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There are 16 gear slots in Ashes of Creation:[2]

Empyrean tier 1 (level 10) early Alpha-1 leather armor non-cosmetic set 3D renders.[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

Empyrean tier 2 (level 20) early Alpha-1 leather armor non-cosmetic set 3D renders.[5]

Gear has approximately a 40-50% influence on a player's overall power in the game.[6]

There are tiers of gear that players can access based on their level.[4][7]

  • There are no stat requirements for equipping gear, but there are affiliation requirements.[8]

We have level requirements that are going to be applicable for particular types of gears. There's going to be affiliation requirements for certain types of gear as well; but from a stat perspective we decided not to go down that route; and the only reason for that is we don't want to shoehorn people into particular types of builds; and stats relate to those particular types of builds because there's a lot of versatility that exists within our class system. They don't have to play it per-se and that kind of lends itself to a meta. It's like, oh you're a tank where you have to tank constitution and if you don't take constitution you don't get access to this really cool tank breastplate. You know stuff like that. It can feel a little too restrictive when you start to dictate from a stat perspective how a player must build their character.[8]Steven Sharif

A big component of gear usefulness or relevancy, as either you're progressing or as expansions come out or whatnot, is that there is a deconstruction method associated with gear; and that deconstruction can provide very specific and necessary crafting materials that can only be achieved through deconstruction of certain types of gears. And then additionally as we consider expansions and additional itemization paths and tiers going forward, all gear is going to remain relevant within the tiers that they exist. So from a progression standpoint, as you achieve access to different types of tiers, those gears are still going to have relevancy within that tier.[9]Steven Sharif

Gear types

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[10]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[11]Steven Sharif

Ashes of Creation is a PvX game. Players will naturally encounter both Pvp and PvE elements.[11][12][13] It is unlikely that a player could purely focus on just Pvp or just PvE.[13]

We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But you know it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[17]Steven Sharif

Weapon types

Tank Sword concept (by Michael Bacon) and Shield concept (by Javier Perez).

There is an even split between melee and ranged weapons.[18]

Armor types

Armor types in Ashes of Creation.

Gear rarities

Item rarities in Ashes of Creation.

Skills and stats on gear

Crafters will be able to assign different skills/abilities and stats on gear.[42][43]

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.[42]Jeffrey Bard

Not all armor sets will be the cookie cutter kind of set. They will have the influences from the crafter available in it, if it's a crafted set.[43]Steven Sharif

Gear is broken down into Core Stats and Additional Stats.[47]

Best-in-slot items

Best in slot weapons and armor is based on a character's role and the type of monster they are facing.[48]

Gear sets

Kaelar tier 1 (level 10) early Alpha-1 cloth armor non-cosmetic set 3D renders.[49]

Gear sets (also known as tier sets) are a part of Ashes of Creation.[4][7]

  • Different tiers of gear are accessible based on a character's level.[4][7]
  • Players gain bonuses depending on the number of pieces of the set they have equipped.[4][7]
    • An overarching set effect is granted to wearers of exclusively one type of armor, for example: all cloth, or all plate.[50]
    • Certain set bonuses may trade off core gear stats.[51]
    • There may be set bonuses that members of certain communities will obtain based on gear set type.[7]
  • There are passive abilities that can be chosen to become more adept with certain set types.[7]
  • There will be viable non-set builds.[51]
  • Racial appearance of gear sets is tied to the character model of that race.[52]

Approximately 49 unique gear sets are obtainable in Alpha-1 from crafting, quests, drops and exploration.[53]

List of gear sets

Mana-forged armor

Mana-forged armor sets may be achievable in the Ashes of Creation MMO.[54]

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![56]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.[57]

Gear binding

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.[58]

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.[60]Steven Sharif


Repetition will not be part of progression in Ashes of Creation.[61]

  • There will be no "grindy" quests.[61]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[60]
  • The aspiration is to have more things to do in the game than a player has time to do.[61]

Gear enhancement

Melhoria de equipamentos (power stones/runas) podem ser aplicadas a armas para adicionar outros tipos de dano elemental ou de energia.[62][63]

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.[63]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.[65]Steven Sharif


There are two types of enchantments for items: Vertical and horizontal.[66]

When it comes to over-enchanting things, what we're going to do likely is have a safety- and this is something obviously it needs to be tested- but we're going to have a safety period of enchantment you know like in Lineage 2 I think you could enchant plus four or something. And so we're gonna have a similar system where you can enchant safely and then when you start to take risks, that percentage of potentially damaging your item either through the decay system or completely disabling it through the destruction system will be a risk that's present.[68]Steven Sharif

