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„Skills” változatai közötti eltérés
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A lap 2020. július 28., 12:57-kori változata
Primary skills (class abilities) are based on a player's archetype.[4][5]
- A player may choose a secondary archetype when they reach level 25.[6][7] The player can then augment their primary skills with effects from their secondary archetype.[4][6][7][5][8]
- Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[9]
- Class skills are not affected by the type of weapon that is equipped.[10]
- Primary skills in Alpha-2 are expected to be very different to those in Alpha-1.[11]
Active skills
Players can build their characters with the active skills they want on their action bar (hotbar).[13][14][15]
- The maximum number of skills a player can have on their action bar will be around 15-20.[16][17]
- There will be an option to include multiple action bars (hotbars) on a player's UI.[19][13][15] For example: One Fighter will be different from another based on what active skills they have chosen.[17]
- Some people like to have a very minimalistic number of hot bars. They don't need necessarily to have three, four, five hot bars that are available; but some people do like that: They want to have all their items listed on their hotbar as well as their abilities, as well as as their mounts, as well as anything that they can essentially interact with as an icon.[19] – Steven Sharif
- Players are not given skills as they level up, they must choose what skills they take.[20]
- There is no spellbook requiring memorization.[21]
There will be multiple hot-bars that you obviously have available, because you're going to have consumables, you're going to have active skills and whatnot. But the number of active skills are not going to overwhelm necessarily the character and be irrelevant especially at certain stages.[13] – Steven Sharif
Skills and stats on gear
Crafters will be able to assign different skills/abilities and stats on gear.[22][23]
- 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.[22] – Jeffrey Bard
- Master crafters will be able to influence several (but not all) stats on their crafted items.[22][24]
- Stats on crafted items will vary based on the item's rarity.[25]
- There will also be methods of moving stat blocks around but this won't necessarily be an easy task.[26][22]
- All gear will be able to be assigned any stat.[22]
Gear is broken down into Core Stats and Additional Stats.[27]
Ashes of Creation Apocalypse weapon skills
- None -
Ashes of Creation Apocalypse armor skills
- None -
Weapon use combo system
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.[28][30][31][32][33][34][35]
- The combo system consists of a sequence of combat animations based on the weapon type, referred to as a combat animation montage.[36]
- Combos are triggered by performing basic weapon attacks (default Q or left-mouse-click).[37]
- 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.[36] – Steven Sharif
- The number of steps and passive effects that trigger during weapon combos can be customized in the weapon skill tree.[38][39]
- 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.[38] – Brian Ferguson
- Depending on class skill choice these effects will have synergy with the combat montage.[36]
- 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.[36] – Steven Sharif
- Fegyver fejlődés such as set bonuses may change at what level any proc effects occur and therefore enable different combo rotations.[36]
- 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 Pvp or PvE.[36]
- 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.[36] – Steven Sharif
- Using a skill/ability other than a basic attack will in general reset the combo.[37]
- The developers are considering specific abilities that might be able to be used without resetting the combo system.[37]
- 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.[33] – Steven Sharif
Status
The weapon combo system plays heavily into the weapon skill trees, which are planned for Alpha-2 and beyond.[39]
- The weapon use ability that was originally shown at PAX West 2017 was reduced to a basic form in Alpha-0.[34] The new combo system will not have the quicktime event that was seen in PAX West 2017.[33]
- A revised weapon combo system was present in Alpha-1.[33][40] This was referred to as Combo system[33], Combat skills[41], and Combat tree[42].
Combat abilities
The aspiration for combat is for abilities to have corresponding counter-play abilities.[43]
- The goal is to have special animations for parrying, blocking and evading.[44]
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.[44] – Jeffrey Bard
Crowd control
Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[45][43]
- CC effects do not apply to Non-combatant (green) players. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[46]
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Ranger.[47][48]
- Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[49]
- There's also going to be effects that just stun the mount or stun you on the mount.[49] – Steven Sharif
- Summoner's summons will be able to use crowd control.[50]
- All archetypes will have their own versions of CC breaks.[51]
Skill | Icon | Origin | Description |
---|---|---|---|
Air Strike | Ranger | 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.[52] The root effect is nature based.[53] | |
Ancestral Bolas | Tank | 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.[54] | |
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.[55][56][57] | |
Chains of Restraint | Cleric | 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.[58][59] | |
Condemn | Cleric | Stun target enemy for 3 seconds.[60][61] | |
Crippling Blow | Fighter | Deal Physical damage and apply Snare to target enemy for 6 seconds.[62] | |
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.[63] | |
Grapple | Tank | 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.[64][65] | |
Imbue Ammo: Weighted | Ranger | 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.[66] | |
Knock Out | Fighter | Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[67] | |
Leap Strike | Fighter | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[68] | |
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.[69] | |
Slam | Tank | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[70] | |
Slumber | Mage | 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.[71][72][73] | |
Tremoring Bellow | Tank | 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.[74] |
- There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[43][75]
- Diminishing returns on CC effects have not yet been implemented in Alpha-1 testing.[76]
- Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[43] – Steven Sharif
- Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[77]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[78][79]
- Lockdowns won't likely be tab-targeted skills. This is to avoid imbalanced combos with skill shot (action targeted) abilities.[79]
- We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play feel.[43] – Jeffrey Bard
- Soft CC's are in the tab-targeted abilities.[80]
Mobility
- The revamped combat system features split-body animations, where the character's upper body can be locked by weapon attack animations while the lower body is free to continue moving.[83][84][85][86][87]
- A lot of abilities you have the capability of moving while casting. It's going to decrease your movement speed significantly or depending on the type of ability. We do reserve the cost- and that's really what it is when you tie ability usage to mobility- we do reserve the cost of requiring the character to remain stationary on some big effect type abilities.[83] – Steven Sharif
- Most abilities in Ashes of Creation are capable of being cast while moving. Some abilities may slow the caster down during the cast, but only rarely will the player be rooted in place.[83][88]
- Movement speed can decrease significantly depending on the type of ability.[83]
- Weapon weight can also affect mobility.[84]
- Készségek with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[83][88][89][90]
- Most abilities you'll find in Ashes of Creation are capable of being cast while moving. Some of those abilities might slow your movement during the cast, but you can continue to move. Very rarely, and depending on obviously the importance of the ability or the power level of that ability, you might be rooted in place. So, for example, the AoE ability [Chains of Restraint] has a lot going on. It has damage ticking over time, it is an area of effect, it also has a status condition application; and in those instances the player character gets rooted.[88] – Steven Sharif
- Ranged archetypes will have gap openers to counter gap closers from archetypes like the Fighter.[91]
- That's the cat-and-mouse of these abilities. Like we've seen with the Ranger, they have a backflip, they have their Airdrop [sic] ability. The Mage has teleportation. There are going to be abilities that are tit-for-tat; and managing the resource of those abilities and the timing of when you use them to either correlate to your opponent's use of those things, or to save them for yourself when you want to get away, that's part of what makes the engagements dynamic and different each time.[91] – Steven Sharif
- Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[92][93]
- There's a balance in the game design between your movement speed on attack and the movement speed of your opponent. When you have a game that is both PvE centric as well as PvP centric, you have to make sure that combat is blended for both approaches; and we can always run into problems where, if you're significantly hampered in your movement speed, that has an effect on how we expect player versus player engagements to interact; and we don't want to restrict a player's ability to be mobile if they're the target of an attack. And as a result of that we need to make sure that we don't restrict the movement abilities of the player who is doing the attacking as well. So we want it to be relatively free for you to stay with each other. Your opponents move around the battlefield together and if we're hampering you on the attack action, we have to then implement some type of snare, or slow, or cc effect essentially on your opposing target; and that's not the approach we want to take for for PvP.[97] – Steven Sharif
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Ranger.[47][48]
- If we're talking about Fighter, they're going to have a lot of heavy gap closers. They can probably be a little bit more liberal in the use of their gap closers because they have so many of them, versus let's say a Ranger that needs to choose when to use their escape abilities, because they have fewer of them. The same would be true for a melee character like a rogue. Their approach vector is going to be more stealth-driven than it would be perhaps let's say from a gap-closer perspective.[47] – Steven Sharif
- Q: If a ranger is super mobile, what are the melee's options in order to catch them?
