Ashes of Creation

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Ashes of Creation (AoC) is an upcoming MMORPG, set in a high fantasy open world.[1]

Ashes of Creation takes place within a medieval fantasy setting, blending imagination with cutting-edge graphics. We are putting the word massive back into massively multiplayer with unique and novel mechanics that will bring meaning to player action. Ashes of Creation will incorporate the best parts of traditional MMORPGs with innovative sandbox concepts. You will choose your fate at every opportunity. Questlines will open and close based on the interactions of the players with their world, because this is a world where choice is consequential. Monsters will roam and grow in ferocity as civilization disrupts the natural order of things. From the location of towns to the size of cities, you will determine the landscape of your world. It will be unique in culture, ecology, and economy.[2]

Ashes of Creation is an upcoming MMORPG set in a world of high fantasy where player’s choices will shape and define the world around them.[1]

Ashes of Creation is a unique take on the MMO experience. Our world structure is dynamic and built to react to the actions of our players. Cities will rise and fall, their populations based on the history of the world as the players create it. Quests will unlock as these populations gather, their needs grow, and secrets are unlocked. As the world’s NPC structure is established in real time, players will have the ability to destroy what they’ve created, paving the way for new development, new populations, and real change. Political strife and intrigue will play a very real role in the structure of your world. Gone are the days of static worlds, change is here to stay.[2]

Based on community feedback I decided to prioritize the alpha one testing phase and forego the castle siege Apoc testing until after Alpha One. This is a riskier development path, but demonstrating the mmorpg core systems became higher priority.[6]Steven Sharif

We have a lot of work ahead of us. In 2020, we will be inviting you into the Alpha One test phase where you will get to experience the systems and mechanics of the MMORPG we have all been waiting for. We are excited for all of the data this will provide us with and cannot wait to make the iterations necessary to create the MMORPG of our dreams. The Alpha One experience will not be under NDA, so our glorious community will be able to watch along as our Alpha One testers take their first steps into Verra.[7]Steven Sharif

The Ashes of Creation release schedule is subject to change.[8]

In 2020, you can look forward to new blogs on classes, node types, freehold buildings and equipment. As well as, more in-depth videos that showcase a whole host of systems our Alpha One players will be experiencing in their testing.[7]Steven Sharif

Phase Release Estimated/Actual date
Pre‑alpha Alpha-0.[9] December 15, 2017.[10]
APOC Ashes of Creation Apocalypse battle royale stress test (NDA).[11] September 7, 2018.[12]
Ashes of Creation Apocalypse battle royale stress test (NDA lifted).[13] October 19, 2018.[13]
Ashes of Creation Apocalypse battle royale open beta.[14] December 18, 2018.[15]
Ashes of Creation Apocalypse battle royale early access.[16] September 24, 2019.[17]
Ashes of Creation Apocalypse castle siege mode PI closed testing.[18] December 19, 2019.[18]
Ashes of Creation Apocalypse battle royale testing ends.[19] March 10, 2020.[20]
Ashes of Creation Apocalypse castle siege mode.[11] After Alpha-1.[19]
Ashes of Creation Apocalypse horde mode.[11] After Alpha-1.[19]
Alpha Alpha-1 early look livestream.[21] March 27, 2020.[22]
Alpha-1 limited QA testing (NDA).[23][24] May 28, 2020.[25][26]
Alpha-1 limited QA testing (no NDA).[23] Summer 2020.[26]
Alpha-1 release (no NDA).[23] Fall 2020.[23][26]
Alpha-2 (persistent alpha).[27][28] -
Beta Betas won through the weekly drawings ("Beta-0").[29] After Alphas, but before Betas.[29]
Beta-1. -
Beta-2. -
Pre‑release Head start for crowdfunding backers at the Founder level and above.[30] 1-2 days before launch.[30][31]
Release Launch (live) release. To be announced.[32]
Post‑launch Major releases (DLC expansions). Quarterly.[33]
Minor releases. Monthly.[33]



Au sein de chaque serveur sont soigneusement placés des points de développement appelés Nœuds.[1]

Les Nœuds sont des lieux prédéfinis, englobés dans une zone d'influence, dans notre monde qui peuvent se transformer dans des villes de plusieurs tailles. Ces tailles peuvent aller d'un petit camp à une métropole étendue. La taille des villes dépend de la contribution des joueurs et à quel point ils ont pu faire avancer le Nœud. Les joueurs ne créaient pas le territoire d'un Nœud, mais à l'intérieur de ce territoire, ils ont la possibilité de posséder des terres. Les joueurs qui font partie d'un gouvernement pour un Nœud en particulier pourront modifier les types de bâtiments et les services, mais principalement, un Nœud évoluera en suivant son propre chemin (imaginez plutôt des PNJs qui bâtissent ces villes, plutôt que des PCs construisant individuellement des bâtiments et les murailles). La zone de contribution pour un Nœud est plus large que la ville elle-même, permettant aux joueurs de s'aventurer à l'extérieur tout à la construisant. Nous appelons la zone de contribution, la Zone d'Influence d'un Nœud, il s'agit de la zone où les joueurs aident à l'évolution du Noeud dans lequel ils se trouvent.[43]

Nodes exist all throughout the world and the location of said node will determine its type; but this type will be... seen at the first stage of development when the first stage when a node propagates real-time assets in the world; is basically these NPCs, these merchants that come into an area and they offer services and/or you know of stores or whatever the deal may be. You will see the flavor of the node from those merchants. So if it's a military node you'll see military people. If it's... an economic node you'll see merchants. If it's a scientific one you'll see scholars; and if it's a divine one you'll see priests and clerics. So players will have a very firm understanding of which node is which type in order to know how they want to progress.[44]Steven Sharif

Nœuds are assigned one of four (4) node types, each of which contain unique specializations.[41]

  • Players will be able to identify the type of a node at its first stage of development (Expedition) based on its NPC population.[44]
Node type.[41] Specialization.[41] NPCs.[41]
Divine nodes Faith and skill/equipment augment focuses Priests
Economic nodes Trade and merchant focuses Merchants
Military nodes Combat and class training focuses Guards
Scientific nodes Artisan and construction focuses Scholars

Ashes of Creation allows you, the player, to decide the fate of the world around you. With each Node Type, you can change the flow of resources and goods in the world. Will you grow the largest Economic Metropolis and help guide the riches of Verra, or will you choose another path unlocking new stories filled with allies and enemies?[45]

Node types are predetermined and are the same across all servers.[41]

For example, if a level 4 Scientific Node is destroyed, it will become a Level 0 Scientific Node. It will never be any other Node Type other than a Scientific Node. The location of these Types relates to the influences of the area around the Node.[41]Margaret Krohn

Node types affect various services and systems at each level of node advancement.[41]

Node advancement

Illustration of node advancement from Wilderness (stage 0) to Metropolis (stage 6).

Nodes advance by collecting experience from the actions of players nearby. As players complete content inside of a Node’s Zone of Influence (the area around the node), they contribute that experience toward the Node’s development. The experience given to the Node may then be modified based on certain Events and Accomplishments. When a Node reaches the experience required, it undergoes the process of advancing to the next stage. There are a few exceptions where a Node cannot advance even though it has the required experience - most commonly, a Node can not advance if a Node is a Vassal of another Node and would advance to the same stage as its Parent Node.[46]Margaret Krohn

Citizen and non-citizen player activity (questing, gathering, raiding, etc.) within a node's ZOI counts toward that particular node’s advancement (progression).[1] Nodes have seven (7) stages of advancement, with experience thresholds for each stage. When a Node reaches the experience required for its current stage, it advances to the next stage.[41]

Node stage.[1] Alternate name.[47] Timeframe to advance.[1] Player housing.[35]
0. Wilderness -
1. Expedition Crossroads Few hours -
2. Encampment Camp Many hours -
3. Village - Few days Baux, Static housing
4. Town - Many days Baux, Static housing, Appartements
5. City - Few weeks Baux, Static housing, Appartements
6. Metropolis Metro Many weeks Baux, Static housing, Appartements

The Development Area of a Node is where civilization will appear as the Node advances. As the Node Stage increases, different buildings, NPCs, and services will become available in the Development Area. The higher the Node Stage, the more complex and populated the Development Area becomes. Development Areas will also vary depending on the Node Type - Economic, Military, Scientific, or Divine; we’ll go into further details on each of those Node Types in future posts in this series.[46]Margaret Krohn

Conceptual illustration. Nœuds that are in the ZOI of more advanced nodes have their progression capped by the more advanced node.[48]

Beginning at Node Stage 3, when a Node advances, it enslaves nearby Nodes and makes them into its Vassals. Vassal Nodes are owned by a Parent Node and must always be at least one Node Stage below the Parent Node. This means that the Vassal Node cannot grow until the Parent Node advances in stage. Vassal Nodes give excess experience to their Parent Node, and are able to have their own Vassals, as long as they fit within the Parent Node’s Zone of Influence. They are subject to the government, alliances, wars, taxes, and trade of their Parent Node, and are able to receive federal aid from them. A Vassal Node cannot declare war on their Parent Node or any of its Vassals. Citizens of Vassals are bound by the diplomatic states of the Parent Node.[41]Margaret Krohn

The advancement of a node unlocks its unique content, which comes at the cost of locking out an increasing ring of neighboring nodes from progressing to the next stage.[49]

  • Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[50]
  • The more advanced the node is, the larger its ZOI becomes.[35]
  • Less advanced nodes (referred to as vassal nodes) that fall within a more advanced node's ZOI can still gain XP, but must remain at a lower advancement stage than the dominant node.[48]
    • The vassal system begins when a node hits stage 3 (village), but neighboring nodes lower than stage 3 also block the growth of their immediate neighbors.[51]
  • A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[48]
  • Players are moved to safety if they intersect with newly spawned assets during node advancement.[52]
  • Citizens of one node can contribute to the advancement of other nodes.[53]
  • The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.[54]

Different people have different resources invested in nodes progressing and it would be a little "gamey" if you could know exactly what was necessary at that point because that would disincentivize people from participating.[54]Steven Sharif

Noeuds sièges

Noeuds sièges (Pre-alpha footage).[55]

As some areas in the world grow, others will fall. This is the foundation of the living, breathing world that is Ashes of Creation, where players will have the ability to make important decisions that matter in the longevity of an area becoming a city, or whether to siege a rival town. Rise above the ashes, create the world around you, and be a part of the story that unfolds because of your actions and decisions.[46]Margaret Krohn

Noeuds sièges enable players to destroy nodes.[46] This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.[1]

  • Attackers may not be capable of destroying a node. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.[56]
  • If the node still exists after the siege has ended, citizens will need to obtain the resources needed to rebuild any damaged infrastructure.[57]

You could be more precision oriented in the decision to attack a city. Let's say it's a rival node that's trying to reach you know a node stage five or something and you want to disable their ability for the religious system to progress so you target the temple during the attack, or you want to disable their scholars academy from reaching a higher level so that your nodes can; or you want to disable multiple buildings that allow for experience and quests to be undertaken by its citizenship, which prevents them from keeping up in pace of experience gained with your node. These can be more precision oriented and don't have to effectualize an actual takeover of the node.[56]Steven Sharif

Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[1]

If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![58]Steven Sharif

Nodes can delevel based on node atrophy.[46]



Combat in Ashes of Creation is focused on strategy and tactics.[61]

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.[62]Steven Sharif



There are no predefined factions in Ashes of Creation.[63]

Because we are non-faction based, you want to grant the user the ability to either do things that are "evil" or "good", so there has to be a plethora of choice on the evil side for them to participate in.[64]Steven Sharif

Open world

Ashes of Creation will be a seamless open-world experience.[66]

  • No loading time or loading screens between regions.

