Habilidades

É aqui que os jogadores alocam pontos de habilidade em suas habilidades ativas, suas habilidades passivas - que podem aprimorar seu uso de armas e armaduras e regeneração da saúde e stats passivos e coisas assim - mas no lado das armas, é onde você se especializará em certos tipos de procs baseados em grupos de armas. Por isso, já falamos um pouco sobre isso no passado: Se você tiver uma adaga, as adagas podem ter a chance de causar um sangramento em seu ataque com armas e isso se sinergizaria com uma habilidade ativa, como digamos Backstab, que faz danos adicionais se o alvo estiver sob um efeito de sangramento. Agora dissemos no passado que os jogadores serão capazes de alocar pontos de habilidade em suas habilidades ativas que são mais voltadas tanto para o combate de ação quanto para o alvo de tabulação.[1] – Steven Sharif
Os jogadores recebem skill points a medida que sobem de level. Esses pontos podem ser usados para upar as habilidade (aumentar o seu rank) dentro das árvores de habilidades ativas, passivas ou de combate/arma.[2][3][4][5]
- Não será possivel upar ao máximo todas as habilidade em uma árvore de habilidade.[5]
- Em relação a progressão de habilidade os jogadores conseguem escolher ter uma variedade maior de habilidade, ou ter um numero menor e mais especifico de habilidades.[6]
- Os jogadores tem a opção de resetar e realocar os seus pontos de habilidade.[7]
Tornar as habilidades ativas capazes de receber alocações de pontos de habilidade adicionais e desbloquear recursos adicionais de modo que, do ponto de vista da escolha dos jogadores, caberá a você decidir se quer ou não ser mais diversificado, mas menos profundo - mais amplo e não mais versátil, em algumas dessas escolhas de habilidades. Ou se você quiser ser muito versátil, isso será algo que caberá ao jogador nesse aspecto.[8] – Steven Sharif
Índice
- 1 Active skills
- 2 Weapon skills
- 3 Passive skills
- 4 Universal skills
- 5 Combat abilities
- 6 Combat targeting
- 7 Skills by archetype
- 7.1 Bard skills
- 7.2 Cleric skills
- 7.3 Cleric combat abilities
- 7.4 Cleric passive abilities
- 7.5 Fighter skills
- 7.6 Mage skills
- 7.7 Mage combat abilities
- 7.8 Mage passive abilities
- 7.9 Ranger skills
- 7.10 Rogue skills
- 7.11 Summoner skills
- 7.12 Tank skills
- 7.13 Tank combat abilities
- 7.14 Tank passive abilities
- 8 Siege abilities
- 9 Healing skills
- 10 Ultimate skills
- 11 Habilidades de utilidade
- 12 Elemental skills
- 13 Skill transfer
- 14 Theft
- 15 Level scaling
- 16 Kickstarter skill FX
- 17 Ver também
- 18 Referências
Active skills
Players can build their characters with the active skills they want on their action bar (hotbar).[10][11][12]
- The maximum number of skills a player can have on their action bar will be around 15-20.[13][14]
- There will be an option to include multiple action bars (hotbars) on a player's UI.[16][10][12] For example: One Fighter will be different from another based on what active skills they have chosen.[14]
- 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.[16] – Steven Sharif
- Players are not given skills as they level up, they must choose what skills they take.[6]
- There is no spellbook requiring memorization.[17]
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.[10] – Steven Sharif
Primary skills

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[19] – Steven Sharif
Habilidades primárias (habilidades de classe) são baseadas no modelo do jogador.[21] Jogadores poderão personalizar suas habilidades primárias com modificações do segundo modelo.[22][21][23]
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.[24] – Steven Sharif
- Cada Modelo secundário oferece 4 esferas diferentes de modificações.[22][25] Cada uma das modificações afeta as habilidades dos modelos primários de formas diferentes.[26]
- 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.[22][26]
- Cada modificação tem seu nível de requerimento e número de pontos de habilidade necessários para serem adquiridos.[27]
- 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.[27] – Steven Sharif
- 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.[29]
- O sistema de progressão para as modificações é muito parecido com o sistema de progressão de classe.[30]
- 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.[31]
- Algumas cores e efeitos de habilidade mudam baseado em suas modificações.[32]
- Habilidades ativas poderão ficar totalmente diferentes depois que uma modificação for aplicada.[33]
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.[3][4][5]
- Não será possível maximizar todas as habilidades na árvore de habilidades.[5]
- Em termos de progressão de habilidades, jogadores poderão escolher diversidade e pegar muitas habilidades, ou se aprofundar em poucas habilidades específicas.[6]
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.[34] – 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[35] – Steven Sharif
Weapon skills
Part of the plan with each of these weapons is they'll each have a unique skill tree associated with them to differentiate them, not only in terms of feel, but also in terms of mechanics. And an important thing that we really want to capture in Ashes is the important ability basically so the player can build their character how they want; and that extends beyond just their classkits. So for example, if I'm the ranger I can spec into my shortbow or I can spec into my longbow; and those will be two very different builds for example made specialized or have have a part of its tree that specializes and bleeds that might synergize with specific ranger abilities that the longbow might not necessarily synergize with. Their weapon choice will play into what abilities the archetype is specializing in.[37] – Tradd Thompson
Weapon skills grant passive skills and proc effects and other status conditions rather than usable skills on a player's action bar.[38] The more skill points that are allocated to the weapon tree, the greater a player's weapon familiarity. This influences things like the number of attacks, attack speed, and increased chances of proc effects from carrying out basic attacks with that weapon. These procs may offer synergy with the player's active skills.[39][40][41][37][42][43][3][4][44][29][45] This synergy also applies to active skills from other characters.[2]
- The weapon use combo system determines special effects that proc based on weapon progression.[44][45]
- Our approach is not going to be providing skills through weapons. It's going to be providing skills through classes.[39] – Steven Sharif
- Players can spec into weapon skills on their weapon skill tree (also referred to as Combat skills[3], and Combat tree[4]) based on their preferred weapon types and the grade of the weapon.[40][41][37][43][4][3][44]
- Let's say a dagger has some slashing effects that bleed the target or that cripple the target... Every time you attack you have a chance to proc that effect. That effect then can synergize with what your active skills tree has available to it. So let's say your backstab deals 30 additional damage to a bleeding target. If you attack with your main weapon first and the target gets the bleed proc off and you do your backstab skill then you're synergizing your effects.[4] – Steven Sharif
- Let's say backstab that you can apply to deals damage to the target and it'll have a conditional modifier on that damage if you're behind the target, and it'll have a conditional modifier deal additional 50 damage if the target is under a bleed effect. So you want to synergize essentially your weapon proc conditions with your active skills so that you're timing your certain active skills appropriately with the status conditions that the target has taken.[3] – Steven Sharif
- Weapon progression such as set bonuses may change at what level any proc effects occur.[42]
- These procs may reduce or reset cooldowns on other skills on the player's hotbar.[46]
Weapon use combo system
A weapon use combo system (also referred to as Combo system[44], and Weapon use ability[48]) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[41][44][49]
- The combo system consists of a sequence of combat animations based on the weapon type, referred to as a combat animation montage.[42]
- Combos are triggered by performing basic weapon attacks (default Q or left-mouse-click).[46]
- 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.[42] – Steven Sharif
- This system plays heavily into the weapon skill trees, which are planned for Alpha-2 and beyond.[50]
- The way that the weapon skill tree works is that at different stages of that combat montage you have available procs that can occur. The first swing might be a small stagger that decreases your opponent's accuracy by 15, that could be a proc that you could that you could spec into that decrease in accuracy- might be a status condition called stagger or bewildered or whatever- and that might exist for three or four seconds. Your second option from a skill tree perspective might be on the swing back. You have some type of tapering slow effect that lasts over three seconds- some type of tapering snare; and then the third step strike down might be some potential one second stun status modifier; and each of these you can spec into additional points to increase the chance that these proc.[42] – Steven Sharif
- Depending on class skill choice these effects will have synergy effects with the combat montage.[42]
- 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.[42] – Steven Sharif
- Weapon progression such as set bonuses may change at what level any proc effects occur and therefore enable different combo rotations.[42]
- 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.[42]
- 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.[42] – Steven Sharif
- Using a skill/ability other than a basic attack will in general reset the combo.[46]
- The developers are considering specific abilities might be able to be used without resetting the combo system.[46]
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.[44] – Steven Sharif
Classes of weapons

Weapon classes (also referred to as weapon types and weapon groups) in Ashes of Creation.[43]
- Blunt weapons
- Slashing weapons
- Piercing weapons
Weapon attack cone

