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Alpha-1 preview skills user interface.[1]

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[2]Steven Sharif

Players receive skill points as they level. These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[3][4][5][6]

  • It will not be possible to max all skills in a skill tree.[6]
  • In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[7]
  • Players are able to reset and reallocate their skill points.[8]

Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[9]Steven Sharif

Active skills

Players can build their characters with the active skills they want on their action bar.[11][12]

  • The number of skills on the action bar will be contained (fewer than 30).[13]
  • There will be an option to include multiple hotbars (action bars).[9][12]
  • For example: One Fighter will be different from another based on what active skills they have chosen.[13]
  • Through skill choice, players can customize their combat experience to focus on tab targeted skills, action targeted skills, or a mix of both.[14]
  • Players are not given skills as they level up, they must choose what skills they take.[7]
  • There is no spellbook requiring memorization.[15]

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.[9]Steven Sharif

Primary skills

Alpha-1 preview primary skills.[16]

If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[17]Steven Sharif

The idea behind the system is that you're kind of skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to kind of offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[18]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[19] Players can personalize their primary skills with augmentation from a secondary archetype.[20][19][21]

The design behind augments is to not just change the flavor so that it reflects the secondary archetype, but it also fundamentally changes the core components of a skill.[22]Steven Sharif

  • Each secondary archetype offers four different schools of augmentation.[20][23] Each augment school affects a primary archetype's skills in different ways.[24]
    There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards; and certain augments will have more expense required on the skill point side.[25]Steven Sharif
  • Choosing the same primary and secondary archetype increases focus on that archetype.[26]
  • Augments to primary skills will fundamentally change the way the ability works: Adapting what the ability once did to incorporate the identity of the secondary archetype.[27]
  • Changing the augmentations on your skills will require you to go to a NPC in a Village node or higher.[29]
  • Some spell colors and general FX change based on augments.[30]
    • Active skills could look totally different after an augment gets applied.[31]

Primary skills in Alpha-2 are expected to be very different to those in Alpha-1.[32]

The ability list in Alpha One is nowhere near what the ability list will be, especially from like a level/progression standpoint. So you can expect it to be incredibly different.[32]Steven Sharif

Weapon skills

Players can spec into weapon abilities on their weapon skill tree (also referred to as Combat skills[4], and Combat tree[5]) based on their preferred weapon classes (weapon types/weapon groups) and the grade of the weapon.[33][5][4][34]

  • The more skill points that are allocated to the skill tree, the greater a player's weapon familiarity. This in turn unlocks various proc effects on weapon use that can offer synergy with other active skills.[35][5][34] This synergy also applies to active skills from other characters.[3]
    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.[5]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.[4]Steven Sharif
  • Weapon progression such as set bonuses may change at what level any proc effects occur.[35]
  • These procs may reduce or reset cooldowns on other skills on the player's hotbar.[36]
  • Using a weapon skill will in general reset the weapon use combo system.[36]

Weapon use combo system

A weapon use combo system (also referred to as Combo system[34], and Weapon use ability[37]) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[34][38]

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.[35]Steven Sharif
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.[35]Steven Sharif
  • Depending on class skill choice these effects will have synergy effects with the combat montage.[35]
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.[35]Steven Sharif
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.[35]
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.[35]Steven Sharif
  • Using a skill/ability (other than the weapon attack Q or left-mouse-click) will in general reset the combo.[36]
    • The developers are considering specific abilities might be able to be used without resetting the combo system.[36]

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.[34]Steven Sharif

Classes of weapons

In-game achievable weapons concept art.[40]

Weapon classes (also referred to as weapon types and weapon groups) in Ashes of Creation.[33]

  • Blunt weapons
  • Slashing weapons
  • Piercing weapons

Weapon attack cone

Weapon attack cone in Alpha-1.[41]

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.[41]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[41]

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.[41]Steven Sharif

This is described as a weapon attack not an active skill.[41]

Skills and stats on gear

Crafters will be able to assign different skills/abilities and stats on gear.[43][44]

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.[43]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.[44]Steven Sharif

Gear is broken down into Core Stats and Additional Stats.[48]

Passive skills

Passive skills are used to augment weapon usage, armor usage, health regeneration, and passive stats.[2]

  • Passive skills can be levelled up by allocating skill points on the skills UI.[2]
  • Passive skills enable players to work toward mastery of a weapon.[27]

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.[1]Steven Sharif

Passive skill Icon Archetype(s) Rank 1 Rank 2 Rank 3
Attack Damage Attack Damage.png Mage Increases attack damage by 5.[1]
Block Chance Block Chance.png Tank Increase chance to block attacks by 20% (Blocked attacks deal 20% reduced damage).[49]
Cooldown Reduction Cooldown Reduction.png Cleric Mage Tank Reduce all ability cooldowns by 5%.[1]
Critical Hit Damage Critical Hit Damage.png Mage Increase the damage and healing bonus from critical hits by 20%.[1]
Critical Hit Rate Critical Hit Rate.png Cleric Mage Tank Increase the chance for damage and healing abilities to critically hit by 5%.[1]
Defense Mitigation Defense Mitigation.png Cleric Mage Tank Increase defense mitigation by 4.[1]
Disable Chance Disable Chance.png Mage Increase chance to disable by 15%.[1]
Disable Defense Disable Defense.png Cleric Increase maximum mana by 100.[50]
Healing Received Healing Received.png Tank Increase the amount of healing received by 10%.[51]
Health Regeneration Health Regeneration.png Cleric Mage Tank Generate an additional 1.5% of your maximum health per second.[1]
Increased Healing Increased Healing.png Cleric Increase healing done by 10%.[52]
Mana Regeneration Mana Regeneration.png Cleric Mage Tank Generate an additional 1% of your maximum mana per second.[1]
Maximum Health Maximum Health.png Cleric Mage Tank Increase maximum health by 75.[1]
Maximum Mana Maximum Mana.png Cleric Increase maximum mana by 100.[53]
Movement Speed Movement Speed.png Cleric Mage Tank Increase movement speed by 5%.[1]
Physical Evasion Bonus Physical Evasion Bonus.png Tank Increase physical evasion bonus by 5.[54]

Combat abilities

The aspiration for combat is for abilities to have corresponding counter-play abilities.[55]

  • The goal is to have special animations for parrying, blocking and evading.[56]

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.[56]Jeffrey Bard

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[57][55]

  • There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[55][58]
    • As of May 28, 2021, diminishing returns on CC effects have not yet been implemented in the Alpha-1 testing.[59]

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.[55]Steven Sharif

  • Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[61]

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.[55]Jeffrey Bard

  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[63]
    • In current Alpha-1 testing mounts are not separate from the player.[63]

There's also going to be effects that just stun the mount or stun you on the mount.[63]Steven Sharif

