Skills

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Abilities (Skills) in Ashes of Creation are built using a custom ability system developed in-house by Intrepid Studios.[1]

Q: There are folks wondering is there an underlying system for the skills and combat from the UE gameplay ability system or is this a proprietary solution that we've created?
A: This is our our custom ability system that's been created at Intrepid. Adam and Keenan and Mike have had a significant hand in creating that. There is functionality that we need to occur in our ability system that's not capable of being done through what's natively available through Unreal Engine; and so as a result many of our systems that we utilize in Ashes of Creation are made custom in-house in order to better facilitate our needs.[1]Steven Sharif
Alpha-1 preview skills user interface.[2]

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[3]Steven Sharif

Players receive skill points at specific points as they level.[4] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[5][6][7][8]

  • Skill points will accrue at specific XP milestones, such as 1/4, 1/2, 3/4 progress through the level, so as to avoid creating an imbalance with experience debt.[4]
We do have this concept of experience debt that does accrue and we don't want to create an imbalance between skill points acquired versus experience, so we're going to predicate your skill points acquisition based on benchmarks you reach when leveling through a level. So these are going to be at specific points in the level, like one quarter progress, to half progress, to three quarters progress: you're going to get an influx of skill points and then you'll be able to allocate them into your skill tree.[4]Steven Sharif
  • It will not be possible to max all skills in a skill tree.[8]
  • In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[9]
  • Players are able to reset and reallocate their skill points.[10]
  • Augments do not cost skill points.[11] It was previously stated that certain augments will have more expense required on the skill point side.[12]
Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[13]Steven Sharif

Active skills

Players can build their characters with the active skills they want on their action bar (hotbar).[15][16][17]

Some people like to have a very minimalistic number of hot bars. They don't need necessarily to have three, four, five hot bars that are available; but some people do like that: They want to have all their items listed on their hotbar as well as their abilities, as well as as their mounts, as well as anything that they can essentially interact with as an icon.[21]Steven Sharif
  • Players are not given skills as they level up, they must choose what skills they take.[9]
  • There is no spellbook requiring memorization.[22]

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.[15]Steven Sharif

Primary skills

Alpha-1 preview primary skills.[23]

If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[24]Steven Sharif

The idea behind the system is that you're skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[25]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[26]

Class augments

A player may choose a secondary archetype when they reach level 25.[27][28] Each secondary archetype offers four different schools of augmentation.[33][34][28][35] Each augment school affects a primary archetype's skills in different ways.[36]

When you reach the class phase, which is around level 25 and you introduce that secondary archetype selection to create your one of 64 classes, then you'll have a number of augments that you'll be able to apply on a per-ability basis; and your core ability kit comes from your primary archetype selection; and those augments will change the look and feel of those abilities; and some will have the affect to create more darker thematic aspects to it. Or just generally different aesthetics to the abilities that represent the secondary [archetype] selection.[27]Steven Sharif
If a Fighter were to choose Mage as a secondary archetype, the fighter would become a Spellsword. This combination opens up augments that can be applied to skills in their primary skill tree. Fighters have a Rush skill that allows them to rush towards a target; and upon reaching the target, deal an amount damage with a chance to knock the target down. A blink augment could be applied to the rush skill, which would now teleport the player to the target; thus eliminating the charge time on the skill.[26]
  • Each augmentation has a level requirement.[12]
  • Augments to primary skills can fundamentally change the way the ability works - adapting what the ability once did to incorporate the identity of the secondary archetype/class.[38]
  • Augments do not cost skill points.[11] It was previously stated that certain augments will have more expense required on the skill point side.[12]
There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards.[12]Steven Sharif
  • Choosing the same primary and secondary archetype increases focus on that archetype.[39]
  • Secondary archetype augments allow different aesthetics to apply to primary abilities that reflect the secondary archetype selection.[27]
    • Some spell colors and general FX change based on augments.[40]
    • Active skills could look totally different after an augment gets applied.[41]

Weapon skills

Basic weapon attack livestream teaser.[43]

Part of the plan with each of these weapons is they'll each have a unique skill tree associated with them to differentiate them, not only in terms of feel, but also in terms of mechanics. And an important thing that we really want to capture in Ashes is the important ability basically so the player can build their character how they want; and that extends beyond just their classkits. So for example, if I'm the ranger I can spec into my shortbow or I can spec into my longbow; and those will be two very different builds for example made specialized or have have a part of its tree that specializes and bleeds that might synergize with specific ranger abilities that the longbow might not necessarily synergize with. Their weapon choice will play into what abilities the archetype is specializing in.[44]Tradd Thompson

Weapon skills grant passive skills and proc effects and other status conditions rather than usable skills on a player's action bar.[45] The more skill points that are allocated to the weapon tree, the greater a player's weapon familiarity. This influences things like the number of attacks, attack speed, and increased chances of proc effects from carrying out basic attacks with that weapon. These procs may offer synergy with the player's active skills.[46][47][48][49][50][44][51][52][6][7][53][38][54] This synergy also applies to active skills from other characters.[46][5]

Our approach is not going to be providing skills through weapons. It's going to be providing skills through classes.[48]Steven Sharif
Let's say a dagger has some slashing effects that bleed the target or that cripple the target... Every time you attack you have a chance to proc that effect. That effect then can synergize with what your active skills tree has available to it. So let's say your backstab deals 30 additional damage to a bleeding target. If you attack with your main weapon first and the target gets the bleed proc off and you do your backstab skill then you're synergizing your effects.[7]Steven Sharif
Let's say backstab that you can apply to deals damage to the target and it'll have a conditional modifier on that damage if you're behind the target, and it'll have a conditional modifier deal additional 50 damage if the target is under a bleed effect. So you want to synergize essentially your weapon proc conditions with your active skills so that you're timing your certain active skills appropriately with the status conditions that the target has taken.[6]Steven Sharif

Basic attacks

Basic attacks are triggered for the equipped primary weapon by pressing Q or left-clicking the mouse (these buttons can be re-bound by the player).[59][60][51]

  • Players can select which weapon they wish to use as their primary weapon for basic attacks.[59][60][61]
  • Different weapon types have different basic attacks.[62][63]
  • Weapons with projectile attacks are capable of blind firing without having a target.[64]
    • If the player is in action camera mode and their reticle is over a target, they will be able to soft lock onto that target, causing projectiles to home to targets who are within the correct range/angle.[64]
When you have your weapon and you utilize a basic attack, you can blind fire that weapon, if it has a projectile associated with it, without having to have a target. In addition, if your reticle in action camera mode is over a target, you will have a soft target lock and projectiles will home to that target if within the right angle of direction.[64]Steven Sharif
Skill Icon Rank 1 Rank 2 Rank 3
Longbow basic attack Bow basic attack.png A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[66][62][63]
Shortbow basic attack Bow basic attack.png A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[62][63]

Weapon use combo system

Alpha-2 Mage demonstrating a Frostbolt, Lightning Strike, and Wand weapon attack combo.[67]

This is a single Target projectile attack that applies two stacks of Chilled to the enemy; and then after that hit him with a few wand attacks. Now you'll see that you've gotten a Frozen status effect on him and then he timed that really well there... in that very last frame you'll see that he hit him with a lightning effect... So that's a good way to get your burst damage if you're rotating your spells and your elements the correct way.[67]Keenan Reimer

Work-in-progress Alpha-2 basic weapon attack combos.[68]

The ability for for a spell Caster or just any player with their archetype having the option to weave in-between those rotations and those spells and to create successful combinations within their kit that you amplify the DPS or the status conditions or the control effects, or whatever it is your is your end goal. Having a rotation that emphasizes your ability to succeed or fail in those combos I think is compelling from a gameplay perspective.[69]Steven Sharif

A weapon use combo system (also referred to as Weapon attack combo, Weapon combo, Combo system[53], and Weapon use ability[70]) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[50][53][71]

Let's say for example you're using a two-handed warhammer or something and you have a number of weapon combos that play animation style based on how many combos deep you go into an attack with that warhammer. So the first is going to be like a forward swing. Second is going to be a back swing. The third is going to be swing down and the fourth is going to be some twirl that you do; and that's what we call the combo animation montage.[51]Steven Sharif
The way that the weapon skill tree works is that at different stages of that combat montage you have available procs that can occur. The first swing might be a small stagger that decreases your opponent's accuracy by 15, that could be a proc that you could that you could spec into that decrease in accuracy- might be a status condition called stagger or bewildered or whatever- and that might exist for three or four seconds. Your second option from a skill tree perspective might be on the swing back. You have some type of tapering slow effect that lasts over three seconds- some type of tapering snare; and then the third step strike down might be some potential one second stun status modifier; and each of these you can spec into additional points to increase the chance that these proc.[51]Steven Sharif
Depending on what your class skill choice has been those are going to have synergy effects with the weapon skill tree. So my skill called spin-to-win might do 30 additional damage on a staggered target. So I see when my proc occurs with the stagger effect on my first swing, like for me as a player I might be only interested in landing that first swing, so every now and then I'm gonna swing once and then I'm gonna use a skill and then I'm gonna come back and swing again because that'll play my first swing montage, because it's been interrupted. So I won't move to the second one because I'm really just wanna hit that stagger effect. So that's going to be how my rotation lines up. However I might have some skill that on a stun target it might be an immediate cast and it's like some power you push or power hit; and that does- it knocks back a stun target. So if the target's stunned when this skill plays, it has an added effect of knock down and now they're gonna get knocked down for an additional two seconds. Now I might spec into that and as a result I want to finish through: swing, swing, and then knock down. So I get my chance at stunning that target with that weapon skill.[51]Steven Sharif
You may have items or set bonuses that change at what level those proc occurs. So I may have a full set of battle armor that changes all third hit combo procs to second hit requirements and now I have a chance not only on my second hit to land that tapering slow but I also have a chance to land my one second stun proc because I have the full set that changes my weapon progression. So that's the way itemization works with your weapon skill tree, is you can enhance when those weapon skill trees become available in your combat montage and that can be a relevant factor in how your skill rotations come to play; and mixes with your weapon attacks.
  • Weapon skill choices and rotations will vary based on whether the player is more focused on PvP or PvE.[51]
Right now some people might just say, "I don't care at all about my weapon attacks. I'm not going to invest a lot of points into that. And if I do, it's going to be primarily PvE focused where I'm more comfortable using just swinging my weapon, and I may not use them as much in PvP. I'm just going to be focused on skill rotations." That's okay, but the reason for those skill montages- back to your question- is they have a very relevant role in when certain procs come online from a weapons skill tree perspective.[51]Steven Sharif
  • Using a skill/ability other than a basic attack will in general reset the combo.[55]
    • The developers are considering specific abilities that might be able to be used without resetting the combo system.[55]
It acts similar in the sense of the core loop of what an auto attack is so to speak; where typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable skill effect that you can continually attack with but it's a little bit more involved than what a traditional auto attack is; and it has components from a from an advancement standpoint when it comes to the types of procs that your weapon can have during that combo system... It's not going to have the quick time event that you guys saw early on in PAX and gave great feedback on, but it is going to have development with regards to the power of the weapon the type of weapon you're using, the additional proc effects that you can skill into: Those types of things are going to make it a little bit more complex of a system capture.[53]Steven Sharif

