Archetípusok

Why did I decide on these eight archetypes? I felt they embodied an equilibrium between them: The martial art and the arcane arts. I felt that these were tending to be the core class identities that have existed across MMORPGS from a fantasy perspective over time. I mean, each of them has their own player segment that people are interested in. Summoners and support, bard and the healer, and mage: Those are all arcane elements that I think embody a lot of what we can do from a from an active ability standpoint that people are traditionally accustomed to. Rogue, ranger, fighter, tank: Those represent I think all of the martial elements of fighting classes that players like to see in fantasy games.[2] – Steven Sharif
At the start of the game players may choose from eight Archetípusok, which essentially defines a character's role.[3][4]
- We're fairly similar to the holy trinity of class identity. I think that the way our primary archetypes and secondary archetypes, the combination of that creating these 64 different classes, it is a goal to blur the line between those identities, that standard Trinity that's present. I think additionally the way that we're developing classes is to be that rock-paper-scissors type of interaction, especially balance them around group vs. group dynamics or group dynamics; and... by utilizing the augment system allows for players to take skills outside of just the realm of their identity and into a different area.[6] – Steven Sharif
Icon | Archetype | Type.[7] | Role.[8] |
---|---|---|---|
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Bard | Arcane | Support |
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Cleric | Arcane | Support |
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Fighter | Martial | Damage |
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Mage | Arcane | Damage |
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Ranger | Martial | Damage |
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Rogue | Martial | Damage |
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Summoner | Arcane | - |
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Tank | Martial | Tank |
Bard
Bard is an archetype in Ashes of Creation.[10]
- Bards are intended to amplify a party or raid's ability to perform within their own class. That amplification isn't just intended for DPS, but also for support, for healing, for taking damage, for movement. Bards have often been portrayed as a musical class and while they can be that, many Bard applications may exist in just telling a story. Telling a story is going to be the thematic component of how the Bard interacts with the party. And that story is going to enhance player's abilities to perform. Very similar in a way to buffing up a party, but you are not going to see him as a "buff bot" that you might have experienced in previous games, where they are only good for their buffs and then you kick them out of party and they sit in a corner and come back in 30 minutes. Those buffs are going to be related to how they perform.[11] – Steven Sharif
Bard fills a non-healing support role that makes a party better as a whole through a range of buff-oriented and proximity based abilities.[12][13][14]
- Q: Regarding the class composition and design revolving around the Holy Trinity, if that is the case where does a non-healing support fall into that concept of design and how will players who choose that path remain relevant throughout the gameplay loops?
- A: This is a more old school idea of the Holy Trinity and where non-healing support classes fall into that mix. Generally you see in my experience most non-healing support classes fall into between the hybrid of support to tank or support to DPS, so they tend to fill a hybrid role. The Bard has an opportunity to fill that space and is a very integral component to maximizing a particular group or archetypes ability to perform through the use of their supportive and buff-oriented abilities as we've talked in the past. Many of these are support based on proximity. Some of them are support based on targeted buffs. We're going to be following the format of abilities that adhere to dances, songs, and stories when it relates to the Bard; and the scope of their particular ability sets- each of those provide a certain type of benefit to to other characters within proximity. The idea here again, pointing back to a more old-school trinity design is that no party is complete without the non-healing support class, which is the Bard in Ashes of Creation.[12] – Steven Sharif
Bard classes
Class | Primary | Secondary |
---|---|---|
Magician | Bard | Mage |
Minstrel | Bard | Bard |
Siren | Bard | Tank |
Song Warden | Bard | Ranger |
Songcaller | Bard | Summoner |