  • Horizontal enchantments are more situational. For example: I'd like my sword to do force damage instead of holy damage because the monsters I tend to fight are incorporeal.[66]
    • This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.[66]
    • This type of enchanting assumes no risk, just time and effort.[66]

Enchanting services are sold at player stalls.[70]

Enchanting does not increase an item's level requirement.[71]

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.[71]Steven Sharif

Power creep

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[72]Steven Sharif

Items on back and belt

Backpack sockets (slots).[73]

The idea is to kind of move away from the mundane kind of application of belts in previous MMOs where they don't really have a lot of character so to speak. But in reality you know as an adventurer you come with a lot of tools and things that you have to use out in the wild in order to achieve what you're trying to achieve. So we wanted to kind of represent that on your character and give you something that can actually be tangible for your character and see there. I think it adds a lot of character and flavor to your identity.[74]Steven Sharif

Mage character with material components for spell casting attached to its belt.[75]

This belt has like my material components for spell casting so I definitely feel like I'm a witch right now.[75]Steven Sharif

Items attached to a character's back or belt represent items they are in possession of. Players can set the appearance priority for the items they wish to show.[76][77][78] Only one item can show at a time, and that is determined by player choice.[79]

A big component of the MMORPG that - half of that you know acronym is RPG role-playing game. And in order to role-play you need to be able to represent kind of what your character is doing in that world and you know part of what animation is doing is creating these sockets on the let's say the belt or the back that you know can plug in certain types of props or items that are created by the character team, like Carson, you know might be a scroll tube, it might be a potion, it might be whatever: Those players will have the ability as we've discussed in the past will have the ability to select what they want to be represented in those sockets and then animation will make sure that jibe well in movement.[73]Steven Sharif

Back slots include.[79]

Belt (hip) slots include.[76][79]

There'll be a priority system behind that that'll determine... do I show the Bow if the Greatsword is unequipped or do I show the Polearm if the Greatsword is unequipped.[78]Jeffrey Bard

Ranged weapons

Pre-alpha Ranger bow modeled by Jon Arellano and concepted by Jeff Delierre.

A character may equip up to two hand weapons and also wear a ranged weapon on their back.[80][81][79]

  • Characters performing ranged abilities will switch to the ranged weapon, then can switch back to the melee weapon and shield or two-handed melee weapon.[80][81]
  • There will be a setting to determine if the ranged weapon or main/offhand selection is your primary weapon to use for Q or left-mouse-button attacks.[80][81]

Let's say you use Power shot: You click Power shot, you quickly switch over to the ranged weapon, execute the skill, and you're back to your primary focus, which is the the sword and shield; and then for weapon attacks like your Q or your left mouse button, you would have the option to to set which is your focus, the ranged weapon, or the main offhand selection and you can swap back and forth between that as you want.[80]Steven Sharif

Rangers are going to have a minimum distance requirement where they are eligible to use their ranged weapons.[82]

While melee characters have a max distance proximity where they're eligible to use their sword and melee weapons, Rangers are going to have a minimum distance requirement.[82]Steven Sharif

Q: Will we get any a longer range free aim weapons like we had in APOC, able to snipe players from long distances?
A: It's probably unlikely that you're going to see in a similar way to what we had in APOC with a long bow or the short bow, that type of distance traveled. I think in APOC we had a 250 meter cut off for the long bows.[84]Steven Sharif

Melee weapons

Melee weapons have a maximum range of effect.[82]

  • There are two melee weapon slots: One on each side of a character's belt.[79]

Dual wielding

Dual wielding will be permitted for one handed weapons.[85]

Weapon swapping

Weapon swapping in the Ashes of Creation MMORPG will be subject to a cooldown period following any damage taken or done by the player.[89][90]

  • The cooldown will be in the range of a few seconds.[90]

For the MMORPG we want there to be some time between damage received or damage done before you can swap your weapon. It's not going to be substantial. It will maybe be a few seconds.[90]Steven Sharif

Players cannot switch armor while in combat.[89][91]

Item rendering

Itens that are dragged out of a player's inventory are destroyed.[92]

  • Allowing player-dropped items (such as Gear and Currency) to exist in the world is likely not going to be allowed.[92][93]

Class weapons and armor

Armas and armor are not class locked, but certain classes are more efficient with certain types of weapons or armor.[94][95] Certain abilities require certain items to be equipped.[96]

