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Alpha-1 JcE combat early preview.[1]

Combat is the most tactile system in the game. It's the thing you will experience most often; and outside of the systems and mechanics that are going to be present for the overarching core gameplay loop, combat needs to feel responsive. It needs to not feel floaty. It needs to feel mobile. It needs to be fluid. It needs to give a feeling of satisfaction. The audio components, the effects components, the animations themselves, the types of skills and those types of things: All of those are really our objective in fine-tuning the approach for our combat in Ashes of Creation.[2]Steven Sharif

Combat in Ashes of Creation is focused on strategy and tactics.[3]

  • Combat is the most tactile system in the game. It needs to feel responsive, mobile and fluid. It needs to give a feeling of satisfaction.[2]

We want combat to be engaging, fun... Right now we've begun the sprint toward Alpha-1 first phase deployment, so we're really looking into the action side of combat right now; and we're building systems for that. And the reason why we are doing that is because tab-targeting has been a staple of MMORPGs for a very long time, even though there's a large interest now in action for MMORPGs and there has been some successful titles with action-oriented, like TERA and BDO. We want to be able to really delve into that development so that we can better understand how to merge tab and action together in the same game, because they are vastly different play-styles.[4]Steven Sharif

Revamps to the combat system are expected in the Alpha-1 March preview testing.[5]

Combat targeting

Players using action targeted and tab targeted skills defending a village node from world boss attacks in Alpha-1.[6]
Alpha-1 early hybrid combat demo.[7]

Players can very easily transition between tab targeting and action combat. By pressing Z I now tie my cursor movement to my camera and additionally a reticle has spawned.[7]Steven Sharif

Hybrid combat refers to the choice between tab targeted skills, action targeted skills, or a mix of both in the Ashes of Creation MMORPG.[8] This is achieved through choice of skills/abilities.[9][10]

  • A tab-targeted ability requires a target in order to utilize that skill.[11]
  • An action skill is anything that can be utilized through placement of the player, such as a reticle, a ground template or a directional placement.[11]
  • 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.[10]
  • Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[12]

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.[10]Steven Sharif

A toggle button (default Z)[7] allows the player to switch between action and tab targeted combat modes.[13]

  • The action mode utilizes a targeting reticle and is very close to a third-person action game.[7][13]
    • The reticle will highlight/change color to indicate if the current target is able to be hit with the currently prepared skill.[7]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target. Currently this is activated left-click in Alpha-1, but it will be changed to right-click.[7]
  • The tab mode (MMO mode) facilitates tab targeted combat.[7][13]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[7]
    • There will be a "target of target" capability on the user interface.[14]

Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[15]

  • Damage.[15]
  • Charge up time.[15]
  • CC effects.[15]
  • Cooldown.[16]
  • Energy consumption.[16]
  • Cost to spec.[16]
  • Attack range will likely remain the same; as it is driven by the weapon or skill itself.[17]

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. [15]Steven Sharif

For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[16]

  • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[16][10]
  • Softer CC's would be housed in tab-targeted abilities.[16]

Hybrid combat is scheduled for testing in Alpha-1.[9]


The developers are testing different approaches to accommodate varying hitboxes between the races.[18]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[18]

More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to kind of just making it smaller for one and not the other.[18]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[18]

We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[18]Steven Sharif


Weapon attack cone in Alpha-1.[7]

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.[7]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[7]

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.[7]Steven Sharif

This is described as a weapon attack not an active skill.[7]

Time to kill

The Ashes of Creation MMORPG will have a time-to-kill (TTK) of around 30 seconds to a minute.[20]

In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[22]Steven Sharif

Headshot mechanics

There are no headshot mechanics in the Ashes of Creation MMORPG.[18][23][24]

Gear inspection/ Threat assessment

Players will have a buff on their nameplate that indicates the gear set they are wearing. Other players will be able to see this buff by targeting that player at a distance.[28][29][30]

  • This will indicate the type of gear (cloth, leather, plate) that they are predominantly wearing.[29]
  • The border will indicate the level and quality of the tier set.[28][29][31]
  • This also indicates if the gear is enchanted.[29][31]
  • The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[32]