Soul Weaver | Bard | Cleric |
Tellsword | Bard | Fighter |
Trickster | Bard | Rogue |
Bard skills/abilities
Bards fill a tactical non-healing support role. They will have more significance based on their mobility and placement in the battle.[12][13][14]
- Bards will have a wide range of abilities to choose from, such as wordsmithing, acting, and musical aspects.[15]
- Bard buffs include Songs, Stories, and Dances.[12][19]
- Bards can choose to activate buffs that augment tanking, evasion, DPS and healing abilities in their proximity.[20]
- Some buffs are related to how the bard performs in combat: If a bard lands a skill shot against a target, allies within a certain range might be granted a temporary buff that relates to the skill that the bard used.[11]
- Bards can offer proximity-based or proc-based healing, but to a much lesser degree than Clerics.[12][13][21]
- Let's say the Bard is using a weapon, has a sword out and... does some gladiatorial looking performance attack and it looks so great. It inspires his friends around him to increase their multiplier on critical damage, and now they deal additional damage against targets for the next 10 seconds or 8 seconds. So, you're going to need to be active. You're going to worry about your position, the relation of the position of your party members to you in order to accentuate really what you offer the party.[11] – Steven Sharif
- Bards are intended to not be purely support focussed. They will be a "jack of all trades", including offensive and defensive combat abilities in addition to support abilities and buffs.[22][23]
- Based on proximity, based on your mobility and placement within the battle you're going to have more significance. So it's going to be to a degree a tactical type scenario for those non-healing support classes to be cognizant of. You know, where on the battlefield they need to be positioned in connection with the group that they're trying to augment or support; and so that gives a little bit more tactical sense to these non-healing support classes that's more relevant to them than other classes per-se.[13] – Steven Sharif
- Bards will not be the "downtime" class. This is the role of social spaces within nodes.[23]
- Bards will have utility outside of combat, like all other classes.[25]
- In other games, Bards tend to be a relatively passive way of playing and that's really not the direction that we want to go with it. We want every class to be fun to play. We want every class to be viable. We want you to feel like you are doing something: That your moment-to-moment gameplay is fun; so a lot of that stuff is going to be based on combos, on reactive interactions between your party members and the mob that you're fighting, or the player character that you're fighting. There's going to be a lot of movement from the front lines to the back lines to help out and make sure that everybody is supported in the way that they're doing it; and that you are also being active in what you're doing. You're not just sitting in the back passively playing a lute and not having any fun.[26] – Jeffrey Bard
Cleric
That was super easy. Either that or I'm just a literal god of a healer![29] – Steven Sharif
Cleric is an archetype in Ashes of Creation.[10]
In a world often fraught with peril, a Cleric is never wanting for friends. They can protect their allies in a number of ways, and when necessary, snuff the life out of others. As masters over the very essence of vitality, they can sense the broken and corrupted... The strands of this essence connect everything and everyone. Clerics find themselves particularly attuned to the threads that channel life and motive energy. By reinforcing these tendrils, they can heal and even resurrect those that have been wounded. By tearing them, they can steal energy from their foes, turning their enemies’ powers against them amid the frenzied heat of battle.[30]
- In Ashes of Creation a Cleric's powers are not directly imbued by the gods. Instead, their powers are tied intrinsically to the use of manipulation of The Essence as a as a source of magic.[31]
- One of the probably biggest delineations from your standard trope in MMORPGs is that the Cleric does not receive their powers from a divine source. At least not in the sense that is standard. It is still something that is tied intrinsically to the use of manipulation of the Essence as a source of magic. Now, the source of that Essence is up to question: There are some claims about it that might apply a divine interaction, but generally it's not as though you're being imbued by these powers from the gods and that the gods can take them away should you step out of line in your alignment.[31] – Steven Sharif
Cleric classes
Cleric skills/abilities
