Ashes of Creation

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Anteprima del design del sito di Ashes of Creation (WIP).[1]

Ashes of Creation ha un'ambientazione fantasy medievale, fondendo l'immaginazione con una grafica di ultima generazione. Stiamo rimettendo la parola "massa" in "multiplayer di massa" con meccaniche uniche e innovative che porteranno significato alle azioni del giocatore. Ashes of Creation incorporerà le parti migliori dei tradizionali MMORPG con innovativi concetti sandbox. Sceglierai il tuo destino ad ogni opportunità. Le missioni inizieranno e finiranno basandosi sulle interazioni dei giocatori con il mondo, perché in questo mondo le scelte sono consequenziali. I mostri vagheranno e aumenteranno in ferocia man mano che la civiltà ostacola l'ordine naturale delle cose. Dalla posizione alla dimensione delle città, sarai tu a determinare l'aspetto del tuo mondo. Ci saranno culture, paesaggi ed economie uniche.[2]

Ashes of Creation è un MMORPG in corso di sviluppo ambientato in un mondo fantasy nel quale le scelte dei giocatori plasmeranno e definiranno il mondo attorno a loro.[3]

Ashes of Creation è una prospettiva unica dell'esperienza MMO. La struttura del nostro mondo è dinamica e costruita per rispondere alle azioni dei nostri giocatori. Le città si innalzeranno e cadranno, la loro popolazione sarà basata sulla storia del mondo man mano che i giocatori la creano. Le missioni si sbloccheranno quando queste popolazioni si riuniranno, i loro bisogni cresceranno, e i segreti verranno scoperti. Visto che la struttura degli NPC del mondo è stabilita in tempo reale, i giocatori avranno la possibilità di distruggere quello che hanno creato, preparando la strada per nuovi sviluppi, nuove popolazioni, e cambiamenti reali. Strategie politiche ed intrighi giocheranno un ruolo veramente importante nella struttura del vostro mondo. I giorni dei mondi statici sono finiti, d'ora in poi ci sarà il cambiamento.[2]

Il nome in codice originale per Ashes of Creation era "The World of Origins" (il mondo delle origini).[4]

We are not years away from Alpha-2, but also Alpha-2 is not right around the corner... As a project that is visible from the outside during its development, it's important that we execute well during these testing phases; and early on in the project we made- I made some missteps in when we were anticipating coming to certain testing periods. Obviously, I have learned a considerable amount over what it takes to to build these games over the last six years; and we made a promise to the community that we would not give dates again in the future unless we were very certain that we were going to hit those dates, or at least be very close to hitting them.[5]Steven Sharif

The Ashes of Creation release schedule is subject to change.[6]

Prior to Alpha 2 we will test some more spot-oriented testing with some of the Alpha-1 testers and/or PI leading up to what would eventually become the Alpha-2 launch.[5]Steven Sharif
Phase Release Estimated/Actual date
Pre‑alpha Alpha-0.[7] December 15, 2017.[8]
APOC Ashes of Creation Apocalypse battle royale stress test (NDA).[9] September 7, 2018.[10]
Ashes of Creation Apocalypse battle royale stress test (NDA lifted).[11] October 19, 2018.[11]
Ashes of Creation Apocalypse battle royale open beta.[12] December 18, 2018.[13]
Ashes of Creation Apocalypse battle royale early access.[14] September 24, 2019.[15]
Ashes of Creation Apocalypse castle siege mode PI closed testing.[16] December 19, 2019.[16]
Ashes of Creation Apocalypse battle royale testing ends.[17] March 10, 2020.[18]
Alpha Alpha-1 early preview livestream.[19] March 27, 2020.[20]
Alpha-1 limited QA testing (NDA).[21][22] May 28, 2020.[23][24]
Alpha-1 preview pre-test 1 (NDA).[25] Dec 18 - Dec 21 2020.[25]
Alpha-1 preview pre-test 2 (NDA).[25] Feb 19 - Feb 22 2021.[26][27]
Alpha-1 preview intermittent spot testing (NDA).[28][29] Mar 19 - Jul 9 2021.[28][29]
Alpha-1 preview weekend (no NDA).[28] July 9 - July 11 2021.[30][31][28]
Alpha-1 (no NDA).[28] July 14 - August 15 2021.[32][33]
Alpha-2 spot testing.[5][34] To be announced.[5][34]
Alpha-2 (No NDA).[5][35][36] To be announced.[5][33]
Beta Beta-1. To be announced.[33]
Beta-2. To be announced.[33]
Pre‑release Head start for crowdfunding backers at the Founder level and above.[37] 1-2 days before launch.[37][38]
Release Launch (live) release. To be announced.[33][39]
Post‑launch Major releases (DLC expansions). Quarterly or six-monthly.[40][41]
Minor releases. Monthly.[40][41]


Pre-alpha Metropolis node.[42]

Nodes are a pre-set location, wrapped in a zone of influence, in our world that can form into towns of different sizes. These sizes range from a small camp to a sprawling metropolis. The size of the towns depends on the contribution by players and how far they’ve advanced the Node. Players do not create the footprint of a Node, but within that footprint they do have the ability to own land. Players who are part of the government for a specific Node will have the ability to modify building types and services further, but for the most part, a Node will grow along its own specific path (think about this more as NPCs building these towns out, rather than PCs individually putting buildings and walls up). A Node’s contribution area is larger than the actual town itself, allowing for players to adventure while building upon the town. We call the contribution area the Node’s “Zone of Influence,” and it’s the area where players help to advance the Node they are in.[43]

Encompassing each server are carefully placed points of development called Nodi.[3] There will be 85 regular node locations at launch with 15 additional castle nodes (5 castles x 3 castle nodes each)[44][45][46] for a total of 100 nodes.[47]

We have moved from a 103 nodes to 85 nodes; and there's a few reasons for that. One, when we were doing the calculations behind how- in Alpha 2 and in the game- we want these vassal structures to exist, we had more nodes than what felt meaningful and we wanted to condense some of that those curated story arcs and hooks into the environment and realm around the areas to be more bountiful at a lesser node value: meaning bringing down the node count so that we can increase the richness of each of those nodes more than what was at 103.[47]Steven Sharif
Nodes are the heart of the world, they create the ebb and flow of life. At their core, Nodes are pre-set points in the world, wrapped in a Zone of Influence and surrounded by geographic areas that change over time based upon player participation. The world map is divided into regions, with each region containing multiple Nodes. As a Node advances, it influences the types of content within itself and the surrounding areas. Players do not create Nodes, but if they are a part of the government for a specific Node, they have the ability to influence diplomacy, and modify building types/construction and services within that Node.[48]Margaret Krohn

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.[53]Steven Sharif

Nodi are assigned one of four (4) node types, each of which contain unique specializations.[48]

  • Players will be able to identify the type of a node at its first stage of development (Expedition) based on its NPC population.[53]
Node type.[48] Specialization.[48] NPCs.[48]
Divine nodes Faith and skill/equipment augment focuses Priests
Economic nodes Trade and merchant focuses Merchants
Military nodes Combattimento 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?[54]

Node types are predetermined and are the same across all servers.[48]

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.[48]Margaret Krohn

Node types affect various services and systems at each level of node advancement.[48]

Node types will be definitive during the Beta testing stages.[55]

Beta testing will require that the node types be definitive; and that's because of how node types are integrated into the relating and corresponding neighboring points of interest and those quest lines. So it's not something we can swap very easily.[55]Steven Sharif

Node stages

Illustration of node advancement from Wilderness (fase 0) to Metropolis (fase 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.[56]Margaret Krohn

Nodi 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.[48]

Node stage.[3] Symbol Alternate name.[57] Timeframe to advance.[3] Player housing.[58]
0. Wilderness -
1. Expedition Expedition symbol.png Crossroads Few hours -
2. Encampment Encampment symbol.png Camp Many hours -
3. Village Village symbol.png - Few days Small houses
4. Town - Many days Medium houses
5. City - Few weeks Large houses
6. Metropolis Metro Many weeks Mansions

Node advancement

Citizen and non-citizen player activity (questing, gathering, raiding, etc.) within a node's ZOI counts toward that particular node's advancement (progression) to a higher node stage.[56][3]

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.[59]

  • Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[60]
  • The more advanced the node is, the larger its ZOI becomes.[42]
  • 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.[61]
  • The territory expansion algorithm takes into account the nearest coast, neighboring nodes, and the heatmap of players in surrounding areas over the last weeks or month.[64]
    • Due to the way the progression algorithm calculates territorial (ZOI) expansion during node advancement, there is a small possibility that two nodes of the same stage end up being close to each other.[65]
The way that the algorithm expands the territories takes into account a few things: One it takes into account the coast like where's the closest coast. Two it takes into account the neighboring nodes so it can take over and essentially vassal state those nodes, but what's more important is essentially the initial population based on like how players choose their races. Because we have nine different races and four different starting points that branch out, each server's population density is going to dictate essentially the first few nodes that are highly populated and then that initial seed is what's going to determine the node structure as it moves inland into the into the world essentially; and based on the performance and successes of different sieges will determine which nodes that got locked out from the previous the initial advancements what nodes can now be available to advance further. So I really think that with so many variables that are present in the equation of how nodes advance and stay existing with the more variables you have, the higher likelihood there is for there to be a significant diversion in world progression.[64]Steven Sharif
Normally the algorithm that's applied to the node territorial expansion will prevent significant nodes from being in close proximity to each other... There could be a perfect storm where all of the algorithmic progression of territory leads to having these nodes very close to each other because there's certain requirements that should that need to be available to satisfy node vassal takeovers; and it's possible that two nodes would never take each other over as vassals and end up kind of close together and spanning their territories in kind of opposite directions: The Tale of Two Cities kind of thing.[65]Steven Sharif
  • A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[61]
  • Citizens of one node can contribute to the advancement of other nodes.[66]
  • Node experience gain opportunities will be equitable across the four node types.[67]
    • The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.[68]
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.[68]Steven Sharif

Node advancement spawns a series of animations and visual effects (within the footprint of the node).[69][56]

  • Players within the node are teleported to a safe location, likely a respawn area near the node.[69][70]
  • Supplies will spawn around the node and system driven caravans are spawned to bring these supplies into the node. These caravans are not able to be attacked.[69]
  • NPCs will begin construction activities.[69]
  • Players outside the node will see the new facade of the node pop into existence as the node advances in stage.[69]
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.[56]Margaret Krohn

Assedi al nodo

Assedi al nodo (Pre-alpha footage).[71]

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.[56]Margaret Krohn

Assedi al nodo enable players to destroy nodes starting at Village (fase 3).[56] 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.[3]

  • Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[3]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[72]
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![74]Steven Sharif



Il Combattimento in Ashes of Creation è incentrato su tattiche e strategie.[77]

Vogliamo che il combattimento sia stimolante, divertente... Abbiamo appena iniziato la corsa verso la distribuzione dell'Alpha-1 prima fase, quindi ci stiamo concentrando sul lato d'azione del combatimento ora; e stiamo creando dei sistemi appositi. E stiamo facendo questo perchè il tab-targeting è sempre stato una cosa fissa negli MMORPG, anche se ora c'è un grande interesse per l'azione negli MMORPG e ci sono stati alcuni titoli di successo con combattimento d'azione, come TERA e BDO. Vogliamo essere in grado di immergerci totalmente in questo sviluppo per comprendere meglio come unire tab ed azione insieme nello stesso gioco, poichè sono stili veramente differenti.[78]Steven Sharif



Non ci sono fazioni predefinite in Ashes of Creation.[79]

Siccome il gioco è privo di fazioni, vogliamo dare agli utenti la possibilità di fare cose "malvagie" o "buone", quindi ci deve essere una pletora di scelte per la parte malvagia che loro possano prendere.[80]Steven Sharif

Open world

Alpha-1 open world dungeon entrance.[81]

80% of the content that will exist in Ashes of Creation is open-world and there's a specific reason for that. So because of the way that friendships and or enemies are forged in the game and people have the opportunity to create their own friends or foes. We want that to play out from a contesting standpoint as well. So a lot of these hunting grounds or raid bosses that people are going to have opportunities to kill, they're going to be essentially contested potentially by your your enemies that you've created in the game or you can work together to create alliances in order to defend those contested zones.[82]Steven Sharif

Ashes of Creation will be a seamless open-world experience.[83]

  • No loading time or loading screens between regions.[83]

There will be an approximately 80/20 split between open world vs instanced encounters.[84][82][85][86]

  • Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[84]
In situations where we want to contain a particular type of raid, we will utilize instancing; and that can protect certain engagements with certain bosses. But that's really more on the 20% of the scenarios will have instancing protection like that. Around 80% of the content is open-world, where competition is- healthy competition is an instigator for soft player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. So that's an intended part of the PvX design of Ashes. It's a core philosophical point. And just to be clear, that is not for everyone. We are not trying to make a product that appeals to every MMO gamer. That's impossible; and so we've been very upfront and forthright with what we are trying to accomplish and what our core pillars of philosophical design are.[84]Steven Sharif
  • Castle and node sieges may contain instanced locations where specific groups can participate in certain objective-based waypoints.[75]
  • Dungeon and raids will maintain an open world feel while also capitalizing on the benefits of instanced mechanics.[87] Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[84][88] Outside of these and arenas there will not be too much instancing anywhere else.[83]
There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[89]Steven Sharif
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.[83]Jeffrey Bard

The PvP flagging and corruption system is in place to safeguard against griefing without limiting opportunities for open conflict.[91][84][92]

  • Healthy competition is seen as an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[91][84]
  • This friction presents an opportunity to engage in the political aspects of the game, which is the lifeblood of what keeps players interested and invested in the game.[91][84][89]
Q: When you reach the bosses in [open world] dungeons can you be jumped?
A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[89]Steven Sharif
Q: In an open world dungeon, what prevents others from just waiting until you're at the boss and then killing you and taking your boss's loot? What prevents mega guilds from just owning an area and preventing you from accessing or enjoying it?
A: In a majority of cases, we do not want to prevent another group from engaging potentially in PvP. We disincentivize it by creating safeguards within the flagging system that make that decision very concerning for the people that might go corrupt; and if you're in the large enough group of numbers I doubt you're going to experience that unless there's some rivalry between guilds. In which case there's apparatuses like Guild Wars that are more opt-in. You can drop guild tag if you want. But anyways, the competitive nature of this environment is a PvX element.[84]Steven Sharif


Alpha-1 Elder Dragon of the Tundra raid boss.[93]

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.[94]

Elder Dragon of the Wood raid boss gameplay.[95]

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.[96]Steven Sharif

The Node system facilitates the generation of new PvE content such as Missioni, Dungeon, Incursioni and Monete del mostro.[97]

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.[98]Steven Sharif

PvE content adapts to the development of the world to avoid repetition.[96]



Alfa-1 Open world Pvp alla carovana .[100]

Il combattimento tra giocatori in Ashes of Creation è vasto e intimo. Si spande tra tanti aspetti del gioco stesso. Da grandi battaglie politiche svolte su campi di castelli enormi, a conflitti in Open World combattuti per l'onore dei capi Gilda. Un giocatore può scegliere di partecipare al destino del mondo cambiando le sorti della battaglia con la sua capacità di combattere. Le nostre mecchaniche di PvP seguono un sistema di attivazione, assieme a zone statiche di PvP attorno a certi luoghi d'interesse; combatti per il controllo su città, castelli, carovane, o campi di caccia. Il nostro PvP è studiato per offrire ai giocatori un mondo equo e ben bilanciato da scolpire con penna, o con spada se così vorranno scegliere.[94]

Il Pvp (combattimento "Player versus Player") è il catalista dei cambiamenti in Ashes of Creation.[101] I combattimenti fra giocatori sono considerati importanti, a partire dalle battaglie per le Carovane fino a vasti conflitti nel mondo combattuti per l'orgoglio di Re e Regine.[97]

Siccome i giocatori sono spinti da motivazioni differenti, siccome vogliono qualcosa dal gioco che altri giocatori non vogliono, ciò è causa di scontro tra le persone. Giocatori differenti vorranno esperienze differenti e il confritto fra loro creerà qualcosa di più grande e migliore. Ai conflitti segue la rinascita e questo è il simbolo di base, il tema fulcro ricorrente nel gioco.[74]Jeffrey Bard
Soltanto perchè il nostro sistema di attivazione dà corruzione ai PKers, ciò non vuol dire che il PvP non accadrà. Ci sono un sacco di ragioni per cui "Open World PvP" accade. Risorse scarse, campi di caccia, carovane, assedi, guerre di gilda ecc.[106]Steven Sharif
D: Avete considerato una zona PvP ricca di bottino ad alto rischio in Verra?
R: Non l'abbiamo considerato; e la ragione è perchè il nostro sistema di PvP già consente rischi attraverso il sistema di attivazione o attraverso altri sistemi a ingresso basati su eventi PvP.[114]Steven Sharif

Gli archetipi come Tank e Bardo sono validi in Pvp visto la filosofia di design a sasso-carta-forbice, dove ogni classe è forte contro una certa composizione di abilità.[115]



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.[116]

A lot of what we experienced in games that usually come before us is that many things are 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.[118]Steven Sharif

Armi and armor are not race locked, but armor will take on a racial appearance.[121][122]

Weapon types

Different weapon types offer different passive skills and proc effects from their weapon skill tree as well as different waterfall stats.[124]

The following weapon types are not equippable by players in the MMO.