When you see a player approaching you and they're wearing a transmog you know you don't know if that person is a high damage mitigation against physical damage or against magical damage and essentially the way we overcome that is through you being able to target a player at a distance and they will have a buff that's present on them that you will see, which indicates that essentially the piece set that they are wearing. It is important for players to be able to ascertain from a threat assessment standpoint you know what they're going up against if they're actively checking that and that will be available.[30]Steven Sharif

Being by default able to see a person's "gear score" / equipment list... may cause unwelcome behavior.[32]

Character nameplate

A character's nameplate is displayed above their head.[33]

  • This can be the first or last name (family name).[33]
  • The name of the character's Guild is displayed next to their name.[34]
  • The character's nameplate will deteriorate to give an indication of how much damage they have taken.[35][36][37]
  • An icon will identify the character's class.[28]
  • Hovering over the user's nameplate will show information such as level, their class name and archetype combo.[28]
  • A buff icon indicates the character's gear and grade.[28][29][30]

Summoner summons' creature type appears in the nameplate above the summon. This cannot be changed by the player.[38]


Revamped Alpha-1 Mage Fireball ability.[39][40]

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.[39]Tradd Thompson

Compétences with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[41][42]

  • Prone and crouch will likely not be in the game.[43]
  • Moving backward will likely not affect block and parry.[44]

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.[41]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.[41]Jeffrey Bard

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.[45][46] Increased blink distance. Reduces threat on targets nearby upon activation.[47][46] Increased blink distance. Deals area damage upon impact.[47][46]
Jump jump icon.png Dash with cooldown.[48] Cooldown is replaced by charges with individual cooldown.[48] Drops a bear trap at the location the ranger dashed from.[48]
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.[49] - -
Sprint sprint icon.png Increases movement speed. Using an ability ends sprint.[50] Increased resistance to disable abilities.[50] Clears crowd control when sprint starts and removes silence.[50]

Player movement

There will likely be a toggleable walk/run (autorun) capability in the game.[52]

  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[53]

Back-peddling (walking backwards) and strafing are slower than normal movement speed.[54]


There are player and spell collision mechanics in Ashes of Creation.[55]

  • 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.[56][55]


Dodging in Alpha-1 early combat.[2]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[2]Steven Sharif

Dodge rolling type skills is housed in the action skill sets of agile classes such as Rogues or Fighters.[2][57]

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.[58]Steven Sharif

Active blocking

The Paladin's Might shield in Ashes of Creation Apocalypse had its own hit box with hit points (HP). It can actively block projectiles.[59]

  • The developers have not yet decided on whether active blocking will be part of the MMO. They are currently leaning toward using more traditional buff-oriented universal damage mitigation but are also considering interaction between action-based blocking and a passive block stat from the waterfall stat system.[60]

In APOC when we had the active sheild stance- that was an active shield block action-based system; and when we collected design data on essentially the efficacy and essentially the accuracy of players who used that wasn't very high; and there is a concern at least on the front of implementing a action restricted type active shield block as opposed to what would traditionally be along the lines of activating a buff that grants a shield block rate adjustment and is universal on incoming damage- and interfaces with the stats- is really something that we're leaning towards in incorporating for the hybrid combat system.[60]Steven Sharif

This is something we're still actively iterating on and actively going to be testing in our hybrid system but you know as we're as we're doing that we are taking into consideration. Obviously we want action based components to also interact in some way shape or form with the waterfall stat system as well; and you know that seems like it might be an oxymoron from an action to tab sense, but it doesn't have to be. There can be components of action- so say for instance you could have a dual component where you activate that shield stance and if you accurately intercept an incoming projectile or a skill that's been initiated from the forward arc, you get 80% damage mitigation or 80% application of the physical defense of the shield; and if it comes from an area outside of that forward arc then you get a lesser bonus; and that essentially what would happen is let's say you take into account the stat of the shield's physical defense value, you apply it as a mitigating factor to the incoming damage, but in addition you augment that system with the waterfall stat that is responsible for shield damage mitigation or shield rate; and maybe you know the default skill says 80% damage mitigation from forward arc but that gets augmented up to 87% because of your stat essentially; and if it's not in your forward arc then it gets you know 50% efficacy- maybe it's 40 something percent. So just to give you kind of insight into what goes into kind of determining these skills and how they interact on an action-based front.[60]Steven Sharif


