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Alpha-1 early preview skills UI.[1]

The UI implementation will be highly customizable, whether it be from resizing, a movement, recoloring, different types of UI flavors that will be presented and offered to players as well. We want to have a very very robust UI system so we know that that's something that's more personally oriented in people's preferences rather than something that can be a one-size-fits-all.[2]Steven Sharif

The Ashes of Creation user interface (UI) is built with customization in mind, rather than being one-size-fits-all.[2][4]

  • Resizing, moving, recoloring and different UI flavors will be offered to players.[2]
  • There will be some versatility for players to adjust damage, criticals and CC combat text.[5]
  • In future the user will have the ability to choose from different targeting reticle appearances.[6]
  • There may be options to change the appearance of targeting templates and decals.[7]

The UI will be very adaptable for many play styles.[8]Steven Sharif

The UI in Alpha-1 is placeholder and will not be fully implemented until Alpha-2.[5][9]

It's very important to note that in Alpha 1 you are not going to see a solid UI presentation and that's because our UI currently is still very placeholder very work-in-progress.[5]Steven Sharif


Karakter stats and attributes.[11][12]

Stat Base stat Level 1 Cleric Level 1 Mage Level 1 Tank
Health.[13][14] Health 224
Mana.[13] Mana 293
Power.[13][11][12] Power 10
Dexterity.[13][11][12] Dexterity 10
Constitution.[13][11][12] Constitution 10
Will.[13] Will 12
Wisdom.[13][11][12] Wisdom 14
Mentality.[13][11][12] Mentality 13
Physical Damage Bonus.[13] Power 13
Physical Disable Modifier.[13] Power 12
Physical Critical Damage Bonus.[13] Power 12
Physical Skill Cooldown.[13] Dexterity 6
Physical Critical Rate Bonus.[13] Dexterity 6
Physical Evasion Bonus.[13] Dexterity 7
Physical Accuracy.[13] Dexterity 192
HP Regeneration.[13] Constitution 3
Physical Defense Mitigation.[13] Constitution 7
Physical Disable Defense Constitution 7
Physical Block Chance.[11][12][15] Constitution 17
Magical Attack Damage.[11][12] 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.[15] Wisdom 7
Magical Accuracy Wisdom 8
Mana Regeneration Mentality 3
Magical Defense Mitigation Mentality 8
Magical Disable Defense Mentality 8
Magical Block Chance.[11][12][15] Mentality 18

There will be diminishing returns on certain stats, but there won't be hard caps.[16]

Most stats are contested, which means you're kind of testing your rating versus other people's ratings. So you kind of figure out what the end result is... but we're not going to go for like hard caps for sure.[16]Jeffrey Bard

Character nameplate

A character's nameplate is displayed above their head.[17]

  • This can be the first, and optionally last name (surname).[17]
  • The name of the character's Guild is displayed next to their name.[18]
  • The character's nameplate will deteriorate to give an indication of how much damage they have taken.[19][14][20]
  • An icon will identify the character's class.[21]
  • Hovering over the user's nameplate will show information such as level, their class name and archetype combo.[21]
  • A buff icon indicates the character's gear and grade.[21][22][23]

Summoner summons' creature type appears in the nameplate above the summon. This cannot be changed by the player.[24]

Character page

A character web page (character sheet) will be available closer to live launch that shows the following:[25]

  • What a character looks like.[25]
  • Eredmények and server firsts.[25]
  • Info on a player's class.[25]
  • Character's back story via journal entries (that are shared publicly by the player).[26][27]
  • Traits can be applied that describe a character's history.[27]

You will have a unique homepage for each character and that homepage will be able to be customized by the user to display unique information. It will have a small out-of-game RPG component where you can construct background and traits and stuff like that.[27]Steven Sharif

The character page will be accessible in game by opening a browser through the UI.[26]

That's part of the character sheet desire for us which hopefully will be accessible in game as well by opening a browser through our UI where you can get back history of a character that that character has input themselves into journal entries that they may choose to share with others... For role play perspective we want people to be in depth with their characters.[26]Steven Sharif

The player can manage what info is shown on the character page.[25]

UI settings

User interface general settings.Screenshot from non-NDA Alpha-1 preview weekend testing.
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

UI settings are able to be saved locally.[28]