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

There is an even split between melee and ranged weapons.[125]


Armor types

Dünir tier 5 plate armor 3D render.[143] This render does not include any special effects as a result of enchanting.[144]

Armor types in Ashes of Creation.



Five of the nine playable races in Ashes of Creation.[152] From left to right: Dünir female, Dünir male, Niküa male, Vek male, Ren'Kai male, Kaelar male.

Ashes of Creation offers nine playable races.[153][154]

Parent race Races
Aelan Humans Kaelar.[155] Vaelune.[155]
Dünzenkell Dwarves Dünir.[155] Niküa.[155]
Kaivek Orcs Ren'Kai.[155] Vek.[155]
Pyrian Elves Empyrean.[155] Py'Rai.[155]

Verra is a world with rich and diverse cultures. Much of its important history has been dominated by the major races. Humans of the coast and plains, Orcs within the hills and the marshes, Elves in the forest and the riverlands, and the esteemed Dwarves of the mountains. The major races have held dominance through countless wars and skirmishes between the lesser races of Verra. Decades may pass between these flareups of violence. There are many minor races on Verra. Some of the minor races exist in makeshift villages or tribes if you will. Some of the major villages among the minor races are comprised primarily of the Giants, less reputable sects of Human, Gnomes, and Halflings. The Halflings are not Halflings in a traditional sense but actually half-bloods of different races.[157]Steven Sharif

Wandering the darker places in the world lie truly sinister abominations of creation. The great churches of civilization often dispatch heroes of the state to eliminate these threats to mortals. There currently exist four great nations on Verra. This is 25 years roughly before the fall: The Aelan Empire, Pyrian Kingdom, the Kaivek Protectorate, and the nation of the Dünzenkell. There was not always only four great nations. Long ago the races were more divided into many nations and city states.[158]Steven Sharif

In the 7,000 years of recorded history, wars upon wars were fought. Some for land, others for resources, many for beliefs. Royal houses stood and fell over the years. Some now long bereft of lordship. Many city states exist in Verra. Some self-governed bastions of democracy and republics alike. Others are vassal states at the behest of their benefactors.[159]Steven Sharif

Once selected, a character's race should be final.[160]

Your primary archetype selection and your race selection should be - because they have gameplay influences - should be final.[160]Steven Sharif



Con 8 Archetipi da combinare, i giocatori potranno scegliere da 64 combinazioni totali per creare la loro class.[161][162]

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 (damage dealers) and Support (healer or non-healer) roles.[163][164][165]

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 actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we 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.[166]Steven Sharif


Religious temple in a Metropolis node.[42]

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.[167]Jeffrey Bard

There are six primary religions as well as a Tulnar/Sottorealtà religion.[168][169][170]

  • Religion is intended to be a motivator, not an aesthetic.[171]
  • Choosing a religion enables players to walk a light or a dark path through their choice of questlines and other actions.[172][173][167]
    • Players will not be able to worship The Others at temples, but certain quest paths will allow darker forms of worship.[174]
There will be questlines. There will be certain actions that players are capable of taking to perhaps pursue the darker side of this metaverse so to speak.[172]Steven Sharif

Sometimes games in the past have tried to shy away from heavy emphasis on religion because of the parallels that can occur between what is in the real world and this fantasy realm. I don't really subscribe to that theory. I think that religion plays a very significant role in the story of what Ashes of Creation is about and it is very much this almost monolithic idea of good vs. evil; so that is really at the crux of what the overarching narrative will be in the game; and I'm not trying to pigeonhole players into "everyone has to be good", like I said earlier there will be opportunities for players to deviate from that, should they so choose to roleplay in that regard.[168]Steven Sharif

  • Pvp wars between religions are not a planned feature for the game.[175]

The Tulnar religion is a combination of religious beliefs of the major races as well as pagan beliefs of the minor races over time as they coexisted together in the Sottorealtà.[176]

The progression of the Tulnar- while they are still the staples of what were once the primary deities of the good pantheon remained for the Tulnar, over the time they existed and evolved into the society that they are at the return to Verra. It's much more similar... to the way the Creole religions advanced, with using components of Christianity as well as Voodoo and other smaller, more "paganesque" religions; and incorporated them into one. To that degree, you can correlate the way that society around the Tulnar has this almost combination of what were pagan beliefs from the minor races as well as the introductions of the major beliefs and religions from the major races, because they all came together in the Underrealm and survived in that regard. So you’re gonna see naturally a combination of those two things.[176]Steven Sharif



info-orange.pngQuesta sezione contiene informazioni dai test Alpha-1. Verrà aggiornato quando saranno rese disponibili nuove informazioni.
Personaggio stats and attributes.[178][146]
Stat Base stat Level 1 Cleric Level 1 Mage Level 1 Tank
Health.[179][180] Health 224
Mana.[179] Mana 293
Power.[179][178][146] Power 10
Dexterity.[179][178][146] Dexterity 10
Constitution.[179][178][146] Constitution 10
Will.[179] Will 12
Wisdom.[179][178][146] Wisdom 14
Mentality.[179][178][146] Mentality 13
Physical Damage Bonus.[179] Power 13
Physical Disable Modifier.[179] Power 12
Physical Critical Damage Bonus.[179] Power 12
Physical Skill Cooldown.[179] Dexterity 6
Physical Critical Rate Bonus.[179] Dexterity 6
Physical Evasion Bonus.[179] Dexterity 7
Physical Accuracy.[179] Dexterity 192
HP Regeneration.[179] Constitution 3
Physical Defense Mitigation.[179] Constitution 7
Physical Disable Defense Constitution 7
Physical Block Chance.[178][146][181] Constitution 17
Magical Attack Damage.[178][146] Will 24
Magical Critical Damage Will 23
Magical Disable Chance Will 13
Magical Casting Speed Wisdom 6
Magical Cooldown Modifier Wisdom 7
Magical Critical Rate.[181] Wisdom 7
Magical Accuracy Wisdom 8
Mana Regeneration Mentality 3
Magical Defense Mitigation Mentality 8
Magical Disable Defense Mentality 8
Magical Block Chance.[178][146][181] Mentality 18

Players will have significant agency over the allocation of their stat progression.[182]

You will have significant agency over the allocation of your stat progression. Yes, some of that will be baked-in based on the archetype selection, but a large portion of that will come down to your itemization selection, your selection of tattoos, and other ancillary types of augments and benefits you can apply to specific items, such as socketing.[182]Steven Sharif
  • There will be diminishing returns on certain stats, but there won't be hard caps.[183]

Targhetta del personaggio

Una targetta del personaggio viene mostrata sopra la testa.[184]


Ci sarà un numero "soddisfacente" di slot personaggio disponibile per personaggi alternativi.[194][195]

Ci sarà un un numero soddisfacente di slot personaggio perché siamo un gioco basato su sottoscrizione.[195]Steven Sharif

Creatore del personaggio

Il character creator (o schermata di modifica del personaggio) permette ai giocatori di definire l'aspetto del loro character in Ashes of Creation.[204]

Avremo una vasta gamma di modifiche già dall'uscita.[205]

Se dovessi fare un'analogia, userei BDO come esempio di quello che cercherà di fare la nostra Creazione Personaggio.[206]

Sarà possibile selezionare la voce del personaggio da opzioni predefinite.[207]

Character appearance

Regolazioni del volto nel creatore del personaggio nell'Alpha-2 (prima versione).[208]

Sarà presente un'ampia possibilità di scelta nella creazione del personaggio, specialmente nel volto. Che si tratti della forma della mandibola, le guance, le orecchie, il naso, le labbra. Sapete che vogliamo offrire molteplici opzioni al giocatore di personalizzare il proprio personaggio.[209]Steven Sharif

Vogliamo che ci sia molta libertà per permettere alle persone di esprimere la loro identità, per giocare di ruolo come vogliono per quanto riguarda l'aspetto. Ci saranno dei parametri con i quali potrete modificare un personaggio. Vogliamo che la cultura e l'identità delle razze esista in modo da renderle facilmente identificabili rispetto ad altre culture ed altri giocatori. Per questo motivo dobbiamo avere uno spettro sul quale possano esistere. Ci saranno un sacco di pettinature e tatuaggi da provare . Sarete in grado di gestire le proporzioni del viso, delle ossa, dell'altezza, larghezza e percentuale di massa grassa. Potrete aggiungere peli corporei in diverse parti del corpo. Se vorrete avere dei peli sui piedi, potrete farlo.[210]Steven Sharif

L'aspetto del personaggio può essere modificato nel creatore del personaggio (CC)[211] ed attraverso saloni/barbieri all'interno del gioco.[212][213]

  • I modelli dei personaggi sono realistici.[214]
  • Il giocatore vedrà un personaggio generico prima delle modifiche.[215]
  • I design dei personaggi avranno influenze di diverse culture, come quelle Europee, Africane e Asiatiche.[216]
  • Le "Loli" non saranno presenti nel gioco.[217][218]
  • Gli slider e altri modificatori, come le palette di colori, offriranno flessibilità nella personalizzazione ma ci saranno limiti dettati da razza, genere, e le linee guida artistiche concordate dagli sviluppatori. [219][220][217][221][222]
Gli slider avranno dei limiti, questa era una delle grandi domande una volta iniziato il lavoro sul creatore del personaggio: quanta possibilità vuoi dare nel permettere, per esempio, di spingere il labbro in basso fino a farlo deformare, oppure spostare una guancia in modo da rendere il volto asimmetrico. Non ci sarà la possibilità di creare quel tipo di personaggio. Nonostante questo si avrà la possibilità di muovere, cambiare, ingrandire, diminuire tutte queste parti, mantenendole più ragionevoli e considerate, nello stesso senso per cui non si avrà la possibilità di cambiare l'aspetto di un nano, né del Dünir né nel Niküan, per creare qualcosa che, in mia opinione, verrebbe considerato un personaggio Loli.[217]Steven Sharif


Vaelune, Dünir e Empyrean nei primi render 3D dei modelli dei personaggi dell'Alpha-1 .[223]

Tante opzioni in arrivo. Il nostro team dei personaggio continua a rifinire le nostre opzioni di personalizzazione![224]Steven Sharif


Personalizzazione di capelli e barba nel creatore del personaggio dell'Alpha-2 (prima versione).[235]

Ogni colore dei capelli usa accenti e base diversamente, ma solitamente la base è il colore delle radici e l'accento quello sulle punte.[235]Zachary Mallet

Il preset Vek nel creatore del personaggio dell'Alpha-2 (prima versione).[236]

Le teste saranno proporzionate alla dimensione del corpo, con poche limitatate variazioni.[237]



Potrebbe essere applicato un "aspetto base" del personaggio durante gli assedi o altri contenuti di larga scala per favorire le prestazioni dei giocatori.[248][249][250]

Body appearance

Vaelune, Dünir and Empyrean Alpha-1 early character model 3D renders.[223]

So many options coming down the road. Our character team continues to refine our customization options![224]Steven Sharif

Head appearance

Alpha-2 character creator hair and beard customization (first pass).[235]

Every hair color uses the accent and the fill differently, but usually the fill is the root color and the accent is the tip color.[235]Zachary Mallet

Face appearance

Vek presets in the Alpha-2 character creator (first pass).[236]

Heads will be relatively proportional to the body size, with some limited variability.[237]

Appearance details

A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[248][249][250]



I Cosmetici offriranno una vasta gamma di modifiche in Ashes of Creation.[253]

Obtaining cosmetics

Some cosmetics can be obtained in-game:[254]

Successi may unlock some cosmetics.[254]

Not all cosmetics are obtainable through in-game means. These will be purchasable through the cosmetic store.[254]

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.[255]Steven Sharif

Cosmetic items

I Cosmetic items permettono ai giocatori di modificare i loro character all'interno del gioco.[205]

  • Colore degli occhi.
  • Colore della pelle.
  • Colore dei capelli.
  • Pettinature.
  • Tattoos.
  • Cicatrici.

Oggetti cosmetici che producono effetti cosmetici all'interno del gioco saranno disponibili.[256]

  • Fuochi d'artificio.
  • Picnic.
  • Campeggi.