- A: Different class kits will provide different gap closers. They'll provide different mobility skills. They'll have lockdowns. They'll have chains to pull back. They'll have a lot of different things in the rotation. That's part of what an MMORPG experience is. You're not just restricted to three or six skills, you have a rotational suite; and depending on the type of challenges you face is going to help determine which of those rotations you spec into from your skill tree.[48] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Air Strike | Ranger | 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.[52] The root effect is nature based.[53] | |
Blink | Mage | Instantly teleport a set distance in the direction you are moving.[98][99] | |
Blitz | Fighter | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[100] | |
Call of the Wild | Ranger | Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[101] | |
Caravan Trail Speed Bonus | Caravan | Minor speed boost for travelling on a simple trail.[102] | |
Exert | Fighter | 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.[103] | |
Form Of Celerity | Fighter | 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.[104] | |
Form Of Fluidity | Fighter | 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.[105] | |
Leap Strike | Fighter | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[68] | |
Lunging Assault | Fighter | 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.[106] | |
Recharging Lunging Assault | Fighter | Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[107] | |
Shield Assault | Tank | 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.[108] | |
Speed Boost | Caravan | Gives the caravan a temporary speed boost.[109] | |
Unstoppable Exert | Fighter | Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[110] | |
Whirlwind | Fighter | 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.[111] | |
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.[112][113] An ally is defined as any non-combatant player or non-mob NPC.[114] |
Player movement
- Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[116]
- I've instructed design to incorporate a mana consumption that's percentage based for sprinting. So it'll be a similar amount of time that each class, regardless of their mana values, will have in order to sprint and it will not be accessible while in a combat.[116] – Steven Sharif
- There is a toggleable walk/run (autorun) capability.[118]
- There is not going to be any "go to waypoint" (auto-pathing) mechanics.[119]
- Double-jumping has been considered as an option for player mounts.[121]
- Unreal Engine 5 mantling was demonstrated by the developers.[92][122]
Collision
There are player and spell/projectile collision mechanics in Ashes of Creation.[123][124][125]
- Inertia and momentum physics will help prevent blocking doorways/access points. This is based on a character's direction and movement speed, and can be used to push people out of the way.[126][125]
- Tartók and players cannot stop caravans and other vehicles from moving. Nothing can move or block ships.[127]
- Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[128]
- Player collision inherently limits the number of individuals that can be affected by AoE skills.[123]
- Not all projectiles can be body-blocked.[124]
- Not all projectiles can be body-blocked. Some potentially can, but there will be certain abilities and effects, like a shield wall, that can that can be brought up and that will obscure line-of-sight to the target as well; and it will restrict some of those attacks from occurring.[124] – Steven Sharif
Dodging
Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[130][131][132]
- Dodging is a universal skill that is able to be unlocked by all archetypes.[133][9]
- Dodging will not use I-frames (invincibility frames), but it may affect accuracy and mitigation stats when used.[130]
- Previously it was stated that hybrid combat will likely have true evasion skills relating to action-oriented combat and also have I-frames that apply to tab targeting.[132]
- So you see an animation windup that's a telegraph on what's coming; and then you have response actions that you can take as a result of that in order to dodge, weave, move, do whatever. It is both a combination of what your rotation is but also how you have reaction abilities ready to go that you save for certain circumstances that are important.[131] – Steven Sharif
Active blocking
Active blocking is a universal skill that applies to all classes.[138][139][130][140][136][9]
- Active blocking is present in Alpha-2.[140][135][137] At present the developers are using a universal stamina-based energy system, but they will be testing the use of separate energy mechanics for universal skills in Alpha-2.[139][140][141][142][137]
- Active blocking might be an ability that- it's universal, of course it's universal- but it might be consuming mana; and you'll be able to adjust that mana consumption based off of your passive spec into your skill trees. In addition, it might also consume stamina, where that's something we're going to be testing as part of Alpha-2.[140] – Steven Sharif
- Different types of equipment are catered toward blocking different damage types.[138]
- Shields are better for active blocking physical damage, but any melee weapon can also be used to parry with a lesser amount of mitigation.[130][136]
- Sigils are better at actively blocking magical damage.[138]
- Q: How are you designing encounters around active blocking? Will it be situational use, or would I expect to be laying on my block keybind for most of the fight to prevent getting deleted by bosses?
- A: It depends really on the type of adversary you're facing. Some of them are going to have indicators or tells that a big attack is coming. It's an animation wind up where you'll have an opportunity to use active block in very unique situations that are based on timing and additional mitigation for those incoming one-off attacks. In other occasions you'll be able to use it off of rotational cooldowns, or if you're waiting for a particular ability or you're during the use of your Aegis. There's different situations for when active block is a relevant use-case.[143] – Steven Sharif
- Some abilities may be able to overcome, surpass, or cancel active blocking.[139]
- If a player is in a state, such as an active block, or an active tumble state, there will likely be some types of abilities that interact with reacting to those types of states and will either overcome surpass or cancel out those states, particularly as it relates to not just active blocking, but also potentially passive blocking as well; and that would be something probably related to physical penetration values as a stat, or even CC breaks that could be relevant as well for those types of things. I think that's on the radar for the combat team.[139] – Steven Sharif
- Previously the developers had not finalized designs for active blocking and were leaning toward using more traditional buff-oriented universal damage mitigation for the MMO, and were also considering interaction between action-based blocking and a passive block stat.[144][145]
- The Paladin's Might shield in Ashes of Creation Apocalypse had its own hit box and hit points (HP); that could actively block projectiles.[146]
Interrupts
Abilities with a cast bar can be interrupted during the cast.[90]
- There are abilities to counter interrupts.
- Some interrupts are better than others.
