Compétences

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[1] – Steven Sharif
Les joueurs recoivent des points de compétences en gagnant des niveaux. Ceux-ci peuvent être utilisés pour augmenter le niveau de leurs arbres de compétences actives, passives ou de combat/d'armes.[2][3][4][5]
- Il ne sera pas possible de monter au niveau maximum chaque compétence d'un arbre.[5]
- En ce qui concerne la progression des compétences, les joueurs pourront voir large et obtenir un nombre de compétences différentes, ou aller "en profondeur" dans un petit nombre de compétences spécifiques.[6]
- Les joueurs auront la possibilité de réinitialiser et redistribuer leurs points de compétences.[7]
Rendre les compétences actives capable de recevoir des points supplémentaires et débloquer des fonctionnalités supplémentaires, pour que du point de vue de la distribution du joueur il sera a vous de décider si vous voulez être plus diversifié mais moins profond - plus large mais pas plus grand, dans certains de ces choix de compétences ou si vous voulez être très très grand, ça sera quelque chose que le joueur choisira.[8] – Steven Sharif
Sommaire
- 1 Active skills
- 2 Weapon skills
- 3 Passive skills
- 4 Combat abilities
- 5 Combat targeting
- 6 Skills by archetype
- 7 Siege abilities
- 8 Healing skills
- 9 Ultimate skill
- 10 Utility skills
- 11 Elemental skills
- 12 Skill transfer
- 13 Theft
- 14 Level scaling
- 15 Kickstarter skill FX
- 16 Voir également
- 17 Les références
Active skills
Players can build their characters with the active skills they want on their action bar.[10][11]
- The number of skills on the action bar will be contained (fewer than 30).[12]
- There will be an option to include multiple hotbars (action bars).[8][11]
- For example: One Fighter will be different from another based on what active skills they have chosen.[12]
- Through skill choice, players can customize their combat experience to focus on tab targeted skills, action targeted skills, or a mix of both.[13]
- Players are not given skills as they level up, they must choose what skills they take.[6]
- There is no spellbook requiring memorization.[14]
There will be multiple hot-bars that you obviously have available, because you're going to have consumables, you're going to have active skills and whatnot. But the number of active skills are not going to overwhelm necessarily the character and be irrelevant especially at certain stages.[8] – Steven Sharif
Primary skills
If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[16] – Steven Sharif
The idea behind the system is that you're kind of skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to kind of offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[17] – Steven Sharif
Les compétences primaires (capacités de classe) proviennent de l'archetype du joueur.[18] Les joueurs peuvent personnaliser leurs compétences primaires avec les améliorations d'un archétype secondaire.[19][18][20]
L'intérêt des améliorations n'est pas seulement de changer le style pour refléter l'archétype secondaire, mais aussi de changer fondamentalement la composante principale d'une compétence.[21] – Steven Sharif
- Chaque archétypes secondaire permet quatre écoles d'amélioration différentes.[19][22] Chaque école d'amélioration affecte la compétence de l'achétype principal d'une manière différente.[23]
- Par exemple: Un Mage permet les écoles d'amélioration téléportation et élémentaire. Ces améliorations affecteront les compétences primaires du Fighter's différemment que pour un Cleric.[19][23]
- Chaque amélioration a un niveau et un nombre de points de compétences requis pour l'activer.[24]
- Il y aura un cap particulier auquel il ne sera plus possible d'améliorer vos capacités actives selon les décisions prises pour améliorer les capacités précédentes, il vous faudra sélectionner et choisir lesquelles vous souhaitez améliorer; et certaines améliorations nécessiteront une dépense supplémentaire de points de compétences.[24] – Steven Sharif
- Choisir les mêmes archétypes principal et secondaire augmentera la spécialisation de cet archétype.[25]
- Les améliorations aux compétences primaires changeront fondamentalement la manière dont la compétence fonctionne: Adaptant à ce que la compétence faisait pour y incorporer l'identité de l'archétype secondaire.[26]
- Le système de progression pour les améliorations est très similaire à celui de la progression des classes .[27]
- Changer l'amélioration sur vos compétences nécessitera de rendre visite à un PNJ dans un noeud au rang de Village ou supérieur.[28]
- Les couleurs et effets visuels de certains sorts FX changeront selon leurs améliorations.[29]
- Des compétences actives pourraient sembler complètement différentes après l'application d'une amélioration.[30]
Weapon skills
A weapon use combo system (also referred to as Combo system[31], Combat skills[3], and Combat tree[4]) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[31] No traditional auto-attack system is present in Alpha-1.[32]
- Players can spec into weapon abilities on their combat skill tree, based on their preferred weapon classes (weapon types/weapon groups) and the grade of the weapon.[33][4][3][31]
- The more skill points that are allocated to the combat skill tree, the greater a player's weapon familiarity. This in turn unlocks various proc effects on weapon use that can offer synergy with other active skills.[4][31] This synergy also applies to active skills from other characters.[2]
- Let's say a dagger has some slashing effects that bleed the target or that cripple the target... Every time you attack you have a chance to proc that effect. That effect then can synergize with what your active skills tree has available to it. So let's say your backstab deals 30 additional damage to a bleeding target. If you attack with your main weapon first and the target gets the bleed proc off and you do your backstab skill then you're synergizing your effects.[4] – Steven Sharif
- Let's say backstab that you can apply to deals damage to the target and it'll have a conditional modifier on that damage if you're behind the target, and it'll have a conditional modifier deal additional 50 damage if the target is under a bleed effect. So you want to synergize essentially your weapon proc conditions with your active skills so that you're timing your certain active skills appropriately with the status conditions that the target has taken.[3] – Steven Sharif
- Using a skill/ability will in general reset the combo.[34]
- The developers are considering specific abilities might be able to be used without resetting the combo system.[34]
- The combo system will not have the quicktime event that was seen at PAX West 2017.[31]
It acts similar in the sense of you know the core loop of what an auto attack is so to speak; where you know typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable you know skill effect that you can continually attack with but it's a little bit more involved than what a traditional auto attack is; and it has components from a from an advancement standpoint when it comes to the types of procs that your weapon can have during that combo system... It's not going to have the quick time event that you know you guys saw early on in PAX and gave great feedback on, but it is going to have development with regards to the power of the weapon the type of weapon you're using, the additional proc effects that you can skill into: Those types of things are going to make it a little bit more complex of a system capture.[31] – Steven Sharif
