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

C'est là que les joueurs attribuent des points de compétences à leurs compétences actives, leurs capacités passives - ce qui peut améliorer leur utilisation d'armes et d'armures et de régénération de santé et de statistiques passives et de trucs comme ça - mais du côté des armes, c'est là que vous allez vous spécialiser dans certains types de provocations basés sur des groupes d'armes. Nous avons donc un peu parlé de cela dans le passé : si vous avez une dague, les dagues pourront avoir une chance de provoquer un saignement sur votre attaque d'arme et cela fonctionnerait en synergie avec la capacité d'une compétence active comme disons Backstab qui fait plus dégâts si la cible est sous un effet de saignement. Nous avons également dit dans le passé que les joueurs pourront attribuer des points de compétence dans leurs compétences actives qui sont plus orientées vers le combat d'action ou le ciblage tab.[3] – Steven Sharif
Les joueurs recoivent des points de compétences en gagnant des niveaux. Ceux-ci peuvent être utilisés pour augmenter les compétences (augmenter leur rang) dans leurs arbres de compétences actives, passives ou de combat/d'armes.[4][5][6][7]
- Il ne sera pas possible de maximiser toutes les compétences dans un arbre de compétences.[7]
- En ce qui concerne la progression des compétences, les joueurs pourront voir large et obtenir un certain nombre de compétences différentes, ou aller "en profondeur" dans un petit nombre de compétences spécifiques.[8]
- Les joueurs peuvent réinitialiser et redistribuer leurs points de compétences.[9]
Rendre les compétences actives capables de recevoir des allocations de points supplémentaires et de 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 moins grand, dans certains de ces choix de compétences. Ou si vous voulez être très très grand, ce sera quelque chose qui dépendra du joueur à cet égard.[10] – Steven Sharif
Compétences actives
Les joueurs peuvent créer leurs personnages avec les compétences actives de leur choix sur leur barre d'action.[12][13]
- Le nombre de compétences sur la barre d'action sera limité (moins de 30).[14]
- Il y aura une option pour inclure de multiple barres d'action additionnelles.[15][13]
- Par exemple : un Fighter sera différent d'un autre selon les compétences qu'ils ont choisis.[14]
- À travers les choix de compétences, les joueurs pourront personnaliser leur expérience de combat pour se focaliser sur les compétences tab targeted, action targeted, ou un mélange des deux. [16]
- Les compétences ne seront pas directement données aux joueurs, en montant de niveau ils devront choisir lesquelles prendre.[17]
- Il n'y aura pas de livres de compétence ou de mémorisation.[18]
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.[15] – Steven Sharif
Compétences primaires

Qu’importe l’archétype secondaire que vous choisissez parmi les huit, vous recevrez un choix d’améliorations en adéquation avec l’idéal de base de cette classe. Vous savez comme le fait qu’un tank est le contrôleur du champ de bataille et doit survivre. Le mage d’infliger des dégâts, éléments et capacités dans ses AoEs. Le rogue d’être furtif et d’infliger des dégâts critiques. Ces améliorations vont donc pencher vers ces identités.[20] – Steven Sharif
L'idée derrière le système est que vous contournez en quelque sorte la ligne à travers ces améliorations de votre rôle, n'est-ce pas. Nous avons la sainte trinité traditionnelle qui est présente dans les conceptions de classes des MMOs et souvent celles-ci n’en sont pas du tout déviées ou complètement déviées. L’amélioration consiste en quelque sorte à offrir un équilibre de ça où vous conservez toujours le semblant de ce système de trinité tout en offrant la possibilité de personnaliser votre expérience de jeu vers l'un des autres angles du triangle.[21] – Steven Sharif
Les compétences primaires (capacités de classe) sont basées sur l’archétype du joueur.[22] Les joueurs peuvent personnaliser leurs compétences primaires avec l’amélioration d’un archétype secondaire.[23][22][24]
Le concept derrière les améliorations est non seulement de changer la saveur afin qu'elles reflètent l'archétype secondaire, mais aussi de changer fondamentalement les composants de base d'une compétence.[25] – Steven Sharif
- Chaque archétype secondaire offre quatre écoles différentes d’améliorations.[23][26] Chaque école d’amélioration affecte les compétences d'un archétype primaire de différentes manières.[27]
- Par exemple: Un Mage offre la Téléportation et des écoles élémentaires d’améliorations. Ces améliorations affecteront les compétences primaires d’un Combattant différemment d’un Clerc.[23][27]
- Chaque amélioration a une exigence de niveau et un nombre de points de compétences requis pour l’activer.[28]
- Il y aura un certain seuil à partir duquel vous ne pourrez plus améliorer vos capacités actives à cause des décisions d’améliorations de capacités précédentes, vous devrez donc choisir lesquelles vous souhaitez appliquer les améliorations; et certaines améliorations requerront plus de dépenses du côté des points de compétences.[28] – Steven Sharif
- Les améliorations de compétences primaires changeront fondamentalement la manière dont fonctionne la capacité: Adapter ce que faisait la capacité pour incorporer l’identité de l’archétype secondaire.[30]
- Le système de progression des améliorations est très similaire au système de progression de classe.[31]
- Changer les améliorations de vos compétences vous obligera à vous rendre auprès d’un PNJ dans un nœud Village ou au-dessus.[32]
- Certaines couleurs de sorts et d’FX généraux changent en fonction de l’amélioration.[33]
- Les compétences actives pourraient sembler totalement différentes après l'application d'une amélioration.[34]
Les compétences primaires dans l’Alpha-2 devraient être très différentes de celles de l’Alpha-1.[35]
La liste de capacités dans l’Alpha Un est loin de ce que sera la liste de capacités, en particulier du point de vue du niveau/progression. Vous pouvez donc vous attendre à ce que ce soit incroyablement différent.[35] – Steven Sharif
Weapon skills
Part of the plan with each of these weapons is they'll each have a unique skill tree associated with them to differentiate them, not only in terms of feel, but also in terms of mechanics. And an important thing that we really want to capture in Ashes is the important ability basically so the player can build their character how they want; and that extends beyond just their classkits. So for example, if I'm the ranger I can spec into my shortbow or I can spec into my longbow; and those will be two very different builds for example made specialized or have have a part of its tree that specializes and bleeds that might synergize with specific ranger abilities that the longbow might not necessarily synergize with. Their weapon choice will play into what abilities the archetype is specializing in.[37] – Tradd Thompson
Weapon skills grant passive skills and proc effects and other status conditions rather than usable skills on a player's action bar.[38] The more skill points that are allocated to the weapon tree, the greater a player's weapon familiarity. This influences things like the number of attacks, attack speed, and increased chances of proc effects from carrying out basic attacks with that weapon. These procs may offer synergy with the player's active skills.[39][40][41][37][42][43][5][6][44][30][45] This synergy also applies to active skills from other characters.[4]
- The weapon use combo system determines special effects that proc based on weapon progression.[44][45]
- These procs may reduce or reset cooldowns on other skills on the player's hotbar.[46]
- Certain rotations can ensure the best chance of triggering a weapon proc, but there is no reliable way to ensure that proc activates.[47]
- Weapon progression such as set bonuses may change at what level any proc effects occur.[42]
- Our approach is not going to be providing skills through weapons. It's going to be providing skills through classes.[39] – Steven Sharif
- Players can spec into weapon skills on their weapon skill tree (also referred to as Combat skills[5], and Combat tree[6]) based on their preferred weapon types and the grade of the weapon.[40][41][37][43][6][5][44]
- Dual wielded weapons count as a single weapon type on the weapon skill tree.[47][48]
- 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.[6] – 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.[5] – Steven Sharif
Basic attacks
Basic attacks are triggered for the equipped primary weapon by pressing Q or left-clicking the mouse (these buttons can be re-bound by the player).[50][51][42]
- Players can select which weapon they wish to use as their primary weapon for basic attacks.[50][51][52]
- Different weapon types have different basic attacks.[53][54]
- Weapons with projectile attacks are capable of blind firing without having a target.[55]
- If the player is in action camera mode and their reticle is over a target, they will be able to soft lock onto that target, causing projectiles to home to targets who are within the correct range/angle.[55]
- When you have your weapon and you utilize a basic attack, you can blind fire that weapon, if it has a projectile associated with it, without having to have a target. In addition, if your reticle in action camera mode is over a target, you will have a soft target lock and projectiles will home to that target if within the right angle of direction.[55] – Steven Sharif
- Sequences of basic attacks trigger the combat animation montage based on the weapon type.[42]
- Using a skill other than a basic attack will in general reset the weapon use combo system.[46]
- The developers are considering per-use consumables/buffs that apply certain rider effects to basic weapon attacks.[56]
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Longbow basic attack | ![]() |
A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[57][53][54] | ||
Shortbow basic attack | ![]() |
A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[53][54] |
Système de combo des armes
This is a single Target projectile attack that applies two stacks of Chilled to the enemy; and then after that hit him with a few wand attacks. Now you'll see that you've gotten a Frozen status effect on him and then he timed that really well there... in that very last frame you'll see that he hit him with a lightning effect... So that's a good way to get your burst damage if you're rotating your spells and your elements the correct way.[58] – Keenan Reimer
The ability for for a spell Caster or just any player with their archetype having the option to weave in-between those rotations and those spells and to create successful combinations within their kit that you amplify the DPS or the status conditions or the control effects, or whatever it is your is your end goal. Having a rotation that emphasizes your ability to succeed or fail in those combos I think is compelling from a gameplay perspective.[60] – Steven Sharif
A weapon use combo system (also referred to as Weapon attack combo, Weapon combo, Combo system[44], and Weapon use ability[61]) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[41][44][62]
- The combo system consists of a sequence of combat animations based on the weapon type, referred to as a combat animation montage.[42]
- Combos are triggered by performing basic weapon attacks (default Q or left-mouse-click).[46]
- Let's say for example you're using a two-handed warhammer or something and you have a number of weapon combos that play animation style based on how many combos deep you go into an attack with that warhammer. So the first is going to be like a forward swing. Second is going to be a back swing. The third is going to be swing down and the fourth is going to be some twirl that you do; and that's what we call the combo animation montage.[42] – Steven Sharif
- This system plays heavily into the weapon skill trees, which are planned for Alpha-2 and beyond.[63]
- The way that the weapon skill tree works is that at different stages of that combat montage you have available procs that can occur. The first swing might be a small stagger that decreases your opponent's accuracy by 15, that could be a proc that you could that you could spec into that decrease in accuracy- might be a status condition called stagger or bewildered or whatever- and that might exist for three or four seconds. Your second option from a skill tree perspective might be on the swing back. You have some type of tapering slow effect that lasts over three seconds- some type of tapering snare; and then the third step strike down might be some potential one second stun status modifier; and each of these you can spec into additional points to increase the chance that these proc.[42] – Steven Sharif
- Depending on class skill choice these effects will have synergy effects with the combat montage.[42]
- Depending on what your class skill choice has been those are going to have synergy effects with the weapon skill tree. So my skill called spin-to-win might do 30 additional damage on a staggered target. So I see when my proc occurs with the stagger effect on my first swing, like for me as a player I might be only interested in landing that first swing, so every now and then I'm gonna swing once and then I'm gonna use a skill and then I'm gonna come back and swing again because that'll play my first swing montage, because it's been interrupted. So I won't move to the second one because I'm really just wanna hit that stagger effect. So that's going to be how my rotation lines up. However I might have some skill that on a stun target it might be an immediate cast and it's like some power you push or power hit; and that does- it knocks back a stun target. So if the target's stunned when this skill plays, it has an added effect of knock down and now they're gonna get knocked down for an additional two seconds. Now I might spec into that and as a result I want to finish through: swing, swing, and then knock down. So I get my chance at stunning that target with that weapon skill.[42] – Steven Sharif
- Weapon progression such as set bonuses may change at what level any proc effects occur and therefore enable different combo rotations.[42]
- You may have items or set bonuses that change at what level those proc occurs. So I may have a full set of battle armor that changes all third hit combo procs to second hit requirements and now I have a chance not only on my second hit to land that tapering slow but I also have a chance to land my one second stun proc because I have the full set that changes my weapon progression. So that's the way itemization works with your weapon skill tree, is you can enhance when those weapon skill trees become available in your combat montage and that can be a relevant factor in how your skill rotations come to play; and mixes with your weapon attacks.