  • User interface scale adjustments should be possible in Alpha-1.[29]
  • Adjusting or disabling screen shake may be possible.[30]

Various display elements can be toggled on or off:

Action bar

Players can build their characters with the active skills they want on their action bar.[34][35]

There will be multiple hot-bars that you obviously have available, because you're going to have consumables, you're going to have active skills and whatnot. But the number of active skills are not going to overwhelm necessarily the character and be irrelevant especially at certain stages.[37]Steven Sharif

Combat targeting

Alpha-1 early hybrid combat demo.[41]

You'll notice as I go into action mode, I have my reticle and when my reticle hovers over an enemy target, it'll turn red, essentially showing like "hey we know you have a valid target hit" that you can see; and when you press 'Q' you can lock on to that target. You can also hold tab to alternate between targets. So like that's an important aspect of the combat that we're trying to incorporate, which is mixing and meshing between tab and action, so you still have that action component but also are available to use some of your tab targeted skills.[42]Steven Sharif

Hybrid combat refers to the choice between tab targeted and action targeted combat in the Ashes of Creation MMORPG.[42][38]

Q: Are you still considering whether the combined action/tab targeting combat will be replaced by either tab only or action only?
A: No, I think that we will find a healthy medium between the two. I think that really what it comes down to is the definition of action; and I think that there is a varying degree of opinions on what action targeting means so to speak. But as I've clearly defined in the past, and as you can research in on the Wiki, our opinion on- at least my opinion on- action combat is I think well represented in the way we want to hybridize that combat in Ashes of Creation; and I think that there is going to be a good balance between those two and it should be a seamless transition between the two as well. And you know we're going to be fleshing that out further as we move forward.[43]Steven Sharif
  • Targeting modes are able to be achieved through choice of skills/abilities.[44][45][46]
    • It may not be possible to be able to fully spec into just action or tab targeted skills. There might be a 75% cap on choosing skills from any one type.[46]
    • Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[1]
    • The action camera is tied to the to player's reticle. There will likely be a hotkey that when held down will allow free camera movement.[47]
    • In future the user will have the ability to choose from different reticle appearances.[6]

Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[46]Steven Sharif

  • Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[48]
    • Damage.[48]
    • Charge up time.[48]
    • CC effects.[48]
    • Cooldown.[49]
    • Energy consumption.[49]
    • Cost to spec.[49]
    • Attack range will likely remain the same; as it is driven by the weapon or skill itself.[50]

As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage. [48]Steven Sharif

Hybrid combat was tested in Alpha-1.[42][45]

  • A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab targeted combat modes.[44][51][41][52]
  • The action mode utilizes a targeting reticle and is very close to a third-person action game.[42][41][52][53]
    • The player does not have to be in reticle mode to use an action combat ability.[54]
    If you use an action combat ability that's going to be directional focused, you do not have to be in reticle mode to use that. It will fire where that reticle would be. So if you play by feel and you're in tab target camera mode, you can still utilize your action-oriented skills and abilities.[54]Steven Sharif
    • The reticle will highlight/change color (to red) to indicate if the current target is able to be hit with the currently prepared skill.[42][41]
    • Action combat abilities will not have a lock-on feature but pressing Q while in action mode will lock on to the current target to enable the use of tab-oriented skills in action mode.[44][42]
    Action combat abilities will not have a lock-on feature so to speak. Some of those are going to be skill shot only. However because you can have a mix and match of tab abilities that require a target, you will be able to target lock in action mode as well. Right now that's delegated to the Q key as default, but you can obviously set that up you could put it on you know your left mouse button, or you could put it wherever you want; and when your reticle hovers over a target, it rapidly swaps your target ability and when you press your target lock it will then lock that target; and if you have tab-oriented skills, you can use your tab oriented skills and they will be used against that target.[44]Steven Sharif
    • Holding Tab while in action mode will alternate between targets.[42]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[41]
  • The tab mode (MMO mode) facilitates tab targeted combat.[41][52] A tab-targeted ability requires a target in order to utilize that skill.[44][53]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[41]
    • There will be a "target of target" capability on the user interface.[55]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[49]

  • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[49][46]
  • Softer CC's would be housed in tab-targeted abilities.[49]


The developers are testing different approaches to accommodate varying hitboxes between the races.[56]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[56]

