
The updated Ashes of Creation Apocalypse release schedule. Apocalypse will be made available to all registered users, including those without alpha/beta packages.


The updated Ashes of Creation Apocalypse release schedule. Apocalypse will be made available to all registered users, including those without alpha/beta packages.
![[Updated] Apocalypse Battle Royale Guide](https://ashespost.com/wp-content/uploads/2018/10/media-art9-370x208.jpg)
Last updated – September 25th 2019
AoC Apocalypse BR Guide. The Ashes Post is proud to present our battle royale guide and tier list created for the ashes of creation community! The tier list spreadsheet includes detailed data on the weapon/armour types present in this game mode, while the battle royale guide will provide a fair amount of knowledge to players new to the genre. The contents of this guide will be constantly updated as Intrepid Studios makes changes to the game.
Special thanks: Awace#3904 & Zii#2633 for data collection.
You can find a direct link to the below spreadsheet here: https://goo.gl/GMsMtt

Besides the general keybinds such as movement, there are a few specific keybinds that you need to know when playing:

At the beginning of every match, you will be placed in a training island while you wait for other players. Once all players are done loading, the divine gateway will sucks you in, signalling the start of the game. You’ll find yourself stuck drifting within a rift. For those of you familiar with other battle royale games, this rift carries all the players at the start of the match and moves from one end of the map to the other (Similar to Fortnite’s battle bus or PUBG’s aircraft). Once you are ready, press spacebar to leave the rift and mount your griffon. While on your griffon, you can press E to dismount, however doing so from a high altitude will result in you taking fall damage. If you fail to manually leave the rift before it reaches the end of the map, it will automatically force you onto your griffon. Once on your griffon, navigate through the clouds to land at the location of your choice.
Once the rift reaches the end of the map, the first corruption storm circle appears on your map. Once you’ve landed, your first priority is to acquire equipment (Weapons/Armour). This is something that you will get better at with experience as learning equipment spawn locations is incredibly helpful in deciding which location you would like to land in while within the rift. If you land near an enemy player, prioritise obtaining a weapon first as this will give you the upper hand to shut them down quickly, giving you some breathing room to recover health/armour.
Loot chests will have a humming/shimmering audio queue when you are close to one, so if you hear them, look around to get some sweet loot. When gearing up, look for equipment with a higher rarity to improve your damage output and survival. There are 3 rarities within the game as follows:
There are two types of potions (Fort/Mount potions removed): Health & Mana

After a few seconds, the corruption storm will begin closing in on the first circle. If you are within the corruption storm, you will take damage over time. The damage caused by the storm scales depending on how far the match has progressed, with the final circle’s corruption storm dealing large amounts of damage.
Once the corruption storm meets the first circle, a second circle will appear and you will once again have some time to move to the next circle. The circles get progressively smaller and faster as the match drags on. Your objective is to keep moving in order to stay within the boundaries of the circle before the corruption storm closes in.
Nearing the end, the area of the circle will be incredibly small and there will only be a handful of players left. If you’ve made it this far, you’re inches away from victory. The last man standing wins.

The two prominent ways of winning involve aggressively pushing towards the middle of each circle or surviving around the circle’s border without engaging in fights. As with all battle royale style games, landing farther away from the pink vortex at the start will result in you encountering fewer players and better chances at loot.
A well balanced loadout places you ahead of the competition (Refer to tier spreadsheet). Ensure that you have both melee and ranged weapons so you can engage enemy players at any distance. An optimal loadout consists of two melee weapons consisting of one of the two spears (‘Spiritpierce’ or ‘Lifebringer’ considered tier 1) and two ranged weapons of your choice (‘Grimoire’ + Bow/Crossbow).
Headshot hitboxes exist in this game mode, landing a headshot results in double the damage of a body shot (2x damage multiplier). Currently only ranged weapons such as bows, crossbows and wands are able to land headshots, hence carrying one of these is incredibly important. Keep a lookout for players standing still in order to heal or repair armour, stationary targets make for easy kills as long as you land a hit to the head.
Utilise the over-the-shoulder camera to its full potential. You can position the camera to view your surroundings while keeping yourself hidden. This is incredibly useful for scouting and getting an overview of any fights that are taking place. Keep an eye on your hit indicator as it highlights the direction of incoming damage. This lets you react swiftly and helps even out the element of surprise that an attacker has.
When playing as a squad, it’s a good idea to co-ordinate where you land (Example D4, G6, F8, etc). You can also right click to place markers on the map. When you spot enemies, call out their direction by looking at your overhead compass. Make sure not to land too close to each other as you do not want to fight over loot.