As I attack I am hitting multiple numbers of these opponents; and that's important because all weapons, regardless of whether you are in reticle mode or tab-targeting mode will be able to have a action-based type weapon attack. Not active skill, but weapon attack.[52] – Steven Sharif
All weapons have a forward attack cone, regardless of being in tab or action mode.[52]
- The cone's arc and distance will vary based on weapon type.[52]
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.[52] – Steven Sharif
This is described as a weapon attack not an active skill.[52]
Skills and stats on gear
Crafters will be able to assign different skills/abilities and stats on gear.[54][55]
- Master crafters will be able to influence several (but not all) stats on their crafted items.[54][56]
- Stats on crafted items will vary based on the item's rarity.[57]
- There will also be methods of moving stat blocks around but this won't necessarily be an easy task.[58][54]
- All gear will be able to be assigned any stat.[54]
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.[54] – Jeffrey Bard
Not all armor sets will be the cookie cutter kind of set. They will have the influences from the crafter available in it, if it's a crafted set.[55] – Steven Sharif
Gear is broken down into Core Stats and Additional Stats.[59]
Passive skills
Passive skills are used to augment weapon usage, armor usage, health regeneration, and passive stats.[1]
- Passive skills can be levelled up by allocating skill points on the skills UI.[1]
- Passive skills enable players to work toward mastery of a weapon.[29]
All these passive abilities: mana regen, attack damage, critical hit damage, health regeneration, defense mitigation, maximum health: A lot of different changes from the passive side of things and these are based on what archetype you've chosen.[60] – Steven Sharif
Passive skill | Icon | Archetype(s) | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|---|
Attack Damage | ![]() |
Mage | Increases attack damage by 5.[61] | ||
Block Chance | ![]() |
Tank | Increase chance to block attacks by 20% (Blocked attacks deal 20% reduced damage).[62] | ||
Cooldown Reduction | ![]() |
Cleric Mage Tank | Reduce all ability cooldowns by 5%.[61] | ||
Critical Hit Damage | ![]() |
Mage | Increase the damage and healing bonus from critical hits by 20%.[61] | ||
Critical Hit Rate | ![]() |
Cleric Mage Tank | Increase the chance for damage and healing abilities to critically hit by 5%.[61] | ||
Defense Mitigation | ![]() |
Cleric Mage Tank | Increase defense mitigation by 4.[61] | ||
Disable Chance | ![]() |
Mage | Increase chance to disable by 15%.[61] | ||
Disable Defense | ![]() |
Cleric | Reduce chance of being disabled by crowd control effects by 10%.[63] | ||
Healing Received | ![]() |
Tank | Increase the amount of healing received by 10%.[64] | ||
Health Regeneration | ![]() |
Cleric Mage Tank | Generate an additional 1.5% of your maximum health per second.[61] | ||
Increased Healing | ![]() |
Cleric | Increase healing done by 10%.[65] | ||
Mana Regeneration | ![]() |
Cleric Mage Tank | Generate an additional 1% of your maximum mana per second.[61] | ||
Maximum Health | ![]() |
Cleric Mage Tank | Increase maximum health by 75.[61] | ||
Maximum Mana | ![]() |
Cleric | Increase maximum mana by 100.[66] | ||
Movement Speed | ![]() |
Cleric Mage Tank | Increase movement speed by 5%.[61] | ||
Physical Evasion Bonus | ![]() |
Tank | Increase physical evasion bonus by 5.[67] |
Universal skills
Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[68]
- The developers will be testing the use of separate energy mechanics for universal skills in Alpha-2.[69]
- Universal skill progression may align with a player's passive skill tree.[68]
- Outside of your class-specific skill tree, there's going to be a subsection of a few skills that are universal, like active block, like dodge; and I think what we're going to do- or at least what we're going to be discussing here- is those universal skills will have progressions that might align with your passive tree; and you can spec skill points into progressing additional features of those universal abilities that you will have access to. So I think that's probably going to be the direction that we're going to take.[68] – Steven Sharif
Combat abilities
The aspiration for combat is for abilities to have corresponding counter-play abilities.[70]
- The goal is to have special animations for parrying, blocking and evading.[71]
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 kind of stuff to show up.[71] – Jeffrey Bard
Basic attacks
Basic attacks are triggered for the equipped weapon by pressing Q or left-clicking the mouse (these buttons can be re-bound by the player).[42]
- Players can select which weapon they wish to use as their primary weapon for basic attacks.[72][73][74]
- Different weapon types have different basic attacks.[75][76]
- Sequences of basic attacks trigger the combat animation montage based on the weapon type.[42]
- Using a skill other than a basic attack will in general reset the weapon use combo system.[46]
- The developers are considering per-use consumables/buffs that apply certain rider effects to basic weapon attacks.[77]
Crowd control
Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[78][70]
- There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[70][79]
- Diminishing returns on CC effects have not yet been implemented in Alpha-1 testing.[80]
Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that kind of thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[70] – Steven Sharif
- Lockdowns won't likely be tab-targeted skills. This is to avoid imbalanced combos with skill shot (action targeted) abilities.[81]
- Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[82]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[83][81]
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 kind of feel.[70] – Jeffrey Bard
- Soft CC's are in the tab-targeted abilities.[84]
- 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.[85]
- Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[86]
There's also going to be effects that just stun the mount or stun you on the mount.[86] – Steven Sharif
- Summoner's summons will be able to use crowd control.[87]
- None -
Directional attacks
There will be directional attacks (back attacks, flanking attacks, frontal attacks) that deal additional damage depending on the positional context of the attack.[88]
Mobility
The general approach that we're kind of taking based on a lot of feedback and just good combat design in general. You know philosophy is that we want to give more agency in the hands of the player and the antithesis of that is locking the player down for really long amounts of time. The sort of concept behind that is like you could make an animation effects as glorious looking as possible but if it's taking away control of the player, none of that really matters. Especially the 100th or thousandth time you're using the spell you're tired of that happening you don't feel powerful: You feel the opposite of powerful. So we're trying to like give a lot of control back to the player while they're using these abilities so they can still control their movements, they can react simultaneously while they're taking actions; and we just want to get overall more of a fluid flow, I guess, of combat. And that's kind of the general design philosophy we're using to approach the overhaul.[89] – Tradd Thompson
- 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.[91][92][93][94]
- 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.[95]
- Habilidades with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[95][96][97]
- 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.[95] – Steven Sharif
- Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[98][99]
- The ability to prone is not be in the game.[100][101]
- Moving backward will likely not affect block and parry.[102]
- Player movement speed during combat is balanced for both PvE and Pvp.[103]
- 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.[103] – 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.[104] – Steven Sharif
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Blink | ![]() |
Blinks forward in the direction you are traveling.[105][106][107][108] | Now deals damage to enemies surrounding your departure location.[109][108] | Reduced cooldown.[105][109][108] |
Rush | ![]() |
Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[21] | - | - |
Player movement
- Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[111]
- 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.[111] – Steven Sharif
- There is a toggleable walk/run (autorun) capability.[113]
- There is not going to be any "go to waypoint" (auto-pathing) mechanics.[114]
- Unreal Engine 5 mantling was demonstrated by the developers.[98][116]
Collision
There are player and spell collision mechanics in Ashes of Creation.[117]
- 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.[118][117]
Dodging
Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[119][120][121]
- The developers are considering the inclusion of dodging in a subset of universal skills that apply to all classes.[68]
- Dodging will not use I-frames (invincibility frames), but it may affect accuracy and mitigation stats when used.[119]
- 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.[121]
- 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.[120] – Steven Sharif
Active blocking
The shield version would probably be better but you'd still be able to parry or whatnot with a two-handed weapon, or even maybe a dual wield.[124] – Tradd Thompson
Active blocking is a universal skill that applies to all classes.[119][126][124][68]
- 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.[126] – Steven Sharif
- Shields are better for active blocking, but any melee weapon can also be used to parry with a lesser amount of mitigation.[119][124]
- 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.[128] – 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.[129][130]
- The Paladin's Might shield in Ashes of Creation Apocalypse had its own hit box and hit points (HP); that could actively block projectiles.[131]
Interrupts
Abilities with a cast bar can be interrupted during the cast.[97]
- There are abilities to counter interrupts.
- Some interrupts are better than others.