There will be some animations that add flavor to specific races and classes, but generally animations will be reused as much as possible to decrease development time.[61]

We will have things that are known as sort of like racial abilities which will key into the class that you've chosen and those will almost certainly have animations that are kind of like one-offs that are associated with that class. They'll help you get some more like you know Ren'Kai flavor or some more Empyrean flavor but we have to reuse animations as much as possible in order to get to the finish line here so it'd be a super nice thing to do but probably not in the cards.[61]Jeffrey Bard

Combat abilities

The aspiration for combat is for abilities to have corresponding counter-play abilities.[62]

  • The goal is to have special animations for parrying, blocking and evading.[63]

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.[63]Jeffrey Bard

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[64][62]

  • Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[67]

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.[62]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 kind of feel.[62]Jeffrey Bard

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 your target to your location. Generates additional threat.[68][69] Increased damage. Now pulls up to 3 targets.[69] Increased damage. Now pulls up to 5 targets. Stuns targets.[69]
Jump jump icon.png Dash with cooldown.[48] Cooldown is replaced by charges with individual cooldown.[48] Drops a bear trap at the location the ranger dashed from.[48]
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]


Abilities with a cast bar can be interrupted during the cast.[42]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.
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
Bulwark Bulwark Icon.jpg Strikes your target and increases your block chance. Generates additional threat.[73][74] Increased damage. Increased duration. Increased block chance.[74] Increased damage. Increased duration. Increased block chance.[74]
Meteor Storm Meteor Storm Icon.jpg Summons forth a Meteor Storm, dropping 3 meteors in the target location. Each meteor deals large area damage upon impact.[75] Increase damage and number of impacts. Stun enemies as they are hit.[76] Increase damage and number of impacts. Stun enemies as they are hit.[76]
Onslaught Onslaught Icon.jpg Charge your target. Provides a small damage-absorbing shield. Generates additional threat.[77][78] Increased damage. Increased shielding. Knocks down target.[78] Increased damage. Increased shielding. Knocks up targets along the chargepath.[78]
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.[49] - -

Aggro abilities

Aggro (Threat/Hate) will matter in the game.[79]

  • Aggro is based on a hate table.[79]
Skill Icon Rank 1 Rank 2 Rank 3
Bulwark Bulwark Icon.jpg Strikes your target and increases your block chance. Generates additional threat.[73][74] Increased damage. Increased duration. Increased block chance.[74] Increased damage. Increased duration. Increased block chance.[74]
Lacerate Lacerate Icon.jpg Slashes your target, dealing instant damage and bleeds the target over time. Generates additional threat.[80][81] Increased damage. If the target is bleeding from previous Lacerate, explode remaining bleed damage as instant damage.[81] Increased damage.[81]
Myrmidon Myrmidon Icon.jpg Strikes your target and increases your damage mitigation. Generates additional threat.[82][83] Increased damage. Increased duration. Increased mitigation.[83] Increased damage. Increased duration. Increased mitigation.[83]
Onslaught Onslaught Icon.jpg Charge your target. Provides a small damage-absorbing shield. Generates additional threat.[77][78] Increased damage. Increased shielding. Knocks down target.[78] Increased damage. Increased shielding. Knocks up targets along the chargepath.[78]
Resounding Smash Resounding Smash Icon.jpg Smashes the ground in front of you, dealing damage to all targets. A second hit resounds on the primary target. Generates additional threat.[84][85] Increased damage.[85] Increased damage.[85]
Shockwave Shockwave Icon.jpg Stomps the ground in front of you, knocking down and dealing damage to all targets. Generates additional threat.[86][87] Increased damage. Now deals damage over time in the affected area.[87] Increased damage. Increased effect radius.[87]
Weapon Toss Weapon Toss Icon.jpg Throws your weapon at your target, dealing damage. Generates additional threat.[88][81] Increased damage. Bounces up to 2 additional targets.[81] Increased damage. Bounces up to 4 additional targets. When the weapon reaches its final target, explodes into extra area damage.[81]

