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Alpha-1 early preview skills UI.[1]

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.[1]Steven Sharif

Les joueurs recoivent des points de compétences en gagnant des niveaux. Ceux-ci peuvent être utilisés pour augmenter le niveau de leurs arbres de compétences actives, passives ou de combat/d'armes.[2][3][4][5]

  • Il ne sera pas possible de monter au niveau maximum chaque compétence d'un arbre.[5]
  • En ce qui concerne la progression des compétences, les joueurs pourront voir large et obtenir un nombre de compétences différentes, ou aller "en profondeur" dans un petit nombre de compétences spécifiques.[6]
  • Les joueurs auront la possibilité de réinitialiser et redistribuer leurs points de compétences.[7]

Rendre les compétences actives capable de recevoir des points supplémentaires et débloquer des fonctionnalités supplémentaires, pour que du point de vue de la distribution du joueur il sera a vous de décider si vous voulez être plus diversifié mais moins profond - plus large mais pas plus grand, dans certains de ces choix de compétences ou si vous voulez être très très grand, ça sera quelque chose que le joueur choisira.[8]Steven Sharif

Active skills

Les joueurs peuvent créer leurs personnages avec les compétences actives de leur choix sur leur barre d'action.[10][11]

Il y aura bien sûr plusieurs barres d'action disponibles, car vous aurez vos consommables, vos compétences actives, et autres. Mais la quantité de compétences actives ne va pas nécessairement surcharger le personnage et devenir inutile surtout à certains niveaux.[13]Steven Sharif

Primary skills

capture vidéoPre-alpha d'un Mage utilisant des capacités offensives et utilitaires , tel que Mage's escape et Mage's detection.[17]

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.[18]Steven Sharif

The idea behind the system is that you're kind of 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 kind of 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.[19]Steven Sharif

Les compétences primaires (capacités de classe) proviennent de l'archetype du joueur.[20] Les joueurs peuvent personnaliser leurs compétences primaires avec les améliorations d'un archétype secondaire.[21][20][22]

L'intérêt des améliorations n'est pas seulement de changer le style pour refléter l'archétype secondaire, mais aussi de changer fondamentalement la composante principale d'une compétence.[23]Steven Sharif

  • Chaque archétypes secondaire permet quatre écoles d'amélioration différentes.[21][24] Chaque école d'amélioration affecte la compétence de l'achétype principal d'une manière différente.[25]
    • Par exemple: Un Mage permet les écoles d'amélioration téléportation et élémentaire. Ces améliorations affecteront les compétences primaires du Fighter's différemment que pour un Cleric.[21][25]
    • Chaque amélioration a un niveau et un nombre de points de compétences requis pour l'activer.[26]
    Il y aura un cap particulier auquel il ne sera plus possible d'améliorer vos capacités actives selon les décisions prises pour améliorer les capacités précédentes, il vous faudra sélectionner et choisir lesquelles vous souhaitez améliorer; et certaines améliorations nécessiteront une dépense supplémentaire de points de compétences.[26]Steven Sharif
  • Choisir les mêmes archétypes principal et secondaire augmentera la spécialisation de cet archétype.[27]
  • Les améliorations aux compétences primaires changeront fondamentalement la manière dont la compétence fonctionne: Adaptant à ce que la compétence faisait pour y incorporer l'identité de l'archétype secondaire.[28]
  • Changer l'amélioration sur vos compétences nécessitera de rendre visite à un PNJ dans un noeud au rang de Village ou supérieur.[30]
  • Les couleurs et effets visuels de certains sorts FX changeront selon leurs améliorations.[31]
    • Des compétences actives pourraient sembler complètement différentes après l'application d'une amélioration.[32]

Weapon skills

A weapon use combo system (also referred to as Combo system[33], Combat skills[3], and Combat tree[4]) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[33] No traditional auto-attack system is present in Alpha-1.[34]

  • Players can spec into weapon abilities on their combat skill tree, based on their preferred weapon classes (weapon types/weapon groups) and the grade of the weapon.[35][4][3][33]
  • The more skill points that are allocated to the combat skill tree, the greater a player's weapon familiarity. This in turn unlocks various proc effects on weapon use that can offer synergy with other active skills.[4][33] This synergy also applies to active skills from other characters.[2]
    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.[4]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.[3]Steven Sharif
    • These procs may reduce or reset cooldowns on other skills on the player's hotbar.[36]
  • Using a skill/ability will in general reset the combo.[36]
    • The developers are considering specific abilities might be able to be used without resetting the combo system.[36]
  • The combo system will not have the quicktime event that was seen at PAX West 2017.[33]

It acts similar in the sense of you know the core loop of what an auto attack is so to speak; where you know typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable you know 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 know 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.[33]Steven Sharif

Classes of weapons

In-game achievable weapons concept art.[37]

Les classes d'armes (également appelées "types d'armes" ou "groupes d'armes") dans Ashes of Creation.[35]

  • Armes contondantes
  • Armes tranchantes
  • Armes Perçantes

Weapon attack cone

Cône d'attaque des armes dans l'Alpha-1.[38]

Lorsque j'attaque je touche plusieurs de ces adversaires, et c'est important parce que toutes les armes, que vous soyez en mode réticule ou ciblage auront des attaque basées sur l'action. Pas des competences actives, mais des attaques d'arme.[38]Steven Sharif

Toutes les armes ont un Cône d'attaque frontal, que vous soyez en mode ciblage ou action.[38]

Les armes d'hast par exemple auront un angle bien plus important sur une plus grosse distance. Les dagues auront un angle bien plus réduit, alors il vous faudra être bien plus précis.[38]Steven Sharif

Ceci est décrit comme une attaque d'arme et non une compétence active.[38]

Skills and stats on gear

Crafters will be able to assign different skills/abilities and stats on gear.[40][41]

Crafters will be able to 'rejigger' stat blocks; and there will be a couple of other ways to move things around to create both the look and the stat block that you're looking for. It's not always going to be easy. There will be a lot of challenges involved with that. But the goal is to give you guys the option to customize your gear the way you want them to be.[40]Jeffrey Bard

Not all armor sets will be the cookie cutter kind of set. They will have the influences from the crafter available in it, if it's a crafted set.[41]Steven Sharif

Gear is broken down into Core Stats and Additional Stats.[44]

Passive skills

Passive skills are used to augment weapon usage, armor usage, health regeneration, and passive stats.[1]

  • Passive skills can be levelled up by allocating skill points on the skills UI.[1]
  • Passive skills enable players to work toward mastery of a weapon.[28]

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.[45]Steven Sharif

Passive skill Icon Archetype(s) Rank 1 Rank 2 Rank 3
Attack Damage Attack Damage.png Mage Increases attack damage by 5.[45]
Block Chance Block Chance.png Tank Increase chance to block attacks by 20% (Blocked attacks deal 20% reduced damage).[46]
Cooldown Reduction Cooldown Reduction.png Cleric Mage Tank Reduce all ability cooldowns by 5%.[45]
Critical Hit Damage Critical Hit Damage.png Mage Increase the damage and healing bonus from critical hits by 20%.[45]
Critical Hit Rate Critical Hit Rate.png Cleric Mage Tank Increase the chance for damage and healing abilities to critically hit by 5%.[45]
Defense Mitigation Defense Mitigation.png Cleric Mage Tank Increase defense mitigation by 4.[45]
Disable Chance Disable Chance.png Mage Increase chance to disable by 15%.[45]
Disable Defense Disable Defense.png Cleric Increase maximum mana by 100.[47]
Healing Received Healing Received.png Tank Increase the amount of healing received by 10%.[48]
Health Regeneration Health Regeneration.png Cleric Mage Tank Generate an additional 1.5% of your maximum health per second.[45]
Increased Healing Increased Healing.png Cleric Increase healing done by 10%.[49]
Mana Regeneration Mana Regeneration.png Cleric Mage Tank Generate an additional 1% of your maximum mana per second.[45]
Maximum Health Maximum Health.png Cleric Mage Tank Increase maximum health by 75.[45]
Maximum Mana Maximum Mana.png Cleric Increase maximum mana by 100.[50]
Movement Speed Movement Speed.png Cleric Mage Tank Increase movement speed by 5%.[45]
Physical Evasion Bonus Physical Evasion Bonus.png Tank Increase physical evasion bonus by 5.[51]