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Javelin Javelin Icon.jpg Pulls a target enemy to your location.[65][16][66][67] Deals damage and generates a great amount of threat.[65][67] Reduces cooldown by 5 seconds.[65][67]
Jump jump icon.png Dash with cooldown.[68] Cooldown is replaced by charges with individual cooldown.[68] Drops a bear trap at the location the ranger dashed from.[68]
Onslaught Onslaught Icon.jpg Charge and deal damage to your target.[69][16][70][71] Reduce the target's attack damage temporarily.[69][71] Knock down the target.[69][71]
Snare snare icon.png Foot pin roots target in place.[72][73] Adds a bleed.[73] Snares after root expires.[73]
Trap trap icon.png Place a bear trap under the caster that holds them in place and does damage. Also holds targets in place and does damage.[74] Traps stun instead of root.[74] Place up to two traps.[74]

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.[75]

Mobility

Revamped Alpha-1 Mage Fireball ability.[76][77]

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.[76]Tradd Thompson

Skills with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[78][79]

  • Prone and crouch will likely not be in the game.[80]
  • Moving backward will likely not affect block and parry.[81]

I think that that generally we want to tend to be more mobile in our classes. I think that it's a fundamentally old-school philosophy to have a lot of stuck in place type skills. That isn't to say we won't have skills that have mobility restriction on them- that require you to channel or require a casting time where you can't move; but I think it's a blend between the two. It's neither extreme.[78]Steven Sharif

It'll be something that you can spec around to. Again it's gonna be a risk/reward thing. We put a lot of thought into what skills are overpowered or have kind of this overpowering nature to them and those are the kinds of skills that will generally find that will be like in-place type of skills; where you are now at risk if you are going to cast this spell, but there's a big reward if you do manage to get it off.[78]Jeffrey Bard

The revamped combat system will feature 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.[82][83][84]

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Blink Blink Icon.jpg Blinks forward in the direction you are traveling.[85][16][86][87] Now deals damage to enemies surrounding your departure location.[88][87] Reduced cooldown.[85][88][87]
Jump jump icon.png Dash with cooldown.[68] Cooldown is replaced by charges with individual cooldown.[68] Drops a bear trap at the location the ranger dashed from.[68]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[19] - -
Sprint sprint icon.png Increases movement speed. Using an ability ends sprint.[89] Increased resistance to disable abilities.[89] Clears crowd control when sprint starts and removes silence.[89]

Player movement

Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[91]

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.[91]Steven Sharif

There is a toggleable walk/run (autorun) capability.[92]

There is not going to be any "go to waypoint" (auto-pathing) mechanics.[93]

Back-peddling (walking backwards) and strafing are slower than normal movement speed.[94]

Collision

There are player and spell collision mechanics in Ashes of Creation.[95]

  • 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.[96][95]

Dodging

Dodging in Alpha-1 early combat.[9]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[9]Steven Sharif

Dodge rolling type skills is housed in the action skill sets of agile classes such as Rogues or Fighters.[9][97]

Q: Will there be evade frames/ I-frames on dodge?
A: I would say it's a safe bet with regards to how we're approaching the hybrid combat that not only are gonna have true evasion skills that apply to more action-oriented skills that are coming your way, but you'll also have you know I-frame type skills that would apply perhaps to a tab targetable skills coming your way. So I think you're gonna have a healthy balance of both with it when it comes to skills that you can spec into.[98]Steven Sharif

Active blocking

The developers have yet to finalize designs for active blocking in Ashes of Creation.[99][100]

We're going to be discussing internally amongst the designers and the combat team and then we will likely share with the community once we've nailed down a few approaches and prototype them out.[99]Steven Sharif

  • The developers were previously 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.[100]

This is something we're still actively iterating on and actively going to be testing in our hybrid system but you know as we're as we're doing that we are taking into consideration. Obviously we want action based components to also interact in some way shape or form with the waterfall stat system as well; and you know that seems like it might be an oxymoron from an action to tab sense, but it doesn't have to be. There can be components of action- so say for instance you could have a dual component where you activate that shield stance and if you accurately intercept an incoming projectile or a skill that's been initiated from the forward arc, you get 80% damage mitigation or 80% application of the physical defense of the shield; and if it comes from an area outside of that forward arc then you get a lesser bonus; and that essentially what would happen is let's say you take into account the stat of the shield's physical defense value, you apply it as a mitigating factor to the incoming damage, but in addition you augment that system with the waterfall stat that is responsible for shield damage mitigation or shield rate; and maybe you know the default skill says 80% damage mitigation from forward arc but that gets augmented up to 87% because of your stat essentially; and if it's not in your forward arc then it gets you know 50% efficacy- maybe it's 40 something percent. So just to give you kind of insight into what goes into kind of determining these skills and how they interact on an action-based front.[100]Steven Sharif

In APOC when we had the active shield stance- that was an active shield block action-based system; and when we collected design data on essentially the efficacy and essentially the accuracy of players who used that wasn't very high; and there is a concern at least on the front of implementing a action restricted type active shield block as opposed to what would traditionally be along the lines of activating a buff that grants a shield block rate adjustment and is universal on incoming damage- and interfaces with the stats- is really something that we're leaning towards in incorporating for the hybrid combat system.[100]Steven Sharif

Interrupts

Abilities with a cast bar can be interrupted during the cast.[79]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.


Skill Icon Rank 1 Rank 2 Rank 3
Bulwark Bulwark Icon.jpg Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[102][16][103][104] Additional increased block chance.[102][104] The second attack knocks down enemies.[102][104]
Onslaught Onslaught Icon.jpg Charge and deal damage to your target.[69][16][70][71] Reduce the target's attack damage temporarily.[69][71] Knock down the target.[69][71]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[19] - -
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[105][16][106] Increased damage.[105][107] Now knocks down hit targets.[105][107]

Aggro/Threat generation

Aggro (Threat/Hate) will matter in the game.[108]

  • Aggro is based on a hate table.[108]
Skill Icon Rank 1 Rank 2 Rank 3
Javelin Javelin Icon.jpg Pulls a target enemy to your location.[65][16][66][67] Deals damage and generates a great amount of threat.[65][67] Reduces cooldown by 5 seconds.[65][67]

Animation cancelling

Animation cancelling will not be a combat mechanic.[109]

Combat stances

The use of weapon stances in game is likely.[110]

RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[111]

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.[112]Jeffrey Bard

Combat targeting

Alpha-1 early hybrid combat demo.[41]

You'll notice as I go into action mode, I have my reticle and when my reticle hovers over an enemy target, it'll turn red, essentially showing like "hey we know you have a valid target hit" that you can see; and when you press 'Q' you can lock on to that target. You can also hold tab to alternate between targets. So like that's an important aspect of the combat that we're trying to incorporate, which is mixing and meshing between tab and action, so you still have that action component but also are available to use some of your tab targeted skills.[113]Steven Sharif

Hybrid combat refers to the choice between tab targeted and action targeted combat in the Ashes of Creation MMORPG.[113][14]

