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Compétences
Les compétences primaires (capacités de classe) sont basées sur l’archétype du joueur.[5] Les joueurs peuvent personnaliser leurs compétences primaires avec des amélioration de compétences via leur | archétype secondaire.[6][5][7]
Le concept derrière les améliorations de compétences est non seulement de changer leur saveur afin qu'elles reflètent l'archétype secondaire, mais aussi de changer fondamentalement le cœur de leur fonctionnement.[8] – Steven Sharif
- Chaque archétype secondaire offre quatre écoles différentes d’améliorations.[9][10][6][11] Chaque école d’amélioration affecte les compétences d'un archétype primaire de différentes manières.[12]
- 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.[6][12]
- Chaque amélioration a un niveau minimum requis.[13]
- Les améliorations de compétences ne requièrent pas de points de compétences.[14] Il était initialement prévu que certaines améliorations requerraient plus de dépenses en matière de points de compétences.[13]
- 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 auxquelles vous souhaitez appliquer les améliorations.[13] – Steven Sharif
- Les améliorations de compétences primaires changeront fondamentalement la manière dont fonctionne la capacité: cela altèrera ce que faisait la capacité pour incorporer l’identité de l’archétype secondaire.[16]
- Le système de progression des améliorations est très similaire au système de progression de classe.[17]
- Changer les améliorations de vos compétences vous obligera à vous rendre auprès d’un PNJ dans un nœud Village ou supérieur.[18]
- Certaines couleurs de sorts et FX généraux changent en fonction de l’amélioration.[19]
- Les compétences actives pourraient sembler totalement différentes après l'application d'une amélioration.[20]
- En plus des compétences de classes il y existera un ensemble de compétences universelles, comme le blocage actif ou l'esquive.[21]
- les compétences de classes ne sont pas affectées par le type d'arme équipé.[22]
Les compétences primaires dans l’Alpha-2 devraient être très différentes de celles de l’Alpha-1.[23]
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.[23] – Steven Sharif
Compétences actives
Les joueurs peuvent créer leurs personnages avec les compétences actives de leur choix sur leur barre d'action.[25][26]
- Les joueurs pourront avoir au maximum, environ 15-20 compétences dans leurs barre d'action.[27][28]
- Chaque archétype le choix entre à peu près 35-40 compétences en moyenne.[29]
- Il y aura une option pour inclure de multiple barres d'action additionnelles dans l' interface utilisateur..[30][31][32] Par exemple : un combattant sera différent d'un autre, en fonction des compétences qu'ils auront choisis.[33]
- Certaines personnes préfèrent avoir un nombre de barre d'action limité: ils n'ont pas forcément besoin d'avoir trois, quatre ou cinq barre d'action actives; Cependant certaines personnes aiment cela: Ils veulent avoir listé tous leurs objets leurs compétences, leurs montures, ainsi que tout ce avec quoi ils peuvent interagir, avec une icône[30] – Steven Sharif
- Les compétences ne seront pas directement données aux joueurs, en montant de niveau ils devront choisir lesquelles prendre.[34]
- Il n'y aura pas de livres de compétence ou de mémorisation.[35]
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.[36] – Steven Sharif
Skills and stats on gear
Crafters will be able to assign different skills/abilities and stats on gear.[37][38]
- 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
- 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.[41][37]
- All gear will be able to be assigned any stat.[37]
Gear is broken down into Core Stats and Additional Stats.[42]
Ashes of Creation Apocalypse weapon skills
- None -
Ashes of Creation Apocalypse armor skills
- None -
Weapon use ability
A weapon combo system (also referred to as Weapon use combo, Weapon attack combo, Weapon combo, and Weapon use ability) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[43][45][46][47][48][49][50]
- The combo system consists of a sequence of combat animations based on the weapon type, referred to as a combat animation montage.[51]
- Combos are triggered by performing basic weapon attacks (default Q or left-mouse-click).[52]
- 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.[51] – Steven Sharif
- The number of steps and passive effects that trigger during weapon combos can be customized in the weapon skill tree.[53][54]
- We wanted to have a combo length progression available to players so that certain builds could have longer weapon combos and other builds can have shorter weapon combos with more passive effects.; and this has been the result of our exploration. So, when you start out you've got a pretty quick four-hit combo, but whenever you unlock the additional hits you get the fifth and sixth hits, which are at approximately 50% to the overall combo length. But we found that that gave a pretty satisfying floor and ceiling to how long the combo can be.[53] – Brian Ferguson
- Depending on class skill choice these effects will have synergy with the combat montage.[51]
- 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.[51] – Steven Sharif
- Weapon progression such as set bonuses may change at what level any proc effects occur and therefore enable different combo rotations.[51]
- 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.[51]
- 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.[51] – Steven Sharif
- Using a skill/ability other than a basic attack will in general reset the combo.[52]
- The developers are considering specific abilities that might be able to be used without resetting the combo system.[52]
- 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.[48] – Steven Sharif
Status
Template:Weapon use ability status
Capacités de combat
The aspiration for combat is for abilities to have corresponding counter-play abilities.[55]
- The goal is to have special animations for parrying, blocking and evading.[56]
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 stuff to show up.[56] – Jeffrey Bard
Ciblage lors du combat
Le combat hybride fait référence au choix entre le combat en ciblage tab et le ciblage action dans Ashes of Creation.[58][59]
- 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.[60][61][57][62]
- Le mode action utilise un réticule de visée et est très proche d'un jeu de tir à la troisième personne.[58][57][62][63]
- Le joueur n'a pas besoin d’être en mode réticule pour utiliser des compétences de combat d'action.[64]
- 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.[64] – 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.[58][57]
- 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.[60][58]
- 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.[60] – Steven Sharif
- Maintenir Tab en mode action alternera entre les cibles.[58]