Classes of weapons

Weapons 3D renders. These are depicted in the Threads of Fate cosmetic costume but are not part of that set. Models by Eli Hurst.[73]

Weapon classes (also referred to as weapon types and weapon groups) in Ashes of Creation may deal different types of physical damage.[74][52]

Weapon attack cone

Weapon attack cone in Alpha-1.[75]

As I attack I am hitting multiple numbers of these opponents; and that's important because all weapons, regardless of whether you are in reticle mode or tab-targeting mode will be able to have a action-based type weapon attack. Not active skill, but weapon attack.[75]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[75]

Polearms for example will have a much wider arc and much further out. Daggers will have a more fine-tuned arc, so you have to be more precise in that regard.[75]Steven Sharif

This is described as a weapon attack not an active skill.[75]

Passive skills

Passive skills are used to augment weapon usage, armor usage, health regeneration, and passive stats.[3]

All these passive abilities: mana regen, attack damage, critical hit damage, health regeneration, defense mitigation, maximum health: A lot of different changes from the passive side of things and these are based on what archetype you've chosen.[2]Steven Sharif
info-orange.pngTa sekcja zawiera informacje z testów Alpha-1. Będzie aktualizowany po udostępnieniu nowych informacji.
Passive skill Icon Archetype(s) Rank 1 Rank 2 Rank 3
Attack Damage Attack Damage.png Mage Increases attack damage by 5.[78]
Block Chance Block Chance.png Tank Increase chance to block attacks by 20% (Blocked attacks deal 20% reduced damage).[79]
Cooldown Reduction Cooldown Reduction.png Cleric Mage Tank Reduce all ability cooldowns by 5%.[78]
Critical Hit Damage Critical Hit Damage.png Mage Increase the damage and healing bonus from critical hits by 20%.[78]
Critical Hit Rate Critical Hit Rate.png Cleric Mage Tank Increase the chance for damage and healing abilities to critically hit by 5%.[78]
Defense Mitigation Defense Mitigation.png Cleric Mage Tank Increase defense mitigation by 4.[78]
Disable Chance Disable Chance.png Mage Increase chance to disable by 15%.[78]
Disable Defense Disable Defense.png Cleric Reduce chance of being disabled by crowd control effects by 10%.[80]
Healing Received Healing Received.png Tank Increase the amount of healing received by 10%.[81]
Health Regeneration Health Regeneration.png Cleric Mage Tank Generate an additional 1.5% of your maximum health per second.[78]
Increased Healing Increased Healing.png Cleric Increase healing done by 10%.[82]
Mana Regeneration Mana Regeneration.png Cleric Mage Tank Generate an additional 1% of your maximum mana per second.[78]
Maximum Health Maximum Health.png Cleric Mage Tank Increase maximum health by 75.[78]
Maximum Mana Maximum Mana.png Cleric Increase maximum mana by 100.[83]
Movement Speed Movement Speed.png Cleric Mage Tank Increase movement speed by 5%.[78]
Physical Evasion Bonus Physical Evasion Bonus.png Tank Increase physical evasion bonus by 5.[84]

Universal skills

Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[30]

  • The developers will be testing the use of separate energy mechanics for universal skills in Alpha-2.[85]
  • Universal skill progression may align with a player's passive skill tree.[30]
Outside of your class-specific skill tree, there's going to be a subsection of a few skills that are universal, like active block, like dodge; and I think what we're going to do- or at least what we're going to be discussing here- is those universal skills will have progressions that might align with your passive tree; and you can spec skill points into progressing additional features of those universal abilities that you will have access to. So I think that's probably going to be the direction that we're going to take.[30]Steven Sharif

Combat abilities

The aspiration for combat is for abilities to have corresponding counter-play abilities.[86]

  • The goal is to have special animations for parrying, blocking and evading.[87]

They can be a challenge to implement sort of really reliably so you might not see them on every evasion or every block, but we do want that stuff to show up.[87]Jeffrey Bard

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[88][86]

Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[86]Steven Sharif

We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play feel.[86]Jeffrey Bard

  • Soft CC's are in the tab-targeted abilities.[94]
  • CC effects do not apply to Non-combatant (green) players. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[95]
  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[96]
    • In current Alpha-1 testing mounts are not separate from the player.[96]

There's also going to be effects that just stun the mount or stun you on the mount.[96]Steven Sharif

info-orange.pngTa sekcja zawiera informacje z wczesnych faz testowania. Zostanie on zaktualizowany, gdy tylko pojawią się nowe informacje.
Skill Icon Rank 1 Rank 2 Rank 3
Chain Lightning Chain Lightning (Active).png Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[98][99][100] - -
Chains of Restraint Chains of Restraint Icon2.png Call forth spectral chains in a target area that stagger enemies within or stun enemies already under the staggered effect, then leave behind an area that deals radiant damage each second over 8 seconds.[101][102]
Condemn Condemn.png Stun target enemy for 3 seconds.[103][104]
Fissure Mage Spell 7.png Calls forth a series of jagged spikes of earth in a line in front of the caster, dealing earth damage and applying two stacks of Earthen to each enemy hit along its path, and then launching them in the air.[105] - -
Grapple GrappleIcon.png Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[106][107]
Slumber Slumber (Active).png Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect.[108][109] - -
Tremoring Bellow TremoringBellowIcon.png Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[110]

Directional attacks

There will be directional attacks (back attacks, flanking attacks, frontal attacks) that deal additional damage depending on the positional context of the attack.[111]

Mobility

Revamped Alpha-1 Mage Fireball ability.[112][113]

The general approach that we're taking based on a lot of feedback and just good combat design in general. You know philosophy is that we want to give more agency in the hands of the player and the antithesis of that is locking the player down for really long amounts of time. The sort of concept behind that is like you could make an animation effects as glorious looking as possible but if it's taking away control of the player, none of that really matters. Especially the 100th or thousandth time you're using the spell you're tired of that happening you don't feel powerful: You feel the opposite of powerful. So we're trying to like give a lot of control back to the player while they're using these abilities so they can still control their movements, they can react simultaneously while they're taking actions; and we just want to get overall more of a fluid flow, I guess, of combat. And that's the general design philosophy we're using to approach the overhaul.[112]Tradd Thompson

A lot of abilities you have the capability of moving while casting. It's going to decrease your movement speed significantly or depending on the type of ability. We do reserve the cost- and that's really what it is when you tie ability usage to mobility- we do reserve the cost of requiring the character to remain stationary on some big effect type abilities.[114]Steven Sharif
  • Most abilities in Ashes of Creation are capable of being cast while moving. Some abilities may slow the caster down during the cast, but only rarely will the player be rooted in place.[114][119]
Most abilities you'll find in Ashes of Creation are capable of being cast while moving. Some of those abilities might slow your movement during the cast, but you can continue to move. Very rarely, and depending on obviously the importance of the ability or the power level of that ability, you might be rooted in place. So, for example, the AoE ability [Chains of Restraint] has a lot going on. It has damage ticking over time, it is an area of effect, it also has a status condition application; and in those instances the player character gets rooted.[119]Steven Sharif
  • The ability to prone is not be in the game.[124][125]
There's a balance in the game design between your movement speed on attack and the movement speed of your opponent. When you have a game that is both PvE centric as well as PvP centric, you have to make sure that combat is blended for both approaches; and we can always run into problems where, if you're significantly hampered in your movement speed, that has an effect on how we expect player versus player engagements to interact; and we don't want to restrict a player's ability to be mobile if they're the target of an attack. And as a result of that we need to make sure that we don't restrict the movement abilities of the player who is doing the attacking as well. So we want it to be relatively free for you to stay with each other. Your opponents move around the battlefield together and if we're hampering you on the attack action, we have to then implement some type of snare, or slow, or cc effect essentially on your opposing target; and that's not the approach we want to take for for PvP.[127]Steven Sharif
Q: If a ranger is super mobile, what are the melee's options in order to catch them?
A: Different class kits will provide different gap closers. They'll provide different mobility skills. They'll have lockdowns. They'll have chains to pull back. They'll have a lot of different things in the rotation. That's part of what an MMORPG experience is. You're not just restricted to three or six skills, you have a rotational suite; and depending on the type of challenges you face is going to help determine which of those rotations you spec into from your skill tree.[128]Steven Sharif
info-orange.pngTa sekcja zawiera informacje z wczesnych faz testowania. Zostanie on zaktualizowany, gdy tylko pojawią się nowe informacje.
Skill Icon Rank 1 Rank 2 Rank 3
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[129][130] - -
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[26] - -
Wings of Salvation Wings of Salvation.png Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[131][132] An ally is defined as any non-combatant player or non-mob NPC.[133]