Q: Are you still considering whether the combined action/tab targeting combat will be replaced by either tab only or action only?
A: No, I think that we will find a healthy medium between the two. I think that really what it comes down to is the definition of action; and I think that there is a varying degree of opinions on what action targeting means so to speak. But as I've clearly defined in the past, and as you can research in on the Wiki, our opinion on- at least my opinion on- action combat is I think well represented in the way we want to hybridize that combat in Ashes of Creation; and I think that there is going to be a good balance between those two and it should be a seamless transition between the two as well. And you know we're going to be fleshing that out further as we move forward.[114]Steven Sharif
  • A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab targeted combat modes.[115][116][41][117]
  • The action mode utilizes a targeting reticle and is very close to a third-person action game.[113][41][117][118]
    • The player does not have to be in reticle mode to use an action combat ability.[119]
    If you use an action combat ability that's going to be directional focused, you do not have to be in reticle mode to use that. It will fire where that reticle would be. So if you play by feel and you're in tab target camera mode, you can still utilize your action-oriented skills and abilities.[119]Steven Sharif
    • The reticle will highlight/change color (to red) to indicate if the current target is able to be hit with the currently prepared skill.[113][41]
    • Action combat abilities will not have a lock-on feature but pressing Q while in action mode will lock on to the current target to enable the use of tab-oriented skills in action mode.[115][113]
    Action combat abilities will not have a lock-on feature so to speak. Some of those are going to be skill shot only. However because you can have a mix and match of tab abilities that require a target, you will be able to target lock in action mode as well. Right now that's delegated to the Q key as default, but you can obviously set that up you could put it on you know your left mouse button, or you could put it wherever you want; and when your reticle hovers over a target, it rapidly swaps your target ability and when you press your target lock it will then lock that target; and if you have tab-oriented skills, you can use your tab oriented skills and they will be used against that target.[115]Steven Sharif
    • Holding Tab while in action mode will alternate between targets.[113]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[41]
    • The action camera is tied to the to player's reticle. There will likely be a hotkey that when held down will allow free camera movement.[120]
    • In future the user will have the ability to choose from different reticle appearances.[121]
  • The tab mode (MMO mode) facilitates tab targeted combat.[41][117] A tab-targeted ability requires a target in order to utilize that skill.[115][118]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[41]
    • There will be a "target of target" capability on the user interface.[122]

Hybrid combat is being tested in Alpha-1.[113][123]

  • Targeting modes are able to be achieved through choice of skills/abilities.[115][123][60]
    • 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.[60]
    • Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[2]

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.[60]Steven Sharif

Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[124]

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. [124]Steven Sharif

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap for Alpha-1.

For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[62]

  • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[62][60]
  • Softer CC's would be housed in tab-targeted abilities.[62]

Headshot mechanics

There are no headshot mechanics in the Ashes of Creation MMORPG.[126][127][128]

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.[132]

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.[132]Steven Sharif

  • Bards are intended to not be purely support focussed. They will be a "jack of all trades", including offensive and defensive combat abilities in addition to support abilities and buffs.[133][134]
    • The developers are considering the use of proximity-based ground templates that require the party or raid to move into (and out of) formations indicated by the template to gain added benefits or buffs.[133]
  • Bards may offer proximity-based or proc-based healing to a much lesser degree than Clerics.[135]
    • This may be outdated, as Bards have been more recently referred to as a non-healing support class.[132]
  • Bards will have a wide range of abilities to choose from, such as wordsmithing, acting, and musical aspects.[136]
    • Bards may be able to play musical instruments, such as Flutes and Bagpipes.[137][138]

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.[140]Jeffrey Bard

Bards can choose to activate buffs that augment tanking, evasion, DPS and healing abilities in their proximity.[141]

  • 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.[142]

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.[142]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.[143]

Clerics have control over life and this may relate to utility abilities that relate to corruption.[144]

Cleric combat abilities

Skill Icon Rank 1 Rank 2 Rank 3
Castigation CastigationIcon.jpg Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[145][16][146][147] Heals you instantly for an additional amount upon hit.[145] Restores health and mana to nearby party members for the duration.[145]
Devotion DevotionIcon.jpg Launch an orb of energy into the air that will fall upon your target, healing them.[148][16][149][147] The energy orb will travel faster and heal for more.[148] The target will be infused with a slow, long-lasting healing effect.[148]
Divine Censure DivineCensureIcon.jpg Hurls a radiant spear at the target, dealing damage.[150][16][151][147] Further attacks upon the target have a chance to heal the attacker.[150] The target has a chance to deal damage to itself when it attacks.[150]
Divine Light DivineLightIcon.jpg Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[152][16] Increased healing.[152] Reduced mana cost.[152]
Hallowed Ground HallowedGroundIcon.jpg Fills the surrounding area with radiant energy that damages enemies.[153][16][154][147][155] The area provides a healing aura for allies.[153] Allies within the area will receive boosted magical defense. Enemies within the area will deal less physical damage.[153]
Judgment JudgmentIcon.jpg Holy power crushes your target, dealing direct damage.[156][16][157][147] Slows the target temporarily.[156] Temporarily reduces the target's defenses.[156]
Radiant Burst RadiantBurstIcon.jpg Heals allies around you in a wide area for a large amount.[158] Stacks up to 3 times.[16] Heals for a greater amount.[158] Cooldown removed.[158]
Regeneration RegenerationIcon.jpg Bathe your target with restorative energy that heals them over time.[159][16] Reduced mana cost.[159] Applies a 5% healing received bonus to the target.[159]
Resurrection ResurrectionIcon.jpg Resurrects a dead ally with 25% health and 15% mana.[160][16][161][147] Target resurrects with 50% health and 20% mana.[160] Target resurrects with 75% health and 25% mana.[160]

Cleric passive abilities

Skill Icon Rank 1 Rank 2 Rank 3
Cooldown Reduction Cooldown Reduction.png Reduce all ability cooldowns by 5%.[1]
Critical Hit Rate Critical Hit Rate.png Increase the chance for damage and healing abilities to critically hit by 5%.[1]
Defense Mitigation Defense Mitigation.png Increase defense mitigation by 4.[1]
Disable Defense Disable Defense.png Increase maximum mana by 100.[50]
Health Regeneration Health Regeneration.png Generate an additional 1.5% of your maximum health per second.[1]
Increased Healing Increased Healing.png Increase healing done by 10%.[52]
Mana Regeneration Mana Regeneration.png Generate an additional 1% of your maximum mana per second.[1]
Maximum Health Maximum Health.png Increase maximum health by 75.[1]
Maximum Mana Maximum Mana.png Increase maximum mana by 100.[53]
Movement Speed Movement Speed.png Increase movement speed by 5%.[1]

Fighter skills

The Fighter archetype will include maneuverability and "closing the gap" mechanics to enable the fighter to quickly traverse distances on the battlefield.[162]