- Un clic droit en mode action passera en mode tab pour la cible en surbrillance.[57]
- 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.[65]
- A l’avenir l'utilisateur pourra choisir entre différentes apparences de réticules.[66]
- Le mode tab (MMO mode) facilitera le combat en ciblage tab[57][62] A tab-targeted ability requires a target in order to utilize that skill.[60][63]
- Un clic gauche en mode tab attaquera la cible (avec l'arme actuellement selectionnée).[57]
- Il y aura une possibilités de fonction "cible de la cible" dans l'interface utilisateur.[67]
Le combat hybride est en cours de test dans l'Alpha-1.[58][68]
- Les modes de ciblage peuvent être atteints par le choix des compétences/capacités.[60][68][69]
- 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.[69]
- Différents rangs de la même capacité peuvent changer le mode de visée de tab à action ou vice-versa.[70]
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.[69] – Steven Sharif
Les versions de capacités orientées action et tab auront des caractéristiques différentes. Les variables changeront en fonction de la version choisie.[71]
- Dégâts.[71]
- Temps de charge.[71]
- Effets de CC (contrôles de foules).[71]
- Temps de recharge.[72]
- Consommation d’énergie.[72]
- Coût d'utilisation.[72]
- La portée d'attaque restera probablement la même; car elle dépend de la capacité ou de l'arme elle-même.[73]
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.[71] – Steven Sharif
À des fins d'équilibrage, certains types de compétences seront des compétences orientées tab ou action. Par exemple :[72]
- Les hard CC peuvent être logés dans des compétences orientées vers l'action, car ce sont des coups plus difficiles à placer.[72][69]
- Des CC plus doux seraient logés dans des capacités ciblées par tab.[72]
Ashes of Creation Apocalypse combat targeting
Action combat in Ashes of Creation Apocalypse utilizes a targeting reticle.[75]
- A hot key can be used to toggle reticle mode on and off.[75]
- Left mouse click is used for basic weapon attacks.[76]
- Right mouse click is used as a "focus" button. It can also be used to activate root motion attacks for melee.[76]
- Combat targeting uses hitbox registration in three separate regions: Upper body, lower body and head.[77]
- Certain weapons and skills have ADS (Aim Down Sights) functionality.[78][79]
There will be aim down sights. You may have seen it that you can aim down sights on weapons; and there will be scopes on like crossbows and stuff that - arcane scopes - that you can use.[78] – Steven Sharif
Some spells do have ADS. There's a long-range meteor blast that can be used from one of the spell books; and that has an arcane zoom in. It lets you zoom into a target.[79] – Steven Sharif
Alpha-1 will test hybrid action/tab combat.[68][80]
Mécanique de tir à la tête
Il n'y a pas de mécanisme de tir à la tête dans le MMORPG Ashes of Creation.[81][82][83]
- Le tir à la tête faisait partie de Ashes of Creation Apocalypse battle royale.[83]
- 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[84][85] et qu'ils ne seront pas des tirs mortels.[84]
- Le tir à la tête dans le action-combat est équivalent à un coup critique dans le combat à ciblage tab.[86]
- 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.[86]
- 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.[86]
Compétence ultime
Ultimate skills are very powerful skills that can be used when enough focus has been accumulated from using the Système de combo des armes.[87]
Skills by archetype
Bard skills
Les Bards ont des capacités de combat, pas seulement des buffs.[88]
- Les bardes auront une grande variété de compétences parmi lesquelles choisir, comme les aspects de maitrise des mots, acteur et musical.[89]
- Les Bards fourniront des soins de proximité ou basés sur des proc à un bien moindre degré que les Clerics.[92]
- Les Bards ne seront pas la classe des "temps d'arrêt". Ça sera le rôle des espaces sociaux au sein des noeuds.[88]
- Les Bards auront une utilité en dehors des combats, tout comme les autres classes.[93]
- 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.[94] – 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.[95]
- 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.[96]
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.[96] – 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..[97]
Les clercs contrôle la vie, et cela peut se voit au travers de leurs capacités utilitaires qui sont liées à la corruption.[98]
Capacités de combat du Clerc
Skill | Icon | Description |
---|---|---|
Barrier | Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[99][100] | |
Bless Weapon | Imbues your target's weapon with radiant light, causing each of their weapon combo attacks to deal additional radiant damage and applies a mana regeneration buff to the caster. Each hit extends the duration of the mana regeneration buff, up to a maximum of 15 seconds. Has a 10% chance to proc bonus radiant damage and apply a stack of Burning to the target.[101][102] | |
Castigation | Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[103][2][104][105] | |
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.[106][107] | |
Communal Restoration | Restore health to all party members in range instantly, plus additional healing over time. Allies under the HoT also receive +10% maximum health for its duration.[108][109] This can overheal.[108] | |
Condemn | Stun target enemy for 3 seconds.[110][111] | |
Consecrating Wave | Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[112][113] | |
Defiant Light | Heal target ally for 50% of their maximum health over 10 seconds. If that target would receive fatal damage while under this effect, this effect is consumed and prevents that target's death, healing them for 25% of their maximum health instead.[114][115] | |
Deliverance | Held ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged and the more % missing health of the target.[116][117] | |
Devotion | Launch an orb of energy into the air that will fall upon your target, healing them.[118][2][119][105] | |
Divine Censure | Hurls a radiant spear at the target, dealing damage.[120][2][121][105] | |
Divine Flare | Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[122][123] | |
Divine Infusion | Consume Divine Power to instantly complete the remaining cast time of any healing spell currently being cast. The amount of Divine Power consumed is proportional to the amount of cast time remaining upon activation.[124][125][126][127] | |
Divine Light | Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[128][2] | |
Flash Cure | Instantly heal target ally. This may be used during other ability activations.[129][130] | |
Healing Touch | Heal target ally in melee range for a large amount of health.[131][132] | |
Judgment | Cast a heal on target ally for a large amount of health. If this is cast on an enemy, it instead deals radiant damage to the target and applies 2 stacks of Burning.[133][134] | |
