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Ashes of Creation hosts a wide array of progression paths that offer augments to a character's primary skills.[1][2]

Aumenta are applied individually to active skills from a character's primary archetype.[3][4]

  • A character can have one active augment on an ability at any given time.[3]
  • Augments do not cost skill points.[8]
    • It was previously stated that certain augments will have more expense required on the skill point side.[9]
  • Secondary class augments may be applied to any skill, but it is possible that some specific augments (such as racial or religious) may be locked to specific abilities.[3]
  • The progression system for augments is very similar to the class progression system.[10]

Aumenta can affect a multitude of things and can (in some cases) create entirely new skills.[11]

Augments can affect a multitude of things. It can drastically change the ability itself. It can change the damage type. It can change the cooldown period. It can change the damage values. It can change the distance. It can dramatically change it from a ranged effect to a melee effect. Augments are essentially can create- they are creating entirely new skills, but they're going to keep obviously some identity with what that primary active ability was.[11]Steven Sharif

Class augments

UI de habilidades e seus espaços de habilidadesAlpha-1 .[12]

A proposta do segundo modelo e do sistema de modificações é misturar um pouco o papel de cada classe. Então enquanto seguimos o sistema tradicional para o papel das classes, nós estamos utilizando o sistema de modificações secundárias para mostrar um pouco da direções que o jogador pode tomar[13]Steven Sharif

Habilidades primárias (habilidades de classe) são baseadas no modelo do jogador.[15] Jogadores poderão personalizar suas habilidades primárias com modificações do segundo modelo.[5][15][16]

O design por trás das modificações não vem somente de mudar o estilo da habilidade para que reflita a segunda modificação, mas também fundamentalmente alterar os componentes principais das habilidades.[17]Steven Sharif

  • Cada Modelo secundário oferece 4 esferas diferentes de modificações.[5][6] Cada uma das modificações afeta as habilidades dos modelos primários de formas diferentes.[18]
    • Por exemplo: Um Mage oferece teleporte e esferas elementais de modificações. Essas modificações vão afetar as habilidades primárias de um Fighter de uma forma diferente de como afetariam a de um Cleric, por exemplo.[5][18]
    • Cada modificação tem seu nível de requerimento e número de pontos de habilidade necessários para serem adquiridos.[9]
    Haverá um certo limite após o qual você não poderá modificar suas habilidades da mesma maneira que modificou suas habilidades anteriores, então você terá que pegar e escolher cada uma que você quer modificar com muita atenção; certas modificações vão ter maior requerimento de pontos de habilidade.[9]Steven Sharif
  • Escolher o mesmo modelos como primário e secundário aumentara o foco nesse modelo.[19]
  • Modificações nas habilidades primárias irão fundamentalmente mudar a forma de como aquelas habilidades funcionam: Adaptando o que a habilidade fazia para incorporar a identidade do modelo secundário.[20]
  • Para alterar as modificações em suas habilidades será necessário que você fale com um PNJ dentro de uma base em estágio de Vilarejo ou acima.[21]
  • Algumas cores e efeitos de habilidade mudam baseado em suas modificações.[22]
    • Habilidades ativas poderão ficar totalmente diferentes depois que uma modificação for aplicada.[23]

Jogadores receberão pontos de habilidades à medida que passam de nivel. Esses podem ser usados para aumentar o nível das suas habilidades, nas árvore de habilidades ativas, passivas ou de combate.[24][25][26]

  • Não será possível maximizar todas as habilidades na árvore de habilidades.[26]
  • Em termos de progressão de habilidades, jogadores poderão escolher diversidade e pegar muitas habilidades, ou se aprofundar em poucas habilidades específicas.[27]

Independente de qual dos oito modelos você escolha como secundário, você receberá uma escolha de modificações que representam alguns dos ideais daquela classe. Sabe, como um tank se especializa em controlar o campo de batalha, em sobreviver. O mago se especializa em dar dano e elementos e habilidades em área. O ladino se especializa em ficar invisível e dar dano crítico. Então essas modificações vão tentar oferecer um pouco dessas identidades.[28]Steven Sharif

A ideia por trás do sistema é que você está meio que caminhando entre as linhas através dessas modificações do seu papel, sabe. Nós temos a tradicional trindade que está presente no design de classes para MMOs e, no geral, essas classes ou seguem um padrão à risca ou desviam completamente do padrão. A modificação procura oferecer um equilíbrio entre isso, onde você ainda mantém um semblante daquele sistema de trindade enquanto oferece a oportunidade de puxar seu jogo para um dos outros ângulos do triângulo[29]Steven Sharif

Bard augments

info-orange.pngEsta seção será atualizada assim que as informações forem disponibilizadas pelos desenvolvedores