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Bulwark | ![]() |
Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[132][106][133][134] | Additional increased block chance.[132][134] | The second attack knocks down enemies.[132][134] |
Rush | ![]() |
Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[21] | - | - |
Thundershock | ![]() |
Shoots forward a beam of lightning that damages enemies in a line in front of you.[135][106][136] | Increased damage.[135][137] | Now knocks down hit targets.[135][137] |
Aggro/Threat generation
Threat (Aggro/Hate) is generated based on damage done, healing done, and modifiers on certain abilities.[138][139]
- In PvE, aggro against player characters is based on a hate table.[139]
- In Pvp, aggro may force target switching to the Tank. Feedback on this will be sought during testing.[140]
- If we think about PVP settings and the role of taunt or hate, a lot of times for tanks in the MMOs that I've played- where you have a PvE and PvP scenario- those types of hate generation abilities don't really have cross application into the PVP realm; and that can feel bad, because typically a tank build-out can be delegated around how I generate hate; and if it has no cross application into PvP then effectively you're creating a class composition that just is not relevant in half of the game, or in that area of the game. So when we talk about how we're going to apply hate to player targets or taunt to player targets, sometimes that can move into the realm of target switching, or the ability to demand that target on the tank in a PvP scenario as well. That's something that we need to get player feedback on, because there's a lot of strong emotions around that type of mechanic. I for one am a big proponent of that. I think it's interesting. I think that it plays into the role of the tank and that it it hits a class fantasy that most tank players want to feel. And I think however on the flip side of that, it is a source of control; and anytime you're under the effects of some source of control, it's going to be a feel bad moment for the target that's being controlled. So that's why I think it generates a lot of feelings on both sides of the aisle.[140] – Steven Sharif
- Detargeting is the act of removing hate/threat/aggro from an enemy.[140]
- There will be a taunt skill available at higher levels than what has been previewed so far for Alpha-2.[141]
- Q: There were a lot of concerns about threat [in the Alpha-2 Tank preview video]. A lot of people didn't understand how holding threat works, because you weren't holding threat at some point.
- A: It's important to remember that these previews are done at a very low-level, so these are low-level skills and abilities that the archetypes have available to them; and so because of that, some of the functionality from these abilities they don't necessarily perform as well as you would want them to in a later stage of the game for that role. Now also keep in mind that balance is a perspective that needs to be incorporated also. So, threat is generated based off of a few factors: It's based off of damage done, it's based off of healing done, it's based off of threat generation modifiers that are on abilities. Now the tank in this situation I believe has two abilities that are going to generate additional threat. They have the slicing- the number two ability; and then they also have the shout ability. Both of those are creating additional threat. But with that being said, we need to tune probably those abilities up a little bit to contend with the DPS that's coming both from the ranger and with the heals that are coming out of the cleric.[138] – Steven Sharif
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Grapple | ![]() |
Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[143] | ||
Inciting Strikes | ![]() |
Slashes twice in a forward cone while adding additional threat.[144] | ||
Shield Assault | ![]() |
Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[145] |
Animation cancelling
Animation cancelling will not be a combat mechanic.[146][147]
- Players will be able to cancel channeled abilities.[146]
Combat stances
The use of weapon stances in game is likely.[148]
RNG
RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[149]
- RNG plays a role in both Pvp or PvE.[150]
- Action combat is far less dependent on RNG.[150]
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 you know 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.[150] – Jeffrey Bard
Combat targeting
Part of what we're exploring with this approach of our hybrid combat is offering the player the functionality to utilize either tab targeting or a reticle-based action camera mode; and you know there are benefits to each; and both of them are providing the player what they feel most comfortable with playing. All of our attacks are going to be stat opposed unless they're a templated attack, in which case there will be certain bonuses and/or stronger applied chances for certain types of CC effects to be applied or potentially evasion and accuracy aspects of it. These are all things that we plan to to test throughout alpha two to see where the player base lives in those two options of the action or tab target based attack modes. The important part here is that this is still a work-in-progress. This is meant to give you a look at where our approach has now been living over the past several months when it comes to combat based off of what we learned in alpha one, what player feedback has been along the way and how we can create a compelling system of combat between these very different classes and weapon types.[152] – Steven Sharif
Hybrid combat refers to the choice between tab and action combat in Ashes of Creation.[153][154][155][156] A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab combat modes.[157][158][52][159]
- The action mode camera is tied to the to the player's reticle (crosshair).[160][161]
- Targeted skills require either a soft or hard locked target.[160]
- Soft locking is when the reticle moves over a valid target while in action mode. 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.[160].
- 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.[72][160]
- 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.[163][164][160]
Q: What the benefits are for tab versus action. I feel like a lot of people feel like tab is just easier so why would I use action?
A: If you're in a massive brawl, the ability to pick and choose targets that are far in the back line that might might be more advantageous towards tab target users because they're able to click, but the reaction time to acquire a target for a cursor versus acquiring a target for a reticle is much faster and less cumbersome because it doesn't require as many actions on behalf of the user.[165] – Steven Sharif
Templated and targeted versions of skills will have different characteristics.[152][157][166][81][167]
- 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.[81] – 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.[168]
- Different ranks of the same skill can change the skill from tab to action or vice-versa.[1]
- Variables will change based on which version of a skill is chosen.[167]
- 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.[81]
- For the purposes of balance, certain skill types will be either tab or action oriented skills.[83]
- 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.[167] – Steven Sharif
Targeted skills
Targeted skills require either a soft or hard locked target.[168][160]
- Soft locking is when the reticle moves over a valid target while in action mode. 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.[160].
- 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.[72][160]
- Targeted skills will be greyed out if the target is not within a valid range.[168]
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Longbow basic attack | ![]() |
A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[170][75][76] | ||
Quick Shot | ![]() |
Ranged attack that applies a debuff to the target. Each additional quickshot against the same target does increasing damage but consumes one of three charges that regenerate over time.[171] | ||
Shortbow basic attack | ![]() |
A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[75][76] | ||
Snipe | ![]() |
A powerful charged attack.[172] |
Templated skills
Templated skills allow "blind firing" without a target while in action mode. If a player moves into the path of the attack they can be struck.[163][164][160]
- One of the differences between tab and action combat mode is you can launch projectiles in action combat mode as a blind fire option, and if a target or if something moves in the way between the time of that projectile launching and impacting either its max distance, or a piece of terrain, or another target, it's possible that players might move into that projectile.[164] – Steven Sharif
- Some templated skills may have template indicators, but in general will require the player to assess the correct range for the skill.[168]
- If it is a templated ability, which means it's skill-based to use, you'll need to get a feel for those distances; and that's some skill-based learning where you get an idea for what those distances are. Some of those will have template indicators but they'll be very in-world and immersive. We're not utilizing more UI-centric looking indicators, but generally the AoE templates are meant to be skill-based.[168] – Steven Sharif
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Airstrike | ![]() |
Leap forward in the direction the character is facing, raining down three projectiles that deal AoE damage and roots enemies in its path. The root effect is nature based.[173] | ||
Grapple | ![]() |
Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[143] | ||
Inciting Strikes | ![]() |
Slashes twice in a forward cone while adding additional threat.[144] | ||
Longbow basic attack | ![]() |
A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[170][75][76] | ||
Meteor Storm | ![]() |
Summons forth a Meteor Storm, dropping 3 meteors in the target location.[174][106][175] | Adds an extra meteor.[174][176] | Adds an extra meteor.[174][176] |
Prismatic Beam | ![]() |
Spawns a giant prismatic beam of energy that can be aimed around you. Deals large damage to enemy targets.[177][106][178] | Increased damage.[177][179] | Snares hit targets.[177][180][179] |
Quick Shot | ![]() |
Ranged attack that applies a debuff to the target. Each additional quickshot against the same target does increasing damage but consumes one of three charges that regenerate over time.[171] | ||
Shield Assault | ![]() |
Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[145] | ||
Shortbow basic attack | ![]() |
A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[75][76] | ||
Snipe | ![]() |
A powerful charged attack.[172] | ||
Thundershock | ![]() |
Shoots forward a beam of lightning that damages enemies in a line in front of you.[135][106][136] | Increased damage.[135][137] | Now knocks down hit targets.[135][137] |
Tremoring Bellow | ![]() |
Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[181] |
Headshot mechanics
There are no headshot mechanics in the Ashes of Creation MMORPG.[182][183][184]
- Headshots were a part of Ashes of Creation Apocalypse battle royale.[184]
- Previously it was stated that headshot mechanics may be implemented in the MMORPG along the lines of a higher critical chance[185][186] and that they would not be one hit kills.[185]
- Headshots in action combat are equivalent to a critical hit in tab targeted combat.[187]
- Players relying on tab skills will have a fixed critical hit chance every time they use an ability or weapon.[187]
- Players using action-based skills are going to rely on getting a head shot or hitting a critical spot on the opponent.[187]
Skills by archetype
Bard skills
Bards are a tactical support class. They will have more significance based on their mobility and placement in the battle.[188]