Animation cancelling

Animation cancelling will not be a combat mechanic.[89]

Combat stances

The use of weapon stances in game is likely.[90]


RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[91]

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.[92]Jeffrey Bard

Primary skills

capture vidéoPre-alpha d'un Mage utilisant des capacités offensives et utilitaires , tel que Mage's escape et Mage's detection.[93]

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.[94]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.[95]Steven Sharif

Les compétences primaires (capacités de classe) proviennent de l'archetype du joueur.[49] Les joueurs peuvent personnaliser leurs compétences primaires avec les améliorations d'un archétype secondaire.[96][49][97]

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.[98]Steven Sharif

  • Chaque archétypes secondaire permet quatre écoles d'amélioration différentes.[96][99] Chaque école d'amélioration affecte la compétence de l'achétype principal d'une manière différente.[100]
    • 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.[96][100]
    • Chaque amélioration a un niveau et un nombre de points de compétences requis pour l'activer.[101]
    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.[101]Steven Sharif
  • Choisir les mêmes archétypes principal et secondaire augmentera la spécialisation de cet archétype.[102]
  • 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.[103]
  • Changer l'amélioration sur vos compétences nécessitera de rendre visite à un PNJ dans un noeud au rang de Village ou supérieur.[105]
  • Les couleurs et effets visuels de certains sorts FX changeront selon leurs améliorations.[106]
    • Des compétences actives pourraient sembler complètement différentes après l'application d'une amélioration.[107]

Skill points

Alpha-1 early preview skills UI.[12]

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.[12]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.[108][109][110][111]

  • Il ne sera pas possible de monter au niveau maximum chaque compétence d'un arbre.[111]
  • 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.[112]
  • Les joueurs auront la possibilité de réinitialiser et redistribuer leurs points de compétences.[113]

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.[2]Steven Sharif

Active skills

Players can build their characters with the active skills they want on their action bar.[115][116]

  • The number of skills on the action bar will be contained (fewer than 30).[3]
  • There will be an option to include multiple hotbars (action bars).[2][116]
  • For example: One Fighter will be different from another based on what active skills they have chosen.[3]
  • Through skill choice, players can customize their combat experience to focus on tab targeted skills, action targeted skills, or a mix of both.[8]
  • Players are not given skills as they level up, they must choose what skills they take.[112]
  • There is no spellbook requiring memorization.[117]

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.[2]Steven Sharif

Ultimate skill

The ultimate skill is a very powerful skill.[118]

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
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][119] Adds movement slow.[119] Adds damage over time to targets in the area.[119]
Ultimate Defense Ultimate Defense Icon.jpg Provides increasing mitigation based on missing health, up to full invulnerability. Reduces movement speed while active.[120][121] Increased duration.[121] Increased duration. Now applies a large mitigation increase to nearby group members.[121]

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".[122]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 Throws a fireball at your target. Deals instant damage.[123] Becomes a burn (damage over time).[76][124][125] Area of effect around the target.[76][124]
Flame line flame line icon.png Shoot an arrow that leaves behind a trail of flames.[126] Arrow explodes upon reaching the end of its distance.[126] Enemies take burning damage for entering the flames.[126]
Lava Storm Lava Storm Icon.jpg Creates a field of lava at the selected location. Deals additional damage in the center of the ability. Deals area damage around the caster upon cast.[127][128] Increased damage. Increased duration.[127][76] Increased damage. Increased duration.[127][76]
Lightning Bolt Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[129] Adds damage over time to targets hit.[130] Chains to nearby enemies that are not hit. Anyone who is outside the line has a chance to get a bolt jump to them.[130]
Meteor Storm Meteor Storm Icon.jpg Summons forth a Meteor Storm, dropping 3 meteors in the target location. Each meteor deals large area damage upon impact.[75] Increase damage and number of impacts. Stun enemies as they are hit.[76] Increase damage and number of impacts. Stun enemies as they are hit.[76]


Les soixante-quatres (64) classes sont décomposées en 8 principaux archétypes. L'équilibrage des compétences actives ne se fait que pour ces 8 premiers archétypes.[131]