Combat abilities

The aspiration for combat is for abilities to have corresponding counter-play abilities.[52]

  • The goal is to have special animations for parrying, blocking and evading.[53]

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 kind of stuff to show up.[53]Jeffrey Bard

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[54][52]

  • There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[52][55]
    • As of May 28, 2021, diminishing returns on CC effects have not yet been implemented in the Alpha-1 testing.[56]

Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that kind of thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[52]Steven Sharif

  • Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[58]

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 kind of feel.[52]Jeffrey Bard

  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[60]
    • In current Alpha-1 testing mounts are not separate from the player.[60]

There's also going to be effects that just stun the mount or stun you on the mount.[60]Steven Sharif

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Javelin Javelin Icon.jpg Pulls a target enemy to your location.[62][63][64][65] Deals damage and generates a great amount of threat.[62][65] Reduces cooldown by 5 seconds.[62][65]
Jump jump icon.png Dash with cooldown.[66] Cooldown is replaced by charges with individual cooldown.[66] Drops a bear trap at the location the ranger dashed from.[66]
Onslaught Onslaught Icon.jpg Charge and deal damage to your target.[67][63][68][69] Reduce the target's attack damage temporarily.[67][69] Knock down the target.[67][69]
Snare snare icon.png Foot pin roots target in place.[70][71] Adds a bleed.[71] Snares after root expires.[71]
Trap trap icon.png Place a bear trap under the caster that holds them in place and does damage. Also holds targets in place and does damage.[72] Traps stun instead of root.[72] Place up to two traps.[72]

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.[73]

Mobility

Revamped Alpha-1 Mage Fireball ability.[74][75]

The general approach that we're kind of 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 kind of the general design philosophy we're using to approach the overhaul.[74]Tradd Thompson

Skills with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[76][77]

  • Prone and crouch will likely not be in the game.[78]
  • Moving backward will likely not affect block and parry.[79]

I think that that generally we want to tend to be more mobile in our classes. I think that it's a fundamentally old-school philosophy to have a lot of stuck in place type skills. That isn't to say we won't have skills that have mobility restriction on them- that require you to channel or require a casting time where you can't move; but I think it's a blend between the two. It's neither extreme.[76]Steven Sharif

It'll be something that you can spec around to. Again it's gonna be a risk/reward thing. We put a lot of thought into what skills are overpowered or have kind of this overpowering nature to them and those are the kinds of skills that will generally find that will be like in-place type of skills; where you are now at risk if you are going to cast this spell, but there's a big reward if you do manage to get it off.[76]Jeffrey Bard

The revamped combat system will feature split-body animations, where the character's upper body can be locked by weapon attack animations while the lower body is free to continue moving.[80][81][82]

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Blink Blink Icon.jpg Blinks forward in the direction you are traveling.[83][63][84][85] Now deals damage to enemies surrounding your departure location.[86][85] Reduced cooldown.[83][86][85]
Jump jump icon.png Dash with cooldown.[66] Cooldown is replaced by charges with individual cooldown.[66] Drops a bear trap at the location the ranger dashed from.[66]
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.[20] - -
Sprint sprint icon.png Increases movement speed. Using an ability ends sprint.[87] Increased resistance to disable abilities.[87] Clears crowd control when sprint starts and removes silence.[87]

Player movement

Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[89]

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.[89]Steven Sharif

There is a toggleable walk/run (autorun) capability.[90]

There is not going to be any "go to waypoint" (auto-pathing) mechanics.[91]

Back-peddling (walking backwards) and strafing are slower than normal movement speed.[92]

Collision

There are player and spell collision mechanics in Ashes of Creation.[93]

  • 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.[94][93]

Dodging

Dodging in Alpha-1 early combat.[8]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[8]Steven Sharif

Dodge rolling type skills is housed in the action skill sets of agile classes such as Rogues or Fighters.[8][95]

Q: Will there be evade frames/ I-frames on dodge?
A: I would say it's a safe bet with regards to how we're approaching the hybrid combat that not only are gonna have true evasion skills that apply to more action-oriented skills that are coming your way, but you'll also have you know I-frame type skills that would apply perhaps to a tab targetable skills coming your way. So I think you're gonna have a healthy balance of both with it when it comes to skills that you can spec into.[96]Steven Sharif

Active blocking

Le bouclier Paladin's Might dans Ashes of Creation Apocalypse posséde sa propre hitbox et point de vie (PV). Il peut bloquer les projectiles.[97]

  • Les développeurs n'ont pas encore décidé si le blocage actif sera intégré dans le MMO. Ils se dirigent pour le moment vers un système plus traditionnel basé sur la mitigation de dégâts à l'aide de buff mais tout en considérant l’interaction entre le positionnement du blocage avec un blocage passif provenant du système de stat en cascande

Dans APOC quand nous avions la posture active du bouclier- cela était un blocage actif du bouclier basé sur un système de combat d'action; et quand nous avons collecté les données du concept sur son efficacité et sa précision durant son utilisation par les joueurs, nous avons remarquées que cela n'était pas très élevés; et c'est préoccupant au moins quant à la mise en place d'un blocage par bouclier exclusivement actif par opposition à l'activation d'un buff qui donne un pourcentage de blocage universel aux dommages reçues- et en lien avec les stats- c'est vraiment quelque chose sur laquelle on tente d'intégrer dans le système de combat hybride[98]Steven Sharif

C'est quelque chose dont nous réfléchissons de manière récurrente et que nous testons activement dans notre système hybride et vous nous connaissez quand il s'agit de quelque chose que nous prenons en considération. Bien sûr nous voulons une partie action qui puisse interagir avec le système de stat par cascade; et vous savez que ça sonne comme un oxymore d'un point de vue action et ciblé, mais ce n'est pas nécessairement le cas. Il peut y avoir une partie action- par exemple si vous utilisez votre posture de bouclier et que vous interceptez correctement un projectile ou une compétence provenant d'un arc frontal, vous allez mitiger 80% des dégâts ou appliquer 80% de la défense physique du bouclier; et s'il provient d'une zone en dehors de cet arc frontal vous allez avoir un bonus moins élevé; et c'est essentiellement ce qui se passerait si l'on prenait en compte par exemple la valeur de la défense physique de votre bouclier, vous l'appliquez comme un facteur de mitigation des dégâts reçus, mais en plus vous ajoutez les stats en cascade à ce système responsable de la mitigation des dégâts du bouclier ou du taux de blocage; et peut-être vous savez que la compétence principal indique 80% de mitigation des dégâts provenant d'un arc frontal qui peut atteindre 87% grâce à vos stats essentiellement; et si cela n'est pas dans cet arc frontal, alors il s'abaissera à une valeur de 50% d'efficacité- voire 40% ou quelque chose comme ça. Donc ça vous donne une idée de qu'est ce qui est utilisé pour déterminer ces compétences et comment ils intéragissent d'un point de vue action.[98]Steven Sharif

Interrupts

Abilities with a cast bar can be interrupted during the cast.[77]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.