Skill | Icon | Origin | Description |
---|---|---|---|
Bulwark | Tank | Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[147][1][148][149] |
Animation cancelling
Animation cancelling will not be a combat mechanic in Ashes of Creation.[150][151]
- Players will be able to cancel channeled abilities.[150]
Cleaving
All weapons have a forward attack cone, regardless of being in tab or action mode.[152]
- The cone's arc and distance will vary based on weapon type.[152]
Polearms for example will have a much wider arc and much further out. Daggers will have a more fine-tuned arc, so you have to be more precise in that regard.[152] – Steven Sharif
This is described as a weapon attack not an active skill.[152]
Combat stances
The use of weapon stances in game is likely.[154]
RNG
RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[155]
- RNG plays a role in both Pvp or PvE.[156]
- Action combat is far less dependent on RNG.[156]
RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[156] – Jeffrey Bard
Combat targeting
Hybrid combat refers to the choice between tab and action combat in Ashes of Creation.[158][160][161][162][163][164] A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab combat modes.[158][165][166][152][167]
- Targeted skills require either a soft or hard locked target.[158][10]
- Soft locking is when the reticle moves over a valid target while in action mode.[168] The targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost.[10]
- Hard locking is when the player uses right-mouse on a soft-locked target in action mode, or when the player selects a valid target in tab mode. The targeting plate will not be grayed-out to indicate that a hard-lock target is selected. Unlike soft locking, if the target moves out of the reticle, the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[171][10]
- Templated skills allow "blind firing" without a target while in action mode. If an entity moves into the path of the attack they can be struck.[172][158][173][174][10]
- Q: Is the development team moving away from action combat, or is action combat more prevalent with the melee classes, and the healing/range classes are more tab-target other than AoE spells?
- A: We have not moved away from our hybrid approach to the development of Ashes of Creation's combat; and specifically to reiterate: that approach is incorporating elements of skill shots, fast and reactive gameplay that is situationally relevant, and incorporates the camera mode of both tab-targeting as well as action combat reticle. That's something that is still in progress. We haven't moved away from that however. To note, our approach of that hybridization is going to incorporate things like templated skill-shots, directionally relevant activated abilities, along with the ability to dodge to roll projectiles that can impact collision. Those are elements of action combat that are present.[175] – Steven Sharif
Templated and targeted versions of skills will have different characteristics.[176][165][177][79][178]
- Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[79] – Steven Sharif
- Targeted skills will be greyed out if the target is not within a valid range but templated skills will generally require the player to assess the correct range for the skill.[179]
- Different ranks of the same skill can change the skill from tab to action or vice-versa.[180]
- Variables will change based on which version of a skill is chosen.[178]
- It may not be possible to be able to fully spec into just action or tab targeted skills. There might be a 75% cap on choosing skills from any one type.[79]
- For the purposes of balance, certain skill types will be either tab or action oriented skills.[78]
- As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage.[178] – Steven Sharif
Ashes of Creation Apocalypse combat targeting
Action combat in Ashes of Creation Apocalypse utilizes a targeting reticle.[183]
- A hot key can be used to toggle reticle mode on and off.[183]
- Left mouse click is used for basic weapon attacks.[184]
- Right mouse click is used as a "focus" button. It can also be used to activate root motion attacks for melee.[184]
- Combat targeting uses hitbox registration in three separate regions: Upper body, lower body and head.[185]
- Certain weapons and skills have ADS (Aim Down Sights) functionality.[186][187]
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.[186] – 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.[187] – Steven Sharif
Alpha-1 will test hybrid action/tab combat.[177][188]
Headshot mechanics
Headshot mechanics (where there is a specific hitbox for a player's head) are not planned for the Ashes of Creation MMORPG.[189][190][191]
- Headshots were a part of Ashes of Creation Apocalypse battle royale.[191]
- Previously it was stated that headshot mechanics may be implemented in the MMORPG along the lines of a higher critical chance[192][193] and that they would not be one hit kills.[192]
- Headshots in action combat are equivalent to a critical hit in tab targeted combat.[194]
- Players relying on tab skills will have a fixed critical hit chance every time they use an ability or weapon.[194]
- Players using action-based skills are going to rely on getting a head shot or hitting a critical spot on the opponent.[194]
- A Ranger skill called Headshot was introduced leading up to Alpha-2 testing.[195]
Ultimate skill
Ultimate skills are very powerful skills that can be used when enough focus has been accumulated from using the Weapon combo system.[196]
Skills by archetype
Bard skills
Bards fill a tactical non-healing hard support role. They will have more significance based on their mobility and placement in the battle.[197][198][199][200]
- Q: Give us a hint on their mechanic please?
- A: Proximity based skill combination melodies, through dance song and story. Hard utility and support, you will see in the future.[197]
- Bard mechanics include proximity-based skill combination melodies through dances, songs, and stories.[197][198][201]
- Bards can choose to activate buffs that augment tanking, evasion, DPS and healing abilities in their proximity.[202]
- 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.[203]
- Bards can offer proximity-based or proc-based healing, but to a much lesser degree than Clerics.[198][199][204]
- Bards may be able to aid in the restoration of Mana.[205]
- 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.[203] – Steven Sharif
- Bards will have a wide range of abilities to choose from, such as wordsmithing, acting, and musical aspects.[206]
- 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.[210][211]
- 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.[199] – Steven Sharif
- Bards will not be the "downtime" class. This is the role of social spaces within nodes.[211]
- Bards will have utility outside of combat, like all other classes.[213]
- 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.[214] – Jeffrey Bard
Cleric skills
Restoration. Enhancement. Debilitation. Clerics keep their team in the fight by bolstering their combat abilities and cursing their enemies. Far from simply supporting their allies through healing, a Cleric is also capable of wielding destructive force in the face of danger.[215]
- Clerics have control over life and this may relate to utility abilities that relate to corruption.[216]
- 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.[217][218]
- 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.[218] – Steven Sharif
Skill | Icon | Source | Description |
---|---|---|---|
Barrier | Alpha-2 | Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[219][220] | |
Bless Weapon | Alpha-2 | 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.[221][222] | |
Castigation | Alpha-1 | Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[223][1][224][225] | |
Chains of Restraint | Alpha-2 | 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.[58][59] | |
Communal Restoration | Alpha-2 | 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.[226][227] This can overheal.[226] | |
Condemn | Alpha-2 | Stun target enemy for 3 seconds.[60][61] | |
Consecrating Wave | Alpha-2 | Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[228][229] | |
Defiant Light | Alpha-2 | 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.[230][231] | |
Deliverance | Alpha-2 | 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.[232][233] | |
Devotion | Alpha-1 | Launch an orb of energy into the air that will fall upon your target, healing them.[234][1][235][225] | |
Divine Censure | Alpha-1 | Hurls a radiant spear at the target, dealing damage.[236][1][237][225] | |
Divine Flare | Alpha-2 | Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[238][239] | |
Divine Infusion | Alpha-2 | 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.[240][241][242][243] | |
Divine Light | Alpha-1 | Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[244][1] | |
Flash Cure | Alpha-2 | Instantly heal target ally. This may be used during other ability activations.[245][246] | |
Healing Touch | Alpha-2 | Heal target ally in melee range for a large amount of health.[247][248] | |
Judgment | Alpha-2 | 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.[249][250] | |
Mend | Alpha-2 | 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.[251][252] | |
Radiant Burst | Alpha-1 | Heals allies around you in a wide area for a large amount.[253] Stacks up to 3 times.[1] | |
Regeneration | Alpha-1 | Bathe your target with restorative energy that heals them over time.[254][1] | |
