Armor types

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Dünir tier 5 plate armor 3D render.[1] This render does not include any special effects as a result of enchanting.[2]

Armor types in Ashes of Creation.

Armor characteristics

Kaelar armor.[10]

You're not going to get one set of armor that's going to be situationally relevant for every encounter you might face- that's crazy- and as a result of that you're going to have to succeed in acquiring sets that are situationally relevant for the types of encounters you are intending to face.[11]Steven Sharif

Light, medium, and heavy armor weights have different characteristics.[12]

  • The stat values on armor can include both damage dealing and damage mitigation stats.[11]
Certain armor types are going to have certain type of predominant stat values. So there's going to be certain waterfall stats and/or certain primary attributes that are available on certain armor types; and then if you want to have the one that's not more prominently available- those will be rare to get- you'll have to elicit the services of a crafter who's very capable within that particular type of armor in order to get the non-traditional stats and/or waterfalls available. So there's still the ability to get whatever on these but they're going to be more predetermined for certain types of stats and waterfalls.[12]Steven Sharif
There'll be certain types of set bonuses granted across specific full sets or partial sets of armor types. There will be a similar function in how damage is mitigated based on the type of armor you're wearing and how that relates to physical or magical incoming damage. So that's something to keep in mind. It's going to be situational what type of adversarial foe am I facing and what armor is the best against that to mitigate damage.[12]Steven Sharif
You're going to have certain strengths and weaknesses of armor sets and those can be specced into by your opponents. For example, I might place some type of elemental enhancements on my weapon that horizontally changes my outgoing damage and that's going to reflect based on the opponent on my target opponent and what type of armor they have available to them to counter that.[12]Steven Sharif
We're playing a little bit with the idea of these universal skill sets, such as dodge, parry, block, active blocking, stuff like that; and progression within those areas. There is something to be said I think for incorporating itemization choice as part of that system as well; and how it might affect that system. That's something that I think is going to be coming up in the pitch phase here shortly from design as we implement those universal skills. So you can look out in the future for more information on that.[12]Steven Sharif

Light armor

Kaelar Level 20 robe set 3D render.[15]

This set is a level 20 set and this is not cosmetic. This is an in-game achievable armor set I believe.[15]Steven Sharif

Light armor (also referred to as Robes and Cloth armor).[16][17]

Medium armor

Level 10-20 crafted leather armor set 3D render.[21]

Leather gives you a blend between both worlds. It also will have different types of set benefits that aren't purely related to damage mitigation. So that could be outgoing skill damage, it could be critical chances, it could be some other waterfall stats that are associated with it. Our armors don't just boil down to damage type mitigation.[11]Steven Sharif

Medium armor (also referred to as Leather armor) can incorporate robe, chainmail, and plate, influences.[16][17][22]

  • May provide some benefits from light armor or heavy armor.[11]
  • May also include benefits that aren't purely related to damage mitigation, such as improved critical chance.[11]

Heavy armor

Tier 5 in-game earnable Kaelar plate armor 3D renders.[23]

Heavy armor is predominantly plate metal, but may incorporate other influences, such as leather.[22]

Class weapons and armor

Armi and armor are not class locked, but certain classes are more efficient with certain types of weapons or armor.[24][25][26][27] Certain abilities require certain items to be equipped.[28]

Weapons are intended to be somewhat agnostic in the sense that you can find a way for a weapon to be utilized by different classes. Not just the rogue is going to be able to use daggers. Because if you restrict equipment through that, it makes the economy more difficult to have sustainability across the market of items.[27]Steven Sharif
Q: We had stated that we were going to allow people to use any class combination, which would be both your archetypes together, being able to use any weapon. Do we see problems that could occur with that, for instance like a bow tank, or an orb tank or things like- will there be some strangeness there, or are there problems that you first are foreseeing in the future?
A: We're giving a lot of flexibility to the crafters in our game. They get to help define the stat block that a particular item, weapon, or gear has; and that stat block can be relevant to any particular class or archetype combination. So in that sense the idea is, no not to see any strangeness there or not to see any elements that would dissuade a person from that customization perspective.[29]Steven Sharif

Racial weapons and armor

Armatura racial appearances in early Alpha-1.[30]