Player movement

  • Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[135]
    • A sprinting/dash skill with a cooldown was confirmed to be part of a class kit.[136]
I've instructed design to incorporate a mana consumption that's percentage based for sprinting. So it'll be a similar amount of time that each class, regardless of their mana values, will have in order to sprint and it will not be accessible while in a combat.[135]Steven Sharif
  • There is a toggleable walk/run (autorun) capability.[137]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[138]

Collision

There are player and spell collision mechanics in Ashes of Creation.[142]

  • Inertia and momentum physics will help prevent blocking doorways/access points. This is based on a character's direction and movement speed, and can be used to push people out of the way.[143][142]

Dodging

Dodging in Alpha-1 early combat.[13]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[13]Steven Sharif

Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[144][145][146]

So you see an animation windup that's a telegraph on what's coming; and then you have response actions that you can take as a result of that in order to dodge, weave, move, do whatever. It is both a combination of what your rotation is but also how you have reaction abilities ready to go that you save for certain circumstances that are important.[145]Steven Sharif

Active blocking

Tank active blocking with a Shield in Alpha-2.[148]

The shield version would probably be better but you'd still be able to parry or whatnot with a two-handed weapon, or even maybe a dual wield.[149]Tradd Thompson

Active blocking is a universal skill that applies to all classes.[144][151][149][30]

Active blocking might be an ability that- it's universal, of course it's universal- but it might be consuming mana; and you'll be able to adjust that mana consumption based off of your passive spec into your skill trees. In addition, it might also consume stamina, where that's something we're going to be testing as part of Alpha-2.[151]Steven Sharif
Q: How are you designing encounters around active blocking? Will it be situational use, or would I expect to be laying on my block keybind for most of the fight to prevent getting deleted by bosses?
A: It depends really on the type of adversary you're facing. Some of them are going to have indicators or tells that a big attack is coming. It's an animation wind up where you'll have an opportunity to use active block in very unique situations that are based on timing and additional mitigation for those incoming one-off attacks. In other occasions you'll be able to use it off of rotational cooldowns, or if you're waiting for a particular ability or you're during the use of your Aegis. There's different situations for when active block is a relevant use-case.[153]Steven Sharif
  • Previously the developers had not finalized designs for active blocking and were leaning toward using more traditional buff-oriented universal damage mitigation for the MMO, and were also considering interaction between action-based blocking and a passive block stat.[154][155]

Interrupts

Abilities with a cast bar can be interrupted during the cast.[121]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.
info-orange.pngTa sekcja zawiera informacje z testów Alpha-1. Będzie aktualizowany po udostępnieniu nowych informacji.
Skill Icon Rank 1 Rank 2 Rank 3
Bulwark Bulwark Icon.jpg Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[157][23][158][159] Additional increased block chance.[157][159] The second attack knocks down enemies.[157][159]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[26] - -
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[160][23][161] Increased damage.[160][162] Now knocks down hit targets.[160][162]

Aggro/Threat generation

Threat (Aggro/Hate) is generated based on damage done, healing done, and modifiers on certain abilities.[163][164]

If we think about PVP settings and the role of taunt or hate, a lot of times for tanks in the MMOs that I've played- where you have a PvE and PvP scenario- those types of hate generation abilities don't really have cross application into the PVP realm; and that can feel bad, because typically a tank build-out can be delegated around how I generate hate; and if it has no cross application into PvP then effectively you're creating a class composition that just is not relevant in half of the game, or in that area of the game. So when we talk about how we're going to apply hate to player targets or taunt to player targets, sometimes that can move into the realm of target switching, or the ability to demand that target on the tank in a PvP scenario as well. That's something that we need to get player feedback on, because there's a lot of strong emotions around that type of mechanic. I for one am a big proponent of that. I think it's interesting. I think that it plays into the role of the tank and that it it hits a class fantasy that most tank players want to feel. And I think however on the flip side of that, it is a source of control; and anytime you're under the effects of some source of control, it's going to be a feel bad moment for the target that's being controlled. So that's why I think it generates a lot of feelings on both sides of the aisle.[165]Steven Sharif
  • Detargeting is the act of removing hate/threat/aggro from an enemy.[165]
  • There will be a taunt skill available at higher levels than what has been previewed so far for Alpha-2.[166]
Q: There were a lot of concerns about threat [in the Alpha-2 Tank preview video]. A lot of people didn't understand how holding threat works, because you weren't holding threat at some point.
A: It's important to remember that these previews are done at a very low-level, so these are low-level skills and abilities that the archetypes have available to them; and so because of that, some of the functionality from these abilities they don't necessarily perform as well as you would want them to in a later stage of the game for that role. Now also keep in mind that balance is a perspective that needs to be incorporated also. So, threat is generated based off of a few factors: It's based off of damage done, it's based off of healing done, it's based off of threat generation modifiers that are on abilities. Now the tank in this situation I believe has two abilities that are going to generate additional threat. They have the slicing- the number two ability; and then they also have the shout ability. Both of those are creating additional threat. But with that being said, we need to tune probably those abilities up a little bit to contend with the DPS that's coming both from the ranger and with the heals that are coming out of the cleric.[163]Steven Sharif
Skill Icon Rank 1 Rank 2 Rank 3
Grapple GrappleIcon.png Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[106][107]
Hatred V Tank Ability Active.png Single target that adds hate.[167] Add a forced target lock.[167] Add hate over time per tick.[167]
Inciting Strikes IncitingStrikesIcon.png Slashes twice in a forward cone while adding additional threat.[168]
Shield Assault ShieldAssaultIcon.png Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[169]

Animation cancelling

Animation cancelling will not be a combat mechanic in Ashes of Creation.[170][171]

Combat stances

The use of weapon stances in game is likely.[172]

RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[173]

RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[174]Jeffrey Bard

AoE skills

AoE skills may have some form of diminishing returns that will be tuned based on testing and player feedback.[175]

We have a few ideas on how we want to approach AoEs. There's a vein of thought that is regarding diminishing returns [on] maximum number of targets. I'm not a huge fan of that. There is a diminishing return as it applies to damage conveyed. There is just the fact that we're a collision-based game and there's a limited number of bodies that can be located in a particular choke point, or in proximity. There's still things that we're testing especially as part of Alpha 2 that we'll likely be testing and want to get player feedback on as it relates to curbing the AoE approach of most raid comps; and a lot of different games have done a lot of different things to achieve that. We're going to be testing a lot of these different directions and finding which works best for Ashes.[175]Steven Sharif
Skill Icon Rank 1 Rank 2 Rank 3
Aegis AegisIcon.png Instantly dispels all negative effects on the caster, then creates a protective dome behind the tank for 15 seconds, transferring 50% of all damage received by targets within the area to the tank instead. All targets within the cone also receive increased status effect resistance for the duration.[176]
Airstrike Air Strike.png Leap forward in the direction the character is facing, raining down three projectiles that deal AoE damage and roots enemies in its path. The root effect is nature based.[177]
Black Hole Black Hole Icon.jpg Summon a black hole at the target location that reduces movement speed of enemies in the area.[178][23][179] Increased duration.[178][180] Explodes for area damage upon expiration.[178][180]
Blizzard Blizzard.png Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also accumulate a stack of Chilled periodically. Activate the ability again to end the channel early.[181][182] - -
Chain Lightning Chain Lightning (Active).png Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[98][99][100] - -
Communal Restoration Communal Restoration Icon2.png Restore health to all party members in range instantly, plus additional healing over time. Allies under the HoT also receive +10% maximum health for its duration.[183][184] This can overheal.[183]
Cone of Cold Cone of Ice.png Blasts a cone of cold in front of the caster, dealing ice damage and applying a stack of Chilled to each enemy hit. The blast also leaves behind a field of ice mines that explode on proximity contact, causing additional ice damage and Chilled stacks to nearby enemies.[185][186] - -
Consecrating Wave Consecrating Wave.png Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[187][188]
Divine Flare Divine Flare.png Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[189][190]
Fissure Mage Spell 7.png Calls forth a series of jagged spikes of earth in a line in front of the caster, dealing earth damage and applying two stacks of Earthen to each enemy hit along its path, and then launching them in the air.[105] - -
Inciting Strikes IncitingStrikesIcon.png Slashes twice in a forward cone while adding additional threat.[168]
Lava Storm Lava Storm Icon.jpg Creates a field of lava at the selected location. Deals area damage over time.[23][191][192] Increased damage. Increased duration.[191][193] Increased damage. Increased duration.[191][193]
Magma Field (Lavastorm).png Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[194] - -
Meteor (Meteor Shower).png Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[195] - -
Meteor Storm Meteor Storm Icon.jpg Summons forth a Meteor Storm, dropping 3 meteors in the target location.[196][23][197] Adds an extra meteor.[196][193] Adds an extra meteor.[196][193]
Prismatic Beam Prismatic Beam Icon.jpg Spawns a giant prismatic beam of energy that can be aimed around you. Deals large damage to enemy targets.[198][23][199] Increased damage.[198][200] Snares hit targets.[198][201][200]
Slumber Slumber (Active).png Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect.[108][109] - -
Whirlwind Damages targets in range and applies a stagger effect.[202]

Combat targeting

Ranger hybrid combat in Alpha-2.[203]

Our desire has always and continues to be how we can create a mixture of tab target abilities and skill-shot oriented positional, directional-based ability usage and make something cohesive in that design. And I think that what we're achieving with that regard may not fully feel like an action-oriented game, but we've always intended to be more hybrid-oriented, leaning towards tab target. So you're going to see a mixture of abilities that require the targets and that don't; and then you're going to have an option as the player's perspective to utilize an action camera mode, which utilizes a soft target lock feature and our reticle.[204]Steven Sharif

Hard-locked friendly player target.[205]

Hybrid combat refers to the choice between tab and action combat in Ashes of Creation.[204][206][207][208][209][210] A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab combat modes.[204][211][212][75][213]