There will be open world dungeons and raids. The aspiration is to maintain the open world feel while being able to capitalize on the benefits of instanced mechanics.[67]

  • Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal. Outside of these and arenas there will not be too much instancing anywhere else.[66]
  • There will be an 80/20 split between open world vs instanced encounters.[68][69]

We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[66]Jeffrey Bard

The PvP flagging system presents an opportunity for open conflict.[70]


Pre-alpha PAX East 2018 PvE Developer playthrough, 4 April 2018.[71]

The environment in Ashes of Creation is a visually stunning realm, with fantastical beasts and creations designed to both inspire awe and instill fear. The world is harsh and unforgiving, presenting a clear and present danger to the players. Dungeons, demons and dragons, oh MY! Our unique and adaptive AI means that an encounter with similar creatures will yield a completely different experience to adapt to as a player. Keeping you on your toes for constantly changing responses from your adversary. The world awaits its heroes.[72]

The Node system facilitates the generation of new PvE content such as Quêtes, Donjons, Raids and Pièces de Monster.[73]

There is going to be a lot of PvE content for all portions of the playerbase... Part of that risk versus reward: Your risk is your time you're putting in to having a chance at getting the reward and successfully completing; and that should feel good based on how much time you devote. Now I know that there's a spectrum of casual and hard-core players in the time there, what we can do, but that's why we have many different content paths that play towards how you affect the world around you.[74]Steven Sharif

PvE content adapts to the development of the world to avoid repitition.[75]

Whenever you have a player versus environment setting you don't want a stagnant kind of overly repetitive because its lackluster. It does not have that a component that engages.[75]Steven Sharif



Pvp (Player versus player combat) is the catalyst for change in Ashes of Creation.[77] Player combat is intended to be meaningful, ranging from Caravan battles to vast open world conflicts fought for the pride of Kings and Queens.[73]

Because players are motivated by different things, because they want something from the game that other players don't want, that's going to cause people to butt heads. Different players are going to want different experiences and the conflict between the two of them will create a bigger and better thing. Out of strife comes rebirth and that's a core symbol, it's a core theme that occurs throughout the game.[58]Jeffrey Bard

There are many reasons to engage in open world PvP in Ashes of Creation.[78]

Just because our flagging system gives corruption to pkers, doesn't mean PvP won't happen. There is plenty of reason for PvP to occur open-world. Scarce resources, open world hunting grounds, caravans, sieges, guild wars etc.[78]Steven Sharif



There may be some gear binding (BoE or BoP) but it will be an exception rather than the rule, as this doesn't facilitate the objectives for the economy.[79]

A lot of what we experienced in games that usually come before us is that many things our account bound and they're soulbound to your character... Instead very little here is character bound. Very very little. The vast majority of gear- yes you will get quest related gear as rewards- but it won't be let's say one set in one dungeon and you must run the dungeon over and over. Instead we want to really emphasize the reliance on the economy and crafters and gatherers and processors to support a majority of the gear structure in-game, combined with that of world raid bosses and dungeon bosses; not a repetitive quest line through a single dungeon.[80]Steven Sharif

Weapon types

There is an even split between melee and ranged weapons.[85]


Armor types

Les types d'armure dans Ashes of Creation.



Eight of the nine races in Ashes of Creation.[101]

Ashes of Creation offre 9 races jouable.[102]

Parent race Races
Aela Humans Kaelar.[102] Vaelune.[102]
Dünzenkell Dwarves Dünir.[102] Niküa.[102]
Kaivek Orcs Ren'Kai.[102] Vek.[102]
Pyrian Elves Empyrean.[102] Py'Rai.[102]

Verra est un monde aux cultures riches et diverses. Une grande partie de son histoire importante a été dominée par les grandes courses. Les humains de la côte et des plaines, les orques dans les collines et les marais, les elfes dans la forêt et les rivières, et les nains estimés des montagnes. Les grandes races ont dominé à travers d'innombrables guerres et escarmouches entre les petites races de Verra. Des décennies peuvent s'écouler entre ces flambées de violence. Il existe de nombreuses races mineures sur Verra. Certaines races mineures existent dans des villages ou des tribus de fortune, si vous voulez. Certains des principaux villages parmi les races mineures sont composés principalement de géants, de sectes moins réputées d'humains, de gnomes et d’elfe. Les Elfes ne sont pas des elfes au sens traditionnel mais en fait des sang-mêlés de races différentes..[104]Steven Sharif

Errant dans les endroits les plus sombres du monde se trouvent de véritables abominations sinistres de la création. Les grandes églises de civilisation envoient souvent des héros de l'État pour éliminer ces menaces contre les mortels. Il existe actuellement quatre grandes nations sur Verra. C'est 25 ans à peu près avant la chute: l'Empire d'Aelan, le Royaume des Pyrénées, le Protectorat de Kaivek et la nation des Dünzenkell Il n'y avait pas toujours seulement quatre grandes nations. Il y a longtemps, les races étaient plus divisées en plusieurs nations et cités-états.[105]Steven Sharif

Au cours des 7 000 ans d'histoire enregistrée, des guerres après guerres ont été menées. Certains pour la terre, d'autres pour les ressources, beaucoup pour les croyances. Les maisons royales se sont levées et sont tombées au fil des ans. Certains sont désormais privés de seigneurie. De nombreuses cités-États existent à Verra. Certains bastions autogérés de la démocratie et des républiques. D'autres sont des États vassaux à la demande de leurs bienfaiteurs.[106]Steven Sharif



With 8 Archétypes to combine, players may choose from 64 total combinations to create their class.[107][108]

Bard Cleric Fighter Mage Ranger Rogue Summoner Tank
Bard Minstrel Soul Weaver Tellsword Magician Song Warden Trickster Songcaller Siren
Cleric Scryer High Priest Templar Oracle Protector Shadow Disciple Shaman Apostle
Fighter Bladedancer Highsword Weapon Master Spellsword Hunter Shadowblade Bladecaller Dreadnought
Mage Sorcerer Acolyte Battle Mage Archwizard Spellhunter Shadow Caster Warlock Spellstone
Ranger Bowsinger Soulbow Strider Scion Hawkeye Scout Falconer Sentinel
Rogue Charlatan Cultist Duelist Nightspell Predator Assassin Shadow Lord Shadow Guardian
Summoner Enchanter Necromancer Wild Blade Spellmancer Beastmaster Shadowmancer Conjurer Brood Warden
Tank Argent Paladin Knight Spellshield Warden Nightshield Keeper Guardian



Ashes of Creation has the traditional trinity of Tank, DPS and Support/healer roles.[109][110]

We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we begin to play with that line between the trinity is in the secondary classes that you can pick. That's where be begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[111]Steven Sharif


There are six religions in Ashes of Creation.[112]

We're talking about a pantheon here, not necessarily separate religions. They're all kind of offshoots of who is the better god, or who is the god who identifies best with you.[113]Jeffrey Bard




Il n'y a pas particulièrement de barrières aux alts.[115] L'équipement pourra être transféré entre les personnages.[116]

Créateur de personnages

Alpha-1 launcher/character selection.[117]

The character creator (or character customization screen) allows players to define the look of their character in Ashes of Creation.[119]

We're gonna have a wide array of character customization out of the box.[120]

If I had to give a comparison, I would use BDO as an example of what our Character Creation is going for.[121]

A character's voice may be able to be selected from preset options.[122]

There is a chance that the character creator may be released before Alpha-1.[123]

Character appearance

Nous voulons que vous puissiez exprimer votre identité propre, que vous puissiez roleplay même au niveau esthétique. Il y aura des outils et des paramètres permettant la customisation des personnages. Nous voulons que la culture et l'identité de chaque race soient présentes au point qu'elles soient facilement identifiables par les joueurs et distinguables des autres cultures. A cette fin, il est nécessaire d'avoir un spectre large sur lequel vous puissiez vous placer. Il y aura beaucoup de coupes de cheveux différentes, beaucoup de tatouages. Vous pourrez modifier les traits du visages, la structure osseuse, la taille, la morphologie, le pourcentage de graisse. Vous pourrez ajouter des poils sur différents parties du corps. Si vous voulez des poils sur les pieds, vous pourrez en avoir.[126]Steven Sharif

L'apparence du personnage peut être customisée via le créateur de personnage (CC)[127] et par les salons/barbershops.[128]

  • Les modèles des personnages se veulent réalistes.[129]
  • Le joueur verra un personnage générique avant de débuter la customisation.[130]
  • Les joueurs peuvent faire des personnages en surpoids, maigres, musclés.[131]
  • Les designs des personnages s'inspirent d'un grand panel de cultures, Européennes, Africaines et Asiatiques.[132]
  • Il n'y aura pas de Lolis dans le jeu.[133]

Des curseurs permettront une certaine flexibilité dans la customisation.[134]

  • Des variantes pour les coupes de cheveux.[126]
    • Ajouter de la pilosité sur certaines parties du corps.
  • De la peinture corporelle.[126]
  • Modifier les traits du visage.[126]
  • Modifier la structure osseuse.[126]
  • Modifier la taille.[126]
    • Soyons sérieux, vous ne pourrez pas faire un personnage faisant 3cm de haut.[135]
  • Modifier la morphologie.[126]
  • Ajuster le pourcentage de graisse.[126]

Ces ajustements permettront de faire transparaître un personnage plus féminin ou masculin.[136]

  • La hauteur des sourcils.[136]
  • Ajuster le menton.[136]
  • Modifier les cheveux.[136]
  • Modifier la pilosité faciale.[137]
    • Les barbes des Naines ne seront pas aussi développées que celles des Nains. Cela prendra la forme d'un tressage peu volumineux.[126]
    • La pilosité faciale est une caractéristique des Dünir, pas des Niküa.[126]
  • La morphologie.[136]
  • Il y aura des curseurs pour les seins.[135]
    • Ils dépendront de la race du personnage.
    • L'échelle sera réaliste.