There are a variety of destructible environments that can be destroyed using weapons and skills. Use this to your advantage to block paths or cover your escape. You can break doors from a distance using your ranged weapons to check if there are players inside. This is a useful tactic to ensure you do not open a door and get jumped. While doors can be easily broken using your weapons, if you’re taking on a stealthier approach, close doors behind you after you enter a building. This helps cover your tracks from enemy players.
When you successfully enter the area within a circle, do not make the mistake of assuming every other player is also there. Players will be coming from within the corruption storm and can still attack you from behind. Keep a watchful eye for players using ‘Breastplate of Dark Pact’ as the active ability on it grants the player 50% damage reduction from the corruption storm for a few seconds. This lets them skirt around the edges and attack unsuspecting players while within the corruption storm.
In most scenarios, you will not be able to run uphill as you will simply slide off. Hence holding high ground gives you a significant advantage over enemies at the base of the hill. However, using the ‘Catfall Boots’ lets you jump over slopes to reduces this disadvantage. They also make your footsteps silent and make for a good gap closer.
Besides it’s intended use of highlighting players through obstacles, the ‘Crossbow of Revealing’ also highlights players in stealth that are using the ‘Invisibility Aegis’ chest armour. It is also one of the best medium-long range weapons in the game. The ‘Wand of Light’ active ability can be used to mark players, this could potential turn the tide of the engagement as other players will be attracted towards the pillar of light in hopes of eliminating the competition.
The ‘Firefrost’ (Potion launcher) may be hard to use, but is incredibly powerful for destroying structures and disorienting enemies. While it may not shine as much in solo modes, this weapon’s usefulness increases in squads and enclosed areas, where the AOE from the fire potions shines as it can be utilised to corner enemies within buildings, destroy multiple structures simultaneously or simply assist with zoning enemies.
Horses can be found in the open world and can be acquired by holding E and then pressing H to summon them. Beware though, as it makes you an easy target as players can see you riding your horse from miles away. However it does make for great situational use when you know you are safe and simply need to outrun the corruption storm. General mobility-based equipment such as the ‘Blink boots’ are more reliable.
Questing and MoreThe Battle Royale mode features an ‘Adventure Path‘ similar to Fortnite’s Battle Pass which lets you complete quests and unlock cosmetic rewards such as weapon skins, appearances, outfits, emotes and more. These quests are of two types, the first being daily quests which can be completed in a short amount of time and the second being weekly quests which are related to the lore of Verra (Ashes of Creation’s world). There are two types of paths, the first is your standard Adventure path which lets you progress through 20 rewards, while the second is a ‘Legendary Path’ which can be purchased for 10$ to unlock an additional 50 progression rewards with even more cosmetics to unlock. Furthermore, all the rewards that you unlock will be carried over to the MMORPG at launch for you to use.



With the unveil of the Alpha 1 combat trailer, I decided to share my analysis of the trailer to highlight noteworthy elements and discuss them in detail. In case you missed it, you can view the full trailer here. The key points that I took away from the trailer are below, followed by my thoughts on each of them. Please let me know if you enjoyed reading this article, I’d love to do more of these in the future!
Melee Telegraphs
The closest combat system that this can be compared to is Wildstar. I’ve created a simple visual to help explain the process of hit registration when it comes to melee weapons. Upon taking a closer look at the way melee action combat seems to work, the hit appears to register on the targets present within the invisible cone-shaped telegraph. This means you could theoretically hit multiple targets as long as they are within the cone shaped telegraph based on your weapon. Based off of this, we can assume that certain weapons such as the greatsword and polearms will have a larger telegraph due to them having an innately larger reach, whereas daggers would have a much smaller telegraph, with one-handed swords and axes falling somewhere in the middle.
Potion Launcher Physics
The potion launcher weapon type- as stated by Intrepid, changes the way it functions depending on the type of ammunition used. Using frost ammunition results in slows/snares and fire ammo results in your typical area of effect explosion. However, interestingly enough, instead of a simple point and cast telegraph AOE, the ‘potions’ that are fired through the potion launcher seem to have their own unique physics similar to a traditional grenade launcher in an FPS/Shooter. This means individual shots fired from the potion launcher will bounce along obstacles/terrain before exploding, making them quite deadly in enclosed spaces. What does this mean for large scale PvP? We could be looking at a possible new anti-zerg potion launcher meta, where players equipped with potion launchers would simply lob their shots skyward to land within the enemy zerg, resulting in maximum impact due to their shots colliding with the tightly packed players present within the zerg.

Headshot Hitboxes
In the video we see the player pull off a perfect execution, which is the result of swapping from a staff into a bow, to pull off a slick headshot. Steven later clarified during a Discord QnA that headshot hitboxes will be present in Ashes of Creation for now. The presence of separate hitboxes for the character’s head are commonplace in the FPS and shooter genres. However this raises the question of how the headshot-hitboxes work, are all weapon types and abilities able to trigger the headshot multiplier? If so, then does this mean we’re going to have to aim for the head even when using melee weapons such as swords and daggers? How does this work for different character heights – since some races like the Tulnar are innately taller/larger than their human counterparts, this makes it easier to aim for the head, whereas dwarves will probably be harder to land headshots on. Melee weapons and racial traits aside, how would this work in regards to skills/abilities? Since, for example, the meteor skill lands from above – resulting in it hitting a character’s head first, does this mean all airborne skills will innately trigger headshot multipliers? The more thought that is given to this mechanic, the more complicated it seems to be.