Resplendent Beam | Alpha-2 | 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.[255][256] | |
Resurrection | Alpha-1 | Resurrects a dead ally with 25% health and 15% mana.[257][1][258][225] | |
Smite | Alpha-2 | 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.[60][259] | |
Soothing Glow | Alpha-2 | Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[260][261] | |
Wings of Salvation | Alpha-2 | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[112][113] An ally is defined as any non-combatant player or non-mob NPC.[114] |
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.[262][263][264][265][266]
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.[267] | |
Blitz | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[100] | |
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.[268] | |
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) [269] | |
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.[270] | |
Crippling Blow | Deal Physical damage and apply Snare to target enemy for 6 seconds.[62] | |
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.[103] | |
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.[104] | |
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.[271] | |
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.[105] | |
Knock Out | Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[67] | |
Leap Strike | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[68] | |
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.[272] | |
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.[106] | |
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.[273] | |
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.[274] | |
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.[275] | |
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.[111] |
- 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.[276] – 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.[277] | |
Arcane Circle | Place a powerful rune of magic upon the ground beneath you, grants Arcane Empowerment while standing within. Lasts 10 seconds.[278] | |
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.[279] | |
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.[280] | |
Arcane Volley | Fires a volley of 7 arcane missiles at your target, dealing (35%🢆) arcane damage each.[281][282] | |
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.[283][284][285] | |
Blink | Instantly teleport a set distance in the direction you are moving.[98][99] | |
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.[286][287][283] | |
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.[55][56][57] | |
Combust | Instantly combust your target, dealing (125%🢆) fire damage and applying Conflagrating if they are Burning.[288] | |
Cone of Cold | Blasts a cone of cold in front of the caster, dealing (125%🢆) ice damage. Applies Chilled to targets hit.[283][289][290] | |
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.[291] | |
Fireball | Hurl a ball of fire toward your target, dealing (100%🢆) fire damage and applying Burning for (75%🢆) fire damage. 3 charges.[292] | |
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.[63] | |
Frostbolt | Launch a bolt of frost towards your target, dealing (225%🢆) ice damage. Applies Frozen if the target is Chilled.[293][31] | |
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.[294][295] | |
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.[296] | |
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.[297] | |
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.[69] | |
Shell | Create a protective magical shell around yourself that absorbs a large amount of damage before breaking.[298][299] | |
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.[71][72][73] |
Ranger skills
The majority of a Ranger's skill tree will likely be ranged, but there will be options to incorporate melee aspects.[300]
- Some abilities require a bow to be equipped.[4][171][301][302]
- Instead of a minimum range requirement, certain Ranger skills, such as Thundering Shot, currently have variable effects conferred at different ranges.[303]
- The majority of Ranger abilities allow movement while casting. Only a few abilities impose movement penalties while casting.[4]
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.[52] The root effect is nature based.[53] | |
Barrage | Fires a continual barrage of arrows at your target for 1.5 seconds, dealing 12% physical damage per arrow.[304] | |
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.[305] | |
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.[101] | |
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.[306] | |
Disengage | Delivers a quick kick backflipping in the opposite direction. Enemies hit are Snared for 4 seconds.[307] | |
Headshot | Deals 175% physical damage to target enemy.[195] | |
Hunt of the Bear | Call forth the spirit of the bear, imbuing yourself with increased physical mitigation.[308] | |
Hunt of the Raven | Call forth the spirit of the raven, imbuing yourself with increased physical penetration.[309] | |
Hunt of the Tiger | Call forth the spirit of the tiger, imbuing yourself with 10% increased critical damage.[310] | |
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.[311] | |
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.[312] | |
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.[66] | |
Lightning Reload | Grants a charge of Lightning Reload, allowing you to fire one ability Shot for free, ignoring its cooldown and other costs.[313] | |
Mark of the Bear | Marks the target, reducing their mitigation by 25%.[314] | |
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.[315] | |
Mark of the Tiger | Marks the target, increasing critical chance versus the target by 50%.[316] | |
Piercing Shot | Fire a projectile that travels in a straight line, piercing through and damaging all enemies in its path.[317] | |
Raining Death | Fires a dense rain of arrows 20 meters ahead, dealing high damage. Deals more damage to more distant targets.[318] | |
Scatter Shot | Fires a spread of projectiles, dealing Physical Damage to every enemy target within a 20m cone in front of the caster.[319] | |
Snipe | Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[320] | |
Thundering Shot | Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[321] | |
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.[322] |
Rogue skills
All classes are capable adventurers, but rogues excel at delving the deepest dungeons and finding the most hidden of treasures.[323]
- Rogues will have utility skills that enable them to discover hidden doors, traps and additional treasures.[324]
- These will be randomly spawned throughout different times of the day to ensure that encounters are not the same each time.[324]
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.[324] – Steven Sharif
Skill | Icon | Description |
---|---|---|
Stealth | This does not render a player completely invisible.[325] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[326] |
Summoner skills
The summoner uses abilities that channel through their summons (also referred to as class skill pets).[327][328]
- You gain your summons from your summoner class as an active skill and then skills can be further developed with points.[3] – Steven Sharif
- Abilities from the summon appear on the summoner's hotbar. The summoner is essentially playing through their summon.[327][328]
- Summoners will not be able to fuse with or be taken over by their normal summons.[327][328]
- In the case of siege summons the summoner does become the summon.[327][331]
- 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.[332]
- Summoner summons are not the same as combat pets.[333]
- 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.[334]
- 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.[334] – Steven Sharif
- Summons will exist until another summon is cast, the summon is killed, or the summoner logs off.[335]
- Summons can be leveled through the application of skill points to their active skill.[3]
- Summons will be able to use crowd control (CC).[50]
- 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.[336]
- Summons follow the same PvP flagging rules as players and share the player's flag status.[337][338]
- Summons follow the same flagging rules as players, if your summon pks someone, you gain corruption[337] – Steven Sharif
Summoners summon different varieties of summons, depending on the class and augments they choose.[339][340]
- Animals.[340]
- Spirits.[340][341]
- Skeletons, zombies and other undead summons will be possible with death-based cleric augments.[335][341]
- Corpses (potentially).[340]
- Some summoners may summon multiple things.[340]
- Other summoners may only summon one powerful thing.[340]
- Certain summoners may only be able to summon effects and/or temporary energies.[340]
Növeli from a secondary archetype can be applied to a summon.[342]
- 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.[342] – Steven Sharif
Tank skills
Skill | Icon | Source | Description |
---|---|---|---|
Absorption Field | Alpha-2 | A field of absorption.[343] | |
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.[344] | |
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.[54] | |
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.[64][65] | |
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.[345] | |
Hatred | Alpha-0 | Single target that adds hate.[346] | |
Inciting Strikes | Alpha-2 | Slashes twice in a forward cone while adding additional threat.[347] | |