Cleric augments

Classes with Cleric as a secondary archetype are able to choose between life or death augments.[30][31]

  • Choosing life augments will provide self-healing benefits as well as limited life-giving benefits to other players.[32][13][30]
  • Some cleric augments applied to certain skills will indirectly provide the ability to heal others. These will not replace the need for a cleric archetype.[33]
  • Cleric augments will radically change the type of summons available from the summoner primary archetype.[34]
    • Skeletons, zombies and other undead summons will be possible with death based augments.[34][35]

Any class that's going to choose Cleric as a secondary class will have the ability to pick from those augments to influence their skills to affect the life of others around you.[30]Steven Sharif

Fighter augments

info-orange.pngEsta seção será atualizada assim que as informações forem disponibilizadas pelos desenvolvedores

Mage augments

Mages will offer four Elemental schools of augmentation, such as Teleportation, Fire, Frost and Lightning (electrical).[5][36][37]

Say for instance, I am a Ranger that has a Charge bolt ability as my primary active skill and I've chosen Mage as my secondary and applied the elemental to it. I now have a Frost charge bolt, and if I fire that frostbolt and hit a target, they may be freezing for a period of time as a debuff and that might slow their speed. If a wizard applies a nuke on a target and that nuke is a frost-based nuke, those two stacking elements might then either further snare (slow the target) or paralyze and freeze the target. So, there are combination out effects that build up: A primary, secondary and some ancillary effect occurs when those are combined.[37]Steven Sharif

There's going to be four schools of augmentation for each archetype. One of the schools for the mage is the teleport school. You can take that teleport augment, apply it to your charge skill: now instead of charging x distance over time you're going to immediately teleport to the target dealing x damage and a condition modifier. If you were to apply the elemental school to your class ability you would then instead you would charge x distance; upon reaching target you would set the target ablaze if it's fire or you would electrocute them and deal with damage over time.[5]Steven Sharif

Ranger augments

info-orange.pngEsta seção será atualizada assim que as informações forem disponibilizadas pelos desenvolvedores

Summoner augments

  • Classes with a Summoner secondary may grant augmented skills that summon weapons. These summoned weapons are not able to be equipped.[38]
    • The word "equip" only applies to items. There are currently no plans to include summoning items into a player's inventory or character slots. It may however be possible to change the appearance and damage type/data of a weapon through the use of a spell.[39]
    • There are summoned weapons that appear as a spell VFX to damage opponents for a period of time.[40] These will not be able to be wielded, since weilding implies an item in a character equipment slot.[41]

Rogue augments

Stealth augments from the Rogue secondary archetype will incorporate stealth modifiers into a class' primary skills.[42][43]

  • True stealth resides within the realm of the Rogue (primary) archetype.[42]
There will be counter-stealth mechanics for sure. That's just a natural balancing act of stealth. But additionally with regards to you know secondary classes, one of those aspects is augments represent the secondary class and some of the- one of the most fundamental aspects of a rogue is stealth whether it be actual invisibility or the ability to sneak around in the shadows or something. So you can almost certainly count on the fact that should you go a secondary class of rogue that there will be the ability to influence your action items from your primary class with the stealth modifier.[43]Steven Sharif

Tank augments

info-orange.pngEsta seção será atualizada assim que as informações forem disponibilizadas pelos desenvolvedores

Racial augments

Racial augments are based on a character's race and are available to each class.[7]

In keeping with our theme of Consequence, and unlike other games, race won’t just be a matter of look, with relatively inconsequential abilities tacked on. Instead they integrate deeply into our class system, augmenting and changing the basic chassis provided by our eight core archetypes. Our goal here is to create a system where an elven fighter feels different, but serves the same role as a dwarven fighter.[46]

Religious augments

Strong religions provide unique augments that can be applied to a player's primary skills.[47][48]

  • Religious augments are considered top-tier achievements within a religion.[47]
  • These augments can be stacked on top of class augments. They will have a give-and-take system based on the choices a player makes.[47]

You're going to have advancement within the religion and within the church that you're a part of. And those advancements are going to be both reflective of the community's development of that religion out in the world: Building temples, building infrastructure for that, completing certain quests for it; and then you will benefit from the community's development of that specific religion via having certain augment abilities that you'll gain access to be able to apply on top of your secondary class augments to skills; and it's going to reflect what the nature of that religion is.[49]Steven Sharif

Social organization augments

A player progresses through a social organization by accomplishing tasks or quests.[50] There are hierarchical paths pertaining to specific questlines for the organization's thematic.[50] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[51]

- For example, a Thieves' guild may have objectives and quests toward securing a particular item to enable players to advance within the organization.[50]