Classes of weapons
Weapon classes (also referred to as weapon types and weapon groups) in Ashes of Creation.[33]
- Blunt weapons
- Slashing weapons
- Piercing weapons
Weapon attack cone

As I attack I am hitting multiple numbers of these opponents; and that's important because all weapons, regardless of whether you are in reticle mode or tab-targeting mode will be able to have a action-based type weapon attack. Not active skill, but weapon attack.[35] – Steven Sharif
All weapons have a forward attack cone, regardless of being in tab or action mode.[35]
- The cone's arc and distance will vary based on weapon type.[35]
Polearms for example will have a much wider arc and much further out. Daggers will have a more fine-tuned arc, so you have to be more precise in that regard.[35] – Steven Sharif
This is described as a weapon attack not an active skill.[35]
Skills and stats on gear
Crafters will be able to assign different skills/abilities and stats on gear.[37][38]
- Master crafters will be able to influence several (but not all) stats on their crafted items.[37][39]
- Statistiques on crafted items will vary based on the item's rarity.[40]
- There will also be methods of moving stat blocks around but this won't necessarily be an easy task.[37]
- All gear will be able to be assigned any stat.[37]
Crafters will be able to 'rejigger' stat blocks; and there will be a couple of other ways to move things around to create both the look and the stat block that you're looking for. It's not always going to be easy. There will be a lot of challenges involved with that. But the goal is to give you guys the option to customize your gear the way you want them to be.[37] – Jeffrey Bard
Not all armor sets will be the cookie cutter kind of set. They will have the influences from the crafter available in it, if it's a crafted set.[38] – Steven Sharif
Gear is broken down into Core Stats and Additional Stats.[41]
Passive skills
Passive skills are used to augment weapon usage, armor usage, health regeneration, and passive stats.[1]
- Passive skills can be levelled up by allocating skill points on the skills UI.[1]
- Passive skills enable players to work toward mastery of a weapon.[26]
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Light armor (passive) | Increases armor given by light armor.[42] | Further increases armor given by light armor.[42] | Each piece of light armor increases damage.[42] | |
Ranged passive | Reduces minimum range of all abilities.[43] | Increases max range of all abilities.[43] | Increases crit chance. This effect has a cooldown.[43] |
Combat abilities
The aspiration for combat is for abilities to have corresponding counter-play abilities.[44]
- The goal is to have special animations for parrying, blocking and evading.[45]
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.[45] – Jeffrey Bard
Crowd control
Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[46][44]
- There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[44][47]
- Crowd control won't likely be tab-targeted skills. This is to avoid imbalanced combos with skill shot (action targeted) abilities.[48]
- Summoner's summons will be able to use crowd control.[49]
- Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[50]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[51][48]
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.[44] – Steven Sharif
We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play kind of feel.[44] – Jeffrey Bard
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Javelin | ![]() |
Pulls your target to your location. Generates additional threat.[52][53] | Increased damage. Now pulls up to 3 targets.[53] | Increased damage. Now pulls up to 5 targets. Stuns targets.[53] |
Jump | ![]() |
Dash with cooldown.[54] | Cooldown is replaced by charges with individual cooldown.[54] | Drops a bear trap at the location the ranger dashed from.[54] |
Snare | ![]() |
Foot pin roots target in place.[55][56] | Adds a bleed.[56] | Snares after root expires.[56] |
Trap | ![]() |
Place a bear trap under the caster that holds them in place and does damage. Also holds targets in place and does damage.[57] | Traps stun instead of root.[57] | Place up to two traps.[57] |
Mobility
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.[58] – Tradd Thompson
Skills with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[60][61]
- Prone and crouch will likely not be in the game.[62]
- Moving backward will likely not affect block and parry.[63]
I think that that generally we want to tend to be more mobile in our classes. I think that it's a fundamentally old-school philosophy to have a lot of stuck in place type skills. That isn't to say we won't have skills that have mobility restriction on them- that require you to channel or require a casting time where you can't move; but I think it's a blend between the two. It's neither extreme.[60] – Steven Sharif
It'll be something that you can spec around to. Again it's gonna be a risk/reward thing. We put a lot of thought into what skills are overpowered or have kind of this overpowering nature to them and those are the kinds of skills that will generally find that will be like in-place type of skills; where you are now at risk if you are going to cast this spell, but there's a big reward if you do manage to get it off.[60] – Jeffrey Bard
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Blink | ![]() |
Blinks forward in the direction you are traveling.[64][65] | Increased blink distance. Reduces threat on targets nearby upon activation.[66][65] | Increased blink distance. Deals area damage upon impact.[66][65] |
Jump | ![]() |
Dash with cooldown.[54] | Cooldown is replaced by charges with individual cooldown.[54] | Drops a bear trap at the location the ranger dashed from.[54] |
Rush | ![]() |
Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[18] | - | - |
Sprint | ![]() |
Increases movement speed. Using an ability ends sprint.[67] | Increased resistance to disable abilities.[67] | Clears crowd control when sprint starts and removes silence.[67] |
Player movement
There will likely be a toggleable walk/run (autorun) capability in the game.[69]
- There is not going to be any "go to waypoint" (auto-pathing) mechanics.[70]
Back-peddling (walking backwards) and strafing are slower than normal movement speed.[71]
Collision
There are player and spell collision mechanics in Ashes of Creation.[72]
- 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.[73][72]
Dodging
Dodge rolling type skills is housed in the action skill sets of agile classes such as Rogues or Fighters.[8][74]
- Hybrid combat will likely have true evasion skills relating to action-oriented combat and also have I-frames (invincibility frames) that apply to tab targeting.[75]
- Q: Will there be evade frames/ I-frames on dodge?
