123]
|
Apocalypse:Crimson Blast | ![]() |
This spell will invoke a destructive cone of force and flame at enemies in front of you.[124]
|
This spell will invoke a destructive cone of force and flame at enemies in front of you.[125]
|
This spell will invoke a destructive cone of force and flame at enemies in front of you.[126]
|
Apocalypse:Darkness | ![]() |
When activated, your next arrow will explode in a cloud of darkness on impact.[127]
|
When activated, your next arrow will explode in a cloud of darkness on impact.[128]
|
When activated, your next arrow will explode in a cloud of darkness on impact.[129]
|
Apocalypse:Divine Light | ![]() |
For the duration of this spell, your attacks will mark your foes with a divine light that can be seen for miles.[130]
|
For the duration of this spell, your attacks will mark your foes with a divine light that can be seen for miles.[131]
|
For the duration of this spell, your attacks will mark your foes with a divine light that can be seen for miles.[132]
|
Apocalypse:Divine Protection | ![]() |
For the duration of this stance, you will take cover behind your shield's enhanced protection and reduce the damage of incoming attacks. Consumes 3 Stamina per second, and each attack performed with the shied readied consumes 15 additional stamina.[133]
|
For the duration of this stance, you will take cover behind your shield's enhanced protection and reduce the damage of incoming attacks. Consumes 3 Stamina per second, and each attack performed with the shied readied consumes 15 additional stamina.[134]
|
For the duration of this stance, you will take cover behind your shield's enhanced protection and reduce the damage of incoming attacks. Consumes 3 Stamina per second, and each attack performed with the shied readied consumes 15 additional stamina.[135]
|
Apocalypse:Fire Potion | Generates a fire explosion.[136] | - | - | |
Apocalypse:Frost Potion | ![]() |
Swap your explosive potion for a potion of frost. It will burst on the first bounce, leaving an area of bitter cold that slows your enemies.[137]
|
- | - |
Apocalypse:Hemorrhage | ![]() |
- | For the duration of this stance, any hit will apply a debuff to your enemies, dealing damage to them with every step they take.[138]
|
For the duration of this stance, any hit will apply a debuff to your enemies, dealing damage to them with every step they take.[139]
|
Apocalypse:Lifesteal | ![]() |
For the duration of this stance, your successful attacks will steal life from your foes, and render it unto you.[140]
|
For the duration of this stance, your successful attacks will steal life from your foes, and render it unto you.[141]
|
For the duration of this stance, your successful attacks will steal life from your foes, and render it unto you.[142]
|
Apocalypse:Meteor Storm | ![]() |
- | After activating this spell, your next attack will call down a storm of meteors.[143]
|
After activating this spell, your next attack will call down a storm of meteors.[144]
|
Apocalypse:Miasma | ![]() |
After you activate this spell, your next arrow will summon a dark miasma that clings to any foes that touch it, dealing damage over time.[145]
|
After you activate this spell, your next arrow will summon a dark miasma that clings to any foes that touch it, dealing damage over time.[146]
|
After you activate this spell, your next arrow will summon a dark miasma that clings to any foes that touch it, dealing damage over time.[147]
|
Apocalypse:Silence | ![]() |
Applies a debuff that prevents your opponent from being able to use spells.[148]
|
Applies a debuff that prevents your opponent from being able to use spells.[149]
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Applies a debuff that prevents your opponent from being able to use spells.[150]
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Apocalypse:Stamina Drain | ![]() |
For the duration of this stance, your attacks will drain your opponent's stamina and stop their stamina regen for 5 seconds.[151]
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For the duration of this stance, your attacks will drain your opponent's stamina and stop their stamina regen for 5 seconds.[152]
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For the duration of this stance, your attacks will drain your opponent's stamina and stop their stamina regen for 5 seconds.[153]