Violet light and myself are wearing exactly the same armor set right: Same stats, same everything, but it drops for her it looks one way, it drops for me it looks another way; and... a small part of that is gender, but then the other part of it is race. So because I was a Vaelune in that playthrough my armor was in the Vaelune style; and when she picked it up it was in the elven style because she was an elf. So that gives you an example of sort of the breadth of looks that we're going for and how we try to capture like who you are as as a character and allow you to build your look that way.[31]Jeffrey Bard

Dünir and Empyrean racially styled armor concept art by Keith Kovach.[32]

We have essentially sets that exist across all races; and each race that dons those armor sets is going to have their own racial influence on the presentation of those particular sets. So that's something that's unique in how each of the races get diversified.[33]Steven Sharif

Armi and armor are not race locked, but armor will take on a racial appearance.[33][34][35]

The customization of equipment per race is really focused on Armor sets not Weapon props. Weapon props will, from a model standpoint, will translate pretty one-to-one across the races.[36]Steven Sharif
Let's say for example you have the Eagle set or something, right: The Eagle set has in art, it has a thematic design that's going to include certain attachments to the armor. It's going to include color palette and theme. It's going to have some aspects to it that define it as the Eagle set, right. When a Elf wears the Eagle set or when an Orc wears the Eagle set, you obviously have two different cultures there; and you don't want to stomp out that culture by assigning a de facto 'This is the Eagle set and this is how it looks on everybody.' What we want to have is cultural influences play a role in showing how that set looks.[36]Steven Sharif
When you say, what if I'm an Orc but want to look like an Elf and I want my Eagle set to be the Elf representation? Well the issue becomes there that Orcs have a different organic model. You know, their body is different than that of the Elf. So, from a scope-creep standpoint, it's one thing to add different influences that represent the cultures that are donning the armor; it's another thing to adapt each influence as a matrix that can be worn pretty much by everything. From a scope perspective, that's a very difficult task for the character artists to tackle. So instead what we've done is, in order to facilitate a variety of cultural representation between the races but allow for the sharing of assets like different armor sets, we give different representations of those armor sets to each race.[38]Steven Sharif
Q: Since a single armor set will look different on each race, how will we have large varieties of in-game achievable gear for each race if we have to make nine different looks for each set?
A: The approach for that is to create a modular piece set for armor creation; and the way we achieve that is by two steps: So, on the modeling side, each race has these geo sets basically where you're creating pieces of the armor for heavy plate armor, for medium, for robes; and you get to grab those modular pieces and mix and match as design makes a request for a particular set to the art teams. So, design comes along and they say, "hey we have a theme for a set that we want to create", so let's use Carphin in that example; and that theme from design's standpoint is going to include color, it's going to include materials, it's going to have an etymology for the set to give a background so that they can incorporate certain types of attachments- whatever they want to include on the art side. Then, the character team says, "okay let's take our base sets of geo and let's mix and match those pieces to create the Carphin set and then we're going to do a materials pass on it, and then we're going to do a color pass on it"; and that way we have a lot of essentially pieces of the puzzle to create these many different unique sets. Now we can also deform pieces across from race to race. So, even if we create unique geo on a per-race basis, we can grab the pauldron from the Human set and put it onto the Vek representation; and the end game there is that we have a particular set, for example Carphin, and that Carphin is communicating the theme; and when you don the armor for the Carphin set- you've acquired the Carphin set and you put it on- it is going to look Vek if you're a Vek. It is going to look Kaelar if you're a Kaelar, but it is still going to have the identity and the theme of the Carphin set.[39]Steven Sharif


Alpha-1 female plate armor 3D render.[40]

We want to be realistic with the application of particular types of armor, such as plate armor. In this regard for the different sexes there's a fine line that has to be drawn between accentuating the form of the sex as well as making it somewhat realistic and actually applicable to the environment.[40]Steven Sharif

  • Armor will not be overly sexual in appearance.[40][42]
    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 an immersive issue.[41]Steven Sharif
    • Some armor and costumes will be more revealing than others, but there will not be nudity in the game.[44]
    There might be sliders, but there are not gonna be naked sliders.[44]Steven Sharif
Each race is getting its custom geo pieces, which then will share thematic components such as color palette, attachments, design filigree. Those types of things will get shared across the geo but generally you're going to see unique races with unique geo.[45]Steven Sharif
  • Cosmetici can be used by all races but there may be slight variations to make them work with the body builds of each race.[50]
  • Hair will likely be masked if helmet display is toggled on.[54]