Social organizations are going to have questlines that players participate in which some will include sabotage, espionage, intrigue... While it's not necessarily player versus player in the combat sense, it is player versus player in pitting communities in those organizations kind of against each other in a competitive atmosphere, where only some things can be accomplished by certain communities; and not everybody can succeed at a particular task. So, I think that that's a unique way to involve meaningful conflict that doesn't necessarily have to relate to PvP, because obviously we have a lot of PvP systems in the game and and there are many ways for players to participate in player versus player combat; but we also want to make sure that from a progression standpoint, from a system standpoint there are going to be abilities of individuals to follow these questlines, these tasks that will pit organizations against each other, specifically from an organizational standpoint.[52]Steven Sharif

You're gonna see augments being used a lot throughout a lot of our systems. When we're talking about the guild system, when we're talking about social organizations, when we're talking about religions. A lot of those things are going to affect how and what you have available to augment your skills with.[49]Jeffrey Bard

Skill transfer

Players will not be able to transfer their skills to other players.[53]

Ver também


  1. weapon augments.png
  2. Official Livestream - May 4th @ 3 PM PST - Q&A
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Podcast, 2021-09-29 (30:04).
  4. 4.0 4.1 4.2 4.3 Transmissão ao vivo, 2021-06-25 (1:05:01).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 Entrevista, 2020-07-18 (1:05:04).
  6. 6.0 6.1 Transmissão ao vivo, 2018-02-09 (41:56).
  7. 7.0 7.1 class racials.png
  8. Forums - Livestream Q&A 2022-08-26.
  9. 9.0 9.1 9.2 Entrevista, 2020-07-18 (1:07:06).
  10. 10.0 10.1 Transmissão ao vivo, 2019-07-26 (1:09:22).
  11. 11.0 11.1 11.2 11.3 11.4 11.5 11.6 Podcast, 2021-09-29 (46:20).
  12. Transmissão ao vivo, 2020-03-28 (1:25:32).
  13. 13.0 13.1 Transmissão ao vivo, 2020-07-25 (58:38).
  14. Vídeo, 2017-02-07 (0:02).
  15. 15.0 15.1 progression.png
  16. class secondary.png
  17. Transmissão ao vivo, 2020-07-25 (1:47:55).
  18. 18.0 18.1 Transmissão ao vivo, 2019-12-17 (1:13:14).
  19. class same.png
  20. February 8, 2019 - Questions and Answers.
  21. Transmissão ao vivo, 2018-04-8 (PM) (20:45).
  22. augmentcolors.png
  23. Entrevista, 2018-05-11 (53:15).
  24. Entrevista, 2020-07-19 (53:59).
  25. Entrevista, 2020-07-18 (1:07:51).
  26. 26.0 26.1 Transmissão ao vivo, 2017-07-28 (19:05).
  27. Transmissão ao vivo, 2017-11-16 (30:02).
  28. Transmissão ao vivo, 2017-10-16 (1:00:44).
  29. Entrevista, 2018-08-08 (22:27).
  30. 30.0 30.1 30.2 Entrevista, 2018-05-11 (51:11).
  31. Transmissão ao vivo, 2018-10-31 (47:18).
  32. Transmissão ao vivo, 2022-12-02 (1:02:54).
  33. steven-cleric-augments.png
  34. 34.0 34.1 Transmissão ao vivo, 2020-07-25 (1:41:46).
  35. Transmissão ao vivo, 2018-04-8 (PM) (11:27).
  36. Entrevista, 2020-07-19 (58:18).
  37. 37.0 37.1 Transmissão ao vivo, 2018-04-8 (PM) (26:19).
  38. fightersummoner.png
  39. summoned weapons.png
  40. summoned weapons 2.png
  41. summoned weapons 3.png
  42. 42.0 42.1 steven-rogue-augments.png
  43. 43.0 43.1 Transmissão ao vivo, 2019-07-26 (1:08:16).
  44. Transmissão ao vivo, 2017-05-08 (43:30).
  45. Transmissão ao vivo, 2019-07-26 (1:28:31).
  46. Ashes of Creation Kickstarter.
  47. 47.0 47.1 47.2 Transmissão ao vivo, 2020-07-25 (57:02).
  48. Transmissão ao vivo, 2017-05-08 (44:51).
  49. 49.0 49.1 Transmissão ao vivo, 2017-06-01 (31:47).
  50. 50.0 50.1 50.2 Transmissão ao vivo, 2017-05-17 (7:27).
  51. Entrevista, 2020-07-19 (24:34).
  52. 52.0 52.1 52.2 52.3 Podcast, 2018-05-11 (18:52).
  53. Transmissão ao vivo, 2017-11-17 (27:35).