- Weapon skill choices and rotations will vary based on whether the player is more focused on JcJ or JcE.[42]
- Right now some people might just say, "I don't care at all about my weapon attacks. I'm not going to invest a lot of points into that. And if I do, it's going to be primarily PvE focused where I'm more comfortable using just swinging my weapon, and I may not use them as much in PvP. I'm just going to be focused on skill rotations." That's okay, but the reason for those skill montages- back to your question- is they have a very relevant role in when certain procs come online from a weapons skill tree perspective.[42] – Steven Sharif
- Using a skill/ability other than a basic attack will in general reset the combo.[46]
- The developers are considering specific abilities might be able to be used without resetting the combo system.[46]
It acts similar in the sense of the core loop of what an auto attack is so to speak; where typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable skill effect that you can continually attack with but it's a little bit more involved than what a traditional auto attack is; and it has components from a from an advancement standpoint when it comes to the types of procs that your weapon can have during that combo system... It's not going to have the quick time event that you guys saw early on in PAX and gave great feedback on, but it is going to have development with regards to the power of the weapon the type of weapon you're using, the additional proc effects that you can skill into: Those types of things are going to make it a little bit more complex of a system capture.[44] – Steven Sharif
Classes d'armes
Les classes d'armes (également appelées "types d'armes" ou "groupes d'armes") dans Ashes of Creation.[43]
- Armes contondantes
- Armes tranchantes
- Armes Perçantes
Weapon attack cone

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.[65] – Steven Sharif
Toutes les armes ont un Cône d'attaque frontal, que vous soyez en mode ciblage ou action.[65]
- L'angle du cône et sa longueur varieront selon le type d'arme.[65]
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.[65] – Steven Sharif
Ceci est décrit comme une attaque d'arme et non une compétence active.[65]
- Le cleave devait être auparavant une compétence de classe pour certaines classes.[66]
Passive skills
Passive skills are used to augment weapon usage, armor usage, health regeneration, and passive stats.[3]
- Passive skills can be levelled up by allocating skill points on the skills UI.[3]
- Passive skills enable players to work toward mastery of a weapon.[30]
- Passive skills are based on the player's choice of primary archetype.[2]
- Some passives may be introduced with the choice of secondary archetype, but this hasn't been finalized yet.[67]
- All these passive abilities: mana regen, attack damage, critical hit damage, health regeneration, defense mitigation, maximum health: A lot of different changes from the passive side of things and these are based on what archetype you've chosen.[2] – Steven Sharif
Passive skill | Icon | Archetype(s) | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|---|
Attack Damage | ![]() |
Mage | Increases attack damage by 5.[68] | ||
Block Chance | ![]() |
Tank | Increase chance to block attacks by 20% (Blocked attacks deal 20% reduced damage).[69] | ||
Cooldown Reduction | ![]() |
Cleric Mage Tank | Reduce all ability cooldowns by 5%.[68] | ||
Critical Hit Damage | ![]() |
Mage | Increase the damage and healing bonus from critical hits by 20%.[68] | ||
Critical Hit Rate | ![]() |
Cleric Mage Tank | Increase the chance for damage and healing abilities to critically hit by 5%.[68] | ||
Defense Mitigation | ![]() |
Cleric Mage Tank | Increase defense mitigation by 4.[68] | ||
Disable Chance | ![]() |
Mage | Increase chance to disable by 15%.[68] | ||
Disable Defense | ![]() |
Cleric | Reduce chance of being disabled by crowd control effects by 10%.[70] | ||
Healing Received | ![]() |
Tank | Increase the amount of healing received by 10%.[71] | ||
Health Regeneration | ![]() |
Cleric Mage Tank | Generate an additional 1.5% of your maximum health per second.[68] | ||
Increased Healing | ![]() |
Cleric | Increase healing done by 10%.[72] | ||
Mana Regeneration | ![]() |
Cleric Mage Tank | Generate an additional 1% of your maximum mana per second.[68] | ||
Maximum Health | ![]() |
Cleric Mage Tank | Increase maximum health by 75.[68] | ||
Maximum Mana | ![]() |
Cleric | Increase maximum mana by 100.[73] | ||
Movement Speed | ![]() |
Cleric Mage Tank | Increase movement speed by 5%.[68] | ||
Physical Evasion Bonus | ![]() |
Tank | Increase physical evasion bonus by 5.[74] |
Compétences universelles
Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[75]
- The developers will be testing the use of separate energy mechanics for universal skills in Alpha-2.[76]
- Universal skill progression may align with a player's passive skill tree.[75]
- Outside of your class-specific skill tree, there's going to be a subsection of a few skills that are universal, like active block, like dodge; and I think what we're going to do- or at least what we're going to be discussing here- is those universal skills will have progressions that might align with your passive tree; and you can spec skill points into progressing additional features of those universal abilities that you will have access to. So I think that's probably going to be the direction that we're going to take.[75] – Steven Sharif
Capacités de combat
The aspiration for combat is for abilities to have corresponding counter-play abilities.[77]
- The goal is to have special animations for parrying, blocking and evading.[78]
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.[78] – Jeffrey Bard
Contrôle de foule
Contrôle de foule (CC/mezzing) abilities include root, snare, stun, sleep and slow.[79][77]
- There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[77][80]
- Diminishing returns on CC effects have not yet been implemented in Alpha-1 testing.[81]
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.[77] – Steven Sharif
- Lockdowns won't likely be tab-targeted skills. This is to avoid imbalanced combos with skill shot (action targeted) abilities.[82]
- Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[83]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[84][82]
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.[77] – Jeffrey Bard
- Soft CC's are in the tab-targeted abilities.[85]
- CC effects do not apply to Non-combatant (green) players. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[86]
- Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[87]
There's also going to be effects that just stun the mount or stun you on the mount.[87] – Steven Sharif
- Summoner's summons will be able to use crowd control.[88]
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Chain Lightning | ![]() |
Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[89][90][91] | - | - |
Chains of Restraint | ![]() |
Call forth spectral chains in a target area that stagger enemies within or stun enemies already under the staggered effect, then leave behind an area that deals radiant damage each second over 8 seconds.[92][93] | ||
Fissure | ![]() |
Calls forth a series of jagged spikes of earth in a line in front of the caster, dealing earth damage and applying two stacks of Earthen to each enemy hit along its path, and then launching them in the air.[94] | - | - |
Grapple | ![]() |
Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[95][96] | ||
Slumber | ![]() |
Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect.[97][98] | - | - |
Tremoring Bellow | ![]() |
Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[99] |
Attaques directionnelles
Il y aura des attaques directionnelles (attaques de dos, attaques de flanc, attaques frontales) qui infligeront des dégâts supplémentaires selon la position d'origine de l'attaque.[100]
Mobilité
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.[101] – Tradd Thompson
- The revamped combat system features 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.[103][104][105][106]
- Most abilities in Ashes of Creation are capable of being cast while moving. Some abilities may slow the caster down during the cast, but only rarely will the player be rooted in place.[107]
- Compétences with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[107][108][109]
- Most abilities you'll find in Ashes of Creation are capable of being cast while moving. Some of those abilities might slow your movement during the cast, but you can continue to move. Very rarely, and depending on obviously the importance of the ability or the power level of that ability, you might be rooted in place. So, for example, the AoE ability [Chains of Restraint] has a lot going on. It has damage ticking over time, it is an area of effect, it also has a status condition application; and in those instances the player character gets rooted.[107] – Steven Sharif
- Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[110][111]
- The ability to prone is not be in the game.[112][113]
- Moving backward will likely not affect block and parry.[114]
- Player movement speed during combat is balanced for both JcE and JcJ.[115]
- There's a balance in the game design between your movement speed on attack and the movement speed of your opponent. When you have a game that is both PvE centric as well as PvP centric, you have to make sure that combat is blended for both approaches; and we can always run into problems where, if you're significantly hampered in your movement speed, that has an effect on how we expect player versus player engagements to interact; and we don't want to restrict a player's ability to be mobile if they're the target of an attack. And as a result of that we need to make sure that we don't restrict the movement abilities of the player who is doing the attacking as well. So we want it to be relatively free for you to stay with each other. Your opponents move around the battlefield together and if we're hampering you on the attack action, we have to then implement some type of snare, or slow, or cc effect essentially on your opposing target; and that's not the approach we want to take for for PvP.[115] – Steven Sharif
- Q: If a ranger is super mobile, what are the melee's options in order to catch them?