Weapons are intended to be somewhat agnostic in the sense that you can find a way for a weapon to be utilized by different classes. Not just the rogue is going to be able to use daggers. Because if you restrict equipment through that, it makes the economy more difficult to have sustainability across the market of items.[97]Steven Sharif

Racial weapons and armor

Armadura racial appearances in early Alpha-1.[98]

Violet light and myself are wearing exactly the same armor set right: Same stats, same everything, but it drops for her it looks one way, it drops for me it looks another way; and... a small part of that is gender, but then the other part of it is race. So because I was a Vaelune in that playthrough my armor was in the Vaelune style; and when she picked it up it was in the elven style because she was an elf. So that kind of gives you an example of sort of the breadth of looks that we're going for and how we kind of try to capture like who you are as as a character and kind of allow you to kind of build your look that way.[99]Jeffrey Bard

Armas and armor are not race locked, but armor will take on a racial appearance.[101][102]

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.[103]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.[103]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 you know Orcs have a different organic model. You know, their body is different than that of the Elf. So, from a scope-creep standpoint, it's one thing to add different influences that represent the cultures that are donning the armor; it's another thing to adapt each influence as a matrix that can be worn pretty much by everything. From a scope perspective, that's a very difficult task for the character artists to kind of tackle. So instead what we've done is, in order to facilitate a variety of cultural representation between the races but allow for the sharing of assets like different armor sets, we give different representations of those armor sets to each race.[52]Steven Sharif

Crafted gear

Itens fabricados estarão no mesmo patamar dos melhores items.[104]

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.[109]

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.[110]Sarah Flanagan

List of crafted items

Item Icon Item type Rarity Level requirement Set
Arcane Tome SpellbookIcon.png Spellbook Rare 12
Bludgeonbane MaceIcon.png Mace Epic 15
Cloth Belt of Dark Fortunes EpicClothBeltIcon.png Belt Epic 15 Dark Fortunes
Cloth Boots of Dark Fortunes EpicClothBootsIcon.png Boots Epic 15 Dark Fortunes
Cloth Epaulettes of Dark Fortunes EpicClothShouldersIcon.png Shoulders Epic 15 Dark Fortunes
Cloth Gloves of Dark Fortunes EpicClothGlovesIcon.png Gloves Epic 15 Dark Fortunes
Cloth Hood of Dark Fortunes EpicClothHelmIcon.png Helmet Epic 15 Dark Fortunes
Cloth Leggings of Dark Fortunes EpicClothLegsIcon.png Pants Epic 15 Dark Fortunes
Cloth Robes of Dark Fortune EpicClothChestIcon.png Chest armor Epic 15 Dark Fortunes
Cloth Sleeves of Dark Fortune EpicClothBracersIcon.png Wrists Epic 15 Dark Fortunes
Demonic Offering Aegis ShieldIcon.png Shield Epic 15
Eldritch Executioner GreatswordIcon.png Sword Epic 15 Eldritch
Eldritch Lightguard ShieldIcon.png Shield Rare Eldritch
Equilibrium GreatmaceIcon.png Mace Epic 15
Glacius OneHandedSwordIcon.png Sword Epic 15
Headlopper HalberdIcon.png Halberd Epic 15
Imposing Plate Belt PlateBeltIcon.png Belt Rare 9 Imposing
Iron Longsword GreatswordIcon.png Sword Common 1 Iron
Iron Wand 45180dea-dd3e-497e-94ae-93af57b2e6b7-0.png Wand Common 1 Iron
Lava Forged Defender LavaForgedDefenderIcon.png Shield Rare Lava Forged
Plate Belt of Dragons Protection PlateBeltIcon.png Belt Legendary 15 Dragon's Protection
Plate Boots of Dragons Protection PlateBootsIcon.png Boots Legendary 15 Dragon's Protection
Plate Cussies of Dragons Protection PlatePantsIcon.png Pants Legendary 15 Dragon's Protection
Plate Gauntlets of Dragons Protection PlateGlovesIcon.png Gloves Legendary 15 Dragon's Protection
Quill Of The Tundra WandIcon.png Wand Epic 15
Ranseur Of Malice LongspearIcon.png Spear Epic 15
Replica Of Dignitas GreataxeIcon.png Axe Epic 15
Sharpened Greatsword SharpenedGreatswordIcon.png Sword Rare Sharpened
Spire Of Illusion StaffIcon.png Staff Epic 15
Transcendent Plate Helm PlateHelmIcon.png Helmet Legendary 15 Transcendent
Tundra's Torment HalberdIcon.png Halberd Epic 15