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.[30]
- Clerics have control over life and this may relate to utility abilities that relate to corruption.[32]
- There will be a healthy combination of healing and offensive spells available to allow a Cleric to level and progress as a solo player. It's left to the player to decide whether they will spec into more solo or support-oriented group-focussed gameplay. Choice of a secondary archetype will enable further customization in this respect.[33][34]
- There's going to be a significant amount of offensive capability for the Cleric because we don't want to create that dynamic where cleric as a support class is inoperable without a companion or a party to go with. We want that Cleric to still be able to survive on their own: to be able to level and progress as a solo player.[34] – Steven Sharif
Cleric combat abilities
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Barrier | ![]() |
Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[35][36] | ||
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.[37][38] | ||
Castigation | ![]() |
Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[39][40][41][42] | Heals you instantly for an additional amount upon hit.[39] | Restores health and mana to nearby party members for the duration.[39] |
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.[43][44] | ||
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.[45][46] This can overheal.[45] | ||
Condemn | ![]() |
Stun target enemy for 3 seconds.[29][47] | ||
Consecrating Wave | ![]() |
Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[48][49] | ||
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.[50][51] | ||
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.[52][53] | ||
Devotion | ![]() |
Launch an orb of energy into the air that will fall upon your target, healing them.[54][40][55][42] | The energy orb will travel faster and heal for more.[54] | The target will be infused with a slow, long-lasting healing effect.[54] |
Divine Censure | ![]() |
Hurls a radiant spear at the target, dealing damage.[56][40][57][42] | Further attacks upon the target have a chance to heal the attacker.[56] | The target has a chance to deal damage to itself when it attacks.[56] |
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.[58][59] | ||
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.[60][61][62][63] | - | - |
Divine Light | ![]() |
Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[64][40] | Increased healing.[64] | Reduced mana cost.[64] |
Flash Cure | ![]() |
Instantly heal target ally. This may be used during other ability activations.[65][66] | ||
Healing Touch | ![]() |
Heal target ally in melee range for a large amount of health.[67][68] | ||
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.[69][70] | ||
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.[71][72] | ||
Radiant Burst | ![]() |
Heals allies around you in a wide area for a large amount.[73] Stacks up to 3 times.[40] | Heals for a greater amount.[73] | Cooldown removed.[73] |
Regeneration | ![]() |
Bathe your target with restorative energy that heals them over time.[74][40] | Reduced mana cost.[74] | Applies a 5% healing received bonus to the target.[74] |
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.[75][76] | ||
Resurrection | ![]() |
Resurrects a dead ally with 25% health and 15% mana.[77][40][78][42] | Target resurrects with 50% health and 20% mana.[77] | Target resurrects with 75% health and 25% mana.[77] |
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.[29][79] | ||
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.[80][81] | ||
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.[82][83] An ally is defined as any non-combatant player or non-mob NPC.[84] |
Cleric passive abilities
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Cooldown Reduction | ![]() |
Reduce all ability cooldowns by 5%.[85] | ||
Critical Hit Rate | ![]() |
Increase the chance for damage and healing abilities to critically hit by 5%.[85] | ||
Defense Mitigation | ![]() |
Increase defense mitigation by 4.[85] | ||
Disable Defense | ![]() |
Reduce chance of being disabled by crowd control effects by 10%.[86] | ||
Health Regeneration | ![]() |
Generate an additional 1.5% of your maximum health per second.[85] | ||
Increased Healing | ![]() |
Increase healing done by 10%.[87] | ||
Mana Regeneration | ![]() |
Generate an additional 1% of your maximum mana per second.[85] | ||
Maximum Health | ![]() |
Increase maximum health by 75.[85] | ||
Maximum Mana | ![]() |
Increase maximum mana by 100.[88] | ||
Movement Speed | ![]() |
Increase movement speed by 5%.[85] |
Fighter
Fighter is an archetype in Ashes of Creation.[10]