- A: Different class kits will provide different gap closers. They'll provide different mobility skills. They'll have lockdowns. They'll have chains to pull back. They'll have a lot of different things in the rotation. That's part of what an MMORPG experience is. You're not just restricted to three or six skills, you have a rotational suite; and depending on the type of challenges you face is going to help determine which of those rotations you spec into from your skill tree.[116] – Steven Sharif
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Blink | ![]() |
Instantly teleport a set distance in the direction you are moving.[117][118] | - | - |
Rush | ![]() |
Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[22] | - | - |
Déplacement du joueur
- Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[120]
- 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.[120] – Steven Sharif
- There is a toggleable walk/run (autorun) capability.[122]
- There is not going to be any "go to waypoint" (auto-pathing) mechanics.[123]
- Double-jumping has been considered as an option for player mounts.[125]
- Unreal Engine 5 mantling was demonstrated by the developers.[110][126]
Collision
There are player and spell collision mechanics in Ashes of Creation.[127]
- 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.[128][127]
Esquiver
Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[129][130][131]
- The developers are considering the inclusion of dodging in a subset of universal skills that apply to all classes.[75]
- Dodging will not use I-frames (invincibility frames), but it may affect accuracy and mitigation stats when used.[129]
- Previously it was stated that hybrid combat will likely have true evasion skills relating to action-oriented combat and also have I-frames that apply to tab targeting.[131]
- So you see an animation windup that's a telegraph on what's coming; and then you have response actions that you can take as a result of that in order to dodge, weave, move, do whatever. It is both a combination of what your rotation is but also how you have reaction abilities ready to go that you save for certain circumstances that are important.[130] – Steven Sharif
Blocage actif
Le bouclier Paladin's Might dans Ashes of Creation Apocalypse posséde sa propre hitbox et point de vie (PV). Il peut bloquer les projectiles.[133]
- 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[134] – 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.[134] – Steven Sharif
Interruptions
Abilities with a cast bar can be interrupted during the cast.[109]
- There are abilities to counter interrupts.
- Some interrupts are better than others.
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Bulwark | ![]() |
Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[135][19][136][137] | Additional increased block chance.[135][137] | The second attack knocks down enemies.[135][137] |
Rush | ![]() |
Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[22] | - | - |
Thundershock | ![]() |
Shoots forward a beam of lightning that damages enemies in a line in front of you.[138][19][139] | Increased damage.[138][140] | Now knocks down hit targets.[138][140] |
Aggro/Threat generation
L’aggro (Menace/Haine) aura de l’importance dans le jeu.[141]
- L’aggro est basé sur un taux de haine.[141]
Compétence | Icône | Rang 1 | Rang 2 | Rang 3 |
---|---|---|---|---|
Grapple | ![]() |
Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[95][96] | ||
Inciting Strikes | ![]() |
Slashes twice in a forward cone while adding additional threat.[142] | ||
Shield Assault | ![]() |
Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[143] |
Interruption d'animation
Interruption d'animation will not be a combat mechanic in Ashes of Creation.[144][145]
- Players will be able to cancel channeled abilities.[144]
Postures de combat
The use of weapon stances in game is likely.[146]
RNG
RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[147]
- RNG plays a role in both JcJ or JcE.[148]
- Action combat is far less dependent on RNG.[148]
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.[148] – Jeffrey Bard
AoE skills
AoE skills may have some form of diminishing returns that will be tuned based on testing and player feedback.[149]
- We have a few ideas on how we want to approach AoEs. There's a vein of thought that is regarding diminishing returns [on] maximum number of targets. I'm not a huge fan of that. There is a diminishing return as it applies to damage conveyed. There is just the fact that we're a collision-based game and there's a limited number of bodies that can be located in a particular choke point, or in proximity. There's still things that we're testing especially as part of Alpha 2 that we'll likely be testing and want to get player feedback on as it relates to curbing the AoE approach of most raid comps; and a lot of different games have done a lot of different things to achieve that. We're going to be testing a lot of these different directions and finding which works best for Ashes.[149] – Steven Sharif
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Aegis | ![]() |
Instantly dispels all negative effects on the caster, then creates a protective dome behind the tank for 15 seconds, transferring 50% of all damage received by targets within the area to the tank instead. All targets within the cone also receive increased status effect resistance for the duration.[150] | ||
Airstrike | ![]() |
Leap forward in the direction the character is facing, raining down three projectiles that deal AoE damage and roots enemies in its path. The root effect is nature based.[151] | ||
Black Hole | ![]() |
Summon a black hole at the target location that reduces movement speed of enemies in the area.[152][19][153] | Increased duration.[152][154] | Explodes for area damage upon expiration.[152][154] |
Blizzard | ![]() |
Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also accumulate a stack of Chilled periodically. Activate the ability again to end the channel early.[155][156] | - | - |
Chain Lightning | ![]() |
Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[89][90][91] | - | - |
Cone of Cold | ![]() |
Blasts a cone of cold in front of the caster, dealing ice damage and applying a stack of Chilled to each enemy hit. The blast also leaves behind a field of ice mines that explode on proximity contact, causing additional ice damage and Chilled stacks to nearby enemies.[157][158] | - | - |
Fissure | ![]() |
Calls forth a series of jagged spikes of earth in a line in front of the caster, dealing earth damage and applying two stacks of Earthen to each enemy hit along its path, and then launching them in the air.[94] | - | - |
Hallowed Ground | ![]() |
Fills the surrounding area with radiant energy that damages enemies.[159][19][160][161][162] | The area provides a healing aura for allies.[159] | Allies within the area will receive boosted magical defense. Enemies within the area will deal less physical damage.[159] |
Inciting Strikes | ![]() |
Slashes twice in a forward cone while adding additional threat.[142] | ||
Lava Storm | ![]() |
Creates a field of lava at the selected location. Deals area damage over time.[19][163][164] | Increased damage. Increased duration.[163][165] | Increased damage. Increased duration.[163][165] |
Magma Field | ![]() |
Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[166] | - | - |
Meteor | ![]() |
Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[167] | - | - |
Meteor Storm | ![]() |
Summons forth a Meteor Storm, dropping 3 meteors in the target location.[168][19][169] | Adds an extra meteor.[168][165] | Adds an extra meteor.[168][165] |
Prismatic Beam | ![]() |
Spawns a giant prismatic beam of energy that can be aimed around you. Deals large damage to enemy targets.[170][19][171] | Increased damage.[170][172] | Snares hit targets.[170][173][172] |
Slumber | ![]() |
Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect.[97][98] | - | - |
Whirlwind | Damages targets in range and applies a stagger effect.[174] |
Ciblage lors du combat
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.[175] – Steven Sharif
Le combat hybride fait référence au choix entre le combat en ciblage tab et le ciblage action dans Ashes of Creation.[175][176]
- 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.[177][178][65][179]
- Le mode action utilise un réticule de visée et est très proche d'un jeu de tir à la troisième personne.[175][65][179][180]
- Le joueur n'a pas besoin d’être en mode réticule pour utiliser des compétences de combat d'action.[181]
- 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.[181] – 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.[175][65]
- 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.[177][175]
- 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.[177] – Steven Sharif
- Maintenir Tab en mode action alternera entre les cibles.[175]
- Un clic droit en mode action passera en mode tab pour la cible en surbrillance.[65]
- 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.[182]
- A l’avenir l'utilisateur pourra choisir entre différentes apparences de réticules.[183]
- Le mode tab (MMO mode) facilitera le combat en ciblage tab[65][179] A tab-targeted ability requires a target in order to utilize that skill.[177][180]
- Un clic gauche en mode tab attaquera la cible (avec l'arme actuellement selectionnée).[65]
- Il y aura une possibilités de fonction "cible de la cible" dans l'interface utilisateur.[184]
Le combat hybride est en cours de test dans l'Alpha-1.[175][185]
- Les modes de ciblage peuvent être atteints par le choix des compétences/capacités.[177][185][82]
- 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.[82]
- Différents rangs de la même capacité peuvent changer le mode de visée de tab à action ou vice-versa.[3]
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.[82] – Steven Sharif
Les versions de capacités orientées action et tab auront des caractéristiques différentes. Les variables changeront en fonction de la version choisie.[186]
- Dégâts.[186]
- Temps de charge.[186]
- Effets de CC (contrôles de foules).[186]
- Temps de recharge.[84]
- Consommation d’énergie.[84]
- Coût d'utilisation.[84]
- La portée d'attaque restera probablement la même; car elle dépend de la capacité ou de l'arme elle-même.[187]
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.[186] – Steven Sharif
À des fins d'équilibrage, certains types de compétences seront des compétences orientées tab ou action. Par exemple :[84]
- Les hard CC peuvent être logés dans des compétences orientées vers l'action, car ce sont des coups plus difficiles à placer.[84][82]
- Des CC plus doux seraient logés dans des capacités ciblées par tab.[84]
Targeted skills
Targeted skills require either a soft or hard locked target.[188][189]
- Soft locking is when the reticle moves over a valid target while in action mode. The targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost.[189].