  • Il existe 4 principaux groupes d'améliorations assignés à chaque archétype de base. L'équilibrage des améliorations se fait en fonction des groupes pour chacun des 8 archétypes principaux.[131]

L'équilibrage est un aspect tellement crucial du système de classe que nous voulons faire en sorte qu'il y ait une raison de jouer chaque combinaison.[132]Steven Sharif

On ne crée pas 64 classes pour n'en jouer que 4.[132]Peter Pilone

L'équilibrage dans Ashes of Creation est "pensé pour le jeu en groupe".[133]

Il y aura des affrontements en 1vs1 ou une classe sera supérieure à l'autre; cette implémentation devrait prendre la forme d'un pierre-papier-ciseaux . Nous voulons qu'il y ait des contres...Dans ce but il y aura un système pensé pour le jeu en groupe, où temps que la diversité de classes est présente, il y aura un équilibre. Cela demandera beaucoup de skill et de stratégie.[133]Steven Sharif

Certains archétypes secondaires pourront rattraper l'écart entre eux et la classe qui les contrent naturellement.[134]

Certains archétypes sont capables de combler l'écart avec la classe qui les dominent. Si j'ai un archétype de Tank et que l'archétype qui me domine est le mage, alors je peux prendre mage en second archétype et ainsi je peux partiellement combler l'écart de puissance; tout en ne changeant quasiment pas ma manière de jouer.[134]Steven Sharif


Ashes of Creation a la trinité traditionnelle des rôles de Tank, DPS et Support/soigneur.[135][136]

Nous avons nos huit archétypes; et la trinité est d'une grande influence envers les huit classes de base. Cependant cette zone dans laquelle on commence à jouer avec les frontières de la trinité est la classe secondaire que vous pouvez choisir. C'est là qu'on commence à mélanger ces espaces et qu'on permet aux gens un peu d'influence sur leur rôle et si oui ou non ils collent parfaitement à une catégorie de la trinitée.[137]Steven Sharif

Power creep

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[138]Steven Sharif

Weapon use combo system

A weapon use combo system (also referred to as Combo system[139], Combat skills[109], and Combat tree[110]) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[139] No traditional auto-attack system is present in Alpha-1.[140]

  • 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.[5][110][109][139]
  • 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.[110][139] This synergy also applies to active skills from other characters.[108]
    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.[110]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.[109]Steven Sharif
    • These procs may reduce or reset cooldowns on other skills on the player's hotbar.[141]
  • Using a skill/ability will in general reset the combo.[141]
    • The developers are considering specific abilities might be able to be used without resetting the combo system.[141]
  • The combo system will not have the quicktime event that was seen at PAX West 2017.[139]

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.[139]Steven Sharif

Classes of weapons

Weapon classes (also referred to as weapon types and weapon groups) in Ashes of Creation.[5]

  • Blunt weapons
  • Slashing weapons
  • Piercing weapons

Weapon swapping

Weapon swapping in the Ashes of Creation MMORPG will be subject to a cooldown period following any damage taken or done by the player.[143][144]

  • The cooldown will be in the range of a few seconds.[144]

For the MMORPG we want there to be some time between damage received or damage done before you can swap your weapon. It's not going to be substantial. It will maybe be a few seconds.[144]Steven Sharif

Players cannot switch armor while in combat.[143][145]

Raid mechanics

Raids contain intricate combat mechanics.[146]

  • Multiple phase boss fights.
  • Adds.
  • Random oriented skill usage.
  • Telegraphed animations, but no obvious telegraphed templates on the ground.
  • Fights will require location, mobility and strategy.

Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet.[146]Steven Sharif


In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[147]

  • Animation tells.
  • Templates.