- A: I would say it's a safe bet with regards to how we're approaching the hybrid combat that not only are gonna have true evasion skills that apply to more action-oriented skills that are coming your way, but you'll also have you know I-frame type skills that would apply perhaps to a tab targetable skills coming your way. So I think you're gonna have a healthy balance of both with it when it comes to skills that you can spec into.[75] – Steven Sharif
Active blocking
The Paladin's Might shield in Ashes of Creation Apocalypse had its own hit box with hit points (HP). It can actively block projectiles.[76]
- The developers have not yet decided on whether active blocking will be part of the MMO. They are currently leaning toward using more traditional buff-oriented universal damage mitigation but are also considering interaction between action-based blocking and a passive block stat from the waterfall stat system.[77]
In APOC when we had the active sheild stance- that was an active shield block action-based system; and when we collected design data on essentially the efficacy and essentially the accuracy of players who used that wasn't very high; and there is a concern at least on the front of implementing a action restricted type active shield block as opposed to what would traditionally be along the lines of activating a buff that grants a shield block rate adjustment and is universal on incoming damage- and interfaces with the stats- is really something that we're leaning towards in incorporating for the hybrid combat system.[77] – Steven Sharif
This is something we're still actively iterating on and actively going to be testing in our hybrid system but you know as we're as we're doing that we are taking into consideration. Obviously we want action based components to also interact in some way shape or form with the waterfall stat system as well; and you know that seems like it might be an oxymoron from an action to tab sense, but it doesn't have to be. There can be components of action- so say for instance you could have a dual component where you activate that shield stance and if you accurately intercept an incoming projectile or a skill that's been initiated from the forward arc, you get 80% damage mitigation or 80% application of the physical defense of the shield; and if it comes from an area outside of that forward arc then you get a lesser bonus; and that essentially what would happen is let's say you take into account the stat of the shield's physical defense value, you apply it as a mitigating factor to the incoming damage, but in addition you augment that system with the waterfall stat that is responsible for shield damage mitigation or shield rate; and maybe you know the default skill says 80% damage mitigation from forward arc but that gets augmented up to 87% because of your stat essentially; and if it's not in your forward arc then it gets you know 50% efficacy- maybe it's 40 something percent. So just to give you kind of insight into what goes into kind of determining these skills and how they interact on an action-based front.[77] – Steven Sharif
Interrupts
Abilities with a cast bar can be interrupted during the cast.[61]
- There are abilities to counter interrupts.
- Some interrupts are better than others.
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Bulwark | ![]() |
Strikes your target and increases your block chance. Generates additional threat.[78][79] | Increased damage. Increased duration. Increased block chance.[79] | Increased damage. Increased duration. Increased block chance.[79] |
Meteor Storm | ![]() |
Summons forth a Meteor Storm, dropping 3 meteors in the target location. Each meteor deals large area damage upon impact.[80] | Increase damage and number of impacts. Stun enemies as they are hit.[81] | Increase damage and number of impacts. Stun enemies as they are hit.[81] |
Onslaught | ![]() |
Charge your target. Provides a small damage-absorbing shield. Generates additional threat.[82][83] | Increased damage. Increased shielding. Knocks down target.[83] | Increased damage. Increased shielding. Knocks up targets along the chargepath.[83] |
Rush | ![]() |
Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[18] | - | - |
Aggro/Threat generation
Aggro (Threat/Hate) will matter in the game.[84]
- Aggro is based on a hate table.[84]
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Bulwark | ![]() |
Strikes your target and increases your block chance. Generates additional threat.[78][79] | Increased damage. Increased duration. Increased block chance.[79] | Increased damage. Increased duration. Increased block chance.[79] |
Lacerate | ![]() |
Slashes your target, dealing instant damage and bleeds the target over time. Generates additional threat.[85][86] | Increased damage. If the target is bleeding from previous Lacerate, explode remaining bleed damage as instant damage.[86] | Increased damage.[86] |
Myrmidon | ![]() |
Strikes your target and increases your damage mitigation. Generates additional threat.[87][88] | Increased damage. Increased duration. Increased mitigation.[88] | Increased damage. Increased duration. Increased mitigation.[88] |
Onslaught | ![]() |
Charge your target. Provides a small damage-absorbing shield. Generates additional threat.[82][83] | Increased damage. Increased shielding. Knocks down target.[83] | Increased damage. Increased shielding. Knocks up targets along the chargepath.[83] |
Resounding Smash | ![]() |
Smashes the ground in front of you, dealing damage to all targets. A second hit resounds on the primary target. Generates additional threat.[89][90] | Increased damage.[90] | Increased damage.[90] |
Shockwave | ![]() |
Stomps the ground in front of you, knocking down and dealing damage to all targets. Generates additional threat.[91][92] | Increased damage. Now deals damage over time in the affected area.[92] | Increased damage. Increased effect radius.[92] |
Weapon Toss | ![]() |
Throws your weapon at your target, dealing damage. Generates additional threat.[93][86] | Increased damage. Bounces up to 2 additional targets.[86] | Increased damage. Bounces up to 4 additional targets. When the weapon reaches its final target, explodes into extra area damage.[86] |
Animation cancelling
Animation cancelling will not be a combat mechanic.[94]
Combat stances
The use of weapon stances in game is likely.[95]
RNG
RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[96]
- RNG plays a role in both JcJ or JcE.[97]
- Action combat is far less dependent on RNG.[97]
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.[97] – Jeffrey Bard
Combat targeting

Players can very easily transition between tab targeting and action combat. By pressing Z I now tie my cursor movement to my camera and additionally a reticle has spawned.[35] – Steven Sharif
Hybrid combat refers to the choice between tab targeted skills, action targeted skills, or a mix of both in the Ashes of Creation MMORPG.[13] This is achieved through choice of skills/abilities.[99][48]
- A tab-targeted ability requires a target in order to utilize that skill.[100]
- An action skill is anything that can be utilized through placement of the player, such as a reticle, a ground template or a directional placement.[100]
- It may not be possible to be able to fully spec into just action or tab targeted skills. There might be a 75% cap on choosing skills from any one type.[48]
- Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[1]
Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[48] – Steven Sharif
A toggle button (default Z)[35] allows the player to switch between action and tab targeted combat modes.[101]
- The action mode utilizes a targeting reticle and is very close to a third-person action game.[35][101]
- The reticle will highlight/change color to indicate if the current target is able to be hit with the currently prepared skill.[35]
- Pressing right-click while in action mode will switch to tab mode for the currently highlighted target. Currently this is activated left-click in Alpha-1, but it will be changed to right-click.[35]