- Fighters will have a momentum mechanic that scales resistances and mobility proportional to damage taken and dealt.[90][91]
- The fighter is really a mobile physical DPS. So they're able to traverse the battlefield. They're able to close the gap quickly. They're able to deal damage from a physical perspective... The fighter is in your face. You try to get away from me I'm going to close that gap. I'm going to deal this burst damage to you and it really doesn't matter if I'm behind you or if you're bleeding or if I've snared you per-se. I am there. I am in your face. I'm doing this damage.[92] – Steven Sharif
Fighter classes
Fighter skills/abilities
The Fighter archetype will include maneuverability and "closing the gap" mechanics to enable the fighter to quickly traverse distances on the battlefield.[93]
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.[4] | - | - |
Whirlwind | Damages targets in range and applies a stagger effect.[95] |
- 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.[96] – Steven Sharif
Mage

You saw there that I ice bolted to apply stacks of chill. I Then followed up with my Elemental Empowerment attacks that added additional chill stacks, which created the frozen condition on the target they couldn't move; and then before that frozen conditions subsided I used my Arc Lightning in order to cause the Shattered effect.[98] – Steven Sharif
Different weapons have different synergies with class abilities, which just introduces that extra level of depth. It's like, how can I maximize the effect of this... I'm trading in this case my ranged potential for the ability to apply these status effects in a more AoE regard, which makes Greatsword a lot better for dealing with packs than the wand; and sometimes you'll even be able to use either one based on the situation. We allow players to swap their weapons based on what they are coming up against and it creates a lot of answers to different situations if you have the tools for it.[100] – Tradd Thompson
Mage is an archetype in Ashes of Creation.[101][10]
- Mages are able to combine skills from different elements, along with non-elemental spells and weapon attacks to produce powerful synergies and combos.[98]
- Players can focus exclusively on a single element, but this will reduce their ability to benefit from synergies and combos between different elements.[102]
- Passive essence is converted into useful forms and patterns under their direction, which can then take the shape of nearly anything imaginable! Mages can bend space, summon light, or set the very air ablaze – applying force in all its rawness, or in any shade of their elemental fury.[101]
- Mages tend to have the most direct relationship with The Essence compared to others.[101]
- Mages tend to have the most direct relationship with essence compared to others, and they manage that bond with a singular will... As a Mage’s connection to essence develops further, their power will continue to grow, unfold, and take shape.[101]
Mage classes
Mage skills/abilities
Mage combat abilities
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Arcane Empowerment | ![]() |
Temporarily dramatically increased cast time while active. Consume all spell charges for increased duration per charge consumed. Spell charges are generated whenever you cast an offensive mage spell while not under the effects of Arcane Empowerment. Each cast generates 1 charge, up to a maximum of 10 charges.[103] | - | - |
Arcane Volley | ![]() |
Fires a volley of arcane missiles at your target, dealing arcane damage with each hit.[104][105] | - | - |
Ball Lightning | ![]() |
Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying 1 Electrified stack to targets with each hit.[106][107][108] | - | - |
Black Hole | ![]() |
Summon a black hole at the target location that reduces movement speed of enemies in the area.[109][40][110] | Increased duration.[109][111] | Explodes for area damage upon expiration.[109][111] |
Blink | ![]() |
Instantly teleport a set distance in the direction you are moving.[112][113] | - | - |
Blizzard | ![]() |
Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also acquire 1 stack of Chilled periodically. Activate the ability again to end the channel early.[106][114][115] | - | - |
Chain Lightning | ![]() |
Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[116][117][118] | - | - |
Cone of Cold | ![]() |
Blasts a cone of cold in front of the caster, dealing ice damage and applying a stack of Chilled to each enemy hit. The blast also leaves behind a field of ice mines that explode on proximity contact, causing ice damage and 1 Chilled stack to nearby enemies when triggered.[106][119][120] | - | - |
Drain Essence | ![]() |