More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to kind of just making it smaller for one and not the other.[56]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[56]

We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[56]Steven Sharif

Control settings

Alpha-1 default keybindings.[57]

Players will be able to customize their keyboard control scheme in Ashes of Creation.[58]


The issue with macros is that from an anti cheat metric perspective it's difficult to define what a macro is against a script. And in order to catch all scripts sometimes you have to prevent the macro usage. So really that's a that's a data issue. If we allow for macros then we lose our ability to precisely ban script users, botters.[62]Steven Sharif

Controller support

The Ashes of Creation MMO is not designed around controller support.[64]

Controller support will likely be something we work on closer to launch.[66]Steven Sharif

Camera settings

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

The aim is to provide a variety of camera options in Ashes of Creation.[67]

Q: What kind of camera distance is Intrepid using for fights? (WoW vs FF14)
A: Closer to FF14. We want people to have a wide range of view, especially since our battles will be very large. We want people to be able to visually access their surroundings.[71]Margaret Krohn

We don't have the first-person zoom in because when you get into first-person there's a different animation set required for the holding of the weapon: The hands that you see in front of you; and we don't have those animations. So we're really focusing on third-person.[70]Steven Sharif


Ashes of Creation map.[72] The circles on the map are divine gateways that are located in the ruined cities of the four great races of Verra. The diamonds are the starting settlements for the returning races.[73]

If you have tuned into our live streams and update videos, you may have caught glimpses of Verra. The world is very large and meant to hold around 10,000 concurrent players. With elaborate trade routes and sea-play, the Verran landscapes must provide complex obstacles and intricate passages between its regions. Alpha One will be the first test phase in the actual world map of Verra. For the first time ever, our community will step foot on the world we hope you'll call home.[72]Steven Sharif

The original Ashes map from my pathfinder world of Ashes made 10 years ago. Obviously some adjustments had to be made for the mmorpg. But the main two continents and their points of interest have a lot of the same.[74]Steven Sharif

The world of Verra features an in-game viewable world map. This map is not randomly generated, and begins covered in a fog of war.[75] Players will not be able to see the world until they have explored it or gathered information about it. The world is also full of imperfect information, which will require the player to act on it for verification.[76]

For example, you may hear a rumor in a tavern that tells you the location of a cave full of weak Kobolds, but this was not accurate as the rumor was started by well-equipped bandits in order to waylay overconfident adventurers.[76]

When information is gathered, or the player has successfully explored an area, points of interest are marked on the map.[77]

  • These points of interest are determined by Node progression; and not every server will share the same map, as player decisions will vary server to server.[77]

In addition to node progression being a factor on map generation, zones in Ashes of Creation will cater to all levels.[78]

The map will have geographical choke points (such as Mountains) that are not traversable by players.[79]

Even though we're an open-world that doesn't mean that from a design perspective, especially with the way our economic systems work, that we will want to create Geographic choke points.[79]Steven Sharif

Mini map

There is an in-game mini map and compass user interface in Alpha-1.[80][81]

  • The goal is to allow pings and other forms of communication tools via the mini-map.[82]

Karakter készítő

Alfa-1-es karakter választó.[3]

A karakter készítő (vagy karakter szerkesztő képernyő) lehetővé teszi a játékosoknak a karakterük testreszabását az Ashes of Creation-ben.[84]

Széles választékú karakter személyre szabás áll majd rendelkezése.[85]Steven Sharif

A cél az, hogy a karakter készítő legalább olyan jó legyen, vagy jobb mint ami a BDO-ban elérhető.[86]

Ha hasonlatot kéne tennem, a BDO-t hoznám fel, mint karakter készítő amit megcéloztunk.[87]Steven Sharif

A karakter hangja kiválasztható lesz több elérhető opció közül.[88]

Van esély rá, hogy a karakter készítő korábban megjelenik az MMO-nál.[86][89]

Karakter megjelenés

Vaelune karakter megjelenési választék.[90]

Nagy változatosság lesz elérhető a karakterek részéről amikor az ember karaktert csinál, főleg az arcnál. Legyen szó az állkapocs alakjáról, a pofáról, a fülekről, az orról, az ajkakról. Egyértelmű hogy sok lehetőséget és irányítást akarunk a játékos kezébe adni, hogy a karakterét szerkeszthesse.[90]Steven Sharif