- The tab mode (MMO mode) facilitates tab targeted combat.[35][101]
- Pressing left-click in tab mode will attack the target (with the currently selected weapon).[35]
- There will be a "target of target" capability on the user interface.[102]
Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[103]
- Damage.[103]
- Charge up time.[103]
- CC effects.[103]
- Cooldown.[51]
- Energy consumption.[51]
- Cost to spec.[51]
- Attack range will likely remain the same; as it is driven by the weapon or skill itself.[104]
As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage. [103] – Steven Sharif
For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[51]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[51][48]
- Softer CC's would be housed in tab-targeted abilities.[51]
Hybrid combat is scheduled for testing in Alpha-1.[99]
Headshot mechanics
There are no headshot mechanics in the Ashes of Creation MMORPG.[105][106][107]
- Headshots were a part of Ashes of Creation Apocalypse battle royale.[107]
- Previously it was stated that headshot mechanics may be implemented in the MMORPG along the lines of a higher critical chance[108][109] and that they would not be one hit kills.[108]
- Headshots in action combat are equivalent to a critical hit in tab targeted combat.[110]
- Players relying on tab skills will have a fixed critical hit chance every time they use an ability or weapon.[110]
- Players using action-based skills are going to rely on getting a head shot or hitting a critical spot on the opponent.[110]
Skills by archetype
Bard skills
Les Bards ont des capacités de combat, pas seulement des buffs.[111]
- Les bardes auront une grande variété de compétences parmi lesquelles choisir, comme les aspects de maitrise des mots, acteur et musical.[112]
- Les Bards fourniront des soins de proximité ou basés sur des proc à un bien moindre degré que les Clerics.[115]
- Les Bards ne seront pas la classe des "temps d'arrêt". Ça sera le rôle des espaces sociaux au sein des noeuds.[111]
- Les Bards auront une utilité en dehors des combats, tout comme les autres classes.[116]
- 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.[117] – 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.[118]
- 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.[119]
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.[119] – Steven Sharif
Cleric skills
Restoration. Enhancement. Debilitation. Clerics keep their team in the fight by bolstering their combat abilities and cursing their enemies. Far from simply supporting their allies through healing, a Cleric is also capable of wielding destructive force in the face of danger.[120]
Clerics have control over life and this may relate to utility abilities that relate to corruption.[121]
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Benediction | ![]() |
Chain heal that heals up to 3 targets.[122][123] | ||
Castigation | ![]() |
Lashes your target with holy energy, dealing direct damage. Provides health regeneration and mana restoration for you and surrounding allies.[124][123] | ||
Damnation | ![]() |
Curses your target, dealing holy damage over time and lowering their damage output.[125][123] | ||
Devotion | ![]() |
A swift act that heals your target.[126][123] It's a quick hot.[127] | ||
Divine Censure | ![]() |
Throws a radiant spear at the target, dealing damage. Any time the target is attacked, the attacker has a chance to get healed.[128][123] | ||
Exorcism | ![]() |
Holy power rips at your target's spirit, channeling damage over time. A holy energy blast damages nearby enemies at the end of the channel.[129][123] | ||
Hallowed Ground | ![]() |
Fills the surrounding area with radiant energy, damaging enemies and healing allies.[130][123][131] | ||
Judgment | ![]() |
Holy power crushes your target, dealing direct damage and lowering their damage mitigation.[132][123] | ||
Resurrection | ![]() |
Resurrects a dead ally.[133][123] |
Fighter skills
The Fighter archetype will include maneuverability and "closing the gap" mechanics to enable the fighter to quickly traverse distances on the battlefield.[134]
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.[18] | - | - |
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.[135] – Steven Sharif
Mage skills
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Black Hole | ![]() |
Summons a black hole at the target location that slowly pulls in enemy targets.[136] | Snares targets after pull.[137] | Black hole explodes at the end of the pull duration dealing damage.[137] |
Blink | ![]() |
Blinks forward in the direction you are traveling.[64][65] | Increased blink distance. Reduces threat on targets nearby upon activation.[66][65] | Increased blink distance. Deals area damage upon impact.[66][65] |
Drain Essence | ![]() |
Drains your target, converting their health into mana for yourself.[138] | Increase damage and mana conversion percentage.[81] | Deplete targets near to your foe.[81] |
Fireball | ![]() |
Throws a fireball at your target. Deals instant damage.[139] | Becomes a burn (damage over time).[81][140][141] | Area of effect around the target.[81][140] |
Gift of the Magi | ![]() |
Transfers some of your mana to your targeted ally.[142][143] | Increased amount of mana transferred. Increased mana transfer efficiency.[142][81] | Increased amount of mana transferred. Increased mana transfer efficiency.[142][81] |
Lava Storm | ![]() |
Creates a field of lava at the selected location. Deals additional damage in the center of the ability. Deals area damage around the caster upon cast.[144][145] | Increased damage. Increased duration.[144][81] | Increased damage. Increased duration.[144][81] |
Lightning Bolt | ![]() |
Shoots forward a beam of lightning that damages enemies in a line in front of you.[146] | Adds damage over time to targets hit.[147] | Chains to nearby enemies that are not hit. Anyone who is outside the line has a chance to get a bolt jump to them.[147] |
Meteor Storm | ![]() |
Summons forth a Meteor Storm, dropping 3 meteors in the target location. Each meteor deals large area damage upon impact.[80] | Increase damage and number of impacts. Stun enemies as they are hit.[81] | Increase damage and number of impacts. Stun enemies as they are hit.[81] |
Prismatic Beam | ![]() |
Spawns a giant prismatic beam of energy that can be aimed around you. Deals large damage to enemy targets and slows their movement while being hit.[148] | Damages over time after channel.[149] | Damages enemies between caster and target in a cone.[150][149] |
Ranger skills
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Bow's combo | ![]() |
Target an enemy and use your bow to strike with two arrows. Dealing damage and powering up your focus with this weapon attack.[55][151] | Prepares four arrows.[151] | Prepared shot works on all arrow attacks.[151] |
Flame line | ![]() |
Shoot an arrow that leaves behind a trail of flames.[152] | Arrow explodes upon reaching the end of its distance.[152] | Enemies take burning damage for entering the flames.[152] |
Fleeting shot | ![]() |
Retreating shot rolls backward and does damage.[153] | Increases max range.[153] | Breaks crowd control.[153] |
Hail of arrows | ![]() |
If your focus is at 80%, use this skill to summon a template and launch multiple arrows within the template.[55][154] | Adds movement slow.[154] | Adds damage over time to targets in the area.[154] |
Jump | ![]() |
Dash with cooldown.[54] | Cooldown is replaced by charges with individual cooldown.[54] | Drops a bear trap at the location the ranger dashed from.[54] |
Knockback shot | ![]() |
Knocks a target back X distance.[155] | Adds damage.[155] | Add knockdown.[155] |
Light armor (passive) | Increases armor given by light armor.[42] | Further increases armor given by light armor.[42] | Each piece of light armor increases damage.[42] | |
Marked arrow | ![]() |