- 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.[189][190]
- 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.[188] – Steven Sharif
- Bards may offer proximity-based or proc-based healing to a much lesser degree than Clerics.[19]
- This may be outdated, as Bards have been more recently referred to as a non-healing support class.[188]
- Bards will have a wide range of abilities to choose from, such as wordsmithing, acting, and musical aspects.[192]
- Bards will not be the "downtime" class. This is the role of social spaces within nodes.[190]
- Bards will have utility outside of combat, like all other classes.[195]
- In other games, Bards tend to be a relatively passive kind of 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 kind of 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 kind of 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.[196] – Jeffrey Bard
- Bard buffs include Songs, Stories, and Dances.[197]
- Bards can choose to activate buffs that augment tanking, evasion, DPS and healing abilities in their proximity.[198]
- 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.[199]
- 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.[199] – Steven Sharif
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.[200]
Clerics have control over life and this may relate to utility abilities that relate to corruption.[201]
Cleric combat abilities
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Castigation | ![]() |
Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[202][106][203][204] | Heals you instantly for an additional amount upon hit.[202] | Restores health and mana to nearby party members for the duration.[202] |
Chains of Restraint | ![]() |
Call forth spectral chains in a target area that stagger enemies within or stun enemies already under the staggered effect, then leave behind an area that deals radiant damage each second over 8 seconds.[205][206] | ||
Cleansing Wave | ![]() |
Releases a wave of healing energy to a target ally restoring health and conferring a heal over time. The wave jumps to 1 additional ally within range for each stack of conviction the caster has and places a buff on each recipient. Whenever a target with this buff receives a healing effect, the buff is consumed and removes the most recent negative effect that the target received.[207][208] | ||
Communal Restoration | ![]() |
Restore health to all party members in range. For each point of Conviction the caster possesses, targets receive an additional 1% of their maximum health as temporary hit points for 10 seconds.[209][206] | ||
Devotion | ![]() |
Launch an orb of energy into the air that will fall upon your target, healing them.[210][106][211][204] | The energy orb will travel faster and heal for more.[210] | The target will be infused with a slow, long-lasting healing effect.[210] |
Divine Censure | ![]() |
Hurls a radiant spear at the target, dealing damage.[212][106][213][204] | Further attacks upon the target have a chance to heal the attacker.[212] | The target has a chance to deal damage to itself when it attacks.[212] |
Divine Light | ![]() |
Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[214][106] | Increased healing.[214] | Reduced mana cost.[214] |
Hallowed Ground | ![]() |
Fills the surrounding area with radiant energy that damages enemies.[215][106][216][204][217] | The area provides a healing aura for allies.[215] | Allies within the area will receive boosted magical defense. Enemies within the area will deal less physical damage.[215] |
Judgment | ![]() |
Heals an ally, restoring life to the target. If cast on an enemy, it damages the target with radiant energy and has a chance to generate Conviction.[218][219] | ||
Radiant Burst | ![]() |
Heals allies around you in a wide area for a large amount.[220] Stacks up to 3 times.[106] | Heals for a greater amount.[220] | Cooldown removed.[220] |
Regeneration | ![]() |
Bathe your target with restorative energy that heals them over time.[221][106] | Reduced mana cost.[221] | Applies a 5% healing received bonus to the target.[221] |
Resurrection | ![]() |
Resurrects a dead ally with 25% health and 15% mana.[222][106][223][204] | Target resurrects with 50% health and 20% mana.[222] | Target resurrects with 75% health and 25% mana.[222] |
Cleric passive abilities
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Cooldown Reduction | ![]() |
Reduce all ability cooldowns by 5%.[61] | ||
Critical Hit Rate | ![]() |
Increase the chance for damage and healing abilities to critically hit by 5%.[61] | ||
Defense Mitigation | ![]() |
Increase defense mitigation by 4.[61] | ||
Disable Defense | ![]() |
Reduce chance of being disabled by crowd control effects by 10%.[63] | ||
Health Regeneration | ![]() |
Generate an additional 1.5% of your maximum health per second.[61] | ||
Increased Healing | ![]() |
Increase healing done by 10%.[65] | ||
Mana Regeneration | ![]() |
Generate an additional 1% of your maximum mana per second.[61] | ||
Maximum Health | ![]() |
Increase maximum health by 75.[61] | ||
Maximum Mana | ![]() |
Increase maximum mana by 100.[66] | ||
Movement Speed | ![]() |
Increase movement speed by 5%.[61] |
Fighter skills
The Fighter archetype will include maneuverability and "closing the gap" mechanics to enable the fighter to quickly traverse distances on the battlefield.[224]
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Rush | ![]() |
Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[21] | - | - |
Whirlwind | Damages targets in range and applies a stagger effect.[225] |
What we want the Fighter warrior to do is to be able to cut through enemy lines, get to the support area of a raid perhaps and take out healers with some quick DPS burst damage. We want them to be masters of different weapons. We want them to be able to be versatile in whether or not they want to be a ranged fighter or melee one. It's going to be up to the player.[226] – Steven Sharif
Mage skills
Mage combat abilities
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Black Hole | ![]() |
Summon a black hole at the target location that reduces movement speed of enemies in the area.[227][106][228] | Increased duration.[227][229] | Explodes for area damage upon expiration.[227][229] |
Blink | ![]() |
Blinks forward in the direction you are traveling.[105][106][107][108] | Now deals damage to enemies surrounding your departure location.[109][108] | Reduced cooldown.[105][109][108] |
Drain Essence | ![]() |
Drain your target for damage over time, and gain return mana to yourself over the duration.[230][106][231] | Heals you over the duration.[230][176] | Reduced cooldown.[230][176] |
Fireball | ![]() |
Hurl a ball of fire toward your target, dealing direct damage upon impact.[232][106][233] | Increased damage.[232][176][234][235] | Burns the target for additional damage over time.[232][176][234] |
Gift of the Magi | ![]() |
Restores mana upfront, plus an additional amount over time, to you and a friendly target.[236][106][237][238] | Increased duration.[236][237][176] | Increased initial amount restored.[236][237][176] |
Lava Storm | ![]() |
Creates a field of lava at the selected location. Deals area damage over time.[106][239][240] | Increased damage. Increased duration.[239][176] | Increased damage. Increased duration.[239][176] |
Meteor Storm | ![]() |
Summons forth a Meteor Storm, dropping 3 meteors in the target location.[174][106][175] | Adds an extra meteor.[174][176] | Adds an extra meteor.[174][176] |
Prismatic Beam | ![]() |
Spawns a giant prismatic beam of energy that can be aimed around you. Deals large damage to enemy targets.[177][106][178] | Increased damage.[177][179] | Snares hit targets.[177][180][179] |
Thundershock | ![]() |
Shoots forward a beam of lightning that damages enemies in a line in front of you.[135][106][136] | Increased damage.[135][137] | Now knocks down hit targets.[135][137] |
Mage passive abilities
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Attack Damage | ![]() |
Increases attack damage by 5.[61] | ||
Cooldown Reduction | ![]() |
Reduce all ability cooldowns by 5%.[61] | ||
Critical Hit Damage | ![]() |
Increase the damage and healing bonus from critical hits by 20%.[61] | ||
Critical Hit Rate | ![]() |
Increase the chance for damage and healing abilities to critically hit by 5%.[61] | ||
Defense Mitigation | ![]() |
Increase defense mitigation by 4.[61] | ||
Disable Chance | ![]() |
Increase chance to disable by 15%.[61] | ||
Health Regeneration | ![]() |
Generate an additional 1.5% of your maximum health per second.[61] | ||
Mana Regeneration | ![]() |
Generate an additional 1% of your maximum mana per second.[61] | ||
Maximum Health | ![]() |
Increase maximum health by 75.[61] | ||
Movement Speed | ![]() |
Increase movement speed by 5%.[61] |
Ranger skills
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Airstrike | ![]() |
Leap forward in the direction the character is facing, raining down three projectiles that deal AoE damage and roots enemies in its path. The root effect is nature based.[173] | ||
Camouflage | Grants stealth at a distance. At mid and short range the Ranger is revealed.[241] | - | - | |
Quick Shot | ![]() |
Ranged attack that applies a debuff to the target. Each additional quickshot against the same target does increasing damage but consumes one of three charges that regenerate over time.[171] | ||
Snipe | ![]() |
A powerful charged attack.[172] |
Rogue skills
All classes are capable adventurers, but rogues excel at delving the deepest dungeons and finding the most hidden of treasures.[242]
- Rogues will have utility skills that enable them to discover hidden doors, traps and additional treasures.[243]
- These will be randomly spawned throughout different times of the day to ensure that encounters are not the same each time.[243]
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 you know 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.[243] – Steven Sharif
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Stealth | This does not render a player completely invisible.[244] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[245] | - | - |
Summoner skills
Os invocadores usam muitas habilidades que são conjuradas através de suas invocações (também referidas como pets de habilidade de classe). O invocador está essencialmente jogando através das suas invocações.[246]
- Invocadores podem invocar até três invocações.[247]
- Habilidades da invocação aparecem na barra de ações rápidas do invocador.[246]
- Invocadores tem controle total sobre suas invocações.[246]
- Invocadores podem invocar invocações Tank, DPS ou Suporte.[248][249]
- Invocações de invocadores adicionarão ao poder do invocador quando forem invocados, diferente dos pets de combate, os quais tomam uma porção do poder do jogador.[250]
- O arquétipo de Invocador não tem essa porção de poder levada quando invocam seus pets. Essa é parte do seu... poder em sua invocação.[250] – Steven Sharif
- Invocações existirão até outra invocação ser conjurada, a invocação morrer, ou o invocador sair do jogo.[249]
- Invocadores provavelmente não serão capazes de se fundir com suas invocações (eidolons).[251]
- Invocações podem ser upadas pela aplicação de pontos de habilidade a suas habilidades ativas.[35]
- Invocações serão capazes de usar controle de grupo (CC).[87]
- Invocadores podem ser capazes de nomear suas invocações, mas não serão capazes de mudar o tipo da criatura, que é pare do nome acima da invocação.[252]
Você ganha suas invocações da sua classe de Invocador como uma habilidade ativa e então habilidades que podem ser desenvolvidos com pontos.[35] – Steven Sharif
Invocadores invocam diferentes invocações dependendo dos melhoramentos de classe que escolherem.[248][253]
- Animais.[253]
- Espíritos.[253][254]
- Zumbis, esqueletos e outras criaturas não mortas.[249][254]
- Cadáveres (potentially).[253]
- Alguns invocadores podem invocar múltiplas criaturas.[253]
- Outros invocadores podem apenas invocar uma única criatura poderosa.[253]