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[19] - -

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.[163]Steven Sharif

Mage skills

Mage combat abilities

Skill Icon Rank 1 Rank 2 Rank 3
Black Hole Black Hole Icon.jpg Summon a black hole at the target location that reduces movement speed of enemies in the area.[164][16][165] Increased duration.[164][166] Explodes for area damage upon expiration.[164][166]
Blink Blink Icon.jpg Blinks forward in the direction you are traveling.[85][16][86][87] Now deals damage to enemies surrounding your departure location.[88][87] Reduced cooldown.[85][88][87]
Drain Essence Drain Essence Icon.jpg Drain your target for damage over time, and gain return mana to yourself over the duration.[167][16][168] Heals you over the duration.[167][169] Reduced cooldown.[167][169]
Fireball Fireball Icon.jpg Hurl a ball of fire toward your target, dealing direct damage upon impact.[170][16][171] Increased damage.[170][169][172][173] Burns the target for additional damage over time.[170][169][172]
Gift of the Magi Gift of the Magi Icon.jpg Restores mana upfront, plus an additional amount over time, to you and a friendly target.[174][16][175][176] Increased duration.[174][175][169] Increased initial amount restored.[174][175][169]
Lava Storm Lava Storm Icon.jpg Creates a field of lava at the selected location. Deals area damage over time.[16][177][178] Increased damage. Increased duration.[177][169] Increased damage. Increased duration.[177][169]
Meteor Storm Meteor Storm Icon.jpg Summons forth a Meteor Storm, dropping 3 meteors in the target location.[179][16][180] Adds an extra meteor.[179][169] Adds an extra meteor.[179][169]
Prismatic Beam Prismatic Beam Icon.jpg Spawns a giant prismatic beam of energy that can be aimed around you. Deals large damage to enemy targets.[181][16][182] Increased damage.[181][183] Snares hit targets.[181][184][183]
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[105][16][106] Increased damage.[105][107] Now knocks down hit targets.[105][107]

Mage passive abilities

Skill Icon Rank 1 Rank 2 Rank 3
Attack Damage Attack Damage.png Increases attack damage by 5.[1]
Cooldown Reduction Cooldown Reduction.png Reduce all ability cooldowns by 5%.[1]
Critical Hit Damage Critical Hit Damage.png Increase the damage and healing bonus from critical hits by 20%.[1]
Critical Hit Rate Critical Hit Rate.png Increase the chance for damage and healing abilities to critically hit by 5%.[1]
Defense Mitigation Defense Mitigation.png Increase defense mitigation by 4.[1]
Disable Chance Disable Chance.png Increase chance to disable by 15%.[1]
Health Regeneration Health Regeneration.png Generate an additional 1.5% of your maximum health per second.[1]
Mana Regeneration Mana Regeneration.png Generate an additional 1% of your maximum mana per second.[1]
Maximum Health Maximum Health.png Increase maximum health by 75.[1]
Movement Speed Movement Speed.png Increase movement speed by 5%.[1]

Ranger skills

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Bow's combo bows combo icon.png Target an enemy and use your bow to strike with two arrows. Dealing damage and powering up your focus with this weapon attack.[72][185] Prepares four arrows.[185] Prepared shot works on all arrow attacks.[185]
Flame line flame line icon.png Shoot an arrow that leaves behind a trail of flames.[186] Arrow explodes upon reaching the end of its distance.[186] Enemies take burning damage for entering the flames.[186]
Fleeting shot fleeting shot icon.png Retreating shot rolls backward and does damage.[187] Increases max range.[187] Breaks crowd control.[187]
Hail of arrows hail of arrows icon.png If your focus is at 80%, use this skill to summon a template and launch multiple arrows within the template.[72][188] Adds movement slow.[188] Adds damage over time to targets in the area.[188]
Jump jump icon.png Dash with cooldown.[68] Cooldown is replaced by charges with individual cooldown.[68] Drops a bear trap at the location the ranger dashed from.[68]
Knockback shot knockback shot icon.png Knocks a target back X distance.[189] Adds damage.[189] Add knockdown.[189]
Marked arrow marked arrow icon.png Target an enemy to use this skill, causing that enemy to take additional physical damage.[72][73] Enemy takes additional magical damage.[73] Increases the duration of this debuff.[73]
Power shot power shot icon.png Use this skill to charge up a shot that fires forward in a line, damaging all enemies it touches.[72][190] Chance to cause bleed damage over time.[72][190] Splits into a fan of arrows in a cone. Radius increases based on hold duration.[190]
Slice slice icon.png Cone melee attack.[191] Becomes a 360° melee attack.[191] Adds hemorrhage (bleed) damage.[191]
Snare snare icon.png Foot pin roots target in place.[72][73] Adds a bleed.[73] Snares after root expires.[73]
Sniper's eye snipers eye icon.png Summon a zone around you, while within this zone, deal +200% damage for all attacks.[72] - -
Sprint sprint icon.png Increases movement speed. Using an ability ends sprint.[89] Increased resistance to disable abilities.[89] Clears crowd control when sprint starts and removes silence.[89]
Track track icon.png Use this skill to show nearby tracks, leading to unknown adventures.[72] - -
Trap trap icon.png Place a bear trap under the caster that holds them in place and does damage. Also holds targets in place and does damage.[74] Traps stun instead of root.[74] Place up to two traps.[74]

Rogue skills

All classes are capable adventurers, but rogues excel at delving the deepest dungeons and finding the most hidden of treasures.[192]

  • Rogues will have utility skills that enable them to discover hidden doors, traps and additional treasures.[193]
  • These will be randomly spawned throughout different times of the day to ensure that encounters are not the same each time.[193]

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.[193]Steven Sharif

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Stealth This does not render a player completely invisible. Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[194] - -

Summoner skills

The summoner uses many abilities that channel through their summon (also referred to as class skill pets). The summoner is essentially playing through their summon.[195]

  • Summoners can summon up to three Summons.[196]
  • Abilities from the summon appear on the summoner's hotbar.[195]
  • Summoner has control over their summon.[195]
  • Summoners can summon Tank, DPS or Support summons.[197][198]
  • Summons will exist until another summon is cast, the summon is killed, or the summoner logs off.[198]
  • Summoners will likely not be able to fuse with their summons (eidolons).[199]
  • Summons can be leveled through the application of skill points to their active skill.[18]
  • Summons will be able to use crowd control (CC).[64]
  • Summoners may be able to name their summons, but will not be able to change their creature type, which is part of the nameplate above the summon.[200]

You gain your summons from your summoner class as an active skill and then skills can be further developed with points.[18]Steven Sharif

Summoners summon different summons, depending on the class and augments they choose.[197][201]

  • Animals.[201]
  • Spirits.[201][202]
  • Zombies, skeletons and other undead creatures.[198][202]
  • Corpses (potentially).[201]
  • Some summoners may summon multiple things.[201]
  • Other summoners may only summon one powerful thing.[201]
  • Certain summoners may only be able to summon effects and/or temporary energies.[201]

Augments from a secondary archetype can be applied to a summons.[203]

For example: If your summon had a sweeping attack with a claw, or had the ability to bite an opponent, or rush an opponent; and you took teleportation, you could rush them similar to how I've given an example with the tank: Teleporting to a target instead. Or, its claws could combust on impact on a target dealing some burn damage that persists. Or... let's say your summon traditionally was some type of bear or bear cat, you could apply an elemental augment and now it could be a transparent flaming bioluminescent cat; and its damage would be fire based. So, that's how we want to influence the active skills with how augments apply; and that's how it would apply with Summoners.[203]Steven Sharif

Summoner summons are not the same as combat pets.[204]

Tank skills

Tanks will not be forced to have a shield but it will definitely be a viable option.[205]Jeffrey Bard