ADS (Aim Down the Sight)
Another surprise that viewers may have missed is the ability to aim down the sight (ADS) within the video. Typically mmorpgs almost never utilize this feature as it is something used primarily in first person shooters. However, considering that we now know that headshot hitboxes are a thing, this changes the value of ADS within the game from a minor feature, to a major addition for players to help land headshots in order to dish out more damage. Due to the presence of ADS, we can also assume that certain toolbelt items hinted at in the past, such as the spyglass would also be usable in a similar manner through aiming down the sight.

Weapon Swapping & Reloading
Throughout the video we see multiple examples of seamless weapon swapping, which is the result of Intrepid fulfilling their promise of allowing the use of any weapon on any class. This is being done to promote the creation of unique builds and not lock players to the use of a single weapon type per class. That aside, we see another FPS/Shooter feature that has been integrated into ashes- Reloading. In the clip below, you see the crossbow user reload his crossbow after firing a few shots. It is safe to assume that other weapon types such as the potion launcher will also feature similar reload mechanics. Whether we’ll have fixed or unlimited ammunition while auto-attacking remains to be seen.

Mobile Casting & Mobility
It’s pretty clear throughout the video that Intrepid did their utmost to showcase the amount of mobility available to the player, be it in the form of casting while in mid air or blending excessive amounts of dodges between attacks. This should be a significant draw for players that prefer the faster pace of combat such as rogues and fighters. Regardless, the main take away from this is that they’re heading in the right direction as we’ve already seen the tab-target gameplay involve plenty of non-mobile skill casting. Putting both combat styles together would eventually result in a combat system that is well balanced with both mobile and stationary abilities.

Sonar & Stealth Counters
An interesting ability as it appears to be a special skill which allows the user to see enemy players through objects and walls. It raises certain questions such as: Are the enemies highlighted via the sonar skill only visible to the caster? Or will they be visible to all friendlies/raid members? Such an ability also further expands on Intrepid’s process of ensuring that stealth will not be overpowered. We can definitely expect to see more stealth-revealing abilities further down the development process.

Un-obstructed Teleport
Traditionally in MMORPG’s, teleport skills usually work via direct pathing, meaning if there is even the smallest obstacle of minimal height in the way, the player does not end up at their desired destination as the object obstructs the destination from the player casting the ability. However in the video we see the player teleport through a fence. What does this imply? It implies that teleporting works similar to projectile travel, which means as long as your crosshair has a clear line of sight to your destination, you will make it there, regardless of the obstacles along the terrain.

Weightless Actions
Besides the positives, possibly the only con we can see in the video is the lack of character-based physics, resulting in ‘floaty’ movement. While their focus on mobile casting and mobility is appreciated by the majority of the community, too much of anything is never good. That said, this is something which we can expect to be addressed during the upcoming testing phases as this is merely Intrepid’s first pass at action combat.

Final Thoughts
Projectiles from ranged weapons not travelling on a horizontal plane is something else that I noticed while watching the trailer. Being able to fire off projectiles freely that do not travel a fixed distance above the terrain will result in the effectiveness of archers and mages to be reduced by a certain amount, although the headshot multiplier makes up for this loss in DPS, promoting skill over mindless button mashing. A few other concerns such as TTK (Time-to-kill) and low cooldowns on certain spells such as the meteor were addressed by intrepid who stated that they were exclusively to showcase the combat in the trailer, and in-game, the TTK and cooldowns would definitely be a lot longer. If this is their ‘first pass’ at action combat, naturally we can expect all of the above to be tweaked and perfected throughout the development process. All in all, I’m incredibly excited for what the future of Ashes of Creation holds and I cannot wait until we’re all in-game!