- Certos invocadores podem ser apenas capazes de invocar efeitos e/ou energias temporárias.[253]
Melhoramentos de um arquétipo secundário podem ser aplicados às invocações.[255]
Por exemplo: Se sua invocação tinha um ataque de varredura com sua garra, ou a habilidade de morder o oponente, ou correr até o oponente; e você escolher teleporte, você poderia fazer como eu dei o exemplo do tanque: Teletransportar ao alvo, ao em vez de correr. Ou, suas garras poderiam entrar em combustão no impacto dando dano de fogo que persiste. Ou... vamos dizer que sua invocação tradicionalmente era algum tipo de urso ou gato, você poderia aplicar o melhoramento elemental e agora ele poderia ser um gato transparente e flamejante com bioluminescência; e seu dano agora é de fogo. Então, é assim que queremos influenciar as habilidades ativas com base nos melhoramentos aplicados; e é assim isso se aplicaria aos Invocadores.[255] – Steven Sharif
Invocações de invocadores não são o mesmo que pets de combate.[256]
Tank skills
Tanks will not be forced to have a shield but it will definitely be a viable option.[257] – Jeffrey Bard
Tank combat abilities
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Aegis | ![]() |
Instantly dispels all negative effects on the caster, then creates a protective dome behind the tank for 15 seconds, transferring 50% of all damage received by targets within the area to the tank instead. All targets within the cone also receive increased status effect resistance for the duration.[258] | ||
Grapple | ![]() |
Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[143] | ||
Grit | ![]() |
Applies a buff to the caster, reducing incoming damage by 15%, but also reducing movement speed by 30% and outgoing damage by 20%. Each incoming hit consumes a stack of courage to reduce incoming damage by an additional 15%. Courage can not be generated while Grit is active.[259] | ||
Inciting Strikes | ![]() |
Slashes twice in a forward cone while adding additional threat.[144] | ||
Shield Assault | ![]() |
Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[145] | ||
Tremoring Bellow | ![]() |
Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[181] |
Tank passive abilities
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Block Chance | ![]() |
Increase chance to block attacks by 20% (Blocked attacks deal 20% reduced damage).[62] | ||
Cooldown Reduction | ![]() |
Reduce all ability cooldowns by 5%.[61] | ||
Critical Hit Rate | ![]() |
Increase the chance for damage and healing abilities to critically hit by 5%.[61] | ||
Defense Mitigation | ![]() |
Increase defense mitigation by 4.[61] | ||
Healing Received | ![]() |
Increase the amount of healing received by 10%.[64] | ||
Health Regeneration | ![]() |
Generate an additional 1.5% of your maximum health per second.[61] | ||
Mana Regeneration | ![]() |
Generate an additional 1% of your maximum mana per second.[61] | ||
Maximum Health | ![]() |
Increase maximum health by 75.[61] | ||
Movement Speed | ![]() |
Increase movement speed by 5%.[61] | ||
Physical Evasion Bonus | ![]() |
Increase physical evasion bonus by 5.[67] |
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.[261]
Up to eight players of the same primary archetype can band together to create monumental effects during a siege.[262]
- 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.[262] – Steven Sharif
Summoner
Summoners can collaborate to summon larger summons, such as Golems.[246]
- A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[263]
- The number of summoners participating in the summon will determine its overall size.[263]
- All summoners must be in the same party and the party leader must be a summoner.[264]
- The party leader initiates the summon and then takes control of it.
- Once summoned, the party leader cannot be changed.
- If the party disbands, the summon ends. There will be a grace period to handle disconnects.
- The party may also contain non-Summoners.
- It doesn't have to be just summoners, but it has to be a party led by a summoner with other summoners in it.[264] – Steven Sharif
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.[262] – Steven Sharif
Healing skills
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Cleansing Wave | ![]() |
Releases a wave of healing energy to a target ally restoring health and conferring a heal over time. The wave jumps to 1 additional ally within range for each stack of conviction the caster has and places a buff on each recipient. Whenever a target with this buff receives a healing effect, the buff is consumed and removes the most recent negative effect that the target received.[207][208] | ||
Communal Restoration | ![]() |
Restore health to all party members in range. For each point of Conviction the caster possesses, targets receive an additional 1% of their maximum health as temporary hit points for 10 seconds.[209][206] | ||
Devotion | ![]() |
Launch an orb of energy into the air that will fall upon your target, healing them.[210][106][211][204] | The energy orb will travel faster and heal for more.[210] | The target will be infused with a slow, long-lasting healing effect.[210] |
Divine Censure | ![]() |
Hurls a radiant spear at the target, dealing damage.[212][106][213][204] | Further attacks upon the target have a chance to heal the attacker.[212] | The target has a chance to deal damage to itself when it attacks.[212] |
Divine Light | ![]() |
Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[214][106] | Increased healing.[214] | Reduced mana cost.[214] |
Drain Essence | ![]() |
Drain your target for damage over time, and gain return mana to yourself over the duration.[230][106][231] | Heals you over the duration.[230][176] | Reduced cooldown.[230][176] |
Hallowed Ground | ![]() |
Fills the surrounding area with radiant energy that damages enemies.[215][106][216][204][217] | The area provides a healing aura for allies.[215] | Allies within the area will receive boosted magical defense. Enemies within the area will deal less physical damage.[215] |
Judgment | ![]() |
Heals an ally, restoring life to the target. If cast on an enemy, it damages the target with radiant energy and has a chance to generate Conviction.[218][219] | ||
Radiant Burst | ![]() |
Heals allies around you in a wide area for a large amount.[220] Stacks up to 3 times.[106] | Heals for a greater amount.[220] | Cooldown removed.[220] |
Regeneration | ![]() |
Bathe your target with restorative energy that heals them over time.[221][106] | Reduced mana cost.[221] | Applies a 5% healing received bonus to the target.[221] |
Ultimate skills
Ultimate skills are very powerful skills that can be used when enough focus has been accumulated from using the Weapon use combo system.[266]
- None -
Habilidades de utilidade

We have what are called utility skills and a lot of MMORPGS really only focus on active combat skills, but some of the favorite things that I've had as a gamer is tabletop RPGs like Pathfinder or Dungeons and Dragons, and there are skills in those games that are relevant to either your environment or the quest line; and they're a little bit you know sometimes "story mode".[243] – Steven Sharif
A utility skill is a non-combat skill that interacts with the environment.[268][269][270] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[271]
- Classes will have different utility abilities, such as detecting traps and other hazards.[268][269][271] For example: The Mage's detection spell casts light and reveals magical explosive hazards.[272]
- 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.[268] – Steven Sharif
- All classes will have maneuverability/traversal utility abilities.[278]
- Utility skills exist that can help players discover hidden paths and entrances and may lead to discovering hidden quests while exploring.[269]
- Certain objects exist in the world (such as ladders and slides) that aid player mobility.[279]
- 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.[280] – Steven Sharif
- There will be a grappling hook utility skill or item.[281]
- Rogues may also have a spyglass utility skill.[271]
List of utility skills
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Camouflage | Grants stealth at a distance. At mid and short range the Ranger is revealed.[241] | - | - | |
Family summon | Long duration cast (30 seconds to a minute) with an approximate 30 minute cooldown that slowly summons each of your family members to your location (up to eight members).[282][283] Players cannot be summoned in the following cases: | - | - | |
Pathfinding | Reveals corrupted player locations on the bounty hunter's map.[287][288] Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[287] The pathfinding ability can be toggled on or off.[287][289] | The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[290] | The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[290] | |
Stealth | This does not render a player completely invisible.[244] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[245] | - | - |
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".[291] – Steven Sharif
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Fireball | ![]() |
Hurl a ball of fire toward your target, dealing direct damage upon impact.[232][106][233] | Increased damage.[232][176][234][235] | Burns the target for additional damage over time.[232][176][234] |
Lava Storm | ![]() |
Creates a field of lava at the selected location. Deals area damage over time.[106][239][240] | Increased damage. Increased duration.[239][176] | Increased damage. Increased duration.[239][176] |
Thundershock | ![]() |
Shoots forward a beam of lightning that damages enemies in a line in front of you.[135][106][136] | Increased damage.[135][137] | Now knocks down hit targets.[135][137] |
Guns and gunpowder

The potion launcher idea will be incorporated as part of how cannons operate on ships; and these will be very large potion launchers obviously. The storage of this ammunitions are going to be very important as well... It's not going to be the same potion every time. You can equip the cannon with different types of potions that have different types of effects from a munitions standpoint; and I think that's going to provide a very cool gameplay because as you see the different color of the trail that's coming out of the potion launched, you'll be aware of what your adversary is using and how that affects your ship; and you'll be able to counter based on maneuverability, based on whatever you want to counter that with. I think that's going to present a very interesting dynamic to the attacks with these ships.[293] – Steven Sharif
Gunpowder (black powder) weapons will not be present in Ashes of Creation.[294][295]
- Navios 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.[293]
- 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.[294] – Steven Sharif
Weaponry such as Potion launchers, Siege weapons and weapons used in Combate naval are based on the arcane arts.[293][294][296]
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.[296] – Steven Sharif
Skill transfer
Players will not be able to transfer their skills to other players.[297]
Theft
There will not be a theft (stealing/pickpocketing) mechanic in Ashes of Creation in regards to living players.[298][299]
- 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.[298][300]
That kind of 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- you know different people might rise up in the ranks of different societies and organizations.[300] – Steven Sharif
- Players are not able to be robbed while occupying their player stall inside the limits of a node.[301]
There is not a theft mechanic for you to walk up to a player that's alive and steal something.[299] – Steven Sharif
Level scaling
Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players.[302][303]
Kickstarter skill FX
All Kickstarter backers will receive a skill effects (FX) set.[304]
- 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.