Tank combat abilities

Skill Icon Rank 1 Rank 2 Rank 3
Javelin Javelin Icon.jpg Pulls a target enemy to your location.[65][16][66][67] Deals damage and generates a great amount of threat.[65][67] Reduces cooldown by 5 seconds.[65][67]
Lacerate Lacerate Icon.jpg Pierce your enemy, dealing instant damage and causing them to bleed for additional damage over time.[206][16][207][208] Increased bleed duration. If the target is bleeding from previous Lacerate, explode remaining bleed damage as instant damage.[206][208] Hitting an enemy with Lacerate already under its bleed effect will consume the bleed and deal 50% of the remaining damage instantly.[206][208]
Myrmidon's Fury Myrmidon Icon.jpg Strike your target and gain a temporary buff that gives you a chance to counterattack each time you are struck.[209][16][210][211] Increased chance to counterattack.[209][211] Increased damage mitigation during the buff's duration.[209][211]
Onslaught Onslaught Icon.jpg Charge and deal damage to your target.[69][16][70][71] Reduce the target's attack damage temporarily.[69][71] Knock down the target.[69][71]
Resounding Smash Resounding Smash Icon.jpg Strikes in front of you, then deal additional damage after a short delay to any targets that were initially struck.[212][16][213][214] The delayed hit deals additional damage.[212][214] The delayed hit returns mana to yourself.[212][214]
Shockwave Shockwave Icon.jpg Strike the ground with your weapon, dealing damage to enemies in front of you and leaving a fiery patch of earth that continually deals damage to enemies in the area over its duration.[215][16][216][217] The fiery patch left behind deals additional damage.[215][217] Slows enemies standing in the area.[215][217]
Ultimate Defense Ultimate Defense Icon.jpg Become immune to damage for 3 seconds.[218][16][219][220] Duration is increased to 5 seconds.[220] Grant damage mitigation to all party members.[220]
Weapon Toss Weapon Toss Icon.jpg Throw your weapon at a target.[221][16][222][208] Bounces to two additional enemies.[221][208] Explodes upon hitting the final target, dealing damage to enemies in the area.[221][208]

Tank passive abilities

Skill Icon Rank 1 Rank 2 Rank 3
Block Chance Block Chance.png Increase chance to block attacks by 20% (Blocked attacks deal 20% reduced damage).[49]
Cooldown Reduction Cooldown Reduction.png Reduce all ability cooldowns by 5%.[1]
Critical Hit Rate Critical Hit Rate.png Increase the chance for damage and healing abilities to critically hit by 5%.[1]
Defense Mitigation Defense Mitigation.png Increase defense mitigation by 4.[1]
Healing Received Healing Received.png Increase the amount of healing received by 10%.[51]
Health Regeneration Health Regeneration.png Generate an additional 1.5% of your maximum health per second.[1]
Mana Regeneration Mana Regeneration.png Generate an additional 1% of your maximum mana per second.[1]
Maximum Health Maximum Health.png Increase maximum health by 75.[1]
Movement Speed Movement Speed.png Increase movement speed by 5%.[1]
Physical Evasion Bonus Physical Evasion Bonus.png Increase physical evasion bonus by 5.[54]

Siege abilities

Eight players of the same primary archetype can band together to create monumental effects during a siege.[224]

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.[224]Steven Sharif

Summoner

Summoners can collaborate to summon larger summons, such as Golems.[195]

  • A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[225]
  • The number of summoners participating in the summon will determine its overall size.[225]
  • All summoners must be in the same party and the party leader must be a summoner.[226]
    • 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.[226]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.[224]Steven Sharif

Healing skills

Skill Icon Rank 1 Rank 2 Rank 3
Devotion DevotionIcon.jpg Launch an orb of energy into the air that will fall upon your target, healing them.[148][16][149][147] The energy orb will travel faster and heal for more.[148] The target will be infused with a slow, long-lasting healing effect.[148]
Divine Censure DivineCensureIcon.jpg Hurls a radiant spear at the target, dealing damage.[150][16][151][147] Further attacks upon the target have a chance to heal the attacker.[150] The target has a chance to deal damage to itself when it attacks.[150]
Divine Light DivineLightIcon.jpg Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[152][16] Increased healing.[152] Reduced mana cost.[152]
Drain Essence Drain Essence Icon.jpg Drain your target for damage over time, and gain return mana to yourself over the duration.[167][16][168] Heals you over the duration.[167][169] Reduced cooldown.[167][169]
Hallowed Ground HallowedGroundIcon.jpg Fills the surrounding area with radiant energy that damages enemies.[153][16][154][147][155] The area provides a healing aura for allies.[153] Allies within the area will receive boosted magical defense. Enemies within the area will deal less physical damage.[153]
Radiant Burst RadiantBurstIcon.jpg Heals allies around you in a wide area for a large amount.[158] Stacks up to 3 times.[16] Heals for a greater amount.[158] Cooldown removed.[158]
Regeneration RegenerationIcon.jpg Bathe your target with restorative energy that heals them over time.[159][16] Reduced mana cost.[159] Applies a 5% healing received bonus to the target.[159]

Ultimate skill

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.

The ultimate skill is a very powerful skill.[228]

Skill Icon Rank 1 Rank 2 Rank 3
Hail of arrows hail of arrows icon.png If your focus is at 80%, use this skill to summon a template and launch multiple arrows within the template.[72][188] Adds movement slow.[188] Adds damage over time to targets in the area.[188]
Ultimate Defense Ultimate Defense Icon.jpg Become immune to damage for 3 seconds.[218][16][219][220] Duration is increased to 5 seconds.[220] Grant damage mitigation to all party members.[220]

Utility skills

Pre-alpha rogue climbing a Metropolis wall.[229]

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".[193]Steven Sharif

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap for Alpha-1.

A utility skill is a non-combat skill that interacts with the environment.[230] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[231]

  • Different classes excel at different skills.[231]
  • All classes will have maneuverability/traversal utility abilities.[232]
    • There will be a grappling hook utility skill or item.[233]
  • Classes will have utility abilities, such as detecting traps and other hazards. For example: The Mage's detection spell casts light and reveals magical explosive hazards.[234]
  • Certain classes are able to climb/parkour in certain areas.[235][236]
    • Climbing/parkour ability is not free-form and will likely be restricted to certain quests, locations or objects.[237][238]
  • Certain classes (such as Rogues) will have stealth abilities.[239]
    • Rogues may also have a spyglass utility skill.[231]

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.[240]Steven Sharif


Skill Icon Rank 1 Rank 2 Rank 3
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).[241][242] Players cannot be summoned in the following cases:
This will be tested in Alpha-2.[245]
- -
Pathfinding Reveals corrupted player locations on the bounty hunter's map.[246][247] 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.[246] The pathfinding ability can be toggled on or off.[246][248] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[249] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[249]
Stealth This does not render a player completely invisible. Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[194] - -
Track track icon.png Use this skill to show nearby tracks, leading to unknown adventures.[72] - -