Mend | Instantly launch a healing projectile toward target ally. Each charge of this ability consumed after the first has no mana cost, and restores an increasing amount of mana to the caster based on the number of missing charges. Consecutive uses of the ability will gain bonus healing.[135][136] | |
Radiant Burst | Heals allies around you in a wide area for a large amount.[137] Stacks up to 3 times.[2] | |
Regeneration | Bathe your target with restorative energy that heals them over time.[138][2] | |
Resplendent Beam | Held ability: Fire a beam of healing energy toward a target ally. Charging this spell allows the beam to bounce to up to 5 additional friendly targets closest to the original target, based on how long it was charged. The amount of healing is reduced for each subsequent target.[139][140] | |
Resurrection | Resurrects a dead ally with 25% health and 15% mana.[141][2][142][105] | |
Smite | Smite your target, dealing instant damage and applying a stack of Burning to target enemy. Has no cast time and deals increased damage if activated within melee range of the target. This attack always critically hits on targets under the effect of Condemn.[110][143] | |
Soothing Glow | Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[144][145] | |
Wings of Salvation | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[146][147] An ally is defined as any non-combatant player or non-mob NPC.[148] |
Capacités passives du Clerc
- None -
Fighter skills
The Fighter archetype includes maneuverability and "closing the gap" mechanics to enable the fighter to quickly traverse distances on the battlefield as well as debuffs that can reduce healing received on a target.[149][150][151][152][153]
Skill | Icon | Description |
---|---|---|
Battle Cry | Unleash a resounding war bellow, applying the Riled effect to the caster and all nearby party members and Shaken to all nearby enemies. Gain 5 Combat Momentum for each target that was Riled. Riled targets have increased stability and have increased chance of tripping Shaken enemies.[154] | |
Blitz | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[155] | |
Blood Fusion | Return 100% of damage dealt as health and 50% of damage dealt as mana over the next 6 seconds. If activated while below 50% health, gain 25% increased damage mitigation and healing received over the duration.[156] | |
Brutal Cleave | Perform a wide sweeping attack, dealing damage to all enemies in front of you. This ability shares a cooldown with Overpower, and hitting an enemy with a weapon combo finisher reduces its cooldown by 8 seconds. +10-20 Combat Momentum (based on number of targets hit) [157] | |
Cataclysm | Deal heavy damage and apply Shaken to all enemies in a large area in front you. Shaken enemies have a 5% chance to Trip when hit, and the effect is removed when triggered. This chance doubles when hit by Riled targets.[158] | |
Crippling Blow | Deal Physical damage and apply Snare to target enemy for 6 seconds.[159] | |
Exert | Consume your Combat Momentum rapidly, gaining 20% increased attack and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted.[160] | |
Form Of Celerity | While in this form, the caster receives +2% Movement Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[161] | |
Form Of Ferocity | While in this form, the caster receives +2% Attack Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[162] | |
Form Of Fluidity | While in this form, the caster receives +4% Disable Resistance Chance per 10 Combat Momentum, up to a maximum of +40%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[163] | |
Knock Out | Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[164] | |
Leap Strike | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[165] | |
Lethal Blow | Perform a powerful descending strike upon target enemy, dealing additional physical damage based on the amount of % missing health, up to 300% base damage.[166] | |
Lunging Assault | Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing damage to enemies in front of you. You are immune to hard crowd control effects while performing this ability.[167] | |
Maim | Perform a powerful melee strike in a short forward cone, dealing physical damage to all targets hit, plus 100% additional damage to recently tripped targets.[168] | |
Overpower | Deal direct damage and apply Shaken to target enemy. This ability shares a cooldown with Brutal Cleave, and hitting an enemy with a weapon combo finisher refreshes the cooldown of this ability. +10 Combat Momentum.[169] | |
Rupture | Deal physical damage and apply a debuff to the target. While the debuff is active, the target acquires 5 wound stacks per second that they are moving. After 5 seconds, the largest takes heavy damage, plus additional damage for each stack of wound it has.[170] | |
Whirlwind | Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[171] |
- Q: What percentage of Fighter skills are templated attacks versus requiring a target?
- A: There's probably four or five abilities right now that require a single target and then I think the rest are either like on self or some template conal attack or something.[172] – Steven Sharif
Mage skills
Skill | Icon | Description |
---|---|---|
Arcane Beam | Deal (20%🢆) arcane damage to target enemy or a nearby enemy every 0.5 seconds for 8 seconds. Each hit also restores 3 mana.[173] | |
Arcane Circle | Place a powerful rune of magic upon the ground beneath you, grants Arcane Empowerment while standing within. Lasts 10 seconds.[174] | |
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.[175] | |
Arcane Eye | Conjure a magical eye that reveals any camouflaged enemies within a 20 meter radius around you to you and all party members over the next 8 seconds.[176] | |
Arcane Volley | Fires a volley of 7 arcane missiles at your target, dealing (35%🢆) arcane damage each.[177][178] | |
Ball Lightning | Create a large ball of charged electricity that travels slowly forward, rapidly dealing (50%🢆) lightning damage and applying Volatile to enemies it overlaps with.[179][180][181] | |
Blink | Instantly teleport a set distance in the direction you are moving.[182][183] | |
Blizzard | Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Periodically pulses Chilled to targets within the area. Each shard impact deals (50%🢆) ice damage in a small area around it and applies Frozen to targets with Chilled.[184][185][179] | |
Chain Lightning | Release a powerful streak of lightning that hits your primary target and then chains outward to up to 5 nearby enemies from that target, dealing (175%🢆) lightning damage to each. Applies 20 stacks of Shocked to targets with Volatile.[186][187][188] | |
Combust | Instantly combust your target, dealing (125%🢆) fire damage and applying Conflagrating if they are Burning.[189] | |
Cone of Cold | Blasts a cone of cold in front of the caster, dealing (125%🢆) ice damage. Applies Chilled to targets hit.[179][190][191] | |