Ver também
Referências
- ↑ 1.0 1.1 1.2 1.3 1.4 Transmissão ao vivo, 2020-08-28 (1:12:50).
- ↑ 2.0 2.1 Entrevista, 2020-07-29 (55:44).
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 Entrevista, 2020-07-19 (53:59).
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 Entrevista, 2020-07-18 (1:07:51).
- ↑ 5.0 5.1 5.2 5.3 Transmissão ao vivo, 2017-07-28 (19:05).
- ↑ 6.0 6.1 6.2 Transmissão ao vivo, 2017-11-16 (30:02).
- ↑ Entrevista, 2020-07-29 (54:44).
- ↑ 8.0 8.1 8.2 8.3 Transmissão ao vivo, 2020-08-28 (1:19:24).
- ↑ Transmissão ao vivo, 2020-08-28 (1:21:03).
- ↑ 10.0 10.1 10.2 Transmissão ao vivo, 2020-08-28 (1:24:29).
- ↑ Transmissão ao vivo, 2017-05-03 (15:15).
- ↑ 12.0 12.1 Transmissão ao vivo, 2020-03-28 (1:41:42).
- ↑ Transmissão ao vivo, 2022-10-14 (57:45).
- ↑ 14.0 14.1 Transmissão ao vivo, 2017-05-03 (17:59).
- ↑ Transmissão ao vivo, 2022-10-14 (9:02).
- ↑ 16.0 16.1 Transmissão ao vivo, 2023-02-24 (53:48).
- ↑ Transmissão ao vivo, 2017-05-19 (43:09).
- ↑ Transmissão ao vivo, 2020-03-28 (1:25:32).
- ↑ 19.0 19.1 Transmissão ao vivo, 2020-07-25 (58:38).
- ↑ Vídeo, 2017-02-07 (0:02).
- ↑ 21.0 21.1 21.2 21.3 21.4
- ↑ 22.0 22.1 22.2 Entrevista, 2020-07-18 (1:05:04).
- ↑
- ↑ Transmissão ao vivo, 2020-07-25 (1:47:55).
- ↑ Transmissão ao vivo, 2018-02-09 (41:56).
- ↑ 26.0 26.1 Transmissão ao vivo, 2019-12-17 (1:13:14).
- ↑ 27.0 27.1 Entrevista, 2020-07-18 (1:07:06).
- ↑
- ↑ 29.0 29.1 29.2 February 8, 2019 - Questions and Answers.
- ↑ Transmissão ao vivo, 2019-07-26 (1:09:22).
- ↑ Transmissão ao vivo, 2018-04-8 (PM) (20:45).
- ↑
- ↑ Entrevista, 2018-05-11 (53:15).
- ↑ Transmissão ao vivo, 2017-10-16 (1:00:44).
- ↑ 35.0 35.1 35.2 Entrevista, 2018-08-08 (22:27).
- ↑ Twitter - What’s your go-to weapon?
- ↑ 37.0 37.1 37.2 Vídeo, 2022-09-30 (24:49).
- ↑ Transmissão ao vivo, 2022-10-14 (18:34).
- ↑ 39.0 39.1 Transmissão ao vivo, 2022-06-30 (1:12:38).
- ↑ 40.0 40.1 Transmissão ao vivo, 2022-09-30 (53:15).
- ↑ 41.0 41.1 41.2 Transmissão ao vivo, 2022-09-30 (43:45).
- ↑ 42.00 42.01 42.02 42.03 42.04 42.05 42.06 42.07 42.08 42.09 42.10 42.11 Podcast, 2021-09-29 (47:57).
- ↑ 43.0 43.1 43.2 Entrevista, 2021-02-07 (49:18).
- ↑ 44.0 44.1 44.2 44.3 44.4 44.5 Transmissão ao vivo, 2020-01-30 (1:28:40).
- ↑ 45.0 45.1 Transmissão ao vivo, 2018-06-04 (1:11:19).
- ↑ 46.0 46.1 46.2 46.3 46.4 Transmissão ao vivo, 2020-02-28 (1:10:21).
- ↑ Twitter - Take a look at our new basic weapon attack combos!
- ↑ Transmissão ao vivo, 2018-01-18 (22:46).
- ↑
- ↑ Transmissão ao vivo, 2021-09-24 (1:19:17).
- ↑ Transmissão ao vivo, 2021-08-27 (1:04:30).
- ↑ 52.0 52.1 52.2 52.3 52.4 52.5 52.6 Transmissão ao vivo, 2020-08-28 (1:15:39).
- ↑
- ↑ 54.0 54.1 54.2 54.3 54.4 Transmissão ao vivo, 2020-11-30 (1:05:22).
- ↑ 55.0 55.1 Podcast, 2018-08-04 (59:58).
- ↑
- ↑ Transmissão ao vivo, 2020-12-22 (1:15:01).
- ↑ Podcast, 2021-09-29 (52:58).
- ↑ Transmissão ao vivo, 2020-08-28 (1:14:54).
- ↑ Transmissão ao vivo, 2021-06-25 (23:08).
- ↑ 61.00 61.01 61.02 61.03 61.04 61.05 61.06 61.07 61.08 61.09 61.10 61.11 61.12 61.13 61.14 61.15 61.16 61.17 61.18 61.19 61.20 61.21 61.22 61.23 61.24 61.25 61.26 61.27 61.28 61.29 61.30 61.31 61.32 61.33 Transmissão ao vivo, 2021-06-25 (23:08).
- ↑ 62.0 62.1 Alpha-1 screenshot.
- ↑ 63.0 63.1 Alpha-1 screenshot.
- ↑ 64.0 64.1 Alpha-1 screenshot.
- ↑ 65.0 65.1 Alpha-1 screenshot.
- ↑ 66.0 66.1 Alpha-1 screenshot.
- ↑ 67.0 67.1 Alpha-1 screenshot.
- ↑ 68.0 68.1 68.2 68.3 68.4 Transmissão ao vivo, 2021-11-19 (50:38).
- ↑ 69.0 69.1 69.2 Transmissão ao vivo, 2022-12-02 (1:05:08).
- ↑ 70.0 70.1 70.2 70.3 70.4 Transmissão ao vivo, 2017-05-24 (45:12).
- ↑ 71.0 71.1 Transmissão ao vivo, 2020-06-26 (1:50:01).
- ↑ 72.0 72.1 72.2 Transmissão ao vivo, 2022-09-30 (49:16).
- ↑ Podcast, 2021-09-29 (40:50).
- ↑ Entrevista, 2018-05-11 (16:32).
- ↑ 75.0 75.1 75.2 75.3 75.4 Vídeo, 2022-09-30 (19:32).
- ↑ 76.0 76.1 76.2 76.3 76.4 Vídeo, 2022-09-30 (10:44).
- ↑ Transmissão ao vivo, 2022-09-30 (46:17).
- ↑ Transmissão ao vivo, 2017-10-16 (25:56).
- ↑ Transmissão ao vivo, 2018-02-09 (28:17).
- ↑ Transmissão ao vivo, 2019-11-22 (1:06:25).
- ↑ 81.0 81.1 81.2 81.3 81.4 81.5 Transmissão ao vivo, 2018-04-8 (PM) (37:57).