Gear appearance

Alpha-1 female plate armor 3D render.[257]

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.[257]Steven Sharif

Gear is intended to be realistic in appearance.[258][259]

  • There will not be "oversized" weapons.[260]
  • Armor will not be overly sexual in appearance.[259]
    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.[258]Steven Sharif
    • Some armor and costumes will be more revealing than others, but there will not be nudity in the game.[261]
    There might be sliders, but there are not gonna be naked sliders.[261]Steven Sharif

Armatura will take on a racial appearance.[262] Armi will scale in size based on race.[263]

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.[264]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.[265]

Players can change gear colors using dyes.[266][267]

Helmet display can be toggled on and off.[145]

  • Hair will likely be masked if helmet display is toggled on.[268]

Particle effects are used to denote the importance and rarity of some weapons.[269]

Crafters are able to influence what their crafted items will look like.[270][271]

Armi are able to be sheathed.[272][273]

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).[274][275]

  • There are rules when applying cosmetics to specific items, unlike costumes, which don't have level restrictions.[276]
  • Cosmetic slots can be toggled on or off on their character by the player.[277]
  • A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[248][249]
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.[248]Steven Sharif

Gear attachments

Attachments are able to be unlocked as flair pieces to armor to create a customizable look.[278]

  • There will be hundreds of attachments available ranging from a small clasp to the front plate of a breast plate.[278]



Ashes of Creation logo.[279]

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.[280]Jeffrey Bard

The Phoenix is the celestial avatar of the Goddess of creation. Her sacrifice protected the people of Verra during the apocalypse.[281]Steven Sharif

There are different parts to the Lore in Ashes of Creation.[282]

These story arcs drive one or more quest lines.[282]

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.[283]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.[284]Jeffrey Bard

Story arcs

Alpha-2 early preview of the story arc UI.[285]

Story arcs are like a pre-packaged tabletop campaign. They contain all of the NPCs and quests and monsters- all the things you need to make a cool fantasy story. They're not procedurally generated... We write all the dialogue and we construct all the narrative beats and everything like that, but they will enter the world dynamically depending on the state that the world is currently in; how players have built up specific nodes, what races control various nodes. We have plans to include lots of different things on top of that, but we don't have any quest hubs or anything like that in this game, because players build up all the cities. So we had to get a system that looks at what players are doing and can inject content into the world that makes sense for what they're doing.[286]Skott B

The Blood Still Due story arc unlocking at The Tower of Carphin.[287]

When story arcs come online, they change a lot the environment. They update what monsters are in the world. They create quest NPCs... and then new Pathways can open up through the environment.[288]Skott B

Story arcs are unlocked by multiple types of player activity within each server.[289][287][286][290]

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.[290]Steven Sharif
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.[296]Steven Sharif
  • If there are too many other major arcs happening at the same time in the same zone, a story arc may need to wait its turn, even if conditions are right for it to be unlocked.[289]
  • Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[298][299]
    • The developers with try to ensure that story arcs in future expansions flow on from existing story arcs, regardless of the different possible outcomes.[298]
  • There will be a variety of different types of story arc content at different scales, with different cooldowns to suit different types of players in the game.[300]
We must provide enough of this content at varying scales such that it isn't worthwhile or economical to control every single story arc in the world. Some will be smaller in scale and production value, and thus, will move faster and have shorter cooldowns before they're reintroduced.[300]Skott B
info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.

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.[301]



Progressione occurs through a variety of pathways.[302][303]

The way that Ashes is constructed is there are multiple paths of progression from a from a PvX perspective, a kind of wide net perspective that players have interest in; and you're not going to be able to become the master of everything. So you're going to have to pick and choose, but even picking and choosing that gives you a place within that aspect of the world at a place that's going to be something that you can build up a reputation around.[302]Steven Sharif

The game hosts a wide array of progression paths, and some of those paths will grant additional paths to augmenting your threat generation. This can be in the form of enchantments and stats ... and even in the form of augments granted from societies and religions. Gear and skills choice are also a big component.[306]Steven Sharif

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.[307]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.[308]Steven Sharif

Alpha-1 early iteration of the level-up effect by Jim Sanders.[309]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[309]Steven Sharif

Livellamento won't follow a traditional linear path, although classic mechanics for leveling exist.[310][311]

  • Some levels may offer more rewards than others.[314]
I think you can emphasize some levels more than others and that's a great way to do progression. But I think ultimately that you should see a reward for your progress or effort spent.[314]Steven Sharif
As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[315]Steven Sharif
If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[317]Steven Sharif
  • A player could in theory level to max level at a single node, providing that node was at a high-enough stage, but it would not be the most effective means of leveling.[318]


End game

Non ci sarà un tipico end-game in Ashes of Creation.[319]

Parte dell'esperienza con i Nodi è che non c'è un vero end-game, poichè il mondo cambia costantemente ogni giorno. Il mese uno sarà veramente diverso dal mese due; e questo vale per i livelli 50 come per i livelli 1.[319]Jeffrey Bard

Level cap

The level cap at launch is expected to be approximately level 50.[320]

Lower level characters will have usefulness in mass combat (such as Assedi al nodo) that is not directly dependent on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[325]

The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because you know the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[321]Steven Sharif


Repetition will not be part of progression in Ashes of Creation.[326]

  • There will be no "grindy" quests.[326]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[118]
  • The aspiration is to have more things to do in the game than a player has time to do.[326]

AFK leveling

Non ci sarà AFK leveling (livellamento automatico) in Ashes of Creation.[315][316]

Vogliamo che questo gioco venga giocato. Se ci sono cose che puoi fare per non giocare ed avanzare comunque, abbiamo sbagliato qualcosa.[316]Jeffrey Bard

Level scaling

Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players.[327][319]

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.[319]

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 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.[329]Steven Sharif

The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[328]Steven Sharif

Class progression

Come un giocatore progresses con il suo archetype primario (classe primaria), avranno l'opportunità di scegliere un archetipo secondario per augment le loro abilità primarie con gli effetti dell'archetipo secondario (classe secondaria).[330] La combinazione di archetipi primari and secondari è riferita come una Class.[161][162]

Se un Fighter scegliesse il Mage come archetipo secondario, il combattente diventerebbe uno Spellsword. Questa combinazione sblocca augments che possono essere applicati alle abilità nel loro skill tree primario. I combattenti hanno una abilità Rush che gli permette di scagliarsi contro un bersaglio; ed una volta raggiunto, infliggere del danno con una possibiltà di atterarlo. Un potenziamento Mage's escape può essere applicato all'abilità di carica, che può ora teletrasportare il giocatore verso il bersaglio; eliminando quindi il tempo di carica richiesto per l'abilità.[330]

Ogni abilità nel primary tree avrà diverse opzioni di augment dall'albero secondario. Questo è un esempio di horizontal progression.[330]

I giocatori ricevono skill points quando level. Questi possono essere usati per potenziare le abilità all'interno del loro albero.[331]

  • Non sarà possibile potenziare al massimo tutte le abilità di un albero.[331]

Weapon progression

In-game achievable sword and polearm 3D renders.[332]

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.[333]Steven Sharif

Armi have their own progression paths.[334][335]

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.[344]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 impacts the world... We kind of want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; 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.[345]Steven Sharif

Pet progression

Combat pets will be levelable and will have gear available to them.[347][348]

  • Combat pets will incorporate some of their owner's power in a way that keeps the power progression horizontal.[349][350][351]
    • Power is delegated to the pet when it is summoned and returned to the player immediately when the pet despawns.[352]

Summoner summons (Summoner pets) do add to the summoner's power when they are summoned.[349]

  • Gear is not available to Summoner summons.[347]

Combat pets, which can be acquired by any archetype- and this is essentially an item that exists within your backpack- you cast the item to summon your pet. When it is summoned it's not intended to be a vertical gain of power, because when you make combat pets a vertical power gain, then it becomes a no choice solution: you must have a combat pet if you want to play efficiently- you must have a combat pet; and I wanted to steer clear of that because the way I wanted to approach combat pets was more of a horizontal power choice; meaning: depending on the type of encounter you're facing, depending on the threat assessment you have, a combat pet might be relevant, or it might not. One combat combat pet might be more relevant than another combat pet and that's part of your gear acquisition, your item chase to attain this more comprehensive selection of combat pets that you can have available to you and can be summoned in the event that you want to engage an encounter with a different aspect of your power curve: Not vertical, but horizontal.[349]Steven Sharif

Artisan progression

I giocatori dovranno scegliere, per ogni personaggio, una carriera nell'albero delle abilità dell'artigianato.[353] All'interno di ognuna delle tre classi madri (Raccolta, Elaborazione e Crafting) sono presenti diverse professioni. Un personaggio può arrivare ad un livello di maestria in soltanto una di queste tre classi principali.[354][202][355][356]

  • È possibile padroneggiare più professioni (non tutte) all'interno di una singola classe madre, ma sarà un'impresa lunga che necessiterà molte risorse.[354][356][357]
    • Un giocatore può diventare esperto una professione soltanto se ha raggiunto il livello massimo della classe madre.[358]
    • Basandosi sul testing, potrebbe essere deciso di limitare i certificati di padroneggiamento ad un numero limitato.[358][359]

L'estrazione è una classe madre dell'artigianato, come la lavorazione e la produzione. All'interno di ognuna sono presenti diverse professioni. Potrai padroneggiare soltanto una di queste classi madre; ma potrai utilizzare il tuo tempo per padroneggiare ogni singola professione all'interno della classe.[356]Steven Sharif

Diventare un Produttore professionista, o un Lavoratore o un Estrattore dovrebbe essere un significativo investimento di tempo e risorse; per questo motivo dovrebbe anche essere qualcosa che una volta raggiunto è come se le persone nel server sappiano chi sei.[360]Steven Sharif

La progressione dell'artigianato all'intero dell'albero delle abilità avviene basandosi sull'esperienza (ripetizione di incarichi) e sul raggiungimento di determinati obiettivi all'interno di una specialità.[361]

  • I giocatori possono dedicarsi a qualsiasi professione come novizi prima di deciderne una specifica.[362]
  • Scegliere un percorso specifico all'interno dell'albero delle abilità permette al giocatore di specializzarsi in determinate aree. Questo incoraggia l'interazione tra giocatori, arricchendo l'esperienza nell'artigianato.[363]
  • Il raggiungere un livello di maestria non riguarda soltanto la creazione di oggetti; garantisce molti privilegi, tra cui titoli, accesso ad oggetti, sconti, e missioni. [364]

I giocatori avranno l'opportunità di dilettarsi in qualsiasi professione ad un livello principiante e questo gli darà la possibilità di capire cosa riguarda una determinata professione e di poi scegliere che direzione vogliono prendere per padroneggiarne una in particolare.[362]Steven Sharif

Quando ci riferiamo al non essere esperto di tutto non significa che non sarai professionista nella tua delle tre classi di artigianato, che sono, come sapete, produzione, lavorazione ed estrazione. Sarai professionista di una di queste, ma non delle altre due.[355]Steven Sharif

Religion progression

There are player progression paths within a religion.[365][171]

  • Players may follow only one religion at a time.[365][171]
  • Religious progression is based on quests that are only offered to followers of that religion.[365]
  • Religions have a ranking system based on a player's performance in these quests and the number of quests completed.[365][366]
  • Changing religion will cause loss of progress in a player's previous religion.[365][171]
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.[367]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 Classi artigiane. As a player gains experience in these different skills they become more adept at using them.[368][369]

The benefits of having Mariner expertise is not just related to activities you can do on the ships, but will also incorporate skills that become available when you're piloting ships as well. There's a few things that Mariner classes provide: interaction with attachments on the ship, driving the ship itself, utilizing the ship's components—like furling the sails or not—as well as repairing ships when damage is taken—the speed at which you can do it, the health you regenerate when you do it.[368]Steven Sharif

Zones and progression

Dungeon, Incursioni, Boss del mondo, Mobs, Missioni, Events, Risorse, 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.[371][372][48]

  • Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[373]
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.[374]Steven Sharif

Guild progression

Guild perks UI. Alpha-1 immagine dello schermo. Credito immagine: Guild:Overlord

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.[375]Steven Sharif

Guild progression occurs through participation in different systems.[375]

Guild progression grants skill points that the guild can allocate to unlock aspects of their skill tree, such as passive skills, augments and membership count.[375][377][378]

  • 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.[375]
  • Ottimizzazioni may apply at the upper tiers of guild progression.[375]
    • This applies to guilds that have opted for the non-expansive member route.[375]
    • It benefits guild members with a classification of officer or knight.[375]
  • Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.[379]
  • Guild size can be traded off for guild progression.[375][380]
    • The higher the guild's member cap, the fewer available skill options will be available to that guild.[381]
    • Guild alliances may be a key part in creating a larger "guild".[380]
  • Guild Halls can be unlocked at a certain stage of guild advancement.[377]
  • Guilds cannot respec their skill points once allocated. This is subject to testing.[382]
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.[375]Jeffrey Bard

Social organization progression

A player progresses through a social organization by accomplishing tasks or quests.[383] There are hierarchical paths pertaining to specific questlines for the organization's thematic.[383] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[384]

- For example, a Thieves' guild may have objectives and quests toward securing a particular item to enable players to advance within the organization.[383]

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.[385]Steven Sharif

You're gonna see augments 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.[386]Jeffrey Bard

Alliance progression

Ashes of Creation potrebbe avere dei contenuti specifici basati sulle Alliances.[387]

  • Vie di Progressione all'interno delle alleanze.[387]
  • Le Gilde condivideranno servizi in comune coi membri delle alleanze.[387]
  • Le alleanze possono intraprendere relazioni coi nodes.[387]

Specifici contenuti che si basano sulle alleanze ed avanzamento all'interno dello sviluppo di quella alleanza; e l'abilità di condividere alcuni servizi comuni tra le gilde che fanno parte di quella alleanza. Penso che permettere alle alleanze di intraprendere certe relazioni coi nodi come un'interazione sia positivo. Questo provvederà un'interessante dinamica per i giocatori che sono o membri di quel particolare nodo con cui viene stabilita la relazione o membri dell'alleanza. Quindi penso che costruire questi sistemi riguardi ovviamente creare i canali attraverso i quali questi giocatori possano creare legami e più strati ci sono attorno a questi canali tra le diverse gilde ed i giocatori, più sostenibile sarà quella relazione.[387]Steven Sharif

Freehold progression

Le strutture delle proprietà sono in grado di salire di livello in base alla durata ed alla produttività della proprietà.[388]

  • La progressione della proprietà sblocca nuovi bonus, abilità e capacità.[388]

Vogliamo che ci sia progressione in molti sistemi e parte di quella delle proprietà è che, quando stabilisci le costruzioni base, più queste esistono e si dimostrano produttive, più opportunità avranno di salire di livello: offrendo nuovi bonus, nuove abilità, nuove capacità; anche perchè sopravvivere in questo mondo è un'impresa di per sè, quindi è ricompensata permettendo la progressione con queste cose.[388]Steven Sharif

Taverns provide tiered services.[389]

The longer the tavern is in business and the more patrons served, the faster the tavern will level up.[390][389]

Q: What benefits do players receive for taking on the role of a tavern owner?
A: You will get noticeability with regards to your creations because that will be displayed to the characters that consume those things; but, in addition, you can get certain types of itemization rewards depending on the number of patrons that you serve. You can also reap economic rewards, such as gold from the inn that you are selling your goods at. And then you can unlock access to certain types of recipes and or vendors based on the level of reputation you build up in that particular node.[390]Steven Sharif

Monster coin progression

There is a progression system that levels a player's monster skills based on how often they participate in monster events.[391]

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.[392]Steven Sharif

As nodes advance, so does the scale of the monsters.[393] There are tiers of events denoting the caliber of the monsters being spawned.[394]

  • The tier of the monster coin dictates how powerful the monster is.[395]

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.[396]Steven Sharif

Siege balance

There are points of balance that we want to incorporate, such as the defense mechanisms that the defenders have, the types of buffs that are acquired through completing killing the bosses, or capturing control points, the stages before a siege when it comes to those node progressions in the preceding weeks: Those are all going to be balanced considering all things being equal between the two sides. But obviously we're not going to control the state of gear acquisition that one side might have as an advantage over the other. There might be a much better geared team over there. There might be a much better coordinated team. There might be a higher number of individuals who are part of the attacking or the defense. Those are components that we aren't necessarily going to put on railroads so-to-speak. But the aspects of design that we can talk about like the hit point health of a particular wall or door, or mercenaries that can be hired; what's their cost, what's their damage output: Those are things yes we're going to balance. But obviously anything that's player dependent or that has player interaction and activity and determination you can't always balance; and you don't want to balance. Those aspects you leave those to the players.[397]Steven Sharif

