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Traps are a type of hazard in Ashes of Creation.[2]

There are hazards in game when you delve the dungeons, like wires or magical traps and pits that require utility items or spells to reveal, that each class will have a certain focus in. The light spell for example reveals magical explosive hazards.[2]Steven Sharif

Utility skills

Alpha-2 Ranger Camouflage skill.[3]

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".[4]Steven Sharif

A utility skill is a typically non-combat skill that interacts with the environment and offers counters and horizontal progression against other archetype abilities.[5][6][7][8] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[9]

When we think about utilities, some of the examples of those utilities might be a Rogue has invisibility. How do you address invisibility? Well, a Ranger might have a utility ability that spawns a Hound that trails invisible targets within an AoE radius of the Ranger and you get that location. Whereas, a Mage might have an Arcane Eye that actually reveals them to the party of the raid. Those are the types of utility skills that we want to create. They offer counters and horizontal progression against the other archetype abilities.[5]Steven Sharif
  • Classes will have different utility abilities, such as detecting traps and other hazards.[6][7][9] For example: The Mage's detection spell casts light and reveals magical explosive hazards.[2]
    • Certain classes are able to climb/parkour in certain areas.[10][11] This is not a free-form ability. It will likely be restricted to certain quests, locations or objects.[12][13]
    • Certain classes (such as Rogues) will have stealth abilities.[14]
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.[6]Steven Sharif
  • All classes will have maneuverability/traversal utility abilities.[15]
  • Utility skills exist that can help players discover hidden paths and entrances and may lead to discovering hidden quests while exploring.[7]
  • Certain objects exist in the world (such as ladders and slides) that aid player mobility.[16]
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.[17]Steven Sharif
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  • There will be a grappling hook utility skill or item.[18]
  • Rogues may also have a spyglass utility skill.[9]


See also