- ↑
- ↑ 83.0 83.1 83.2 83.3 83.4 83.5 83.6 Podcast, 2018-08-04 (1:11:05).
- ↑ Podcast, 2018-08-04 (1:11:52).
- ↑
- ↑ 86.0 86.1 86.2 Transmissão ao vivo, 2021-04-30 (1:08:10).
- ↑ 87.0 87.1
- ↑ 88.0 88.1 Transmissão ao vivo, 2021-03-26 (1:11:25).
- ↑ 89.0 89.1 Transmissão ao vivo, 2021-02-26 (27:41).
- ↑ Vídeo, 2021-02-26 (6:17).
- ↑ 91.0 91.1 Transmissão ao vivo, 2022-06-30 (46:30).
- ↑ Transmissão ao vivo, 2021-07-30 (31:22).
- ↑ Entrevista, 2021-06-13 (4:12).
- ↑ Transmissão ao vivo, 2021-05-28 (1:13:05).
- ↑ 95.0 95.1 95.2 Transmissão ao vivo, 2022-12-02 (59:47).
- ↑ Transmissão ao vivo, 2020-04-30 (1:17:13).
- ↑ 97.0 97.1 Transmissão ao vivo, 2017-05-08 (43:30).
- ↑ 98.0 98.1 Transmissão ao vivo, 2021-12-23 (55:32).
- ↑ Vídeo, 2021-12-23 (23:53).
- ↑ 100.0 100.1 Transmissão ao vivo, 2022-10-14 (48:45).
- ↑ 101.0 101.1
- ↑ Transmissão ao vivo, 2020-06-26 (1:30:40).
- ↑ 103.0 103.1 Transmissão ao vivo, 2022-06-30 (49:42).
- ↑ Transmissão ao vivo, 2022-09-30 (51:28).
- ↑ 105.0 105.1 105.2 105.3 Alpha-1 screenshot.
- ↑ 106.00 106.01 106.02 106.03 106.04 106.05 106.06 106.07 106.08 106.09 106.10 106.11 106.12 106.13 106.14 106.15 106.16 106.17 106.18 106.19 106.20 106.21 106.22 106.23 106.24 106.25 106.26 106.27 106.28 106.29 106.30 106.31 106.32
- ↑ 107.0 107.1 Vídeo, 2020-12-23 (1:17).
- ↑ 108.0 108.1 108.2 108.3 108.4 108.5 Transmissão ao vivo, 2020-07-31 (57:33).
- ↑ 109.0 109.1 109.2 109.3 Vídeo, 2020-12-22 (7:35).
- ↑ Vídeo, 2017-05-25 (0:02).
- ↑ 111.0 111.1 Transmissão ao vivo, 2021-07-30 (1:11:29).
- ↑ Reddit - Developer response to unique ability visuals.
- ↑
- ↑ Transmissão ao vivo, 2018-05-04 (51:57).
- ↑ Transmissão ao vivo, 2017-12-15 (1:35:38).
- ↑ Vídeo, 2021-12-23 (7:05).
- ↑ 117.0 117.1
- ↑ Entrevista, 2020-03-27 (15:20).
- ↑ 119.0 119.1 119.2 119.3 Transmissão ao vivo, 2023-01-27 (1:06:02).
- ↑ 120.0 120.1 Transmissão ao vivo, 2022-06-30 (51:17).
- ↑ 121.0 121.1 Transmissão ao vivo, 2020-01-30 (1:34:12).
- ↑ Transmissão ao vivo, 2020-06-26 (1:24:06).
- ↑ 123.0 123.1 Vídeo, 2023-01-27 (35:51).
- ↑ 124.0 124.1 124.2 Vídeo, 2022-12-02 (34:41).
- ↑ 125.0 125.1 125.2 Vídeo, 2022-12-02 (16:55).
- ↑ 126.0 126.1 126.2 126.3 Vídeo, 2023-01-27 (40:24).
- ↑ Transmissão ao vivo, 2023-01-27 (15:22).
- ↑ Transmissão ao vivo, 2023-01-27 (1:13:29).
- ↑ Transmissão ao vivo, 2021-09-24 (1:22:46).
- ↑ Transmissão ao vivo, 2020-06-26 (1:19:50).
- ↑
- ↑ 132.0 132.1 132.2 Alpha-1 screenshot.
- ↑ Vídeo, 2021-02-09 (0:37).
- ↑ 134.0 134.1 134.2 Transmissão ao vivo, 2020-07-31 (1:14:26).
- ↑ 135.00 135.01 135.02 135.03 135.04 135.05 135.06 135.07 135.08 135.09 135.10 135.11 Alpha-1 screenshot.
- ↑ 136.0 136.1 136.2 136.3 Vídeo, 2020-12-23 (0:40).
- ↑ 137.0 137.1 137.2 137.3 137.4 137.5 137.6 137.7 Transmissão ao vivo, 2017-10-16 (39:15).
- ↑ 138.0 138.1 Transmissão ao vivo, 2023-01-27 (1:04:34).
- ↑ 139.0 139.1
- ↑ 140.0 140.1 140.2 Transmissão ao vivo, 2023-02-24 (1:25:11).
- ↑
- ↑ Transmissão ao vivo, 2017-10-16 (21:48).
- ↑ 143.0 143.1 143.2 Vídeo, 2023-01-27 (10:27).
- ↑ 144.0 144.1 144.2 Vídeo, 2023-01-27 (6:41).
- ↑ 145.0 145.1 145.2 Vídeo, 2023-01-27 (5:07).
- ↑ 146.0 146.1 Transmissão ao vivo, 2019-11-22 (1:09:37).
- ↑ Transmissão ao vivo, 2017-05-17 (1:05:11).
- ↑ Transmissão ao vivo, 2019-06-28 (1:19:00).
- ↑ Transmissão ao vivo, 2017-05-30 (16:25).
- ↑ 150.0 150.1 150.2 Transmissão ao vivo, 2018-12-06 (48:52).
- ↑ Vídeo, 2022-09-30 (17:03).
- ↑ 152.0 152.1 152.2 152.3 152.4 Transmissão ao vivo, 2022-09-30 (41:06).
- ↑
- ↑ Transmissão ao vivo, 2021-08-27 (1:16:04).
- ↑ Transmissão ao vivo, 2021-06-25 (22:34).
- ↑ Transmissão ao vivo, 2017-11-16 (30:45).
- ↑ 157.0 157.1 Transmissão ao vivo, 2021-06-25 (27:43).
- ↑
- ↑ Transmissão ao vivo, 2020-04-30 (1:09:51).
- ↑ 160.0 160.1 160.2 160.3 160.4 160.5 160.6 160.7 160.8 Vídeo, 2022-09-30 (17:00).
- ↑ 161.0 161.1 Transmissão ao vivo, 2021-03-26 (59:21).
- ↑ Transmissão ao vivo, 2021-06-25 (26:11).
- ↑ 163.0 163.1 Transmissão ao vivo, 2022-09-30 (52:33).
- ↑ 164.0 164.1 164.2 Transmissão ao vivo, 2022-09-30 (48:10).
- ↑ Transmissão ao vivo, 2022-09-30 (54:35).
- ↑ 167.0 167.1 167.2 167.3 167.4 167.5 Podcast, 2018-08-04 (1:07:59).
- ↑ 168.0 168.1 168.2 168.3 168.4 Transmissão ao vivo, 2023-01-27 (1:11:07).
- ↑
- ↑ 170.0 170.1 Transmissão ao vivo, 2022-09-30 (26:42).
- ↑ 171.0 171.1 171.2 Vídeo, 2022-09-30 (16:19).
- ↑ 172.0 172.1 172.2 Vídeo, 2022-09-30 (14:27).
- ↑ 173.0 173.1 Vídeo, 2022-09-30 (15:28).
- ↑ 174.0 174.1 174.2 174.3 174.4 174.5 Alpha-1 screenshot.
- ↑ 175.0 175.1 Vídeo, 2020-12-23 (1:46).
- ↑ 176.00 176.01 176.02 176.03 176.04 176.05 176.06 176.07 176.08 176.09 176.10 176.11 176.12 176.13 176.14 176.15 176.16 176.17 Blog: Blazing the way - Mage Alpha One Preview.
- ↑ 177.0 177.1 177.2 177.3 177.4 177.5 Alpha-1 screenshot.
- ↑ 178.0 178.1 Vídeo, 2020-12-23 (1:53).
- ↑ 179.0 179.1 179.2 179.3 Transmissão ao vivo, 2017-10-16 (42:42).
- ↑ 180.0 180.1 Transmissão ao vivo, 2020-07-31 (1:02:59).
- ↑ 181.0 181.1 Vídeo, 2023-01-27 (7:28).
- ↑ Transmissão ao vivo, 2020-10-30 (1:15:59).
- ↑
- ↑ 184.0 184.1
- ↑ 185.0 185.1 Entrevista, 2018-10-21 (9:10).