Vaelune szakáll kinézeti választék.[91]

Azt akarjuk hogy sok élettere legyen annak hogy az emberek a saját indentitásukat manifesztálják, hogy legyen Roleplay lehetőség kinézeti tekintetben. Lesznek paraméterek amin belül képesek lesztek a karaktereteket szerkeszteni. Azt akarjuk hogy a rasszok kultúrája és a hovatartozása úgy létezzen hogy egymástól elkülöníthetőek legyenek. Így egy skála van amin elhelyezheted magad. Sok hajválaszték lesz amit használhatsz majd és sok fajta tetoválást helyezhetsz el majd a testeden. Játszadozhatsz majd az arcszerkezet arányaival, a csontszerkezettel, a magassággal, szélességgel és a testzsír százalékkal. Hozzáadhatsz majd szőrzetet a test különböző részeihez. Ha szőrt akarsz a lábfejeden, azt a csúszkát is felhúzhatod.[92]Steven Sharif

A karakter megjelenést a karakter készítőben(CC)[93] szerkesztheted, továbbá játékbeli szalonokban/fodrászüzletekben.[94]

  • A karakter modellek valósághűségre törekednek.[95]
  • A játékos egy általános karakterrel fog szembetalálkozni testreszabás előtt.[96]
  • A karakterdizájn sokszínű kultúrákból fognak meríteni, mint Európai, Afrikai és Ázsiai.[97]
  • Lolik nem lesznek a játékban.[98]

Csúszkák teszik majd a testreszabást rugalmassá.[99] A lehetséges elváltozás mértékét néhány tekintetben korlátozni fogják az egyes rasszok.[100]

  • Test-típus.[101][100]
    • Túlsúlyos, vézna, izmos.[102]
    • Testzsír százalék.[92]
    • Csontszerkezet.[92]
    • Magasság.[92]
      • Nem lehet 5 centi magas karaktered.[103]
    • Szélesség.[92]
    • Lesznek "cici csúszkák".[86][103]
      • Ennek nem lesz nevetséges a mértéke.[101]
    • Arcszerkezet.[85][92]
      • Állcsont alakja/állkapocs, pofa, fülek, orr, ajkak.[101][90]

A beállítások megengedik hogy egy karakter nőiesebb vagy férfiasabb legyen.[101]

  • Ennek mértéke függ a karakter rasszától.[101]
    • A női törpék szakálla eltér majd a férfiakétól. Inkább lesz befonva, és kevésbe méretes lesz.[92]

A karakter megjelenést lementheti majd a játékos a saját meghajtójára.[105]

Az "alapértelmezett kinézet" előfordulhat hogy ideiglenesen átveszi az egyéni helyét ostromok, vagy más nagyméretű csaták során, hogy jobb legyen a kliensoldali teljesítmény.[106][107][108]

Character naming

Characters will have a first-name and an optional surname (last name).[109]

  • There is a minimum length of three for a character name.[110]

Character names will appear on the character sheet and optionally on the character website page.[17]

  • In-game a character's name is displayed above their head. This can be the first or last name.[17]

Friends list

A character may add another character to their friends list.[111]

  • In the future there may be a web-based or launcher-based capability to add an account as a friend, but this is not definite.[111]

Accessibility settings

There will be settings to aid colorblind players.[112][113]

  • User interface elements will utilize textures and icons distinguish them, in addition to color.[112]

ESRB osztályozás

A megcélzott korhatár az Ashes of Creation számára (13+), de lehet hogy végül (17+) lesz.[115]

  • Lehetséges hogy lesz opció a vér kikapcsolására.[116]
  • Nagy valószínűséggel nem lesz káromkodás a küldetésekben.[117]

The antagonists in this game are definitely dark... We're not going grimdark at all, but there are parts of it that get that way.[117]Jeffrey Bard


Az én döntésem volt hogy ne engedélyezzünk se DPS mérőket, se más addonokat. Úgy érzem eleget tettünk hogy a legtöbb harmadik-fél általi mérő ne működjön. Tudom hogy ebben a vitában mindkét oldal felől szenvedélyes vélemények vannak, és tisztelem a különböző nézőpontokat és vélekedéseket, amiket eddig kifejeztetek.[118]Steven Sharif