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.[99][63][100][101] Additional increased block chance.[99][101] The second attack knocks down enemies.[99][101]
Onslaught Onslaught Icon.jpg Charge and deal damage to your target.[67][63][68][69] Reduce the target's attack damage temporarily.[67][69] Knock down the target.[67][69]
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.[20] - -
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[102][63][103] Increased damage.[102][104] Now knocks down hit targets.[102][104]

Aggro/Threat generation

Aggro (Threat/Hate) will matter in the game.[105]

  • Aggro is based on a hate table.[105]
Skill Icon Rank 1 Rank 2 Rank 3
Javelin Javelin Icon.jpg Pulls a target enemy to your location.[62][63][64][65] Deals damage and generates a great amount of threat.[62][65] Reduces cooldown by 5 seconds.[62][65]

Animation cancelling

Animation cancelling will not be a combat mechanic.[106]

Combat stances

The use of weapon stances in game is likely.[107]

RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[108]

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 you know 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.[109]Jeffrey Bard

Combat targeting

Démo de combat hybride en Alpha-1.[38]

Vous remarquerez que lorsque j'entre en mode action, j'ai un réticule et lorsqu’il survole une cible ennemie, il deviendra rouge, disant en gros "Hey on sait que tu as une cible valide" que vous pouvez voir; et quand vous pressez 'Q' vous pouvez verrouiller cette cible. Vous pouvez aussi maintenir tab pour alterner entre les cibles. Ceci est un aspect important du combat que nous essayons d'incorporer, qui est une mélange de ciblage et d'action, pour que vous ayez toujours des éléments d'actions tout en vous permettant d'utiliser des compétences à ciblage.[110]Steven Sharif

Le combat hybride fait référence au choix entre le combat en ciblage tab et le ciblage action dans Ashes of Creation.[110][111]

  • Un boutton d'activation (Z par defaut mais peut être associé à une autre touche) permet au joueur de passer du mode tab au mode action.[112][113][38][114]
  • Le mode action utilise un réticule de visée et est très proche d'un jeu de tir à la troisième personne.[110][38][114][115]
    • Le joueur n'a pas besoin d’être en mode réticule pour utiliser des compétences de combat d'action.[116]
    Si vous utilisez une compétence de combat d'action qui cible une direction, vous n'avez pas besoin d’être en mode réticule pour l'utiliser. Ça tirera là ou le réticule devrait être. Donc si vous jouez au feeling et que vous êtes en mode ciblage tab, vous pouvez quand même utiliser vos compétences orientées action.[116]Steven Sharif
    • Le réticule va mettre en surbrillance/changer de couleur (en rouge) pour indiquer si la cible actuelle peut être attaquée par la compétence préparée.[110][38]
    • Les compétences d'action n'auront pas de fonctions de verrouillage mais appuyer sur Q en étant en mode action verrouillera sur la cible actuelle pour permettre d’utiliser des compétences orientées ciblage tab en mode action.[112][110]
    Les compétences de combat d'action n'auront pas de verrouillage à proprement parler. Certaines d'entre elles seront seulement des tirs. Cependant comme vous pouvez avoir un mélange de compétence tab qui ont besoins d'une cible, vous pourrez aussi verrouiller en mode action. Pour le moment c'est associé à la touche Q par défaut, mais vous pouvez bien sûr l'associer à la touche que vous voulez, même la souris; et quand votre réticule survole une cible et que vous la verrouillez, si vous avez des compétences orientées ciblage tab, elle seront utilisées contre cette cible.[112]Steven Sharif
    • Maintenir Tab en mode action alternera entre les cibles.[110]
    • Un clic droit en mode action passera en mode tab pour la cible en surbrillance.[38]
    • La camera d'action est liée au réticule du joueur. Il y aura surement une touche qui si maintenue permettra des mouvement de camera libre.[117]
    • A l’avenir l'utilisateur pourra choisir entre différentes apparences de réticules.[118]
  • Le mode tab (MMO mode) facilitera le combat en ciblage tab[38][114] A tab-targeted ability requires a target in order to utilize that skill.[112][115]
    • Un clic gauche en mode tab attaquera la cible (avec l'arme actuellement selectionnée).[38]
    • Il y aura une possibilités de fonction "cible de la cible" dans l'interface utilisateur.[119]

Le combat hybride est en cours de test dans l'Alpha-1.[110][120]

  • Les modes de ciblage peuvent être atteints par le choix des compétences/capacités.[112][120][57]
    • Il ne sera peut-être pas possible de se spécialiser entièrement dans les compétences ciblées ou d'action. Il peut y avoir un plafond de 75 % sur le choix des compétences de n'importe quel type.[57]
    • Différents rangs de la même capacité peuvent changer le mode de visée de tab à action ou vice-versa.[1]

La progressions des compétences, l'attribution des points de compétence est déterminée par le joueur. Le joueur pourra choisir soit des compétences plus axées sur le ciblage, soit des compétences plus basées sur l'action et personnaliser son expérience de jeu en fonction de ses préférences. D'un point de vue d'équilibrage pour nous, les développeurs, nous devons nous assurer que certaines capacités hébergent certaines fonctions afin qu'il y ait un équilibre entre les tirs de compétences et les capacités de ciblage tab.[57]Steven Sharif

Les versions de capacités orientées action et tab auront des caractéristiques différentes. Les variables changeront en fonction de la version choisie.[121]

  • Dégâts.[121]
  • Temps de charge.[121]
  • Effets de CC (contrôles de foules).[121]
  • Temps de recharge.[59]
  • Consommation d’énergie.[59]
  • Coût d'utilisation.[59]
  • La portée d'attaque restera probablement la même; car elle dépend de la capacité ou de l'arme elle-même.[122]

Par exemple : disons que vous jouez une classe à distance. Vous pourriez avoir un tir puissant axé sur l'action dans votre arbre de compétences ou vous pourriez avoir un tir puissant à cible unique qui augmente et fait plus de dégâts.[121]Steven Sharif

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap for Alpha-1.

À des fins d'équilibrage, certains types de compétences seront des compétences orientées tab ou action. Par exemple :[59]

  • Les hard CC peuvent être logés dans des compétences orientées vers l'action, car ce sont des coups plus difficiles à placer.[59][57]
  • Des CC plus doux seraient logés dans des capacités ciblées par tab.[59]

Headshot mechanics

There are no headshot mechanics in the Ashes of Creation MMORPG.[123][124][125]

Skills by archetype

Bard skills

Les Bards ont des capacités de combat, pas seulement des buffs.[129]

  • Les bardes auront une grande variété de compétences parmi lesquelles choisir, comme les aspects de maitrise des mots, acteur et musical.[130]
    • Les bardes pourront jouer des instruments de musique, comme les Flutes et Cornemuses.[131][132]
  • Les Bards fourniront des soins de proximité ou basés sur des proc à un bien moindre degré que les Clerics.[133]
  • Les Bards ne seront pas la classe des "temps d'arrêt". Ça sera le rôle des espaces sociaux au sein des noeuds.[129]
  • Les Bards auront une utilité en dehors des combats, tout comme les autres classes.[134]

dans d'autres jeux, les Bards ont tendance à être du genre passif et ce n'est vraiment pas la direction que nous souhaitons prendre. Nous voulons que toutes les classes soient amusantes à jouer. Nous voulons que toutes les classes soient viable. Nous voulons que vous vous sentiez utiles: que chaque instant du jeu soit amusant; donc une grande partie de ce genre de choses sera basé sur les combos, sur des actions réactives entre votre groupe et le monstre que vous combattez, ou les joueurs que vous combattez. Il y aura beaucoup de mouvement entre le front et l'arrière garde pour permettre en quelque sorte d'aider et de faire en sorte que tous bénéficient d'un support quelque soit leur manière de faire. Vous ne serez pas assis à l'arrière à vous ennuyer en jouant passivement du luth.[135]Jeffrey Bard

Les Bards peuvent choisir d'activer des buffs qui augmentent les capacités à tanker, esquiver, causer des dégats et soigner autour d'eux.[136]

  • Certains buffs sont associés à la manière de jouer du Bard en combat: Si un Bard touche une cible avec un skill shot, les alliés à portée pourront bénéficier d'un buff temporaire en lien avec la capacité utilisée.[137]