- Hard locking is when the player uses right-mouse on a soft-locked target in action mode, or when the player selects a valid target in tab mode. The targeting plate will not be grayed-out to indicate that a hard-lock target is selected. Unlike soft locking, if the target moves out of the reticle, the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[50][189]
- Targeted skills will be greyed out if the target is not within a valid range.[188]
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Arcane Volley | ![]() |
Fires a volley of arcane missiles at your target, dealing arcane damage with each hit.[190][191] | - | - |
Chain Lightning | ![]() |
Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[89][90][91] | - | - |
Fireball | ![]() |
Instantly hurl a ball of fire toward your target, dealing fire damage and applying one stack of Burning to target on impact.[192] | - | - |
Frostbolt | ![]() |
Launch a bolt of frost towards your target, dealing ice damage and applying two Chilled stacks to the target on impact.[58][193] | - | - |
Lightning Strike | ![]() |
Call down a bolt of lightning upon your target, dealing lightning damage and applying two stack of Electrified to the target.[194][195] | - | - |
Longbow basic attack | ![]() |
A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[57][53][54] | ||
Quick Shot | ![]() |
Ranged attack that applies a debuff to the target. Each additional quickshot against the same target does increasing damage but consumes one of three charges that regenerate over time.[196] | ||
Shortbow basic attack | ![]() |
A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[53][54] | ||
Slumber | ![]() |
Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect.[97][98] | - | - |
Snipe | ![]() |
A powerful charged attack.[197] |
Indirect fire skills
Indirect fire skills are targeted skills where the projectiles may path around obstructions that are not in line-of-sight, so long as the maximum distance travelled for the skill is not exceeded.[199][198][200]
- This is a prototype concept that is subject to testing and balancing.[200]
- A limited number of these may exist throughout different class kits.[200]
- Some abilities might have indirect fire. So, if you have let's say a Archer or Ranger who has the ability to select a Mage as their secondary class; and they might want to augment a Snipe ability in order to go around a corner like an Arcane Archer might have... Some abilities might not care about that line-of-sight. They might care the distance to the target around the corner, or the path that it's taking; and if it's outside that path is too long it might not be able to reach them of course.[199] – Steven Sharif
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Chain Lightning | ![]() |
Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[89][90][91] | - | - |
Templated skills
Templated skills allow blind firing without a target while in action mode. If a player moves into the path of the attack they can be struck.[201][202][189]
- One of the differences between tab and action combat mode is you can launch projectiles in action combat mode as a blind fire option, and if a target or if something moves in the way between the time of that projectile launching and impacting either its max distance, or a piece of terrain, or another target, it's possible that players might move into that projectile.[202] – Steven Sharif
- Some templated skills may have template indicators, but in general will require the player to assess the correct range for the skill.[188]
- If it is a templated ability, which means it's skill-based to use, you'll need to get a feel for those distances; and that's some skill-based learning where you get an idea for what those distances are. Some of those will have template indicators but they'll be very in-world and immersive. We're not utilizing more UI-centric looking indicators, but generally the AoE templates are meant to be skill-based.[188] – Steven Sharif
- Basic weapon attacks from projectile weapons are capable of blind firing without having a target.[55]
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Airstrike | ![]() |
Leap forward in the direction the character is facing, raining down three projectiles that deal AoE damage and roots enemies in its path. The root effect is nature based.[151] | ||
Ball Lightning | ![]() |
Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying an Electrified stack to targets with each hit.[203][204] | - | - |
Blizzard | ![]() |
Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also accumulate a stack of Chilled periodically. Activate the ability again to end the channel early.[155][156] | - | - |
Cone of Cold | ![]() |
Blasts a cone of cold in front of the caster, dealing ice damage and applying a stack of Chilled to each enemy hit. The blast also leaves behind a field of ice mines that explode on proximity contact, causing additional ice damage and Chilled stacks to nearby enemies.[157][158] | - | - |
Fissure | ![]() |
Calls forth a series of jagged spikes of earth in a line in front of the caster, dealing earth damage and applying two stacks of Earthen to each enemy hit along its path, and then launching them in the air.[94] | - | - |
Grapple | ![]() |
Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[95][96] | ||
Inciting Strikes | ![]() |
Slashes twice in a forward cone while adding additional threat.[142] | ||
Longbow basic attack | ![]() |
A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[57][53][54] | ||
Magma Field | ![]() |
Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[166] | - | - |
Meteor | ![]() |
Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[167] | - | - |
Meteor Storm | ![]() |
Summons forth a Meteor Storm, dropping 3 meteors in the target location.[168][19][169] | Adds an extra meteor.[168][165] | Adds an extra meteor.[168][165] |
Prismatic Beam | ![]() |
Spawns a giant prismatic beam of energy that can be aimed around you. Deals large damage to enemy targets.[170][19][171] | Increased damage.[170][172] | Snares hit targets.[170][173][172] |
Quick Shot | ![]() |
Ranged attack that applies a debuff to the target. Each additional quickshot against the same target does increasing damage but consumes one of three charges that regenerate over time.[196] | ||
Shield Assault | ![]() |
Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[143] | ||
Shortbow basic attack | ![]() |
A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[53][54] | ||
Snipe | ![]() |
A powerful charged attack.[197] | ||
Thundershock | ![]() |
Shoots forward a beam of lightning that damages enemies in a line in front of you.[138][19][139] | Increased damage.[138][140] | Now knocks down hit targets.[138][140] |
Tremoring Bellow | ![]() |
Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[99] |
Mécanique de tir à la tête
Il n'y a pas de mécanisme de tir à la tête dans le MMORPG Ashes of Creation.[205][206][207]
- Le tir à la tête faisait partie de Ashes of Creation Apocalypse battle royale.[207]
- Auparavant il a été déclaré que des mécanismes de tir à la tête pourraient être implémentés dans le MMORPG avec une chance de critique plus élevée[208][209] et qu'ils ne seront pas des tirs mortels.[208]
- Le tir à la tête dans le action-combat est équivalent à un coup critique dans le combat à ciblage tab.[210]
- Les joueurs utilisant les compétences avec le ciblage tab auront un taux de coup critique fixe à chaque fois qu'ils utiliseront une compétence ou une arme.[210]
- Les joueurs utilisant les compétences avec le ciblage action devront compter sur un tir à la tête ou toucher un point critique de leur adversaire.[210]
Skills by archetype
Bard skills
Les Bards ont des capacités de combat, pas seulement des buffs.[211]
- Les bardes auront une grande variété de compétences parmi lesquelles choisir, comme les aspects de maitrise des mots, acteur et musical.[212]
- Les Bards fourniront des soins de proximité ou basés sur des proc à un bien moindre degré que les Clerics.[215]
- Les Bards ne seront pas la classe des "temps d'arrêt". Ça sera le rôle des espaces sociaux au sein des noeuds.[211]
- Les Bards auront une utilité en dehors des combats, tout comme les autres classes.[216]
- Restorer l'XP de repos ne sera pas une dans les utilités du barde.
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.[217] – 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.[218]
- 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.[219]
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.[219] – Steven Sharif
Cleric skills
Restauration. Renforcement. Affaiblissement. Les prêtres maintiennent leur équipe dans la bataille en renforçant leurs capacités de combat et en maudissant leurs ennemis. Loin de simplement soutenir ses alliés par la guérison, un clerc est également capable d'utiliser une force destructrice face au danger..[220]
Les clercs contrôle la vie, et cela peut se voit au travers de leurs capacités utilitaires qui sont liées à la corruption.[221]
Capacités de combat du Clerc
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Castigation | ![]() |
Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[222][19][223][161] | Heals you instantly for an additional amount upon hit.[222] | Restores health and mana to nearby party members for the duration.[222] |
Chains of Restraint | ![]() |
Call forth spectral chains in a target area that stagger enemies within or stun enemies already under the staggered effect, then leave behind an area that deals radiant damage each second over 8 seconds.[92][93] | ||
Cleansing Wave | ![]() |
Releases a wave of healing energy to a target ally restoring health and conferring a heal over time. The wave jumps to 1 additional ally within range for each stack of conviction the caster has and places a buff on each recipient. Whenever a target with this buff receives a healing effect, the buff is consumed and removes the most recent negative effect that the target received.[224][225] | ||
Communal Restoration | ![]() |
Restore health to all party members in range. For each point of Conviction the caster possesses, targets receive an additional 1% of their maximum health as temporary hit points for 10 seconds.[226][93] | ||
Devotion | ![]() |
Launch an orb of energy into the air that will fall upon your target, healing them.[227][19][228][161] | The energy orb will travel faster and heal for more.[227] | The target will be infused with a slow, long-lasting healing effect.[227] |
Divine Censure | ![]() |
Hurls a radiant spear at the target, dealing damage.[229][19][230][161] | Further attacks upon the target have a chance to heal the attacker.[229] | The target has a chance to deal damage to itself when it attacks.[229] |
Divine Infusion | Use Divine Power to cast this spell.[231][232] | |||
Divine Light | ![]() |
Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[233][19] | Increased healing.[233] | Reduced mana cost.[233] |
Flash Cure | Use Divine Power to cast this spell.[231][232] | |||
Hallowed Ground | ![]() |
Fills the surrounding area with radiant energy that damages enemies.[159][19][160][161][162] | The area provides a healing aura for allies.[159] | Allies within the area will receive boosted magical defense. Enemies within the area will deal less physical damage.[159] |
Judgment | ![]() |
Heals an ally, restoring life to the target. If cast on an enemy, it damages the target with radiant energy and has a chance to generate Conviction.[234][235] | ||
Mend | Returns mana on hit proportional to the amount of Divine Power the player has.[231][232] | |||
Radiant Burst | ![]() |
Heals allies around you in a wide area for a large amount.[236] Stacks up to 3 times.[19] | Heals for a greater amount.[236] | Cooldown removed.[236] |
Regeneration | ![]() |
Bathe your target with restorative energy that heals them over time.[237][19] | Reduced mana cost.[237] | Applies a 5% healing received bonus to the target.[237] |
Resurrection | ![]() |
Resurrects a dead ally with 25% health and 15% mana.[238][19][239][161] | Target resurrects with 50% health and 20% mana.[238] | Target resurrects with 75% health and 25% mana.[238] |
Capacités passives du Clerc
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Cooldown Reduction | ![]() |
Reduce all ability cooldowns by 5%.[68] | ||
Critical Hit Rate | ![]() |
Increase the chance for damage and healing abilities to critically hit by 5%.[68] | ||
Defense Mitigation | ![]() |
Increase defense mitigation by 4.[68] | ||
Disable Defense | ![]() |
Reduce chance of being disabled by crowd control effects by 10%.[70] | ||
Health Regeneration | ![]() |
Generate an additional 1.5% of your maximum health per second.[68] | ||
Increased Healing | ![]() |
Increase healing done by 10%.[72] | ||
Mana Regeneration | ![]() |
Generate an additional 1% of your maximum mana per second.[68] | ||
Maximum Health | ![]() |
Increase maximum health by 75.[68] | ||
Maximum Mana | ![]() |
Increase maximum mana by 100.[73] | ||
Movement Speed | ![]() |
Increase movement speed by 5%.[68] |
Fighter skills
The Fighter archetype will include maneuverability and "closing the gap" mechanics to enable the fighter to quickly traverse distances on the battlefield.[240]
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Rush | ![]() |
Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[22] | - | - |
Whirlwind | Damages targets in range and applies a stagger effect.[174] |
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.[241] – Steven Sharif
Mage skills
Mage combat abilities
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Arcane Empowerment | ![]() |
Temporarily dramatically increased cast time while active. Consume all spell charges for increased duration per charge consumed. Spell charges are generated whenever you cast an offensive mage spell while not under the effects of Arcane Empowerment. Each cast generates 1 charge, up to a maximum of 10 charges.[242] | - | - |
Arcane Volley | ![]() |
Fires a volley of arcane missiles at your target, dealing arcane damage with each hit.[190][191] | - | - |
Ball Lightning | ![]() |
Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying an Electrified stack to targets with each hit.[203][204] | - | - |
Black Hole | ![]() |
Summon a black hole at the target location that reduces movement speed of enemies in the area.[152][19][153] | Increased duration.[152][154] | Explodes for area damage upon expiration.[152][154] |
Blink | ![]() |
Instantly teleport a set distance in the direction you are moving.[117][118] | - | - |
Blizzard | ![]() |
Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also accumulate a stack of Chilled periodically. Activate the ability again to end the channel early.[155][156] | - | - |
Chain Lightning | ![]() |
Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[89][90][91] | - | - |
Cone of Cold | ![]() |
Blasts a cone of cold in front of the caster, dealing ice damage and applying a stack of Chilled to each enemy hit. The blast also leaves behind a field of ice mines that explode on proximity contact, causing additional ice damage and Chilled stacks to nearby enemies.[157][158] | - | - |
Drain Essence | ![]() |
Drain your target for damage over time, and gain return mana to yourself over the duration.[243][19][244] | Heals you over the duration.[243][165] | Reduced cooldown.[243][165] |
Elemental Empowerment | ![]() |
Whenever you cast an elemental spell, your weapon attacks deal additional damage of that spell's element and apply a stack of the corresponding elemental status effects to targets hit. Casting a spell of a different element switches this effect to the new element.[49][245] | - | - |
Fireball | ![]() |
Instantly hurl a ball of fire toward your target, dealing fire damage and applying one stack of Burning to target on impact.[192] | - | - |
Fissure | ![]() |
Calls forth a series of jagged spikes of earth in a line in front of the caster, dealing earth damage and applying two stacks of Earthen to each enemy hit along its path, and then launching them in the air.[94] | - | - |
Frostbolt | ![]() |
Launch a bolt of frost towards your target, dealing ice damage and applying two Chilled stacks to the target on impact.[58][193] | - | - |
Gift of the Magi | ![]() |
Restores mana upfront, plus an additional amount over time, to you and a friendly target.[246][19][247][248] | Increased duration.[246][247][165] | Increased initial amount restored.[246][247][165] |
Lava Storm | ![]() |
Creates a field of lava at the selected location. Deals area damage over time.[19][163][164] | Increased damage. Increased duration.[163][165] | Increased damage. Increased duration.[163][165] |
Lightning Strike | ![]() |
Call down a bolt of lightning upon your target, dealing lightning damage and applying two stack of Electrified to the target.[194][195] | - | - |
Magma Field | ![]() |
Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[166] | - | - |
Meteor | ![]() |
Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[167] | - | - |
Meteor Storm | ![]() |
Summons forth a Meteor Storm, dropping 3 meteors in the target location.[168][19][169] | Adds an extra meteor.[168][165] | Adds an extra meteor.[168][165] |
Prismatic Beam | ![]() |
Spawns a giant prismatic beam of energy that can be aimed around you. Deals large damage to enemy targets.[170][19][171] | Increased damage.[170][172] | Snares hit targets.[170][173][172] |
Shell | ![]() |
Create a protective magical shell around yourself that absorbs a large amount of damage before breaking.[249][250] | - | - |
Slumber | ![]() |
Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect.[97][98] | - | - |
Thundershock | ![]() |
Shoots forward a beam of lightning that damages enemies in a line in front of you.[138][19][139] | Increased damage.[138][140] | Now knocks down hit targets.[138][140] |
Mage passive abilities
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Attack Damage | ![]() |
Increases attack damage by 5.[68] | ||
Cooldown Reduction | ![]() |
Reduce all ability cooldowns by 5%.[68] | ||
Critical Hit Damage | ![]() |
Increase the damage and healing bonus from critical hits by 20%.[68] | ||
Critical Hit Rate | ![]() |
Increase the chance for damage and healing abilities to critically hit by 5%.[68] | ||
Defense Mitigation | ![]() |
Increase defense mitigation by 4.[68] | ||
Disable Chance | ![]() |
Increase chance to disable by 15%.[68] | ||
Health Regeneration | ![]() |
Generate an additional 1.5% of your maximum health per second.[68] | ||
Mana Regeneration | ![]() |
Generate an additional 1% of your maximum mana per second.[68] | ||
Maximum Health | ![]() |
Increase maximum health by 75.[68] | ||
Movement Speed | ![]() |
Increase movement speed by 5%.[68] |
Ranger skills
The majority of a Ranger's skill tree will likely be ranged, but there will be options to incorporate melee aspects.[251]
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Airstrike | ![]() |
Leap forward in the direction the character is facing, raining down three projectiles that deal AoE damage and roots enemies in its path. The root effect is nature based.[151] | ||
Camouflage | Grants stealth at a distance. At mid and short range the Ranger is revealed.[252] | - | - | |
Quick Shot | ![]() |
Ranged attack that applies a debuff to the target. Each additional quickshot against the same target does increasing damage but consumes one of three charges that regenerate over time.[196] | ||
Snipe | ![]() |
A powerful charged attack.[197] |
Rogue skills
All classes are capable adventurers, but rogues excel at delving the deepest dungeons and finding the most hidden of treasures.[253]
- Rogues will have utility skills that enable them to discover hidden doors, traps and additional treasures.[254]
- These will be randomly spawned throughout different times of the day to ensure that encounters are not the same each time.[254]
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.[254] – Steven Sharif
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Stealth | This does not render a player completely invisible.[255] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[256] | - | - |
Summoner skills
The summoner uses abilities that channel through their summons (also referred to as class skill pets).[257][258]
- You gain your summons from your summoner class as an active skill and then skills can be further developed with points.[21] – Steven Sharif
- Abilities from the summon appear on the summoner's hotbar. The summoner is essentially playing through their summon.[257][258]
- Summoners will not be able to fuse with or be taken over by their normal summons.[257][258]
- In the case of siege summons the summoner does become the summon.[257][261]
- Summoners may also have the ability to transfer pain to their summons, meaning that a portion of damage or threat taken by the summoner can be transferred to their summon instead.[262]
- Summoner summons are not the same as combat pets.[263]
- Summoner's summons will add to the summoner's power when they are summoned, unlike combat pets, which take a portion of the player's power.[264]
- The Summoner archetype does not have that portion of power taken away when they summon their pet. That's part of their... power is their summon.[264] – Steven Sharif
- Summons will exist until another summon is cast, the summon is killed, or the summoner logs off.[265]
- Summons can be leveled through the application of skill points to their active skill.[21]
- Summons will be able to use crowd control (CC).[88]
- 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.[266]
- Summons follow the same PvP flagging rules as players and share the player's flag status.[267][268]
- Summons follow the same flagging rules as players, if your summon pks someone, you gain corruption[267] – Steven Sharif
Summoners summon different varieties of summons, depending on the class and augments they choose.[269][270]
- Animals.[270]
- Spirits.[270][271]
- Zombies, skeletons and other undead creatures.[265][271]
- Corpses (potentially).[270]
- Some summoners may summon multiple things.[270]
- Other summoners may only summon one powerful thing.[270]
- Certain summoners may only be able to summon effects and/or temporary energies.[270]
Augmentation from a secondary archetype can be applied to a summons.[272]
- 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.[272] – Steven Sharif
Tank skills
Tanks will not be forced to have a shield but it will definitely be a viable option.[273] – Jeffrey Bard
Tank combat abilities
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Aegis | ![]() |
Instantly dispels all negative effects on the caster, then creates a protective dome behind the tank for 15 seconds, transferring 50% of all damage received by targets within the area to the tank instead. All targets within the cone also receive increased status effect resistance for the duration.[150] | ||
Grapple | ![]() |
Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[95][96] | ||
Grit | ![]() |
Applies a buff to the caster, reducing incoming damage by 15%, but also reducing movement speed by 30% and outgoing damage by 20%. Each incoming hit consumes a stack of courage to reduce incoming damage by an additional 15%. Courage can not be generated while Grit is active.[274] | ||
Inciting Strikes | ![]() |
Slashes twice in a forward cone while adding additional threat.[142] | ||
Shield Assault | ![]() |
Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[143] | ||
Tremoring Bellow | ![]() |
Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[99] |
Tank passive abilities
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Block Chance | ![]() |
Increase chance to block attacks by 20% (Blocked attacks deal 20% reduced damage).[69] | ||
Cooldown Reduction | ![]() |
Reduce all ability cooldowns by 5%.[68] | ||
Critical Hit Rate | ![]() |
Increase the chance for damage and healing abilities to critically hit by 5%.[68] | ||
Defense Mitigation | ![]() |
Increase defense mitigation by 4.[68] | ||
Healing Received | ![]() |
Increase the amount of healing received by 10%.[71] | ||
Health Regeneration | ![]() |
Generate an additional 1.5% of your maximum health per second.[68] | ||
Mana Regeneration | ![]() |
Generate an additional 1% of your maximum mana per second.[68] | ||
Maximum Health | ![]() |
Increase maximum health by 75.[68] | ||
Movement Speed | ![]() |
Increase movement speed by 5%.[68] | ||
Physical Evasion Bonus | ![]() |
Increase physical evasion bonus by 5.[74] |
Siege abilities
Huit joueurs avec le même archétype primaire pourront se regrouper pour créer des effets combinés pendant un siege.[276]
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.[276] – Steven Sharif
Summoner
Summoners can collaborate together during sieges to summon larger creatures, such as Golems.[257][277][258]
- We do have the concept of siege summons being a thing with multiple summoners being required in order to create that siege summon. In those situations your character becomes the summon. So you don't have an AI that takes over your previous character but instead the recipient of those additional spell effects becomes the actual summon itself.[257] – Steven Sharif
- The target of the group summon becomes the summon itself.[257][258]
- Previously it was stated that the party-leader becomes the summon.[277]
- A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[278]
- The number of summoners participating in the summon will determine its overall size.[278]
- All summoners must be in the same party and the party leader must be a summoner.[277]
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.[276] – Steven Sharif
Healing skills
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Cleansing Wave | ![]() |
Releases a wave of healing energy to a target ally restoring health and conferring a heal over time. The wave jumps to 1 additional ally within range for each stack of conviction the caster has and places a buff on each recipient. Whenever a target with this buff receives a healing effect, the buff is consumed and removes the most recent negative effect that the target received.[224][225] | ||
Communal Restoration | ![]() |
Restore health to all party members in range. For each point of Conviction the caster possesses, targets receive an additional 1% of their maximum health as temporary hit points for 10 seconds.[226][93] | ||
Devotion | ![]() |
Launch an orb of energy into the air that will fall upon your target, healing them.[227][19][228][161] | The energy orb will travel faster and heal for more.[227] | The target will be infused with a slow, long-lasting healing effect.[227] |
Divine Censure | ![]() |
Hurls a radiant spear at the target, dealing damage.[229][19][230][161] | Further attacks upon the target have a chance to heal the attacker.[229] | The target has a chance to deal damage to itself when it attacks.[229] |
Divine Infusion | Use Divine Power to cast this spell.[231][232] | |||
Divine Light | ![]() |
Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[233][19] | Increased healing.[233] | Reduced mana cost.[233] |
Drain Essence | ![]() |
Drain your target for damage over time, and gain return mana to yourself over the duration.[243][19][244] | Heals you over the duration.[243][165] | Reduced cooldown.[243][165] |
Flash Cure | Use Divine Power to cast this spell.[231][232] | |||
Hallowed Ground | ![]() |
Fills the surrounding area with radiant energy that damages enemies.[159][19][160][161][162] | The area provides a healing aura for allies.[159] | Allies within the area will receive boosted magical defense. Enemies within the area will deal less physical damage.[159] |
Judgment | ![]() |
Heals an ally, restoring life to the target. If cast on an enemy, it damages the target with radiant energy and has a chance to generate Conviction.[234][235] | ||
Mend | Returns mana on hit proportional to the amount of Divine Power the player has.[231][232] | |||
Radiant Burst | ![]() |
Heals allies around you in a wide area for a large amount.[236] Stacks up to 3 times.[19] | Heals for a greater amount.[236] | Cooldown removed.[236] |
Regeneration | ![]() |
Bathe your target with restorative energy that heals them over time.[237][19] | Reduced mana cost.[237] | Applies a 5% healing received bonus to the target.[237] |
Ultimate skills
Ultimate skills are very powerful skills that can be used when enough focus has been accumulated from using the Système de combo des armes.[280]
- None -
Utility skills

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".[254] – Steven Sharif
A utility skill is a non-combat skill that interacts with the environment.[282][283][284] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[285]
- Classes will have different utility abilities, such as detecting traps and other hazards.[282][283][285] For example: The Mage's detection spell casts light and reveals magical explosive hazards.[286]
- Q: What kind and how many special or unique activities can we expect classes to perform outside of combat, such as rogue's opening locks, tracking enemies as a ranger, or removing corruption from the ground as a cleric?