Vous pourrez enregistrer l'apparence de votre personnage sur votre disque dur.[138]



Rime and Regal‎ pre-order pack cosmetics.[139]

All skin cosmetic items are cosmetic items only and do not grant the user any other benefit. The lore text is flavor text, and background of the creatures and items in the world of Verra. (Note: Costumes and Mounts may be accessible in Ashes of Creation Apocalypse. We'll notify you when these items have been added.)[139]

Cosmétiques provide a wide array of customization in Ashes of Creation.[140]

  • Nothing in the cosmetic store will be pay to win.[141]
  • Equitable cosmetics, both from a quantity and quality standpoint, are achievable through in-game means.[142]
  • Cash shop cosmetics will offer a diverse selection of unique looks.[143]

I want to make sure that equitable cosmetics both from a quantity and quality standpoint are achievable through in-game achievements. Time, effort should let you be happy with what you can accomplish.[142]Steven Sharif

In my opinion quality of cash shop cosmetics should be equal to in game achievable cosmetics, but offer a diverse selection of unique looks.[143]Steven Sharif

Obtaining cosmetics

Some cosmetics can be obtained in-game:[144]

Réalisations may unlock some cosmetics.[144]

Not all cosmetics are obtainable through in-game means. These will be purchasable through the cosmetic store.[144]

Cash shop cosmetics will be limited in quantity, limited in time for purchase. They will be unique, but you will also have extremely difficult to gain cosmetics in game as well as unique cosmetics that look great and better... There will be a lot of cosmetics that are achievable in the game because that is a very fun aspect of MMO play.[145]Steven Sharif

Cosmetic items

Cosmetic items allow players to customize their character in-game.[120]

  • Eye color.
  • Skin color.
  • Hair color.
  • Hairstyles.
  • Tattoos.
  • Scars.

Cosmetic items that produce in-game cosmetic effects will also be available.[146]

Armor appearance

Gear will have appearance slots (Transmutation/Transmog/cosmetic slots) that are used to copy the appearance of an item (in some cases).[147][148]

  • Cosmetic slots can be toggled on or off.[150]
    • This may happen automatically during battles to increase performance.[151]

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.[152]Steven Sharif

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.[152]Jeffrey Bard

Gear attachments

Attachments are able to be unlocked as flair pieces to armor to create a customizable look.[159]

  • There will be hundreds of attachments available ranging from a small clasp to the front plate of a breast plate.[159]



Ashes of Creation logo.[160]

Ashes of Creation is a direct reference to the storyline. Without giving too much away, the phoenix is going to be a persistent symbol throughout the first phase of the storyline, and the world that the players will be inhabiting is a long-lost world that has suffered devastating calamity.[161]Jeffrey Bard

There are different parts to the Lore in Ashes of Creation.[162]

These story arcs drive one or more quest lines.[162]

We're keeping lore very close to the chest and the reason for that is because it is very rich. It is diverse. It will have applications outside of just the MMORPG. We intend to take it much further, but I want it to be something that the players get to reveal themselves, that's not just handed to them and then the experience is lost. They should feel when they're experiencing this that it relates to them on a personal level.[163]Steven Sharif

It is about mythology and discovering what truths mythologies are talking about and finding out what really happened on this world so long ago; and that's part of that discovery process; and we want people to feel that throughout the game, not just in terms of lore but in terms of the world itself .[164]Jeffrey Bard

Story arcs

Story arcs drive one or more quest lines in Ashes of Creation.[162]

  • Personal quest lines.
  • Cultural quest lines.
  • Regional quest lines.

All of the events are based around storytelling. All of the the narrative quests are based around storytelling. All the organizational quests are based around storytelling. You know the game is built from a story basically, so we want to make sure that there's context and relevancy for all of the actions that you're doing in the game.[165]Jeffrey Bard

The overarching narrative is that players are the returning children of Verra. They will not be characterized individually as "saviors".[166]

Even player driven mechanics will still have story components. There will be a reason why the player driven mechanic is available or required of the player; so you know every system that's created touches a story.[165]Steven Sharif

Every stage a node develops it's unlocking narratives, storylines, it's changing the spawn population of the area around it, changing what bosses exist, it's triggering events where you may have legendary dragons attack the city. It's basically writing the story of the server based on the actions and determination of the players. So, you may experience a dungeon one month earlier and have a completely different story that relates to this location the next month, because something has changed either geopolitically or from the node standpoint.[167]Steven Sharif

Certain story arcs can be unlocked through the bulletin board system. Certain requirements would need to be met in order to access story arc quests.[168]



Progression occurs through a variety of pathways.[169]

Multiple playstyles should be relevant and viable. Additionally, you have a spread between casual players and hard-core players; and most of us exist somewhere on that spectrum. The progression path in a society or religion is more conducive to the time we have to play. Whereas, someone else may be playing several hours a day, and they have a better opportunity for the raid/level progression that might require some more dedication. So we want to have these different progression paths available to accommodate the different times in our lives that we have to play the game. And all of those types of progressions will make us relevant in some way shape or form to the general world.[172]Steven Sharif

Having the ability to gain power at a sacrifice... That's a way to kind of reach a horizontal type of progression. It may not be entirely, because there could potentially be a meta if balancing isn't done correctly; but the objective there is to make sure we have both vertical and horizontal progression in the game.[170]Steven Sharif

Nivellement won't follow a traditional linear path, although classic mechanics for leveling exist.[173] Experience (XP) is gained through a variety of activities:[174]


End game

There is not going to be a typical end-game in Ashes of Creation.[175]

Part of the whole experience with nodes is that there is no real end-game, in that the world is constantly shifting every day. Month one is going to be really different from month two; and that's for the level 50s and level 1s.[175]Jeffrey Bard

We want the game to be a living game, which means that all content should be relevant at all times. I’d say that we try to make as little distinction between the leveling up experience and the end game experience as possible. The whole journey is important to us, in order to maximize the fun people have during different stages of the game.[176]Sarah Flanagan

Level cap

The level cap at launch is expected to be around level 50.[177]

The developers anticipate max level should be attainable in approximately 45 days.[178]


Repetition will not be part of progression in Ashes of Creation.[179]

  • There will be no "grindy" quests.[179]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[80]
  • The aspiration is to have more things to do in the game than a player has time to do.[179]

AFK leveling

Il n'y aura pas d'AFK leveling dans Ashes of Creation.[180]

Nous voulons que ce jeu soit joué. S'il y a des choses que vous pouvez faire pour ne pas jouer au jeu et continuer à progresser, nous avons mal fait quelque chose. [180]Jeffrey Bard

Level scaling

There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.[175]

There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will you he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[181]Steven Sharif

Class progression

As a player progresses with their primary archetype (primary class), they will have the opportunity to choose a secondary archetype to augment their primary skills with effects from their secondary archetype (secondary class).[182] The combination of primary and secondary archetypes is referred to as a Class.[107][108]

If a Fighter were to choose Mage as a secondary archetype, the fighter would become a Spellsword. This combination opens up augments that can be applied to skills in their primary skill tree. Fighters have a Rush skill that allows them to rush towards a target; and upon reaching the target, deal an amount damage with a chance to knock the target down. A Mage's escape augment could be applied to the rush skill, which would now teleport the player to the target; thus eliminating the charge time on the skill.[182]

Each skill in the primary tree will have several augment options from the secondary tree. This is an example of horizontal progression.[182]

  • Augments to primary skills will fundamentally change the way the ability works - adapting what the ability once did to incorporate the identity of the secondary archetype/class.[176]
  • A secondary class does not provide additional skills.[183]

Players receive skill points as they level. These can be used to level up skills within their skill tree.[184]

  • It will not be possible to max all skills in a skill tree.[184]

Weapon progression

Armes will have their own progression paths and their own applicable types of skills.[186][187]

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.[176]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.[188]Steven Sharif

Pet progression

Some pets will be levelable and will have gear available to them.[189]

Artisan progression

Les joueurs doivent choisir un chemin dans l'arbre de compétences d'artisan pour chaque personnage.[191] Pour chaque chemin d'artisan (Collecte, Traitement et Artisanat) il y a plusieurs professions. Un personnage ne pourra suivre qu'un seul chemin entièrement.[192][193]

  • Les joueurs peuvent s'essayer à chaque profession en tant que "débutants" avant de décider quel chemin ils suivront.[194]
  • Choisir un chemin particulier dans l'arbre de compétences donne l'opportunité aux joueurs de se spécialiser dans un certain domaine. Cela crée inter-dépendance entre les joueurs, améliorant l'expérience en tant qu'artisan.[195]
  • Il est possible de maîtriser chaque profession du chemin d'artisan choisi, mais cela sera une épreuve longue et laborieuse, coûteuse en ressources.[196]
    • Les joueurs ne pourront maîtriser une profession que lorsqu'ils auront achevé la maîtrise de leur chemin d'artisan.[197]
    • Après des tests, il pourrait être décidé d'utiliser une valeur fixe pour certifier la maîtrise d'une profession.[197][198]
  • La maîtrise n'est pas qu'une question de création d'item. Elle donne accès à beaucoup de choses, même des titres, accès à des items, des négociations, et des quêtes. [199]
  • Choisir une profession n'affecte pas les stats des joueurs.[200]
  • Les personnages d'un même compte (Alts) pourront avoir différentes professions.[192]

Les joueurs auront l'opportunité de tâter chaque profession à un niveau très bas celà leur donne un avant-goût de chaque profession et leur permet de savoir vers laquelle il préfère s'orienter et quelle profession ils veulent maîtriser.[194]Steven Sharif

Quand on dit que vous ne pourrez pas tout maîtriser nous ne disons pas que vous ne serez pas maître au sein de votre propre arbre d'artisan, qui sont l'artisanat, la collecte et le traitement. Vous serez un maître d'un des trois, mais vous ne serez pas un maître des deux autres.[193]Steven Sharif

Religion progression

There are player progression paths within a religion.[201]

  • Players may follow only one religion at a time.[201]
  • Religions will have a ranking system.[202]
  • Changing religion will cause loss of progress in a player's previous religion.[201]