Elemental Empowerment | Whenever you cast an elemental spell, your weapon combo finishers apply a stack of Burning, Chilled, or Volatile to targets hit, based on the current empowered element. Casting a spell of another element changes your current Elemental Empowerment to that element.[192] | |
Fireball | Hurl a ball of fire toward your target, dealing (100%🢆) fire damage and applying Burning for (75%🢆) fire damage. 3 charges.[193] | |
Fissure | Call forth a line of jagged earthen spikes in a line in front of you, dealing (175%🢆) pierce damage, applying Staggered, and launching each enemy hit.[194] | |
Frostbolt | Launch a bolt of frost towards your target, dealing (225%🢆) ice damage. Applies Frozen if the target is Chilled.[195][46] | |
Lightning Strike | Held ability: Charge up a bolt of lightning to unleash upon your target, dealing (275%🢆) lightning damage based on how long it was charged. Also applies 20 stacks of Shocked to targets.[196][197] | |
Magma Field | Erupts the earth at target location, forming a boiling pool of lava that deals (50%🢆) fire damage and applies Burning at (50%🢆) fire damage power every 2 seconds to enemies within the area. Lasts 8.1 seconds.[198] | |
Meteor | Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals (200%🢆) fire damage and applies Conflagrating to targets with Burning. After landing it continues to roll forward for its remaining distance, dealing damage to enemies along its path.[199] | |
Quake | Held ability: Slam down, causing a powerful earthquake around your character that deals (200-500%🢆) bludgeon damage depending on how long it was charged. Additionally this ability applies Staggered to all enemies around the caster, unless fully charged, in which case it applies Tripped.[200] | |
Shell | Create a protective magical shell around yourself that absorbs a large amount of damage before breaking.[201][202] | |
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. Duration is reduced by 20% for each additional target hit, to a minimum of 40% of base duration.[203][204][205] |
Ranger skills
The majority of a Ranger's skill tree will likely be ranged, but there will be options to incorporate melee aspects.[206]
- Some abilities require a bow to be equipped.[207][208][209][210]
- Instead of a minimum range requirement, certain Ranger skills, such as Thundering Shot, currently have variable effects conferred at different ranges.[211]
- The majority of Ranger abilities allow movement while casting. Only a few abilities impose movement penalties while casting.[207]
Skill | Icon | Description |
---|---|---|
Air Strike | Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[212] The root effect is nature based.[213] | |
Barrage | Fires a continual barrage of arrows at your target for 1.5 seconds, dealing 12% physical damage per arrow.[214] | |
Bear Trap | Spawn a Trap at the target location, which arms after 1 second. When an enemy triggers the Trap, they take damage and become Rooted for 2 seconds.[215] | |
Call of the Wild | Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[216] | |
Camouflage | You become harder to see and cannot be directly targeted. The further you are from an enemy, the more difficult you are to spot. Any outgoing combat actions cancel this effect, as well as incoming damage or other negative effects.[217] | |
Disengage | Delivers a quick kick backflipping in the opposite direction. Enemies hit are Snared for 4 seconds.[218] | |
Headshot | Deals 175% physical damage to target enemy.[219] | |
Hunt of the Bear | Call forth the spirit of the bear, imbuing yourself with increased physical mitigation.[220] | |
Hunt of the Raven | Call forth the spirit of the raven, imbuing yourself with increased physical penetration.[221] | |
Hunt of the Tiger | Call forth the spirit of the tiger, imbuing yourself with 10% increased critical damage.[222] | |
Imbue Ammo: Barbed | Imbues your ammunition with barbed thorns. Enemies hit by your bow attacks suffer the Bleeding status effect, dealing damage over time. Each application applies 3 seconds of duration to the target, up to a maximum of 30 seconds. 10 charges.[223] | |
Imbue Ammo: Concussive | Imbues your ammunition with concussive force. Enemies hit by your bow attacks suffer ten stacks of the Staggered status effect, increasing Tripped duration when applied and lowering their accuracy and evasion stats per stack. 10 charges.[224] | |
Imbue Ammo: Weighted | Imbues your ammunition with weight. Enemies hit by your bow attacks suffer the Snared status effect, reducing their movement speed by 50%. Each application applies 3 seconds of duration to the target, up to a maximum of 12 seconds. 10 charges.[225] | |
Lightning Reload | Grants a charge of Lightning Reload, allowing you to fire one ability Shot for free, ignoring its cooldown and other costs.[226] | |
Mark of the Bear | Marks the target, reducing their mitigation by 25%.[227] | |
Mark of the Raven | Marks the target, triggering bonus damage every time the target is hit. The lower the health on the target is, the higher the damage.[228] | |
Mark of the Tiger | Marks the target, increasing critical chance versus the target by 50%.[229] | |
Piercing Shot | Fire a projectile that travels in a straight line, piercing through and damaging all enemies in its path.[230] | |
Raining Death | Fires a dense rain of arrows 20 meters ahead, dealing high damage. Deals more damage to more distant targets.[231] | |
Scatter Shot | Fires a spread of projectiles, dealing Physical Damage to every enemy target within a 20m cone in front of the caster.[232] | |
Snipe | Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[233] | |
Thundering Shot | Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[234] | |
Vine Field | Summons 3 fields of grabbing vines, one at the target location every .5s for 1.5s. Targets hit are damaged for 10% physical damage and snared for 3s, reducing their movement speed by 40%. Targets that have more than 10s of snare duration are rooted. This effect can only trigger once per target.[235] |
Rogue skills
All classes are capable adventurers, but rogues excel at delving the deepest dungeons and finding the most hidden of treasures.[236]
- Rogues will have utility skills that enable them to discover hidden doors, traps and additional treasures.[237]
- These will be randomly spawned throughout different times of the day to ensure that encounters are not the same each time.[237]
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 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.[237] – Steven Sharif
Skill | Icon | Description |
---|---|---|
Stealth | This does not render a player completely invisible.[238] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[239] |
Summoner skills
The summoner uses abilities that channel through their summons (also referred to as class skill pets).[240][241]
- You gain your summons from your summoner class as an active skill and then skills can be further developed with points.[4] – Steven Sharif