- A: Just thirty minutes ago I was talking about those utility abilities like finding tracks, or cleansing poisons, arcane eye to reveal secret passages. The idea is how do we blend the traditional tabletop RPG role of utility and/or skill checks into the setting of a graphical MMORPG; and I think that it's both a complement of the skill kit that's available and how it interacts with the world for those curated or special designs within these locations. So to answer that question: that is intended- we've shown a little bit of that in the past and it is something that we want to make feel compelling and rewarding and viable as a use-case scenario in many different settings that you might find yourself in within the world.[282] – Steven Sharif
- All classes will have maneuverability/traversal utility abilities.[292]
- Utility skills exist that can help players discover hidden paths and entrances and may lead to discovering hidden quests while exploring.[283]
- Certain objects exist in the world (such as ladders and slides) that aid player mobility.[293]
- 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.[294] – Steven Sharif
- There will be a grappling hook utility skill or item.[295]
- Rogues may also have a spyglass utility skill.[285]
List of utility skills
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Blink | ![]() |
Instantly teleport a set distance in the direction you are moving.[117][118] | - | - |
Camouflage | Grants stealth at a distance. At mid and short range the Ranger is revealed.[252] | - | - | |
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).[296][297] Players cannot be summoned in the following cases: | - | - | |
Pathfinding | Reveals corrupted player locations on the bounty hunter's map.[301][302] 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.[301] The pathfinding ability can be toggled on or off.[301][303] | The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[304] | The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[304] | |
Shell | ![]() |
Create a protective magical shell around yourself that absorbs a large amount of damage before breaking.[249][250] | - | - |
Stealth | This does not render a player completely invisible.[255] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[256] | - | - |
Compétences élémentaires
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".[305] – Steven Sharif
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Airstrike | ![]() |
Leap forward in the direction the character is facing, raining down three projectiles that deal AoE damage and roots enemies in its path. The root effect is nature based.[151] | ||
Ball Lightning | ![]() |
Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying an Electrified stack to targets with each hit.[203][204] | - | - |
Blizzard | ![]() |
Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also accumulate a stack of Chilled periodically. Activate the ability again to end the channel early.[155][156] | - | - |
Cone of Cold | ![]() |
Blasts a cone of cold in front of the caster, dealing ice damage and applying a stack of Chilled to each enemy hit. The blast also leaves behind a field of ice mines that explode on proximity contact, causing additional ice damage and Chilled stacks to nearby enemies.[157][158] | - | - |
Elemental Empowerment | ![]() |
Whenever you cast an elemental spell, your weapon attacks deal additional damage of that spell's element and apply a stack of the corresponding elemental status effects to targets hit. Casting a spell of a different element switches this effect to the new element.[49][245] | - | - |
Fireball | ![]() |
Instantly hurl a ball of fire toward your target, dealing fire damage and applying one stack of Burning to target on impact.[192] | - | - |
Fissure | ![]() |
Calls forth a series of jagged spikes of earth in a line in front of the caster, dealing earth damage and applying two stacks of Earthen to each enemy hit along its path, and then launching them in the air.[94] | - | - |
Frostbolt | ![]() |
Launch a bolt of frost towards your target, dealing ice damage and applying two Chilled stacks to the target on impact.[58][193] | - | - |
Lava Storm | ![]() |
Creates a field of lava at the selected location. Deals area damage over time.[19][163][164] | Increased damage. Increased duration.[163][165] | Increased damage. Increased duration.[163][165] |
Lightning Strike | ![]() |
Call down a bolt of lightning upon your target, dealing lightning damage and applying two stack of Electrified to the target.[194][195] | - | - |
Magma Field | ![]() |
Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[166] | - | - |
Meteor | ![]() |
Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[167] | - | - |
Thundershock | ![]() |
Shoots forward a beam of lightning that damages enemies in a line in front of you.[138][19][139] | Increased damage.[138][140] | Now knocks down hit targets.[138][140] |
Guns and gunpowder
Les armes utilisant la poudre à canon (poudre noire) ne seront pas présentes dans Ashes of Creation.[306]
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.[307]
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.[307] – Steven Sharif
Skill transfer
Players will not be able to transfer their skills to other players.[308]
Theft
Il n'y aura pas de mécanique de vol (pickpocket) dans Ashes of Creation pour ce qui est des joueurs vivants.[309]
Il n'y a pas de mécanique de vol pour que vous puissiez vous approcher d'un joueur vivant et dérober quelque chose.[309] – Steven Sharif
Level scaling
Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players or world bosses.[310][311][312]
- Q: Will world bosses scale when it comes to player levels and is it based on players or the zone itself leveling?
- A: They they will not scale based on player level, no.[310]
Kickstarter skill FX
All Kickstarter backers will receive a skill effects (FX) set.[313]
- 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
- ↑ 1.0 1.1 Direct, 2023-04-28 (52:25).
- ↑ 2.0 2.1 2.2 Direct, 2021-06-25 (23:08).
- ↑ 3.0 3.1 3.2 3.3 Direct, 2020-08-28 (1:12:50).
- ↑ 4.0 4.1 Entrevue, 2020-07-29 (55:44).
- ↑ 5.0 5.1 5.2 5.3 5.4 Entrevue, 2020-07-19 (53:59).
- ↑ 6.0 6.1 6.2 6.3 6.4 Entrevue, 2020-07-18 (1:07:51).
- ↑ 7.0 7.1 Direct, 2017-07-28 (19:05).
- ↑ Direct, 2017-11-16 (30:02).
- ↑ Entrevue, 2020-07-29 (54:44).
- ↑ 10.0 10.1 10.2 10.3 Direct, 2020-08-28 (1:19:24).
- ↑ Direct, 28 Août 2020 (1:21:03).
- ↑ Direct, 3 Mai 2017 (15:15).
- ↑ 13.0 13.1 Direct, 2023-03-29 (1:41:42).
- ↑ 14.0 14.1 Direct, 3 Mai 2017 (17:59).
- ↑ 15.0 15.1 Direct, 28 Août 2020 (1:19:24).
- ↑ Direct, 16 Novembre 2017 (30:45).
- ↑ Direct, 16 Novembre 2017 (30:02).
- ↑ Direct, 19 Mai 2017 (43:09).
- ↑ 19.00 19.01 19.02 19.03 19.04 19.05 19.06 19.07 19.08 19.09 19.10 19.11 19.12 19.13 19.14 19.15 19.16 19.17 19.18 19.19 19.20 19.21 19.22 19.23 19.24 19.25 19.26 19.27 19.28 19.29 19.30 19.31 19.32 19.33 19.34
- ↑ Direct, 2017-10-16 (1:00:44).
- ↑ 21.0 21.1 21.2 Entrevue, 2018-08-08 (22:27).
- ↑ 22.0 22.1 22.2 22.3 22.4
- ↑ 23.0 23.1 23.2 Entrevue, 2020-07-18 (1:05:04).
- ↑
- ↑ Direct, 2020-07-25 (1:47:55).
- ↑ Direct, 2018-02-09 (41:56).
- ↑ 27.0 27.1 Direct, 2019-12-17 (1:13:14).
- ↑ 28.0 28.1 Entrevue, 2020-07-18 (1:07:06).
- ↑
- ↑ 30.0 30.1 30.2 February 8, 2019 - Questions and Answers.
- ↑ Direct, 2019-07-26 (1:09:22).
- ↑ Direct, 2018-04-8 (PM) (20:45).
- ↑
- ↑ Entrevue, 2018-05-11 (53:15).
- ↑ 35.0 35.1 Direct, 2021-09-24 (1:18:06).