Az addonok és a DPS mérők nincsenek engedélyezve.[118][4]

  • A fejlesztők nem akarják hogy addonokra/modokra legyen szükség a játékmenet során.[119]
  • A játék API dizájn még nincs teljesen meghatározva.[120]
  • Lesznek különböző implementációk, élő közvetítés szolgáltatásokhoz, mint a Twitch és a hozzá hasonlók, de ez nem olyasmi ami API által fel lesz fedve egyelőre.[121]
  • A fejlesztők szerint az elemzők (DPS mérők) rossz hatással vannak a játékra.[122][4]

Az elképzelés az hogy minden fontos rendszer egy helyen elérhető legyen a fejlesztők által biztosítva, és ne kelljen érte addonokra támaszkodni.[119]Steven Sharif

Lesz rangsor.[123]

Combat log

Van a játékban combat log.[124]

Biztosítunk a játékosoknak harci adatokat a chat ablakon belül, amit saját maguk elemezhetnek. A cél az, hogy enyhítsük a gyakorlatot amit a DPS mérők megkönnyítenek. Meg az is hogy a harmadik fél programokra vonatkozó szabály be legyen tartatva, és akik ehhez folyamodnának meg legyenek akadályozva; erre odafigyelünk.[125]Steven Sharif

In-game chat

Text chat channels

Alpha-1 work-in-progress chat interface.[126]

We are working on a new chat log! The new log includes tabs for general, party, siege, guild, and more![126]

In-game text chat channels include:

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Voice communications

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

In-game voice (VOIP) channels include:[133]

Voice chat is not proximity based.[133]

  • Has fully functional mute/chat preferences.[133]

Chat bubbles

Chat bubbles will be able to be toggled on or off by players. There will be options to manage the bubbles to reduce visual clutter.[135][136]

We do want to include chat bubbles. We do want to include a host of options that will allow you to manage those bubbles so you can turn them on, you don't see just a field of bubbles.[136]Jeffrey Bard

Voice controls

Raid leaders are able to control Voice chat.[137]

  • Toggle (global) mute on the entire raid.[137]
  • Define who has global speech capacity across the entire raid.[138]

If you are joined in raid where you have multiple squads that have connected into a raid for the castle sieges, the leaders of those squads will be able to communicate across all members of squad. So let's say you have five teams of four, for a total of twenty people within a particular raid... there are five that have global speech capacity; and then in those individual parties they'll also have their own inter-voice communication. So party leader will be able to hear their party members and the party members will hear each other, but they'll also be able to hear other party leaders speak as well.[138]Steven Sharif

Tavern communications

Taverns offer private chat and voice communications for all patrons within the building.[76]


Az Ashes of Creation elérhető lesz Angolul, Franciául, Németül és Oroszul.[139][140]

  • Olasz, Lengyel, Spanyol lokalizáció ezután kerül hozzáadásra.[140]
    • A Spanyol a közeljövőben lesz hozzáadva.[141]
  • További nyelvek megfontolás tárgyai.[139]

A szerverek nem lesznek nyelvre korlátozottak.[142]

There's localization that will be present in the German and French Russian languages to start; and then we intend to also localize in Italian, Polish and Spanish. So servers will be allocated within the region as being one of those language type servers. So it's not going to be per country per se as it might be per language.[140]Steven Sharif

Az Ashes of Creation lefordítása több nyelvre folyamatban van.[142][143]

Emblem, logo and symbol editor

Import of user-created image content (UCC) is being considered.[146] This was previously not under consideration.[147]

  • An active GM staff will be monitoring user-created content. Users who upload inappropriate content will place their accounts in jeopardy.[148]

I know previously we had spoken about not allowing custom user images in the game, however I think we're leaning more now in the direction of allowing for custom user images. Absolutely well what it will be is the fact that we're a subscription game and if you want to jeopardize your account by doing the wrong thing with regards to custom users [images] then by all means you may do so and we'll have stringent practices in place to prevent that from actually being an issue.[146]Steven Sharif