It depends on their dedication to the religion itself; their performance when it comes to certain religion's religious objectives; their contribution to the development of that religion within the world. There's a lot of different markers that we use at each stage to determine how they progress within the religion.[203]Steven Sharif

Naval progression

Mariner classes (also referred to as boatsmanship classes, boatsman skills or seamanship) contain different skill trees arranged in a similar manner to Classes artisanales. As a player gains experience in these different skills they become more adept at using them.[204]

  • Gunnery
  • Piloting
  • Navigation
  • Boat repair
  • Ship components
  • Defensive skills
  • Utility based skills

You can spec into and kind of create your own class based on what things you're doing on the boat... It's gonna be very similar to in structure to like the artisanship trees, so you'll you'll have your mariner class: You'll have different trees in that class.[204]Jeffrey Bard

Zones and progression

Donjons, Raids, Patrons du monde, Mobs, Quêtes, Events, Resources, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.[205][41]

We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[206]Steven Sharif

Guild progression

Guild progression occurs through participation in different systems.[207]

Passive skills and augments are unlocked by guild progression.[207][209]

  • Passive abilities increase certain stats relating to a guild member's ability to perform in combat or in other aspects of the guild, such as the economy.[207]
  • Augmente may apply at the upper tiers of guild progression.[207]
    • This applies to guilds that have opted for the non-expansive member route.[207]
    • It benefits guild members with a classification of officer or knight.[207]
  • Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.[210]

Guild size can be traded off for guild progression.[207][211]

  • The higher the guild's member cap, the fewer available skill options will be available to that guild.[212]
  • Guild alliances may be a key part in creating a larger "guild".[211]

As you're leveling up the guild and you're getting these points to either allocate towards expanding the guilds member count or allocate towards adding certain passive abilities that your guild members can gain by being guild members. You're also going to see as you're leveling up the guild through different type of quest-based, participation-based, node-based, organization-based systems and ways that those quests hook into the world. You're also going to see perhaps some augment abilities at the upper tiers of the guild levels become unlocked for certain members that have a classification of officer or knight, will have access to those different types of augment abilities that might get unlocked should you go down the non expansive member lane; and the idea there is to offer these benefits to smaller groups.[207]Steven Sharif

It's not always going to be combat. You could have an economic focus guild. You could have a trade oriented guild; and there's all sorts of things that you can kind of put together and kind of give your guild its own identity.[207]Jeffrey Bard

Social organization progression

A player progresses through a social organization by accomplishing tasks or quests.[213] There are hierarchical paths pertaining to specific questlines for the organization's thematic.[213]

- For example, a Thieves' guild may have objectives and quests toward securing a particular item to enable players to advance within the organization.[213]

Social organizations are going to have questlines that players participate in which some will include sabotage, espionage, intrigue... While it's not necessarily player versus player in the combat sense, it is player versus player in pitting communities in those organizations kind of against each other in a competitive atmosphere, where only some things can be accomplished by certain communities; and not everybody can succeed at a particular task. So, I think that that's a unique way to involve meaningful conflict that doesn't necessarily have to relate to PvP, because obviously we have a lot of PvP systems in the game and and there are many ways for players to participate in player versus player combat; but we also want to make sure that from a progression standpoint, from a system standpoint there are going to be abilities of individuals to follow these questlines, these tasks that will pit organizations against each other, specifically from an organizational standpoint.[214]Steven Sharif

You're gonna see arguments being used a lot throughout a lot of our systems. When we're talking about the guild system, when we're talking about social organizations, when we're talking about religions. A lot of those things are going to affect how and what you have available to augment your skills with.[215]Jeffrey Bard

Alliance progression

Ashes of Creation aura du contenu original centré sur les alliances.[216]

  • Les alliances offriront des chemins de progression en plus.[216]
  • Les guildes pourront partager des services entre membres d'une même alliance.[216]
  • Les alliances peuvent nouer des relations avec les nodes.[216]

Il y aura du contenu centré sur les alliances spécifiquement et la progression du développement des ces alliances; et la possibilité de partager des services entre guildes d'une même alliance. Je pense qu'il est bénéfique de laisser les alliances nouer des relations avec les nodes. Cela va générer une dynamique intéressante pour les joueurs membres du node et ceux membres de l'alliance. Pour moi, il est certain que constuire des systèmes c'est aussi créer des canaux par lesquels les joueurs pourront créer des liens, et plus il y a de couches autour de ces canaux, plus les relations seront durables.[216]Steven Sharif

Freehold progression

Freehold buildings are able to be levelled up based on the length of time and productivity of the freehold.[217]

We want there to be progression in many systems and part of the freehold progression is that when you establish these base buildings the longer and more productive you are and exist with that freehold, the more opportunity those buildings will have to both level up: offering new bonuses, new abilities, new capabilities; and just surviving in this world is a feat in and of itself, so it's rewarded by allowing progression with those things.[217]Steven Sharif

Taverns provide tiered services.[218]

  • Quêtes that might only be gathered from the player-owned taverns.
  • Meals that grant buffs for a period of time after a player leaves.
  • Recipes that could potentially be sold to cooking professions, that may only be obtained from a player-owned business in a certain area.

The longer the tavern is in business and the more patrons served, the faster the tavern will level up.[218]

Monster coin progression

There is a progression system that levels a player's monster skills based on how often they participate in monster events.[219]

In Ashes of Creation a large portion of world events revolve around the environment reacting to the player. This means that as players are exploring the world and developing civilization around them the environment is responding to this encroachment by spawning dynamic events and creatures to attack those developing cities. These events occur in 3 different types: the Legion level the Elite level and the Epic level.[220]

As nodes advance, so does the scale of the monsters.[221] There are tiers of events denoting the caliber of the monsters being spawned.[222]

  • The tier of the monster coin dictates how powerful the monster is.[223]

Game balance

The way that the systems are being designed from a balancing standpoint we're taking into account how we would like the nodes to change per-se how often and we've designed attrition systems for certain cultures that may have more dominance over others. These are things that in Alpha and Beta we will be testing and watching and making sure that our objective is achieved from a gameplay standpoint and if it's not we'll come back and recalculate.[224]Steven Sharif

Class balance

Les soixante-quatres (64) classes sont décomposées en 8 principaux archétypes. L'équilibrage des compétences actives ne se fait que pour ces 8 premiers archétypes.[225]

  • Il existe 4 principaux groupes d'améliorations assignés à chaque archétype de base. L'équilibrage des améliorations se fait en fonction des groupes pour chacun des 8 archétypes principaux.[225]

L'équilibrage est un aspect tellement crucial du système de classe que nous voulons faire en sorte qu'il y ait une raison de jouer chaque combinaison.[226]Steven Sharif

On ne crée pas 64 classes pour n'en jouer que 4.[226]Peter Pilone

L'équilibrage dans Ashes of Creation est "pensé pour le jeu en groupe".[227]

Il y aura des affrontements en 1vs1 ou une classe sera supérieure à l'autre; cette implémentation devrait prendre la forme d'un pierre-papier-ciseaux . Nous voulons qu'il y ait des contres...Dans ce but il y aura un système pensé pour le jeu en groupe, où temps que la diversité de classes est présente, il y aura un équilibre. Cela demandera beaucoup de skill et de stratégie.[227]Steven Sharif

Certains archétypes secondaires pourront rattraper l'écart entre eux et la classe qui les contrent naturellement.[228]

Certains archétypes sont capables de combler l'écart avec la classe qui les dominent. Si j'ai un archétype de Tank et que l'archétype qui me domine est le mage, alors je peux prendre mage en second archétype et ainsi je peux partiellement combler l'écart de puissance; tout en ne changeant quasiment pas ma manière de jouer.[228]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.[229]Steven Sharif



When it comes to how MMO’s have been traditionally designed, most gamers are familiar with two distinct types of gameplay loops: the “theme park”, and the “sandbox”. The vast majority of MMO’s we’ve all seen come and go in the gaming industry have been of the theme park variety – these games put the player onto a specific path, guiding them along, with plenty of pretty sights in between the same old quest hubs, very little in divergent paths, virtually no freedom in player progression. Recently the MMO genre has seen some games of the sandbox nature come onto the scene, but despite the ultimate freedom the sandbox affords players, many are left wanting more, as there is by definition no pre built world content, no human touch, just the vastness of the “sand” for lack of a better term. Thus many MMO players often find themselves caught between the repetitive rock of the theme park or the vast dead spaces of the sandbox’s hard place. This chasm between the state of MMO gameplay loops is where we intend to inject Ashes of Creation’s Node system.[1]

In order for sandbox mechanics to mean something, there must be curated content to accompany the player’s choices. Which means, as the developers, we must create that Themebox style content but for every possible path the community may take.[230]Steven Sharif

Piliers de conception

The design of Ashes of Creation adheres to five main pillars.[231]

  1. Histoire engageante et immersive
  2. Monde réactif
  3. Interaction joueur
  4. Agence de joueur
  5. Risk vs reward

In designing Ashes of Creation, we adhere every detail to five main pillars: Engaging and Immersive Story, a Reactive World, Player Interaction, Player Agency, and Risk vs Reward. Even in the environment, everything you as the player do will tie into these pillars, while everything your guild does, everything your server does will ultimately keep the world fresh, ever-changing, and most importantly... exciting.[231]


Ashes of Creation puise son inspiration dans plusieurs MMORPGS.[232]

Lorsque l'on s'interroge sur ce qui a été fait avant, on regarde toujours qui a fait quoi le mieux et on essaie de s'en inspirer: Faire avancer le genre; mettre les choses au goût du jour.[232]Jeffrey Bard


There is not going to be a typical end-game in Ashes of Creation.[175]

Part of the whole experience with nodes is that there is no real end-game, in that the world is constantly shifting every day. Month one is going to be really different from month two; and that's for the level 50s and level 1s.[175]Jeffrey Bard

We want the game to be a living game, which means that all content should be relevant at all times. I’d say that we try to make as little distinction between the leveling up experience and the end game experience as possible. The whole journey is important to us, in order to maximize the fun people have during different stages of the game.[176]Sarah Flanagan

Open development

Intrepid Studios has embraced an open (transparent) development approach, rather than sharing information through carefully curated press releases and announcements.[233]

I don't answer to a board. I don't answer to a publisher. We answer to our players; and we try to be as transparent as possible with showing our progress; and showing it in a timely manner.[234]Steven Sharif

I think that we live in an age where it's easy to be transparent if you're not trying to hide something. The downside is if you're showing something that's not a completed or finished product, it is incumbent upon the viewer to understand that fact.[233]Steven Sharif