Target an enemy to use this skill, causing that enemy to take additional physical damage.[55][56] | Enemy takes additional magical damage.[56] | Increases the duration of this debuff.[56] |
Power shot | ![]() |
Use this skill to charge up a shot that fires forward in a line, damaging all enemies it touches.[55][156] | Chance to cause bleed damage over time.[55][156] | Splits into a fan of arrows in a cone. Radius increases based on hold duration.[156] |
Ranged passive | Reduces minimum range of all abilities.[43] | Increases max range of all abilities.[43] | Increases crit chance. This effect has a cooldown.[43] | |
Slice | ![]() |
Cone melee attack.[157] | Becomes a 360° melee attack.[157] | Adds hemorrhage (bleed) damage.[157] |
Snare | ![]() |
Foot pin roots target in place.[55][56] | Adds a bleed.[56] | Snares after root expires.[56] |
Sniper's eye | ![]() |
Summon a zone around you, while within this zone, deal +200% damage for all attacks.[55] | - | - |
Sprint | ![]() |
Increases movement speed. Using an ability ends sprint.[67] | Increased resistance to disable abilities.[67] | Clears crowd control when sprint starts and removes silence.[67] |
Track | ![]() |
Use this skill to show nearby tracks, leading to unknown adventures.[55] | - | - |
Trap | ![]() |
Place a bear trap under the caster that holds them in place and does damage. Also holds targets in place and does damage.[57] | Traps stun instead of root.[57] | Place up to two traps.[57] |
Rogue skills
All classes are capable adventurers, but rogues excel at delving the deepest dungeons and finding the most hidden of treasures.[158]
- Rogues will have utility skills that enable them to discover hidden doors, traps and additional treasures.[159]
- These will be randomly spawned throughout different times of the day to ensure that encounters are not the same each time.[159]
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.[159] – Steven Sharif
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Stealth | This does not render a player completely invisible. Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[160] | - | - |
Summoner skills
The summoner uses many abilities that channel through their summon (also referred to as class skill pets). The summoner is essentially playing through their summon.[161]
- Summoners can summon up to three Summons.[162]
- Abilities from the summon appear on the summoner's hotbar.[161]
- Summoner has control over their summon.[161]
- Summoners can summon Tank, DPS or Support summons.[163]
- Summons will exist until another summon is cast, the summon is killed, or the summoner logs off.[163]
- Summoners will likely not be able to fuse with their summons (eidolons).[164]
- Summons can be leveled through the application of skill points to their active skill.[17]
- Summons will be able to use crowd control (CC).[49]
- 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.[165]
You gain your summons from your summoner class as an active skill and then skills can be further developed with points.[17] – Steven Sharif
Summoners summon different summons, depending on the class and augments they choose.[166]
- Animals.[166]
- Spirits.[166][167]
- Zombies, skeletons and other undead creatures.[163][167]
- Corpses (potentially).[166]
- Some summoners may summon multiple things.[166]
- Other summoners may only summon one powerful thing.[166]
- Certain summoners may only be able to summon effects and/or temporary energies.[166]
Augmentation from a secondary archetype can be applied to a summons.[168]
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.[168] – Steven Sharif
Summoner summons are not the same as combat pets.[169]
Tank skills
Tanks will not be forced to have a shield but it will definitely be a viable option.[170] – Jeffrey Bard
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Bulwark | ![]() |
Strikes your target and increases your block chance. Generates additional threat.[78][79] | Increased damage. Increased duration. Increased block chance.[79] | Increased damage. Increased duration. Increased block chance.[79] |
Javelin | ![]() |
Pulls your target to your location. Generates additional threat.[52][53] | Increased damage. Now pulls up to 3 targets.[53] | Increased damage. Now pulls up to 5 targets. Stuns targets.[53] |
Lacerate | ![]() |
Slashes your target, dealing instant damage and bleeds the target over time. Generates additional threat.[85][86] | Increased damage. If the target is bleeding from previous Lacerate, explode remaining bleed damage as instant damage.[86] | Increased damage.[86] |
Myrmidon | ![]() |
Strikes your target and increases your damage mitigation. Generates additional threat.[87][88] | Increased damage. Increased duration. Increased mitigation.[88] | Increased damage. Increased duration. Increased mitigation.[88] |
Onslaught | ![]() |
Charge your target. Provides a small damage-absorbing shield. Generates additional threat.[82][83] | Increased damage. Increased shielding. Knocks down target.[83] | Increased damage. Increased shielding. Knocks up targets along the chargepath.[83] |
Resounding Smash | ![]() |
Smashes the ground in front of you, dealing damage to all targets. A second hit resounds on the primary target. Generates additional threat.[89][90] | Increased damage.[90] | Increased damage.[90] |
Shockwave | ![]() |
Stomps the ground in front of you, knocking down and dealing damage to all targets. Generates additional threat.[91][92] | Increased damage. Now deals damage over time in the affected area.[92] | Increased damage. Increased effect radius.[92] |
Ultimate Defense | ![]() |
Provides increasing mitigation based on missing health, up to full invulnerability. Reduces movement speed while active.[171][172] | Increased duration.[172] | Increased duration. Now applies a large mitigation increase to nearby group members.[172] |
Weapon Toss | ![]() |
Throws your weapon at your target, dealing damage. Generates additional threat.[93][86] | Increased damage. Bounces up to 2 additional targets.[86] | Increased damage. Bounces up to 4 additional targets. When the weapon reaches its final target, explodes into extra area damage.[86] |
Siege abilities
Huit joueurs avec le même archétype primaire pourront se regrouper pour créer des effets combinés pendant un siege.[174]
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.[174] – Steven Sharif
Summoner
Summoners can collaborate to summon larger summons, such as Golems.[161]
- A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[175]
- The number of summoners participating in the summon will determine its overall size.[175]
- All summoners must be in the same party and the party leader must be a summoner.[176]
- The party leader initiates the summon and then takes control of it.
- Once summoned, the party leader cannot be changed.
- If the party disbands, the summon ends. There will be a grace period to handle disconnects.
- The party may also contain non-Summoners.
It doesn't have to be just summoners, but it has to be a party led by a summoner with other summoners in it.[176] – Steven Sharif
Tank
If eight Tank archetypes each use one of their summon wall abilities it might construct a larger wall that can divide two raids in a moment; and would require damage and block skills and abilities for a momentary lapse of battle between those two raids.[174] – Steven Sharif
Healing skills
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Benediction | ![]() |
Chain heal that heals up to 3 targets.[122][123] | ||
Devotion | ![]() |
A swift act that heals your target.[126][123] It's a quick hot.[127] | ||
Divine Censure | ![]() |
Throws a radiant spear at the target, dealing damage. Any time the target is attacked, the attacker has a chance to get healed.[128][123] | ||
Hallowed Ground | ![]() |
Fills the surrounding area with radiant energy, damaging enemies and healing allies.[130][123][131] |
Ultimate skill
The ultimate skill is a very powerful skill.[178]
- Can be used when enough focus has been accumulated from using the Weapon use combo system.