Class balance

Balancing in Ashes of Creation is group focused not based on 1v1 combat.[398][399]

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[399]Steven Sharif
From an engagement or encounter perspective, obviously we do a finger-in-the wind kind of balance pass, but a lot of that stuff from our encounters team doesn't get done until populations are in place and those encounter designs get a little bit more time to bake.[401]Steven Sharif

The sixty four (64) classes are partitioned into eight primary archetypes. Balancing of active skills only relates to these eight primary archetypes.[398][402]

  • There are four primary groups of augments assigned to each base archetype. Balancing of augments relates to the four augment groups for each of the eight archetypes.[403][404][405][402][406]
Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[398]Steven Sharif
We're not really talking about 64 true classes, we're talking about eight classes with 64 variants... There isn't as much variance between the 64 classes as you might expect. It's not like there are you know 64 different versions of... radically different classes.[398]Jeffrey Bard
Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and kind of bridge the divide slightly; and then move my identity that direction ever so slightly.[407]Steven Sharif

Power creep

The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[333]



  • Increasing difficulty ratings inspire more of a traditional vertical power progression that is common in other MMOs.[408]
Oftentimes you just have a very vertical power scale and that determines chase, but when you have a variety of relevance across certain types of adversaries and that variety changes over time because of player activity- and then that affects the economy and the crafter system and who was producing what for what demand- and everything gets shaken up. That's a very kind of fun environment to exist in. It presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[408]Steven Sharif
  • The intricacies of how nodes interact with predicates in the world means that it may be possible but difficult to achieve meta server builds.[409]
Q: Do you have any concerns on players eventually discovering a meta server build with nodes due to players heading to specific nodes and regions because they find that content more enjoyable; and if so how would you go about getting players to shift around the world to break up the meta?
A: I think it's interesting if players have a concerted effort across a server to interact with one another, learn from their actions, mistakes, successes, and effectuate that on the server. That's interesting, but I don't believe we'll see a meta form. I think that the intricacies are too great when it comes to how predicates are formed in order to elicit world state changes.[409]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.[3]
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.[410]Steven Sharif
Q: How do you go about designing some of the more old school systems such as XP debt, minimal fast travel, and open world raiding that have really gone away for the most part in modern MMOs?
A: When looking at the reasoning behind why some of those old systems existed, a lot of it was centralized around the idea of risk versus reward. I mean, let's take a look at the three that you name, XP debt, minimal fast travel, and open world raiding. Experience debt is a cost of failure. Experience debt is the bite of not achieving success. If I die to a monster because my strategy was bad, because my performance was bad, because my planning was bad: all of that means that debt is the cost I pay for the bad choice... Minimal fast travel: My location matters; and the time it travels there is the cost I pay. Open world raiding: I'm not the only person interested in completing this objective. I have competition. That competition represents pressure. That pressure represents a desire to succeed and perform. All of those are touch points on player emotional connectivity. There is a reason why I want to succeed: Part of that reason can be incentivization through reward; part of that reason can be distance; it can be incentivization through failure. So that I think are one of the core fundamental philosophies as to how you design some of the more old-school systems.[411]Steven Sharif

Pilastri di disegno

Il design di Ashes of Creation aderisce a cinque pillars principali.[412]

  1. Storia coinvolgente e coinvolgente
  2. Mondo reattivo
  3. Interazione del giocatore
  4. Agenzia di gioco
  5. Risk vs reward

Nel progettare Ashes of Creation, ci atteniamo a cinque pilastri principali per ogni dettaglio: Storia Avvincente ed Immersiva, un Mondo Reattivo, Interazione tra Giocatori, Agenti sui Giocatori, e Rischio vs Ricompensa. Anche nell'ambientazione, tutto ciò che farete come giocatori interagirà con questi pilastri, mentre tutto quello che la vostra gilda fa, tutto quello che il vostro server fa servirà a mantenere il mondo fresco, in costante cambiamento, e cosa più importante... emozionante.[412]


Ashes of Creation ha tratto ispirazione da diversi altri titoli MMORPG.[413]

Parlando di quello che è venuto prima, stiamo cercando di capire chi ha fatto cosa meglio e trarre ispirazione da quello: Portare il genere avanti; rendere le cose innovative e portarle nel ventunesimo secolo.[413]Jeffrey Bard

Scope creep

I have a very very very clear vision of all of the systems designs mechanics that are present within the game and we're sticking to that vision and we're not adding additional features and prolonging the development due to that scope creep.[414]Steven Sharif

Open development

Intrepid Studios has embraced an open (transparent) development approach, rather than sharing information through carefully curated press releases and announcements.[415]

  • Player feedback is important, but the developers will not change what they consider to be the core identity and vision for the game.[293][84][294][295]
Player feedback is important, however the identity and the vision of the game is not up for discussion; and so when we talk about the core systems and tenets and philosophies behind what the game that we're trying to make is, we believe that the game we are trying to make resonates with a large enough section of the MMORPG player base that it is a sustainable and profitable venture for us to create that core game. Now, the ancillary systems that live around the core philosophy of Ashes of Creation, or the subtleties and what we need to do in order to make a particular system or feature better... that we want to collect player feedback.[293]Steven Sharif
  • Some game aspects will be more polished than others before they are presented.[416]
The delicate blend between a transparent development process, but also understanding that [the] majority of your player audience will not grasp, or will not take into context, what a work in progress looks like. So certain things we have to polish to the point where they're presentable; where they can be understood- again in its own context without my verbal support or Margaret's verbal support.[416]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.[415]Steven Sharif
  • The purpose of transparent development is to enable participation and feedback from the community without the need to purchase access.[417]
The whole purpose of our development process being transparent being open is that you don't have to buy a package actually to participate. You can be a voice from the community. You can observe people playing. You can give your experiences and feedback.[417]Steven Sharif
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.[418]Steven Sharif
  • Certain aspects of the game will not be revealed early to avoid spoilers.[419][420]
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.[419]Steven Sharif

Payment model

Box cost

There is no upfront box cost associated with Ashes of Creation.[421]

Nobody should feel that they have to back the project to see it come to life. It's coming to life regardless of that. You do it because you want to support us and that's fine; and if you don't want to, that's also fine as well. We want to hear your voice and we want you to be part of the community, so that's a very important aspect. Nothing we offer in the pre-order packages are power driven. They don't give any competitive advantage to an individual who backs the game.[417]Steven Sharif

Subscription model

Game time is currently purchasable in Pre-order packs.[422]

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.[423]

Ashes of Creation (the MMORPG) is a subscription based game.[423]

  • Subscriptions will begin at launch or, subject to change, a user may be able to choose to activate their subscription to start at a particular point in time.[430]
I think a sub cost provides both the barrier of entry to prevent, some not all, but mitigate some gold selling bots and whatnot because there's a cost associated with playing the game, but it's also not too high that it gets on the greedy side or prevents a lot of players from participating and trying the game; and then if the game is good then people will continue to subscribe and that subscription provides funding and revenue for the developers to continue a significant content creation and expansion rollout for the game.[432]Steven Sharif
There is no P2W in Apocalypse or the MMORPG![434]


Le DLC expansions (releases dopo il lancio) sono pianificate su base trimestrale.[41]

Grazie alla struttura modulare di molti dei sistemi a cui stiamo lavorando, non risulta difficile implementare nuove cose... Pianifichiamo di avere un ciclo a base trimestrale e/o mensile per continuare a pubblicare nuovi contenuti.[437]Jeffrey Bard

Il ciclo trimestrale per i grandi contenuti è ottimo per noi ed in più, come hai detto, queste componenti modulari dei meccanismi nel gioco ci permettono di introdurre patch minori che possono essere viste in diretta nel mondo.[437]Steven Sharif

Non faremo tanti giri di parole sul futuro costo dei DLC. Visto il modello a sottoscrizione, questo fa parte dell'accordo tra noi come Studio e voi: Ci saranno aggiornamenti e capitoli regolarmente pianificati; e la vostra sottoscrizione è ciò che vi permette di accedere a quel contenuto.[438]Steven Sharif

Pay to win

Ashes of Creation will not be pay to win.[439][432][440]

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.[440]

A lot of developers and companies have come along in the past- and I've been hit by this too- and they've said we're not going to have pay-to-win and then boom they roll out some pay-to-win. We have consistently said we won't be pay-to-win and in the pre-orders that we provide and even in the Kickstarter there were absolutely zero pay-to-win components whatsoever. So not only will we talk the talk but we will walk the walk as well.[432]Steven Sharif

Because we are a non-box purchase game, meaning there is no box price to play Ashes of Creation, it is only a subscription; and that's beneficial because it reduces the barrier of entry and we want a high population obviously; but at the same time one of the ways we augment the revenue flows to sustain constant updates and new chapter releases and additional content within the game is through a cosmetic-only marketplace; and that means absolutely no pay-to-win whatsoever; and that will be adhered to forever.[439]Steven Sharif

Inventario slots, RNG loot boxes and XP potions are considered pay-to-win.[441][442][443][444]

We will not use a loot box system for cosmetics either. We currently have a cosmetic store that offers limited time, limited quantity items to help sustain game development. These items are purely decorative and do not offer any in-game benefits.[441]

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.[443]Steven Sharif

Q: Will there be RNG boxes?
A: I dislike RNG. Archeage made me loath rng monetization gimmicks.[444]Steven Sharif


Intrepid Studios will self-publish Ashes of Creation in the NA (North American), OCE (Oceanic) and SEA (Southeast Asia) regions.[447][448]

We have learned a lot from our partnership with MY.GAMES, and we wish our friends there all the best as we have mutually decided to part ways. Looking ahead, we’re excited to announce that Intrepid Studios will be opening European offices in Amsterdam to help support our publishing operations in the EU/CIS regions. We have recently posted open positions for our new EU offices, and look forward to hiring the best and brightest in true Intrepid fashion.[449]Steven Sharif

The Ashes of Creation MMORPG will not be published on the Steam platform.[450]


Intrepid Studios does not plan to introduce NFTs or any other type of play-to-earn mechanics into Ashes of Creation.[451][452]

To be really clear, we have no plans to have NFTs in Ashes of Creation, or any other "play-to-earn" mechanics.[451]

Cosmetic store (micro transactions)

Ashes of Creation cosmetic store.[453]

There is going to be legendary cosmetics that can be earned and achieved in the game through the game systems, but that's going to take a significant amount of effort and work; and those cosmetics are going to be on-par with the cosmetics offered in the marketplace... What that does is it provides additional revenue to the company so that we can continue to fund the development of content as well and bridge the divide that not having a box cost would have and not having any pay-to-win mechanics whatsoever.[432]Steven Sharif

The Negozio di cosmetici enables players to purchase Cosmetici for use in Ashes of Creation.[254] The cosmetic store offers limited time, limited quantity items to help sustain game development.[454]

Nothing in our shop will ever be pay to win as we believe this practice greatly hurts the MMORPG genre.[455]

  • Cash shop cosmetics will offer a diverse selection of unique looks.[456]

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.[454]Steven Sharif

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.[458]Steven Sharif


Cinderhorn Steer pre-order pack cosmetic mount skin.[459]

Providing these limited options that collectors out there like when it comes to achieving and/or purchasing cosmetics. It means something I think when players make that decision to purchase or they go through the rigorous portion of achieving those things in game that it is not just everywhere around them and becomes meaningless at that point.[439]Steven Sharif

Pets, Cavalcature, Armatura, Buildings and Accessories sold in the cosmetic store are skins.[460]

The best skins will be in-game achievable (obviously “best” is subjective, so I’d say the most ornate and detailed/unique).[466]Steven Sharif


Artistic style

Ashes of Creation will have a higher graphical fidelity than most western games. It will not be too stylized or "cartoony".[467]

We can push the limits a little bit on the graphical fidelity, especially using Unreal Engine 4... My desire was not to see very cartoony games. I'm not a big fan of highly stylized art.[467]Steven Sharif
It's not to say that people can't do steampunk well. I've enjoyed some steampunk stuff. I'm a very high fantasy oriented type of storyteller; and the inspiration for Ashes obviously comes from my pathfinder campaigns that I ran long ago; and those are always set in a high fantasy world. So it just compromises what I believe is the perspective of the storytelling in the environment.[468]Steven Sharif

Artistic influences

Character races are super important. These are the choices that we make at the onset of our adventure in an MMORPG: what race- not just mechanically aligns with our decisions, if those races have game mechanics behind them from a stat perspective, but visually and culturally and historically: What are these? What do these races represent? So it's important that visually they're distinct. And everyone's seen fantasy games do Elves, so everyone's seen them do Humans, everyone's seen them do Orcs: There's an established expectation almost behind what these traditional fantasy races represent; and there's a risk, because whenever you're creating a new IP or a new story or a new world- a new Universe; a realm in which things don't have to always be the norm, you can take a little bit of creative liberty to redefine some of the aspects of a particular race; and that can be a good thing, because it's something that is new to players. It's something that is unique to the realm that we're building- the surroundings that you have. So what we wanted to do was push a little bit more on the unique side of what the Py'rai would look like from a visual perspective.[469]Steven Sharif

Gli Empyrean hanno un che di imperialistico Greco-Roman.[472]

You will see in the different races that are available from a player character standpoint a lot of different influences that reflect many cultures in the world: Not just European, not just Africa, not Mesoamerican. These cultures are going to be present in many of the races.[479]Steven Sharif

The idea is just to find a base component in the real world as a starting point and then to begin to fantasize.[470]Steven Sharif

Cultural references

Ci saranno riferimenti a culture del mondo reale, particolarmente in riguardo a holidays del mondo reale ed events storici.[480]

  • Questi non stoneranno con il senso di immersione. Saranno degli omaggi.[480]

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.[481]Steven Sharif

ESRB rating

Cadaveri in un Pre-alpha raid encounter.[482]

L'obiettivo è avere un rating T for Teen per Ashes of Creation, ma potrebbe avere un rating M for Mature.[483]

  • Potrà esserci un'opzione per disabilitare sangue e splatter.[484]
  • Probabilmente non ci saranno imprecazioni nelle quests.[485]

Gli antagonisti in questo gioco sono certamente dark... Non stiamo andando verso il "grimdark", ma ci sono alcune parti che potrebbero sembrarlo.[485]Jeffrey Bard

Game difficulty

Ashes of Creation will be on the higher side of difficulty when it comes to engagements.[401]

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.[486]Jeffrey Bard
There's a ton of room for difficulty on whatever scale... In a living world everything becomes much more difficult.[486]Peter Pilone

Learning curve

Ashes of Creation will be easy to understand yet hard to master.[487]

My stance on participation trophies is that things should be hard, people should fail, the bitter taste of defeat is what makes success that much more rewarding. Helping other players learn encounter strategy, and fine tuning their play style for high end content is an important part of eliminating participation trophy. Growing together is a good thing, and that include failing together as a means to drive for success together.[488]Steven Sharif

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.[489]Steven Sharif

Player types

Ashes of Creation will cater for a variety of player types; from Raiders or PvPers to Role players and Crafters.[490]

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.[490]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 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.[490]Steven Sharif