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".[250]Steven Sharif

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Fireball Fireball Icon.jpg Hurl a ball of fire toward your target, dealing direct damage upon impact.[170][16][171] Increased damage.[170][169][172][173] Burns the target for additional damage over time.[170][169][172]
Flame line flame line icon.png Shoot an arrow that leaves behind a trail of flames.[186] Arrow explodes upon reaching the end of its distance.[186] Enemies take burning damage for entering the flames.[186]
Lava Storm Lava Storm Icon.jpg Creates a field of lava at the selected location. Deals area damage over time.[16][177][178] Increased damage. Increased duration.[177][169] Increased damage. Increased duration.[177][169]
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[105][16][106] Increased damage.[105][107] Now knocks down hit targets.[105][107]

Guns and gunpowder

The Gilded Galleon pre-order pack cosmetic ship skin.[251]

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.[252]Steven Sharif

Gunpowder (black powder) weapons will not be present in Ashes of Creation.[253][254]

  • Ships 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.[252]
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.[253]Steven Sharif

Weaponry such as Potion launchers, Siege weapons and weapons used in Naval combat are based on the arcane arts.[252][253][255]

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.[255]Steven Sharif

Skill transfer

Players will not be able to transfer their skills to other players.[256]

Theft

There will not be a theft (stealing/pickpocketing) mechanic in Ashes of Creation in regards to living players.[257][258]

  • 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.[257][259]

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.[259]Steven Sharif

There is not a theft mechanic for you to walk up to a player that's alive and steal something.[258]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.[261][262]

Kickstarter skill FX

All Kickstarter backers will receive a skill effects (FX) set.[263]

  • 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.