- ↑ Entrevista, 2018-10-20 (3:25:31).
- ↑ 187.0 187.1 187.2 Transmissão ao vivo, 2018-09-27 (34:49).
- ↑ 188.0 188.1 188.2 Podcast, 2021-04-11 (13:30).
- ↑ 189.0 189.1 Entrevista, 2021-06-13 (8:33).
- ↑ 190.0 190.1 Transmissão ao vivo, 2017-05-17 (1:06:19).
- ↑ Transmissão ao vivo, 2022-01-28 (1:09:26).
- ↑ Transmissão ao vivo, 2019-06-28 (1:21:02).
- ↑ Transmissão ao vivo, 2017-07-28 (40:15).
- ↑ Transmissão ao vivo, 2018-04-8 (PM) (1:18:37).
- ↑ Transmissão ao vivo, 2017-05-19 (39:55).
- ↑ Transmissão ao vivo, 2017-06-01 (22:58).
- ↑ Transmissão ao vivo, 2022-12-02 (1:04:16).
- ↑ Entrevista, 2020-07-19 (1:00:04).
- ↑ 199.0 199.1 Transmissão ao vivo, 2018-04-8 (PM) (46:11).
- ↑ Blog: The Gift of Life - Cleric Alpha One Preview.
- ↑ Transmissão ao vivo, 2017-05-26 (19:03).
- ↑ 202.0 202.1 202.2
- ↑ Vídeo, 2020-11-01 (0:33).
- ↑ 204.0 204.1 204.2 204.3 204.4 204.5 204.6 204.7
- ↑
- ↑ 206.0 206.1 206.2 Vídeo, 2022-12-02 (18:26).
- ↑ 207.0 207.1
- ↑ 208.0 208.1 Vídeo, 2022-12-02 (17:55).
- ↑ 209.0 209.1
- ↑ 210.0 210.1 210.2 210.3 210.4 210.5
- ↑ 211.0 211.1 Vídeo, 2020-11-01 (1:09).
- ↑ 212.0 212.1 212.2 212.3 212.4 212.5
- ↑ 213.0 213.1 Vídeo, 2020-11-01 (0:51).
- ↑ 214.0 214.1 214.2 214.3 214.4 214.5
- ↑ 215.0 215.1 215.2 215.3 215.4 215.5
- ↑ 216.0 216.1 Vídeo, 2020-11-01 (0:45).
- ↑ 217.0 217.1 Transmissão ao vivo, 2020-03-28 (1:22:45).
- ↑ 218.0 218.1
- ↑ 219.0 219.1 Vídeo, 2022-12-02 (10:14).
- ↑ 220.0 220.1 220.2 220.3 220.4 220.5
- ↑ 221.0 221.1 221.2 221.3 221.4 221.5
- ↑ 222.0 222.1 222.2
- ↑ Vídeo, 2020-11-01 (0:55).
- ↑ Transmissão ao vivo, 2017-12-15 (1:00:36).
- ↑ Vídeo, 2022-12-02 (22:44).
- ↑ Transmissão ao vivo, 2018-04-8 (PM) (40:23).
- ↑ 227.0 227.1 227.2 Alpha-1 screenshot.
- ↑ Vídeo, 2020-12-23 (0:51).
- ↑ 229.0 229.1 Transmissão ao vivo, 2017-10-16 (42:20).
- ↑ 230.0 230.1 230.2 230.3 230.4 230.5 Alpha-1 screenshot.
- ↑ 231.0 231.1 Vídeo, 2020-12-23 (1:04).
- ↑ 232.0 232.1 232.2 232.3 232.4 232.5 Alpha-1 screenshot.
- ↑ 233.0 233.1 Vídeo, 2020-12-23 (0:31).
- ↑ 234.0 234.1 234.2 234.3 Transmissão ao vivo, 2017-10-16 (38:35).
- ↑ 235.0 235.1 PAX West 2017 Mage poster.
- ↑ 236.0 236.1 236.2 Alpha-1 screenshot.
- ↑ 237.0 237.1 237.2 Vídeo, 2020-12-22 (7:37).
- ↑ Transmissão ao vivo, 2020-07-31 (1:00:44).
- ↑ 239.0 239.1 239.2 239.3 239.4 239.5 Vídeo, 2020-12-22 (7:36).
- ↑ 240.0 240.1 Vídeo, 2020-12-23 (1:29).
- ↑ 241.0 241.1
- ↑
- ↑ 243.0 243.1 243.2 243.3 Transmissão ao vivo, 2020-07-25 (42:49).
- ↑ 244.0 244.1 Transmissão ao vivo, 2022-01-28 (1:12:27).
- ↑ 245.0 245.1 Transmissão ao vivo, 2017-05-03 (49:39).
- ↑ 246.0 246.1 246.2 246.3 Transmissão ao vivo, 2017-05-19 (10:06).
- ↑
- ↑ 248.0 248.1 Entrevista, 2021-06-13 (13:11).
- ↑ 249.0 249.1 249.2 Transmissão ao vivo, 2020-07-25 (1:41:46).
- ↑ 250.0 250.1 Entrevista, 2022-01-14 (42:18).
- ↑ Transmissão ao vivo, 2017-05-26 (43:20).
- ↑ Transmissão ao vivo, 2021-01-29 (1:21:01).
- ↑ 253.0 253.1 253.2 253.3 253.4 253.5 253.6 Transmissão ao vivo, 2018-04-8 (AM) (0:58).
- ↑ 254.0 254.1 Transmissão ao vivo, 2018-04-8 (PM) (11:27).
- ↑ 255.0 255.1 Transmissão ao vivo, 2018-04-8 (PM) (24:11).
- ↑ Transmissão ao vivo, 2020-10-30 (1:21:14).
- ↑ Transmissão ao vivo, 2017-05-26 (32:59).
- ↑ Vídeo, 2023-01-27 (9:54).
- ↑ Vídeo, 2023-01-27 (5:21).
- ↑ Transmissão ao vivo, 2019-11-22 (41:02).
- ↑ Transmissão ao vivo, 2023-01-27 (1:33:42).
- ↑ 262.0 262.1 262.2 262.3 Podcast, 2018-05-11 (49:20).
- ↑ 263.0 263.1 Transmissão ao vivo, 2018-04-8 (AM) (28:01).
- ↑ 264.0 264.1 Entrevista, 2018-08-17 (14:59).
- ↑
- ↑ Transmissão ao vivo, 2017-06-30 (29:13).
- ↑ Vídeo, 2017-05-09 (0:57).
- ↑ 268.0 268.1 268.2 Transmissão ao vivo, 2023-02-24 (1:13:19).
- ↑ 269.0 269.1 269.2 Transmissão ao vivo, 2023-02-24 (6:51).
- ↑ Transmissão ao vivo, 2017-06-30 (30:34).
- ↑ 271.0 271.1 271.2 Transmissão ao vivo, 2017-05-12 (33:10).
- ↑
- ↑ Transmissão ao vivo, 2017-05-15 (15:10).
- ↑
- ↑ Transmissão ao vivo, 2018-01-18 (34:56).
- ↑ Transmissão ao vivo, 2019-06-28 (1:21:46).
- ↑
- ↑
- ↑ Transmissão ao vivo, 2021-10-29 (1:07:11).
- ↑ Transmissão ao vivo, 2017-05-24 (57:41).
- ↑ Transmissão ao vivo, 2017-05-12 (18:00).
- ↑ Entrevista, 2020-07-19 (1:20:58).
- ↑ Podcast, 2020-07-26 (1:34:47).
- ↑ Podcast, 2020-07-26 (1:32:15).
- ↑
- ↑
- ↑ 287.0 287.1 287.2
- ↑ Entrevista, 2017-04-27 (9:28).
- ↑
- ↑ 290.0 290.1 Transmissão ao vivo, 2017-05-24 (48:00).
- ↑ Transmissão ao vivo, 2018-04-8 (PM) (26:19).
- ↑ Ashes of Creation Store: The Gilded Galleon.
- ↑ 293.0 293.1 293.2 Podcast, 2021-09-29 (56:50).
- ↑ 294.0 294.1 294.2 294.3 Podcast, 2020-11-15 (22:22).
- ↑ Transmissão ao vivo, 2017-06-16 (43:01).
- ↑ 296.0 296.1 296.2 296.3 Entrevista, 2018-08-17 (17:57).
- ↑ Transmissão ao vivo, 2017-11-17 (27:35).
- ↑ 298.0 298.1 Entrevista, 2021-02-07 (16:05).
- ↑ 299.0 299.1 Podcast, 2017-05-05 (43:05).
- ↑ 300.0 300.1 Entrevista, 2021-02-07 (19:00).
- ↑ Transmissão ao vivo, 2017-10-16 (59:39).
- ↑ Entrevista, 2021-06-13 (24:14).
- ↑ Vídeo, 2018-04-05 (40:08).
- ↑ New Backer Goal!! + Monster Coins (>'.')>