Drain your target for damage over time, and gain return mana to yourself over the duration.[121][40][122] | Heals you over the duration.[121][101] | Reduced cooldown.[121][101] |
Elemental Empowerment | ![]() |
Whenever you cast an elemental spell, your weapon attacks deal additional damage of that spell's element and apply a stack of the corresponding elemental status effects to targets hit. Casting a spell of a different element switches this effect to the new element.[123][124] | - | - |
Fireball | ![]() |
Instantly hurl a ball of fire toward your target, dealing fire damage and applying 1 stack of Burning to target on impact. Burning deals periodic fire damage over time for each stack applied. When the target reaches 5 stacks, they become Conflagrated, dealing extreme fire damage over time. Hitting a conflagrating enemy with a lightning spell causes Fusion, dealing significant damage and removing the Conflagrated effect.[125] | - | - |
Fissure | ![]() |
Calls forth a series of jagged spikes of earth in a line in front of the caster, dealing earth damage and applying two stacks of Earthen to each enemy hit along its path, and then launching them in the air.[126] | - | - |
Frostbolt | ![]() |
Launch a bolt of frost towards your target, dealing ice damage and applying 2 Chilled stacks to the target on impact. Chilled reduces movement speed of the target for each stack applied. When the target reaches 5 stacks, they become Frozen, rooting them in place for the duration. Hitting a frozen enemy with a lightning spell causes them to Shatter, dealing significant damage and removing the Frozen effect.[127][128] | - | - |
Gift of the Magi | ![]() |
Restores mana upfront, plus an additional amount over time, to you and a friendly target.[129][40][130][131] | Increased duration.[129][130][101] | Increased initial amount restored.[129][130][101] |
Lava Storm | ![]() |
Creates a field of lava at the selected location. Deals area damage over time.[40][132][133] | Increased damage. Increased duration.[132][101] | Increased damage. Increased duration.[132][101] |
Lightning Strike | ![]() |
Held ability: Charge up a bolt of lightning to unleash upon your target, dealing lightning damage and applying 2 stacks of Electrified to the target. This deals additional damage based on how long it was charged. Electrified reduces the target's magical mitigation for each stack applied. When the target reaches 10 stacks, all Electrified stacks are consumed and they become temporarily Shocked. Whenever a Shocked enemy takes damage, they take additional damage and 1 stack of Shocked is consumed. Shocked is initially applied with 20 stacks.[134][135] | - | - |
Magma Field | ![]() |
Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[136] | - | - |
Meteor | ![]() |
Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[137] | - | - |
Meteor Storm | ![]() |
Summons forth a Meteor Storm, dropping 3 meteors in the target location.[138][40][139] | Adds an extra meteor.[138][101] | Adds an extra meteor.[138][101] |
Prismatic Beam | ![]() |
Spawns a giant prismatic beam of energy that can be aimed around you. Deals large damage to enemy targets.[140][40][141] | Increased damage.[140][142] | Snares hit targets.[140][143][142] |
Shell | ![]() |
Create a protective magical shell around yourself that absorbs a large amount of damage before breaking.[144][145] | - | - |
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.[146][147][148] | - | - |
Thundershock | ![]() |
Shoots forward a beam of lightning that damages enemies in a line in front of you.[149][40][150] | Increased damage.[149][151] | Now knocks down hit targets.[149][151] |
Mage passive abilities
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Attack Damage | ![]() |
Increases attack damage by 5.[85] | ||
Cooldown Reduction | ![]() |
Reduce all ability cooldowns by 5%.[85] | ||
Critical Hit Damage | ![]() |
Increase the damage and healing bonus from critical hits by 20%.[85] | ||
Critical Hit Rate | ![]() |
Increase the chance for damage and healing abilities to critically hit by 5%.[85] | ||
Defense Mitigation | ![]() |
Increase defense mitigation by 4.[85] | ||
Disable Chance | ![]() |
Increase chance to disable by 15%.[85] | ||
Health Regeneration | ![]() |
Generate an additional 1.5% of your maximum health per second.[85] | ||
Mana Regeneration | ![]() |
Generate an additional 1% of your maximum mana per second.[85] | ||
Maximum Health | ![]() |
Increase maximum health by 75.[85] | ||
Movement Speed | ![]() |
Increase movement speed by 5%.[85] |
Ranger
Ranger is an archetype in Ashes of Creation.[10]
Death from afar is the ranger's raison d'etre. A master of the bow and ranged combat, the Ranger is more than happy to let others get their hands dirty. No one else has such a keen eye in natural environments.