Utility skill

Pre-alpha rogue climbing a Métropole wall.[148]

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".[149]Steven Sharif

A utility skill is a non-combat skill that interacts with the environment.[150] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[151]

  • Different classes excel at different skills.[151]
  • All classes will have maneuverability/traversal utility abilities.[152]
    • There will be a grappling hook utility skill or item.[153]
  • 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.[154]
  • Certain classes are able to climb/parkour in certain areas.[155][156]
    • Climbing/parkour ability is not free-form and will likely be restricted to certain quests, locations or objects.[157][158]
  • Certain classes (such as Rogues) will have stealth abilities.[159]
    • Rogues may also have a spyglass utility skill.[151]

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.[160]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
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).[161][162] Players cannot be summoned in the following cases:
This will be tested in Alpha-2.[165]
- -
Harvest harvest icon.png The harvest skill allows players to gather resources.[166] - -
Mount Potion
Pathfinding Reveals corrupted player locations on the bounty hunter's map.[167][168] 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.[167] The pathfinding ability can be toggled on or off.[167][169] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[170] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[170]
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.[171] - -
Track track icon.png Use this skill to show nearby tracks, leading to unknown adventures.[70] - -

Player death

Player death in an open world dungeon in Alpha-1.[172]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[173]Steven Sharif

  • A non-combatant (green player) who dies suffers normal penalties, which include:[174]
    When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sync and a material sync. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[177]Steven Sharif
    • Dropping a percentage of carried gatherables and processed goods.[179][174]
      • This also includes a percentage of the certificates a player is carrying.[180]
      • If a player dies there will be a period of time before their mule despawns. Other players must kill that player's mule to be able to loot it.[181]
      • If a player's mule dies its corpse will contain the same percentage of lootable items as the player.[181][182]
  • A combatant (purple player) who dies suffers these same penalties, but at half the rate of a non-combatant.[174]
  • A corrupt (red player) suffers penalties at four times[183] the rate of a non-combatant, and has a chance to drop any carried/equipped items based on their current corruption score. This includes:[183][174]

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[187]

There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[187]Steven Sharif

Death penalties do not differ between JcJ and JcE, but this is subject to change.[188]

Death by drowning is possible.[189]

Mounted combat

Certain mounts will have combat abilities.[190][191]

  • Players can't use their class skills while mounted.[190]
  • Mounts can be targeted separately from the player while mounted.[192]
  • Mounts can be killed by players, but can be resurrected after a certain cooldown period.[192][193]

Mount abilities and stats

Supports have different core abilities and stats.[195]

Dragon abilities

Dragons are epic flying mounts with strong battle abilities, such as AoE breath attacks, swooping flyby attacks, and others.[198][199]

The dragon will have a lot of capability in PvP. It's primarily its purpose, because as it relates to Castles and the sieges they're in, or Nodes and the sieges they're in. We want dragons to have large scale ramifications against player raids.[199]Steven Sharif

Combat pets

Combat pets (also referred to as Item pets or Universal combat pets) may be tamed from certain creatures in the world.[200]

  • Combat pets will not increase a player's power and will require a sacrifice from the player.[201]
  • Combat pets have a horizontal progression, not a vertical one.[201]
  • Combat pets are categorized by class and will adhere to a simple trinity structure (Tank/DPS/Support).[202]
  • Combat pets will also be categorized into different rarities.[202]

It will participate in combat. It will allow you different options sometimes, but it won't necessarily increase your power and... you'll be sacrificing something for it.[201]Jeffrey Bard

Combat pets are not the same as Summoner summons.[202]

Combat naval

Tea transport PAX East 2018 exclusive cosmetic ship skin.[203]

Sailing will be pretty in-depth and it's going to be based on the size of the ship that you're using. So there will be components for seamanship that other players you will need to have on board if you want to operate a vessel to the best of it's abilities: Let's say in combat or traversing just the world.[204]Steven Sharif

Combat naval involves different types of Navires with varying capabilities, armaments and roles to play out on the high seas. There will be a balance and counterbalance between ships from JcJ and JcE perspectives.[205]

Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[206]Steven Sharif

Addons/ DPS meters

En général, les addons ne seront pas autorisés.[207]

  • Les développeurs ne veulent pas que les addons/mods soient nécessaire pour vivre une bonne expérience de jeu.[208]
  • Les développeurs pensent que les DPS Meters peuvent avoir des effets négatifs.[207]
  • Le design de l'API du jeu est toujours en développement.[210]
    • Il y aura des outils disponible pour le streaming notamment pour Twitch et quelques autres services, mais ces outils ne seront pas accessibles depuis un API.[211]

nous voulons rendre l'UI et la représentation des données customisables, mais nous ne voulons pas rendre le jeu moddable pour l'instant. Nous changerons peut-être d'avis, mais ce n'est pas prévu à la sortie.[211]Steven Sharif