There are obviously going to be some aspects of the development that we will not reveal, like lore and some system mechanics in order not to spoil the game for release.[235][236]Steven Sharif

Payment model

Box cost

Il n'y a rien à payer d'avance pour accéder à Ashes of Creation.[237]

Subscription model

Game time is currently purchasable in Pre-order packs.[238]

Ashes of Creation (the MMORPG) is a subscription based game.[239]

This allows us to avoid the pay to win mentality many free-to-play games employ, as well as maintain a steady flow of new content for all our players.[239]

Ashes of Creation Apocalypse is free-to-play.[243][244]

There is no P2W in Apocalypse or the MMORPG![244]


DLC expansions (post-launch releases) are planned on a quarterly basis.[33]

Because of the modularity of a lot of the systems that we're working on, it's not too hard to iterate and implement new things... We're planning on going on a quarterly/ monthly cycle to continue to push out new content.[250]Jeffrey Bard

The quarterly cycle for the big content is good for us and then, as you said, those modular components to our mechanisms in the game allow for us to introduce smaller content patches that can be seen in real time in the world.[250]Steven Sharif

We don't intend to a wordsmith around future charge for DLC content. As a subscription model, that's part of the agreement between us as a Studio and you guys: That there will be regularly scheduled updates and chapters; and that subscription is what allows you to access that content.[251]Steven Sharif

Pay to win

Ashes of Creation will not be pay to win.[252]

"Ashes of Creation will not be pay to win, that is our pledge to the community. One of the core principles we set forth with Ashes of Creation is a very strong desire to maintain the game's even playing field."

Q: Will there be RNG boxes?
A: I dislike RNG. Archeage made me loath rng monetization gimmicks.[253]Steven Sharif

Inventaire slots and XP potions are considered pay to win.[254]

My definition of pay to win is really anything that affects the in-game economy, the in-game action pool, your abilities and/or skills... In my opinion the inventory slots and the XP potions would be considered pay to win.[254]Steven Sharif


Intrepid Studios will self-publish Ashes of Creation in the NA (North American) region.[255]

Intrepid Studios will be self-publishing in North America.[255]Steven Sharif

mailrulogo.png ( will publish Ashes of Creation in the EU (European Union), RU (Russia) and CIS regions.[256]

Intrepid will maintain 100% creative control over Ashes and our partners and shares our vision for Ashes, as this was very important to us. This means our stance on p2w for the game. This partnership allows us as a Studios to focus on the development of the game and allows us to feel comfortable with the level of service that we know and can provide our glorious community.[257]Steven Sharif

Today I have confirmed business model will be subscription with no box cost, cosmetic only market (will match NA).[258]Steven Sharif

There is no current publisher for the OCE (Oceanic) and SEA (Southeast Asia) regions. It is likely that Intrepid Studios will self-publish in OCE.[259]

We do not have a publisher in mind for Oceanic and Southeast region of Asia so we will likely be self-publishing in OCE.[259]Steven Sharif


The Ashes of Creation MMORPG will not be published on the Steam platform.[260]


It will be possible to register with Intrepid, in order to play on NA servers. In which case, your account and billing info would be handled solely by Intrepid. will be responsible, with collaboration from Intrepid, for EU accounts and servers.[261]Steven Sharif

Q: So to play on EU you would need a EU account via mycom?
A: Correct.[262]Steven Sharif
Q: Can you inform us about payments done by EU. Will they be to or to IS?
A: Depends where the player creates their accounts, you will be able to choose Intrepid or[263]Steven Sharif

Cosmetic store (micro transactions)

The Magasin cosmétique enables players to purchase Cosmétiques for use in Ashes of Creation.[144] The cosmetic store offers limited time, limited quantity items to help sustain game development.[142]

I want to incentivize purchase in the cosmetic shop for sustainability of what expansions we have intended, since we are not a box cost. I want to incentivize purchase by offering limited items: limited time, limited quantity, so you have confidence that when you purchase them, they won't be offered later on in some other way.[142]Steven Sharif

Pets, Supports, Costumes, Armure, Buildings and Accessories sold in the cosmetic store are skins.[265]

We plan to include a shop for micro transactions. The shop will only include cosmetic items. Nothing in our shop will ever be pay to win as we believe this practice greatly hurts the MMORPG genre.[141]

All cosmetic store items will be non-tradeable.[268] There will be no gifting mechanism for cosmetic items.[269]

I don't want cosmetic items that can be purchased from the market to be transferable... because it is in a way a transfer of money for potentially something in-game.[269]Steven Sharif


Artistic style

Ashes of Creation jouira d'un réalisme graphique plus poussé tous les autres MMO occidentaux. Ce ne sera ni trop stylisé ni "cartoon".[270]

On arrive à se rapprocher un peu plus du réalisme au niveau des graphismes, notamment grâce à l'Unreal Engine 4... Je voulais éviter le cartoon. Je ne suis d'ailleur pas un grand fan des jeux trop stylisés.[270]Steven Sharif

Artistic influences

En tant que joueur vous verrez les différentes influences qui renvoient à plein de cultures chez chaque race disponible: pas qu'Européenne, pas que l'Afrique, Ni même que la MésoAmérique. Toutes ces cultures seront présentes chez plusieurs des races.[278]Steven Sharif

Il faut trouver un élément de base venant du monde réel et l'utiliser comme point de départ puis fantasmer autour.[272]Steven Sharif

Cultural references

There will be real-world cultural references, particularly with regards to real-world holidays and historical events.[279]

  • These won't be out of place in terms of immersion. They will be homages.[279]

There will be some real world references, particularly with regards to potentially real world holidays as well as some historical events or cultures. For example the PAX East kind of ship that was named Eleanor that we released a cosmetic of, you know, being a reference to the Eleanor ship that the tea was thrown off of; or kind of colonialesque look.[279]Steven Sharif

ESRB rating

Dead bodies in a Pre-alpha raid encounter.[280]

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.[281]

  • There may be an option to turn off blood and gore in the game.[282]
  • There probably won't be swearing in quests.[283]

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.[283]Jeffrey Bard

Game difficulty

People who put more time and effort into it are definitely going to get more out of it but that doesn't mean that person who logs in once a week won't be able to have fun so it's just a matter of the scale of stuff that you're going after... Running a caravan is not gonna be the same thing every time you do it. You might be able to find like a super secret path that nobody knows about... and you exploit it for a while and nobody knows and then eventually somebody sees you and suddenly that route becomes a lot more difficult so you know that's kind of the way we really want that emergent gameplay to kind of come out of those options that we give you guys; and a lot of it is gonna come down to other players making it more or less difficult for you.[284]Jeffrey Bard

There's a ton of room for difficulty on whatever scale... In a living world everything becomes much more difficult.[284]Peter Pilone

Learning curve

Ashes of Creation will be easy to understand yet hard to master.[285]

Target demographic

I think our target demographic, obviously we have a very high graphic fidelity in the game that's attractive to younger players, but at the same time we have a very roleplay game orientation - a kind of a play back to that pen-and-paper Dungeons & Dragons feel that perhaps younger generations may not know but is very near and dear to the hearts of older gamers. So I think we have a broad appeal from a demographic standpoint.[285]Steven Sharif

Player types

Ashes of Creation will cater for a variety of player types; from Raiders or PvPers to Role players and Crafters.[286]

A guy who wrote a book on game design, called Bartle, breaks gamers up into different categories. We will often talk about the different categories of gamers and trying to satisfy their needs.[286]Akil Hooper

The most compelling design argument for how those different sects of gamers interact with each other is dependant from the design standpoint of interdependencies in the systems. So, for example if as a Raider or as a PvPer you're looking for the best gear, you're going to devote your time towards leveling up and going out and participating in the things you enjoy like pvping, perhaps going for caravans or sieging cities and castles and all that type stuff. If you want the best gear, you're going to have to to rely on a person who's devoted their time towards crafting potentially; and they may not be a PvPer but they have a place in your wheelhouse because you need their services. And then that crafter is going to need a person who is either a gatherer or plays the economy as a merchant in the nodes with the auction houses that are regionalized. They're going to have to work with a person who specializes in trade that takes caravans with either mercenary groups or other guilds that are PvPers between the nodes to get the resources they need. Building dependencies on different groups or factions of players that exist within a large world like this MMORPG is what kind of solidifies the bonds that allow for them to exist either harmoniously, or at least in a way that they know you need those types of players.[286]Steven Sharif

Casual vs. hardcore players

Les joueurs casuals auront un impact car tout ce qu'ils feront sera nécessaire et bénéfique.[287]

Il y aura des événements dans le monde du jeu sur lesquels les joueurs peuvent avoir un impact et auxquels ils peuvent participer sans être joueurs hardcore. Par exemple, les événements PVE d'attaques de villes; les échanges entre caravanes; ce genre d'événements existent naturellement; comme les sièges de forteresses. Il y a plusieurs systèmes permettant aux joueurs de simplement se connecter, participer, s'amuser, avoir de l'impact et se déconnecter.[287]Steven Sharif

Mentor program

There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.[175]

There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will you he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[181]Steven Sharif


Ashes of Creation will be initially available in English, French, German, and Russian.[288][289]

  • Italian, Polish and Spanish localization will then be added.[289]
  • Other languages are being considered.[288]

Servers won't be language locked.[290]

  • There may be separate servers in the EU region based on language type.[289]

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.[289]Steven Sharif

Efforts will be made to translate Ashes of Creation into multiple languages.[290][291]


Ashes of Creation will be released on the Windows PC platform.[293]


By the time of launch, five year old hardware should be viable.[296]

  • Minimum specification of a 2014-2015 rig with a mid to high range graphics card from that era.[296]

The target is a five-year-old system when we launch should be able to run the game... You're looking at kind of like mid to high range graphic card from that era and you should be good to go.[296]Jeffrey Bard

I think our min spec right now is targeting 960. Basically, the goal is to have computer when we launch five years back be viable. So we're not targeting super high-end systems. Unreal gives us a lot of capability to tune down fidelity as we need it, so we've got a lot of options in there. Right now it plays extremely well even on lower end systems. And we haven't even done any optimization.[297]Jeffrey Bard

The game will be highly customizable from a settings standpoint. If you don't quite have the rig necessary to run it, you can dial the game settings down.[296]

  • Highly scalable options to adjust rendering and particle effects will be offered.[298]
  • Motion blur will be togglable on and off.[299]
  • Settings to cull out characters in large battle scenarios are being worked on.[296]

