Template:Class augments

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A player may choose a secondary archetype when they reach level 25.[1][2] Each secondary archetype offers four different schools of augmentation.[3][4][2][5] Each augment school affects a primary archetype's skills in different ways.[6]

When you reach the class phase, which is around level 25 and you introduce that secondary archetype selection to create your one of 64 classes, then you'll have a number of augments that you'll be able to apply on a per-ability basis; and your core ability kit comes from your primary archetype selection; and those augments will change the look and feel of those abilities; and some will have the affect to create more darker thematic aspects to it. Or just generally different aesthetics to the abilities that represent the secondary [archetype] selection.[1]Steven Sharif
The intent behind the augment system is not to provide new active abilities. They're intended to augment existing active abilities that are provided through your primary archetype; and so your secondary archetype selection completes your class selection, of which there's 64 types and you get augment skills that can apply certain attributes and mechanics to your existing active skills. So, if you have certain abilities, like a backstab as a Rogue primary archetype, and you take that healer secondary archetype selection, now the properties of your backstab will still remain the same as an active ability, however it might include things like life steal, or it might include things like susceptible weakness to the target, and reduces their healing because the definition of what those augments are intended to provide based on the archetype selected for the augments is within the schools of magic that live for that archetype: so a Cleric is about balancing life and death and the control of those types of hit points.[7]Steven Sharif
  • Each augmentation has a level requirement.[11]
  • Augments to primary skills can fundamentally change the way the ability works - adapting what the ability once did to incorporate the identity of the secondary archetype/class.[12]
  • Augments do not cost skill points.[13] It was previously stated that certain augments will have more expense required on the skill point side.[11]
There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards.[11]Steven Sharif
  • Choosing the same primary and secondary archetype increases focus on that archetype.[14]
  • Secondary archetype augments allow different aesthetics to apply to primary abilities that reflect the secondary archetype selection.[1]
    • Some spell colors and general FX change based on augments.[15]
    • Active skills could look totally different after an augment gets applied.[16]
  • 1.0 1.1 1.2 1.3 Élő adás, 2023-07-28 (1:04:27).
  • 2.0 2.1 2.2 2.3 Interjú, 2020-07-18 (1:05:04).
  • Podcast, 2021-09-29 (30:04).
  • Élő adás, 2021-06-25 (1:05:01).
  • Élő adás, 2018-02-09 (41:56).
  • 6.0 6.1 Élő adás, 2019-12-17 (1:13:14).
  • 7.0 7.1 Élő adás, 2024-01-31 (5:00).
  • Élő adás, 2023-12-19 (1:20:41).
  • 9.0 9.1 progression.png
  • Élő adás, 2019-07-26 (1:09:22).
  • 11.0 11.1 11.2 Interjú, 2020-07-18 (1:07:06).
  • February 8, 2019 - Questions and Answers.
  • Forums - Livestream Q&A 2022-08-26.
  • class same.png
  • augmentcolors.png
  • Interjú, 2018-05-11 (53:15).
  • Élő adás, 2018-04-8 (PM) (20:45).