Nous voulons que le studio puisse offrir le plus possible par lui-même... Nous ne voulons pas d'addons.[208]Steven Sharif

Combat logs

There are combat logs in Ashes of Creation.[212]

We will be providing combat data for individual players in their chat window, that players can filter and analyze for themselves. The goal is to mitigate and make the practice less prevalent through the ease that DPS meters provide. Also to place actionable enforcement for players who attempt to circumvent the decision by use of 3rd party programs, for which we will be monitoring.[213]Steven Sharif


Il n'y a pas de factions prédéfinies dans Ashes of Creation.[214]

Nous offrons au joueur ces événements de friction légère et ensuite cela détermine qui sont vos amis et vos ennemis.[215]Steven Sharif

Parce que nous ne sommes pas basés sur des factions, vous voulez accorder à l'utilisateur la possibilité de faire des choses qui sont soit « mauvaises » soit « bonnes », donc il doit y avoir une pléthore de choix du côté maléfique auxquels participer.[216]Steven Sharif

Ashes of Creation Apocalypse

Ashes of Creation Apocalypse combat targeting

Action combat in Ashes of Creation Apocalypse utilizes a targeting reticle.[218]

  • A hot key can be used to toggle reticle mode on and off.[218]
  • Left mouse click is used for basic weapon attacks.[219]
  • Right mouse click is used as a "focus" button. It can also be used to activate root motion attacks for melee.[219]
  • Combat targeting uses hitbox registration in three separate regions: Upper body, lower body and head.[220]
  • Certain weapons and skills have ADS (Aim Down Sights) functionality.[221][222]

There will be aim down sights. You may have seen it that you can aim down sights on weapons; and there will be scopes on like crossbows and stuff that - arcane scopes - that you can use.[221]Steven Sharif

Some spells do have ADS. There's a long-range meteor blast that can be used from one of the spell books; and that has an arcane zoom in. It lets you zoom into a target.[222]Steven Sharif

Alpha-1 will test hybrid action/tab combat.[9][4]

Ashes of Creation Apocalypse class kits

Six classes will be present in Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[223]

These classes relate to the trinity of classes: Tank, DPS and Support.[223][224]

  • Skills/abilities are not tied specifically to weapons in castle siege mode.[225]
    • It was previously stated that weapon skills are applied to augment a class' base skills.[226]
  • Base class skills may be able to be selected from a host of available skills for that class based on a player's progression within that season.[226][227]

We had a little bit of an idea that we're going to explore with regards to each of the classes having a range of skills and abilities that players can customize that skill kit based on their progression within a season, let's say; and that progression can be gained from any of the modes and it would grant you the ability to kind of customize that skill kit for the before the siege mode or the horde mode. But that's something that might come at a later date.[227]Steven Sharif

Ashes of Creation Apocalypse classes only apply to Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[228]

Ashes of Creation Apocalypse healing

Healing in Ashes of Creation Apocalypse will be reticle based (action targeted).[229]

We have a few design theories on action combat and healing to began with phase one. Part of that will be the implementation of a class system into the castle siege and horde mode of phase one. Those will be kits that play out as skills available from an action perspective. You'll be able to target in proximity, basically so positioning is going to matter. Importantly, for healers being close to the individual party members you wish to heal. Additionally, you'll have reticle based healing methods. This would be a template that could be launched in that direction as a pulse of heels or augments. So there's a lot of different systems are playing with that you'll see more of when we get to those when we get to the castle siege system and the Ashes of Creation Apocalypse horde mode.[229]Steven Sharif