Casual vs. hardcore players

I giocatori casual avranno un impatto perchè quello che fanno è necessario per il bene del server.[491]

Ci saranno eventi che accadranno nel mondo del gioco a cui potrete unirvi, o influenzarli, senza essere dei giocatori hardcore. Per esempio, gli eventi innescati contro le città per il PvE; gli scambi dei caravan; quei campi di battaglia naturali che si trovano in giro; gli assedi al castello a cui potrete unirvi. Ci sono un sacco di sistemi in gioco quando una persona semplicemente fa il login, partecipa, si diverte, influenza e poi fa il logout.[491]Steven Sharif

PvE difficulty

The difficulty of PvE content, such as raids and dungeons will adapt based on the performance of the raid or group against previous bosses in that encounter.[492]

  • Higher performance in earlier phases will increase the difficulty of subsequent phases of the encounter.[492]
Raid bosses are aware of the number of combatants within an area in proximity to them and that awareness is part of an indicator to which behaviors they're going to utilize as part of their behavior tree. So as it's assessing the types of combatants that are facing it, the number of those combatants, the position of those combatants, the abilities and totals of those combatants, it weighs certain actions in its behavior tree and then it acts on those actions; and in the scenario where you're bringing overwhelming odds to a particular fight, that might weigh heavier the AoE options that the boss has access to, where they're utilizing a lot more AoE abilities during an engagement due to that overage of of players. So in that sense it's a bit adaptive. It's a bit dynamic based on the encounter scenario.[493]Steven Sharif
Q: How challenging will raid boss mechanics be given the given that players may need to simultaneously fight other players while also fighting the boss?
A: It depends. The great thing about our encounter system is that it has a wide scalability from encounters that some might consider easy given their composition to encounters that some might consider impossible until they get their gear level to a certain stage. The level of interaction with other players is really predicated on the encounter itself. We may have some encounters that are in instances although the predominant portion of those will be in the open world, in which case they do have the potential being contested; and these encounters, especially the big ones that might land in contention, are giving some of the best-in-slot gear you can get in the game. So it's important that they are contested because it is a significant victory point; and one of our core pillars is risk versus reward: and the higher that risk the higher that reward should be. So those two things seem fitting and then in addition we do have the concept of winners and losers. Not everybody in Ashes of Creation is going to be a winner; and that sucks if you're not I guess, but there is opportunity for you to continue to excel and become one. But it gives much more meaning to an achievement when not everybody gets the achievement. That's our philosophy.[496]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.[319]

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 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.[329]Steven Sharif

The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[328]Steven Sharif

Solo players

Ashes of Creation provides gameplay options for solo oriented players.[498]

For those solo players who don't really care about finding a community to play with but they want to have one when they need it, there's going to be a lot of opportunities from a dialogue perspective, in-game chat options; you can join as part of citizenships: there's a lot of pseudo factions there- social organizations that give you an in to other players without the strong bonds that typically come with guild-oriented organizations; and I think that that's a comfortable medium between the two.[498]Steven Sharif


Ashes of Creation is aiming to be available in the following languages: English, French, German, Russian, Italian, Polish, Spanish, and Portuguese.[501][502][503][504]

The current plan is for Ashes of Creation to be available in the following languages: English, French, German, Russian, Italian, Polish, Spanish, and Portuguese. Although this may not be the final list of languages we support, we are still looking at which other languages into which the game may be translated.[501]

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

Servers won't be language locked.[503]

  • There may be separate servers in the EU region based on language type.[502]


Ashes of Creation will be released on the Windows PC platform.[507][508]

Q: Will the upgrade to UE5 affect the supported systems? A lot of people are like linux question mark.[507]

A: It's something that we'll evaluate in the future. I haven't ruled it out necessarily- would see how much work it would take to do that, but really like less than one percent of the player base is using Linux.[507]Steven Sharif


Performance optimization when rendering 1300 simulated actors utilizing merged materials and meshes in Unreal Engine 5 Nanite.[510] This test was confirmed post-stream to be running on a RTX 3070.[511]

What you're seeing here showcases the new modular appearance component which can combine any set of meshes and materials into a single mesh and single material at run-time. What you're looking at is over 1300 different entities, different actors. These are simulated players essentially. Previously you saw the example they were just standing still. There was no animation, there was no effects, there was no environment and it was a thousand. This is thirteen hundred playing animations, playing effects, plus the environment which is Nanite in this example. So what you're seeing is all of these players moving around and doing something and you're seeing the frame rate at about 30 on Clayton's rig.[512]Steven Sharif

Here you see that the FPS in the top right corner is like seven or eight on average, so not too good from a rendering perspective... So by merging now you can see that the same thousand players who are wearing the same armors as previously are actually having a 300 percent increase- 300 to 400 increase- in the performance of the of the FPS. So it went from 7 to about 21 on average and that is a significant optimization point that obviously this is just the beginning of the optimization efforts.[513]Steven Sharif

Ashes of Creation was performing at 50-60 FPS on a 1080 Ti during early Alpha-1 testing.[515]

  • A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[248][249][250]
I think you guys will agree with me here that effects now are, as opposed to where they were in Alpha-1, we've taken into account what people's feedback were, although it was always the case we were going to address them; and we've implemented them in such a way where they're more conducive to large player battles.[516]Steven Sharif

Alpha system requirements

Alpha-1 stress testing, March 17, 2021.[518]

Funny story; So yesterday as we are stress/density testing with our NDA testers, I accidentally summoned 5k bears around our few hundred players. But hey, it didn’t crash! Can you spot Lt. Toast here?[518]Steven Sharif

These are fully operational NPCs. They have behavior trees, they have AI blackboards; you know they are functioning as an NPC would; and to my surprise, to everyone's surprise actually, the server handled it quite well: 5000 entities all within a very dense area.[519]Steven Sharif

Ashes of Creation alpha testing minimum system specification.[520] These system specs have not changed for Unreal Engine 5.[521][522]

  • Operating System: Windows 10 64-Bit
  • Processor: Intel Core i3-2125 3.3GHz / AMD Phenom II X4 3.3GHz
  • Graphics Card: Nvidia GeForce GTX 750 Ti or AMD Radeon R9 270
  • Memory: 8 GB RAM
  • Network: Broadband Internet connection
  • Storage: 50 GB of available space
  • Sound Card: DirectX Compatible Sound Card

Recommended specification.[520]

  • Operating System: Windows 10 64-Bit
  • Processor: Intel Core i7-6700K 4.0GHz / AMD FX-9590 4.7GHz
  • Graphics Card: Nvidia GeForce GTX 1060 or AMD Radeon R9 Fury with 4GB and DirectX 12
  • Memory: 16 GB RAM
  • Network: Broadband Internet connection
  • Storage: 50 GB of available space
  • Sound Card: DirectX Compatible Sound Card

Unreal Engine 5

Unreal Engine 5 walkthrough.[523]

Lumen has done a great job in really bringing to to life this area. As you can see, there's light bouncing off of the surfaces and casting into the rest of the cave... I love how you can also see the detail in the costume and the cloth that we have now.[523]Steven Sharif


Unreal Engine 5 is the graphical engine for Ashes of Creation.[523][524] The game was originally developed in Unreal Engine 4.[525] Migrating to UE5 required some front-end work, but in the long run it will be easier to do so in the alpha phases of the game, rather than closer to release, or post-release.[526][527]

What it provides in my opinion as person who enjoys PvP is it adds additional dynamics to what is possible from your opponent or from yourself. You know, if there is a ledge and jumping off that ledge is going to deal a lot of damage to me when I hit the ground and that puts me at a significant disadvantage, maybe I have an option to jump off the ledge at a point where I can mantle onto the side of a cliff or something. Now the give and take there is I won't be able to use my skills while I'm mantled. I won't be able to react easily, but I didn't have to take the fall damage per-se. Or if there's an obstruction and you know I'm going to take a significant reduction in speed so that I can crouch and make it past that, and now I have a effective line of sight has been obstructed as a result of that decision. I think it adds interesting elements to the battlefield and the key here is going to be making sure that it's not cumbersome- that it doesn't feel opposite of the flow of combat.[528]Steven Sharif
Nanite brings us really an entirely new approach to rendering and art workflows. Now we can render more actors with extremely high detail while eliminating the need to bake out normal map textures. For artists essentially what this means is that they can import high quality sculpted meshes directly into Unreal 5 without really having to reduce the poly count, making the workflow more efficient while simultaneously improving the quality of the art.[533]Steven Sharif
Lumen is going to greatly improve the visual fidelity and performance of the game with the reduced work and effort that's required by the art team, making Ashes of Creation much more beautiful than in UE4.[530]Steven Sharif
  • Unreal Engine 5 features (such as World partitions and One file per actor) make it much easier for multiple developers to work together.[526]
    • World partitions also enable Unreal Engine 5 maps to exceed the map size constraints of UE4 (~20 kilometers squared).[526]
Q: How does this upgrade to UE5 affect the Ashes of Creation release timeline?[526]
A: While UE4 is a great engine, there are certain focuses and technological endeavors that Epic is doing on UE5 that won't necessarily be supported by UE4; and we want to make sure given the lifespan of Ashes and how long we intend this MMO to last, that when we made this decision early on during the development process that we weren't going to exacerbate the amount of effort it would take to move over later in the lifespan or after launch.[526]Steven Sharif

Ashes of Creation features a custom Unreal Engine back-end with proprietary networking code to enable mass combat in the open world: such as Pvp, Assedi al nodo, Assedi del castello, Dungeon and Boss del mondo.[534]

  • The networking solution dynamically distributes processes and scales up necessary server instances to accommodate player density across the world.[535]
Over October and November, that's when McP and the engineers began to do the base migration of our custom code-base into UE5 see where there were any major issues. The great thing about UE5 is that it's mainly focused around updating the renderer- giving access to Nanite, Lumen global illumination- those are big components. There's other great aspects of it, but really it's a front-end change and it doesn't affect our networking layer. It doesn't affect our back-end code.[536]Steven Sharif
  • The upgrade to Unreal Engine 5 is primarily a change to the front-end side of the game. The custom back-end networking code remains largely unaffected.[536]
    • As of January 24, 2022 all teams have moved over to Unreal Engine 5.[537]
    • The developers were able to transition to Unreal Engine 5.1.1 in February 2023 as part of milestone 4.[538][539][540]
    • The decision to upgrading to 5.2 will be considered based on the team's needs.[541]
    • At some point the developers intend to stop updating Unreal Engine until post-launch. This decision will be based on careful consideration of potential delays and other risks.[542]
Q: What is your stance in regards to focusing on delivering an MVP versus continuously upgrading your tools and engine to deliver a better product with new tech, even if that results in delays or additional years of development like UE 5.2, maybe 5.3 etc?
A: Our technical teams, especially our network team, our ICS teams, our gameplay engineering teams, they convene and weigh when our next update should be on the engine side: What new technologies might bring benefit overall. My perspective on how we balance the need for integration of new technology versus the responsibility we have in a timely manner to provide testing sessions that get us closer to the launch date; that's a delicate balance. I would say generally our disposition is not to incorporate new technologies that yield some significant amount of delay on the development side. We very much take the perspective that we're capable of adjusting and/or integrating those new technologies post-milestone, post-launch if necessary. At some point we'll stop updating the Unreal Engine in development until launch. That point hasn't come yet, but of course the larger the project grows and on the more custom we make the engine for our back-end needs; and for whatever else merge conflicts can occur- those mergers can become big and painful; and the update process gets more painful. So to answer your question shortly, we have a team that evaluates what direction we need to take there; and at the top of my mind is always, let's not incorporate delays as a result of leveraging new technologies.[542]Steven Sharif


The world will be the same on each server, but Nodi will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[543]

To answer your question about "what stops all servers from from progressing the same nodes," the answer to that question is "other players." Certain content is locked behind different nodes that develop. If we assume that at some point all of the information regarding node progression is available, not all players on a server may agree on what content they want access to, or that they want other players to have access to. Even if a certain perks from node progression are considered "best value" to players trying to solve a node meta, that doesn't mean all players on a server benefit from that in the same way. Because of this, some players make act against your best interests, because it isn't their best interest. Nodes define (and redefine) the world around you, influence points of interest, world quest lines, story arcs, drop tables, resource pools, and even spawn tables for NPCs and bosses. The cycle of nodes leveling and triggering events is something we expect to see play out in a variety of different ways, across different servers, based on how players choose to play Ashes of Creation.[544]Ry Schueller

There will be a multitude of servers located throughout the various regions of the world.[547]

  • Post launch, users will be able to select their server by the ping or the region that's notated next to the server.[547]
  • Ashes of Creation Apocalypse server selection is driven by the party leader. Whatever region they have selected will apply to their friends and squad.[547]

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.[547]Steven Sharif

The developers may occasionally release stats relating to server populations and archetype/class makeup, but there isn't going to be an official page that surfaces this information.[548]


Ashes of Creation will launch with the following server regions:[549][550]

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.[556]Steven Sharif

Other server regions will be considered based on interest.[551][550]

  • South America is under consideration due to traffic from that region.[557]

Once we get closer to launch we'll update this information, which may include additional regions.[551]

Certain regions will have "harmonized" subscription prices that better reflect their local economies. These regions will be segregated from other regions.[426]

  • Players will be able to make characters on any server they wish. There will be no region locking (outside of harmonized regions).[427]

Folks have always been able to make characters on any server they wish. We are not region locking anyone.[427]Margaret Krohn

Server population

Population limits will be enforced on each server.[558]

  • Around 8-10k concurrent users per server is projected.[559][556][560][561]
  • Initially there will be a limited number of registered accounts (approximately 15,000) per server to help mitigate login queues.[562]
    • This limit will increase over time to around 50,000 registered accounts per server.[562][563][564]
  • There may be queues to get into high population servers, but the aim is to avoid excessively long queues.[564]
  • The developers intend to carefully manage server populations via the use of character creation throttles to avoid the need to merge servers.[563][64]
  • The developers may occasionally release stats relating to server populations and archetype/class makeup, but there isn't going to be an official page that surfaces this information.[548]

Server history

The history of each server will be tracked and visible to players in a node's library.[566][567]

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.[567]Jeffrey Bard
info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.
  • Scribes may be able to collect and record information about the events of the world as they see it from their point of view.[568]

Server instancing

There won't be server channels (sharding) on a server.[569][570]

Server types

Server transfers

Server transfers, outside of server merges, will not be possible initially.[573][344]

  • The developers intend to assess the impact on housing and other systems closer to launch.[344]


Gli eSports non sono il focus principale, ma il gioco si muoverà naturalmente in quella direzione se il gameplay è accattivante, competitivo e divertente.[574]

Se rendiamo il gameplay accattivante, competitivo e divertente, il gioco si muoverà naturalmente in quella direzione; e poi troveremo l'abilità di supportarlo in seguito.[574]Steven Sharif

Voice acting

NPCs will have voice acted audio greetings.[575][576]

  • Narrated quest lines are not currently planned.[575]
  • Adding voice acting into the game at a later point is a fairly cosmetic change.[575]

Is it difficult to add voice acting later? No, it's definitely not... It's a fairly cosmetic change.[575]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.[577]Steven Sharif


Ashes of Creation's Lead Composer is Bear McCreary. His music will be unveiled in Alpha-2 and Beta-1.[578][579]

The soundtrack is going to incorporate either elements of intrigue or mystery or horror that's part of winding through that level to get to that boss, it's building up to the crescendo of the fight. Music is such an important part of setting the scene- the emotional presence of what you are doing in this immersive world. It elicits emotional responses. And we have a great composer Bear McCreary who has worked on God of War, Battlestar Galactica, Outlander, Black Sails; a lot of great franchises and great IPs; and I think he is going to do an awesome job in capturing the essence of what that emotional response should be from a player.[580]Steven Sharif
When we put out any music in our game... we want content creators to be able to create content utilizing our game. So just message us and we'll try to resolve any of those [DMCA] problems if you encounter any.[582]Margaret Krohn

Tavern music

Music within taverns can be set by players.[583]

Game masters

Game masters (GMs) will be present and active on Ashes of Creation servers.[584][585][586]

On the customer service side, we do plan to have in game GMs. We do plan to service people in the best way possible. And we will grow our service team as much as we need as our player base grows.[584]Margaret Krohn
The direction that I'm taking Intrepid as a company in is that a significant portion of the revenue created by the game goes into not only creating additional content and updates for the game but also goes into I think caretaking, as I like to call it; and that caretaking is multiple things: It's having active and present GM's on servers. It's having a an interacting community team that is always present and on-call for participating in forum discussions and streams and updates.[586]Steven Sharif
  • There will be a standard escalation system, where different actions are taken based on the seriousness of each infraction. Actions could range anywhere from being stripped (of the illegitimate items or currency) to being banned for a period of time, or being permanently banned.[586]
Following a standard approach to an escalation system where certain infractions are immediate and automatic bans and some infractions provide a path forward where action is taken that might ban the account or strip the account or provide some chat bans or the ability to play over a week or so... If you buy gold and depending on the the seriousness of the infraction you could go anywhere from being stripped and to being banned for a period of time to being permanently banned.[586]Steven Sharif
  • Botters, cheaters, gold sellers, and RMTers, will face harsh penalties from the GM and community teams.[585][76]
When a player takes their play experience to the point of harassing another player, and doing so on a repetitive basis, in order to diminish their play experience, it is a ticketable offense. If you are following around a streamer or you're following around a player and your intent is to keep them from playing the game or to force them to quit, that is a dirty player mindset. It's a bad player mindset. It's a griefer's mindset. It's not something that's desired in the ecosphere in the community of Ashes of Creation. And as a result, it is a serviceable customer service situation. That is where warnings are given and actions can be taken against the account holder of an individual whose sole purpose is to disrupt and affect negatively the gameplay experience of the game.[584]Steven Sharif
I believe that so far in development we have demonstrated the level of customer service and community engagement that will be on display after our live launch. You are right however in saying that many of these problems that can arise on the fringe of certain systems will require an active GM support team available to address problems that the user base encounters[588]
  • The volunteer moderator program will continue (post-launch).[175]

Security systems

Security systems will be in place to combat cheating, exploiting, botting, gold selling/real money transactions (RMT), item duplication and other things that affect the economy starting from Alpha-0.[589][590][591][76]

  • These systems collect user data and flag abnormal activities for investigation. This combined with player reporting functions generates a live "heat map" that draws attention to unusual behavior.[589][76]
We do have already built into the game on the outset is essentially behavioral metrics. So in the game, as a player does normal things and they acquire normal gold, that's all good and well, but if there starts to be item IDs that appear on the player account that are out of the norm, like either a large amount of gold, or significant legendary items, what it does in the back-end it flags the account for view so that we can take a look at where did this item come from. Is it coming from a known gold seller or a flagged bot, or whatever; and then we investigate. So we're going to be pretty hard on the ability for players to subvert the natural economy systems by RMT or botting.[589]Steven Sharif
  • Botters, cheaters, gold sellers, and RMTers, will face harsh penalties from the active GM/community team.[585][76]
It's important to note that there is a sanctity that must be protected within the game from RMTing; and let me just go into a little diatribe about this: But in games that I've played where the company or the publisher does not enforce rules, it becomes the standard that you buy gold if you want to be competitive. If you want to compete at the top tier levels in certain games, and everyone's buying gold, you almost either have to buy the gold or you're just not going to be able to compete with those people and that's a really shitty feeling to have. Excuse my French, I apologize. That is sucky; and in order for that not to be the case it is the responsibility of the publisher or the developers both to make sure that we have stringent practices from a CS- from a customer customer service perspective- to enforce our rules and to make sure that players are aware if they partake in this there is a huge risk in doing so. It's not going to be a slap on the hand. It's not going to be a "we told you once, we told you twice, we told you three, four, five six times okay. We're just taking some gold away", that kind of thing. We have got to ensure that it is feared to do those things because you know that ashes has active GMS, it has active customer service, it has an active community team.[585]Steven Sharif

Two-factor authentication

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

Token-based two-factor authentication (2FA) may be in place for Alpha-1.[592]


Ho deciso di non permettere i calcoli del DPS o add-on. Sento che abbiamo adottato misure adeguate per prevenire la maggior parte di potenziali tracciatori di terze parti. So che questo argomento ha voci appassionate da entrambe le parti e rispetto le opinioni e posizioni che molti di voi hanno espresso.[593]Steven Sharif

Gli Addons e misuratori del DPS non saranno permessi.[593][594]

  • Gli sviluppatori non vogliono che addons/mods siano necessari per godersi il gioco.[595]
  • Il design dell'API del gioco è ancora in fase di considerazione.[596]
  • Ci saranno integrazoni disponibili per servizi di streaming come Twitch ed altri, ma non è un qualcosa che verrà già mostrato tramite un'API.[597]
  • Gli sviluppatori credono che i "parsers" (misuratori del DPS) possano avere effetti negativi.[598][594]

L'idea è quella di fare un collegamento diretto dalla compagnia per quanto riguarda i sistemi all'interno del gioco... Non vogliamo avere addons secondo me.[595]Steven Sharif

Ci saranno leader boards.[599]

Combat logs

There are combat logs in Ashes of Creation.[600]

We will be providing combat data for individual players in their chat window, that players can filter and analyze for themselves. The goal is to mitigate and make the practice less prevalent through the ease that DPS meters provide. Also to place actionable enforcement for players who attempt to circumvent the decision by use of 3rd party programs, for which we will be monitoring.[488]Steven Sharif

Pietre miliari

December 2015 First team members were hired.[601]
February 2016 Ashes of Creation design documentation and prototyping.[602][601]
December 10, 2016 Official website was launched and project announced.[601]
January 18, 2017 Official discord was launched.[603]
May 2, 2017 Kickstarter crowdfunding campaign launched with $750,000 funding goal.[604]
June 3, 2017 Kickstarter crowdfunding campaign completed with 19,576 backers raising $3,271,809.[605]
June 2017 Game production began with a team size of 15-20.[602]
June 21, 2017 Estate crowdfunding campaign launched.[606]
July 22, 2017 Summer crowdfunding campaign completed with 2,485 backers.[607]
September 1, 2017 PAX West 2017.[608][609]
November 4, 2017 Raised $16,500 for Extra Life children's hospitals.[610]
December 15, 2017 Alpha-0 released on schedule.[8]
March 19-23, 2018 Game Developers Conference (GDC) 2018.[611]
April 5, 2018 PAX East 2018.[612]
August 15, 2018 Last day for purchases of Alpha-1 through Intrepid pre-order packs.[613]
August 20, 2018 At Gamescom with[614]
August 27, 2018 100 developers working on Ashes of Creation.[615]
September 1, 2018 PAX West 2018 panel.[616]
October 19, 2018 Ashes of Creation Apocalypse battle royale (previously called Alpha-1 phase 1 battlegrounds).[11]
November 4, 2018 Raised $20,518 for Rady Children's hospital with Extra Life.[617]
April 15, 2019 60 developers working on Ashes of Creation at San Diego offices (following disengagement with Malaysian art team).[618]
November 3, 2019 Raised $20,901 for Rady Children's hospital with Extra Life.[619]
August 21, 2020 Announced a mutual parting of ways with publisher[449]
October 17, 2020 Almost 3,000,000 registered accounts for Ashes of Creation.[620]
October 17, 2020 ~87 developers working on Ashes of Creation.[621]
November 8, 2020 Raised $88,546 for Rady Children's hospital with Extra Life.[622]
February 26, 2021 Official website redesign.[623]
May 5, 2021 Alpha-1 sales resumed with the announcement of the Adventurer pre-order pack.[624]
May 17, 2021 Verbal NDA was lifted from Alpha-1 testing.[625]
July 9, 2021 Alpha-1 no-NDA preview weekend began on schedule.[31]
July 11, 2021 Alpha-1 no-NDA preview weekend completed on schedule.[30]
July 14, 2021 Alpha-1 no-NDA month long test began on schedule.[626][627]
August 15, 2021 Alpha-1 no-NDA month long test completed on schedule.[32]
November 7, 2021 Raised $34,485 for Rady Children's hospital with Extra Life.[628]
December 23, 2021 Announced that Ashes of Creation is moving to Unreal Engine 5.[523][524]
January 14, 2022 Over 120 people working on Ashes of Creation.[629]
November 5, 2022 Raised $77,939 for Rady Children's hospital with Extra Life.[630]


  • Kickstarter's most funded MMORPG.[631]
  • Kickstarter's #7 most funded video game.[632]
  • Most anticipated MMO –'s Best of 2017 Awards.[633]
  • Most anticipated early access hands-on MMORPG – MMOs World.[634]
  • Gamescom 2018: Best Independent game.[635]
  • Gamescom 2018: Best Online game.[635]
  • Best indie MMO of 2020 – reader's poll.[636]
  • Most anticipated MMO of 2021 and beyond – reader's poll.[637]
  • Top 10 Best Upcoming New MMORPGs For 2021 And Beyond – Forbes.[638]
  • 2022 Best MMO Studio – MMOGames.[639]


Ashes of Creation sarà un franchise.[640]

Ashes of Creation Apocalypse

Ashes of Creation Apocalypse early access trailer.[644][645]

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.[644]

Ashes of Creation Apocalypse (also referred to as APOC)[641] was a free-to-play[433] matchmaking-based arena game with three primary modes.[646]

Ashes of Creation Apocalypse utilizes action-based combat.[646][613][648]

Ashes of Creation Apocalypse battle royale early access testing ended on March 10, 2020.[18]

Ashes of Creation board game

L'uscita del Ashes of Creation board game è prevista per l'arrivo della fase Beta dell'MMORPG.[642]

Giusto per essere chiari, lo sviluppo del gioco da tavolo non influenza quello dell'MMO. Sono 2 team molto diversi.[653]Steven Sharif

E' un gioco di gestione resource e combattimento con azione economy.[642]

  • Ogni giocatore sceglie una Class e cerca di istituire una Guild per controllare un server su Ashes of Creation.[642]
  • Più membri avrà la gilda, più gettoni azione questa riceverà. Questi gettoni potranno essere usati per azioni sulla plancia di gioco e durante le battaglie.
  • Le gilde guadagnano costruendo Caravan.
  • I giocatori hanno una riserva di risorse che terranno segreta.
    • Seguaci.
    • Gold.
    • Risorsa da combattimento (guadagnata partecipando nel Pvp).

Ci sono diversi tipi di combat nel gioco.[642]

  • Attacare caravans.
  • Arene (istanze).
  • Guerre tra Gilde.
  • Raid bosses.
    • Attacare un raid boss rende il gioco co-op. altre gilde possono unirsi per combattere il boss.
    • Il level del raid boss è basato sul livello in cui si trova la plancia di gioco.

Il gioco consiste in un set completo con una map modificabile che i giocatori compongono ad ogni partita.[642]

  • La mappa è composta da sei pezzi messi assieme.
  • La plancia di gioco è fatta di zones che evolvono quando i giocatori completano attività ed azioni.
  • Oltre quaranta diverse buildings possono essere costruite.

Il gioco comprende sei characters standard.[642]

  • I giocatori avranno una scheda del personaggio con cui seguire le abilità ed i livelli.
  • Come i giocatori levels diventano più potenti.

I giocatori competono per server firsts.[642]

E' giocabile dai due ai cinque partecipanti.[642]

  • Il gioco durerà circa 30 minuti per partecipante.

Ci saranno delle espansioni, ma il gioco base è utilizzabile separatamente.[642]

  • Le espansioni consisteranno in pezzi di mappa aggiuntivi con nuovi luoghi da cui guadagnare risorse.
    • I pezzi di mappa delle espansioni sono intercambiabili.
  • Le espansioni includeranno strutture aggiuntive.
  • Le espansioni avranno dei personaggi di race specifica ad Ashes of Creation.
    • Ogni razza avrà determinati vantaggi ed abilities.

Il gioco probabilmente non verrà finanziato tramite Kickstarter.[642]

Il prezzo di vendita stimato è tra $50 e $100 dollari americani.[642]

Non è ancora deciso se certe edizioni del gioco comprenderanno dei Cosmetici.[642]

Collector's edition

I have personally considered a limited edition hand painted Phoenix model, with a concept art book autographed by the team as part of a collectors launch package. I cannot promise this, but if I find the right company to create the quality of product I would want it may become a thing. No promises though.[654]Steven Sharif

Gameplay videos

External links

See also


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  2. 2.0 2.1 Ashes of Creation MMO.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 A reactive world - Nodes.
  4. Podcast, 2021-04-11 (46:44).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 Trasmissione in diretta, 2023-03-31 (5:57).
  6. kickstarter release schedule.png
  7. alpha-0 pre-alpha.png
  8. 8.0 8.1 Trasmissione in diretta, 2018-01-18 (2:48).
  9. Trasmissione in diretta, 2018-09-01 (54:06).
  10. alpha-1-stress-test-3.png
  11. 11.0 11.1 11.2 alpha1-phase-1-update.png
  12. Press release - Ashes of Creation Apocalypse Launches December 18.
  13. apoc-beta.png
  14. Blog: Ashes of Creation Apocalypse heads into early access.
  15. @AoCApocalypse on Twitter.
  16. 16.0 16.1 Trasmissione in diretta, 2019-12-17 (18:33).
  17. Blog: Early Access for Ashes of Creation Apocalypse Battle Royale Testing Ends.
  18. 18.0 18.1 18.2 18.3 apoc-offline.png
  19. March 2020 newsletter.
  20. Video, 2020-03-23 (0:01).
  21. alpha-1-nda-2.png
  22. alpha-1-nda-1.png
  23. steven-a1-testing-start.png
  24. Creative Director's Letter, 2020-04-1.
  25. 25.0 25.1 25.2 Blog: Creative Director's Letter, October 16 2020
  26. Trasmissione in diretta, 2021-02-26 (14:58).
  27. Blog: Creative Director's Letter, January 2021.
  28. 28.0 28.1 28.2 28.3 28.4 Alpha One Schedule Update, May 10 2021.
  29. 29.0 29.1 An Update on Alpha One Schedule, March 12 2021
  30. 30.0 30.1 steven-a1preview-end.png
  31. 31.0 31.1 Ashes of Creation Twitter - Alpha-1 Preview Weekend Begins
  32. 32.0 32.1 alpha-1-end.png
  33. 33.0 33.1 33.2 33.3 33.4 release-dates.png
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  35. Trasmissione in diretta, 2018-01-18 (25:22).
  36. alpha and beta phases.png
  37. 37.0 37.1 founder.png
  38. 38.0 38.1 braver of worlds.png
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  42. 42.0 42.1 42.2 Node series part II – the Metropolis.
  43. Node series part I
  44. 44.0 44.1 Blog: 10 facts about castle sieges in the MMORPG.
  45. 45.0 45.1 castle nodes.png
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  54. Know Your Nodes: Economic Node Type.
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  57. Trasmissione in diretta, 2018-12-12 (14:48).
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  60. Npc vending.jpg
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  62. steven-quote-neighboring-nodes.png
  63. jahlon-steven-vassal-nodes-quote.png
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  65. 65.0 65.1 Colloquio, 2020-07-08 (1:00:15).
  66. node xp.png
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  85. openworldinstancedsplit.png
  86. Trasmissione in diretta, 2020-03-28 (1:48:36).
  87. dungeon open.png
  88. Podcast, 2021-09-29 (34:11).
  89. 89.0 89.1 89.2 Podcast, 2021-09-29 (35:17).
  90. steven-siege-zone.png
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  92. Trasmissione in diretta, 2017-05-19 (24:17).
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  120. class weapons.png
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  129. Lances.jpg
  130. 130.0 130.1 130.2 steven-a2-weapon-types.png
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  134. Rapiers.png
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  136. steven-crossbows.png
  137. Trasmissione in diretta, 2023-02-24 (1:05:54).
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  199. steven-cosmetic-reassignment.png
  200. Kickstarter item application.jpg
  201. kickstarter mounts.png
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  224. 224.0 224.1 steven-friday-sneak-peek.png
  225. 225.0 225.1 Video, 2022-03-31 (7:05).
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  242. 242.0 242.1 Ashes of Creation Twitter.
  243. 243.0 243.1 243.2 243.3 243.4 243.5 Video, 2022-03-31 (13:31).
  244. 244.00 244.01 244.02 244.03 244.04 244.05 244.06 244.07 244.08 244.09 244.10 244.11 244.12 244.13 Video, 2022-03-31 (13:56).
  245. 245.0 245.1 245.2 245.3 245.4 245.5 Video, 2022-03-31 (13:59).
  246. 246.00 246.01 246.02 246.03 246.04 246.05 246.06 246.07 246.08 246.09 246.10 246.11 Video, 2022-03-31 (19:49).
  247. 247.0 247.1 Video, 2022-03-31 (21:03).
  248. 248.0 248.1 248.2 248.3 248.4 Trasmissione in diretta, 2020-07-25 (54:10).
  249. 249.0 249.1 249.2 249.3 Trasmissione in diretta, 2019-11-22 (1:08:05).
  250. 250.0 250.1 250.2 250.3 Trasmissione in diretta, 2018-08-17 (1:07:51).
  251. Twitter - We took our Vek to the barbershop for some fresh new cuts!
  252. Ashes of Creation Store: Colonial Costume.
  253. Trasmissione in diretta, 2017-05-08 (48:52).
  254. 254.0 254.1 254.2 254.3 cosmetics obtaining.png
  255. Trasmissione in diretta, 2018-07-09 (55:20).
  256. Trasmissione in diretta, 2017-05-26 (32:14).
  257. 257.0 257.1 Trasmissione in diretta, 2020-05-29 (50:20).
  258. 258.0 258.1 Trasmissione in diretta, 2017-05-26 (19:51).
  259. 259.0 259.1 259.2 Reddit Q&A, 2019-01-8.
  260. oversized.jpg
  261. 261.0 261.1 Trasmissione in diretta, 2021-12-23 (1:34:07).
  262. Podcast, 2018-08-04 (53:43).
  263. Trasmissione in diretta, 2022-10-28 (1:41:06).
  264. Trasmissione in diretta, 2021-09-24 (1:25:27).
  265. margaret-gear-appearance.png
  266. Trasmissione in diretta, 2017-07-18 (54:56).
  267. Trasmissione in diretta, 2017-07-28 (9:47).
  268. Trasmissione in diretta, 2020-10-30 (1:13:22).
  269. Sparkly.jpg
  270. Trasmissione in diretta, 2020-11-30 (1:05:22).
  271. Trasmissione in diretta, 2017-05-24 (24:19).
  272. weaponslots.png
  273. Trasmissione in diretta, 2017-09-03 (48:56).
  274. Colloquio, 2018-08-24 (5:28).
  275. Trasmissione in diretta, 2017-11-17 (22:33).
  276. Trasmissione in diretta, 2020-11-30 (57:50).
  277. Trasmissione in diretta, 2018-02-09 (50:29).
  278. 278.0 278.1 Colloquio, 2018-10-20 (3:34:46).
  279. Ashes of Creation Press Kit.
  280. Interview, 2016-12-7.
  281. steven-phoenix.png
  282. 282.0 282.1 282.2 282.3 282.4 282.5 282.6 282.7 282.8 Trasmissione in diretta, 2018-01-18 (39:08).
  283. Video, 2018-04-05 (37:50).
  284. Video, 2018-04-05 (37:13).
  285. Video, 2023-03-31 (14:14).
  286. 286.0 286.1 286.2 286.3 Video, 2023-03-31 (3:32).
  287. 287.0 287.1 Video, 2023-03-31 (1:22).
  288. Video, 2023-03-31 (6:30).
  289. 289.0 289.1 skotty-story-arc-2.png
  290. 290.0 290.1 290.2 Video, 2018-04-05 (35:01).
  291. 291.0 291.1 291.2 291.3 Trasmissione in diretta, 2022-04-29 (1:05:37).
  292. 292.0 292.1 292.2 Trasmissione in diretta, 2022-03-31 (1:15:29).
  293. 293.0 293.1 293.2 Trasmissione in diretta, 2023-04-07 (55:22).
  294. 294.0 294.1 Trasmissione in diretta, 2022-10-28 (32:52).
  295. 295.0 295.1 Trasmissione in diretta, 2017-06-01 (37:39).
  296. 296.0 296.1 Trasmissione in diretta, 2019-05-30 (1:18:16).
  297. Trasmissione in diretta, 2017-05-26 (15:37).
  298. 298.0 298.1 Trasmissione in diretta, 2023-04-07 (58:39).
  299. Video, 2023-03-31 (14:20).
  300. 300.0 300.1 skotty-story-arc-1.png
  301. 301.0 301.1 301.2 301.3 Trasmissione in diretta, 2017-10-31 (29:50).
  302. 302.0 302.1 Trasmissione in diretta, 2021-12-23 (1:32:10).
  303. Trasmissione in diretta, 2017-05-19 (51:52).
  304. 304.0 304.1 Colloquio, 2018-10-20 (1:55).
  305. Trasmissione in diretta, 2017-05-12 (42:17).
  306. Official Livestream - May 4th @ 3 PM PST - Q&A
  307. Trasmissione in diretta, 2018-04-8 (PM) (28:38).
  308. Colloquio, 2018-10-20 (2:53:53).
  309. 309.0 309.1 Trasmissione in diretta, 2020-07-31 (1:05:58).
  310. 310.0 310.1 Trasmissione in diretta, 2022-10-14 (23:15).
  311. leveling.png
  312. Trasmissione in diretta, 2017-05-24 (46:27).
  313. Trasmissione in diretta, 2022-05-27 (1:11:10).
  314. 314.0 314.1 Trasmissione in diretta, 2022-07-29 (1:24:58).
  315. 315.0 315.1 315.2 315.3 Colloquio, 2021-06-13 (48:27).
  316. 316.0 316.1 316.2 Trasmissione in diretta, 2018-09-27 (52:41).
  317. 317.0 317.1 Trasmissione in diretta, 2020-07-25 (1:34:55).
  318. Trasmissione in diretta, 2022-04-29 (1:06:34).
  319. 319.0 319.1 319.2 319.3 319.4 Video, 2018-04-05 (40:08).
  320. Trasmissione in diretta, 2017-12-15 (58:48).
  321. 321.0 321.1 Colloquio, 2020-07-08 (1:07:59).
  322. Trasmissione in diretta, 2017-05-24 (19:25).
  323. Trasmissione in diretta, 2021-04-30 (41:18).
  324. Trasmissione in diretta, 2022-01-28 (15:35).
  325. Colloquio, 2020-07-08 (1:12:51).
  326. 326.0 326.1 326.2 Trasmissione in diretta, 2017-05-15 (26:13).
  327. Colloquio, 2021-06-13 (24:14).
  328. 328.0 328.1 328.2 328.3 328.4 328.5 328.6 328.7 328.8 328.9 Trasmissione in diretta, 2020-09-30 (1:07:22).
  329. 329.0 329.1 Colloquio, 2018-08-24 (8:52).
  330. 330.0 330.1 330.2 progression.png
  331. 331.0 331.1 Trasmissione in diretta, 2017-07-28 (19:05).
  332. Trasmissione in diretta, 2021-04-30 (53:08).
  333. 333.0 333.1 Colloquio, 2018-10-20 (2:53:52).
  334. 334.0 334.1 334.2 Trasmissione in diretta, 2020-01-30 (1:28:40).
  335. Trasmissione in diretta, 2018-05-04 (45:37).
  336. Trasmissione in diretta, 2022-06-30 (1:12:38).
  337. Trasmissione in diretta, 2022-09-30 (53:15).
  338. Trasmissione in diretta, 2022-09-30 (43:45).
  339. Video, 2022-09-30 (24:49).
  340. Podcast, 2021-09-29 (47:57).
  341. Colloquio, 2021-02-07 (49:18).
  342. Colloquio, 2020-07-19 (53:59).
  343. Colloquio, 2020-07-18 (1:07:51).
  344. 344.0 344.1 344.2 344.3 344.4 February 8, 2019 - Questions and Answers.
  345. 345.0 345.1 345.2 345.3 345.4 Trasmissione in diretta, 2018-06-04 (1:11:19).
  346. Trasmissione in diretta, 2021-06-25 (1:29:39).
  347. 347.0 347.1 Trasmissione in diretta, 2020-11-30 (1:26:00).
  348. Pets.jpg
  349. 349.0 349.1 349.2 Colloquio, 2022-01-14 (42:18).
  350. Trasmissione in diretta, 2020-10-30 (1:21:14).
  351. Trasmissione in diretta, 2019-06-28 (1:24:27).
  352. Trasmissione in diretta, 2021-07-30 (1:15:29).
  353. artisan skill tree.png
  354. 354.0 354.1 steven-profession-mastery.png
  355. 355.0 355.1 Trasmissione in diretta, 2019-07-26 (1:09:46).
  356. 356.0 356.1 356.2 artisan mastery1.png
  357. steven-profession-mastery-all.png
  358. 358.0 358.1 artisan mastery5.png
  359. artisan mastery3.png
  360. Colloquio, 2020-07-20 (18:47).
  361. Colloquio, 2021-02-07 (36:38).
  362. 362.0 362.1 Colloquio, 2020-03-27 (5:25).
  363. Trasmissione in diretta, 2017-05-10 (6:12).
  364. artisan mastery4.png
  365. 365.0 365.1 365.2 365.3 365.4 Trasmissione in diretta, 2020-07-25 (57:02).
  366. religions.jpg
  367. Trasmissione in diretta, 2017-06-01 (33:40).
  368. 368.0 368.1 368.2 368.3 368.4 368.5 368.6 Trasmissione in diretta, 2022-09-30 (1:24:54).
  369. 369.0 369.1 369.2 369.3 369.4 369.5 369.6 Trasmissione in diretta, 2018-07-09 (36:05).
  370. Trasmissione in diretta, 2018-07-09 (36:05).
  371. Colloquio, 2020-07-19 (19:35).
  372. Trasmissione in diretta, 2017-05-15 (30:53).
  373. Trasmissione in diretta, 2022-08-26 (1:28:50).
  374. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  375. 375.00 375.01 375.02 375.03 375.04 375.05 375.06 375.07 375.08 375.09 375.10 375.11 Trasmissione in diretta, 2018-09-27 (55:39).
  376. 376.0 376.1 376.2 Trasmissione in diretta, 2017-05-19 (22:10).
  377. 377.0 377.1 Colloquio, 2020-07-19 (36:07).
  378. guild size.jpg
  379. Trasmissione in diretta, 2020-06-26 (1:31:53).
  380. 380.0 380.1 Trasmissione in diretta, 2017-05-05 (23:26).
  381. Colloquio, 2018-08-08 (9:36).
  382. Trasmissione in diretta, 2020-10-30 (1:11:13).
  383. 383.0 383.1 383.2 Trasmissione in diretta, 2017-05-17 (7:27).
  384. Colloquio, 2020-07-19 (24:34).
  385. 385.0 385.1 385.2 385.3 Podcast, 2018-05-11 (18:52).
  386. Trasmissione in diretta, 2017-06-01 (31:47).
  387. 387.0 387.1 387.2 387.3 387.4 Podcast, 2018-05-11 (21:07).
  388. 388.0 388.1 388.2 Podcast, 2018-05-11 (48:29).
  389. 389.0 389.1 389.2 389.3 389.4 Podcast, 2018-04-23 (29:56).
  390. 390.0 390.1 390.2 Trasmissione in diretta, 2022-12-02 (1:22:30).
  391. monster coin leveling.png
  392. Trasmissione in diretta, 2017-05-03 (31:46).
  393. Trasmissione in diretta, 2017-05-03 (36:25).
  394. kickstarter monster coins.png
  395. Monster coins2.jpg
  396. Video, 2018-04-05 (49:36).
  397. Trasmissione in diretta, 2021-06-25 (1:10:52).
  398. 398.0 398.1 398.2 398.3 Trasmissione in diretta, 2020-10-30 (33:26).
  399. 399.0 399.1 399.2 Podcast, 2018-04-23 (59:28).
  400. Trasmissione in diretta, 2021-05-28 (1:13:05).
  401. 401.0 401.1 401.2 Trasmissione in diretta, 2022-12-02 (1:05:51).
  402. 402.0 402.1 Colloquio, 2018-10-20 (2:40:17).
  403. Podcast, 2021-09-29 (30:04).
  404. Trasmissione in diretta, 2021-06-25 (1:05:01).
  405. Colloquio, 2020-07-18 (1:05:04).
  406. Trasmissione in diretta, 2018-02-09 (41:56).
  407. 407.0 407.1 Podcast, 2018-04-23 (1:01:01).
  408. 408.0 408.1 408.2 408.3 Podcast, 2021-04-11 (54:35).
  409. 409.0 409.1 Trasmissione in diretta, 2023-04-07 (1:15:02).
  410. MMOGames interview, January 2017
  411. Trasmissione in diretta, 2023-04-07 (40:30).
  412. 412.0 412.1 design pillars.png
  413. 413.0 413.1 Colloquio, 2018-08-24 (8:35).
  414. Trasmissione in diretta, 2020-07-25 (1:31:44).
  415. 415.0 415.1 A chat with Ashes of Creation's Steven Sharif, 2017-06-7.
  416. 416.0 416.1 Trasmissione in diretta, 2022-04-29 (21:00).
  417. 417.0 417.1 417.2 Trasmissione in diretta, 2021-12-23 (1:23:41).
  418. Colloquio, 2018-10-20 (3:43:52).
  419. 419.0 419.1 transparency.png
  420. Trasmissione in diretta, 2018-05-04 (39:41).
  421. kickstarter box cost.png
  422. Pre-order packs
  423. 423.0 423.1 kickstarter subscription.png
  424. toast-subscription.png
  425. Trasmissione in diretta, 2018-05-04 (53:34).
  426. 426.0 426.1 Trasmissione in diretta, 2020-07-25 (1:21:03).
  427. 427.0 427.1 427.2 margaret-region-locking.png
  428. Summer Braver of Worlds.png
  429. steven-lifetime.png
  430. Trasmissione in diretta, 2021-02-26 (1:08:47).
  431. alpha-1-and-game-time.png
  432. 432.0 432.1 432.2 432.3 Trasmissione in diretta, 2020-07-25 (1:53:46).
  433. 433.0 433.1 Trasmissione in diretta, 2018-10-31 (38:47).
  434. 434.0 434.1 Blog: Steam Announce And Play Test FAQ For Ashes of Creation Apocalypse
  435. screenshot 328.png
  436. Trasmissione in diretta, 2018-08-17 (9:33).
  437. 437.0 437.1 Trasmissione in diretta, 2017-06-01 (19:12).
  438. Trasmissione in diretta, 2018-08-17 (32:31).
  439. 439.0 439.1 439.2 Trasmissione in diretta, 2020-11-30 (56:02).
  440. 440.0 440.1 kickstarter p2w.png
  441. 441.0 441.1 441.2 loot-boxes.png
  442. 442.0 442.1 Trasmissione in diretta, 2020-07-25 (48:28).
  443. 443.0 443.1 Podcast, 2018-08-04 (1:57:56).
  444. 444.0 444.1 RNG boxes.png
  445. steven-multi-boxing-3.png
  446. steven-multiple-accounts.png
  447. steven-publishing-oce-sea.png
  448. Colloquio, 2018-08-21 (11:20).
  449. 449.0 449.1 449.2 Blog: New Adventure Awaits.
  450. ashes-steam.png
  451. 451.0 451.1 Reddit - Developer response regarding play-to-earn mechanics.
  452. margaret-nfts.png
  453. Ashes of Creation cosmetic store.
  454. 454.0 454.1 454.2 Trasmissione in diretta, 2018-04-8 (PM) (58:29).
  455. 455.0 455.1 kickstarter microtransactions.png
  456. equitable-cosmetics-quote.png
  457. cash shop non tradable.jpg
  458. 458.0 458.1 Colloquio, 2018-05-11 (32:36).
  459. Ashes of Creation Store: Ashes of Creation.
  460. cosmetic skins.png
  461. 461.0 461.1 Rime and Regal.
  462. Trasmissione in diretta, 2018-12-06 (41:43).
  463. Trasmissione in diretta, 2020-11-30 (58:24).
  464. 464.0 464.1 toast-caravan-skins.png
  465. 465.0 465.1 margaret-caravan-skins.png
  466. 466.0 466.1 steven-best-skins.png
  467. 467.0 467.1 Colloquio, 2018-10-20 (2:17:43).
  468. 468.0 468.1 Trasmissione in diretta, 2023-03-31 (1:17:42).
  469. Trasmissione in diretta, 2022-02-25 (49:42).
  470. 470.0 470.1 Colloquio, 2018-10-20 (3:47:17).
  471. dunirinfluence.png
  472. 472.0 472.1 472.2 Colloquio, 2018-05-11 (1:03:21).
  473. Podcast, 2018-05-11 (31:35).
  474. Trasmissione in diretta, 2022-09-30 (1:08:24).
  475. Trasmissione in diretta, 2022-02-25 (44:28).
  476. py'rai archetecture.jpg
  477. Trasmissione in diretta, 2017-10-16 (15:58).
  478. 478.0 478.1 Podcast, 2018-05-11 (31:35).
  479. Colloquio, 2018-05-11 (1:04:27).
  480. 480.0 480.1 Podcast, 2018-05-11 (36:28).
  481. Podcast, 2018-05-11 (36:28).
  482. Trasmissione in diretta, 2017-11-17 (23:00).
  483. Colloquio, 2018-08-17 (31:09).
  484. Trasmissione in diretta, 2017-11-17 (33:56).
  485. 485.0 485.1 Trasmissione in diretta, 2018-05-04 (49:45).
  486. 486.0 486.1 Trasmissione in diretta, 2018-06-04 (7:25).
  487. Podcast, 2018-05-11 (33:09).
  488. 488.0 488.1 Ashes of Creation Forums - No participation trophy.
  489. Podcast, 2018-05-11 (33:09).
  490. 490.0 490.1 490.2 Video, 2018-04-05 (44:06).
  491. 491.0 491.1 Video, 2018-04-05 (48:03).
  492. 492.0 492.1 492.2 Colloquio, 2020-07-19 (14:51).
  493. 493.0 493.1 493.2 Trasmissione in diretta, 2023-01-27 (1:34:06).
  494. Colloquio, 2021-06-13 (22:20).
  495. Colloquio, 2020-07-19 (17:12).
  496. Trasmissione in diretta, 2022-05-27 (1:20:35).
  497. Video, 2022-09-30 (23:13).
  498. 498.0 498.1 498.2 498.3 Trasmissione in diretta, 2022-09-30 (2:40).
  499. Trasmissione in diretta, 2017-05-08 (28:48).
  500. 500.0 500.1 solo.png
  501. 501.0 501.1 501.2 What languages will Ashes of Creation be in?
  502. 502.0 502.1 502.2 Colloquio, 2018-08-24 (2:35).
  503. 503.0 503.1 503.2 Trasmissione in diretta, 2017-05-17 (1:09:22).
  504. 504.0 504.1 Trasmissione in diretta, 2017-05-24 (45:49).
  505. spanish.png
  506. Colloquio, 2018-08-24 (3:19).
  507. 507.0 507.1 507.2 507.3 507.4 Trasmissione in diretta, 2021-12-23 (48:45).
  508. 508.0 508.1 Trasmissione in diretta, 2017-05-26 (38:30).
  509. Trasmissione in diretta, 2017-05-24 (23:50).
  510. Trasmissione in diretta, 2021-12-23 (1:10:09).
  511. RTX3070clarification.png
  512. Trasmissione in diretta, 2021-12-23 (1:08:42).
  513. Trasmissione in diretta, 2021-09-24 (52:48).
  514. Trasmissione in diretta, 2019-12-17 (51:20).
  515. alpha-1-fps.png
  516. 516.0 516.1 Trasmissione in diretta, 2023-04-28 (1:03:41).
  517. Trasmissione in diretta, 2023-01-27 (1:07:12).
  518. 518.0 518.1 steven-a1-stress-test.png
  519. Trasmissione in diretta, 2021-03-26 (12:34).
  520. 520.0 520.1 What are the minimum requirements for Alpha?
  521. 521.0 521.1 Trasmissione in diretta, 2021-12-23 (49:39).
  522. 522.0 522.1 Trasmissione in diretta, 2021-12-23 (42:09).
  523. 523.0 523.1 523.2 523.3 Video, 2021-12-23 (0:00).
  524. 524.0 524.1 Trasmissione in diretta, 2021-12-23 (19:59).
  525. unreal.jpg
  526. 526.0 526.1 526.2 526.3 526.4 526.5 Trasmissione in diretta, 2021-12-23 (40:53).
  527. Trasmissione in diretta, 2021-12-23 (50:50).
  528. 528.0 528.1 Trasmissione in diretta, 2021-12-23 (55:32).
  529. Video, 2021-12-23 (23:53).
  530. 530.0 530.1 Trasmissione in diretta, 2021-12-23 (54:00).
  531. Trasmissione in diretta, 2021-12-23 (52:52).
  532. Video, 2021-12-23 (2:54).
  533. Trasmissione in diretta, 2021-12-23 (52:58).
  534. Trasmissione in diretta, 2017-05-03 (26:50).
  535. steven-networking.png
  536. 536.0 536.1 Trasmissione in diretta, 2021-12-23 (47:51).
  537. Trasmissione in diretta, 2022-01-28 (7:26).
  538. Trasmissione in diretta, 2023-03-31 (1:10:30).
  539. Trasmissione in diretta, 2023-02-24 (1:14:41).
  540. Trasmissione in diretta, 2023-01-27 (1:07:46).
  541. Trasmissione in diretta, 2023-04-07 (1:21:29).
  542. 542.0 542.1 Trasmissione in diretta, 2023-03-31 (1:27:15).
  543. Trasmissione in diretta, 2017-05-19 (37:03).
  544. roshen servers.png
  545. Official Livestream - May 4th @ 3 PM PST - Q&A
  546. Trasmissione in diretta, 2023-01-27 (4:18).
  547. 547.0 547.1 547.2 547.3 Trasmissione in diretta, 2018-09-27 (48:13).
  548. 548.0 548.1 548.2 Trasmissione in diretta, 2021-11-19 (52:35).
  549. Colloquio, 2017-05-08 (22:06).
  550. 550.0 550.1 Trasmissione in diretta, 2017-05-24 (40:50).
  551. 551.0 551.1 551.2 551.3 551.4 551.5 server-locations.png
  552. 552.0 552.1 na and eu servers.jpg
  553. 553.0 553.1 553.2 553.3 Ashes of Creation FAQ: Where will your servers be?
  554. 554.0 554.1 servers SEA OCE.png
  555. steven-oce-servers.png
  556. 556.0 556.1 Trasmissione in diretta, 2018-04-8 (AM) (26:41).
  557. Trasmissione in diretta, 2018-07-09 (47:54).
  558. Trasmissione in diretta, 2017-05-17 (59:25).
  559. Trasmissione in diretta, 2021-10-29 (1:14:00).
  560. Video, 2018-09-06 (4:25).
  561. server population.png
  562. 562.0 562.1 steven-jahlon-accounts-per-server.jpg
  563. 563.0 563.1 steven-server-accounts.png
  564. 564.0 564.1 Colloquio, 2020-07-18 (12:56).
  565. Kickstarter packages.
  566. Blog: Know Your Nodes - Scientific Node Type
  567. 567.0 567.1 Colloquio, 2018-04-20 (9:20).
  568. Trasmissione in diretta, 2017-05-26 (51:37).
  569. Trasmissione in diretta, 2017-05-08 (36:26).
  570. Trasmissione in diretta, 2017-07-28 (35:42).
  571. Trasmissione in diretta, 2017-05-10 (35:27).
  572. MMORPG Interview, 2016-12-12.
  573. Trasmissione in diretta, 2022-10-14 (2:53).
  574. 574.0 574.1 Trasmissione in diretta, 2018-04-8 (PM) (39:48).
  575. 575.0 575.1 575.2 575.3 Colloquio, 2018-10-20 (2:22:09).
  576. Trasmissione in diretta, 2018-04-8 (AM) (25:12).
  577. Trasmissione in diretta, 2018-04-8 (AM) (24:14).
  578. steven-bear-a2.png
  579. steven-bear-beta-1.png
  580. 580.0 580.1 Colloquio, 2021-06-13 (11:15).
  581. roshen-a1-music.png
  582. 582.0 582.1 Trasmissione in diretta, 2021-06-25 (1:07:45).
  583. The mighty beard!
  584. 584.0 584.1 584.2 Trasmissione in diretta, 2022-10-28 (29:32).
  585. 585.0 585.1 585.2 585.3 Trasmissione in diretta, 2022-08-26 (1:32:45).
  586. 586.0 586.1 586.2 586.3 Colloquio, 2020-07-08 (48:30).
  587. steven-aggro-griefing.png
  588. steven-gm-tickets.png
  589. 589.0 589.1 589.2 Colloquio, 2020-07-19 (1:12:37).
  590. Trasmissione in diretta, 2017-11-17 (38:35).
  591. Massively OP, 2017-06-1
  592. Colloquio, 2018-08-21 (40:44).
  593. 593.0 593.1 Ashes of Creation Forums - No Damage Meter?
  594. 594.0 594.1 Trasmissione in diretta, 2017-05-10 (20:02).
  595. 595.0 595.1 Colloquio, 2018-10-20 (6:29).
  596. Trasmissione in diretta, 2017-05-10 (21:41).
  597. Colloquio, 2018-05-11 (49:03).
  598. Trasmissione in diretta, 2020-04-30 (1:28:19).
  599. Trasmissione in diretta, 2017-05-10 (43:27).
  600. Ashes of Creation Forums - No Damage Meter?
  601. 601.0 601.1 601.2 MASSIVELY OP interview: Ashes of Creation on a new way to MMO.
  602. 602.0 602.1 steven-milestones.png
  603. Ashes Discord.png
  604. Ashes of Creation Kickstarter campaign
  605. Ashes of Creation Kickstarter.
  606. Summer Crowdfunding.png
  607. summerended.png
  608. PAX West 2017 Schedule.
  609. PAX West 2017 Map.
  610. Intrepid Studios Dev Team.
  611. GDC.png
  612. PAX East.png
  613. 613.0 613.1 613.2 613.3 613.4 Newsletter, 2018-08-7
  614. gamescom.png
  615. Ashes of Creation Gamescom 2018 Interview: Responding to Criticism.
  616. Newsletter, 2018-08-7
  617. Intrepid Studios Extra Life 2018 (@MediaAoC).
  618. Colloquio, 2019-04-15 (5:09).
  619. extralife2019.png
  620. Colloquio, 2020-10-17 (18:36).
  621. Colloquio, 2020-10-17 (56:55).
  622. extralife2020.png
  623. Trasmissione in diretta, 2021-02-26 (9:51).
  624. Ashes of Creation Store: May cosmetics.
  625. steven-a1-verbal-nda.png
  626. toast-a1-launch.png
  627. Guide to Alpha One.
  628. extralife2021.png
  629. Colloquio, 2022-01-14 (9:11).
  630. extralife2022.png
  631. kickstarter most funded MMORPG.png
  632. kickstarter most funded video game.png
  633.'s Best of 2017 Awards.
  634. Most Anticipated MMORPGs For 2018.
  635. 635.0 635.1 DualShockers’ Gamescom 2018 Awards
  636. MassivelyOP 2020 awards reader's poll.
  637. MassivelyOP reader's poll.
  638. Forbes: Top 10 Best Upcoming New MMORPGs For 2021 And Beyond
  639. Twitter - MMOGames.
  640. 640.0 640.1 Trasmissione in diretta, 2017-05-17 (41:27).
  641. 641.0 641.1 Trasmissione in diretta, 2018-10-31 (35:00).
  642. 642.00 642.01 642.02 642.03 642.04 642.05 642.06 642.07 642.08 642.09 642.10 642.11 642.12 Trasmissione in diretta, 2018-11-03 (0:00:17).
  643. Ashes of Creation Apocalypse official site.
  644. 644.0 644.1 Ashes of Creation Apocalypse Early Access.
  645. Video, 2019-09-24 (0:10).
  646. 646.0 646.1 Colloquio, 2018-08-24 (13:17).
  647. 647.0 647.1 647.2 Trasmissione in diretta, 2018-08-17 (30:29).
  648. Podcast, 2018-08-04 (1:07:59).
  649. 649.0 649.1 649.2 Trasmissione in diretta, 2018-09-01 (1:05:10).
  650. alpha-1-news.png
  651. Trasmissione in diretta, 2018-09-27 (9:08).
  652. Forest of Erinthia.png
  653. stevenboardgame.png
  654. Ashes of Creation Forums - Has Intrepid considered a physical collectors edition box for us box collectors?