Disons que le Bard utilise une arme, il a une épée de sortie et... effectue une attaque ressemblant à une excellente performance de gladiateur. Cela inspirera ses amis proches qui bénéficieront d'une augmentation de leurs dégâts critiques, et maintenant ils infligent des dégâts supplémentaires contre les cibles pour les prochaines 10 secondes ou 8 secondes. Donc, vous aurez besoin de rester actif. vous aurez besoin de vous soucier de votre positionnement, la relation entre la position du groupe par rapport à vous afin de vraiment accentuer ce que vous lui amenez.[137]Steven Sharif

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.[138]

Clerics have control over life and this may relate to utility abilities that relate to corruption.[139]

Cleric combat abilities

Skill Icon Rank 1 Rank 2 Rank 3
Castigation CastigationIcon.jpg Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[140][63][141][142] Heals you instantly for an additional amount upon hit.[140] Restores health and mana to nearby party members for the duration.[140]
Devotion DevotionIcon.jpg Launch an orb of energy into the air that will fall upon your target, healing them.[143][63][144][142] The energy orb will travel faster and heal for more.[143] The target will be infused with a slow, long-lasting healing effect.[143]
Divine Censure DivineCensureIcon.jpg Hurls a radiant spear at the target, dealing damage.[145][63][146][142] Further attacks upon the target have a chance to heal the attacker.[145] The target has a chance to deal damage to itself when it attacks.[145]
Divine Light DivineLightIcon.jpg Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[147][63] Increased healing.[147] Reduced mana cost.[147]
Hallowed Ground HallowedGroundIcon.jpg Fills the surrounding area with radiant energy that damages enemies.[148][63][149][142][150] The area provides a healing aura for allies.[148] Allies within the area will receive boosted magical defense. Enemies within the area will deal less physical damage.[148]
Judgment JudgmentIcon.jpg Holy power crushes your target, dealing direct damage.[151][63][152][142] Slows the target temporarily.[151] Temporarily reduces the target's defenses.[151]
Radiant Burst RadiantBurstIcon.jpg Heals allies around you in a wide area for a large amount.[153] Stacks up to 3 times.[63] Heals for a greater amount.[153] Cooldown removed.[153]
Regeneration RegenerationIcon.jpg Bathe your target with restorative energy that heals them over time.[154][63] Reduced mana cost.[154] Applies a 5% healing received bonus to the target.[154]
Resurrection ResurrectionIcon.jpg Resurrects a dead ally with 25% health and 15% mana.[155][63][156][142] Target resurrects with 50% health and 20% mana.[155] Target resurrects with 75% health and 25% mana.[155]

Cleric passive abilities

Skill Icon Rank 1 Rank 2 Rank 3
Cooldown Reduction Cooldown Reduction.png Reduce all ability cooldowns by 5%.[45]
Critical Hit Rate Critical Hit Rate.png Increase the chance for damage and healing abilities to critically hit by 5%.[45]
Defense Mitigation Defense Mitigation.png Increase defense mitigation by 4.[45]
Disable Defense Disable Defense.png Increase maximum mana by 100.[47]
Health Regeneration Health Regeneration.png Generate an additional 1.5% of your maximum health per second.[45]
Increased Healing Increased Healing.png Increase healing done by 10%.[49]
Mana Regeneration Mana Regeneration.png Generate an additional 1% of your maximum mana per second.[45]
Maximum Health Maximum Health.png Increase maximum health by 75.[45]
Maximum Mana Maximum Mana.png Increase maximum mana by 100.[50]
Movement Speed Movement Speed.png Increase movement speed by 5%.[45]

Fighter skills

The Fighter archetype will include maneuverability and "closing the gap" mechanics to enable the fighter to quickly traverse distances on the battlefield.[157]

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
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.[20] - -

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.[158]Steven Sharif

Mage skills

Mage combat abilities

Skill Icon Rank 1 Rank 2 Rank 3
Black Hole Black Hole Icon.jpg Summon a black hole at the target location that reduces movement speed of enemies in the area.[159][63][160] Increased duration.[159][161] Explodes for area damage upon expiration.[159][161]
Blink Blink Icon.jpg Blinks forward in the direction you are traveling.[83][63][84][85] Now deals damage to enemies surrounding your departure location.[86][85] Reduced cooldown.[83][86][85]
Drain Essence Drain Essence Icon.jpg Drain your target for damage over time, and gain return mana to yourself over the duration.[162][63][163] Heals you over the duration.[162][164] Reduced cooldown.[162][164]
Fireball Fireball Icon.jpg Hurl a ball of fire toward your target, dealing direct damage upon impact.[165][63][166] Increased damage.[165][164][167][168] Burns the target for additional damage over time.[165][164][167]
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.[169][63][170][171] Increased duration.[169][170][164] Increased initial amount restored.[169][170][164]
Lava Storm Lava Storm Icon.jpg Creates a field of lava at the selected location. Deals area damage over time.[63][172][173] Increased damage. Increased duration.[172][164] Increased damage. Increased duration.[172][164]
Meteor Storm Meteor Storm Icon.jpg Summons forth a Meteor Storm, dropping 3 meteors in the target location.[174][63][175] Adds an extra meteor.[174][164] Adds an extra meteor.[174][164]
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.[176][63][177] Increased damage.[176][178] Snares hit targets.[176][179][178]
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[102][63][103] Increased damage.[102][104] Now knocks down hit targets.[102][104]

Mage passive abilities

Skill Icon Rank 1 Rank 2 Rank 3
Attack Damage Attack Damage.png Increases attack damage by 5.[45]
Cooldown Reduction Cooldown Reduction.png Reduce all ability cooldowns by 5%.[45]
Critical Hit Damage Critical Hit Damage.png Increase the damage and healing bonus from critical hits by 20%.[45]
Critical Hit Rate Critical Hit Rate.png Increase the chance for damage and healing abilities to critically hit by 5%.[45]
Defense Mitigation Defense Mitigation.png Increase defense mitigation by 4.[45]
Disable Chance Disable Chance.png Increase chance to disable by 15%.[45]
Health Regeneration Health Regeneration.png Generate an additional 1.5% of your maximum health per second.[45]
Mana Regeneration Mana Regeneration.png Generate an additional 1% of your maximum mana per second.[45]
Maximum Health Maximum Health.png Increase maximum health by 75.[45]
Movement Speed Movement Speed.png Increase movement speed by 5%.[45]

Ranger skills

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Bow's combo bows combo icon.png Target an enemy and use your bow to strike with two arrows. Dealing damage and powering up your focus with this weapon attack.[70][180] Prepares four arrows.[180] Prepared shot works on all arrow attacks.[180]
Flame line flame line icon.png Shoot an arrow that leaves behind a trail of flames.[181] Arrow explodes upon reaching the end of its distance.[181] Enemies take burning damage for entering the flames.[181]
Fleeting shot fleeting shot icon.png Retreating shot rolls backward and does damage.[182] Increases max range.[182] Breaks crowd control.[182]
Hail of arrows hail of arrows icon.png If your focus is at 80%, use this skill to summon a template and launch multiple arrows within the template.[70][183] Adds movement slow.[183] Adds damage over time to targets in the area.[183]
Jump jump icon.png Dash with cooldown.[66] Cooldown is replaced by charges with individual cooldown.[66] Drops a bear trap at the location the ranger dashed from.[66]
Knockback shot knockback shot icon.png Knocks a target back X distance.[184] Adds damage.[184] Add knockdown.[184]
Marked arrow marked arrow icon.png Target an enemy to use this skill, causing that enemy to take additional physical damage.[70][71] Enemy takes additional magical damage.[71] Increases the duration of this debuff.[71]
Power shot power shot icon.png Use this skill to charge up a shot that fires forward in a line, damaging all enemies it touches.[70][185] Chance to cause bleed damage over time.[70][185] Splits into a fan of arrows in a cone. Radius increases based on hold duration.[185]
Slice slice icon.png Cone melee attack.[186] Becomes a 360° melee attack.[186] Adds hemorrhage (bleed) damage.[186]
Snare snare icon.png Foot pin roots target in place.[70][71] Adds a bleed.[71] Snares after root expires.[71]
Sniper's eye snipers eye icon.png Summon a zone around you, while within this zone, deal +200% damage for all attacks.[70] - -
Sprint sprint icon.png Increases movement speed. Using an ability ends sprint.[87] Increased resistance to disable abilities.[87] Clears crowd control when sprint starts and removes silence.[87]
Track track icon.png Use this skill to show nearby tracks, leading to unknown adventures.[70] - -
Trap trap icon.png Place a bear trap under the caster that holds them in place and does damage. Also holds targets in place and does damage.[72] Traps stun instead of root.[72] Place up to two traps.[72]

Rogue skills

All classes are capable adventurers, but rogues excel at delving the deepest dungeons and finding the most hidden of treasures.[187]

  • Rogues will have utility skills that enable them to discover hidden doors, traps and additional treasures.[188]
  • These will be randomly spawned throughout different times of the day to ensure that encounters are not the same each time.[188]

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 you know 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.[188]Steven Sharif

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Stealth This does not render a player completely invisible. Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[189] - -

Summoner skills

The summoner uses many abilities that channel through their summon (also referred to as class skill pets). The summoner is essentially playing through their summon.[190]

  • Summoners can summon up to three Summons.[191]
  • Abilities from the summon appear on the summoner's hotbar.[190]
  • Summoner has control over their summon.[190]
  • Summoners can summon Tank, DPS or Support summons.[192][193]
  • Summons will exist until another summon is cast, the summon is killed, or the summoner logs off.[193]
  • Summoners will likely not be able to fuse with their summons (eidolons).[194]
  • Summons can be leveled through the application of skill points to their active skill.[19]
  • Summons will be able to use crowd control (CC).[61]
  • 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.[195]

You gain your summons from your summoner class as an active skill and then skills can be further developed with points.[19]Steven Sharif

Summoners summon different summons, depending on the class and augments they choose.[192][196]

  • Animals.[196]
  • Spirits.[196][197]
  • Zombies, skeletons and other undead creatures.[193][197]
  • Corpses (potentially).[196]
  • Some summoners may summon multiple things.[196]
  • Other summoners may only summon one powerful thing.[196]
  • Certain summoners may only be able to summon effects and/or temporary energies.[196]

Augmentation from a secondary archetype can be applied to a summons.[198]

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.[198]Steven Sharif

Summoner summons are not the same as combat pets.[199]

Tank skills

Tanks will not be forced to have a shield but it will definitely be a viable option.[200]Jeffrey Bard

Tank combat abilities

Skill Icon Rank 1 Rank 2 Rank 3
Javelin Javelin Icon.jpg Pulls a target enemy to your location.[62][63][64][65] Deals damage and generates a great amount of threat.[62][65] Reduces cooldown by 5 seconds.[62][65]
Lacerate Lacerate Icon.jpg Pierce your enemy, dealing instant damage and causing them to bleed for additional damage over time.[201][63][202][203] Increased bleed duration. If the target is bleeding from previous Lacerate, explode remaining bleed damage as instant damage.[201][203] Hitting an enemy with Lacerate already under its bleed effect will consume the bleed and deal 50% of the remaining damage instantly.[201][203]
Myrmidon's Fury Myrmidon Icon.jpg Strike your target and gain a temporary buff that gives you a chance to counterattack each time you are struck.[204][63][205][206] Increased chance to counterattack.[204][206] Increased damage mitigation during the buff's duration.[204][206]
Onslaught Onslaught Icon.jpg Charge and deal damage to your target.[67][63][68][69] Reduce the target's attack damage temporarily.[67][69] Knock down the target.[67][69]
Resounding Smash Resounding Smash Icon.jpg Strikes in front of you, then deal additional damage after a short delay to any targets that were initially struck.[207][63][208][209] The delayed hit deals additional damage.[207][209] The delayed hit returns mana to yourself.[207][209]
Shockwave Shockwave Icon.jpg Strike the ground with your weapon, dealing damage to enemies in front of you and leaving a fiery patch of earth that continually deals damage to enemies in the area over its duration.[210][63][211][212] The fiery patch left behind deals additional damage.[210][212] Slows enemies standing in the area.[210][212]
Ultimate Defense Ultimate Defense Icon.jpg Become immune to damage for 3 seconds.[213][63][214][215] Duration is increased to 5 seconds.[215] Grant damage mitigation to all party members.[215]
Weapon Toss Weapon Toss Icon.jpg Throw your weapon at a target.[216][63][217][203] Bounces to two additional enemies.[216][203] Explodes upon hitting the final target, dealing damage to enemies in the area.[216][203]

Tank passive abilities

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).[46]
Cooldown Reduction Cooldown Reduction.png Reduce all ability cooldowns by 5%.[45]
Critical Hit Rate Critical Hit Rate.png Increase the chance for damage and healing abilities to critically hit by 5%.[45]
Defense Mitigation Defense Mitigation.png Increase defense mitigation by 4.[45]
Healing Received Healing Received.png Increase the amount of healing received by 10%.[48]
Health Regeneration Health Regeneration.png Generate an additional 1.5% of your maximum health per second.[45]
Mana Regeneration Mana Regeneration.png Generate an additional 1% of your maximum mana per second.[45]
Maximum Health Maximum Health.png Increase maximum health by 75.[45]
Movement Speed Movement Speed.png Increase movement speed by 5%.[45]
Physical Evasion Bonus Physical Evasion Bonus.png Increase physical evasion bonus by 5.[51]

Siege abilities

Huit joueurs avec le même archétype primaire pourront se regrouper pour créer des effets combinés pendant un siege.[219]

Ce sont les genres de systèmes qu'on veut mettre en place où un groupe du même archétype primaire peuvent se regrouper et invoquer ce genre d'effets qui correspondront à l'identité de l'archétype.[219]Steven Sharif

Summoner

Summoners can collaborate to summon larger summons, such as Golems.[190]

  • A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[220]
  • The number of summoners participating in the summon will determine its overall size.[220]
  • All summoners must be in the same party and the party leader must be a summoner.[221]
    • The party leader initiates the summon and then takes control of it.
    • Once summoned, the party leader cannot be changed.
    • If the party disbands, the summon ends. There will be a grace period to handle disconnects.
    • The party may also contain non-Summoners.

It doesn't have to be just summoners, but it has to be a party led by a summoner with other summoners in it.[221]Steven Sharif

Tank

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.[219]Steven Sharif

Healing skills

Skill Icon Rank 1 Rank 2 Rank 3
Devotion DevotionIcon.jpg Launch an orb of energy into the air that will fall upon your target, healing them.[143][63][144][142] The energy orb will travel faster and heal for more.[143] The target will be infused with a slow, long-lasting healing effect.[143]
Divine Censure DivineCensureIcon.jpg Hurls a radiant spear at the target, dealing damage.[145][63][146][142] Further attacks upon the target have a chance to heal the attacker.[145] The target has a chance to deal damage to itself when it attacks.[145]
Divine Light DivineLightIcon.jpg Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[147][63] Increased healing.[147] Reduced mana cost.[147]
Drain Essence Drain Essence Icon.jpg Drain your target for damage over time, and gain return mana to yourself over the duration.[162][63][163] Heals you over the duration.[162][164] Reduced cooldown.[162][164]
Hallowed Ground HallowedGroundIcon.jpg Fills the surrounding area with radiant energy that damages enemies.[148][63][149][142][150] The area provides a healing aura for allies.[148] Allies within the area will receive boosted magical defense. Enemies within the area will deal less physical damage.[148]
Radiant Burst RadiantBurstIcon.jpg Heals allies around you in a wide area for a large amount.[153] Stacks up to 3 times.[63] Heals for a greater amount.[153] Cooldown removed.[153]
Regeneration RegenerationIcon.jpg Bathe your target with restorative energy that heals them over time.[154][63] Reduced mana cost.[154] Applies a 5% healing received bonus to the target.[154]

Ultimate skill

The ultimate skill is a very powerful skill.[223]


Skill Icon Rank 1 Rank 2 Rank 3
Hail of arrows hail of arrows icon.png If your focus is at 80%, use this skill to summon a template and launch multiple arrows within the template.[70][183] Adds movement slow.[183] Adds damage over time to targets in the area.[183]
Ultimate Defense Ultimate Defense Icon.jpg Become immune to damage for 3 seconds.[213][63][214][215] Duration is increased to 5 seconds.[215] Grant damage mitigation to all party members.[215]

Utility skills

Pre-alpha rogue climbing a Métropole wall.[224]

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 you know sometimes "story mode".[188]Steven Sharif

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap for Alpha-1.