  • The action mode camera is tied to the to the player's reticle (crosshair).[204][31][214]
    • There will likely be a hotkey that when held down will allow free camera movement in action mode.[214]
    • In future the user will have the ability to choose from different reticle appearances.[215]
  • Targeted skills require either a soft or hard locked target.[204][31]
    • Soft locking is when the reticle moves over a valid target while in action mode. The targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost.[31]
    • Hard locking is when the player uses right-mouse on a soft-locked target in action mode, or when the player selects a valid target in tab mode. The targeting plate will not be grayed-out to indicate that a hard-lock target is selected. Unlike soft locking, if the target moves out of the reticle, the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[59][31]
Q: Is the development team moving away from action combat, or is action combat more prevalent with the melee classes, and the healing/range classes are more tab-target other than AoE spells?
A: We have not moved away from our hybrid approach to the development of Ashes of Creation's combat; and specifically to reiterate: that approach is incorporating elements of skill shots, fast and reactive gameplay that is situationally relevant, and incorporates the camera mode of both tab-targeting as well as action combat reticle. That's something that is still in progress. We haven't moved away from that however. To note, our approach of that hybridization is going to incorporate things like templated skill-shots, directionally relevant activated abilities, along with the ability to dodge to roll projectiles that can impact collision. Those are elements of action combat that are present.[218]Steven Sharif

Templated and targeted versions of skills will have different characteristics.[219][211][220][91][221]

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.[91]Steven Sharif
  • Targeted skills will be greyed out if the target is not within a valid range but templated skills will generally require the player to assess the correct range for the skill.[222]
info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.
  • 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.[91]
  • For the purposes of balance, certain skill types will be either tab or action oriented skills.[93]
    • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[93][91]
    • Softer CC's would be housed in tab-targeted abilities.[93]
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.[221]Steven Sharif

Targeted skills

Targeted skills require either a soft or hard locked target.[222][31]

  • Soft locking is when the reticle moves over a valid target while in action mode. The targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost.[31].
  • Hard locking is when the player uses right-mouse on a soft-locked target in action mode, or when the player selects a valid target in tab mode. The targeting plate will not be grayed-out to indicate that a hard-lock target is selected. Unlike soft locking, if the target moves out of the reticle, the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[59][31]
  • Targeted skills will be greyed out if the target is not within a valid range.[222]
  • The developers will be testing additional targeting methods, such as target-of-target as well as separate friendly and enemy targets, most likely during Alpha-2.[224]
Skill Icon Rank 1 Rank 2 Rank 3
Arcane Volley Arcane Volley (Active).png Fires a volley of arcane missiles at your target, dealing arcane damage with each hit.[225][226] - -
Barrier Barrier.png Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[227][228]
Bless Weapon Flash Cure.png Imbues your target's weapon with radiant light, causing each of their weapon combo attacks to deal additional radiant damage and applies a mana regeneration buff to the caster. Each hit extends the duration of the mana regeneration buff, up to a maximum of 15 seconds. Has a 10% chance to proc bonus radiant damage and apply a stack of Burning to the target.[229][230]
Chain Lightning Chain Lightning (Active).png Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[98][99][100] - -
Condemn Condemn.png Stun target enemy for 3 seconds.[103][104]
Defiant Light Defiant Light.png Heal target ally for 50% of their maximum health over 10 seconds. If that target would receive fatal damage while under this effect, this effect is consumed and prevents that target's death, healing them for 25% of their maximum health instead.[231][232]
Deliverance Deliverance.png Held ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged and the more % missing health of the target.[233][234]
Fireball Fireball (Active).png Instantly hurl a ball of fire toward your target, dealing fire damage and applying one stack of Burning to target on impact.[235] - -
Frostbolt Frostbolt (Active).png Launch a bolt of frost towards your target, dealing ice damage and applying two Chilled stacks to the target on impact.[67][236] - -
Healing Touch Healing Touch.png Heal target ally in melee range for a large amount of health.[237][238]
Judgment Judgment Icon2.png Cast a heal on target ally for a large amount of health. If this is cast on an enemy, it instead deals radiant damage to the target and applies 2 stacks of Burning.[239][240]
Lightning Strike Lightning Strike (Active).png Call down a bolt of lightning upon your target, dealing lightning damage and applying two stack of Electrified to the target.[241][242] - -
Longbow basic attack Bow basic attack.png A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[66][62][63]
Mend Mend.png Instantly launch a healing projectile toward target ally. Each charge of this ability consumed after the first has no mana cost, and restores an increasing amount of mana to the caster based on the number of missing charges. Consecutive uses of the ability will gain bonus healing.[243][244]
Quick Shot Quick Shot.png Ranged attack that applies a debuff to the target. Each additional quickshot against the same target does increasing damage but consumes one of three charges that regenerate over time.[245]
Resplendent Beam Resplendent Beam.png Held ability: Fire a beam of healing energy toward a target ally. Charging this spell allows the beam to bounce to up to 5 additional friendly targets closest to the original target, based on how long it was charged. The amount of healing is reduced for each subsequent target.[246][247]
Shortbow basic attack Bow basic attack.png A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[62][63]
Slumber Slumber (Active).png Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect.[108][109] - -
Smite Smite.png Smite your target, dealing instant damage and applying a stack of Burning to target enemy. Has no cast time and deals increased damage if activated within melee range of the target. This attack always critically hits on targets under the effect of Condemn.[103][248]
Snipe Snipe.png A powerful charged attack.[249]
Soothing Glow Soothing Glow.png Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[250][251]
Wings of Salvation Wings of Salvation.png Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[131][132] An ally is defined as any non-combatant player or non-mob NPC.[133]

Indirect fire skills

Alpha-2 Chain Lightning arcing around an environmental obstacle.[252]

Indirect fire skills are targeted skills where the projectiles may path around obstructions that are not in line-of-sight, so long as the maximum distance travelled for the skill is not exceeded.[253][252][254]

  • This is a prototype concept that is subject to testing and balancing.[254]
  • A limited number of these may exist throughout different class kits.[254]
Some abilities might have indirect fire. So, if you have let's say a Archer or Ranger who has the ability to select a Mage as their secondary class; and they might want to augment a Snipe ability in order to go around a corner like an Arcane Archer might have... Some abilities might not care about that line-of-sight. They might care the distance to the target around the corner, or the path that it's taking; and if it's outside that path is too long it might not be able to reach them of course.[253]Steven Sharif
Skill Icon Rank 1 Rank 2 Rank 3
Chain Lightning Chain Lightning (Active).png Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[98][99][100] - -

Templated skills

Templated skills allow blind firing (free aim) without a target while in action mode. If a player moves into the path of the attack they can be struck.[216][217][31]

One of the differences between tab and action combat mode is you can launch projectiles in action combat mode as a blind fire option, and if a target or if something moves in the way between the time of that projectile launching and impacting either its max distance, or a piece of terrain, or another target, it's possible that players might move into that projectile.[217]Steven Sharif
  • Some templated skills may have template indicators, but in general will require the player to assess the correct range for the skill.[222]
If it is a templated ability, which means it's skill-based to use, you'll need to get a feel for those distances; and that's some skill-based learning where you get an idea for what those distances are. Some of those will have template indicators but they'll be very in-world and immersive. We're not utilizing more UI-centric looking indicators, but generally the AoE templates are meant to be skill-based.[222]Steven Sharif
Skill Icon Rank 1 Rank 2 Rank 3
Airstrike Air Strike.png Leap forward in the direction the character is facing, raining down three projectiles that deal AoE damage and roots enemies in its path. The root effect is nature based.[177]
Ball Lightning Lightning ball.png Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying an Electrified stack to targets with each hit.[255][256] - -
Blizzard Blizzard.png Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also accumulate a stack of Chilled periodically. Activate the ability again to end the channel early.[181][182] - -
Cone of Cold Cone of Ice.png Blasts a cone of cold in front of the caster, dealing ice damage and applying a stack of Chilled to each enemy hit. The blast also leaves behind a field of ice mines that explode on proximity contact, causing additional ice damage and Chilled stacks to nearby enemies.[185][186] - -
Consecrating Wave Consecrating Wave.png Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[187][188]
Divine Flare Divine Flare.png Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[189][190]
Fissure Mage Spell 7.png Calls forth a series of jagged spikes of earth in a line in front of the caster, dealing earth damage and applying two stacks of Earthen to each enemy hit along its path, and then launching them in the air.[105] - -
Grapple GrappleIcon.png Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[106][107]
Inciting Strikes IncitingStrikesIcon.png Slashes twice in a forward cone while adding additional threat.[168]
Longbow basic attack Bow basic attack.png A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[66][62][63]
Magma Field (Lavastorm).png Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[194] - -
Meteor (Meteor Shower).png Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[195] - -
Meteor Storm Meteor Storm Icon.jpg Summons forth a Meteor Storm, dropping 3 meteors in the target location.[196][23][197] Adds an extra meteor.[196][193] Adds an extra meteor.[196][193]
Prismatic Beam Prismatic Beam Icon.jpg Spawns a giant prismatic beam of energy that can be aimed around you. Deals large damage to enemy targets.[198][23][199] Increased damage.[198][200] Snares hit targets.[198][201][200]
Shield Assault ShieldAssaultIcon.png Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[169]
Shortbow basic attack Bow basic attack.png A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[62][63]
Snipe Snipe.png A powerful charged attack.[249]
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[160][23][161] Increased damage.[160][162] Now knocks down hit targets.[160][162]
Tremoring Bellow TremoringBellowIcon.png Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[110]

Headshot mechanics

There are no headshot mechanics in the Ashes of Creation MMORPG.[257][258][259]

Skills by archetype

Bard skills

Bards fill a tactical non-healing support role. They will have more significance based on their mobility and placement in the battle.[263][264][265]