Kirby – Writer – Artist

This is an analysis of the Alpha One Environmental Preview created by c0ug4r which was first shown in the July 9th twitch stream.
You can find their original post on the Ashes of Creation forums here.
Watching that video for the first time I instantly wanted to match all the different sceneries together, creating a better overview and being able to place them into what would later become a map of the shown region. However this map is far from accurate or complete. I couldn’t place all the sceneries and the accuracy of the ones I could place is questionable, as perspective is deceiving when things seem closer or further away than they really are and relative angles are hard to figure out. Nevertheless I could puzzle together most of the major sites and the result could be used for approximate navigation:
This map was created with https://inkarnate.com/ and is free for non-commercial use. See how the wall between the angels looks like bacon? That surely means this map is Bacon confirmed!
So much for the end product. For the ones who think they are interested in how I pieced this thing together and want to know if it really adds up I’ll give you fair warning: This analysis will be long! To spare you some time though, I started with the part that leaves speculation about the kind, use or story of all the buildings and locations behind and only focuses on the map layout.
After that we will take a more detailed look at the many sceneries, though I will still keep speculation and mere descriptions to a minimum, focus on placing everything where it possibly belongs and pointing out little details that you might have missed.
Some remarks before we start: I know Hand of Unity released an analysis video two weeks ago which did a great job in showing and explaining a lot of the Alpha 1 sceneries. But I felt it missed some points and didn’t give the general map overview I was looking for. If I had any knowledge of video editing and spoke fluent English this would be a video too. But i don’t and this isn’t. So have fun with all the pictures and text!
For the analysis we’ll have a look at each of the scenes presented in the video. That’s 42 scenes in total some of them showing different perspectives as they proceed, needing more than one image to cover all that is shown. I won’t follow chronological order as that’s not the best way to get a better understanding of the map as a whole. But wait there’s more! During the stream they also showed 8 screenshots. We will deal with them too. I would strongly recommend you watching the video or the respective scene while reading. I stuffed a hundred links in here to direct you to the related part of the video or corresponding picture. Having the map at hand certainly also helps you orientating in Verra’s first Alpha 1 region.
There’s certainly some things I got wrong regarding Ashes of Creation (I’m not good with the races and their architecture) and the English language (must’ve missed topographical and architectural descriptions classes). So point out any mistakes! (and let’s see if I’ll find the time to correct them)
To pinpoint all the smaller sceneries we first need a general overview over the region. Great view comes with great height and the preview provides at least 5 scenes which deliver exactly that. Scene 23 nearly covers the entire region thus giving us a perfect first impression. Scenes 14, 30, 40 and 43 all cover a smaller angle and range which give a closer look at landscapes that are pretty far away or not even visible in Scene 23.
The color code for the markings in the pictures is: Green for buildings. Orange for any other structure. Red for special landmarks. Blue for water. Pink for the two towers and the lighthouse.
With these 5 scenes most of the map could already be filled. We’ve seen all the different land types, their positioning and approximate extent and are able to place many of the shown buildings and structures. If this overview was enough scene by scene analysis for you, this is your chance to stop reading.
Only one thing worth mentioning in regard to the scenes above before we proceed: I didn’t mark a rather important object that all of you should have seen nonetheless. It’s the one bringing light into Verras Alpha 1. This star (it’s probably not called sun, but I will call it that later on) certainly helped me orientating in some scenes though I hardly mention it. However in some scenes I will, so to let you know where it’s standing on this lovely summer evening I marked it with the compass rose on the map.
As I already mentioned the scene by scene analysis will not be in chronological order. Instead I will take you on a journey through Verra’s Alpha 1. Sounds better and also gives you a better impression of what belongs together although there will be some inevitable jumps.
[Screenshot 3, Screenshot 1, Screenshot 2, Scene 33 (1:53)]
[Scene 13 (0:47), Screenshot 8, Screenshot 7, Screenshot 6]
[Scene 11 (0:40), Scene 17 (1:03), Scene 35 (1:57)]
[Scene 01 (0:07), Scene 15 (0:55), Scene 42 (2:10), Screenshot 4]
[Scene 02 (0:13), Scene 09 (0:32), Scene 41 (2:08),Scene 10 (0:36)]
[Scene 20 (1:15), Scene 28 (1:43), Scene 38 (2:03), Scene 19 (1:11)]
[Scene 08 (0:29 ), Scene 34 (1:55), Scene 26 (1:38)]
[Scene 07 (0:25), Scene 29 (1:45), Scene 30 (1:47), Scene 37 (2:01)]
[Scene 25 (1:34), Scene 24 (1:30), Scene 22 (1:22), Scene 36 (1:59)]
[Scene 03 (0:15), Scene 04 (0:17), Scene 21 (1:19)]
[Scene 12 (0:43), Scene 39 (2:05), Scene 31 (1:49), Scene 32 (1:51)]
[Screenshot 5, Scene 05 (0:20), Scene 06 (0:21), Scene 16 (0:59)]
In the spectacular Alpha 1 – First Look at Action Combat Video both of the latter locations are arena-like showplaces for the upcoming action combat system. The video also features the castle and a city setting that is definitely connected to this screenshot and has nothing to do with the town we already know. As the video is fast-paced it doesn’t allow for a precise localization of the settings on the map, yet it gives a good impression of their immediate surroundings.
This concludes c0ug4r’s Alpha One Map Analysis. You can find their forum profile here: c0ug4r
Those interested can find c0ug4r’s original post on the Ashes of Creation forums here.