See also

References

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 1.24 1.25 1.26 1.27 1.28 1.29 1.30 1.31 1.32 1.33 1.34 1.35 Livestream, 25 June 2021 (23:08).
  2. 2.0 2.1 2.2 2.3 Livestream, 28 August 2020 (1:12:50).
  3. 3.0 3.1 Interview, 29 July 2020 (55:44).
  4. 4.0 4.1 4.2 4.3 Interview, 19 July 2020 (53:59).
  5. 5.0 5.1 5.2 5.3 5.4 Interview, 18 July 2020 (1:07:51).
  6. 6.0 6.1 Livestream, 28 July 2017 (19:05).
  7. 7.0 7.1 Livestream, 16 November 2017 (30:02).
  8. Interview, 29 July 2020 (54:44).
  9. 9.0 9.1 9.2 9.3 9.4 9.5 Livestream, 28 August 2020 (1:19:24).
  10. Livestream, 28 August 2020 (1:21:03).
  11. Livestream, 3 May 2017 (15:15).
  12. 12.0 12.1 Livestream, 28 March 2020 (1:41:42).
  13. 13.0 13.1 Livestream, 3 May 2017 (17:59).
  14. 14.0 14.1 Livestream, 16 November 2017 (30:45).
  15. Livestream, 19 May 2017 (43:09).
  16. 16.00 16.01 16.02 16.03 16.04 16.05 16.06 16.07 16.08 16.09 16.10 16.11 16.12 16.13 16.14 16.15 16.16 16.17 16.18 16.19 16.20 16.21 16.22 16.23 16.24 16.25 16.26 16.27 16.28 16.29 16.30 16.31 16.32 16.33 16.34 16.35 16.36 16.37 16.38 16.39 16.40 16.41 16.42 16.43 16.44 toast-keybinds-skills.png
  17. Livestream, 16 October 2017 (1:00:44).
  18. 18.0 18.1 18.2 Interview, 8 August 2018 (22:27).
  19. 19.0 19.1 19.2 19.3 19.4 progression.png
  20. 20.0 20.1 20.2 Interview, 18 July 2020 (1:05:04).
  21. class secondary.png
  22. Livestream, 25 July 2020 (1:47:55).
  23. Livestream, 9 February 2018 (41:56).
  24. 24.0 24.1 Livestream, 17 December 2019 (1:13:14).
  25. 25.0 25.1 Interview, 18 July 2020 (1:07:06).
  26. class same.png
  27. 27.0 27.1 February 8, 2019 - Questions and Answers.
  28. Livestream, 26 July 2019 (1:09:22).
  29. Livestream, 8 April 2018 (PM) (20:45).
  30. augmentcolors.png
  31. Interview, 11 May 2018 (53:15).
  32. 32.0 32.1 Livestream, 24 September 2021 (1:18:06).
  33. 33.0 33.1 Interview, 7 February 2021 (49:18).
  34. 34.0 34.1 34.2 34.3 34.4 Livestream, 30 January 2020 (1:28:40).
  35. 35.0 35.1 35.2 35.3 35.4 35.5 35.6 35.7 35.8 35.9 Podcast, 29 September 2021 (47:57).
  36. 36.0 36.1 36.2 36.3 Livestream, 28 February 2020 (1:10:21).
  37. Livestream, 18 January 2018 (22:46).
  38. steven-auto-attack-definition.png
  39. Livestream, 24 September 2021 (1:19:17).
  40. Livestream, 30 April 2021 (53:08).
  41. 41.00 41.01 41.02 41.03 41.04 41.05 41.06 41.07 41.08 41.09 41.10 41.11 41.12 Livestream, 28 August 2020 (1:15:39).
  42. class cleaving.png
  43. 43.0 43.1 43.2 43.3 43.4 Livestream, 30 November 2020 (1:05:22).
  44. 44.0 44.1 Podcast, 4 August 2018 (59:58).
  45. steven-crafting-stats.png
  46. Livestream, 22 December 2020 (1:15:01).
  47. Podcast, 29 September 2021 (52:58).
  48. Livestream, 28 August 2020 (1:14:54).
  49. 49.0 49.1 Alpha-1 screenshot.
  50. 50.0 50.1 Alpha-1 screenshot.
  51. 51.0 51.1 Alpha-1 screenshot.
  52. 52.0 52.1 Alpha-1 screenshot.
  53. 53.0 53.1 Alpha-1 screenshot.
  54. 54.0 54.1 Alpha-1 screenshot.
  55. 55.0 55.1 55.2 55.3 55.4 Livestream, 24 May 2017 (45:12).
  56. 56.0 56.1 Livestream, 26 June 2020 (1:50:01).
  57. Livestream, 16 October 2017 (25:56).
  58. Livestream, 9 February 2018 (28:17).
  59. Livestream, November 22 2019 (1:06:25).
  60. 60.0 60.1 60.2 60.3 60.4 60.5 Livestream, 8 April 2018 (PM) (37:57).
  61. steven-hard-ccs.png
  62. 62.0 62.1 62.2 62.3 62.4 62.5 62.6 Podcast, 4 August 2018 (1:11:05).
  63. 63.0 63.1 63.2 Livestream, 30 April 2021 (1:08:10).
  64. 64.0 64.1 summons-ccs.png
  65. 65.0 65.1 65.2 65.3 65.4 65.5 65.6 65.7 65.8 Alpha-1 screenshot.
  66. 66.0 66.1 66.2 Video, 9 February 2021 (1:02).
  67. 67.0 67.1 67.2 67.3 67.4 67.5 67.6 67.7 67.8 Livestream, 31 July 2020 (1:14:38).
  68. 68.0 68.1 68.2 68.3 68.4 68.5 68.6 68.7 68.8 Livestream, 16 October 2017 (45:52).
  69. 69.0 69.1 69.2 69.3 69.4 69.5 69.6 69.7 69.8 Alpha-1 screenshot.
  70. 70.0 70.1 70.2 Video, 9 February 2021 (1:26).
  71. 71.0 71.1 71.2 71.3 71.4 71.5 71.6 71.7 71.8 Livestream, 31 July 2020 (1:14:28).
  72. 72.00 72.01 72.02 72.03 72.04 72.05 72.06 72.07 72.08 72.09 72.10 PAX West 2017 Ranger poster.
  73. 73.0 73.1 73.2 73.3 73.4 73.5 73.6 73.7 73.8 Livestream, 16 October 2017 (44:49).
  74. 74.0 74.1 74.2 74.3 74.4 74.5 Livestream, 16 October 2017 (47:29).
  75. 75.0 75.1 Livestream, 26 March 2021 (1:11:25).
  76. 76.0 76.1 Livestream, 26 February 2021 (27:41).
  77. Video, 26 February 2021 (6:17).
  78. 78.0 78.1 78.2 Livestream, 30 April 2020 (1:17:13).
  79. 79.0 79.1 Livestream, 8 May 2017 (43:30).
  80. stevenclarification.png
  81. Livestream, 26 June 2020 (1:30:40).
  82. Livestream, 30 July 2021 (31:22).
  83. Interview, 13 June 2021 (4:12).
  84. Livestream, 28 May 2021 (1:13:05).
  85. 86.0 86.1 Video, 23 December 2020 (1:17).
  86. 87.0 87.1 87.2 87.3 87.4 87.5 Livestream, 31 July 2020 (57:33).
  87. 88.0 88.1 88.2 88.3 Video, 22 December 2020 (7:35).
  88. 89.0 89.1 89.2 89.3 89.4 89.5 Livestream, 16 October 2017 (46:22).
  89. Video, 25 May 2017 (0:02).
  90. 91.0 91.1 Livestream, 30 July 2021 (1:11:29).
  91. autorun.jpg
  92. Livestream, 4 May 2018 (51:57).
  93. Livestream, 15 December 2017 (1:35:38).
  94. 95.0 95.1 collision.jpg
  95. Interview, 27 March 2020 (15:20).
  96. Livestream, 26 June 2020 (1:24:06).
  97. 98.0 98.1 Livestream, 30 January 2020 (1:34:12).
  98. 99.0 99.1 Livestream, 24 September 2021 (1:22:46).
  99. 100.0 100.1 100.2 100.3 Livestream, 26 June 2020 (1:19:50).
  100. shieldactiveblockA1.png
  101. 102.0 102.1 102.2 Alpha-1 screenshot.
  102. Video, 9 February 2021 (0:37).
  103. 104.0 104.1 104.2 Livestream, 31 July 2020 (1:14:26).
  104. 105.0 105.1 105.2 105.3 105.4 105.5 105.6 105.7 105.8 Alpha-1 screenshot.
  105. 106.0 106.1 106.2 Video, 23 December 2020 (0:40).
  106. 107.0 107.1 107.2 107.3 107.4 107.5 Livestream, 16 October 2017 (39:15).
  107. 108.0 108.1 steven-aggro.png
  108. Livestream, 17 May 2017 (1:05:11).
  109. Livestream, 28 June 2019 (1:19:00).
  110. Livestream, 30 May 2017 (16:25).
  111. 112.0 112.1 112.2 Livestream, 6 December 2018 (48:52).
  112. 113.0 113.1 113.2 113.3 113.4 113.5 113.6 Livestream, 25 June 2021 (22:34).
  113. Livestream, 27 August 2021 (1:16:04).
  114. 115.0 115.1 115.2 115.3 115.4 Livestream, 25 June 2021 (27:43).
  115. steven-combat-revamp-update-2.png
  116. 117.0 117.1 117.2 Livestream, 30 April 2020 (1:09:51).
  117. 118.0 118.1 Interview, 15 April 2019 (38:03).
  118. 119.0 119.1 Livestream, 25 June 2021 (27:10).
  119. Livestream, 26 March 2021 (59:21).
  120. Livestream, 25 June 2021 (26:11).
  121. Livestream, 30 April 2020 (40:19).
  122. 123.0 123.1 Newsletter, 7 August 2018
  123. 124.0 124.1 124.2 124.3 124.4 Podcast, 4 August 2018 (1:07:59).
  124. steven-action-tab-attack-range.png
  125. Livestream, 30 October 2020 (1:15:59).
  126. steven-headshots-1.png