  • Bard buffs include Songs, Stories, and Dances.[263][270]
    • Bards can choose to activate buffs that augment tanking, evasion, DPS and healing abilities in their proximity.[271]
    • Some buffs are related to how the bard performs in combat: If a bard lands a skill shot against a target, allies within a certain range might be granted a temporary buff that relates to the skill that the bard used.[272]
    • Bards can offer proximity-based or proc-based healing, but to a much lesser degree than Clerics.[263][264][273]
Let's say the Bard is using a weapon, has a sword out and... does some gladiatorial looking performance attack and it looks so great. It inspires his friends around him to increase their multiplier on critical damage, and now they deal additional damage against targets for the next 10 seconds or 8 seconds. So, you're going to need to be active. You're going to worry about your position, the relation of the position of your party members to you in order to accentuate really what you offer the party.[272]Steven Sharif
  • Bards are intended to not be purely support focussed. They will be a "jack of all trades", including offensive and defensive combat abilities in addition to support abilities and buffs.[274][275]
    • Certain higher tier Bard abilities will utilize proximity-based ground templates that require the party or raid to move into (and out of) formations indicated by the template to gain added benefits or buffs.[276][274]
Based on proximity, based on your mobility and placement within the battle you're going to have more significance. So it's going to be to a degree a tactical type scenario for those non-healing support classes to be cognizant of. You know, where on the battlefield they need to be positioned in connection with the group that they're trying to augment or support; and so that gives a little bit more tactical sense to these non-healing support classes that's more relevant to them than other classes per-se.[264]Steven Sharif
info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.
In other games, Bards tend to be a relatively passive way of playing and that's really not the direction that we want to go with it. We want every class to be fun to play. We want every class to be viable. We want you to feel like you are doing something: That your moment-to-moment gameplay is fun; so a lot of that stuff is going to be based on combos, on reactive interactions between your party members and the mob that you're fighting, or the player character that you're fighting. There's going to be a lot of movement from the front lines to the back lines to help out and make sure that everybody is supported in the way that they're doing it; and that you are also being active in what you're doing. You're not just sitting in the back passively playing a lute and not having any fun.[278]Jeffrey Bard

Cleric skills

Restoration. Enhancement. Debilitation. Clerics keep their team in the fight by bolstering their combat abilities and cursing their enemies. Far from simply supporting their allies through healing, a Cleric is also capable of wielding destructive force in the face of danger.[279]

  • There will be a healthy combination of healing and offensive spells available to allow a Cleric to level and progress as a solo player. It's left to the player to decide whether they will spec into more solo or support-oriented group-focussed gameplay. Choice of a secondary archetype will enable further customization in this respect.[281][282]
There's going to be a significant amount of offensive capability for the Cleric because we don't want to create that dynamic where cleric as a support class is inoperable without a companion or a party to go with. We want that Cleric to still be able to survive on their own: to be able to level and progress as a solo player.[282]Steven Sharif

Cleric combat abilities

info-orange.pngTa sekcja zawiera informacje z testów Alpha-1. Będzie aktualizowany po udostępnieniu nowych informacji.
Skill Icon Rank 1 Rank 2 Rank 3
Barrier Barrier.png Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[227][228]
Bless Weapon Flash Cure.png Imbues your target's weapon with radiant light, causing each of their weapon combo attacks to deal additional radiant damage and applies a mana regeneration buff to the caster. Each hit extends the duration of the mana regeneration buff, up to a maximum of 15 seconds. Has a 10% chance to proc bonus radiant damage and apply a stack of Burning to the target.[229][230]
Castigation CastigationIcon.jpg Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[283][23][284][285] Heals you instantly for an additional amount upon hit.[283] Restores health and mana to nearby party members for the duration.[283]
Chains of Restraint Chains of Restraint Icon2.png Call forth spectral chains in a target area that stagger enemies within or stun enemies already under the staggered effect, then leave behind an area that deals radiant damage each second over 8 seconds.[101][102]
Communal Restoration Communal Restoration Icon2.png Restore health to all party members in range instantly, plus additional healing over time. Allies under the HoT also receive +10% maximum health for its duration.[183][184] This can overheal.[183]
Condemn Condemn.png Stun target enemy for 3 seconds.[103][104]
Consecrating Wave Consecrating Wave.png Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[187][188]
Defiant Light Defiant Light.png Heal target ally for 50% of their maximum health over 10 seconds. If that target would receive fatal damage while under this effect, this effect is consumed and prevents that target's death, healing them for 25% of their maximum health instead.[231][232]
Deliverance Deliverance.png Held ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged and the more % missing health of the target.[233][234]
Devotion DevotionIcon.jpg Launch an orb of energy into the air that will fall upon your target, healing them.[286][23][287][285] The energy orb will travel faster and heal for more.[286] The target will be infused with a slow, long-lasting healing effect.[286]
Divine Censure DivineCensureIcon.jpg Hurls a radiant spear at the target, dealing damage.[288][23][289][285] Further attacks upon the target have a chance to heal the attacker.[288] The target has a chance to deal damage to itself when it attacks.[288]
Divine Flare Divine Flare.png Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[189][190]
Divine Infusion Divine Infusion.png Consume Divine Power to instantly complete the remaining cast time of any healing spell currently being cast. The amount of Divine Power consumed is proportional to the amount of cast time remaining upon activation.[290][291][292][293] - -
Divine Light DivineLightIcon.jpg Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[294][23] Increased healing.[294] Reduced mana cost.[294]
Flash Cure Flash Cure.png Instantly heal target ally. This may be used during other ability activations.[295][296]
Healing Touch Healing Touch.png Heal target ally in melee range for a large amount of health.[237][238]
Judgment Judgment Icon2.png Cast a heal on target ally for a large amount of health. If this is cast on an enemy, it instead deals radiant damage to the target and applies 2 stacks of Burning.[239][240]
Mend Mend.png Instantly launch a healing projectile toward target ally. Each charge of this ability consumed after the first has no mana cost, and restores an increasing amount of mana to the caster based on the number of missing charges. Consecutive uses of the ability will gain bonus healing.[243][244]
Radiant Burst RadiantBurstIcon.jpg Heals allies around you in a wide area for a large amount.[297] Stacks up to 3 times.[23] Heals for a greater amount.[297] Cooldown removed.[297]
Regeneration RegenerationIcon.jpg Bathe your target with restorative energy that heals them over time.[298][23] Reduced mana cost.[298] Applies a 5% healing received bonus to the target.[298]
Resplendent Beam Resplendent Beam.png Held ability: Fire a beam of healing energy toward a target ally. Charging this spell allows the beam to bounce to up to 5 additional friendly targets closest to the original target, based on how long it was charged. The amount of healing is reduced for each subsequent target.[246][247]
Resurrection ResurrectionIcon.jpg Resurrects a dead ally with 25% health and 15% mana.[299][23][300][285] Target resurrects with 50% health and 20% mana.[299] Target resurrects with 75% health and 25% mana.[299]
Smite Smite.png Smite your target, dealing instant damage and applying a stack of Burning to target enemy. Has no cast time and deals increased damage if activated within melee range of the target. This attack always critically hits on targets under the effect of Condemn.[103][248]
Soothing Glow Soothing Glow.png Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[250][251]
Wings of Salvation Wings of Salvation.png Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[131][132] An ally is defined as any non-combatant player or non-mob NPC.[133]

Cleric passive abilities

info-orange.pngTa sekcja zawiera informacje z testów Alpha-1. Będzie aktualizowany po udostępnieniu nowych informacji.
Skill Icon Rank 1 Rank 2 Rank 3
Cooldown Reduction Cooldown Reduction.png Reduce all ability cooldowns by 5%.[78]
Critical Hit Rate Critical Hit Rate.png Increase the chance for damage and healing abilities to critically hit by 5%.[78]
Defense Mitigation Defense Mitigation.png Increase defense mitigation by 4.[78]
Disable Defense Disable Defense.png Reduce chance of being disabled by crowd control effects by 10%.[80]
Health Regeneration Health Regeneration.png Generate an additional 1.5% of your maximum health per second.[78]
Increased Healing Increased Healing.png Increase healing done by 10%.[82]
Mana Regeneration Mana Regeneration.png Generate an additional 1% of your maximum mana per second.[78]
Maximum Health Maximum Health.png Increase maximum health by 75.[78]
Maximum Mana Maximum Mana.png Increase maximum mana by 100.[83]
Movement Speed Movement Speed.png Increase movement speed by 5%.[78]

Fighter skills

The Fighter archetype will include maneuverability and "closing the gap" mechanics to enable the fighter to quickly traverse distances on the battlefield.[301]

info-orange.pngTa sekcja zawiera informacje z wczesnych faz testowania. Zostanie on zaktualizowany, gdy tylko pojawią się nowe informacje.
Skill Icon Rank 1 Rank 2 Rank 3
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[26] - -
Whirlwind Damages targets in range and applies a stagger effect.[202]
What we want the Fighter warrior to do is to be able to cut through enemy lines, get to the support area of a raid perhaps and take out healers with some quick DPS burst damage. We want them to be masters of different weapons. We want them to be able to be versatile in whether or not they want to be a ranged fighter or melee one. It's going to be up to the player.[303]Steven Sharif