A utility skill is a non-combat skill that interacts with the environment.[225] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[226]

  • Different classes excel at different skills.[226]
  • All classes will have maneuverability/traversal utility abilities.[227]
    • There will be a grappling hook utility skill or item.[228]
  • Classes will have utility abilities, such as detecting traps and other hazards. For example: The Mage's detection spell casts light and reveals magical explosive hazards.[229]
  • Certain classes are able to climb/parkour in certain areas.[230][231]
    • Climbing/parkour ability is not free-form and will likely be restricted to certain quests, locations or objects.[232][233]
  • Certain classes (such as Rogues) will have stealth abilities.[234]
    • Rogues may also have a spyglass utility skill.[226]

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.[235]Steven Sharif


Skill Icon Rank 1 Rank 2 Rank 3
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).[236][237] Players cannot be summoned in the following cases:
This will be tested in Alpha-2.[240]
- -
Pathfinding Reveals corrupted player locations on the bounty hunter's map.[241][242] 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.[241] The pathfinding ability can be toggled on or off.[241][243] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[244] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[244]
Stealth This does not render a player completely invisible. Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[189] - -
Track track icon.png Use this skill to show nearby tracks, leading to unknown adventures.[70] - -

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".[245]Steven Sharif

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Fireball Fireball Icon.jpg Hurl a ball of fire toward your target, dealing direct damage upon impact.[165][63][166] Increased damage.[165][164][167][168] Burns the target for additional damage over time.[165][164][167]
Flame line flame line icon.png Shoot an arrow that leaves behind a trail of flames.[181] Arrow explodes upon reaching the end of its distance.[181] Enemies take burning damage for entering the flames.[181]
Lava Storm Lava Storm Icon.jpg Creates a field of lava at the selected location. Deals area damage over time.[63][172][173] Increased damage. Increased duration.[172][164] Increased damage. Increased duration.[172][164]
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[102][63][103] Increased damage.[102][104] Now knocks down hit targets.[102][104]

Guns and gunpowder

Les armes utilisant la poudre à canon (poudre noire) ne seront pas présentes dans Ashes of Creation.[246]

L'armement tel que les Lanceurs de Potions, les Engins de siège et les armes utilisées dans le Combat naval, sera basé sur l'art des arcanes.[247]

As we said in the past, were not really about that black powder life. Instead it's really going to be focused on the arcane arts: The elements; the use of radiance and darkness; and then those being employed in larger weaponry, such as the type of siege weaponry between ship battles as well as those and sieges. A potion launcher is an example of the arcane energies that can be mastered in order to facilitate these highly destructive alchemical blends that can be created.[247]Steven Sharif

Skill transfer

Players will not be able to transfer their skills to other players.[248]

Theft

Il n'y aura pas de mécanique de vol (pickpocket) dans Ashes of Creation pour ce qui est des joueurs vivants.[249]

Il n'y a pas de mécanique de vol pour que vous puissiez vous approcher d'un joueur vivant et dérober quelque chose.[249]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.[250][251]

Kickstarter skill FX

All Kickstarter backers will receive a skill effects (FX) set.[252]

  • 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.