Unreal Engine 4


Unreal Engine 4 is the graphical engine for Ashes of Creation.[300]

Unreal engine makes it really fast to iterate... Compared to other gaming engines, I can do something in a hour that would take eight hours to do in another engine.[303]Jeffrey Bard

We're ripping out most of the network code that Unreal has and putting in our own just so that it works with our game and so everything is as efficient as possible. We're not going to have any replication problems because we're building it ourselves.[304]Jeffrey Bard

One of the most important things about Epic Games as the creators of Unreal Engine is the way they've allowed developers to have access to the source code. To be able to do that makes the engine very versatile.[304]Steven Sharif

Ashes of Creation Apocalypse system requirements

Ashes of Creation Apocalypse minimum system specification.[305][306]

  • Operating system: Windows 7 SP1, 64-bit
  • Processor: Intel Core i3-2125 3.3GHz / AMD Phenom II X4 3.3GHz
  • Memory: 6 GB
  • Graphics: GeForce GTX 460 or Radeon 6870 HD with 1GB and DirectX 12
  • Broadband internet connection
  • 11 GB available space

Recommended specification.[305][306]

  • Operating system: Windows 10, 64-bit
  • Processor: Intel Core i7-6700K 4.0GHz / AMD FX-9590 4.7GHz
  • Memory: 32 GB
  • Graphics: GeForce GTX 970 or Radeon R9 Fury with 4GB and DirectX 12
  • Broadband internet connection
  • 16 GB available space


The world will be the same on each server, but Nœuds will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[307]

There will be a multitude of servers located throughout the various regions of the world.[309]

  • Post launch, users will be able to select their server by the ping or the region that's notated next to the server.[309]
  • Ashes of Creation Apocalypse server selection is driven by the party leader. Whatever region they have selected will apply to their friends and squad.[309]

We'll have a multitude of servers located throughout to the various regions of the world; and those servers will be good connection points for- and will be driven by- I mean there's two types of servers I'm sorry: For the alpha-1 arena those will be driven by the party leader right; and wherever whatever region they have selected if they invite friends to their squad or whatever, they'll be able to play on that region. With regards to live launch when the server's go live, you'll be selecting a server to play on; and that will be your character's home; and that server you'll be aware of where that server is located usually by either a ping or a region that's notated on next to the server.[309]Steven Sharif


Ashes of Creation will launch with the following server regions:[310][311]

Other server regions will be considered based on interest.[311]

At this stage we do not have numbers on how many different servers will exist for different regions. We've said in the past 8-10,000 concurrent users per server is what we'd like to aim for. Obviously, the number of servers that exist in a region are going to be dependent on the population that's playing.[316]Steven Sharif

There will not be region locking or IP blocking.[317][318]

I can confirm there will be no region locking.[317]Steven Sharif

No IP blocking.[318]Steven Sharif

Q: When you say you no region locking or IP blocking, does this refer to all regions or just only Europe, Russia or North America?
A: Currently that refers to regions that are territories under our license agreement with and, which is Europe and Russia as it relates to our North American servers as well. However, moving forward should we announce additional strategic partners for foreign territories, it would be a red line for us as well not to allow for any region locking or IP blocking.[319]Steven Sharif

Server population

Population limits will be enforced on each server.[320]

Server history

The history of each server will be tracked and visible to players.[323]

We're gonna keep track of the history of the world so that we can tell people the story up to the current day. A player who's brand new, who's come in at the six-month mark can take a look at each server, what each server has done, how each server has tackled the storyline; and they can decide for themselves what community they want to join; what version of the world that they want to take part in.[323]Jeffrey Bard

Server instancing

There won't be server channels (sharding) on a server.[324][325]

Server types

Server transfers

Server transfers will not be possible initially. The developers intend to assess the impact on housing and other systems closer to launch.[176]


eSports is not the main focus, but the game will naturally move in that direction if the game play is compelling, competitive and fun.[328]

If we make the gameplay compelling, competitive and fun, that naturally it will move in that direction; and then we will find the ability to support it afterwards.[328]Steven Sharif

Voice acting

NPCs will have voice acted audio greetings.[329][330]

  • Narrated quest lines are not currently planned.[329]
  • Adding voice acting into the game at at a later point is a fairly cosmetic change.[329]

Is it difficult to add voice acting later? No, it's definitely not... It's a fairly cosmetic change.[329]Steven Sharif

Voice acting is a fun luxury to have, but it is not only a costly one, but it is also one that takes a lot of logistics.[331]Steven Sharif

Security systems

Security systems will be in place to combat cheating, exploiting, botting, gold selling, item duplication and other things that affect the economy starting from Alpha-0.[332][333][334]

  • These systems collect user data and flag abnormal activities for inspection. This combined with player reporting functions generates a live "heat map" that draws attention to unusual behavior.[334]
  • Players caught cheating will be banned.[334]

Two-factor authentication

Token-based two-factor authentication (2FA) may be in place for Alpha-1.[335]


En général, les addons ne seront pas autorisés.[336]

  • Les développeurs ne veulent pas que les addons/mods soient nécessaire pour vivre une bonne expérience de jeu.[337]
  • Les développeurs pensent que les DPS Meters peuvent avoir des effets négatifs.[336]
  • Le design de l'API du jeu est toujours en développement.[339]
    • Il y aura des outils disponible pour le streaming notamment pour Twitch et quelques autres services, mais ces outils ne seront pas accessibles depuis un API.[340]

nous voulons rendre l'UI et la représentation des données customisables, mais nous ne voulons pas rendre le jeu moddable pour l'instant. Nous changerons peut-être d'avis, mais ce n'est pas prévu à la sortie.[340]Steven Sharif

Nous voulons que le studio puisse offrir le plus possible par lui-même... Nous ne voulons pas d'addons.[337]Steven Sharif



  • Kickstarter's most funded MMORPG.[358]
  • Kickstarter's #7 most funded video game.[359]
  • Most anticipated MMO –'s Best of 2017 Awards.[360]
  • Most anticipated early access hands-on MMORPG – MMOs World.[361]
  • Gamescom 2018: Best Independent game.[362]
  • Gamescom 2018: Best Online game.[362]


Ashes of Creation will be a franchise.[363]

Ashes of Creation Apocalypse

Ashes of Creation Apocalypse early access trailer.[367][368]

The standalone prequel to the upcoming epic MMORPG Ashes of Creation - both a testing ground for new systems and content, as well as a unique last-man-standing action game where magic, steel, and chaos reign supreme in a high fantasy, free-to-play experience.[367]

Ashes of Creation Apocalypse (also referred to as APOC)[364] is a free-to-play[243] matchmaking-based arena game with three primary modes.[369]

Ashes of Creation Apocalypse utilizes action-based combat.[369][351][371]

Ashes of Creation Apocalypse battle royale early access testing ended on March 10, 2020.[20]

Ashes of Creation board game

Un jeu de plateau Ashes of Creation devrait sortir à peu près au même moment que le MMO, vers la phase de Beta.[365]

Juste pour être clair, un jeu de plateau n'impacte pas le développement d'un MMO. Ce sont deux genres de développeurs totalement différents.[374]Steven Sharif

C'est un jeu de gestion de ressources et de combat avec une économie qui évolue au fil de la partie.[365]

  • Chaque joueur choisit une classe et tente de créer une guilde qui doit s'imposer sur un serveur éponyme à ceux sur Ashes of Creation.[365]
  • Plus la guilde comptera de membres, plus elle recevra de jetons d'action. Ces jetons peuvent être dépensés pour effectuer des actions sur le plateau du jeu et pendant les combats.
  • Les guildes reçoivent de l'agent en construisant des caravanes.
  • Les joueurs ont une réserve de ressources qu'ils doivent garder secrète.
    • Des membres.
    • De l'or.
    • Des ressources de combat (obtenues par les guildes s'adonnant au Pvp).

Il y a plusieurs types de combat dans le jeu.[365]

  • L'attaque de caravanes.
  • Les arènes (instanciées).
  • Les guerres de guildes.
  • Les raids de boss.
    • Attaquer un boss de raid fait passer la partie en mode coopération. Les autres guildes peuvent se joindre au combat de boss.
    • Le niveau du boss est basé sur le niveau auquel la partie se trouve.

Le jeu est livré en un set complet avec une carte ajustable que les joueurs construisent à chaque partie.[365]

  • La carte est formée par 6 modules qui s'emboîtent.
  • Le plateau du jeu est formé de zones qui évoluent selon les actions des joueurs.
  • Plus de 40 bâtiments peuvent être construits.

Le jeu est livré avec 6 figurines faisant office de personnages.[365]

  • Les joueurs ont une fiche de personnage avec des compétences et des capacités ayant des niveaux.
  • Plus un personnage monte en niveau, plus il devient fort.

Les joueurs se battent pour compléter en premier les achievements.[365]

Le joue se joue de 2 à 5.[365]

  • La partie durera entre 1h et 3h environ.

Des extensions sortiront après la sortie du jeu, mais le jeu peut se jouer sans.[365]

  • Les extensions apporteront des nouveaux morceaux de carte amenant de nouveaux lieux à découvrir et de nouvelles ressources à exploiter.
    • Les morceaux de carte venant des extensions sont interchangeables.
  • Les extensions offrent de nouveaux bâtiments à construire.
  • Les extensions auront des personnages faisant parti de races d'Ashes of Creation.