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Hail of arrows | ![]() |
If your focus is at 80%, use this skill to summon a template and launch multiple arrows within the template.[55][154] | Adds movement slow.[154] | Adds damage over time to targets in the area.[154] |
Ultimate Defense | ![]() |
Provides increasing mitigation based on missing health, up to full invulnerability. Reduces movement speed while active.[171][172] | Increased duration.[172] | Increased duration. Now applies a large mitigation increase to nearby group members.[172] |
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".[159] – Steven Sharif
A utility skill is a non-combat skill that interacts with the environment.[180] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[181]
- Different classes excel at different skills.[181]
- All classes will have maneuverability/traversal utility abilities.[182]
- There will be a grappling hook utility skill or item.[183]
- Classes will have utility abilities, such as detecting traps and other hazards. For example: The Mage's detection spell casts light and reveals magical explosive hazards.[184]
- Certain classes are able to climb/parkour in certain areas.[185][186]
- Certain classes (such as Rogues) will have stealth abilities.[189]
- Rogues may also have a spyglass utility skill.[181]
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.[190] – Steven Sharif
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Family summon | Long duration cast (30 seconds to a minute) with an approximate 30 minute cooldown that slowly summons each of your family members to your location (up to eight members).[191][192] Players cannot be summoned in the following cases: | - | - | |
Harvest | ![]() |
The harvest skill allows players to gather resources.[196] | - | - |
Mount Potion | ||||
Pathfinding | Reveals corrupted player locations on the bounty hunter's map.[197][198] 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.[197] The pathfinding ability can be toggled on or off.[197][199] | The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[200] | The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[200] | |
Stealth | This does not render a player completely invisible. Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[160] | - | - | |
Track | ![]() |
Use this skill to show nearby tracks, leading to unknown adventures.[55] | - | - |
Elemental skills
The idea behind magic is you're manipulating the elements. They don't just have to be fire, ice, water and air. They can be darkness, they can be light, they can be planar; a lot of different types of "elemental influences".[201] – Steven Sharif
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Fireball | ![]() |
Throws a fireball at your target. Deals instant damage.[139] | Becomes a burn (damage over time).[81][140][141] | Area of effect around the target.[81][140] |
Flame line | ![]() |
Shoot an arrow that leaves behind a trail of flames.[152] | Arrow explodes upon reaching the end of its distance.[152] | Enemies take burning damage for entering the flames.[152] |
Lava Storm | ![]() |
Creates a field of lava at the selected location. Deals additional damage in the center of the ability. Deals area damage around the caster upon cast.[144][145] | Increased damage. Increased duration.[144][81] | Increased damage. Increased duration.[144][81] |
Lightning Bolt | ![]() |
Shoots forward a beam of lightning that damages enemies in a line in front of you.[146] | Adds damage over time to targets hit.[147] | Chains to nearby enemies that are not hit. Anyone who is outside the line has a chance to get a bolt jump to them.[147] |
Meteor Storm | ![]() |
Summons forth a Meteor Storm, dropping 3 meteors in the target location. Each meteor deals large area damage upon impact.[80] | Increase damage and number of impacts. Stun enemies as they are hit.[81] | Increase damage and number of impacts. Stun enemies as they are hit.[81] |
Guns and gunpowder
Les armes utilisant la poudre à canon (poudre noire) ne seront pas présentes dans Ashes of Creation.[202]
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.[203]
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.[203] – Steven Sharif
Skill transfer
Players will not be able to transfer their skills to other players.[204]
Theft
Il n'y aura pas de mécanique de vol (pickpocket) dans Ashes of Creation pour ce qui est des joueurs vivants.[205]
Il n'y a pas de mécanique de vol pour que vous puissiez vous approcher d'un joueur vivant et dérober quelque chose.[205] – Steven Sharif
Level scaling
Levels or skills will not be scaled to allow low level players to participate in dungeons with higher level players.[206]
Kickstarter skill FX
All Kickstarter backers will receive a skill effects (FX) set.[207]
- 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 1.2 1.3 1.4 Direct, 2020-08-28 (1:12:50).
- ↑ 2.0 2.1 Entrevue, 2020-07-29 (55:44).
- ↑ 3.0 3.1 3.2 3.3 Entrevue, 2020-07-19 (53:59).
- ↑ 4.0 4.1 4.2 4.3 4.4 Entrevue, 2020-07-18 (1:07:51).
- ↑ 5.0 5.1 Direct, 2017-07-28 (19:05).
- ↑ 6.0 6.1 Direct, 2017-11-16 (30:02).
- ↑ Entrevue, 2020-07-29 (54:44).
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 Direct, 2020-08-28 (1:19:24).
- ↑ Direct, 2020-08-28 (1:21:03).
- ↑ Direct, 2017-05-03 (15:15).
- ↑ 11.0 11.1 Direct, 2020-03-28 (1:41:42).
- ↑ 12.0 12.1 Direct, 2017-05-03 (17:59).
- ↑ 13.0 13.1 Direct, 2017-11-16 (30:45).
- ↑ Direct, 2017-05-19 (43:09).
- ↑ Vidéo, 2017-02-07 (0:02s).
- ↑ Direct, 2017-10-16 (1:00:44).
- ↑ 17.0 17.1 17.2 Entrevue, 2018-08-08 (22:27).
- ↑ 18.0 18.1 18.2 18.3 18.4
- ↑ 19.0 19.1 19.2 Entrevue, 2020-07-18 (1:05:04).
- ↑
- ↑ Direct, 2020-07-25 (1:47:55).
- ↑ Direct, 2018-02-09 (41:56).
- ↑ 23.0 23.1 Direct, 2019-12-17 (1:13:14).
- ↑ 24.0 24.1 Entrevue, 2020-07-18 (1:07:06).
- ↑
- ↑ 26.0 26.1 February 8, 2019 - Questions and Answers.
- ↑ Direct, 2019-07-26 (1:09:22).
- ↑ Direct, 8 April 2018 (PM) (20:45).
- ↑
- ↑ Entrevue, 2018-05-11 (53:15).
- ↑ 31.0 31.1 31.2 31.3 31.4 31.5 Direct, 2020-01-30 (1:28:40).
- ↑
- ↑ 33.0 33.1 Entrevue, 2021-02-07 (49:18).
- ↑ 34.0 34.1 34.2 Direct, 2020-02-28 (1:10:21).
