Ashes of Creation does not explain itself well in-game, especially in its current testing state. Many systems exist beneath the surface, but understanding how they actually work requires trial, mistakes, and a lot of time. This guide is written from direct experience rather than theory, focusing on how mechanics behave in practice instead of how they are described.
The goal is to provide clear, usable knowledge that helps you make better decisions early, avoid unnecessary frustration, and understand how the game expects you to play, even when it does not clearly communicate that itself.
Ashes of Creation Beginner Guide – Basic Mechanics
Combat System and Skill Management
Ashes of Creation uses a dual-weapon loadout system. You always have two weapon sets equipped, and you can switch between them instantly by pressing Q, even during active combat. Each weapon loadout has its own skill set, meaning your hotbar changes automatically when you swap weapons.
Most players use one loadout for ranged combat and the other for melee, but the system is fully flexible. You can build both loadouts however you like depending on your playstyle.
Skills are leveled individually. When you earn skill points, you assign them by left-clicking a skill and confirming the allocation. If you change your mind, you can respec and remove tentative points before confirming. Right-clicking a skill removes unconfirmed points. Respeccing is currently available in Alpha 2.
Hotkey reassignment is only possible through the Skills menu (K). You cannot change keybinds directly from the hotbar.
Summoner Mechanics and Companions
If you play a Summoner, you choose one of three companions when entering the world for the first time:
• Tank Guardian
• Healer Mystic
• Damage Dealer Hunter
This choice is not permanent. At least in Alpha 2, you can respec and switch companions later.
Companion behavior is controlled through the General tab in the Skills menu. You can assign hotkeys for:
• Aggressive stance (attacks enemies automatically)
• Defensive stance (responds when you are attacked)
• Passive stance (does not engage)
When your companion enters combat, an additional hotbar appears with the companion’s abilities. As a Summoner, you actively manage your own weapon skills, any combo mechanics tied to your weapon, and your companion’s special abilities at the same time. Combat is more hands-on than it may initially appear.
Consumables and Buff Management
Food provides long-duration buffs to core attributes such as strength, intelligence, and similar stats. These are preparation-based bonuses rather than emergency tools.
Salves and potions are designed for combat recovery, but they come with long cooldowns. You cannot rely on spamming consumables to survive fights, so timing and positioning still matter.
Mounts and Transportation
You cannot interact with NPCs or world objects while mounted. Interaction prompts will not appear until you dismount.
If you carry a crate on your character’s back, your movement speed is reduced. Mounting does not remove this penalty. However, there are special crate mounts designed specifically for transporting goods. These can be purchased from NPCs such as farming vendors.
Crate mounts are initially unusable and must be trained at an Animal Husbandry station before they can function properly.
Mounts can take damage from falls, enemies, or players. There is currently no direct way to heal them. If a mount dies, it enters a revival cooldown of roughly nine minutes while stored in your inventory. Once the cooldown ends, it returns at full health.
Mounts can be found or acquired in the world, though exact methods are still unclear. Once obtained, they can be traded or used directly.
Caravans and wagons can be crafted, but they require an animal to pull them. Mounts can swim and jump, though their jumping ability is limited. They also gain a noticeable speed bonus when traveling on roads.
Crafting, Inventory, and the Economy
Loot from enemies exists, but it is not abundant. Most progression comes from gathering and crafting rather than farming mobs.
Crafting materials are stored in a materials inventory, which is both slot-based and shape-based. Each item occupies a specific number and pattern of slots, turning inventory management into a manual “tetris” system. Efficient organization matters.
Early on, you can craft a backpack that unlocks a second materials container, giving you more space. A third materials slot can be filled with specialized bags, such as herb or wood containers, which are purchased from storage vendors.
Some enemies and quests reward Glim, a currency item. When you collect 10 Glim, you can right-click to merge them into a higher-value version. Glim can be sold to NPCs for a significant amount of gold.
Selling items to NPCs is done by right-clicking items in your inventory while speaking to them. There is currently no buyback system, so sell carefully.
Crafting Costs and Progression Reality
Nearly every crafting action costs money. Costs come from:
• Direct taxes and fees
• Required ingredients sold only by NPCs
Many crafting steps are passive. You load materials into a workstation, start the process, and wait—sometimes for several minutes. You are not actively involved once crafting begins, so it is common to queue tasks and do something else while they complete.
Crafting is expensive. Even if you have all required materials, you may be blocked by fees alone. Managing gold is just as important as managing resources.
Professions and Progression Limits
There are 22 professions covering gathering and crafting. Each profession has tiers that unlock more advanced actions.
To increase a profession tier, you must obtain a certificate from that profession’s NPC in a settlement. Profession progression is gated by these certifications.
You can only reach Grandmaster tier in two professions. If you want to master another, you must demote one of your existing professions at the NPC.
Basic farming and animal husbandry can be done at public settlement stations. Higher-tier crafting and farming appears to require access to a house or freehold, either owned by you or your guild.
Ashes of Creation emphasizes preparation, long-term planning, and economic awareness. Combat is flexible but layered, crafting is costly and time-intensive, and inventory management matters far more than in most MMOs.
This guide reflects early Alpha behavior and is intentionally practical rather than theoretical. Systems are still evolving, but understanding these basics will save you time, money, and frustration early on.