Mage skills

Mage combat abilities

info-orange.pngTa sekcja zawiera informacje z testów Alpha-1. Będzie aktualizowany po udostępnieniu nowych informacji.
Skill Icon Rank 1 Rank 2 Rank 3
Arcane Empowerment Mage Spell Shift 8.png Temporarily dramatically increased cast time while active. Consume all spell charges for increased duration per charge consumed. Spell charges are generated whenever you cast an offensive mage spell while not under the effects of Arcane Empowerment. Each cast generates 1 charge, up to a maximum of 10 charges.[304] - -
Arcane Volley Arcane Volley (Active).png Fires a volley of arcane missiles at your target, dealing arcane damage with each hit.[225][226] - -
Ball Lightning Lightning ball.png Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying an Electrified stack to targets with each hit.[255][256] - -
Black Hole Black Hole Icon.jpg Summon a black hole at the target location that reduces movement speed of enemies in the area.[178][23][179] Increased duration.[178][180] Explodes for area damage upon expiration.[178][180]
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[129][130] - -
Blizzard Blizzard.png Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also accumulate a stack of Chilled periodically. Activate the ability again to end the channel early.[181][182] - -
Chain Lightning Chain Lightning (Active).png Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[98][99][100] - -
Cone of Cold Cone of Ice.png Blasts a cone of cold in front of the caster, dealing ice damage and applying a stack of Chilled to each enemy hit. The blast also leaves behind a field of ice mines that explode on proximity contact, causing additional ice damage and Chilled stacks to nearby enemies.[185][186] - -
Drain Essence Drain Essence Icon.jpg Drain your target for damage over time, and gain return mana to yourself over the duration.[305][23][306] Heals you over the duration.[305][193] Reduced cooldown.[305][193]
Elemental Empowerment Elemental Empowerment (active).png Whenever you cast an elemental spell, your weapon attacks deal additional damage of that spell's element and apply a stack of the corresponding elemental status effects to targets hit. Casting a spell of a different element switches this effect to the new element.[58][307] - -
Fireball Fireball (Active).png Instantly hurl a ball of fire toward your target, dealing fire damage and applying one stack of Burning to target on impact.[235] - -
Fissure Mage Spell 7.png Calls forth a series of jagged spikes of earth in a line in front of the caster, dealing earth damage and applying two stacks of Earthen to each enemy hit along its path, and then launching them in the air.[105] - -
Frostbolt Frostbolt (Active).png Launch a bolt of frost towards your target, dealing ice damage and applying two Chilled stacks to the target on impact.[67][236] - -
Gift of the Magi Gift of the Magi Icon.jpg Restores mana upfront, plus an additional amount over time, to you and a friendly target.[308][23][309][310] Increased duration.[308][309][193] Increased initial amount restored.[308][309][193]
Lava Storm Lava Storm Icon.jpg Creates a field of lava at the selected location. Deals area damage over time.[23][191][192] Increased damage. Increased duration.[191][193] Increased damage. Increased duration.[191][193]
Lightning Strike Lightning Strike (Active).png Call down a bolt of lightning upon your target, dealing lightning damage and applying two stack of Electrified to the target.[241][242] - -
Magma Field (Lavastorm).png Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[194] - -
Meteor (Meteor Shower).png Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[195] - -
Meteor Storm Meteor Storm Icon.jpg Summons forth a Meteor Storm, dropping 3 meteors in the target location.[196][23][197] Adds an extra meteor.[196][193] Adds an extra meteor.[196][193]
Prismatic Beam Prismatic Beam Icon.jpg Spawns a giant prismatic beam of energy that can be aimed around you. Deals large damage to enemy targets.[198][23][199] Increased damage.[198][200] Snares hit targets.[198][201][200]
Shell Shield.png Create a protective magical shell around yourself that absorbs a large amount of damage before breaking.[311][312] - -
Slumber Slumber (Active).png Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect.[108][109] - -
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[160][23][161] Increased damage.[160][162] Now knocks down hit targets.[160][162]

Mage passive abilities

info-orange.pngTa sekcja zawiera informacje z testów Alpha-1. Będzie aktualizowany po udostępnieniu nowych informacji.
Skill Icon Rank 1 Rank 2 Rank 3
Attack Damage Attack Damage.png Increases attack damage by 5.[78]
Cooldown Reduction Cooldown Reduction.png Reduce all ability cooldowns by 5%.[78]
Critical Hit Damage Critical Hit Damage.png Increase the damage and healing bonus from critical hits by 20%.[78]
Critical Hit Rate Critical Hit Rate.png Increase the chance for damage and healing abilities to critically hit by 5%.[78]
Defense Mitigation Defense Mitigation.png Increase defense mitigation by 4.[78]
Disable Chance Disable Chance.png Increase chance to disable by 15%.[78]
Health Regeneration Health Regeneration.png Generate an additional 1.5% of your maximum health per second.[78]
Mana Regeneration Mana Regeneration.png Generate an additional 1% of your maximum mana per second.[78]
Maximum Health Maximum Health.png Increase maximum health by 75.[78]
Movement Speed Movement Speed.png Increase movement speed by 5%.[78]

Ranger skills

The majority of a Ranger's skill tree will likely be ranged, but there will be options to incorporate melee aspects.[313]

Skill Icon Rank 1 Rank 2 Rank 3
Airstrike Air Strike.png Leap forward in the direction the character is facing, raining down three projectiles that deal AoE damage and roots enemies in its path. The root effect is nature based.[177]
Camouflage Grants stealth at a distance. At mid and short range the Ranger is revealed.[314] - -
Quick Shot Quick Shot.png Ranged attack that applies a debuff to the target. Each additional quickshot against the same target does increasing damage but consumes one of three charges that regenerate over time.[245]
Snipe Snipe.png A powerful charged attack.[249]

Rogue skills

All classes are capable adventurers, but rogues excel at delving the deepest dungeons and finding the most hidden of treasures.[315]

  • Rogues will have utility skills that enable them to discover hidden doors, traps and additional treasures.[316]
  • These will be randomly spawned throughout different times of the day to ensure that encounters are not the same each time.[316]

If you're in a party and you have a Rogue that's available, they'll be able to use that utility skill to discover these random doors that might exist in a dungeon. Now the way we make it so that it's not essentially the same door every time and it's just a first time thing and every time thereafter where that door's at, is these locations are randomly spawned throughout different times of the day so they'll change essentially as you go into a dungeon at different times. So it'll be important and relevant for parties to make sure that they have a diversity of archetypes available to them. And in particular for the rogues case because they can find those hidden type doors and then have access to different types of loot tables based off of that.[316]Steven Sharif

info-orange.pngTa sekcja zawiera informacje z wczesnych faz testowania. Zostanie on zaktualizowany, gdy tylko pojawią się nowe informacje.
Skill Icon Rank 1 Rank 2 Rank 3
Stealth This does not render a player completely invisible.[317] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[318] - -

Summoner skills

The summoner uses abilities that channel through their summons (also referred to as class skill pets).[319][320]

You gain your summons from your summoner class as an active skill and then skills can be further developed with points.[25]Steven Sharif
  • Abilities from the summon appear on the summoner's hotbar. The summoner is essentially playing through their summon.[319][320]
    • Summoner has control over their summon, unless the summon is under ancillary effects.[319][322][320]
  • Summoners will not be able to fuse with or be taken over by their normal summons.[319][320]
  • Summoners may also have the ability to transfer pain to their summons, meaning that a portion of damage or threat taken by the summoner can be transferred to their summon instead.[324]
  • Summoner summons are not the same as combat pets.[325]
    • Summoner's summons will add to the summoner's power when they are summoned, unlike combat pets, which take a portion of the player's power.[326]
The Summoner archetype does not have that portion of power taken away when they summon their pet. That's part of their... power is their summon.[326]Steven Sharif
  • Summons will exist until another summon is cast, the summon is killed, or the summoner logs off.[327]
  • Summons can be leveled through the application of skill points to their active skill.[25]
  • Summons will be able to use crowd control (CC).[97]
  • Summoners may be able to name their summons, but will not be able to change their creature type, which is part of the nameplate above the summon.[328]
  • Summons follow the same PvP flagging rules as players and share the player's flag status.[329][330]
Summons follow the same flagging rules as players, if your summon pks someone, you gain corruption[329]Steven Sharif

Summoners summon different varieties of summons, depending on the class and augments they choose.[331][332]

Augments from a secondary archetype can be applied to a summon.[334]

For example: If your summon had a sweeping attack with a claw, or had the ability to bite an opponent, or rush an opponent; and you took teleportation, you could rush them similar to how I've given an example with the tank: Teleporting to a target instead. Or, its claws could combust on impact on a target dealing some burn damage that persists. Or... let's say your summon traditionally was some type of bear or bear cat, you could apply an elemental augment and now it could be a transparent flaming bioluminescent cat; and its damage would be fire based. So, that's how we want to influence the active skills with how augments apply; and that's how it would apply with Summoners.[334]Steven Sharif

Tank skills

Tanks will not be forced to have a shield but it will definitely be a viable option.[335]Jeffrey Bard

Tank combat abilities

Skill Icon Rank 1 Rank 2 Rank 3
Aegis AegisIcon.png Instantly dispels all negative effects on the caster, then creates a protective dome behind the tank for 15 seconds, transferring 50% of all damage received by targets within the area to the tank instead. All targets within the cone also receive increased status effect resistance for the duration.[176]
Grapple GrappleIcon.png Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[106][107]
Grit GritIcon.png Applies a buff to the caster, reducing incoming damage by 15%, but also reducing movement speed by 30% and outgoing damage by 20%. Each incoming hit consumes a stack of courage to reduce incoming damage by an additional 15%. Courage can not be generated while Grit is active.[336]
Hatred V Tank Ability Active.png Single target that adds hate.[167] Add a forced target lock.[167] Add hate over time per tick.[167]
Inciting Strikes IncitingStrikesIcon.png Slashes twice in a forward cone while adding additional threat.[168]
Shield Assault ShieldAssaultIcon.png Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[169]
Tremoring Bellow TremoringBellowIcon.png Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[110]

Tank passive abilities

info-orange.pngTa sekcja zawiera informacje z testów Alpha-1. Będzie aktualizowany po udostępnieniu nowych informacji.
Skill Icon Rank 1 Rank 2 Rank 3
Block Chance Block Chance.png Increase chance to block attacks by 20% (Blocked attacks deal 20% reduced damage).[79]
Cooldown Reduction Cooldown Reduction.png Reduce all ability cooldowns by 5%.[78]
Critical Hit Rate Critical Hit Rate.png Increase the chance for damage and healing abilities to critically hit by 5%.[78]
Defense Mitigation Defense Mitigation.png Increase defense mitigation by 4.[78]
Healing Received Healing Received.png Increase the amount of healing received by 10%.[81]
Health Regeneration Health Regeneration.png Generate an additional 1.5% of your maximum health per second.[78]
Mana Regeneration Mana Regeneration.png Generate an additional 1% of your maximum mana per second.[78]
Maximum Health Maximum Health.png Increase maximum health by 75.[78]
Movement Speed Movement Speed.png Increase movement speed by 5%.[78]
Physical Evasion Bonus Physical Evasion Bonus.png Increase physical evasion bonus by 5.[84]

Siege abilities

Group summons are activated by a party leader with that ability in their class kit along with additive components from other classes that are part of the group.[338]

info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.

