- Each secondary archetype offers four different schools of augmentation. Each augment school affects a primary archetype's skills in different ways.
- For example: A Mage offers Teleportation and elemental schools of augments. These augments will affect a Fighter's primary skills differently than a Cleric's.
- Each augmentation has a level requirement and number of skill points required to activate it.
- 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. – Steven Sharif
- 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.
- Changing the augmentations on your skills will require you to go to a NPC in a Village node or higher.
- Some spell colors and general FX change based on augments.
- Active skills could look totally different after an augment gets applied.
- It will not be possible to max all skills in a skill tree.
- 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.
- Players are able to reset and reallocate their skill points.
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. – Steven Sharif
Weapon use combo system
A weapon use combo system (also referred to as Combo system, Combat skills, and Combat tree) is utilized instead of a traditional auto-attack ability in Ashes of Creation. No traditional auto-attack system is present in Alpha-1.
- Players can spec into weapon abilities on their combat skill tree, based on their preferred weapon classes (weapon types/weapon groups) and the grade of the weapon.
- The more skill points that are allocated to the combat 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. This synergy also applies to active skills from other characters.
- 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. – 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. – Steven Sharif
- Using a skill/ability will in general reset the combo.
- The developers are considering specific abilities might be able to be used without resetting the combo system.
- The combo system will not have the quicktime event that was seen at PAX West 2017.
It acts similar in the sense of you know the core loop of what an auto attack is so to speak; where you know typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable you know 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 know 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. – Steven Sharif
Classes of weapons
- Blunt weapons
- Slashing weapons
- Piercing weapons
|Skill||Icon||Rank 1||Rank 2||Rank 3|
|Hail of arrows||If your focus is at 80%, use this skill to summon a template and launch multiple arrows within the template.||Adds movement slow.||Adds damage over time to targets in the area.|
|Ultimate Defense||Provides increasing mitigation based on missing health, up to full invulnerability. Reduces movement speed while active.||Increased duration.||Increased duration. Now applies a large mitigation increase to nearby group members.|
- Different classes excel at different skills.
- All classes will have maneuverability/traversal utility abilities.
- There will be a grappling hook utility skill or item.
- 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.
- Certain classes are able to climb/parkour in certain areas.
- Certain classes (such as Rogues) will have stealth abilities.
- Rogues may also have a spyglass utility skill.
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. – 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). Players cannot be summoned in the following cases:||-||-|
|Pathfinding||Reveals corrupted player locations on the bounty hunter's map. 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. The pathfinding ability can be toggled on or off.||The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.||The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.|
|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.||-||-|
|Track||Use this skill to show nearby tracks, leading to unknown adventures.||-||-|
- Livestream, 31 July 2020 (1:14:26).
- Livestream, 16 October 2017 (1:00:44).
- Interview, 8 August 2018 (22:27).
- Interview, 18 July 2020 (1:05:04).
- Livestream, 25 July 2020 (1:47:55).
- Livestream, 9 February 2018 (41:56).
- Livestream, 17 December 2019 (1:13:14).
- Interview, 18 July 2020 (1:07:06).
- February 8, 2019 - Questions and Answers.
- Livestream, 26 July 2019 (1:09:22).
- Livestream, 8 April 2018 (PM) (20:45).
- Interview, 11 May 2018 (53:15).
- Livestream, 28 August 2020 (1:12:50).
- Interview, 29 July 2020 (55:44).
- Interview, 19 July 2020 (53:59).
- Interview, 18 July 2020 (1:07:51).
- Livestream, 28 July 2017 (19:05).
- Livestream, 16 November 2017 (30:02).
- Interview, 29 July 2020 (54:44).
- