Gear sets

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2nd Sword Division non-cosmetic gear set 3D renders. 3D model by Keith Kovach.[1]

Not all armor sets will be the cookie cutter set. They will have the influences from the crafter available in it, if it's a crafted set.[2]Steven Sharif

Equipping the Titanbark gear set in Alpha-2.[3]

We're going relatively traditional in the gear access points by being driven by level tier that players will have access to. So as you advance in your adventuring class you will begin to unlock the ability to equip gear of a higher level.[4]Steven Sharif

Gear sets (also known as tier sets) are a part of Ashes of Creation.[5][4][6]

Q: How often will armor be part of an entire armor set with other cosmetically matching pieces versus unique armor pieces that don't match or go along with anything else in the game?
A: There is a balance of both set pieces and non-set pieces and usually you're going to see at higher grades within a tier are going to be more predominantly set driven; and the lower interstitial power levels of the gear for that tier are the potentially bespoke pieces; and obviously those pieces are catered around a number of different interactions, such as ones you get from quests, ones that you get from drops, ones that you can craft, ones that you get from legendary bosses, ones that you get from guild-oriented tasks, or in-game favor and unique currencies. So there's different types of acquisition models and each of them has a spattering of either bespoke pieces or set-oriented pieces; and there are even varying levels of set pieces as well. So you might have a full eight piece set, or a three-piece set, or a five piece set, depending on where it lives within the tier.[5]Steven Sharif
  • Players gain bonuses depending on the number and tier of pieces they have equipped.[5][4][6]
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.
  • There are passive abilities that can be chosen to become more adept with certain set types.[6]
  • There will be viable non-set builds.[12]

Armor themes

Kaelar armor.[13]

You're not going to get one set of armor that's going to be situationally relevant for every encounter you might face- that's crazy- and as a result of that you're going to have to succeed in acquiring sets that are situationally relevant for the types of encounters you are intending to face.[14]Steven Sharif

Light, medium, and heavy armor weights have different characteristics.[15]

  • The stat values on armor can include both damage dealing and damage mitigation stats.[14]
Certain armor types are going to have certain type of predominant stat values. So there's going to be certain waterfall stats and/or certain primary attributes that are available on certain armor types; and then if you want to have the one that's not more prominently available- those will be rare to get- you'll have to elicit the services of a crafter who's very capable within that particular type of armor in order to get the non-traditional stats and/or waterfalls available. So there's still the ability to get whatever on these but they're going to be more predetermined for certain types of stats and waterfalls.[15]Steven Sharif
There'll be certain types of set bonuses granted across specific full sets or partial sets of armor types. There will be a similar function in how damage is mitigated based on the type of armor you're wearing and how that relates to physical or magical incoming damage. So that's something to keep in mind. It's going to be situational what type of adversarial foe am I facing and what armor is the best against that to mitigate damage.[15]Steven Sharif
You're going to have certain strengths and weaknesses of armor sets and those can be specced into by your opponents. For example, I might place some type of elemental enhancements on my weapon that horizontally changes my outgoing damage and that's going to reflect based on the opponent on my target opponent and what type of armor they have available to them to counter that.[15]Steven Sharif
We're playing a little bit with the idea of these universal skill sets, such as dodge, parry, block, active blocking, stuff like that; and progression within those areas. There is something to be said I think for incorporating itemization choice as part of that system as well; and how it might affect that system. That's something that I think is going to be coming up in the pitch phase here shortly from design as we implement those universal skills. So you can look out in the future for more information on that.[15]Steven Sharif

Damage mitigation

  • Damage numbers will not be so large as to be meaningless.[19]
We don't see the need to have these enormous numbers that are really start to lose meaning. That seems to be an innate design issue with other games as they try to balance the damage output in PvP and in PvE; but our design system allows for a more manageable damage protocol for PvE and PvP to be shared; and those damage protocols relate more to lower numbers.[19]Steven Sharif
  • Death by fall damage is possible.[21]
    • Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[21]

Best-in-slot gear

What is considered best-in-slot is based on a character's role and the type of encounter they are facing.[23][24]

  • The goal is to not have overarching best-in-slot items that are meta for all situations.[23]

Mana-forged armor set

Mana-forged armor sets may be achievable in the Ashes of Creation MMO.[28]

Verra will be filled with many sets of armor, each set uniquely carved into the history of the world. Mana-forged sets are distinctly vibrant with luminescent magic, pulsating across the body of its hero. We hope you enjoy them, and look forward to many more glimpses into the armors of Verra, waiting for their champions![30]Margaret Krohn