Indomitable Spirit | Alpha-2 | 30% increased max HP and 30% increased healing received.[348] | |
Lapvédelem | 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.[349] | |
Rush of Courage | Alpha-2 | You feel a surge of resolve - gain 100 Courage.[350] | |
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.[351] | |
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.[108] | |
Slam | Alpha-2 | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[70] | |
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.[74] |
Elemental skills
- The idea behind magic is you're manipulating the elements. They don't just have to be fire, ice, water and air. They can be darkness, they can be light, they can be planar; a lot of different types of "elemental influences".[352] – 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.[283][284][285] | |
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.[286][287][283] | |
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.[55][56][57] | |
Cone of Cold | Mage | Blasts a cone of cold in front of the caster, dealing (125%🢆) ice damage. Applies Chilled to targets hit.[283][289][290] | |
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.[291] | |
Fireball | Mage | Hurl a ball of fire toward your target, dealing (100%🢆) fire damage and applying Burning for (75%🢆) fire damage. 3 charges.[292] | |
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.[63] | |
Frostbolt | Mage | Launch a bolt of frost towards your target, dealing (225%🢆) ice damage. Applies Frozen if the target is Chilled.[293][31] | |
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.[294][295] | |
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.[296] | |
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.[297] | |
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.[69] | |
Thundering Shot | Ranger | Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[321] |
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.[219][220] | |
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.[268] | |
Castigation | Cleric | Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[223][1][224][225] | |
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.[226][227] This can overheal.[226] | |
Consecrating Wave | Cleric | Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[228][229] | |
Consuming Lethal Blow | Fighter | Lethal Blow returns 50% of overkill damage dealt as health and mana.[353] | |
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.[230][231] | |
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.[232][233] | |
Devotion | Cleric | Launch an orb of energy into the air that will fall upon your target, healing them.[234][1][235][225] | |
Divine Censure | Cleric | Hurls a radiant spear at the target, dealing damage.[236][1][237][225] | |
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.[238][239] | |
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.[240][241][242][243] | |
Divine Light | Cleric | Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[244][1] | |
Flash Cure | Cleric | Instantly heal target ally. This may be used during other ability activations.[245][246] | |
Healing Aura | Caravan | Provides healing to nearby defenders over time.[354] | |
Healing Touch | Cleric | Heal target ally in melee range for a large amount of health.[247][248] | |
Indomitable Spirit | Tank | 30% increased max HP and 30% increased healing received.[348] | |
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.[249][250] | |
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.[251][252] | |
Radiant Burst | Cleric | Heals allies around you in a wide area for a large amount.[253] Stacks up to 3 times.[1] | |
Regeneration | Cleric | Bathe your target with restorative energy that heals them over time.[254][1] | |
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.[255][256] | |
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.[351] | |
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.[260][261] | |
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.[112][113] An ally is defined as any non-combatant player or non-mob NPC.[114] |
Siege abilities
Group summons are activated by a party leader with that ability in their class kit along with additive components from other classes that are part of the group.[356]
Up to eight players of the same primary archetype can band together to create monumental effects during a siege.[357]
- These are the types of systems that we want to put in place where groups of a single primary archetype can come together to summon these types of effects that play off of what the identity of that archetype is.[357] – Steven Sharif
Summoner
Summoners can collaborate together during sieges to summon larger creatures, such as Golems.[327][358][328]
- 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.[327] – Steven Sharif
- The target of the group summon becomes the summon itself.[327][328]
- Previously it was stated that the party-leader becomes the summon.[358]
- A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[359]
- The number of summoners participating in the summon will determine its overall size.[359]
- All summoners must be in the same party and the party leader must be a summoner.[358]
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.[357] – Steven Sharif
Guns and gunpowder
Gunpowder (black powder) weapons will not be present in Ashes of Creation.[363][364]
- Hajók will utilize a larger form of potion launcher in place of canons. These canons will be able to be equipped with different potions that have different effects.[362]
- I previously said there was not going to be gunpowder in Ashes. What there will be is something very similar to gunpowder but has a more arcane nature to it. It's not necessarily going to be explainable through the conventional means of chemistry, metallurgy, and physics and what not, but rather the Essence is the core component of many types of magic, one of which is obviously going to be evocation type magic; and that evocation can have some explosive tendencies.[363] – Steven Sharif
Weaponry such as Potion launchers, Siege weapons and weapons used in Haditengerészeti harc are based on the arcane arts.[362][363][365]
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.[365] – 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.[367][368][369][370] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[371]
- 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.[367] – Steven Sharif
- Kasztok will have different utility abilities, such as detecting traps and other hazards.[368][369][371] For example: The Mage's detection spell casts light and reveals magical explosive hazards.[372]
- 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.[368] – Steven Sharif
- All classes will have maneuverability/traversal utility abilities.[378]
- Utility skills exist that can help players discover hidden paths and entrances and may lead to discovering hidden quests while exploring.[369]
- Certain objects exist in the world (such as ladders and slides) that aid player mobility.[379]
- 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.[380] – Steven Sharif
- There will be a grappling hook utility skill or item.[381]
- Rogues may also have a spyglass utility skill.[371]
Passive skills
- None -
Skill transfer
Players will not be able to transfer their skills to other players.[382]
Kickstarter skill FX
All Kickstarter backers will receive a skill effects (FX) set.[383]
- 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.
Theft
There will not be a theft (stealing/pickpocketing) mechanic in Ashes of Creation in regards to living players.[384][385]
- There may be quest related actions that involve some form of stealing, but not of actual items from a player's inventory, where the player is identified as the quest's target via a title or some other means.[384][386]
That emergent gameplay is obviously the objective behind how can we accommodate a non-static quest-line; and the way you do that is you can apply a flag to a title and whoever holds that title becomes the target of that quest segment. And this can change too because that title can change- different people might rise up in the ranks of different societies and organizations.[386] – Steven Sharif
- Players are not able to be robbed while occupying their player stall inside the limits of a node.[387]
There is not a theft mechanic for you to walk up to a player that's alive and steal something.[385] – Steven Sharif
Szint alapú szorzó
A szintek és készségek hatékonyságára nem lesznek szorzók alkalmazva, hogy kis szintű játékosok is részt vehessenek Dungeon-ökben nagy szintű társaikkal.[388]
- Lesz egy mentor program, amivel nagyobb szintű játékosoknak is megéri kisebb szintűekkel party-zni.[388]
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 you 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.[389] – Steven Sharif
Továbbiak
Hivatkozások
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14
- ↑ Élő adás, 2017-10-16 (1:00:44).
- ↑ 3.0 3.1 3.2 Interjú, 2018-08-08 (22:27).
- ↑ 4.0 4.1 4.2 4.3 Élő adás, 2023-12-19 (1:20:41).
- ↑ 5.0 5.1
- ↑ 6.0 6.1 Élő adás, 2023-07-28 (1:04:27).
- ↑ 7.0 7.1 Interjú, 2020-07-18 (1:05:04).
- ↑
- ↑ 9.0 9.1 9.2 Élő adás, 2021-11-19 (50:38).
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5 Video, 2022-09-30 (17:00).
- ↑ Élő adás, 2021-09-24 (1:18:06).
- ↑ Video, 2024-03-29 (47:19).
- ↑ 13.0 13.1 13.2 Élő adás, 2020-08-28 (1:24:29).
- ↑ Élő adás, 2017-05-03 (15:15).
- ↑ 15.0 15.1 Élő adás, 2020-03-28 (1:41:42).
- ↑ Élő adás, 2022-10-14 (57:45).
- ↑ 17.0 17.1 Élő adás, 2017-05-03 (17:59).