- Abilities from the summon appear on the summoner's hotbar. The summoner is essentially playing through their summon.[240][241]
- Summoners will not be able to fuse with or be taken over by their normal summons.[240][241]
- In the case of siege summons the summoner does become the summon.[240][244]
- 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.[245]
- Summoner summons are not the same as combat pets.[246]
- 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.[247]
- 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.[247] – Steven Sharif
- Summons will exist until another summon is cast, the summon is killed, or the summoner logs off.[248]
- Summons can be leveled through the application of skill points to their active skill.[4]
- Summons will be able to use crowd control (CC).[249]
- 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.[250]
- Summons follow the same PvP flagging rules as players and share the player's flag status.[251][252]
- Summons follow the same flagging rules as players, if your summon pks someone, you gain corruption[251] – Steven Sharif
Summoners summon different varieties of summons, depending on the class and augments they choose.[253][254]
- Animals.[254]
- Spirits.[254][255]
- Skeletons, zombies and other undead summons will be possible with death-based cleric augments.[248][255]
- Corpses (potentially).[254]
- Some summoners may summon multiple things.[254]
- Other summoners may only summon one powerful thing.[254]
- Certain summoners may only be able to summon effects and/or temporary energies.[254]
Augmentation from a secondary archetype can be applied to a summon.[256]
- 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.[256] – Steven Sharif
Tank skills
Skill | Icon | Source | Description |
---|---|---|---|
Absorption Field | Alpha-2 | A field of absorption.[257] | |
Aegis | Alpha-2 | 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.[258] | |
Ancestral Bolas | Alpha-2 | Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[259] | |
Grapple | Alpha-2 | 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.[260][261] | |
Grit | Alpha-2 | 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.[262] | |
Hatred | Alpha-0 | Single target that adds hate.[263] | |
Inciting Strikes | Alpha-2 | Slashes twice in a forward cone while adding additional threat.[264] | |
Indomitable Spirit | Alpha-2 | 30% increased max HP and 30% increased healing received.[265] | |
Protéger | Alpha-2 | Intercept attacks that strike your friendly nearby target, redirecting half of the damage taken to you. Must be within 10ys to Protect. If this range is exceeded for more than 5 seconds, the effect ends.[266] | |
Rush of Courage | Alpha-2 | You feel a surge of resolve - gain 100 Courage.[267] | |
Shake It Off | Alpha-2 | Activate to instantly restore 50% of all damage taken in the past 4 seconds. Always heals for at least 10% of your maximum HP.[268] | |
Shield Assault | Alpha-2 | 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.[269] | |
Slam | Alpha-2 | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[270] | |
Tremoring Bellow | Alpha-2 | 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.[271] |
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".[272] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Ball Lightning | Mage | Create a large ball of charged electricity that travels slowly forward, rapidly dealing (50%🢆) lightning damage and applying Volatile to enemies it overlaps with.[179][180][181] | |
Blizzard | Mage | Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Periodically pulses Chilled to targets within the area. Each shard impact deals (50%🢆) ice damage in a small area around it and applies Frozen to targets with Chilled.[184][185][179] | |
Chain Lightning | Mage | Release a powerful streak of lightning that hits your primary target and then chains outward to up to 5 nearby enemies from that target, dealing (175%🢆) lightning damage to each. Applies 20 stacks of Shocked to targets with Volatile.[186][187][188] | |
Cone of Cold | Mage | Blasts a cone of cold in front of the caster, dealing (125%🢆) ice damage. Applies Chilled to targets hit.[179][190][191] | |
Elemental Empowerment | Mage | Whenever you cast an elemental spell, your weapon combo finishers apply a stack of Burning, Chilled, or Volatile to targets hit, based on the current empowered element. Casting a spell of another element changes your current Elemental Empowerment to that element.[192] | |
Fireball | Mage | Hurl a ball of fire toward your target, dealing (100%🢆) fire damage and applying Burning for (75%🢆) fire damage. 3 charges.[193] | |
Fissure | Mage | Call forth a line of jagged earthen spikes in a line in front of you, dealing (175%🢆) pierce damage, applying Staggered, and launching each enemy hit.[194] | |
Frostbolt | Mage | Launch a bolt of frost towards your target, dealing (225%🢆) ice damage. Applies Frozen if the target is Chilled.[195][46] | |
Lightning Strike | Mage | Held ability: Charge up a bolt of lightning to unleash upon your target, dealing (275%🢆) lightning damage based on how long it was charged. Also applies 20 stacks of Shocked to targets.[196][197] | |
Magma Field | Mage | Erupts the earth at target location, forming a boiling pool of lava that deals (50%🢆) fire damage and applies Burning at (50%🢆) fire damage power every 2 seconds to enemies within the area. Lasts 8.1 seconds.[198] | |
Meteor | Mage | Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals (200%🢆) fire damage and applies Conflagrating to targets with Burning. After landing it continues to roll forward for its remaining distance, dealing damage to enemies along its path.[199] | |
Quake | Mage | Held ability: Slam down, causing a powerful earthquake around your character that deals (200-500%🢆) bludgeon damage depending on how long it was charged. Additionally this ability applies Staggered to all enemies around the caster, unless fully charged, in which case it applies Tripped.[200] | |
Thundering Shot | Ranger | Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[234] |
Healing skills
Skill | Icon | Origin | Description |
---|---|---|---|
Barrier | Cleric | Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[99][100] | |
Blood Fusion | Fighter | Return 100% of damage dealt as health and 50% of damage dealt as mana over the next 6 seconds. If activated while below 50% health, gain 25% increased damage mitigation and healing received over the duration.[156] | |
Castigation | Cleric | Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[103][2][104][105] | |
Communal Restoration | Cleric | Restore health to all party members in range instantly, plus additional healing over time. Allies under the HoT also receive +10% maximum health for its duration.[108][109] This can overheal.[108] | |
Consecrating Wave | Cleric | Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[112][113] | |