Regalia of the Iron Lion

The Iron Lion is a fairly new order, one formed out of a desire to control the unknowable. With the rediscovery of the old world, many Kaelar wondered what lay beyond, considering the incredible power the divine gateways represented. To this end, the Iron Lion focuses not only on martial combat, but also on the art of dampening magic. Without such knowledge, establishing a foothold may be all but impossible - rampant magic is an unpredictable, and many times lethal, complication in any sortie. Due to this, the Iron Lion puts forth significant effort in studying and learning about the magics they come across, hoping to minimize the dangers they pose.[31]

Ashes of Creation Apocalypse weapon variants

Basic Axe.png Hallowed Axe.png Arcanic Axe.png Pyroclastic Axe.png Eldritch Axe.png
Basic axe.[32] Hallowed Bronze Axe.[33][34] Arcanic Bronze Axe.[35][34] Pyroclastic Bronze Axe.[36][34] Eldritch Bronze Axe.[37][34]
Basic Thundering Mace.png Hallowed Thundering Mace.png Arcanic Thundering Mace.png Pyroclastic Thundering Mace.png Eldritch Thundering Mace.png
Thundering Mace.[38] Hallowed Mace.[39][40] Arcanic Mace.[41][40] Pyroclastic Mace.[42][40] Eldritch Mace.[43][40]

Itens criados

Itens fabricados estarão no mesmo patamar dos melhores items.[26]

Acreditamos que todo item que existe no mundo deveria, de alguma maneira, refletir seu fabricador. Assim, nosso sistema de fabricação será extremamente versátil - dando aos artesãos a habilidade de fabricar itens únicos que representem seus pontos fortes e fracos.[48]

A Fabricação e os Chefes Mundiais serão a principal maneira de adquirir equipamentos de alto nível. Haverão algumas exceções a isso na forma de itens Lendários (apenas um pode ser obtido ou descoberto) e outros equipamentos que podem ser conseguidos, mas queremos que Artesãos e raids do tier mais alto produzam a maior parte do equipamento de alto nível e alta efetividade.[49]Sarah Flanagan

Skills and stats on gear

Crafters will be able to assign different skills/abilities and stats on gear.[50][2]

Crafters will be able to 'rejigger' stat blocks; and there will be a couple of other ways to move things around to create both the look and the stat block that you're looking for. It's not always going to be easy. There will be a lot of challenges involved with that. But the goal is to give you guys the option to customize your gear the way you want them to be.[50]Jeffrey Bard
info-orange.pngEsta seção contém informações do teste Alpha-1. Ele será atualizado quando novas informações forem disponibilizadas.

Gear is broken down into Core Stats and Additional Stats.[53]

Gear enhancement

Melhoria de equipamentos (power stones/runas) podem ser aplicadas a armas para adicionar outros tipos de dano elemental ou de energia.[54][55]

É muito provável que tenhamos um sistema de runas e depois, teremos a capacidade de fazer encantamentos a armas fora disso também... Isso nem será sempre uma progressão vertical... Parte disso é desistir de algo para obter algo mais; por isso talvez eu dê menos danos físico, mas mais dano mágico, esse tipo de coisa.[55]Jeffrey Bard

Não é como se você fosse necessariamente adquirir essas melhorias uma vez e depois está pronto para o PvP no que diz respeito a seus encantamentos, mas em vez disso terá de participar continuamente mês após mês a fim de continuar a ter esses encantamentos encaixados nos seus slots.[57]Steven Sharif

Enchanting

Enchanting is not an artisan profession in its own right. Scribes create scrolls that can be utilized by different professions to create enchantments relating to that profession.[58][59]

You don't really push a particular item's level requirement or the identity of that item. You can enhance it, you can add enchantments to it, but it's still the item it is.[62]Steven Sharif

Modular armor

Kaelar base level Ashes of Creation Apocalypse robe set.

You can start to see like some of the components that we put together that we can mix and match and make new armors from. This is the base chassis for all of that.[63]Jeffrey Bard

Your base look for the character can be pretty boring, but what Steven gave us a challenge with from day one was to make sure even the base look, the t-shirt and pants, looked amazing... This is your zero character, if you will... Then you can go in and customize everything from the shoulder pads to the elbow pads, the belt that goes around them; do you want duel belts, you want to harness the clothes in the front. So every piece you see on here you can actually customize that at the front end. So what we do is we scale that up from zero, ten and twenty... We scale it up and we customize it; and then I want to really stress that each one of those looks as you progress is different. We're not just repurposing the same armor pieces. We're making unique sets that complement each other as you progress.[63]Mat Broome

Ashes of Creation Apocalypse will have three different armor themes: Plate, leather and robe.[64]

You can actually have three different types of themes: You have plate, you'll have leather and you'll have robe. So for every armor set that we're showing at each one of those tiers, you're actually gonna have nine unique looks to pick from.[64]Mat Broome

Gear appearance

Alpha-1 female plate armor 3D render.[65]