Item creation suite

An "item creation suite" that allows crafters to create unique appearances for items has been discussed as a future possibility.[111]

Gear inspection/ Threat assessment

Os jogadores terão um buff em sua placa de identificação que indica o conjunto de equipamento que estão usando. Outros jogadores poderão ver esse "buff", visando esse jogador à distância".[112][113][114]

  • Isto indicará o tipo de equipamento (tecido, couro, [[Plate armor|placa]) que eles estão usando predominantemente".[113]
  • A borda indicará o nível e a qualidade do conjunto de equipamento'.[112][113][115]
  • Isto também indicará se o equipamento está encantado'.[113][115]
  • Os desenvolvedores acreditam que inspecionar o equipamento para obter uma lista exata de equipamentos ou pontuação do equipamento pode levar a um "comportamento indesejado".[116]

Quando você vê um jogador se aproximando de você e ele está usando um transmog, você sabe que você não sabe se essa pessoa é uma mitigação de danos alta contra danos físicos ou contra danos mágicos e, essencialmente, a maneira como superamos isso é através de você poder apontar um jogador à distância e ele terá um buff que está presente neles que você verá, o que indica que essencialmente o conjunto de peças que ele está usando. É importante que os jogadores possam verificar, do ponto de vista da avaliação da ameaça, o que eles estão enfrentando se estiverem verificando ativamente isso e isso estará disponível.[114]Steven Sharif

Ser por padrão capaz de ver a "pontuação do equipamento" / lista de equipamentos de uma pessoa... pode causar um comportamento indesejado.[116]

Character nameplate

Uma placa de identificação de personagem será exibida acima de sua cabeça.[117]

  • Este pode ser o primeiro ou último nome (nome de família).[117]
  • O nome da guilda do personagem é exibido ao lado de seu nome.[118]
  • A placa de identificação do personagem irá se deteriorar para dar uma indicação de quanto dano eles sofreram.[119][120][121]
  • Um ícone identificará a classe do personagem.[112]
  • Passando o mouse sobre a placa de identificação do usuário mostrará informações como nível, seu nome de classe e combinação de modelos.[112]
  • Um ícone de buff indica o equipamento do personagem e a sua categoria.[112][113][114]

O tipo de criatura invocada de um Summoner aparece na placa de identificação acima da criatura invocada. Isto não pode ser mudado pelo jogador. [122]

Item durability

There is item durability (item decay) in Ashes of Creation.[123]

If you allow it to get to certain stages, or to get to a destructed stage then it requires a lot of material components in order to return back to its former glory.[128]Steven Sharif

The decay system is not going to be some worthless "Oh I'm just going to throw some gold into this and it's a simple gold sink". It's actually going to require some base materials in order to repair decayed items; and decay occurs from death and also the destruction and disable system. For the weapons over the over-enchanting will require those materials as well. So creating that dependency I think is healthy for the crafting economy.[125]Steven Sharif

There is durability in the game... It's not going to be a trivial durability. There is a potential to destroy gear (weapons and armor), but there is also an ability to reforge that destroyed gear using a portion of the materials necessary as well as finding an item creator who can reforge it.[123]Steven Sharif

Item repair

Item repair will cost crafting materials.[124][130][123]

For example: if you have an iron sword and then the sword gets damaged from use, you have to use more iron to repair it; and what that does is... make sure that there's significant sinks in the game for base materials so that you are creating a scarcity and demand that's present on the creation of higher goods as well as supplying the necessary decay components for the world.[130]Steven Sharif

There will be ways to repair destructible structures (such as walls and gates) and also repair (or re-craft) siege weapons that were damaged during sieges.[134]

  • This is a long term design goal that will not be present during Alpha-1.[134]

There's a lot of ancillary activities that can be had during sieges... It's obviously strategy and tactics and you know raid-versus-raid components, but also you want to have individual contributions where players can do things during the siege to aid in the greater effort so to speak; and it doesn't require you having 50 people by your side to effectuate that influence over something. So repairs are great ways to do that. Repairs for walls, repairs for gates, being able to spawn and essentially craft the designs for specific types of siege weapons to provide those to the team.[134]Steven Sharif

Item rarities

Item rarities in Ashes of Creation.