- ↑ Élő adás, 2022-10-14 (9:02).
- ↑ 19.0 19.1 Élő adás, 2023-02-24 (53:48).
- ↑ Élő adás, 2017-11-16 (30:02).
- ↑ Élő adás, 2017-05-19 (43:09).
- ↑ 22.0 22.1 22.2 22.3 22.4 Élő adás, 2020-11-30 (1:05:22).
- ↑ Podcast, 2018-08-04 (59:58).
- ↑
- ↑ Élő adás, 2020-12-22 (1:15:01).
- ↑ Podcast, 2021-09-29 (52:58).
- ↑ Élő adás, 2020-08-28 (1:14:54).
- ↑ 28.0 28.1 Video, 2024-03-29 (50:16).
- ↑ Video, 2024-03-29 (57:52).
- ↑ Video, 2023-12-19 (10:08).
- ↑ 31.0 31.1 31.2 Video, 2023-04-28 (15:35).
- ↑ Élő adás, 2022-09-30 (43:45).
- ↑ 33.0 33.1 33.2 33.3 33.4 Élő adás, 2020-01-30 (1:28:40).
- ↑ 34.0 34.1 Élő adás, 2018-01-18 (22:46).
- ↑
- ↑ 36.0 36.1 36.2 36.3 36.4 36.5 36.6 Podcast, 2021-09-29 (47:57).
- ↑ 37.0 37.1 37.2 Élő adás, 2020-02-28 (1:10:21).
- ↑ 38.0 38.1 Video, 2023-12-19 (8:37).
- ↑ 39.0 39.1 Élő adás, 2021-09-24 (1:19:17).
- ↑ Podcast, 2018-05-11 (57:42).
- ↑ Interjú, 2020-07-19 (53:59).
- ↑ Interjú, 2020-07-18 (1:07:51).
- ↑ 43.0 43.1 43.2 43.3 43.4 Élő adás, 2017-05-24 (45:12).
- ↑ 44.0 44.1 Élő adás, 2020-06-26 (1:50:01).
- ↑ Élő adás, 2017-10-16 (25:56).
- ↑
- ↑ 47.0 47.1 47.2 Élő adás, 2023-12-19 (1:16:19).
- ↑ 48.0 48.1 48.2 Élő adás, 2022-09-30 (51:28).
- ↑ 49.0 49.1 49.2 Élő adás, 2021-04-30 (1:08:10).
- ↑ 50.0 50.1
- ↑ Video, 2023-12-19 (27:14).
- ↑ 52.0 52.1 52.2
- ↑ 53.0 53.1 53.2 Video, 2022-09-30 (15:28).
- ↑ 54.0 54.1
- ↑ 55.0 55.1 55.2
- ↑ 56.0 56.1 56.2 Video, 2023-05-31 (12:12).
- ↑ 57.0 57.1 57.2 Video, 2023-04-28 (17:50).
- ↑ 58.0 58.1 Video, 2023-07-28 (20:50).
- ↑ 59.0 59.1
- ↑ 60.0 60.1 60.2 Video, 2023-07-28 (29:23).
- ↑ 61.0 61.1
- ↑ 62.0 62.1
- ↑ 63.0 63.1 63.2
- ↑ 64.0 64.1 Video, 2023-03-31 (9:55).
- ↑ 65.0 65.1 Video, 2023-01-27 (10:27).
- ↑ 66.0 66.1
- ↑ 67.0 67.1
- ↑ 68.0 68.1 68.2
- ↑ 69.0 69.1 69.2
- ↑ 70.0 70.1
- ↑ 71.0 71.1 Video, 2023-04-28 (17:22).
- ↑ 72.0 72.1
- ↑ 73.0 73.1 Video, 2023-09-29 (11:23).
- ↑ 74.0 74.1 Video, 2023-01-27 (7:28).
- ↑ Élő adás, 2018-02-09 (28:17).
- ↑ Élő adás, 2019-11-22 (1:06:25).
- ↑
- ↑ 78.0 78.1 78.2 78.3 78.4 78.5 78.6 Podcast, 2018-08-04 (1:11:05).
- ↑ 79.0 79.1 79.2 79.3 79.4 79.5 Élő adás, 2018-04-8 (PM) (37:57).
- ↑ Podcast, 2018-08-04 (1:11:52).
- ↑ 81.0 81.1 Élő adás, 2021-02-26 (27:41).
- ↑ Video, 2021-02-26 (6:17).
- ↑ 83.0 83.1 83.2 83.3 83.4 Élő adás, 2023-07-28 (1:02:23).
- ↑ 84.0 84.1 Élő adás, 2022-06-30 (46:30).
- ↑ Élő adás, 2021-07-30 (31:22).
- ↑ Interjú, 2021-06-13 (4:12).
- ↑ Élő adás, 2021-05-28 (1:13:05).
- ↑ 88.0 88.1 88.2 Élő adás, 2022-12-02 (59:47).
- ↑ Élő adás, 2020-04-30 (1:17:13).
- ↑ 90.0 90.1 Élő adás, 2017-05-08 (43:30).
- ↑ 91.0 91.1 Élő adás, 2024-03-29 (2:01:57).
- ↑ 92.0 92.1 Élő adás, 2021-12-23 (55:32).
- ↑ Video, 2021-12-23 (23:53).
- ↑ 94.0 94.1 Élő adás, 2022-10-14 (48:45).
- ↑ 95.0 95.1
- ↑ Élő adás, 2020-06-26 (1:30:40).
- ↑ 97.0 97.1 Élő adás, 2022-06-30 (49:42).
- ↑ 98.0 98.1
- ↑ 99.0 99.1 Video, 2023-04-28 (4:40).
- ↑ 100.0 100.1
- ↑ 101.0 101.1
- ↑
- ↑ 103.0 103.1
- ↑ 104.0 104.1
- ↑ 105.0 105.1
- ↑ 106.0 106.1
- ↑
- ↑ 108.0 108.1 Video, 2023-01-27 (5:07).
- ↑
- ↑
- ↑ 111.0 111.1
- ↑ 112.0 112.1 112.2 Video, 2023-07-28 (24:03).
- ↑ 113.0 113.1 113.2
- ↑ 114.0 114.1 114.2 Video, 2023-07-28 (24:16).
- ↑ Video, 2017-05-25 (0:02).
- ↑ 116.0 116.1 Élő adás, 2021-07-30 (1:11:29).
- ↑ Reddit - Developer response to unique ability visuals.
- ↑
- ↑ Élő adás, 2018-05-04 (51:57).
- ↑ Élő adás, 2017-12-15 (1:35:38).
- ↑ Élő adás, 2023-05-31 (1:10:08).
- ↑ Video, 2021-12-23 (7:05).
- ↑ 123.0 123.1 Élő adás, 2023-12-19 (1:52:02).
- ↑ 124.0 124.1 124.2 Élő adás, 2023-12-19 (1:20:09).
- ↑ 125.0 125.1
- ↑ Interjú, 2020-03-27 (15:20).
- ↑ Élő adás, 2023-10-31 (1:30:52).
- ↑ Élő adás, 2023-12-19 (1:17:45).