Consuming Lethal Blow | Fighter | Lethal Blow returns 50% of overkill damage dealt as health and mana.[273] | |
Defiant Light | Cleric | Heal target ally for 50% of their maximum health over 10 seconds. If that target would receive fatal damage while under this effect, this effect is consumed and prevents that target's death, healing them for 25% of their maximum health instead.[114][115] | |
Deliverance | Cleric | Held ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged and the more % missing health of the target.[116][117] | |
Devotion | Cleric | Launch an orb of energy into the air that will fall upon your target, healing them.[118][2][119][105] | |
Divine Censure | Cleric | Hurls a radiant spear at the target, dealing damage.[120][2][121][105] | |
Divine Flare | Cleric | Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[122][123] | |
Divine Infusion | Cleric | Consume Divine Power to instantly complete the remaining cast time of any healing spell currently being cast. The amount of Divine Power consumed is proportional to the amount of cast time remaining upon activation.[124][125][126][127] | |
Divine Light | Cleric | Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[128][2] | |
Flash Cure | Cleric | Instantly heal target ally. This may be used during other ability activations.[129][130] | |
Healing Aura | Caravan | Provides healing to nearby defenders over time.[274] | |
Healing Touch | Cleric | Heal target ally in melee range for a large amount of health.[131][132] | |
Indomitable Spirit | Tank | 30% increased max HP and 30% increased healing received.[265] | |
Judgment | Cleric | Cast a heal on target ally for a large amount of health. If this is cast on an enemy, it instead deals radiant damage to the target and applies 2 stacks of Burning.[133][134] | |
Mend | Cleric | Instantly launch a healing projectile toward target ally. Each charge of this ability consumed after the first has no mana cost, and restores an increasing amount of mana to the caster based on the number of missing charges. Consecutive uses of the ability will gain bonus healing.[135][136] | |
Radiant Burst | Cleric | Heals allies around you in a wide area for a large amount.[137] Stacks up to 3 times.[2] | |
Regeneration | Cleric | Bathe your target with restorative energy that heals them over time.[138][2] | |
Resplendent Beam | Cleric | Held ability: Fire a beam of healing energy toward a target ally. Charging this spell allows the beam to bounce to up to 5 additional friendly targets closest to the original target, based on how long it was charged. The amount of healing is reduced for each subsequent target.[139][140] | |
Shake It Off | Tank | Activate to instantly restore 50% of all damage taken in the past 4 seconds. Always heals for at least 10% of your maximum HP.[268] | |
Soothing Glow | Cleric | Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[144][145] | |
Wings of Salvation | Cleric | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[146][147] An ally is defined as any non-combatant player or non-mob NPC.[148] |
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.[240][277][241]
- 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.[240] – Steven Sharif
- The target of the group summon becomes the summon itself.[240][241]
- 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
Guns and gunpowder
Les armes utilisant la poudre à canon (poudre noire) ne seront pas présentes dans Ashes of Creation.[280]
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.[281]
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.[281] – Steven Sharif
Utility skills
A utility skill is a typically non-combat skill that interacts with the environment and offers counters and horizontal progression against other archetype abilities.[283][284][285][286] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[287]
- When we think about utilities, some of the examples of those utilities might be a Rogue has invisibility. How do you address invisibility? Well, a Ranger might have a utility ability that spawns a Hound that trails invisible targets within an AoE radius of the Ranger and you get that location. Whereas, a Mage might have an Arcane Eye that actually reveals them to the party of the raid. Those are the types of utility skills that we want to create. They offer counters and horizontal progression against the other archetype abilities.[283] – Steven Sharif
- Classes will have different utility abilities, such as detecting traps and other hazards.[284][285][287] For example: The Mage's detection spell casts light and reveals magical explosive hazards.[288]
- 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.[284] – Steven Sharif
- All classes will have maneuverability/traversal utility abilities.[294]
- Utility skills exist that can help players discover hidden paths and entrances and may lead to discovering hidden quests while exploring.[285]
- Certain objects exist in the world (such as ladders and slides) that aid player mobility.[295]
- 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.[296] – Steven Sharif
- There will be a grappling hook utility skill or item.[297]
- Rogues may also have a spyglass utility skill.[287]
Passive skills
- None -
Skill transfer
Players will not be able to transfer their skills to other players.[298]
Kickstarter skill FX
All Kickstarter backers will receive a skill effects (FX) set.[299]
- 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.
Mentor program
There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.[300]
- Certain node buildings and organizations offer quests that can be initiated by a mentor to assist new players. Rewards are offered to both the mentor and the mentee upon completion.[301]
- There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[302] – Steven Sharif
- The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[301] – Steven Sharif
Voir également
Les références
- ↑ Direct, 2017-12-15 (24:25).
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13
- ↑ Direct, 2017-10-16 (1:00:44).
- ↑ 4.0 4.1 4.2 Entrevue, 2018-08-08 (22:27).
- ↑ 5.0 5.1
- ↑ 6.0 6.1 6.2 Entrevue, 2020-07-18 (1:05:04).
- ↑
- ↑ Direct, 2020-07-25 (1:47:55).
- ↑ Podcast, 2021-09-29 (30:04).
- ↑ Direct, 2021-06-25 (1:05:01).
- ↑ Direct, 2018-02-09 (41:56).
- ↑ 12.0 12.1 Direct, 2019-12-17 (1:13:14).
- ↑ 13.0 13.1 13.2 Entrevue, 2020-07-18 (1:07:06).
- ↑ Forums - Livestream Q&A 2022-08-26.
- ↑
- ↑ 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).
- ↑ Direct, 2021-11-19 (50:38).
- ↑ Vidéo, 2022-09-30 (17:00).
- ↑ 23.0 23.1 Direct, 2021-09-24 (1:18:06).
- ↑ Direct, 28 Août 2020 (1:21:03).
- ↑ Direct, 3 Mai 2017 (15:15).
- ↑ Direct, 2024-03-29 (1:41:42).
- ↑ Direct, 2022-10-14 (57:45).
- ↑ Direct, 2017-05-03 (17:59).
- ↑ Direct, 2022-10-14 (9:02).
- ↑ 30.0 30.1 Direct, 2023-02-24 (53:48).
- ↑ Direct, 2020-08-28 (1:24:29).
- ↑ Direct, 2020-03-28 (1:41:42).
- ↑ Direct, 3 Mai 2017 (17:59).