Ranger classes
Clase | Primario | Secundarios |
---|---|---|
Bowsinger | Ranger | Bard |
Falconer | Ranger | Summoner |
Hawkeye | Ranger | Ranger |
Scion | Ranger | Mage |
Scout | Ranger | Rogue |
Sentinel | Ranger | Tank |
Soulbow | Ranger | Cleric |
Strider | Ranger | Fighter |
Ranger skills/abilities
The majority of a Ranger's skill tree will likely be ranged, but there will be options to incorporate melee aspects.[154]
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
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 inflicting snare to targets hit. Enemies already snared will become briefly rooted.[155] The root effect is nature based.[156] | ||
Barrage | ![]() |
Fires a continual barrage of arrows at your target for 1.5 seconds, dealing 15% physical damage per arrow.[157] | ||
Camouflage | Grants stealth at a distance. At mid and short range the Ranger is revealed.[158] | - | - | |
Headshot | ![]() |
Deals 200% physical damage to target enemy. Deals 50% bonus physical damage if the target is below 50% Health. Cooldown is halved if it connects with a marked target.[159] | ||
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.[160] | ||
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.[161] | ||
Piercing Shot | ![]() |
Fire a projectile that travels in a straight line, piercing through and damaging all enemies in its path.[162] | ||
Quick Shot | ![]() |
Ranged attack that applies a debuff to the target. Each additional quickshot against the same target does increasing damage but consumes one of three charges that regenerate over time.[163] | ||
Raining Death | ![]() |
Fires a dense rain of arrows 20 meters ahead, dealing high damage. Deals more damage to more distant targets.[164] | ||
Snipe | ![]() |
A powerful charged attack.[165] | ||
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 lOs of snare duration are rooted. This effect can only trigger once per target.[166] |
Rogue
Rogue is an archetype in Ashes of Creation.[10]
The rogue is more physical disable oriented: Applying bleeds or snares or having precision damage that's situational. Being stealthy. That's how I view the rogue role... The rogue's like you don't see me, I'm coming in and boom I stab you in the back and I do extra damage because of it. Now you're bleeding and you're trying to snare away and walking away, and that's a rogue in my opinion.[92] – Steven Sharif
Rogue classes
Rogue skills/abilities
All classes are capable adventurers, but rogues excel at delving the deepest dungeons and finding the most hidden of treasures.[168]
- Rogues will have utility skills that enable them to discover hidden doors, traps and additional treasures.[169]
- These will be randomly spawned throughout different times of the day to ensure that encounters are not the same each time.[169]
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.[169] – Steven Sharif
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Stealth | This does not render a player completely invisible.[170] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[171] | - | - |
Summoner
Summoner is an archetype in Ashes of Creation.[10]
- Summoners can shift their roles easily to fill gaps in a group's composition based on the role of the summon they are utilizing coupled with their choice of secondary archetype, which influences the role the summons perform best at.[173][14]
- Q: Summoner has been said to fill in the gaps in a party's role composition. What exactly does that mean in practice? Are they capable of speccing to be pure DPS, pure heals, or pure tank? Or instead are they supposed to be doing all three at a lesser level as needed?
- A: It depends on the summon that they bring out. They will have a variety of summon options and they will have supporting abilities that enhance the role of that particular summon, or that can hybridize the role of that summon based on the ability they cast on the summon or support by attacking- by casting on the target either. So is something that is flexible based on the summoner; and then when you choose a secondary archetype as your total class, that- as a primary summoner- that will influence which category your summons perform best as a role. So if you go with a secondary archetype for your class selection that's more DPS oriented this summons from a role category perspective will be a DPS summons. You'll still have the flexibility, but it won't be as strong as if you had chosen a support or a tank role and the summon benefits you would have as a result of those secondary choices.[173] – Steven Sharif
Summoner classes
Summoner skills/abilities
The summoner uses abilities that channel through their summons (also referred to as class skill pets).[174][175]
- You gain your summons from your summoner class as an active skill and then skills can be further developed with points.[177] – Steven Sharif
- Abilities from the summon appear on the summoner's hotbar. The summoner is essentially playing through their summon.[174][175]
- Summoners will not be able to fuse with or be taken over by their normal summons.[174][175]
- In the case of siege summons the summoner does become the summon.[174][179]
- 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.[180]
- Summoner summons are not the same as combat pets.[181]
- 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.[182]
- 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.[182] – Steven Sharif
- Summons will exist until another summon is cast, the summon is killed, or the summoner logs off.[183]
- Summons can be leveled through the application of skill points to their active skill.[177]
- Summons will be able to use crowd control (CC).[184]