Le jeu ne se fera sûrement pas par financement participatif.[365]

Le prix du jeu sera entre 50 et 100 US Dollars.[365]

Il se pourrait que certaines versions alternatives contiennent des cosmétiques.[365]

Gameplay videos

External links

See also

Les références

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 A reactive world - Nodes.
  2. 2.0 2.1 Ashes of Creation MMO.
  3. Video, 20 August 2019 (0:0).
  4. mmo-teaser.png
  5. mmo-teaser1.png
  6. alpha-1-nda-3.png
  7. 7.0 7.1 Blog: Creative Director's Letter
  8. kickstarter release schedule.png
  9. alpha-0 pre-alpha.png
  10. 10.0 10.1 Livestream, 18 January 2018 (2:48).
  11. 11.0 11.1 11.2 Livestream, 1 September 2018 (54:06).
  12. alpha-1-stress-test-3.png
  13. 13.0 13.1 13.2 alpha1-phase-1-update.png
  14. Press release - Ashes of Creation Apocalypse Launches December 18.
  15. apoc-beta.png
  16. Blog: Ashes of Creation Apocalypse heads into early access.
  17. @AoCApocalypse on Twitter.
  18. 18.0 18.1 Livestream, 17 December 2019 (18:33).
  19. 19.0 19.1 19.2 Blog: Early Access for Ashes of Creation Apocalypse Battle Royale Testing Ends.
  20. 20.0 20.1 20.2 20.3 apoc-offline.png
  21. March 2020 newsletter.
  22. Video, 23 March 2020 (0:01).
  23. 23.0 23.1 23.2 23.3 alpha-1-nda-2.png
  24. alpha-1-nda-1.png
  25. steven-a1-testing-start.png
  26. 26.0 26.1 26.2 Creative Director's Letter, 1 April 2020.
  27. Livestream, 18 January 2018 (25:22).
  28. alpha and beta phases.png
  29. 29.0 29.1 beta 0.png
  30. 30.0 30.1 Founder.png
  31. 31.0 31.1 Braver of Worlds.png
  32. Livestream, 8 March 2019 (57:26).
  33. 33.0 33.1 33.2 Livestream, 8 May 2017 (11:14).
  34. Video, 30 April 2017 (0:00).
  35. 35.0 35.1 35.2 35.3 Node series part II – the Metropolis.
  36. Ashes of Creation - Screenshots.
  37. Livestream, 15 December 2017 (1:11:52).
  38. Blog: 10 facts about castle sieges in the MMORPG.
  39. castle nodes.png
  40. Podcast, 23 April 2018 (15:14).
  41. 41.00 41.01 41.02 41.03 41.04 41.05 41.06 41.07 41.08 41.09 41.10 41.11 Blog - Know Your Nodes - The Basics.
  42. Interview, 24 August 2018 (3:44).
  43. Node series part I
  44. 44.0 44.1 Livestream, 4 May 2017 (15:15).
  45. Know Your Nodes: Economic Node Type.
  46. 46.0 46.1 46.2 46.3 46.4 Blog - Know Your Nodes - Advance and Destroy.
  47. Livestream, 12 December 2018 (14:48).
  48. 48.0 48.1 48.2 Livestream, 16 October 2017 (50:20).
  49. Video, 20 April 2017 (0:02).
  50. Npc vending.jpg
  51. jahlon-steven-vassal-nodes-quote.png
  52. Livestream, 17 November 2017 (55:27).
  53. node xp.png
  54. 54.0 54.1 Livestream, 26 May 2017 (28:16).
  55. Video, 4 December 2016 (0:02).
  56. 56.0 56.1 Livestream, November 22 2019 (16:56).
  57. Livestream, November 22 2019 (17:59).
  58. 58.0 58.1 Video, 30 April 2017 (5:31).
  59. steven-a1-combat-leak.png
  60. Video, 23 March 2020 (0:41).
  61. Livestream, 3 May 2017 (17:59).
  62. Livestream, 8 April 2018 (PM) (41:44).
  63. Livestream, 26 May 2017 (39:36).
  64. Livestream, 8 April 2018 (PM) (11:27).
  65. Livestream, 30 April 2020 (1:05:34).
  66. 66.0 66.1 66.2 Livestream, 22 May 2017 (20:59).
  67. dungeon open.png
  68. openworldinstancedsplit.png
  69. Livestream, 28 March 2020 (1:48:36).
  70. Livestream, 19 May 2017 (24:17).
  71. Video, 4 April 2018 (0:01).
  72. About Ashes of Creation.
  73. 73.0 73.1 Ashes of Creation FAQ.
  74. Livestream, 8 April 2018 (PM) (1:14:01).
  75. 75.0 75.1 Podcast, 9 July 2018 (22:24).
  76. Video, 31 May 2020 (1:09:50).
  77. pvp catalyst.png
  78. 78.0 78.1 78.2 78.3 78.4 78.5 78.6 pvp meaningful.png
  79. Livestream, 15 May 2017 (13:06).
  80. 80.0 80.1 80.2 80.3 Interview, 24 August 2018 (4:15).
  81. weapon augments.png
  82. class weapons.png
  83. Livestream, 26 May 2017 (44:11).
  84. Livestream, 26 May 2017 (20:46).
  85. 85.00 85.01 85.02 85.03 85.04 85.05 85.06 85.07 85.08 85.09 85.10 Livestream, 24 May 2017 (14:15).
  86. clubs.png
  87. 87.0 87.1 Livestream, 4 May 2018 (33:56).
  88. Livestream, 28 July 2017 (45:21).
  89. Lances.jpg
  90. Livestream, 4 May 2018 (33:27).
  91. Livestream, 24 May 2017 (18:40).
  92. Rapiers.png
  93. Livestream, 15 December 2017 (59:49).
  94. 94.0 94.1 helmet.jpg
  95. 95.0 95.1 95.2 95.3 Livestream, 9 February 2018 (7:31).
  96. no capes!.jpg
  97. Livestream, 9 February 2018 (15:01).
  98. Polymorphic Breastplate.png
  99. 99.0 99.1 Livestream, 28 July 2017 (31:30).
  100. belt items.jpg
  101. 101.0 101.1 Ashes of Creation Kickstarter.
  102. 102.0 102.1 102.2 102.3 102.4 102.5 102.6 102.7 102.8 Ashes of Creation race breakdown.
  103. Kickstarter $2,500,000 New Player Race Achieved.
  104. Livestream, 3 November 2018 (0:00:54).
  105. Livestream, 3 November 2018 (0:01:57).
  106. Livestream, 3 November 2018 (0:02:35).
  107. 107.0 107.1 Ashes of Creation class list.
  108. 108.0 108.1 archetypeclass.png
  109. 109.0 109.1 109.2 109.3 Group dynamics blog.
  110. 110.0 110.1 110.2 110.3 Livestream, 22 May 2017 (46:04).
  111. 111.0 111.1 Interview, 20 October 2018 (2:40:16).
  112. religions2.jpg
  113. Livestream, 26 May 2017 (15:37).
  114. Video, 17 July 2019 (0:21).
  115. Livestream, 15 May 2017 (18:25).
  116. Livestream, 15 May 2017 (19:15).
  117. steven-launcher-leak.png
  118. steven-ren'kai-leak.png
  119. Livestream, 30 June 2017 (09:43).
  120. 120.0 120.1 Livestream, 8 May 2017 (48:49).
  121. character creator BDO.png
  122. Livestream, 26 May 2017 (53:40).
  123. Livestream, 26 July 2019 (1:10:44).
  124. Livestream, 16 October 2017 (15:18).
  125. Ashes of Creation - The visuals.
  126. 126.0 126.1 126.2 126.3 126.4 126.5 126.6 126.7 126.8 126.9 Livestream, 8 April 2018 (PM) (13:39).
  127. Livestream, 8 may 2017 (47:35).
  128. Livestream, 15 May 2017 (51:19).
  129. Livestream, 30 june 2017 (11:21).
  130. Livestream, 30 june 2017 (10:04).
  131. Livestream, 30 june 2017 (10:27).
  132. Livestream, 30 june 2017 (12:39).
  133. Lollis.jpg
  134. Livestream, 30 june 2017 (13:13).
  135. 135.0 135.1 Livestream, 24 May 2017 (48:45).
  136. 136.0 136.1 136.2 136.3 136.4 Livestream, 22 May 2017 (54:32).
  137. beards.jpg
  138. Livestream, 24 May 2017 (28:22).
  139. 139.0 139.1 139.2 139.3 139.4 Rime and Regal
  140. Livestream, 8 May 2017 (48:52).
  141. 141.0 141.1 141.2 kickstarter microtransactions.png
  142. 142.0 142.1 142.2 142.3 142.4 Livestream, 8 April 2018 (PM) (58:29).
  143. 143.0 143.1 equitable-cosmetics-quote.png
  144. 144.0 144.1 144.2 144.3 cosmetics obtaining.png
  145. Livestream, 9 July 2018 (55:20).
  146. Livestream, 26 May 2017 (32:14).
  147. Interview, 24 August 2018 (5:28).
  148. Livestream, 17 November 2017 (22:33).
  149. Podcast, 4 August 2018 (53:43).
  150. Livestream, 9 February 2018 (50:29).
  151. Livestream, November 22 2019 (1:08:05).
  152. 152.0 152.1 152.2 Livestream, 26 May 2017 (19:51).
  153. 153.0 153.1 153.2 Reddit Q&A, 8 January 2019.
  154. oversized.jpg
  155. Livestream, 18 July 2017 (54:56).
  156. Livestream, 28 July 2017 (9:47).
  157. Sparkly.jpg
  158. Livestream, 3 September 2017 (48:56).
  159. 159.0 159.1 Interview, 20 October 2018 (3:34:46).
  160. Ashes of Creation Press Kit.
  161. Interview, 7 December 2016.
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  163. Video, 5 April 2018 (37:50).
  164. Video, 5 April 2018 (37:13).
  165. 165.0 165.1 Livestream, 30 May 2019 (1:18:16).
  166. Livestream, 17 December 2019 (1:10:30).
  167. Video, 5 April 2018 (35:01).
  168. Livestream, 31 October 2017 (29:50).
  169. Livestream, 19 May 2017 (51:52).
  170. 170.0 170.1 Interview, 20 October 2018 (1:55).
  171. Livestream, 12 May 2017 (42:17).
  172. Livestream, 8 April 2018 (PM) (28:38).
  173. leveling.png
  174. Livestream, 24 May 2017 (46:27).
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  180. 180.0 180.1 Livestream, 27 September 2018 (52:41).
  181. 181.0 181.1 Interview, 24 August 2018 (8:52).
  182. 182.0 182.1 182.2 progression.png
  183. Livestream, 3 May 2017 (50:50).
  184. 184.0 184.1 Livestream, 28 July 2017 (19:05).
  185. Livestream, 30 May 2019 (58:28).
  186. 186.0 186.1 186.2 186.3 Livestream, 30 January 2020 (1:28:40).
  187. Livestream, 4 May 2018 (45:37).
  188. 188.0 188.1 188.2 188.3 188.4 Livestream, 4 June 2018 (1:11:19).
  189. Pets.jpg
  190. Livestream, 28 June 2019 (1:24:27).