- ↑ Direct, 16 Novembre 2017 (30:02).
- ↑ Direct, 19 Mai 2017 (43:09).
- ↑ Direct, 28 Août 2020 (1:19:24).
- ↑ 37.0 37.1 37.2 37.3 37.4 Direct, 2020-11-30 (1:05:22).
- ↑ Podcast, 2018-08-04 (59:58).
- ↑
- ↑ Direct, 2020-12-22 (1:15:01).
- ↑ Podcast, 2021-09-29 (52:58).
- ↑ Direct, 2020-08-28 (1:14:54).
- ↑ 43.0 43.1 Vidéo, 2024-03-29 (50:16).
- ↑ Vidéo, 2024-03-29 (57:52).
- ↑ Vidéo, 2023-12-19 (10:08).
- ↑ 46.0 46.1 46.2 Vidéo, 2023-04-28 (15:35).
- ↑ Direct, 2022-09-30 (43:45).
- ↑ 48.0 48.1 Direct, 2020-01-30 (1:28:40).
- ↑ Direct, 2018-01-18 (22:46).
- ↑
- ↑ 51.0 51.1 51.2 51.3 51.4 51.5 51.6 Podcast, 2021-09-29 (47:57).
- ↑ 52.0 52.1 52.2 Direct, 2020-02-28 (1:10:21).
- ↑ 53.0 53.1 Vidéo, 2023-12-19 (8:37).
- ↑ Direct, 2021-09-24 (1:19:17).
- ↑ Direct, 2017-05-24 (45:12).
- ↑ 56.0 56.1 Direct, 2020-06-26 (1:50:01).
- ↑ 57.0 57.1 57.2 57.3 57.4 57.5 57.6 Direct, 2020-08-28 (1:15:39).
- ↑ 58.0 58.1 58.2 58.3 58.4 58.5 58.6 Direct, 2021-06-25 (22:34).
- ↑ Direct, 2017-11-16 (30:45).
- ↑ 60.0 60.1 60.2 60.3 60.4 Direct, 2021-06-25 (27:43).
- ↑
- ↑ 62.0 62.1 62.2 Direct, 2020-04-30 (1:09:51).
- ↑ 63.0 63.1 Entrevue, 2019-04-15 (38:03).
- ↑ 64.0 64.1 Direct, 2021-06-25 (27:10).
- ↑ Direct, 2021-03-26 (59:21).
- ↑ Direct, 2021-06-25 (26:11).
- ↑ Direct, 2020-04-30 (40:19).
- ↑ 69.0 69.1 69.2 69.3 Direct, 2018-04-8 (PM) (37:57).
- ↑ Direct, 2020-08-28 (1:12:50).
- ↑ 71.0 71.1 71.2 71.3 71.4 Podcast, 2018-08-04 (1:07:59).
- ↑ 72.0 72.1 72.2 72.3 72.4 72.5 Podcast, 2018-08-04 (1:11:05).
- ↑
- ↑ Direct, 2018-09-27 (17:52).
- ↑ 75.0 75.1 Direct, 2018-07-09 (58:26).
- ↑ 76.0 76.1 Entrevue, 2018-08-08 (27:04).
- ↑ Entrevue, 2018-08-17 (3:58).
- ↑ 78.0 78.1 Entrevue, 2018-08-17 (4:31).
- ↑ 79.0 79.1 Entrevue, 2018-08-17 (6:03).
- ↑ Direct, 2018-04-8 (PM) (41:44).
- ↑ Direct, 2020-10-30 (1:15:59).
- ↑
- ↑ 83.0 83.1
- ↑ 84.0 84.1 Entrevue, 2018-10-21 (9:10).
- ↑ Entrevue, 2018-10-20 (3:25:31).
- ↑ 86.0 86.1 86.2 Direct, 2018-09-27 (34:49).
- ↑ Direct, 2017-06-30 (29:13).
- ↑ 88.0 88.1 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).
- ↑ 96.0 96.1 Direct, 2018-04-8 (PM) (46:11).
- ↑ Blog: The Gift of Life - Cleric Alpha One Preview.
- ↑ Direct, 2017-05-26 (19:03).
- ↑ 99.0 99.1 Vidéo, 2023-07-28 (19:50).
- ↑ 100.0 100.1
- ↑ Vidéo, 2023-07-28 (14:03).
- ↑
- ↑ 103.0 103.1
- ↑ 104.0 104.1 Vidéo, 2020-11-01 (0:33).
- ↑ 105.0 105.1 105.2 105.3 105.4 105.5 105.6
- ↑ Vidéo, 2023-07-28 (20:50).
- ↑
- ↑ 108.0 108.1 108.2 108.3 Vidéo, 2023-07-28 (16:02).
- ↑ 109.0 109.1
- ↑ 110.0 110.1 Vidéo, 2023-07-28 (29:23).
- ↑
- ↑ 112.0 112.1 Vidéo, 2023-07-28 (17:32).
- ↑ 113.0 113.1
- ↑ 114.0 114.1 Vidéo, 2023-07-28 (22:12).
- ↑ 115.0 115.1
- ↑ 116.0 116.1 Vidéo, 2023-07-28 (7:34).
- ↑ 117.0 117.1
- ↑ 118.0 118.1
- ↑ 119.0 119.1 Vidéo, 2020-11-01 (1:09).
- ↑ 120.0 120.1
- ↑ 121.0 121.1 Vidéo, 2020-11-01 (0:51).
- ↑ 122.0 122.1 Vidéo, 2023-07-28 (18:26).
- ↑ 123.0 123.1
- ↑ 124.0 124.1 Vidéo, 2023-07-28 (25:36).
- ↑ 125.0 125.1
- ↑ 126.0 126.1 Vidéo, 2023-05-31 (16:58).
- ↑ 127.0 127.1
- ↑ 128.0 128.1
- ↑ 129.0 129.1 Vidéo, 2023-07-28 (10:03).
- ↑ 130.0 130.1
- ↑ 131.0 131.1 Vidéo, 2023-07-28 (23:28).