Community guides

Voir également

Les références

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  162. Podcast, 2020-07-26 (1:34:47).
  163. Podcast, 2020-07-26 (1:32:15).
  164. steven-family-summon.png
  165. steven-family-summon-2.png
  166. 166.0 166.1 166.2 166.3 Vidéo, 2017-09-02 (0:21).
  167. 167.0 167.1 167.2 steven-bounty-hunters-2.png
  168. 168.0 168.1 Entrevue, 2017-04-27 (9:28).
  169. corruption toggle.png
  170. 170.0 170.1 Direct, 2017-05-24 (48:00).
  171. Direct, 2017-05-03 (49:39).
  172. Direct, 2020-03-28 (1:58:24).
  173. Podcast, 2018-04-23 (49:21).
  174. 174.0 174.1 174.2 174.3 174.4 174.5 174.6 174.7 Podcast, 2017-05-05 (43:05).
  175. Direct, 2017-05-19 (13:37).
  176. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  177. 177.0 177.1 Entrevue, 2021-02-07 (13:14).
  178. Entrevue, 2020-07-29 (16:46).
  179. a419c5398b542a713545e4f393d67215.png
  180. Entrevue, 2020-07-18 (27:11).
  181. 181.0 181.1 Direct, 2021-01-29 (1:24:27).
  182. Direct, 2018-09-27 (47:46).
  183. 183.0 183.1 183.2 Entrevue, 2020-07-18 (41:54).
  184. Direct, 2017-11-17 (35:20).
  185. Entrevue, 2018-05-11 (15:41).
  186. Entrevue, 2018-05-11 (3:43).
  187. 187.0 187.1 Direct, 2020-12-22 (1:13:51).
  188. Direct, 2017-05-15 (36:23).
  189. Direct, 2017-07-28 (50:22).
  190. 190.0 190.1 Direct, 2017-05-05 (22:44).
  191. Direct, 8 April 2018 (AM) (12:34).
  192. 192.0 192.1 192.2 192.3 Entrevue, 2020-07-19 (1:05:41).
  193. Direct, 2017-05-05 (38:27).
  194. Vidéo, 2021-02-26 (20:25).
  195. mount stats.png
  196. mount abilities.png
  197. mount speeds.png
  198. dragon abilities.png
  199. 199.0 199.1 199.2 Direct, 8 April 2018 (PM) (51:49).
  200. Direct, 2018-01-18 (33:09).
  201. 201.0 201.1 201.2 Direct, 2019-06-28 (1:24:27).
  202. 202.0 202.1 202.2 Direct, 2020-10-30 (1:21:14).
  203. Ashes of Creation Store: Tea transport.
  204. Direct, 2018-10-31 (54:21).
  205. Direct, 2017-07-28 (47:53).
  206. Direct, 2019-06-28 (1:12:08).
  207. 207.0 207.1 Direct, 2017-05-05 (20:02).
  208. 208.0 208.1 Entrevue, 2018-10-20 (6:29).
  209. Direct, 2017-05-05 (43:27).
  210. Direct, 2017-05-05 (21:41).
  211. 211.0 211.1 Entrevue, 2018-05-11 (49:03).
  212. Ashes of Creation Forums - No Damage Meter?
  213. Ashes of Creation Forums - No participation trophy.
  214. Direct, 2017-05-26 (39:36).
  215. 215.0 215.1 215.2 215.3 215.4 Entrevue, 2020-07-18 (22:26).
  216. Direct, 8 April 2018 (PM) (11:27).
  217. Direct, 2018-09-27 (17:52).
  218. 218.0 218.1 Direct, 2018-07-09 (58:26).
  219. 219.0 219.1 Entrevue, 2018-08-08 (27:04).
  220. Entrevue, 2018-08-17 (3:58).
  221. 221.0 221.1 Entrevue, 2018-08-17 (4:31).
  222. 222.0 222.1 Entrevue, 2018-08-17 (6:03).
  223. 223.0 223.1 223.2 Direct, 2019-01-11 (41:20).
  224. Entrevue, 2018-10-20 (11:38).
  225. Direct, 2019-11-22 (59:37).
  226. 226.0 226.1 226.2 Entrevue, 2018-08-17 (8:16).
  227. 227.0 227.1 Direct, 2019-01-11 (58:40).
  228. Reddit Q&A, 8 January 2019.
  229. 229.0 229.1 Entrevue, 2018-08-08 (19:40).
  230. 230.0 230.1 Entrevue, 2018-08-17 (12:05).
  231. 231.0 231.1 Entrevue, 2018-12-06 (2:04).