  191. artisan skill tree.png
  192. 192.0 192.1 Livestream, 24 May 2017 (32:07).
  193. 193.0 193.1 Livestream, 26 July 2019 (1:09:46).
  194. 194.0 194.1 Interview, 27 March 2020 (5:25).
  195. Livestream, 5 May 2017 (6:12).
  196. artisan mastery1.png
  197. 197.0 197.1 artisan mastery5.png
  198. artisan mastery3.png
  199. artisan mastery4.png
  200. Livestream, 18 July 2017 (37:25).
  201. 201.0 201.1 201.2 Livestream, 8 May 2017 (44:51).
  202. religions.jpg
  203. Livestream, 1 June 2017 (33:40).
  204. 204.0 204.1 Livestream, 9 July 2018 (36:05).
  205. Livestream, 15 May 2017 (30:53).
  206. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  207. 207.00 207.01 207.02 207.03 207.04 207.05 207.06 207.07 207.08 207.09 207.10 207.11 Livestream, 27 September 2018 (55:39).
  208. 208.0 208.1 208.2 Livestream, 19 May 2017 (22:10).
  209. guild size.jpg
  210. Livestream, 26 June 2020 (1:31:53).
  211. 211.0 211.1 Livestream, 5 May 2017 (23:26).
  212. Interview, 8 August 2018 (9:36).
  213. 213.0 213.1 213.2 Livestream, 17 May 2017 (7:27).
  214. 214.0 214.1 214.2 214.3 Podcast, 11 May 2018 (18:52).
  215. Livestream, 1 June 2017 (31:47).
  216. 216.0 216.1 216.2 216.3 216.4 Podcast, 11 May 2018 (21:07).
  217. 217.0 217.1 217.2 Podcast, 11 May 2018 (48:29).
  218. 218.0 218.1 Podcast, 23 April 2018 (29:56).
  219. monster coin leveling.png
  220. Livestream, 3 May 2017 (31:46).
  221. Livestream, 3 May 2017 (36:25).
  222. kickstarter monster coins.png
  223. Monster coins2.jpg
  224. Video, 5 April 2018 (49:36).
  225. 225.0 225.1 Interview, 20 October 2018 (2:40:17).
  226. 226.0 226.1 Livestream, 24 May 2017 (35:11).
  227. 227.0 227.1 Podcast, 23 April 2018 (59:28).
  228. 228.0 228.1 Podcast, 23 April 2018 (1:01:01).
  229. Interview, 20 October 2018 (2:53:52).
  230. MMOGames interview, January 2017
  231. 231.0 231.1 design pillars.png
  232. 232.0 232.1 Interview, 24 August 2018 (8:35).
  233. 233.0 233.1 A chat with Ashes of Creation's Steven Sharif, 7 June 2017.
  234. Interview, 20 October 2018 (3:43:52).
  235. transparency.png
  236. Livestream, 4 May 2018 (39:41).
  237. kickstarter box cost.png
  238. Pre-order packs
  239. 239.0 239.1 kickstarter subscription.png
  240. Livestream, 4 May 2018 (53:34).
  241. Summer Braver of Worlds.png
  242. lifetime sub server.png
  243. 243.0 243.1 243.2 Livestream, 31 October 2018 (38:47).
  244. 244.0 244.1 244.2 Blog: Steam Announce And Play Test FAQ For Ashes of Creation Apocalypse
  245. 245.0 245.1 245.2 245.3 Livestream, 1 September 2018 (1:05:10).
  246. 246.0 246.1 alpha-1-news.png
  247. screenshot 328.png
  248. Livestream, 17 August 2018 (9:33).
  249. Livestream, 26 June 2020 (1:26:54).
  250. 250.0 250.1 Livestream, 1 June 2017 (19:12).
  251. Livestream, 17 August 2018 (32:31).
  252. kickstarter p2w.png
  253. RNG boxes.png
  254. 254.0 254.1 Podcast, 4 August 2018 (1:57:56).
  255. 255.0 255.1 Interview, 21 August 2018 (11:20).
  256. Interview, 21 August 2018 (27:35).
  257. mycom.png
  258. mycom2.png
  259. 259.0 259.1 Interview, 21 August 2018 (11:27).
  260. ashes-steam.png
  261. NAEU.png
  262. NAEU1.png
  263. payments.png
  264. Ashes of Creation cosmetic store.
  265. cosmetic skins.png
  266. Livestream, 6 December 2018 (41:43).
  267. Livestream, 28 June 2019 (1:25:55).
  268. cash shop non tradable.jpg
  269. 269.0 269.1 Interview, 11 May 2018 (32:36).
  270. 270.0 270.1 Interview, 20 October 2018 (2:17:43).
  271. Interview, 20 October 2018 (2:28:08).
  272. 272.0 272.1 Interview, 20 October 2018 (3:47:17).
  273. dunirinfluence.png
  274. 274.0 274.1 274.2 Interview, 11 May 2018 (1:03:21).
  275. py'rai archetecture.jpg
  276. Livestream, 16 October 2017 (15:58).
  277. Podcast, 11 May 2018 (31:35).
  278. Interview, 11 May 2018 (1:04:27).
  279. 279.0 279.1 279.2 Podcast, 11 May 2018 (36:28).
  280. Livestream, 17 November 2017 (23:00).
  281. Interview, 17 August 2018 (31:09).
  282. Livestream, 17 November 2017 (33:56).
  283. 283.0 283.1 Livestream, 4 May 2018 (49:45).
  284. 284.0 284.1 Livestream, 4 June 2018 (7:25).
  285. 285.0 285.1 Podcast, 11 May 2018 (33:09).
  286. 286.0 286.1 286.2 Video, 5 April 2018 (44:06).
  287. 287.0 287.1 Video, 5 April 2018 (48:03).
  288. 288.0 288.1 What languages will Ashes of Creation be in?
  289. 289.0 289.1 289.2 289.3 Interview, 24 August 2018 (2:35).
  290. 290.0 290.1 290.2 Livestream, 17 May 2017 (1:09:22).
  291. 291.0 291.1 Livestream, 24 May 2017 (45:49).
  292. Interview, 24 August 2018 (3:19).
  293. Livestream, 26 May 2017 (38:30).
  294. Livestream, 24 May 2017 (23:50).
  295. Livestream, 17 December 2019 (51:20).
  296. 296.0 296.1 296.2 296.3 296.4 Livestream, 17 August 2018 (1:07:51).
  297. Interview, 20 April 2018 (24:11).
  298. game system.jpg
  299. Livestream, 4 May 2018 (43:35).
  300. unreal.jpg
  301. Livestream, 3 May 2017 (26:50).
  302. Livestream, 29 May 2020 (1:07:14).
  303. Livestream, 15 December 2017 (39:23).
  304. 304.0 304.1 Livestream, 24 May 2017 (54:54).
  305. 305.0 305.1 Ashes of Creation Apocalypse: What are the minimum system requirements?
  306. 306.0 306.1 Ashes of Creation Apocalypse Open Beta on Steam.
  307. Livestream, 19 May 2017 (37:03).
  308. Official Livestream - May 4th @ 3 PM PST - Q&A
  309. 309.0 309.1 309.2 309.3 Livestream, 27 September 2018 (48:13).
  310. Interview, 8 May 2017 (22:06).
  311. 311.0 311.1 Livestream, 24 May 2017 (40:50).
  312. 312.0 312.1 na and eu servers.jpg
  313. 313.0 313.1 313.2 Ashes of Creation FAQ: Where will your servers be?
  314. 314.0 314.1 servers SEA OCE.png
  315. Livestream, 9 July 2018 (47:54).
  316. 316.0 316.1 Livestream, 8 April 2018 (AM) (26:41).
  317. 317.0 317.1 regionlocking.png
  318. 318.0 318.1 ipblocking.png
  319. Interview, 24 August 2018 (0:09).
  320. Livestream, 17 May 2017 (59:25).
  321. Video, 6 September 2018 (4:25).
  322. server population.png
  323. 323.0 323.1 Interview, 20 April 2018 (9:20).
  324. Livestream, 8 May 2017 (36:26).
  325. Livestream, 28 July 2017 (35:42).
  326. Livestream, 5 May 2017 (35:27).
  327. MMORPG Interview, 12 December 2016.
  328. 328.0 328.1 Livestream, 8 April 2018 (PM) (39:48).
  329. 329.0 329.1 329.2 329.3 Interview, 20 October 2018 (2:22:09).
  330. Livestream, 8 April 2018 (AM) (25:12).
  331. Livestream, 8 April 2018 (AM) (24:14).
  332. Livestream, 17 November 2017 (38:35).
  333. Massively OP, 1 June 2017
  334. 334.0 334.1 334.2 Livestream, 9 February 2018 (20:40).
  335. Interview, 21 August 2018 (40:44).
  336. 336.0 336.1 Livestream, 5 May 2017 (20:02).
  337. 337.0 337.1 Interview, 20 October 2018 (6:29).
  338. Livestream, 5 May 2017 (43:27).
  339. Livestream, 5 May 2017 (21:41).
  340. 340.0 340.1 Interview, 11 May 2018 (49:03).
  341. 341.0 341.1 341.2 MASSIVELY OP interview: Ashes of Creation on a new way to MMO.
  342. Ashes Discord.png
  343. Ashes of Creation Kickstarter campaign
  344. Summer Crowdfunding.png
  345. summerended.png
  346. Intrepid Studios Dev Team.
  347. PAX West 2017 Schedule.
  348. PAX West 2017 Map.
  349. GDC.png
  350. PAX East.png
  351. 351.0 351.1 351.2 351.3 351.4 Newsletter, 7 August 2018
  352. gamescom.png
  353. Ashes of Creation Gamescom 2018 Interview: Responding to Criticism.
  354. Newsletter, 7 August 2018
  355. Intrepid Studios Extra Life 2018 (@MediaAoC).
  356. Interview, 15 April 2019 (5:09).
  357. extralife2019.png
  358. kickstarter most funded MMORPG.png
  359. kickstarter most funded video game.png
  360.'s Best of 2017 Awards.
  361. Most Anticipated MMORPGs For 2018.
  362. 362.0 362.1 DualShockers’ Gamescom 2018 Awards
  363. 363.0 363.1 Livestream, 17 May 2017 (41:27).
  364. 364.0 364.1 Livestream, 31 October 2018 (35:00).
  365. 365.00 365.01 365.02 365.03 365.04 365.05 365.06 365.07 365.08 365.09 365.10 365.11 365.12 Livestream, 3 November 2018 (0:00:17).
  366. Ashes of Creation Apocalypse official site.
  367. 367.0 367.1 Ashes of Creation Apocalypse Early Access.
  368. Video, 24 September 2019 (0:10).
  369. 369.0 369.1 Interview, 24 August 2018 (13:17).
  370. 370.0 370.1 370.2 Livestream, 17 August 2018 (30:29).
  371. Podcast, 4 August 2018 (1:07:59).
  372. Livestream, 27 September 2018 (9:08).
  373. Forest of Erinthia.png
  374. stevenboardgame.png