  127. 128.0 128.1 steven-headshots-2.png
  128. 129.0 129.1 Interview, 21 October 2018 (9:10).
  129. Interview, 20 October 2018 (3:25:31).
  130. 131.0 131.1 131.2 Livestream, 27 September 2018 (34:49).
  131. 132.0 132.1 132.2 Podcast, 11 April 2021 (13:30).
  132. 133.0 133.1 Interview, 13 June 2021 (8:33).
  133. 134.0 134.1 Livestream, 17 May 2017 (1:06:19).
  134. Livestream, 25 July 2020 (58:38).
  135. Livestream, 28 June 2019 (1:21:02).
  136. Livestream, 28 July 2017 (40:15).
  137. Livestream, 8 April 2018 (PM) (1:18:37).
  138. Livestream, 19 May 2017 (39:55).
  139. Livestream, 1 June 2017 (22:58).
  140. Interview, 19 July 2020 (1:00:04).
  141. 142.0 142.1 Livestream, 8 April 2018 (PM) (46:11).
  142. Blog: The Gift of Life - Cleric Alpha One Preview.
  143. Livestream, 26 May 2017 (19:03).
  144. 145.0 145.1 145.2 a1castigation.png
  145. Video, 1 November 2020 (0:33).
  146. 147.0 147.1 147.2 147.3 147.4 147.5 147.6 147.7 147.8 alpha-1-cleric-spells.png
  147. 148.0 148.1 148.2 148.3 148.4 148.5 a1devotion.png
  148. 149.0 149.1 Video, 1 November 2020 (1:09).
  149. 150.0 150.1 150.2 150.3 150.4 150.5 a1divinecensure.png
  150. 151.0 151.1 Video, 1 November 2020 (0:51).
  151. 152.0 152.1 152.2 152.3 152.4 152.5 a1divinelight.png
  152. 153.0 153.1 153.2 153.3 153.4 153.5 a1hallowedground.png
  153. 154.0 154.1 Video, 1 November 2020 (0:45).
  154. 155.0 155.1 Livestream, 28 March 2020 (1:22:45).
  155. 156.0 156.1 156.2 a1judgment.png
  156. Video, 1 November 2020 (1:27).
  157. 158.0 158.1 158.2 158.3 158.4 158.5 a1radiantburst.png
  158. 159.0 159.1 159.2 159.3 159.4 159.5 a1regeneration.png
  159. 160.0 160.1 160.2 a1resurrection.png
  160. Video, 1 November 2020 (0:55).
  161. Livestream, 15 December 2017 (1:00:36).
  162. Livestream, 8 April 2018 (PM) (40:23).
  163. 164.0 164.1 164.2 Alpha-1 screenshot.
  164. Video, 23 December 2020 (0:51).
  165. 166.0 166.1 Livestream, 16 October 2017 (42:20).
  166. 167.0 167.1 167.2 167.3 167.4 167.5 Alpha-1 screenshot.
  167. 168.0 168.1 Video, 23 December 2020 (1:04).
  168. 169.00 169.01 169.02 169.03 169.04 169.05 169.06 169.07 169.08 169.09 169.10 169.11 169.12 169.13 169.14 169.15 Blog: Blazing the way - Mage Alpha One Preview.
  169. 170.0 170.1 170.2 170.3 170.4 170.5 Alpha-1 screenshot.
  170. 171.0 171.1 Video, 23 December 2020 (0:31).
  171. 172.0 172.1 172.2 172.3 Livestream, 16 October 2017 (38:35).
  172. 173.0 173.1 PAX West 2017 Mage poster.
  173. 174.0 174.1 174.2 Alpha-1 screenshot.
  174. 175.0 175.1 175.2 Video, 22 December 2020 (7:37).
  175. Livestream, 31 July 2020 (1:00:44).
  176. 177.0 177.1 177.2 177.3 177.4 177.5 Video, 22 December 2020 (7:36).
  177. 178.0 178.1 Video, 23 December 2020 (1:29).
  178. 179.0 179.1 179.2 Alpha-1 screenshot.
  179. Video, 23 December 2020 (1:46).
  180. 181.0 181.1 181.2 Alpha-1 screenshot.
  181. Video, 23 December 2020 (1:53).
  182. 183.0 183.1 Livestream, 16 October 2017 (42:42).
  183. Livestream, 31 July 2020 (1:02:59).
  184. 185.0 185.1 185.2 Livestream, 16 October 2017 (45:21).
  185. 186.0 186.1 186.2 186.3 186.4 186.5 Livestream, 16 October 2017 (46:52).
  186. 187.0 187.1 187.2 Livestream, 16 October 2017 (45:09).
  187. 188.0 188.1 188.2 188.3 188.4 188.5 Livestream, 16 October 2017 (45:37).
  188. 189.0 189.1 189.2 Livestream, 16 October 2017 (46:43).
  189. 190.0 190.1 190.2 Livestream, 16 October 2017 (44:06).
  190. 191.0 191.1 191.2 Livestream, 16 October 2017 (47:14).
  191. Rogue2.jpg
  192. 193.0 193.1 193.2 193.3 Livestream, 25 July 2020 (42:49).
  193. 194.0 194.1 Livestream, 3 May 2017 (49:39).
  194. 195.0 195.1 195.2 195.3 Livestream, 19 May 2017 (10:06).
  195. steven-summoners.png
  196. 197.0 197.1 Interview, 13 June 2021 (13:11).
  197. 198.0 198.1 198.2 Livestream, 25 July 2020 (1:41:46).
  198. Livestream, 26 May 2017 (43:20).
  199. Livestream, 29 January 2021 (1:21:01).
  200. 201.0 201.1 201.2 201.3 201.4 201.5 201.6 Livestream, 8 April 2018 (AM) (0:58).
  201. 202.0 202.1 Livestream, 8 April 2018 (PM) (11:27).
  202. 203.0 203.1 Livestream, 8 April 2018 (PM) (24:11).
  203. Livestream, 30 October 2020 (1:21:14).
  204. Livestream, 26 May 2017 (32:59).
  205. 206.0 206.1 206.2 Alpha-1 screenshot.
  206. Video, 9 February 2021 (1:12).
  207. 208.0 208.1 208.2 208.3 208.4 208.5 Livestream, 31 July 2020 (1:14:27).
  208. 209.0 209.1 209.2 Alpha-1 screenshot.
  209. Video, 9 February 2021 (1:18).
  210. 211.0 211.1 211.2 Livestream, 31 July 2020 (1:14:25).
  211. 212.0 212.1 212.2 Alpha-1 screenshot.
  212. Video, 9 February 2021 (1:43).
  213. 214.0 214.1 214.2 Livestream, 31 July 2020 (1:14:30).
  214. 215.0 215.1 215.2 Alpha-1 screenshot.
  215. Video, 9 February 2021 (1:32).
  216. 217.0 217.1 217.2 Livestream, 31 July 2020 (1:14:29).
  217. 218.0 218.1 Alpha-1 screenshot.
  218. 219.0 219.1 Video, 9 February 2021 (0:49).
  219. 220.0 220.1 220.2 220.3 220.4 220.5 Livestream, 31 July 2020 (1:14:33).
  220. 221.0 221.1 221.2 Alpha-1 screenshot.
  221. Video, 9 February 2021 (0:30).
  222. Livestream, November 22 2019 (41:02).
  223. 224.0 224.1 224.2 224.3 Podcast, 11 May 2018 (49:20).
  224. 225.0 225.1 Livestream, 8 April 2018 (AM) (28:01).
  225. 226.0 226.1 Interview, 17 August 2018 (14:59).
  226. steven-a1-leak-1.png
  227. Livestream, 30 June 2017 (29:13).
  228. Video, 9 May 2017 (0:57).
  229. Livestream, 30 June 2017 (30:34).
  230. 231.0 231.1 231.2 Livestream, 12 May 2017 (33:10).
  231. class mobility.png
  232. Livestream, 12 May 2017 (18:00).
  233. class utilities.png
  234. Livestream, 15 May 2017 (15:10).
  235. utility skills.jpg
  236. Livestream, 18 January 2018 (34:56).
  237. Livestream, 28 June 2019 (1:21:46).
  238. class stealth.png
  239. Livestream, 24 May 2017 (57:41).
  240. Interview, 19 July 2020 (1:20:58).
  241. Podcast, 26 July 2020 (1:34:47).
  242. Podcast, 26 July 2020 (1:32:15).
  243. steven-family-summon.png
  244. steven-family-summon-2.png
  245. 246.0 246.1 246.2 steven-bounty-hunters-2.png
  246. Interview, 27 April 2017 (9:28).
  247. corruption toggle.png
  248. 249.0 249.1 Livestream, 24 May 2017 (48:00).
  249. Livestream, 8 April 2018 (PM) (26:19).
  250. Ashes of Creation Store: The Gilded Galleon.
  251. 252.0 252.1 252.2 Podcast, 29 September 2021 (56:50).
  252. 253.0 253.1 253.2 253.3 Podcast, 15 November 2020 (22:22).
  253. Livestream, 16 June 2017 (43:01).
  254. 255.0 255.1 255.2 255.3 Interview, 17 August 2018 (17:57).
  255. Livestream, 17 November 2017 (27:35).
  256. 257.0 257.1 Interview, 7 February 2021 (16:05).
  257. 258.0 258.1 Podcast, 5 May 2017 (43:05).
  258. 259.0 259.1 Interview, 7 February 2021 (19:00).
  259. Livestream, 16 October 2017 (59:39).
  260. Interview, 13 June 2021 (24:14).
  261. Video, 5 April 2018 (40:08).
  262. New Backer Goal!! + Monster Coins (>'.')>