- ↑ 129.0 129.1 129.2 Élő adás, 2020-08-28 (1:19:24).
- ↑ 130.0 130.1 130.2 130.3 Élő adás, 2023-01-27 (1:06:02).
- ↑ 131.0 131.1 Élő adás, 2022-06-30 (51:17).
- ↑ 132.0 132.1 Élő adás, 2020-01-30 (1:34:12).
- ↑ Élő adás, 2023-12-19 (1:49:56).
- ↑ Élő adás, 2020-06-26 (1:24:06).
- ↑ 135.0 135.1 Video, 2023-01-27 (35:51).
- ↑ 136.0 136.1 136.2 Video, 2022-12-02 (34:41).
- ↑ 137.0 137.1 137.2 Video, 2022-12-02 (16:55).
- ↑ 138.0 138.1 138.2 Élő adás, 2024-03-29 (2:38:15).
- ↑ 139.0 139.1 139.2 139.3 Élő adás, 2023-09-29 (1:12:16).
- ↑ 140.0 140.1 140.2 140.3 Video, 2023-01-27 (40:24).
- ↑ Élő adás, 2023-01-27 (15:22).
- ↑ Élő adás, 2022-12-02 (1:05:08).
- ↑ Élő adás, 2023-01-27 (1:13:29).
- ↑ Élő adás, 2021-09-24 (1:22:46).
- ↑ Élő adás, 2020-06-26 (1:19:50).
- ↑
- ↑ Alpha-1 screenshot.
- ↑ Video, 2021-02-09 (0:37).
- ↑ Élő adás, 2020-07-31 (1:14:26).
- ↑ 150.0 150.1 Élő adás, 2019-11-22 (1:09:37).
- ↑ Élő adás, 2017-05-17 (1:05:11).
- ↑ 152.0 152.1 152.2 152.3 152.4 152.5 152.6 Élő adás, 2020-08-28 (1:15:39).
- ↑
- ↑ Élő adás, 2019-06-28 (1:19:00).
- ↑ Élő adás, 2017-05-30 (16:25).
- ↑ 156.0 156.1 156.2 Élő adás, 2018-12-06 (48:52).
- ↑ Video, 2022-09-30 (17:03).
- ↑ 158.0 158.1 158.2 158.3 158.4 158.5 Élő adás, 2023-04-28 (53:58).
- ↑ Video, 2023-05-31 (11:20).
- ↑ Élő adás, 2023-04-07 (49:45).
- ↑
- ↑ Élő adás, 2021-08-27 (1:16:04).
- ↑ Élő adás, 2021-06-25 (22:34).
- ↑ Élő adás, 2017-11-16 (30:45).
- ↑ 165.0 165.1 Élő adás, 2021-06-25 (27:43).
- ↑
- ↑ Élő adás, 2020-04-30 (1:09:51).
- ↑ 168.0 168.1 168.2 Élő adás, 2023-12-19 (1:15:00).
- ↑ 169.0 169.1 Élő adás, 2021-03-26 (59:21).
- ↑ Élő adás, 2021-06-25 (26:11).
- ↑ 171.0 171.1 Élő adás, 2022-09-30 (49:16).
- ↑ Élő adás, 2023-12-19 (1:18:49).
- ↑ Élő adás, 2022-09-30 (52:33).
- ↑ Élő adás, 2022-09-30 (48:10).
- ↑ Élő adás, 2023-08-31 (2:22:01).
- ↑ 176.0 176.1 176.2 176.3 Élő adás, 2022-09-30 (41:06).
- ↑ 178.0 178.1 178.2 178.3 178.4 178.5 Podcast, 2018-08-04 (1:07:59).
- ↑ Élő adás, 2023-01-27 (1:11:07).
- ↑ Élő adás, 2020-08-28 (1:12:50).
- ↑
- ↑ Élő adás, 2018-09-27 (17:52).
- ↑ 183.0 183.1 Élő adás, 2018-07-09 (58:26).
- ↑ 184.0 184.1 Interjú, 2018-08-08 (27:04).
- ↑ Interjú, 2018-08-17 (3:58).
- ↑ 186.0 186.1 Interjú, 2018-08-17 (4:31).
- ↑ 187.0 187.1 Interjú, 2018-08-17 (6:03).
- ↑ Élő adás, 2018-04-8 (PM) (41:44).
- ↑ Élő adás, 2020-10-30 (1:15:59).
- ↑
- ↑ 191.0 191.1
- ↑ 192.0 192.1 Interjú, 2018-10-21 (9:10).
- ↑ Interjú, 2018-10-20 (3:25:31).
- ↑ 194.0 194.1 194.2 Élő adás, 2018-09-27 (34:49).
- ↑ 195.0 195.1
- ↑ Élő adás, 2017-06-30 (29:13).
- ↑ 197.0 197.1 197.2
- ↑ 198.0 198.1 198.2 Élő adás, 2023-04-07 (1:05:57).
- ↑ 199.0 199.1 199.2 Podcast, 2021-04-11 (13:30).
- ↑ Élő adás, 2018-01-18 (45:52).
- ↑ Élő adás, 2022-12-02 (1:04:16).
- ↑ Interjú, 2020-07-19 (1:00:04).
- ↑ 203.0 203.1 Élő adás, 2018-04-8 (PM) (46:11).
- ↑ Élő adás, 2020-07-25 (58:38).
- ↑ Video, 2024-03-29 (55:06).
- ↑ 206.0 206.1 Élő adás, 2019-06-28 (1:21:02).
- ↑ Élő adás, 2022-12-02 (1:26:47).
- ↑ Élő adás, 2018-04-8 (PM) (1:18:37).
- ↑ Élő adás, 2017-07-28 (40:15).
- ↑ 210.0 210.1 Interjú, 2021-06-13 (8:33).
- ↑ 211.0 211.1 Élő adás, 2017-05-17 (1:06:19).
- ↑ Élő adás, 2022-01-28 (1:09:26).
- ↑ 213.0 213.1 Élő adás, 2017-05-19 (39:55).
- ↑ Élő adás, 2017-06-01 (22:58).
- ↑ Blog: The Gift of Life - Cleric Alpha One Preview.
- ↑ Élő adás, 2017-05-26 (19:03).
- ↑ Élő adás, 2023-07-28 (1:24:11).
- ↑ 218.0 218.1 Élő adás, 2023-07-28 (1:07:30).
- ↑ 219.0 219.1 Video, 2023-07-28 (19:50).
- ↑ 220.0 220.1
- ↑ Video, 2023-07-28 (14:03).
- ↑
- ↑ 223.0 223.1
- ↑ 224.0 224.1 Video, 2020-11-01 (0:33).
- ↑ 225.0 225.1 225.2 225.3 225.4 225.5 225.6
- ↑ 226.0 226.1 226.2 226.3 Video, 2023-07-28 (16:02).
- ↑ 227.0 227.1
- ↑ 228.0 228.1 Video, 2023-07-28 (17:32).
- ↑ 229.0 229.1
- ↑ 230.0 230.1 Video, 2023-07-28 (22:12).
- ↑ 231.0 231.1
- ↑ 232.0 232.1 Video, 2023-07-28 (7:34).