Appearance slots/Transmogs

Gear will have appearance slots (Transmutation/Transmog/cosmetic slots) that are used to copy the appearance of an item (in some cases).[58][59]

  • There are rules when applying cosmetics to specific items, unlike costumes, which don't have level restrictions.[60]
  • Cosmetic slots can be toggled on or off on their character by the player.[61]
  • A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[62][63]
Cosmetics, whether purchased from the shop or earned in game, are an important component of MMORPGS I personally enjoy; and there's a lot of collectors out there who spend a great deal of time either in-game achieving these things or spend money purchasing them from the cosmetic only marketplace; and we don't want to demean or reduce that achievement or that expenditure. So it's going to be situational where the default appearance will be applied and can be activated.[62]Steven Sharif

Gear sets

2nd Sword Division non-cosmetic gear set 3D renders. 3D model by Keith Kovach.[64]

Not all armor sets will be the cookie cutter set. They will have the influences from the crafter available in it, if it's a crafted set.[65]Steven Sharif

Equipping the Titanbark gear set in Alpha-2.[66]

We're going relatively traditional in the gear access points by being driven by level tier that players will have access to. So as you advance in your adventuring class you will begin to unlock the ability to equip gear of a higher level.[67]Steven Sharif

Gear sets (also known as tier sets) are a part of Ashes of Creation.[68][67][59]

Q: How often will armor be part of an entire armor set with other cosmetically matching pieces versus unique armor pieces that don't match or go along with anything else in the game?
A: There is a balance of both set pieces and non-set pieces and usually you're going to see at higher grades within a tier are going to be more predominantly set driven; and the lower interstitial power levels of the gear for that tier are the potentially bespoke pieces; and obviously those pieces are catered around a number of different interactions, such as ones you get from quests, ones that you get from drops, ones that you can craft, ones that you get from legendary bosses, ones that you get from guild-oriented tasks, or in-game favor and unique currencies. So there's different types of acquisition models and each of them has a spattering of either bespoke pieces or set-oriented pieces; and there are even varying levels of set pieces as well. So you might have a full eight piece set, or a three-piece set, or a five piece set, depending on where it lives within the tier.[68]Steven Sharif
  • Players gain bonuses depending on the number and tier of pieces they have equipped.[68][67][59]
    • An overarching set effect is granted to wearers of exclusively one "type" of armor, for example: all cloth, or all plate.[13]
    • There may be set bonuses that members of certain communities will obtain based on gear set type.[68][59]
    • Set bonuses will not provide new abilities, but certain higher-end weapons and armor will have active abilities, but the intention is that these abilities will not radically redefine the way an archetype is played.[69]
info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.
  • Certain set bonuses may trade off core gear stats.[74]
  • There are passive abilities that can be chosen to become more adept with certain set types.[59]
  • There will be viable non-set builds.[74]

List of gear sets

Alpha-2 in-game achievable Carphin robe gear set 3D turntable. 3D model by Emanuel Gonzalez.[75]

A lot of games that I've been a player of, the cosmetics look better. They incentivize you to acquire the cosmetics because they always look way better than what's achievable in-game. This is our attempt to create parity in that regard.[75]Steven Sharif

In-game achievable gear sets.[75][73][67][59]

Best-in-slot armor

What is considered best-in-slot is based on a character's role and the type of encounter they are facing.[76][77]

  • The goal is to not have overarching best-in-slot items that are meta for all situations.[76]

Legendary items

There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[81]

At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[83]Steven Sharif

The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[84]Steven Sharif

Certain legendary items may be limited to one per server at any given time.[87][88]

  • If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[87]

There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[88]

A legendary weapon is easily distinguished by its visual appearance.[84]

It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[84]Steven Sharif

Legendary items are not intended to be temporary.[89]

The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[89]Steven Sharif

info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.

Discovery of legendary items will unlock further chapters of the Lore.[91]

See also


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  12. 12.00 12.01 12.02 12.03 12.04 12.05 12.06 12.07 12.08 12.09 12.10 12.11 12.12 Podcast, 2021-09-29 (52:58).
  13. 13.0 13.1 Colloquio, 2020-07-18 (1:02:08).
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  23. Trasmissione in diretta, 2021-07-30 (1:07:03).
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  25. weapon augments.png
  26. class weapons.png
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  50. margaret-gear-appearance.png
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