- 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.[185]
- Summons follow the same PvP flagging rules as players and share the player's flag status.[186][187]
- Summons follow the same flagging rules as players, if your summon pks someone, you gain corruption[186] – Steven Sharif
Summoners summon different varieties of summons, depending on the class and augments they choose.[188][189]
- Animals.[189]
- Spirits.[189][190]
- Skeletons, zombies and other undead summons will be possible with death-based cleric augments.[183][190]
- Corpses (potentially).[189]
- Some summoners may summon multiple things.[189]
- Other summoners may only summon one powerful thing.[189]
- Certain summoners may only be able to summon effects and/or temporary energies.[189]
Növeli from a secondary archetype can be applied to a summon.[191]
- 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.[191] – Steven Sharif
Tank
As the heart of any good unit, a Tank knows their duty and strength lie at the front lines of the fray. All around them, the battle ebbs and flows with the steady beating of that heart. While some may channel essence to create fire or summon ethereal beings, Tanks manipulate essence to gird their bodies and reshape the battlefield. Against an unstoppable force, the Tank becomes an immovable object, with essence binding them to the earth. Tanks can pull at the threads of an opponent’s mind, manipulating their emotions and goading them into devastating tactical mistakes.[193]
Tank is an archetype in Ashes of Creation.[10]
- Ashes of Creation tank will be a pretty classic one: One that tank players are familiar with; and I think that's what people want. We don't need to necessarily redefine what the tank is, but I think we can improve it. There's some things that obviously- you'll have your expected mechanics like threat management and generation, mitigation, control, battlefield control, CC effects; but then we'd also like to see more direct ways of protecting your party members too- exploring, like Aegis, that's just scratching the surface of that thing; but being able to actually actively take damage for your allies, that isn't just manipulating the AI is another thing about tanks that I think a lot of people deal with other games, is they're they're pretty bad in PvP, like when threat is removed from the equation, what am I doing as a tank when players just ignore me? And so we want to offer more direct mechanics that cause even players- or encourage players to attack the tank to make it so that the tank can't protect their allies against you.[194] – Tradd Thompson
All classes with Tank as primary archetype will be viable for tanking upper-end raids, dungeons and world bosses.[195][196]
- The best tanks are going to be Guardians, but tanks with other secondary archetypes will also be viable.[195]
- Q: When it comes to tanking, will it be primarily the tank archetypes that will be able to tank, or can other people tank?
- A: Other people can tank. It really depends on the setting. If we're talking high-end raiding or dungeoneering and playing in these areas that require a main tank, that role and responsibility lies to the Tank archetype. Now tank archetypes can obviously take secondary archetype selections and they can hybridize across different roles. That'll give them a bit of horizontal utility or horizontal progression to the augment system; and the best tanks are going to be the tanks that double down in that role.[195] – Steven Sharif
- The developers are considering formation-based mechanics that grant effects such as damage mitigation based on positioning of party members.[197]
- Also formation-based type effects. For example, there's a really cool skill that we just began working on for the tank, where you have a vector required for players to be within behind that tank that mitigates damage incoming from a different direction. So there's directional-based type situations that require location of players in your party to be cognizant of those locations.[197] – Steven Sharif
- Tanks in general will have some control over encounters but will likely not have total control.[198]
- Q: Tanks need to do two things: Mitigate damage and hold aggro. How will tank weapons, shields, and armor balance these two dynamics compared to other gear sets?
- A: I think it does so in a few ways. I mean, obviously stack composition and your itemization choices are important. Making sure you're driving up your constitution-based stat allocation through selection of certain set bonuses and/or stat modifiers. But in addition, a big portion of that is not just through itemization, but also through your skill tree selections; and they don't have to be diametrically opposed. The ability to garner additional threat is predicated on your rotational selection and and how you are leveraging certain types of set bonuses that are catered towards that role specifically. So some set bonuses will have specific, very targeted benefits like additional threat generation. But in addition, if you're going to mitigate damage, you need to make sure you're focusing on your health pool: how much health pool do you have available to you? What type of damage are you mitigating- because we have different types of damage mitigation from magic to physical; and that's predicated on who your opponent is, where your adversary lives. Both of those are viable selection or viable strategies.[199] – Steven Sharif
- Depending on their choice of secondary archetype, tanks are able to favor damage dealt over defense.[200]
- Q: What steps are being taken or considered to make the tank archetype viable in PvP engagements?