- ↑ 233.0 233.1
- ↑ 234.0 234.1
- ↑ 235.0 235.1 Video, 2020-11-01 (1:09).
- ↑ 236.0 236.1
- ↑ 237.0 237.1 Video, 2020-11-01 (0:51).
- ↑ 238.0 238.1 Video, 2023-07-28 (18:26).
- ↑ 239.0 239.1
- ↑ 240.0 240.1 Video, 2023-07-28 (25:36).
- ↑ 241.0 241.1
- ↑ 242.0 242.1 Video, 2023-05-31 (16:58).
- ↑ 243.0 243.1
- ↑ 244.0 244.1
- ↑ 245.0 245.1 Video, 2023-07-28 (10:03).
- ↑ 246.0 246.1
- ↑ 247.0 247.1 Video, 2023-07-28 (23:28).
- ↑ 248.0 248.1
- ↑ 249.0 249.1 Video, 2023-07-28 (15:15).
- ↑ 250.0 250.1
- ↑ 251.0 251.1 Video, 2023-07-28 (5:16).
- ↑ 252.0 252.1
- ↑ 253.0 253.1
- ↑ 254.0 254.1
- ↑ 255.0 255.1 Video, 2023-07-28 (12:04).
- ↑ 256.0 256.1
- ↑
- ↑ Video, 2020-11-01 (0:55).
- ↑
- ↑ 260.0 260.1 Video, 2023-07-28 (9:22).
- ↑ 261.0 261.1
- ↑ Interjú, 2023-09-10 (9:52).
- ↑ Video, 2024-03-29 (3:50).
- ↑ Interjú, 2023-09-10 (16:56).
- ↑
- ↑ Élő adás, 2017-12-15 (1:00:36).
- ↑
- ↑ 268.0 268.1
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Élő adás, 2024-03-29 (1:56:56).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Video, 2023-04-28 (22:13).
- ↑ 283.0 283.1 283.2 283.3 283.4 283.5 Video, 2023-09-29 (11:29).
- ↑ 284.0 284.1
- ↑ 285.0 285.1 Video, 2023-04-28 (7:15).
- ↑ 286.0 286.1 Video, 2023-04-28 (9:22).
- ↑ 287.0 287.1
- ↑
- ↑ 289.0 289.1
- ↑ 290.0 290.1 Video, 2023-04-28 (11:22).
- ↑ 291.0 291.1
- ↑ 292.0 292.1
- ↑ 293.0 293.1
- ↑ 294.0 294.1
- ↑ 295.0 295.1 Video, 2023-04-28 (13:40).
- ↑ 296.0 296.1
- ↑ 297.0 297.1
- ↑
- ↑ Video, 2023-04-28 (6:15).
- ↑ Élő adás, 2023-05-31 (1:10:42).
- ↑ Podcast, 2021-09-29 (40:50).
- ↑ Interjú, 2018-05-11 (16:32).
- ↑ Élő adás, 2023-12-19 (1:53:41L5DeC8wIcuM).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ 321.0 321.1
- ↑
- ↑
- ↑ 324.0 324.1 324.2 324.3 Élő adás, 2020-07-25 (42:49).
- ↑ Élő adás, 2022-01-28 (1:12:27).
- ↑ Élő adás, 2017-05-03 (49:39).
- ↑ 327.0 327.1 327.2 327.3 327.4 327.5 327.6 327.7 Élő adás, 2023-03-31 (1:22:21).
- ↑ 328.0 328.1 328.2 328.3 328.4 328.5 Élő adás, 2017-05-19 (10:06).
- ↑
- ↑
- ↑ Élő adás, 2017-05-26 (43:20).
- ↑ Élő adás, 2023-02-24 (1:27:22).
- ↑ Élő adás, 2020-10-30 (1:21:14).
- ↑ 334.0 334.1 Interjú, 2022-01-14 (42:18).
- ↑ 335.0 335.1 Élő adás, 2020-07-25 (1:41:46).
- ↑ Élő adás, 2021-01-29 (1:21:01).
- ↑ 337.0 337.1
- ↑
- ↑ Interjú, 2021-06-13 (13:11).
- ↑ 340.0 340.1 340.2 340.3 340.4 340.5 340.6 Élő adás, 2018-04-8 (AM) (0:58).
- ↑ 341.0 341.1 Élő adás, 2018-04-8 (PM) (11:27).
- ↑ 342.0 342.1 Élő adás, 2018-04-8 (PM) (24:11).
- ↑
- ↑ Video, 2023-01-27 (9:54).
- ↑ Video, 2023-01-27 (5:21).
- ↑ Élő adás, 2017-10-16 (21:48).
- ↑ Video, 2023-01-27 (6:41).
- ↑ 348.0 348.1
- ↑
- ↑
- ↑ 351.0 351.1
- ↑ Élő adás, 2018-04-8 (PM) (26:19).
- ↑
- ↑
- ↑ Élő adás, 2019-11-22 (41:02).
- ↑ Élő adás, 2023-01-27 (1:33:42).
- ↑ 357.0 357.1 357.2 357.3 Podcast, 2018-05-11 (49:20).
- ↑ 358.0 358.1 358.2 358.3 358.4 358.5 358.6 Interjú, 2018-08-17 (14:59).
- ↑ 359.0 359.1 Élő adás, 2018-04-8 (AM) (28:01).
- ↑
- ↑ Ashes of Creation Store: The Gilded Galleon.
- ↑ 362.0 362.1 362.2 Podcast, 2021-09-29 (56:50).
- ↑ 363.0 363.1 363.2 363.3 Podcast, 2020-11-15 (22:22).
- ↑ Élő adás, 2017-06-16 (43:01).
- ↑ 365.0 365.1 365.2 365.3 Interjú, 2018-08-17 (17:57).
- ↑ Video, 2024-01-31 (4:48).
- ↑ 367.0 367.1 Élő adás, 2023-12-19 (1:11:17).
- ↑ 368.0 368.1 368.2 Élő adás, 2023-02-24 (1:13:19).
- ↑ 369.0 369.1 369.2 Élő adás, 2023-02-24 (6:51).
- ↑ Élő adás, 2017-06-30 (30:34).
- ↑ 371.0 371.1 371.2 Élő adás, 2017-05-12 (33:10).
- ↑
- ↑ Élő adás, 2017-05-15 (15:10).
- ↑
- ↑ Élő adás, 2018-01-18 (34:56).
- ↑ Élő adás, 2019-06-28 (1:21:46).
- ↑
- ↑
- ↑ Élő adás, 2021-10-29 (1:07:11).
- ↑ Élő adás, 2017-05-24 (57:41).
- ↑ Élő adás, 2017-05-12 (18:00).
- ↑ Élő adás, 2017-11-17 (27:35).
- ↑ New Backer Goal!! + Monster Coins (>'.')>
- ↑ 384.0 384.1 Interjú, 2021-02-07 (16:05).
- ↑ 385.0 385.1 Podcast, 2017-05-05 (43:05).
- ↑ 386.0 386.1 Interjú, 2021-02-07 (19:00).
- ↑ Élő adás, 2017-10-16 (59:39).
- ↑ 388.0 388.1 Video, 2018-04-05 (40:08).
- ↑ Interjú, 2018-08-24 (8:52).