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Apocalypse:Stillblade ability | ![]() |
For the duration of this stance, your attacks will slow your opponent's movements.[154]
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For the duration of this stance, your attacks will slow your opponent's movements.[155]
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Apocalypse:Warp Space | ![]() |
- | For the duration of this spell, any successful hit will swap your location with that of your target.[156]
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For the duration of this spell, any successful hit will swap your location with that of your target.[157]
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Ashes of Creation Apocalypse weapon appearances
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Ashes of Creation Apocalypse weapon rarities
Ashes of Creation Apocalypse weapons and abilities get better with each tier.[115]
Ashes of Creation Apocalypse active blocking
Das Paladin's Might Schild in Ashes of Creation Apocalypse hatte eine eigene Hitbox mit Lebenspunkten (HP). Dieser Schild kann Projektile aktiv abwehren.[159]
- 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.[160]
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.[160] – 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.[160] – Steven Sharif
Ashes of Creation Apocalypse weapon variants
The first chapter of Apocalypse is The Exodus. It takes part in the initial stages of the fall and sets the scene for upcoming chapters.[162]
- Between 15 and 20 cosmetic rewards are earnable in every chapter.[163]
- Daily and weekly quests will allow players to gain up to 50 levels (matching the intended level cap for the Ashes of Creation MMORPG).[164]
- Advancing through these levels allows players to unlock unique cosmetic rewards, such as weapon skins.[161][164]
You're going to have an adventuring path and that adventuring path is going to come with weekly quests and daily quests that you can participate in that will be available for the Castle sieges for the Horde and for the Battle Royale; and as you complete these quests you're going to gain experience; and right now you have up to 50 levels, which matches the intended cap for Ashes of Creation. Fifty levels of the adventure path that you can advance in; and as you advance in each of these levels you're going to be unlocking certain assets, such as these weapon skins. Now the great thing about player's progress in Apocalypse is that you will share the same account from Apocalypse to Ashes of Creation the MMORPG and anything that you earn in Apocalypse will be in Ashes of Creation the MMORPG- a unique as a skin exactly: A skin that you will have access to for helping us test write Apocalypse and preparing these different Alpha and Beta stages for Ashes of Creation.[164] – Steven Sharif
Kunstwerke
2020-12-31 2019-06-30
Siehe auch
Einzelnachweise
- ↑ Video, 2019-05-28 (3:40).
- ↑ Liveübertragung, 2017-06-30 (27:05).
- ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 Liveübertragung, 2017-05-24 (14:15).
- ↑
- ↑ 5.0 5.1 Liveübertragung, 2018-05-04 (33:56).
- ↑ Video, 2020-03-23 (0:41).
- ↑ Liveübertragung, 2017-07-28 (45:21).
- ↑
- ↑ Liveübertragung, 2018-05-04 (33:27).
- ↑ Liveübertragung, 2017-05-24 (18:40).
- ↑
- ↑ Liveübertragung, 2017-12-15 (59:49).
- ↑
- ↑ 14.0 14.1 14.2 14.3 14.4 Interview, 2020-07-19 (53:59).
- ↑ Liveübertragung, 2020-05-29 (45:24).
- ↑ 16.00 16.01 16.02 16.03 16.04 16.05 16.06 16.07 16.08 16.09 16.10 16.11 16.12 16.13 Liveübertragung, 2020-08-28 (1:15:39).
- ↑ Liveübertragung, 2017-11-16 (30:45).
- ↑ 19.0 19.1 19.2 19.3 Liveübertragung, 8 April 2018 (PM) (37:57).
- ↑ 20.0 20.1 Interview, 2019-04-15 (38:03).
- ↑ Liveübertragung, 2020-08-28 (1:12:50).
- ↑ 22.0 22.1 22.2 Liveübertragung, 2020-04-30 (1:09:51).
- ↑ Liveübertragung, 2020-04-30 (40:19).
- ↑ 24.0 24.1 24.2 24.3 24.4 Podcast, 2018-08-04 (1:07:59).
- ↑ 25.0 25.1 25.2 25.3 25.4 25.5 Podcast, 2018-08-04 (1:11:05).
- ↑
- ↑
- ↑
- ↑
- ↑ Liveübertragung, 9. Februar 2018 (47:05).
- ↑ Liveübertragung, 4. Mai 2018 (45:37).
- ↑ Video, 2020-09-30 (2:44).
- ↑ Liveübertragung, 2020-09-30 (47:47).
- ↑ Liveübertragung, 2019-07-26 (54:06).