Voir également

Les références

  1. 1.0 1.1 1.2 1.3 1.4 Direct, 2020-08-28 (1:12:50).
  2. 2.0 2.1 Entrevue, 2020-07-29 (55:44).
  3. 3.0 3.1 3.2 3.3 Entrevue, 2020-07-19 (53:59).
  4. 4.0 4.1 4.2 4.3 4.4 Entrevue, 2020-07-18 (1:07:51).
  5. 5.0 5.1 Direct, 2017-07-28 (19:05).
  6. Direct, 2017-11-16 (30:02).
  7. Entrevue, 2020-07-29 (54:44).
  8. 8.0 8.1 8.2 8.3 Direct, 2020-08-28 (1:19:24).
  9. Direct, 28 Août 2020 (1:21:03).
  10. Direct, 3 Mai 2017 (15:15).
  11. 11.0 11.1 Direct, 2021-03-28 (1:41:42).
  12. 12.0 12.1 Direct, 3 Mai 2017 (17:59).
  13. 13.0 13.1 Direct, 28 Août 2020 (1:19:24).
  14. Direct, 16 Novembre 2017 (30:45).
  15. Direct, 16 Novembre 2017 (30:02).
  16. Direct, 19 Mai 2017 (43:09).
  17. Vidéo, 2017-02-07 (0:02s).
  18. Direct, 2017-10-16 (1:00:44).
  19. 19.0 19.1 19.2 Entrevue, 2018-08-08 (22:27).
  20. 20.0 20.1 20.2 20.3 20.4 progression.png
  21. 21.0 21.1 21.2 Entrevue, 2020-07-18 (1:05:04).
  22. class secondary.png
  23. Direct, 2020-07-25 (1:47:55).
  24. Direct, 2018-02-09 (41:56).
  25. 25.0 25.1 Direct, 2019-12-17 (1:13:14).
  26. 26.0 26.1 Entrevue, 2020-07-18 (1:07:06).
  27. class same.png
  28. 28.0 28.1 February 8, 2019 - Questions and Answers.
  29. Direct, 2019-07-26 (1:09:22).
  30. Direct, 8 April 2018 (PM) (20:45).
  31. augmentcolors.png
  32. Entrevue, 2018-05-11 (53:15).
  33. 33.0 33.1 33.2 33.3 33.4 33.5 Direct, 2020-01-30 (1:28:40).
  34. steven-auto-attack-definition.png
  35. 35.0 35.1 Entrevue, 2021-02-07 (49:18).
  36. 36.0 36.1 36.2 Direct, 2020-02-28 (1:10:21).
  37. Direct, 2021-04-30 (53:08).
  38. 38.00 38.01 38.02 38.03 38.04 38.05 38.06 38.07 38.08 38.09 38.10 38.11 38.12 Direct, 2020-08-28 (1:15:39).
  39. class cleaving.png
  40. 40.0 40.1 40.2 40.3 40.4 Direct, 2020-11-30 (1:05:22).
  41. 41.0 41.1 Podcast, 2018-08-04 (59:58).
  42. steven-crafting-stats.png
  43. Direct, 2020-12-22 (1:15:01).
  44. Direct, 2020-08-28 (1:14:54).
  45. 45.00 45.01 45.02 45.03 45.04 45.05 45.06 45.07 45.08 45.09 45.10 45.11 45.12 45.13 45.14 45.15 45.16 45.17 45.18 45.19 45.20 45.21 45.22 45.23 45.24 45.25 45.26 45.27 45.28 45.29 45.30 45.31 45.32 45.33 45.34 Direct, 2021-06-25 (23:08).
  46. 46.0 46.1 Alpha-1 screenshot.
  47. 47.0 47.1 Alpha-1 screenshot.
  48. 48.0 48.1 Alpha-1 screenshot.
  49. 49.0 49.1 Alpha-1 screenshot.
  50. 50.0 50.1 Alpha-1 screenshot.
  51. 51.0 51.1 Alpha-1 screenshot.
  52. 52.0 52.1 52.2 52.3 52.4 Direct, 2017-05-24 (45:12).
  53. 53.0 53.1 Direct, 2020-06-26 (1:50:01).
  54. Direct, 2017-10-16 (25:56).
  55. Direct, 2018-02-09 (28:17).
  56. Direct, 2019-11-22 (1:06:25).
  57. 57.0 57.1 57.2 57.3 57.4 57.5 Direct, 8 April 2018 (PM) (37:57).
  58. steven-hard-ccs.png
  59. 59.0 59.1 59.2 59.3 59.4 59.5 59.6 Podcast, 2018-08-04 (1:11:05).
  60. 60.0 60.1 60.2 Direct, 2021-04-30 (1:08:10).
  61. 61.0 61.1 summons-ccs.png
  62. 62.0 62.1 62.2 62.3 62.4 62.5 62.6 62.7 62.8 Alpha-1 screenshot.
  63. 63.00 63.01 63.02 63.03 63.04 63.05 63.06 63.07 63.08 63.09 63.10 63.11 63.12 63.13 63.14 63.15 63.16 63.17 63.18 63.19 63.20 63.21 63.22 63.23 63.24 63.25 63.26 63.27 63.28 63.29 63.30 63.31 63.32 63.33 63.34 63.35 63.36 63.37 63.38 63.39 63.40 63.41 63.42 63.43 toast-keybinds-skills.png
  64. 64.0 64.1 64.2 Vidéo, 2021-02-09 (1:02).
  65. 65.0 65.1 65.2 65.3 65.4 65.5 65.6 65.7 65.8 Direct, 2020-07-31 (1:14:38).
  66. 66.0 66.1 66.2 66.3 66.4 66.5 66.6 66.7 66.8 Direct, 2017-10-16 (45:52).
  67. 67.0 67.1 67.2 67.3 67.4 67.5 67.6 67.7 67.8 Alpha-1 screenshot.
  68. 68.0 68.1 68.2 Vidéo, 2021-02-09 (1:26).
  69. 69.0 69.1 69.2 69.3 69.4 69.5 69.6 69.7 69.8 Direct, 2020-07-31 (1:14:28).
  70. 70.00 70.01 70.02 70.03 70.04 70.05 70.06 70.07 70.08 70.09 70.10 PAX West 2017 Ranger poster.
  71. 71.0 71.1 71.2 71.3 71.4 71.5 71.6 71.7 71.8 Direct, 2017-10-16 (44:49).
  72. 72.0 72.1 72.2 72.3 72.4 72.5 Direct, 2017-10-16 (47:29).
  73. 73.0 73.1 Direct, 2021-03-26 (1:11:25).
  74. 74.0 74.1 Direct, 2021-02-26 (27:41).
  75. Vidéo, 2021-02-26 (6:17).
  76. 76.0 76.1 76.2 Direct, 2020-04-30 (1:17:13).
  77. 77.0 77.1 Direct, 2017-05-08 (43:30).
  78. stevenclarification.png
  79. Direct, 2020-06-26 (1:30:40).
  80. Direct, 2021-07-30 (31:22).
  81. Entrevue, 2021-06-13 (4:12).
  82. Direct, 2021-05-28 (1:13:05).
  83. 84.0 84.1 Vidéo, 2020-12-23 (1:17).
  84. 85.0 85.1 85.2 85.3 85.4 85.5 Direct, 2020-07-31 (57:33).
  85. 86.0 86.1 86.2 86.3 Vidéo, 2020-12-22 (7:35).
  86. 87.0 87.1 87.2 87.3 87.4 87.5 Direct, 2017-10-16 (46:22).
  87. Vidéo, 2017-05-25 (0:02).
  88. 89.0 89.1 Direct, 2021-07-30 (1:11:29).
  89. autorun.jpg
  90. Direct, 2018-05-04 (51:57).
  91. Direct, 2017-12-15 (1:35:38).
  92. 93.0 93.1 collision.jpg
  93. Entrevue, 2020-03-27 (15:20).
  94. Direct, 2020-06-26 (1:24:06).
  95. 96.0 96.1 Direct, 2020-01-30 (1:34:12).
  96. shieldactiveblockA1.png
  97. 98.0 98.1 Direct, 2020-06-26 (1:19:50).
  98. 99.0 99.1 99.2 Alpha-1 screenshot.
  99. Vidéo, 2021-02-09 (0:37).
  100. 101.0 101.1 101.2 Direct, 2020-07-31 (1:14:26).
  101. 102.0 102.1 102.2 102.3 102.4 102.5 102.6 102.7 102.8 Alpha-1 screenshot.
  102. 103.0 103.1 103.2 Vidéo, 2020-12-23 (0:40).
  103. 104.0 104.1 104.2 104.3 104.4 104.5 Direct, 2017-10-16 (39:15).
  104. 105.0 105.1 steven-aggro.png
  105. Direct, 2017-05-17 (1:05:11).
  106. Direct, 2019-06-28 (1:19:00).
  107. Direct, 2017-05-30 (16:25).
  108. 109.0 109.1 109.2 Direct, 2018-12-06 (48:52).
  109. 110.0 110.1 110.2 110.3 110.4 110.5 110.6 Direct, 2021-06-25 (22:34).
  110. Direct, 2017-11-16 (30:45).
  111. 112.0 112.1 112.2 112.3 112.4 Direct, 2021-06-25 (27:43).
  112. steven-combat-revamp-update-2.png
  113. 114.0 114.1 114.2 Direct, 2020-04-30 (1:09:51).
  114. 115.0 115.1 Entrevue, 2019-04-15 (38:03).
  115. 116.0 116.1 Direct, 2021-06-25 (27:10).
  116. Direct, 2021-03-26 (59:21).
  117. Direct, 2021-06-25 (26:11).
  118. Direct, 2020-04-30 (40:19).
  119. 120.0 120.1 Newsletter, 7 August 2018
  120. 121.0 121.1 121.2 121.3 121.4 Podcast, 2018-08-04 (1:07:59).