Up to eight players of the same primary archetype can band together to create monumental effects during a siege.[339]

These are the types of systems that we want to put in place where groups of a single primary archetype can come together to summon these types of effects that play off of what the identity of that archetype is.[339]Steven Sharif

Summoner

Summoners can collaborate together during sieges to summon larger creatures, such as Golems.[319][340][320]

We do have the concept of siege summons being a thing with multiple summoners being required in order to create that siege summon. In those situations your character becomes the summon. So you don't have an AI that takes over your previous character but instead the recipient of those additional spell effects becomes the actual summon itself.[319]Steven Sharif
  • The target of the group summon becomes the summon itself.[319][320]
    • Previously it was stated that the party-leader becomes the summon.[340]
info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.
  • A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[341]
  • The number of summoners participating in the summon will determine its overall size.[341]
  • All summoners must be in the same party and the party leader must be a summoner.[340]
    • The party leader initiates the summon and then takes control of it.[340]
    • Once summoned, the party leader cannot be changed.[340]
    • If the party disbands, the summon ends. There will be a grace period to handle disconnects.[340]
    • The party may also contain non-Summoners.[340]

Tank

info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.
If eight Tank archetypes each use one of their summon wall abilities it might construct a larger wall that can divide two raids in a moment; and would require damage and block skills and abilities for a momentary lapse of battle between those two raids.[339]Steven Sharif

Healing skills

info-orange.pngTa sekcja zawiera informacje z testów Alpha-1. Będzie aktualizowany po udostępnieniu nowych informacji.
Skill Icon Rank 1 Rank 2 Rank 3
Barrier Barrier.png Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[227][228]
Communal Restoration Communal Restoration Icon2.png Restore health to all party members in range instantly, plus additional healing over time. Allies under the HoT also receive +10% maximum health for its duration.[183][184] This can overheal.[183]
Consecrating Wave Consecrating Wave.png Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[187][188]
Defiant Light Defiant Light.png Heal target ally for 50% of their maximum health over 10 seconds. If that target would receive fatal damage while under this effect, this effect is consumed and prevents that target's death, healing them for 25% of their maximum health instead.[231][232]
Deliverance Deliverance.png Held ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged and the more % missing health of the target.[233][234]
Devotion DevotionIcon.jpg Launch an orb of energy into the air that will fall upon your target, healing them.[286][23][287][285] The energy orb will travel faster and heal for more.[286] The target will be infused with a slow, long-lasting healing effect.[286]
Divine Censure DivineCensureIcon.jpg Hurls a radiant spear at the target, dealing damage.[288][23][289][285] Further attacks upon the target have a chance to heal the attacker.[288] The target has a chance to deal damage to itself when it attacks.[288]
Divine Flare Divine Flare.png Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[189][190]
Divine Infusion Divine Infusion.png Consume Divine Power to instantly complete the remaining cast time of any healing spell currently being cast. The amount of Divine Power consumed is proportional to the amount of cast time remaining upon activation.[290][291][292][293] - -
Divine Light DivineLightIcon.jpg Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[294][23] Increased healing.[294] Reduced mana cost.[294]
Drain Essence Drain Essence Icon.jpg Drain your target for damage over time, and gain return mana to yourself over the duration.[305][23][306] Heals you over the duration.[305][193] Reduced cooldown.[305][193]
Flash Cure Flash Cure.png Instantly heal target ally. This may be used during other ability activations.[295][296]
Healing Touch Healing Touch.png Heal target ally in melee range for a large amount of health.[237][238]
Judgment Judgment Icon2.png Cast a heal on target ally for a large amount of health. If this is cast on an enemy, it instead deals radiant damage to the target and applies 2 stacks of Burning.[239][240]
Mend Mend.png Instantly launch a healing projectile toward target ally. Each charge of this ability consumed after the first has no mana cost, and restores an increasing amount of mana to the caster based on the number of missing charges. Consecutive uses of the ability will gain bonus healing.[243][244]
Radiant Burst RadiantBurstIcon.jpg Heals allies around you in a wide area for a large amount.[297] Stacks up to 3 times.[23] Heals for a greater amount.[297] Cooldown removed.[297]
Regeneration RegenerationIcon.jpg Bathe your target with restorative energy that heals them over time.[298][23] Reduced mana cost.[298] Applies a 5% healing received bonus to the target.[298]
Resplendent Beam Resplendent Beam.png Held ability: Fire a beam of healing energy toward a target ally. Charging this spell allows the beam to bounce to up to 5 additional friendly targets closest to the original target, based on how long it was charged. The amount of healing is reduced for each subsequent target.[246][247]
Soothing Glow Soothing Glow.png Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[250][251]
Wings of Salvation Wings of Salvation.png Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[131][132] An ally is defined as any non-combatant player or non-mob NPC.[133]

Ultimate skills

info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.

Ultimate skills are very powerful skills that can be used when enough focus has been accumulated from using the Weapon use combo system.[343]

- None -

Utility skills

Pre-alpha rogue climbing a Metropolis wall.[344]

We have what are called utility skills and a lot of MMORPGS really only focus on active combat skills, but some of the favorite things that I've had as a gamer is tabletop RPGs like Pathfinder or Dungeons and Dragons, and there are skills in those games that are relevant to either your environment or the quest line; and they're a little bit sometimes "story mode".[316]Steven Sharif

A utility skill is a non-combat skill that interacts with the environment.[345][346][347] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[348]

  • Classes will have different utility abilities, such as detecting traps and other hazards.[345][346][348] For example: The Mage's detection spell casts light and reveals magical explosive hazards.[349]
    • Certain classes are able to climb/parkour in certain areas.[350][351] This is not a free-form ability. It will likely be restricted to certain quests, locations or objects.[352][353]
    • Certain classes (such as Rogues) will have stealth abilities.[354]
Q: What kind and how many special or unique activities can we expect classes to perform outside of combat, such as rogue's opening locks, tracking enemies as a ranger, or removing corruption from the ground as a cleric?
A: Just thirty minutes ago I was talking about those utility abilities like finding tracks, or cleansing poisons, arcane eye to reveal secret passages. The idea is how do we blend the traditional tabletop RPG role of utility and/or skill checks into the setting of a graphical MMORPG; and I think that it's both a complement of the skill kit that's available and how it interacts with the world for those curated or special designs within these locations. So to answer that question: that is intended- we've shown a little bit of that in the past and it is something that we want to make feel compelling and rewarding and viable as a use-case scenario in many different settings that you might find yourself in within the world.[345]Steven Sharif
  • All classes will have maneuverability/traversal utility abilities.[355]
  • Utility skills exist that can help players discover hidden paths and entrances and may lead to discovering hidden quests while exploring.[346]
  • Certain objects exist in the world (such as ladders and slides) that aid player mobility.[356]
We don't just have the approach of your class being reflected in your combat abilities but also there are utility abilities that certain classes have that other classes don't have.[357]Steven Sharif
info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.
  • There will be a grappling hook utility skill or item.[358]
  • Rogues may also have a spyglass utility skill.[348]

List of utility skills

info-orange.pngTa sekcja zawiera informacje z wczesnych faz testowania. Zostanie on zaktualizowany, gdy tylko pojawią się nowe informacje.
Skill Icon Rank 1 Rank 2 Rank 3
Bless Weapon Flash Cure.png Imbues your target's weapon with radiant light, causing each of their weapon combo attacks to deal additional radiant damage and applies a mana regeneration buff to the caster. Each hit extends the duration of the mana regeneration buff, up to a maximum of 15 seconds. Has a 10% chance to proc bonus radiant damage and apply a stack of Burning to the target.[229][230]
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[129][130] - -
Camouflage Grants stealth at a distance. At mid and short range the Ranger is revealed.[314] - -
Family summon Long duration cast (30 seconds to a minute) with an approximate 30 minute cooldown that slowly summons each of your family members to your location (up to eight members).[359][360] Players cannot be summoned in the following cases:
This will be tested in Alpha-2.[363]
- -
Pathfinding Reveals corrupted player locations on the bounty hunter's map.[364][365] Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[364] The pathfinding ability can be toggled on or off.[364][366] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[367] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[367]
Shell Shield.png Create a protective magical shell around yourself that absorbs a large amount of damage before breaking.[311][312] - -
Stealth This does not render a player completely invisible.[317] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[318] - -

Elemental skills

The idea behind magic is you're manipulating the elements. They don't just have to be fire, ice, water and air. They can be darkness, they can be light, they can be planar; a lot of different types of "elemental influences".[368]Steven Sharif

info-orange.pngTa sekcja zawiera informacje z wczesnych faz testowania. Zostanie on zaktualizowany, gdy tylko pojawią się nowe informacje.
Skill Icon Rank 1 Rank 2 Rank 3
Airstrike Air Strike.png Leap forward in the direction the character is facing, raining down three projectiles that deal AoE damage and roots enemies in its path. The root effect is nature based.[177]
Ball Lightning Lightning ball.png Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying an Electrified stack to targets with each hit.[255][256] - -
Blizzard Blizzard.png Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also accumulate a stack of Chilled periodically. Activate the ability again to end the channel early.[181][182] - -
Cone of Cold Cone of Ice.png Blasts a cone of cold in front of the caster, dealing ice damage and applying a stack of Chilled to each enemy hit. The blast also leaves behind a field of ice mines that explode on proximity contact, causing additional ice damage and Chilled stacks to nearby enemies.[185][186] - -
Elemental Empowerment Elemental Empowerment (active).png Whenever you cast an elemental spell, your weapon attacks deal additional damage of that spell's element and apply a stack of the corresponding elemental status effects to targets hit. Casting a spell of a different element switches this effect to the new element.[58][307] - -
Fireball Fireball (Active).png Instantly hurl a ball of fire toward your target, dealing fire damage and applying one stack of Burning to target on impact.[235] - -
Fissure Mage Spell 7.png Calls forth a series of jagged spikes of earth in a line in front of the caster, dealing earth damage and applying two stacks of Earthen to each enemy hit along its path, and then launching them in the air.[105] - -
Frostbolt Frostbolt (Active).png Launch a bolt of frost towards your target, dealing ice damage and applying two Chilled stacks to the target on impact.[67][236] - -
Lava Storm Lava Storm Icon.jpg Creates a field of lava at the selected location. Deals area damage over time.[23][191][192] Increased damage. Increased duration.[191][193] Increased damage. Increased duration.[191][193]
Lightning Strike Lightning Strike (Active).png Call down a bolt of lightning upon your target, dealing lightning damage and applying two stack of Electrified to the target.[241][242] - -
Magma Field (Lavastorm).png Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[194] - -
Meteor (Meteor Shower).png Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[195] - -
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[160][23][161] Increased damage.[160][162] Now knocks down hit targets.[160][162]