- ↑ Liveübertragung, 2017-05-26 (44:11).
- ↑ Liveübertragung, 2017-05-26 (20:46).
- ↑ 37.0 37.1 37.2 37.3 Podcast, 2018-08-04 (53:43).
- ↑ 38.0 38.1 38.2 Podcast, 2018-08-04 (55:17).
- ↑ Liveübertragung, 2020-01-30 (25:39).
- ↑ Liveübertragung, 2017-07-28 (24:54).
- ↑ 41.0 41.1 Liveübertragung, 2019-05-30 (1:09:13).
- ↑ 42.0 42.1 42.2 42.3 42.4 42.5
- ↑ 43.0 43.1
- ↑ 44.0 44.1 Liveübertragung, 2018-06-04 (19:48).
- ↑ 45.0 45.1 45.2 45.3 45.4 45.5 45.6 45.7 45.8 45.9
- ↑ Liveübertragung, 2020-01-30 (49:08).
- ↑ 47.0 47.1 47.2 47.3 Interview, 2018-05-11 (16:32).
- ↑ 48.0 48.1 48.2 Liveübertragung, 2017-06-30 (47:14).
- ↑ Liveübertragung, 2017-06-16 (40:06).
- ↑ Liveübertragung, 2017-07-28 (33:36).
- ↑ Video, 2018-08-17 (0:01).
- ↑ 52.0 52.1 Interview, 2020-07-18 (1:03:45).
- ↑ 53.0 53.1 53.2 Liveübertragung, 2019-05-30 (1:15:58).
- ↑ Liveübertragung, 2017-07-28 (34:32).
- ↑ 55.0 55.1 55.2 55.3 Podcast, 2020-11-15 (22:22).
- ↑ Liveübertragung, 2017-06-16 (43:01).
- ↑ 57.0 57.1 57.2 57.3 Interview, 2018-08-17 (17:57).
- ↑ Liveübertragung, 2019-05-30 (58:28).
- ↑ 59.00 59.01 59.02 59.03 59.04 59.05 59.06 59.07 59.08 59.09 59.10 59.11 59.12 Liveübertragung, 2020-01-30 (1:28:40).
- ↑ Liveübertragung, 2018-05-04 (45:37).
- ↑ 61.0 61.1 61.2 61.3 61.4 61.5 Liveübertragung, 2018-06-04 (1:11:19).
- ↑ 62.0 62.1 62.2 February 8, 2019 - Questions and Answers.
- ↑ 63.0 63.1 Liveübertragung, 2018-06-04 (21:37).
- ↑ 64.0 64.1 64.2 64.3 64.4 Interview, 2020-07-18 (14:22).
- ↑ Interview, 2020-07-18 (16:34).
- ↑ 66.0 66.1 66.2 66.3 66.4
- ↑
- ↑ 68.0 68.1 Interview, 2020-07-29 (15:04).
- ↑ Liveübertragung, 2017-05-05 (20:41).
- ↑ Liveübertragung, 2017-05-17 (58:55).
- ↑ Interview, 2018-10-20 (2:53:52).
- ↑ 72.0 72.1 72.2 72.3 72.4 Interview, 2020-07-18 (1:07:51).
- ↑
- ↑ Interview, 2020-07-29 (55:44).
- ↑ 75.0 75.1 75.2 Liveübertragung, 2020-02-28 (1:10:21).
- ↑ Podcast, 2018-05-11 (57:42).
- ↑ Liveübertragung, 2018-01-18 (22:46).
- ↑ Interview, 2020-07-18 (1:00:15).
- ↑ Interview, 2020-07-19 (8:43).
- ↑ 80.0 80.1 80.2 80.3 80.4 Interview, 2020-07-20 (21:57).
- ↑ 81.0 81.1 81.2 81.3 Liveübertragung, 8 April 2018 (PM) (55:49).
- ↑ Liveübertragung, 2020-07-25 (46:08).
- ↑ Liveübertragung, 2017-05-19 (44:18).
- ↑ Liveübertragung, 2017-05-15 (38:08).
- ↑ 85.0 85.1 Liveübertragung, 2018-07-09 (25:34).