- ↑ Twitter - What’s your go-to weapon?
- ↑ 37.0 37.1 37.2 Vidéo, 2022-09-30 (24:49).
- ↑ Direct, 2022-10-14 (18:34).
- ↑ 39.0 39.1 Direct, 2022-06-30 (1:12:38).
- ↑ 40.0 40.1 Direct, 2022-09-30 (53:15).
- ↑ 41.0 41.1 41.2 Direct, 2022-09-30 (43:45).
- ↑ 42.00 42.01 42.02 42.03 42.04 42.05 42.06 42.07 42.08 42.09 42.10 42.11 Podcast, 2021-09-29 (47:57).
- ↑ 43.0 43.1 43.2 Entrevue, 2021-02-07 (49:18).
- ↑ 44.0 44.1 44.2 44.3 44.4 44.5 Direct, 2020-01-30 (1:28:40).
- ↑ 45.0 45.1 Direct, 2018-06-04 (1:11:19).
- ↑ 46.0 46.1 46.2 46.3 46.4 Direct, 2020-02-28 (1:10:21).
- ↑ 47.0 47.1 Direct, 2023-05-31 (1:12:58).
- ↑ Direct, 2022-09-30 (1:13:23).
- ↑ 49.0 49.1 49.2 Vidéo, 2023-04-28 (14:55).
- ↑ 50.0 50.1 50.2 Direct, 2022-09-30 (49:16).
- ↑ 51.0 51.1 Podcast, 2021-09-29 (40:50).
- ↑ Entrevue, 2018-05-11 (16:32).
- ↑ 53.0 53.1 53.2 53.3 53.4 53.5 53.6 Vidéo, 2022-09-30 (19:32).
- ↑ 54.0 54.1 54.2 54.3 54.4 54.5 54.6 Vidéo, 2022-09-30 (10:44).
- ↑ 55.0 55.1 55.2 55.3 Direct, 2023-04-28 (55:55).
- ↑ Direct, 2022-09-30 (46:17).
- ↑ 57.0 57.1 57.2 Direct, 2022-09-30 (26:42).
- ↑ 58.0 58.1 58.2 58.3 58.4 Vidéo, 2023-04-28 (15:35).
- ↑ Twitter - Take a look at our new basic weapon attack combos!
- ↑ Vidéo, 2023-04-28 (16:35).
- ↑ Direct, 2018-01-18 (22:46).
- ↑
- ↑ Direct, 2021-09-24 (1:19:17).
- ↑ Direct, 2021-04-30 (53:08).
- ↑ 65.00 65.01 65.02 65.03 65.04 65.05 65.06 65.07 65.08 65.09 65.10 65.11 65.12 Direct, 2020-08-28 (1:15:39).
- ↑
- ↑ Direct, 2023-03-31 (1:30:07).
- ↑ 68.00 68.01 68.02 68.03 68.04 68.05 68.06 68.07 68.08 68.09 68.10 68.11 68.12 68.13 68.14 68.15 68.16 68.17 68.18 68.19 68.20 68.21 68.22 68.23 68.24 68.25 68.26 68.27 68.28 68.29 68.30 68.31 68.32 68.33 Direct, 2021-06-25 (23:08).
- ↑ 69.0 69.1 Alpha-1 screenshot.
- ↑ 70.0 70.1 Alpha-1 screenshot.
- ↑ 71.0 71.1 Alpha-1 screenshot.
- ↑ 72.0 72.1 Alpha-1 screenshot.
- ↑ 73.0 73.1 Alpha-1 screenshot.
- ↑ 74.0 74.1 Alpha-1 screenshot.
- ↑ 75.0 75.1 75.2 75.3 Direct, 2021-11-19 (50:38).
- ↑ 76.0 76.1 Direct, 2022-12-02 (1:05:08).
- ↑ 77.0 77.1 77.2 77.3 77.4 Direct, 2017-05-24 (45:12).
- ↑ 78.0 78.1 Direct, 2020-06-26 (1:50:01).
- ↑ Direct, 2017-10-16 (25:56).
- ↑ Direct, 2018-02-09 (28:17).
- ↑ Direct, 2019-11-22 (1:06:25).
- ↑ 82.0 82.1 82.2 82.3 82.4 82.5 Direct, 2018-04-8 (PM) (37:57).
- ↑
- ↑ 84.0 84.1 84.2 84.3 84.4 84.5 84.6 Podcast, 2018-08-04 (1:11:05).
- ↑ Podcast, 2018-08-04 (1:11:52).
- ↑
- ↑ 87.0 87.1 87.2 Direct, 2021-04-30 (1:08:10).
- ↑ 88.0 88.1
- ↑ 89.0 89.1 89.2 89.3 89.4 Vidéo, 2023-05-31 (12:12).
- ↑ 90.0 90.1 90.2 90.3 90.4 Vidéo, 2023-04-28 (17:50).
- ↑ 91.0 91.1 91.2 91.3 91.4
- ↑ 92.0 92.1
- ↑ 93.0 93.1 93.2 93.3 Vidéo, 2022-12-02 (18:26).
- ↑ 94.0 94.1 94.2 94.3 94.4
- ↑ 95.0 95.1 95.2 95.3 Vidéo, 2023-03-31 (9:55).
- ↑ 96.0 96.1 96.2 96.3 Vidéo, 2023-01-27 (10:27).
- ↑ 97.0 97.1 97.2 97.3 Vidéo, 2023-04-28 (17:22).
- ↑ 98.0 98.1 98.2 98.3
- ↑ 99.0 99.1 99.2 Vidéo, 2023-01-27 (7:28).
- ↑ 100.0 100.1 Direct, 2021-03-26 (1:11:25).
- ↑ 101.0 101.1 Direct, 2021-02-26 (27:41).
- ↑ Vidéo, 2021-02-26 (6:17).
- ↑ 103.0 103.1 Direct, 2022-06-30 (46:30).
- ↑ Direct, 2021-07-30 (31:22).
- ↑ Entrevue, 2021-06-13 (4:12).
- ↑ Direct, 2021-05-28 (1:13:05).
- ↑ 107.0 107.1 107.2 Direct, 2022-12-02 (59:47).
- ↑ Direct, 2020-04-30 (1:17:13).
- ↑ 109.0 109.1 Direct, 2017-05-08 (43:30).
- ↑ 110.0 110.1 Direct, 2021-12-23 (55:32).
- ↑ Vidéo, 2021-12-23 (23:53).
- ↑ 112.0 112.1 Direct, 2022-10-14 (48:45).
- ↑ 113.0 113.1
- ↑ Direct, 2020-06-26 (1:30:40).
- ↑ 115.0 115.1 Direct, 2022-06-30 (49:42).
- ↑ Direct, 2022-09-30 (51:28).
- ↑ 117.0 117.1 117.2 Vidéo, 2023-04-28 (4:40).
- ↑ 118.0 118.1 118.2
- ↑ Vidéo, 2017-05-25 (0:02).
- ↑ 120.0 120.1 Direct, 2021-07-30 (1:11:29).
- ↑ Reddit - Developer response to unique ability visuals.
- ↑
- ↑ Direct, 2018-05-04 (51:57).
- ↑ Direct, 2017-12-15 (1:35:38).
- ↑ Direct, 2023-05-31 (1:10:08).
- ↑ Vidéo, 2021-12-23 (7:05).
- ↑ 127.0 127.1
- ↑ Entrevue, 2020-03-27 (15:20).
- ↑ 129.0 129.1 Direct, 2023-01-27 (1:06:02).
- ↑ 130.0 130.1 Direct, 2022-06-30 (51:17).
- ↑ 131.0 131.1 Direct, 2020-01-30 (1:34:12).
- ↑ Direct, 2020-06-26 (1:24:06).
- ↑
- ↑ 134.0 134.1 Direct, 2020-06-26 (1:19:50).
- ↑ 135.0 135.1 135.2 Alpha-1 screenshot.
- ↑ Vidéo, 2021-02-09 (0:37).
- ↑ 137.0 137.1 137.2 Direct, 2020-07-31 (1:14:26).
- ↑ 138.00 138.01 138.02 138.03 138.04 138.05 138.06 138.07 138.08 138.09 138.10 138.11 Alpha-1 screenshot.
- ↑ 139.0 139.1 139.2 139.3 Vidéo, 2020-12-23 (0:40).
- ↑ 140.0 140.1 140.2 140.3 140.4 140.5 140.6 140.7 Direct, 2017-10-16 (39:15).
- ↑ 141.0 141.1
- ↑ 142.0 142.1 142.2 142.3 Vidéo, 2023-01-27 (6:41).
- ↑ 143.0 143.1 143.2 Vidéo, 2023-01-27 (5:07).
- ↑ 144.0 144.1 Direct, 2019-11-22 (1:09:37).
- ↑ Direct, 2017-05-17 (1:05:11).
- ↑ Direct, 2019-06-28 (1:19:00).
- ↑ Direct, 2017-05-30 (16:25).
- ↑ 148.0 148.1 148.2 Direct, 2018-12-06 (48:52).
- ↑ 149.0 149.1 Direct, 2023-05-31 (1:11:41).
- ↑ 150.0 150.1 Vidéo, 2023-01-27 (9:54).
- ↑ 151.0 151.1 151.2 151.3 Vidéo, 2022-09-30 (15:28).
- ↑ 152.0 152.1 152.2 152.3 152.4 152.5 Alpha-1 screenshot.
- ↑ 153.0 153.1 Vidéo, 2020-12-23 (0:51).
- ↑ 154.0 154.1 154.2 154.3 Direct, 2017-10-16 (42:20).
- ↑ 155.0 155.1 155.2 155.3 Vidéo, 2023-04-28 (9:22).
- ↑ 156.0 156.1 156.2 156.3
- ↑ 157.0 157.1 157.2 157.3 Vidéo, 2023-04-28 (11:22).
- ↑ 158.0 158.1 158.2 158.3
- ↑ 159.0 159.1 159.2 159.3 159.4 159.5 159.6 159.7 159.8
- ↑ 160.0 160.1 160.2 Vidéo, 2020-11-01 (0:45).
- ↑ 161.0 161.1 161.2 161.3 161.4 161.5 161.6 161.7 161.8
- ↑ 162.0 162.1 162.2 Direct, 2020-03-28 (1:22:45).