With regards to this UCC question, I think when you have an active an active GM team that you know you are you have directed to care take the product you're going to mitigate a lot of that functionality you don't want to see out of this custom image system. People who look to let's say meme the system are going to be met with the type of enforcement that they don't want to have on their account; and being a subscription-based product and being a risk versus reward and maybe a more old-school approach to character development and progression I think they're gonna take a significant risk in doing things that we don't want them to do, which will result in the jeopardy of their account. So I think that is not going to deter a hundred percent of things- I don't think you ever can deter a hundred percent of things unless we go away from custom images- but I think that we can achieve some parity of essentially enforcement versus infraction ratio that's going to be liveable for everybody.[148]Steven Sharif

The user interface will allow emblems, logos and symbols to be designed in-game.[147][149][150]

Emblem editor functionality is tentatively planned for Alpha-2.[150]

Logging out

There will be a logout delay to prevent players from immediately logging out of combat.[152]


The current policy on multi-boxing (multi client) is that players are allowed to own multiple accounts, but may not launch multiple game clients from the same computer. Players may not use any software to automate character actions or mimic keystrokes.[153][154]

  • This was previously stated to be: If a user has a legitimate account and is not botting or using complex scripting then multi-boxing will be permitted.[155][156][157][158]

Multiple accounts and multi-boxing, that's a little bit difficult for me because it could be conceived as pay-to-win, because you can progress on a second character and you can then gift that progression to your primary character. In that scenario yes I can see the argument. However if the character progresses with the same amount of effort and time needed by the person who's playing and they maintain that progression on that character, then I don't consider it pay-to-win. I consider it a second account. So initially what I'm going to say is having multi-boxing capability will be allowed within Ashes of Creation. There are a few safety nets that I put in place that kind of restrict the ability for abuses that we've seen in other games.[157]Steven Sharif

Mobile/web application

A companion app (mobile app/web interface) allows players who are not logged into the game to have authority over certain services and mechanics.[159][160] Some functionality may come post-launch.[161]

Specific dates that you can have running as reminders in your guild UI, this will also be something that I would like to be available on the mobile companion app as well. So essentially you can receive notifications via a calendar update on guild events that the leaders or the officers have the ability to pin within the game will also give you notifications on the mobile app as well. That's my intention at least.[165]Steven Sharif

Some of it may come post-launch... but we do want people to interact with the game on their phones when they're away from the computer; and we're going to do as much as we can to make that cool.[161]Jeffrey Bard

Farmhands and NPC assistance

Based on node type and progression, players will be able to hire NPCs to work as farmhands on their freehold farms. Players will be able to command these farmhands online in-game as well as offline via an application (mobile app) or web interface.[162][160]

  • Crop rotation management.
  • Plant or harvest specific crops.
  • Sell food or crops.

City hall

City hall is a government building within a node.[166]

We want the City Hall to be the place where big decisions are made for each Node. It should be where the “ruling class” comes together and decides what to do (these decisions can quickly make them the “old ruling class” too).

Mayors and node governments use City hall to visualize and control activities within their node. These capabilities will also be available via mobile/web inteface.[163]

Players can interact with the node board to get a list of its citizens.[132]

Character page

A character web page (character sheet) will be available closer to live launch that shows the following:[25]

  • What a character looks like.[25]
  • Eredmények and server firsts.[25]
  • Info on a player's class.[25]
  • Character's back story via journal entries (that are shared publicly by the player).[26][27]
  • Traits can be applied that describe a character's history.[27]

You will have a unique homepage for each character and that homepage will be able to be customized by the user to display unique information. It will have a small out-of-game RPG component where you can construct background and traits and stuff like that.[27]Steven Sharif

The character page will be accessible in game by opening a browser through the UI.[26]

That's part of the character sheet desire for us which hopefully will be accessible in game as well by opening a browser through our UI where you can get back history of a character that that character has input themselves into journal entries that they may choose to share with others... For role play perspective we want people to be in depth with their characters.[26]Steven Sharif

The player can manage what info is shown on the character page.[25]

Bulletin boards

Bulletin boards are available within nodes[168] and player taverns.[76]

Item rendering

Elemek that are dragged out of a player's inventory are destroyed.[174]

User interface commands

Command Function
/say Chat command.[127]
/party Chat command.[127]
/yell Chat command.[127]
/global Chat command.[127]
/tell (playername) Chat command.[127]
/roll Simulates a dice roll.[176]
Invite a character to join your guild.[177]
Add a character to your friends list.[177]




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  93. Livestream, 2017-05-08 (47:35).
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