- ↑ Liveübertragung, 8 April 2018 (PM) (51:49).
- ↑ Liveübertragung, 2020-11-30 (48:39).
- ↑ 88.0 88.1 88.2 Liveübertragung, 2020-11-30 (54:29).
- ↑ 89.0 89.1 89.2 89.3 89.4 89.5 Liveübertragung, 2017-11-17 (22:33).
- ↑ Interview, 2020-07-18 (1:02:08).
- ↑ 91.0 91.1 Liveübertragung, 2017-11-17 (56:07).
- ↑ Liveübertragung, 2020-05-29 (1:33:11).
- ↑ 93.0 93.1 Liveübertragung, 2020-05-29 (50:20).
- ↑ 94.0 94.1 94.2 Liveübertragung, 2017-05-26 (19:51).
- ↑ 95.0 95.1 Reddit Q&A, 8 January 2019.
- ↑
- ↑ Interview, 2018-08-24 (5:28).
- ↑ Liveübertragung, 2020-11-30 (57:50).
- ↑ Liveübertragung, 2018-02-09 (50:29).
- ↑ Liveübertragung, 2020-07-25 (54:10).
- ↑ Liveübertragung, 2019-11-22 (1:08:05).
- ↑ Liveübertragung, 2017-07-18 (54:56).
- ↑ Liveübertragung, 2017-07-28 (9:47).
- ↑
- ↑ Liveübertragung, 2020-10-30 (1:13:22).
- ↑
- ↑ Liveübertragung, 2017-09-03 (48:56).
- ↑ May The 4th, Be With You... And also some skins.
- ↑
- ↑
- ↑
- ↑
- ↑ Liveübertragung, 2018-12-06 (30:12).
- ↑ Longsword Skins.
- ↑ 115.0 115.1 Liveübertragung, 2018-09-27 (22:02).
- ↑ Interview, 2019-01-25 (11:21).
- ↑ Alacrity rank 1.
- ↑ Alacrity rank 2.
- ↑ Alacrity rank 3.
- ↑ Bolt of Revealing rank 3.
- ↑ Chain Lightning rank 1.
- ↑ Chain Lightning rank 2.
- ↑ Chain Lightning rank 3.
- ↑ Crimson Blast rank 1.
- ↑ Crimson Blast rank 2.
- ↑ Crimson Blast rank 3.
- ↑ Darkness rank 1
- ↑ Darkness rank 2
- ↑ Darkness rank 3
- ↑ Divine Light rank 1.
- ↑ Divine Light rank 2.
- ↑ Divine Light rank 3.
- ↑ Divine Protection rank 1.
- ↑ Divine Protection rank 2.
- ↑ Divine Protection rank 3.
- ↑ Liveübertragung, 2018-08-17 (7:49).
- ↑ Frost Potion rank 1.
- ↑ Hemorrhage rank 2.
- ↑ Hemorrhage rank 3.
- ↑ Lifesteal rank 1.
- ↑ Lifesteal rank 2.
- ↑ Lifesteal rank 3.
- ↑ Meteor Storm rank 2.
- ↑ Meteor Storm rank 3.
- ↑ Miasma rank 1.
- ↑ Miasma rank 2.
- ↑ Miasma rank 3.
- ↑ Silence rank 1.
- ↑ Silence rank 2.
- ↑ Silence rank 3.
- ↑ Stamina Drain rank 1.
- ↑ Stamina Drain rank 2.
- ↑ Stamina Drain rank 3.
- ↑ Stillblade ability rank 1.
- ↑ Stillblade ability rank 2.
- ↑ Warp Space rank 2.
- ↑ Warp Space rank 3
- ↑ 158.0 158.1 158.2 Interview, 2018-10-20 (2:24:21).
- ↑
- ↑ 160.0 160.1 160.2 Liveübertragung, 2020-06-26 (1:19:50).
- ↑ 161.0 161.1 2018-12-08 Newsletter.
- ↑ Liveübertragung, 2018-12-06 (28:45).
- ↑ Liveübertragung, 2018-12-06 (33:55).
- ↑ 164.0 164.1 164.2 Liveübertragung, 2018-12-06 (26:12).