- ↑ 35.00 35.01 35.02 35.03 35.04 35.05 35.06 35.07 35.08 35.09 35.10 35.11 35.12 35.13 Direct, 2020-08-28 (1:15:39).
- ↑
- ↑ 37.0 37.1 37.2 37.3 37.4 Direct, 2020-11-30 (1:05:22).
- ↑ 38.0 38.1 Podcast, 2018-08-04 (59:58).
- ↑
- ↑ Direct, 2020-12-22 (1:15:01).
- ↑ Direct, 2020-08-28 (1:14:54).
- ↑ 42.0 42.1 42.2 42.3 42.4 42.5 Direct, 2017-10-16 (47:55).
- ↑ 43.0 43.1 43.2 43.3 43.4 43.5 Direct, 2017-10-16 (48:04).
- ↑ 44.0 44.1 44.2 44.3 44.4 Direct, 2017-05-24 (45:12).
- ↑ 45.0 45.1 Direct, 2020-06-26 (1:50:01).
- ↑ Direct, 2017-10-16 (25:56).
- ↑ Direct, 2018-02-09 (28:17).
- ↑ 48.0 48.1 48.2 48.3 48.4 48.5 Direct, 8 April 2018 (PM) (37:57).
- ↑ 49.0 49.1
- ↑
- ↑ 51.0 51.1 51.2 51.3 51.4 51.5 51.6 Podcast, 2018-08-04 (1:11:05).
- ↑ 52.0 52.1 Vidéo, 2021-02-09 (1:02).
- ↑ 53.0 53.1 53.2 53.3 53.4 53.5 Direct, 2020-07-31 (1:14:38).
- ↑ 54.0 54.1 54.2 54.3 54.4 54.5 54.6 54.7 54.8 Direct, 2017-10-16 (45:52).
- ↑ 55.00 55.01 55.02 55.03 55.04 55.05 55.06 55.07 55.08 55.09 55.10 PAX West 2017 Ranger poster.
- ↑ 56.0 56.1 56.2 56.3 56.4 56.5 56.6 56.7 56.8 Direct, 2017-10-16 (44:49).
- ↑ 57.0 57.1 57.2 57.3 57.4 57.5 Direct, 2017-10-16 (47:29).
- ↑ 58.0 58.1 Direct, 2021-02-26 (27:41).
- ↑ Vidéo, 2021-02-26 (6:17).
- ↑ 60.0 60.1 60.2 Direct, 2020-04-30 (1:17:13).
- ↑ 61.0 61.1 Direct, 2017-05-08 (43:30).
- ↑
- ↑ Direct, 2020-06-26 (1:30:40).
- ↑ 64.0 64.1 Vidéo, 2020-12-23 (1:17).
- ↑ 65.0 65.1 65.2 65.3 65.4 65.5 Direct, 2020-07-31 (57:33).
- ↑ 66.0 66.1 66.2 66.3 Vidéo, 2020-12-22 (7:35).
- ↑ 67.0 67.1 67.2 67.3 67.4 67.5 Direct, 2017-10-16 (46:22).
- ↑ Vidéo, 2017-05-25 (0:02).
- ↑
- ↑ Direct, 2018-05-04 (51:57).
- ↑ Direct, 2017-12-15 (1:35:38).
- ↑ 72.0 72.1
- ↑ Entrevue, 2020-03-27 (15:20).
- ↑ Direct, 2020-06-26 (1:24:06).
- ↑ 75.0 75.1 Direct, 2020-01-30 (1:34:12).
- ↑
- ↑ 77.0 77.1 77.2 Direct, 2020-06-26 (1:19:50).
- ↑ 78.0 78.1 78.2 Vidéo, 2021-02-09 (0:37).
- ↑ 79.0 79.1 79.2 79.3 79.4 79.5 79.6 79.7 79.8 Direct, 2020-07-31 (1:14:26).
- ↑ 80.0 80.1 80.2 Vidéo, 2020-12-23 (1:46).
- ↑ 81.00 81.01 81.02 81.03 81.04 81.05 81.06 81.07 81.08 81.09 81.10 81.11 81.12 81.13 81.14 81.15 81.16 81.17 Blog: Blazing the way - Mage Alpha One Preview.
- ↑ 82.0 82.1 82.2 Vidéo, 2021-02-09 (1:26).
- ↑ 83.0 83.1 83.2 83.3 83.4 83.5 83.6 83.7 83.8 Direct, 2020-07-31 (1:14:28).
- ↑ 84.0 84.1
- ↑ 85.0 85.1 Vidéo, 2021-02-09 (1:12).
- ↑ 86.00 86.01 86.02 86.03 86.04 86.05 86.06 86.07 86.08 86.09 86.10 86.11 Direct, 2020-07-31 (1:14:27).
- ↑ 87.0 87.1 Vidéo, 2021-02-09 (1:18).
- ↑ 88.0 88.1 88.2 88.3 88.4 88.5 Direct, 2020-07-31 (1:14:25).
- ↑ 89.0 89.1 Vidéo, 2021-02-09 (1:43).
- ↑ 90.0 90.1 90.2 90.3 90.4 90.5 Direct, 2020-07-31 (1:14:30).
- ↑ 91.0 91.1 Vidéo, 2021-02-09 (1:32).
- ↑ 92.0 92.1 92.2 92.3 92.4 92.5 Direct, 2020-07-31 (1:14:29).
- ↑ 93.0 93.1 Vidéo, 2021-02-09 (0:30).
- ↑ Direct, 2017-05-17 (1:05:11).
- ↑ Direct, 2019-06-28 (1:19:00).
- ↑ Direct, 2017-05-30 (16:25).
- ↑ 97.0 97.1 97.2 Direct, 2018-12-06 (48:52).
- ↑ Direct, 2020-05-29 (45:24).
- ↑ 100.0 100.1 Entrevue, 2019-04-15 (38:03).
- ↑ 101.0 101.1 101.2 Direct, 2020-04-30 (1:09:51).
- ↑ Direct, 2020-04-30 (40:19).
- ↑ 103.0 103.1 103.2 103.3 103.4 Podcast, 2018-08-04 (1:07:59).
- ↑
- ↑ Direct, 2020-10-30 (1:15:59).
- ↑
- ↑ 107.0 107.1
- ↑ 108.0 108.1 Entrevue, 2018-10-21 (9:10).
- ↑ Entrevue, 2018-10-20 (3:25:31).
- ↑ 110.0 110.1 110.2 Direct, 2018-09-27 (34:49).
- ↑ 111.0 111.1 Direct, 2017-05-17 (1:06:19).