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.[65]Steven Sharif

  • Armor will not be overly sexual in appearance.[65][67]
    I'm more of the mind that it wouldn't really serve a purpose to have bikini plate armor, just in like reality, if you're going to have armor, it should be protective. I think from a fashion statement is enjoyable for some people, but it's a an immersive issue.[66]Steven Sharif
    • Some armor and costumes will be more revealing than others, but there will not be nudity in the game.[69]
    There might be sliders, but there are not gonna be naked sliders.[69]Steven Sharif
Each race is getting its custom geo pieces, which then will share thematic components such as color palette, attachments, design filigree. Those types of things will get shared across the geo but generally you're going to see unique races with unique geo.[73]Steven Sharif
  • Cosméticos can be used by all races but there may be slight variations to make them work with the body builds of each race.[76]
  • Hair will likely be masked if helmet display is toggled on.[81]

Attachments

Attachments are able to be unlocked as flair pieces to armor to create a customizable look.[84]

  • There will be hundreds of attachments available ranging from a small clasp to the front plate of a breast plate.[84]

Racial weapons and armor

Armadura racial appearances in early Alpha-1.[85]

Violet light and myself are wearing exactly the same armor set right: Same stats, same everything, but it drops for her it looks one way, it drops for me it looks another way; and... a small part of that is gender, but then the other part of it is race. So because I was a Vaelune in that playthrough my armor was in the Vaelune style; and when she picked it up it was in the elven style because she was an elf. So that gives you an example of sort of the breadth of looks that we're going for and how we try to capture like who you are as as a character and allow you to build your look that way.[86]Jeffrey Bard

Dünir and Empyrean racially styled armor concept art by Keith Kovach.[87]

We have essentially sets that exist across all races; and each race that dons those armor sets is going to have their own racial influence on the presentation of those particular sets. So that's something that's unique in how each of the races get diversified.[88]Steven Sharif

Armas and armor are not race locked, but armor will take on a racial appearance.[88][89][90]

The customization of equipment per race is really focused on Armor sets not Weapon props. Weapon props will, from a model standpoint, will translate pretty one-to-one across the races.[71]Steven Sharif
Let's say for example you have the Eagle set or something, right: The Eagle set has in art, it has a thematic design that's going to include certain attachments to the armor. It's going to include color palette and theme. It's going to have some aspects to it that define it as the Eagle set, right. When a Elf wears the Eagle set or when an Orc wears the Eagle set, you obviously have two different cultures there; and you don't want to stomp out that culture by assigning a de facto 'This is the Eagle set and this is how it looks on everybody.' What we want to have is cultural influences play a role in showing how that set looks.[71]Steven Sharif
When you say, what if I'm an Orc but want to look like an Elf and I want my Eagle set to be the Elf representation? Well the issue becomes there that Orcs have a different organic model. You know, their body is different than that of the Elf. So, from a scope-creep standpoint, it's one thing to add different influences that represent the cultures that are donning the armor; it's another thing to adapt each influence as a matrix that can be worn pretty much by everything. From a scope perspective, that's a very difficult task for the character artists to tackle. So instead what we've done is, in order to facilitate a variety of cultural representation between the races but allow for the sharing of assets like different armor sets, we give different representations of those armor sets to each race.[7]Steven Sharif
Q: Since a single armor set will look different on each race, how will we have large varieties of in-game achievable gear for each race if we have to make nine different looks for each set?
A: The approach for that is to create a modular piece set for armor creation; and the way we achieve that is by two steps: So, on the modeling side, each race has these geo sets basically where you're creating pieces of the armor for heavy plate armor, for medium, for robes; and you get to grab those modular pieces and mix and match as design makes a request for a particular set to the art teams. So, design comes along and they say, "hey we have a theme for a set that we want to create", so let's use Carphin in that example; and that theme from design's standpoint is going to include color, it's going to include materials, it's going to have an etymology for the set to give a background so that they can incorporate certain types of attachments- whatever they want to include on the art side. Then, the character team says, "okay let's take our base sets of geo and let's mix and match those pieces to create the Carphin set and then we're going to do a materials pass on it, and then we're going to do a color pass on it"; and that way we have a lot of essentially pieces of the puzzle to create these many different unique sets. Now we can also deform pieces across from race to race. So, even if we create unique geo on a per-race basis, we can grab the pauldron from the Human set and put it onto the Vek representation; and the end game there is that we have a particular set, for example Carphin, and that Carphin is communicating the theme; and when you don the armor for the Carphin set- you've acquired the Carphin set and you put it on- it is going to look Vek if you're a Vek. It is going to look Kaelar if you're a Kaelar, but it is still going to have the identity and the theme of the Carphin set.[70]Steven Sharif

Ver também

Referências

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