- ↑ 132.0 132.1
- ↑ 133.0 133.1 Vidéo, 2023-07-28 (15:15).
- ↑ 134.0 134.1
- ↑ 135.0 135.1 Vidéo, 2023-07-28 (5:16).
- ↑ 136.0 136.1
- ↑ 137.0 137.1
- ↑ 138.0 138.1
- ↑ 139.0 139.1 Vidéo, 2023-07-28 (12:04).
- ↑ 140.0 140.1
- ↑
- ↑ Vidéo, 2020-11-01 (0:55).
- ↑
- ↑ 144.0 144.1 Vidéo, 2023-07-28 (9:22).
- ↑ 145.0 145.1
- ↑ 146.0 146.1 Vidéo, 2023-07-28 (24:03).
- ↑ 147.0 147.1
- ↑ 148.0 148.1 Vidéo, 2023-07-28 (24:16).
- ↑ Entrevue, 2023-09-10 (9:52).
- ↑ Vidéo, 2024-03-29 (3:50).
- ↑ Entrevue, 2023-09-10 (16:56).
- ↑
- ↑ Direct, 2017-12-15 (1:00:36).
- ↑
- ↑
- ↑ 156.0 156.1
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Direct, 2024-03-29 (1:56:56).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Vidéo, 2023-04-28 (22:13).
- ↑ 179.0 179.1 179.2 179.3 179.4 179.5 Vidéo, 2023-09-29 (11:29).
- ↑ 180.0 180.1
- ↑ 181.0 181.1 Vidéo, 2023-04-28 (7:15).
- ↑
- ↑ Vidéo, 2023-04-28 (4:40).
- ↑ 184.0 184.1 Vidéo, 2023-04-28 (9:22).
- ↑ 185.0 185.1
- ↑ 186.0 186.1
- ↑ 187.0 187.1 Vidéo, 2023-05-31 (12:12).
- ↑ 188.0 188.1 Vidéo, 2023-04-28 (17:50).
- ↑
- ↑ 190.0 190.1
- ↑ 191.0 191.1 Vidéo, 2023-04-28 (11:22).
- ↑ 192.0 192.1
- ↑ 193.0 193.1
- ↑ 194.0 194.1
- ↑ 195.0 195.1
- ↑ 196.0 196.1
- ↑ 197.0 197.1 Vidéo, 2023-04-28 (13:40).
- ↑ 198.0 198.1
- ↑ 199.0 199.1
- ↑ 200.0 200.1
- ↑
- ↑ Vidéo, 2023-04-28 (6:15).
- ↑ Vidéo, 2023-04-28 (17:22).
- ↑
- ↑ Vidéo, 2023-09-29 (11:23).
- ↑ Direct, 2023-05-31 (1:10:42).
- ↑ 207.0 207.1 Direct, 2023-12-19 (1:20:41).
- ↑ Direct, 2022-09-30 (49:16).
- ↑ Podcast, 2021-09-29 (40:50).
- ↑ Entrevue, 2018-05-11 (16:32).
- ↑ Direct, 2023-12-19 (1:53:41L5DeC8wIcuM).
- ↑
- ↑ Vidéo, 2022-09-30 (15:28).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ 234.0 234.1
- ↑
- ↑
- ↑ 237.0 237.1 237.2 237.3 Direct, 2020-07-25 (42:49).
- ↑ Direct, 2022-01-28 (1:12:27).
- ↑ Direct, 2017-05-03 (49:39).
- ↑ 240.0 240.1 240.2 240.3 240.4 240.5 240.6 240.7 Direct, 2023-03-31 (1:22:21).
- ↑ 241.0 241.1 241.2 241.3 241.4 241.5 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).
- ↑ 247.0 247.1 Entrevue, 2022-01-14 (42:18).
- ↑ 248.0 248.1 Direct, 2020-07-25 (1:41:46).
- ↑
- ↑ Direct, 2021-01-29 (1:21:01).
- ↑ 251.0 251.1
- ↑
- ↑ Entrevue, 2021-06-13 (13:11).
- ↑ 254.0 254.1 254.2 254.3 254.4 254.5 254.6 Direct, 2018-04-8 (AM) (0:58).
- ↑ 255.0 255.1 Direct, 2018-04-8 (PM) (11:27).
- ↑ 256.0 256.1 Direct, 2018-04-8 (PM) (24:11).
- ↑
- ↑ Vidéo, 2023-01-27 (9:54).
- ↑
- ↑ Vidéo, 2023-03-31 (9:55).
- ↑ Vidéo, 2023-01-27 (10:27).
- ↑ Vidéo, 2023-01-27 (5:21).
- ↑ Direct, 2017-10-16 (21:48).
- ↑ Vidéo, 2023-01-27 (6:41).
- ↑ 265.0 265.1
- ↑
- ↑
- ↑ 268.0 268.1
- ↑ Vidéo, 2023-01-27 (5:07).
- ↑
- ↑ Vidéo, 2023-01-27 (7:28).
- ↑ Direct, 2018-04-8 (PM) (26:19).
- ↑
- ↑
- ↑ 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, 2017-06-16 (43:01).
- ↑ 281.0 281.1 281.2 281.3 Entrevue, 2018-08-17 (17:57).
- ↑ Vidéo, 2024-01-31 (4:48).
- ↑ 283.0 283.1 Direct, 2023-12-19 (1:11:17).
- ↑ 284.0 284.1 284.2 Direct, 2023-02-24 (1:13:19).
- ↑ 285.0 285.1 285.2 Direct, 2023-02-24 (6:51).
- ↑ Direct, 2017-06-30 (30:34).
- ↑ 287.0 287.1 287.2 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).
- ↑ Direct, 2017-11-17 (27:35).
- ↑ New Backer Goal!! + Monster Coins (>'.')>
- ↑ Vidéo, 2018-04-05 (40:08).
- ↑ 301.0 301.1 301.2 301.3 301.4 Direct, 2020-09-30 (1:07:22).
- ↑ Entrevue, 2018-08-24 (8:52).