- A: It's important to note that in a lot of MMOs that probably many of us have played. PVP can feel like a slapped on design consideration; and our approach is very holistic in the sense that we take into account the fact this is a PvX game. So when we're designing the class kits, we are making sure that mechanics and designs are targeting applicability both in PvE settings as well as PvP settings. That's very important. There are also special mechanics, like how threat is used in PvP, how taunts are used in PvP. Those things I think require testing, but we have some ideas that will make them relevant so that you don't have abilities that have no relevancy in PvE or PVP, but have some cross application.[201] – Steven Sharif
Tanks will have different build options:[202]
- Tanks will not be forced to have a shield but it will definitely be a viable option.[202] – Jeffrey Bard
Tank classes
Class | Primary | Secondary |
---|---|---|
Argent | Tank | Bard |
Guardian | Tank | Tank |
Keeper | Tank | Summoner |
Knight | Tank | Fighter |
Nightshield | Tank | Rogue |
Paladin | Tank | Cleric |
Spellshield | Tank | Mage |
Warden | Tank | Ranger |
Tank skills/abilities
Tank combat abilities
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Absorption Field | A field of absorption.[203] | |||
Aegis | ![]() |
Instantly dispels all negative effects on the caster, then creates a protective dome behind the tank for 15 seconds, transferring 50% of all damage received by targets within the area to the tank instead. All targets within the cone also receive increased status effect resistance for the duration.[204] | ||
Ancestral Bolas | 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.[205] | |||
Grapple | ![]() |
Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[206][207] | ||
Grit | ![]() |
Applies a buff to the caster, reducing incoming damage by 15%, but also reducing movement speed by 30% and outgoing damage by 20%. Each incoming hit consumes a stack of courage to reduce incoming damage by an additional 15%. Courage can not be generated while Grit is active.[208] | ||
Hatred | ![]() |
Single target that adds hate.[209] | Add a forced target lock.[209] | Add hate over time per tick.[209] |
Inciting Strikes | ![]() |
Slashes twice in a forward cone while adding additional threat.[210] | ||
Indomitable Spirit | 30% increased max HP and 30% increased healing received.[211] | |||
Lapvédelem | 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.[212] | |||
Rush of Courage | You feel a surge of resolve - gain 100 Courage.[213] | |||
Shake It Off | Activate to instantly restore 50% of all damage taken in the past 4 seconds. Always heals for at least 10% of your maximum HP.[214] | |||
Shield Assault | ![]() |
Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[215] | ||
Slam | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[216] | |||
Tremoring Bellow | ![]() |
Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[217] |
Tank passive abilities
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Block Chance | ![]() |
Increase chance to block attacks by 20% (Blocked attacks deal 20% reduced damage).[218] | ||
Cooldown Reduction | ![]() |
Reduce all ability cooldowns by 5%.[85] | ||
Critical Hit Rate | ![]() |
Increase the chance for damage and healing abilities to critically hit by 5%.[85] | ||
Defense Mitigation | ![]() |
Increase defense mitigation by 4.[85] | ||
Healing Received | ![]() |
Increase the amount of healing received by 10%.[219] | ||
Health Regeneration | ![]() |
Generate an additional 1.5% of your maximum health per second.[85] | ||
Mana Regeneration | ![]() |
Generate an additional 1% of your maximum mana per second.[85] | ||
Maximum Health | ![]() |
Increase maximum health by 75.[85] | ||
Movement Speed | ![]() |
Increase movement speed by 5%.[85] | ||
Physical Evasion Bonus | ![]() |
Increase physical evasion bonus by 5.[220] |
Továbbiak
Hivatkozások
- ↑ Ashes of Creation Kickstarter.
- ↑ Podcast, 2021-09-29 (24:18).
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- ↑ Video, 2023-01-27 (7:28).
- ↑ Alpha-1 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ Alpha-1 screenshot.