- ↑ Direct, 2019-06-28 (1:21:02).
- ↑ Direct, 2017-07-28 (40:15).
- ↑ Direct, 8 April 2018 (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).
- ↑ 119.0 119.1 Direct, 8 April 2018 (PM) (46:11).
- ↑ Blog: The Gift of Life - Cleric Alpha One Preview.
- ↑ Direct, 2017-05-26 (19:03).
- ↑ 122.0 122.1 Vidéo, 2020-11-01 (0:36).
- ↑ 123.00 123.01 123.02 123.03 123.04 123.05 123.06 123.07 123.08 123.09 123.10 123.11 123.12
- ↑ Vidéo, 2020-11-01 (0:33).
- ↑ Vidéo, 2020-11-01 (1:02).
- ↑ 126.0 126.1 Vidéo, 2020-11-01 (1:09).
- ↑ 127.0 127.1
- ↑ 128.0 128.1 Vidéo, 2020-11-01 (0:51).
- ↑ Vidéo, 2020-11-01 (1:18).
- ↑ 130.0 130.1 Vidéo, 2020-11-01 (0:45).
- ↑ 131.0 131.1 Direct, 2020-03-28 (1:22:45).
- ↑ Vidéo, 2020-11-01 (1:27).
- ↑ Vidéo, 2020-11-01 (0:55).
- ↑ Direct, 2017-12-15 (1:00:36).
- ↑ Direct, 8 April 2018 (PM) (40:23).
- ↑ Vidéo, 2020-12-23 (0:51).
- ↑ 137.0 137.1 Direct, 2017-10-16 (42:20).
- ↑ Vidéo, 2020-12-23 (1:04).
- ↑ 139.0 139.1 Vidéo, 2020-12-23 (0:31).
- ↑ 140.0 140.1 140.2 140.3 Direct, 2017-10-16 (38:35).
- ↑ 141.0 141.1 PAX West 2017 Mage poster.
- ↑ 142.0 142.1 142.2 Vidéo, 2020-12-22 (7:37).
- ↑ Direct, 2020-07-31 (1:00:44).
- ↑ 144.0 144.1 144.2 144.3 144.4 144.5 Vidéo, 2020-12-22 (7:36).
- ↑ 145.0 145.1 Vidéo, 2020-12-23 (1:29).
- ↑ 146.0 146.1 Vidéo, 2020-12-23 (0:40).
- ↑ 147.0 147.1 147.2 147.3 Direct, 2017-10-16 (39:15).
- ↑ Vidéo, 2020-12-23 (1:53).
- ↑ 149.0 149.1 Direct, 2017-10-16 (42:42).
- ↑ Direct, 2020-07-31 (1:02:59).
- ↑ 151.0 151.1 151.2 Direct, 2017-10-16 (45:21).
- ↑ 152.0 152.1 152.2 152.3 152.4 152.5 Direct, 2017-10-16 (46:52).
- ↑ 153.0 153.1 153.2 Direct, 2017-10-16 (45:09).
- ↑ 154.0 154.1 154.2 154.3 154.4 154.5 Direct, 2017-10-16 (45:37).
- ↑ 155.0 155.1 155.2 Direct, 2017-10-16 (46:43).
- ↑ 156.0 156.1 156.2 Direct, 2017-10-16 (44:06).
- ↑ 157.0 157.1 157.2 Direct, 2017-10-16 (47:14).
- ↑
- ↑ 159.0 159.1 159.2 159.3 Direct, 2020-07-25 (42:49).
- ↑ 160.0 160.1 Direct, 2017-05-03 (49:39).
- ↑ 161.0 161.1 161.2 161.3 Direct, 2017-05-19 (10:06).
- ↑
- ↑ 163.0 163.1 163.2 Direct, 2020-07-25 (1:41:46).
- ↑ Direct, 2017-05-26 (43:20).
- ↑ Direct, 2021-01-29 (1:21:01).
- ↑ 166.0 166.1 166.2 166.3 166.4 166.5 166.6 Direct, 8 April 2018 (AM) (0:58).
- ↑ 167.0 167.1 Direct, 8 April 2018 (PM) (11:27).
- ↑ 168.0 168.1 Direct, 8 April 2018 (PM) (24:11).
- ↑ Direct, 2020-10-30 (1:21:14).
- ↑ Direct, 2017-05-26 (32:59).
- ↑ 171.0 171.1 Vidéo, 2021-02-09 (0:49).
- ↑ 172.0 172.1 172.2 172.3 172.4 172.5 Direct, 2020-07-31 (1:14:33).
- ↑ Direct, 2019-11-22 (41:02).
- ↑ 174.0 174.1 174.2 174.3 Podcast, 2018-05-11 (49:20).
- ↑ 175.0 175.1 Direct, 8 April 2018 (AM) (28:01).
- ↑ 176.0 176.1 Entrevue, 2018-08-17 (14:59).
- ↑
- ↑ Direct, 2017-06-30 (29:13).
- ↑ Vidéo, 2017-05-09 (0:57).
- ↑ Direct, 2017-06-30 (30:34).
- ↑ 181.0 181.1 181.2 Direct, 2017-05-12 (33:10).
- ↑
- ↑ Direct, 2017-05-12 (18:00).
- ↑
- ↑ Direct, 2017-05-15 (15:10).
- ↑
- ↑ Direct, 2018-01-18 (34:56).
- ↑ Direct, 2019-06-28 (1:21:46).
- ↑
- ↑ Direct, 2017-05-24 (57:41).
- ↑ Entrevue, 2020-07-19 (1:20:58).
- ↑ Podcast, 2020-07-26 (1:34:47).
- ↑ Podcast, 2020-07-26 (1:32:15).
- ↑
- ↑
- ↑ 196.0 196.1 196.2 196.3 Vidéo, 2017-09-02 (0:21).
- ↑ 197.0 197.1 197.2
- ↑ Entrevue, 2017-04-27 (9:28).
- ↑
- ↑ 200.0 200.1 Direct, 2017-05-24 (48:00).
- ↑ Direct, 8 April 2018 (PM) (26:19).
- ↑ Direct, 2017-06-16 (43:01).
- ↑ 203.0 203.1 203.2 203.3 Entrevue, 2018-08-17 (17:57).
- ↑ Direct, 2017-11-17 (27:35).
- ↑ 205.0 205.1 Podcast, 2017-05-05 (43:05).
- ↑ Vidéo, 2018-04-05 (40:08).
- ↑ New Backer Goal!! + Monster Coins (>'.')>