- ↑ 163.0 163.1 163.2 163.3 163.4 163.5 163.6 163.7 163.8 Vidéo, 2020-12-22 (7:36).
- ↑ 164.0 164.1 164.2 Vidéo, 2020-12-23 (1:29).
- ↑ 165.00 165.01 165.02 165.03 165.04 165.05 165.06 165.07 165.08 165.09 165.10 165.11 165.12 165.13 165.14 165.15 165.16 165.17 Blog: Blazing the way - Mage Alpha One Preview.
- ↑ 166.0 166.1 166.2 166.3
- ↑ 167.0 167.1 167.2 167.3
- ↑ 168.0 168.1 168.2 168.3 168.4 168.5 168.6 168.7 168.8 Alpha-1 screenshot.
- ↑ 169.0 169.1 169.2 Vidéo, 2020-12-23 (1:46).
- ↑ 170.0 170.1 170.2 170.3 170.4 170.5 170.6 170.7 170.8 Alpha-1 screenshot.
- ↑ 171.0 171.1 171.2 Vidéo, 2020-12-23 (1:53).
- ↑ 172.0 172.1 172.2 172.3 172.4 172.5 Direct, 2017-10-16 (42:42).
- ↑ 173.0 173.1 173.2 Direct, 2020-07-31 (1:02:59).
- ↑ 174.0 174.1 Vidéo, 2022-12-02 (22:44).
- ↑ 175.0 175.1 175.2 175.3 175.4 175.5 175.6 Direct, 2021-06-25 (22:34).
- ↑ Direct, 2017-11-16 (30:45).
- ↑ 177.0 177.1 177.2 177.3 177.4 Direct, 2021-06-25 (27:43).
- ↑
- ↑ 179.0 179.1 179.2 Direct, 2020-04-30 (1:09:51).
- ↑ 180.0 180.1 Entrevue, 2019-04-15 (38:03).
- ↑ 181.0 181.1 Direct, 2021-06-25 (27:10).
- ↑ Direct, 2021-03-26 (59:21).
- ↑ Direct, 2021-06-25 (26:11).
- ↑ Direct, 2020-04-30 (40:19).
- ↑ 186.0 186.1 186.2 186.3 186.4 Podcast, 2018-08-04 (1:07:59).
- ↑
- ↑ 188.0 188.1 188.2 188.3 Direct, 2023-01-27 (1:11:07).
- ↑ 189.0 189.1 189.2 189.3 Vidéo, 2022-09-30 (17:00).
- ↑ 190.0 190.1 Vidéo, 2023-04-28 (22:13).
- ↑ 191.0 191.1
- ↑ 192.0 192.1 192.2
- ↑ 193.0 193.1 193.2
- ↑ 194.0 194.1 194.2 Vidéo, 2023-04-28 (13:40).
- ↑ 195.0 195.1 195.2
- ↑ 196.0 196.1 196.2 Vidéo, 2022-09-30 (16:19).
- ↑ 197.0 197.1 197.2 Vidéo, 2022-09-30 (14:27).
- ↑ 198.0 198.1 Vidéo, 2023-04-28 (20:57).
- ↑ 199.0 199.1 Direct, 2023-04-28 (59:52).
- ↑ 200.0 200.1 200.2
- ↑ Direct, 2022-09-30 (52:33).
- ↑ 202.0 202.1 Direct, 2022-09-30 (48:10).
- ↑ 203.0 203.1 203.2 Vidéo, 2023-04-28 (7:15).
- ↑ 204.0 204.1 204.2
- ↑ Direct, 2020-10-30 (1:15:59).
- ↑
- ↑ 207.0 207.1
- ↑ 208.0 208.1 Entrevue, 2018-10-21 (9:10).
- ↑ Entrevue, 2018-10-20 (3:25:31).
- ↑ 210.0 210.1 210.2 Direct, 2018-09-27 (34:49).
- ↑ 211.0 211.1 Direct, 2017-05-17 (1:06:19).
- ↑ Direct, 2019-06-28 (1:21:02).
- ↑ Direct, 2017-07-28 (40:15).
- ↑ Direct, 2018-04-8 (PM) (1:18:37).
- ↑ Direct, 2020-07-25 (58:38).
- ↑ Direct, 2017-05-19 (39:55).
- ↑ Direct, 2017-06-01 (22:58).
- ↑ Entrevue, 2020-07-19 (1:00:04).
- ↑ 219.0 219.1 Direct, 2018-04-8 (PM) (46:11).
- ↑ Blog: The Gift of Life - Cleric Alpha One Preview.
- ↑ Direct, 2017-05-26 (19:03).
- ↑ 222.0 222.1 222.2
- ↑ Vidéo, 2020-11-01 (0:33).
- ↑ 224.0 224.1
- ↑ 225.0 225.1 Vidéo, 2022-12-02 (17:55).
- ↑ 226.0 226.1
- ↑ 227.0 227.1 227.2 227.3 227.4 227.5
- ↑ 228.0 228.1 Vidéo, 2020-11-01 (1:09).
- ↑ 229.0 229.1 229.2 229.3 229.4 229.5
- ↑ 230.0 230.1 Vidéo, 2020-11-01 (0:51).
- ↑ 231.0 231.1 231.2 231.3 231.4 231.5 Vidéo, 2023-05-31 (16:58).
- ↑ 232.0 232.1 232.2 232.3 232.4 232.5
- ↑ 233.0 233.1 233.2 233.3 233.4 233.5
- ↑ 234.0 234.1
- ↑ 235.0 235.1 Vidéo, 2022-12-02 (10:14).
- ↑ 236.0 236.1 236.2 236.3 236.4 236.5
- ↑ 237.0 237.1 237.2 237.3 237.4 237.5
- ↑ 238.0 238.1 238.2
- ↑ Vidéo, 2020-11-01 (0:55).
- ↑ Direct, 2017-12-15 (1:00:36).
- ↑ Direct, 2018-04-8 (PM) (40:23).
- ↑
- ↑ 243.0 243.1 243.2 243.3 243.4 243.5 Alpha-1 screenshot.
- ↑ 244.0 244.1 Vidéo, 2020-12-23 (1:04).
- ↑ 245.0 245.1
- ↑ 246.0 246.1 246.2 Alpha-1 screenshot.
- ↑ 247.0 247.1 247.2 Vidéo, 2020-12-22 (7:37).
- ↑ Direct, 2020-07-31 (1:00:44).
- ↑ 249.0 249.1 Vidéo, 2023-04-28 (6:15).
- ↑ 250.0 250.1
- ↑ Direct, 2023-05-31 (1:10:42).
- ↑ 252.0 252.1
- ↑
- ↑ 254.0 254.1 254.2 254.3 Direct, 2020-07-25 (42:49).
- ↑ 255.0 255.1 Direct, 2022-01-28 (1:12:27).
- ↑ 256.0 256.1 Direct, 2017-05-03 (49:39).
- ↑ 257.0 257.1 257.2 257.3 257.4 257.5 257.6 257.7 Direct, 2023-03-31 (1:22:21).
- ↑ 258.0 258.1 258.2 258.3 258.4 258.5 Direct, 2017-05-19 (10:06).
- ↑
- ↑
- ↑ Direct, 2017-05-26 (43:20).
- ↑ Direct, 2023-02-24 (1:27:22).
- ↑ Direct, 2020-10-30 (1:21:14).
- ↑ 264.0 264.1 Entrevue, 2022-01-14 (42:18).
- ↑ 265.0 265.1 Direct, 2020-07-25 (1:41:46).
- ↑ Direct, 2021-01-29 (1:21:01).
- ↑ 267.0 267.1
- ↑
- ↑ Entrevue, 2021-06-13 (13:11).
- ↑ 270.0 270.1 270.2 270.3 270.4 270.5 270.6 Direct, 2018-04-8 (AM) (0:58).
- ↑ 271.0 271.1 Direct, 2018-04-8 (PM) (11:27).
- ↑ 272.0 272.1 Direct, 2018-04-8 (PM) (24:11).
- ↑ Direct, 2017-05-26 (32:59).
- ↑ Vidéo, 2023-01-27 (5:21).
- ↑ Direct, 2019-11-22 (41:02).
- ↑ 276.0 276.1 276.2 276.3 Podcast, 2018-05-11 (49:20).
- ↑ 277.0 277.1 277.2 277.3 277.4 277.5 277.6 Entrevue, 2018-08-17 (14:59).
- ↑ 278.0 278.1 Direct, 2018-04-8 (AM) (28:01).
- ↑
- ↑ Direct, 2017-06-30 (29:13).
- ↑ Vidéo, 2017-05-09 (0:57).
- ↑ 282.0 282.1 282.2 Direct, 2023-02-24 (1:13:19).
- ↑ 283.0 283.1 283.2 Direct, 2023-02-24 (6:51).
- ↑ Direct, 2017-06-30 (30:34).
- ↑ 285.0 285.1 285.2 Direct, 2017-05-12 (33:10).
- ↑
- ↑ Direct, 2017-05-15 (15:10).
- ↑
- ↑ Direct, 2018-01-18 (34:56).
- ↑ Direct, 2019-06-28 (1:21:46).
- ↑
- ↑
- ↑ Direct, 2021-10-29 (1:07:11).
- ↑ Direct, 2017-05-24 (57:41).
- ↑ Direct, 2017-05-12 (18:00).
- ↑ Entrevue, 2020-07-19 (1:20:58).
- ↑ Podcast, 2020-07-26 (1:34:47).
- ↑ Podcast, 2020-07-26 (1:32:15).
- ↑
- ↑
- ↑ 301.0 301.1 301.2
- ↑ Entrevue, 2017-04-27 (9:28).
- ↑
- ↑ 304.0 304.1 Direct, 2017-05-24 (48:00).
- ↑ Direct, 2018-04-8 (PM) (26:19).
- ↑ Direct, 2017-06-16 (43:01).
- ↑ 307.0 307.1 307.2 307.3 Entrevue, 2018-08-17 (17:57).
- ↑ Direct, 2017-11-17 (27:35).
- ↑ 309.0 309.1 Podcast, 2017-05-05 (43:05).
- ↑ 310.0 310.1 Direct, 2023-05-31 (43:55).
- ↑ Entrevue, 2021-06-13 (24:14).
- ↑ Vidéo, 2018-04-05 (40:08).
- ↑ New Backer Goal!! + Monster Coins (>'.')>