Legendary items

There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[135]

At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[137]Steven Sharif

The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[138]Steven Sharif

Discovery of legendary items will unlock further chapters of the Lore.[141]

There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[142]

A legendary weapon is easily distinguished by its visual appearance.[138]

It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, you know they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[138]Steven Sharif

Legendary items are not intended to be temporary.[143]

The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[143]Steven Sharif

Switching gear

Weapon swapping in the Ashes of Creation MMORPG will be subject to a cooldown period following any damage taken or done by the player.[89][90]

  • The cooldown will be in the range of a few seconds.[90]

For the MMORPG we want there to be some time between damage received or damage done before you can swap your weapon. It's not going to be substantial. It will maybe be a few seconds.[90]Steven Sharif

Players cannot switch armor while in combat.[89][91]

Trading gear

There will be player to player trading in Ashes of Creation.[146][147]

Q: Will Ashes of Creation have player-to-player trading? Will there be anything stopping me from gifting a friend that's fresh to the game a bunch of in-game money to help them get on their feet quickly?
A: There won't be anything to stop you from doing that.[146]Steven Sharif

Sharing gear with alts

There will be a "comfortable" number of character slots available for alts.[148][149]

There will be a comfortable level of character slots available to players because we are a subscription model game.[149]Steven Sharif

Gear appearance

Alpha-1 female plate armor 3D render.[157]

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.[157]Steven Sharif

Gear is intended to be realistic in appearance.[158][159]

  • There will not be "oversized" weapons.[160]
  • Armor will not be overly sexual in appearance.[159]

We're going for kind of a more realistic look; not necessarily realistic setting, but we want our characters to have weight and kind of feel like they're there.[158]Jeffrey Bard

I'm more of the mind that it wouldn't really serve a purpose to have bikini plate armor, just in like reality, if you're going to have armor, it should be protective. I think from a fashion statement is enjoyable for some people, but it's a kind of an immersive issue.[158]Steven Sharif

Armadura will take on a racial appearance.[103]

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.[161]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.[162]

Players can change gear colors using dyes.[163][164]

Helmet display can be toggled on and off.[29]

  • Hair will likely be masked if helmet display is toggled on.[165]

Particle effects are used to denote the importance and rarity of some weapons.[166]

Armas are able to be sheathed.[167]

Crafters are able to influence what their crafted items will look like.[42][106]

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).[168][7]

  • There are rules when applying cosmetics to specific items, unlike costumes, which don't have level restrictions.[169]
  • Cosmetic slots can be toggled on or off by the player.[170]
  • A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[171][172]


Attachments are able to be unlocked as flair pieces to armor to create a customizable look.[173]

  • There will be hundreds of attachments available ranging from a small clasp to the front plate of a breast plate.[173]

Racial skins

Racial skins enable a player to change their character's racial appearance.[174][175]

  • Racial skins transform the race of the character to that skin. The original racial appearance of the character is entirely replaced.[176]
  • Racial skins can be toggled on and off.[175]

You're changing your race over to that, which means that you won't look uniquely different if you were a Vek angel or a Human angel.[176]Steven Sharif

Racial skins are not costumes. This means that armor and character customization is possible on these.[177]

  • Skin color customization.[178]
  • Racial skins appear along with any costume appearances.[179]

There are plans to create other racial skins.[110]

  • Some potential future ideas include undead and werewolf (lycan) skins.[180]


Vestments of the Runecarvers pre-order pack cosmetic costume.[181]

The costume cosmetics that are included in each month's pre-order set are indeed a full piece, and when you put it on it will cover your entire appearance. You will not be able to mix and match/toggle those pieces individually (other than your helmet) when you're wearing the entire costume. This is partially why there is a separate category for accessories - those are able to be worn/equipped on a more individualized basis, so you can mix and match to your liking![182]Sarah Flanagan

Costumes are available for purchase from the cosmetic store.

Full costumes do not mix and match pieces.[186]Steven Sharif

The costume cosmetic does not come in pieces. It will cover your entire set.[185]Margaret Krohn

Dyeable items

Dyes only affect tagged portions of dyeable armor or cosmetic items.[191]

Outside of wanting to keep maybe some identity from a lore perspective; for example if you have like a white lion's suit of armor, you may not want that white lion suit of armor to be black or blue. So, it's possible. It depends on the costume itself.[191]Steven Sharif

Modular armor

Kaelar base level Ashes of Creation Apocalypse robe set.

You can kind of start to see like some of the components that we put together that we can mix and match and kind of make new armors from. This is kind of like the base chassis for all of that.[192]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.[192]Mat Broome

Ashes of Creation Apocalypse will have three different armor themes: Plate, leather and robe.[193]

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.[193]Mat Broome


Ver também


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