Skill transfer

Players will not be able to transfer their skills to other players.[369]

Theft

There will not be a theft (stealing/pickpocketing) mechanic in Ashes of Creation in regards to living players.[370][371]

  • There may be quest related actions that involve some form of stealing, but not of actual items from a player's inventory, where the player is identified as the quest's target via a title or some other means.[370][372]

That emergent gameplay is obviously the objective behind how can we accommodate a non-static quest-line; and the way you do that is you can apply a flag to a title and whoever holds that title becomes the target of that quest segment. And this can change too because that title can change- different people might rise up in the ranks of different societies and organizations.[372]Steven Sharif

There is not a theft mechanic for you to walk up to a player that's alive and steal something.[371]Steven Sharif

Level scaling

Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players or world bosses.[374][375][376]

Q: Will world bosses scale when it comes to player levels and is it based on players or the zone itself leveling?
A: They will not scale based on player level, no.[374]Steven Sharif

Kickstarter skill FX

All Kickstarter backers will receive a skill effects (FX) set.[377]

  • Includes unique colors and additional effects for certain skills. For example: A mage with her fireball skill may fire off a ball of searing white flames as opposed to the traditional colors of that skill.

See also

References

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  267. Transmisja na żywo, 2018-04-8 (PM) (1:18:37).
  268. Transmisja na żywo, 2017-07-28 (40:15).
  269. Transmisja na żywo, 2022-12-02 (1:04:16).
  270. Wywiad, 2020-07-19 (1:00:04).
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  272. Transmisja na żywo, 2020-07-25 (58:38).
  273. 274.0 274.1 Wywiad, 2021-06-13 (8:33).
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  277. Transmisja na żywo, 2017-06-01 (22:58).
  278. Blog: The Gift of Life - Cleric Alpha One Preview.
  279. Transmisja na żywo, 2017-05-26 (19:03).
  280. Transmisja na żywo, 2023-07-28 (1:24:11).
  281. 282.0 282.1 Transmisja na żywo, 2023-07-28 (1:07:30).
  282. 283.0 283.1 283.2 a1castigation.png
  283. Video, 2020-11-01 (0:33).
  284. 285.0 285.1 285.2 285.3 285.4 285.5 alpha-1-cleric-spells.png
  285. 286.0 286.1 286.2 286.3 286.4 286.5 a1devotion.png
  286. 287.0 287.1 Video, 2020-11-01 (1:09).
  287. 288.0 288.1 288.2 288.3 288.4 288.5 a1divinecensure.png
  288. 289.0 289.1 Video, 2020-11-01 (0:51).
  289. 290.0 290.1 Video, 2023-07-28 (25:36).
  290. 291.0 291.1 Divine Infusion Info Panel.png
  291. 292.0 292.1 Video, 2023-05-31 (16:58).
  292. 293.0 293.1 Divine Power Buff Description.png
  293. 294.0 294.1 294.2 294.3 294.4 294.5 a1divinelight.png
  294. 295.0 295.1 Video, 2023-07-28 (10:03).
  295. 296.0 296.1 Flash Cure Info Panel.png
  296. 297.0 297.1 297.2 297.3 297.4 297.5 a1radiantburst.png
  297. 298.0 298.1 298.2 298.3 298.4 298.5 a1regeneration.png
  298. 299.0 299.1 299.2 a1resurrection.png
  299. Video, 2020-11-01 (0:55).
  300. Transmisja na żywo, 2017-12-15 (1:00:36).
  301. Wywiad, 2023-09-10 (9:52).
  302. Transmisja na żywo, 2018-04-8 (PM) (40:23).
  303. Arcane Empowerment Description.png
  304. 305.0 305.1 305.2 305.3 305.4 305.5 Alpha-1 screenshot.
  305. 306.0 306.1 Video, 2020-12-23 (1:04).
  306. 307.0 307.1 Elemental Empowerment Description.png
  307. 308.0 308.1 308.2 Alpha-1 screenshot.
  308. 309.0 309.1 309.2 Video, 2020-12-22 (7:37).
  309. Transmisja na żywo, 2020-07-31 (1:00:44).
  310. 311.0 311.1 Video, 2023-04-28 (6:15).
  311. 312.0 312.1 Shell Description.png
  312. Transmisja na żywo, 2023-05-31 (1:10:42).
  313. 314.0 314.1 steven-rogue-augments.png
  314. Rogue2.jpg
  315. 316.0 316.1 316.2 316.3 Transmisja na żywo, 2020-07-25 (42:49).
  316. 317.0 317.1 Transmisja na żywo, 2022-01-28 (1:12:27).
  317. 318.0 318.1 Transmisja na żywo, 2017-05-03 (49:39).
  318. 319.0 319.1 319.2 319.3 319.4 319.5 319.6 319.7 Transmisja na żywo, 2023-03-31 (1:22:21).
  319. 320.0 320.1 320.2 320.3 320.4 320.5 Transmisja na żywo, 2017-05-19 (10:06).
  320. steven-summoners.png
  321. steven-summon-control.png
  322. Transmisja na żywo, 2017-05-26 (43:20).
  323. Transmisja na żywo, 2023-02-24 (1:27:22).
  324. Transmisja na żywo, 2020-10-30 (1:21:14).
  325. 326.0 326.1 Wywiad, 2022-01-14 (42:18).
  326. 327.0 327.1 Transmisja na żywo, 2020-07-25 (1:41:46).
  327. Transmisja na żywo, 2021-01-29 (1:21:01).
  328. 329.0 329.1 steven-summons-pvp-1.png
  329. steven-summons-pvp-2.png
  330. Wywiad, 2021-06-13 (13:11).
  331. 332.0 332.1 332.2 332.3 332.4 332.5 332.6 Transmisja na żywo, 2018-04-8 (AM) (0:58).
  332. 333.0 333.1 Transmisja na żywo, 2018-04-8 (PM) (11:27).
  333. 334.0 334.1 Transmisja na żywo, 2018-04-8 (PM) (24:11).
  334. Transmisja na żywo, 2017-05-26 (32:59).
  335. Video, 2023-01-27 (5:21).
  336. Transmisja na żywo, 2019-11-22 (41:02).
  337. Transmisja na żywo, 2023-01-27 (1:33:42).
  338. 339.0 339.1 339.2 339.3 Podcast, 2018-05-11 (49:20).
  339. 340.0 340.1 340.2 340.3 340.4 340.5 340.6 Wywiad, 2018-08-17 (14:59).
  340. 341.0 341.1 Transmisja na żywo, 2018-04-8 (AM) (28:01).
  341. steven-a1-leak-1.png
  342. Transmisja na żywo, 2017-06-30 (29:13).
  343. Video, 2017-05-09 (0:57).
  344. 345.0 345.1 345.2 Transmisja na żywo, 2023-02-24 (1:13:19).
  345. 346.0 346.1 346.2 Transmisja na żywo, 2023-02-24 (6:51).
  346. Transmisja na żywo, 2017-06-30 (30:34).
  347. 348.0 348.1 348.2 Transmisja na żywo, 2017-05-12 (33:10).
  348. class utilities.png
  349. Transmisja na żywo, 2017-05-15 (15:10).
  350. utility skills.jpg
  351. Transmisja na żywo, 2018-01-18 (34:56).
  352. Transmisja na żywo, 2019-06-28 (1:21:46).
  353. class stealth.png
  354. class mobility.png
  355. Transmisja na żywo, 2021-10-29 (1:07:11).
  356. Transmisja na żywo, 2017-05-24 (57:41).
  357. Transmisja na żywo, 2017-05-12 (18:00).
  358. Wywiad, 2020-07-19 (1:20:58).
  359. Podcast, 2020-07-26 (1:34:47).
  360. Podcast, 2020-07-26 (1:32:15).
  361. steven-family-summon.png
  362. steven-family-summon-2.png
  363. 364.0 364.1 364.2 steven-bounty-hunters-2.png
  364. Wywiad, 2017-04-27 (9:28).
  365. corruption toggle.png
  366. 367.0 367.1 Transmisja na żywo, 2017-05-24 (48:00).
  367. Transmisja na żywo, 2018-04-8 (PM) (26:19).
  368. Transmisja na żywo, 2017-11-17 (27:35).
  369. 370.0 370.1 Wywiad, 2021-02-07 (16:05).
  370. 371.0 371.1 Podcast, 2017-05-05 (43:05).
  371. 372.0 372.1 Wywiad, 2021-02-07 (19:00).
  372. Transmisja na żywo, 2017-10-16 (59:39).
  373. 374.0 374.1 Transmisja na żywo, 2023-05-31 (43:55).
  374. Wywiad, 2021-06-13 (24:14).
  375. Video, 2018-04-05 (40:08).
  376. New Backer Goal!! + Monster Coins (>'.')>