  121. steven-action-tab-attack-range.png
  122. Direct, 2020-10-30 (1:15:59).
  123. steven-headshots-1.png
  124. 125.0 125.1 steven-headshots-2.png
  125. 126.0 126.1 Entrevue, 2018-10-21 (9:10).
  126. Entrevue, 2018-10-20 (3:25:31).
  127. 128.0 128.1 128.2 Direct, 2018-09-27 (34:49).
  128. 129.0 129.1 Direct, 2017-05-17 (1:06:19).
  129. Direct, 2019-06-28 (1:21:02).
  130. Direct, 2017-07-28 (40:15).
  131. Direct, 8 April 2018 (PM) (1:18:37).
  132. Direct, 2020-07-25 (58:38).
  133. Direct, 2017-05-19 (39:55).
  134. Direct, 2017-06-01 (22:58).
  135. Entrevue, 2020-07-19 (1:00:04).
  136. 137.0 137.1 Direct, 8 April 2018 (PM) (46:11).
  137. Blog: The Gift of Life - Cleric Alpha One Preview.
  138. Direct, 2017-05-26 (19:03).
  139. 140.0 140.1 140.2 a1castigation.png
  140. Vidéo, 2020-11-01 (0:33).
  141. 142.0 142.1 142.2 142.3 142.4 142.5 142.6 142.7 142.8 alpha-1-cleric-spells.png
  142. 143.0 143.1 143.2 143.3 143.4 143.5 a1devotion.png
  143. 144.0 144.1 Vidéo, 2020-11-01 (1:09).
  144. 145.0 145.1 145.2 145.3 145.4 145.5 a1divinecensure.png
  145. 146.0 146.1 Vidéo, 2020-11-01 (0:51).
  146. 147.0 147.1 147.2 147.3 147.4 147.5 a1divinelight.png
  147. 148.0 148.1 148.2 148.3 148.4 148.5 a1hallowedground.png
  148. 149.0 149.1 Vidéo, 2020-11-01 (0:45).
  149. 150.0 150.1 Direct, 2020-03-28 (1:22:45).
  150. 151.0 151.1 151.2 a1judgment.png
  151. Vidéo, 2020-11-01 (1:27).
  152. 153.0 153.1 153.2 153.3 153.4 153.5 a1radiantburst.png
  153. 154.0 154.1 154.2 154.3 154.4 154.5 a1regeneration.png
  154. 155.0 155.1 155.2 a1resurrection.png
  155. Vidéo, 2020-11-01 (0:55).
  156. Direct, 2017-12-15 (1:00:36).
  157. Direct, 8 April 2018 (PM) (40:23).
  158. 159.0 159.1 159.2 Alpha-1 screenshot.
  159. Vidéo, 2020-12-23 (0:51).
  160. 161.0 161.1 Direct, 2017-10-16 (42:20).
  161. 162.0 162.1 162.2 162.3 162.4 162.5 Alpha-1 screenshot.
  162. 163.0 163.1 Vidéo, 2020-12-23 (1:04).
  163. 164.00 164.01 164.02 164.03 164.04 164.05 164.06 164.07 164.08 164.09 164.10 164.11 164.12 164.13 164.14 164.15 Blog: Blazing the way - Mage Alpha One Preview.
  164. 165.0 165.1 165.2 165.3 165.4 165.5 Alpha-1 screenshot.
  165. 166.0 166.1 Vidéo, 2020-12-23 (0:31).
  166. 167.0 167.1 167.2 167.3 Direct, 2017-10-16 (38:35).
  167. 168.0 168.1 PAX West 2017 Mage poster.
  168. 169.0 169.1 169.2 Alpha-1 screenshot.
  169. 170.0 170.1 170.2 Vidéo, 2020-12-22 (7:37).
  170. Direct, 2020-07-31 (1:00:44).
  171. 172.0 172.1 172.2 172.3 172.4 172.5 Vidéo, 2020-12-22 (7:36).
  172. 173.0 173.1 Vidéo, 2020-12-23 (1:29).
  173. 174.0 174.1 174.2 Alpha-1 screenshot.
  174. Vidéo, 2020-12-23 (1:46).
  175. 176.0 176.1 176.2 Alpha-1 screenshot.
  176. Vidéo, 2020-12-23 (1:53).
  177. 178.0 178.1 Direct, 2017-10-16 (42:42).
  178. Direct, 2020-07-31 (1:02:59).
  179. 180.0 180.1 180.2 Direct, 2017-10-16 (45:21).
  180. 181.0 181.1 181.2 181.3 181.4 181.5 Direct, 2017-10-16 (46:52).
  181. 182.0 182.1 182.2 Direct, 2017-10-16 (45:09).
  182. 183.0 183.1 183.2 183.3 183.4 183.5 Direct, 2017-10-16 (45:37).
  183. 184.0 184.1 184.2 Direct, 2017-10-16 (46:43).
  184. 185.0 185.1 185.2 Direct, 2017-10-16 (44:06).
  185. 186.0 186.1 186.2 Direct, 2017-10-16 (47:14).
  186. Rogue2.jpg
  187. 188.0 188.1 188.2 188.3 Direct, 2020-07-25 (42:49).
  188. 189.0 189.1 Direct, 2017-05-03 (49:39).
  189. 190.0 190.1 190.2 190.3 Direct, 2017-05-19 (10:06).
  190. steven-summoners.png
  191. 192.0 192.1 Entrevue, 2021-06-13 (13:11).
  192. 193.0 193.1 193.2 Direct, 2020-07-25 (1:41:46).
  193. Direct, 2017-05-26 (43:20).
  194. Direct, 2021-01-29 (1:21:01).
  195. 196.0 196.1 196.2 196.3 196.4 196.5 196.6 Direct, 8 April 2018 (AM) (0:58).
  196. 197.0 197.1 Direct, 8 April 2018 (PM) (11:27).
  197. 198.0 198.1 Direct, 8 April 2018 (PM) (24:11).
  198. Direct, 2020-10-30 (1:21:14).
  199. Direct, 2017-05-26 (32:59).
  200. 201.0 201.1 201.2 Alpha-1 screenshot.
  201. Vidéo, 2021-02-09 (1:12).
  202. 203.0 203.1 203.2 203.3 203.4 203.5 Direct, 2020-07-31 (1:14:27).
  203. 204.0 204.1 204.2 Alpha-1 screenshot.
  204. Vidéo, 2021-02-09 (1:18).
  205. 206.0 206.1 206.2 Direct, 2020-07-31 (1:14:25).
  206. 207.0 207.1 207.2 Alpha-1 screenshot.
  207. Vidéo, 2021-02-09 (1:43).
  208. 209.0 209.1 209.2 Direct, 2020-07-31 (1:14:30).
  209. 210.0 210.1 210.2 Alpha-1 screenshot.
  210. Vidéo, 2021-02-09 (1:32).
  211. 212.0 212.1 212.2 Direct, 2020-07-31 (1:14:29).
  212. 213.0 213.1 Alpha-1 screenshot.
  213. 214.0 214.1 Vidéo, 2021-02-09 (0:49).
  214. 215.0 215.1 215.2 215.3 215.4 215.5 Direct, 2020-07-31 (1:14:33).
  215. 216.0 216.1 216.2 Alpha-1 screenshot.
  216. Vidéo, 2021-02-09 (0:30).
  217. Direct, 2019-11-22 (41:02).
  218. 219.0 219.1 219.2 219.3 Podcast, 2018-05-11 (49:20).
  219. 220.0 220.1 Direct, 8 April 2018 (AM) (28:01).
  220. 221.0 221.1 Entrevue, 2018-08-17 (14:59).
  221. steven-a1-leak-1.png
  222. Direct, 2017-06-30 (29:13).
  223. Vidéo, 2017-05-09 (0:57).
  224. Direct, 2017-06-30 (30:34).
  225. 226.0 226.1 226.2 Direct, 2017-05-12 (33:10).
  226. class mobility.png
  227. Direct, 2017-05-12 (18:00).
  228. class utilities.png
  229. Direct, 2017-05-15 (15:10).
  230. utility skills.jpg
  231. Direct, 2018-01-18 (34:56).
  232. Direct, 2019-06-28 (1:21:46).
  233. class stealth.png
  234. Direct, 2017-05-24 (57:41).
  235. Entrevue, 2020-07-19 (1:20:58).
  236. Podcast, 2020-07-26 (1:34:47).
  237. Podcast, 2020-07-26 (1:32:15).
  238. steven-family-summon.png
  239. steven-family-summon-2.png
  240. 241.0 241.1 241.2 steven-bounty-hunters-2.png
  241. Entrevue, 2017-04-27 (9:28).
  242. corruption toggle.png
  243. 244.0 244.1 Direct, 2017-05-24 (48:00).
  244. Direct, 8 April 2018 (PM) (26:19).
  245. Direct, 2017-06-16 (43:01).
  246. 247.0 247.1 247.2 247.3 Entrevue, 2018-08-17 (17:57).
  247. Direct, 2017-11-17 (27:35).
  248. 249.0 249.1 Podcast, 2017-05-05 (43:05).
  249. Entrevue, 2021-06-13 (24:14).
  250. Vidéo, 2018-04-05 (40:08).
  251. New Backer Goal!! + Monster Coins (>'.')>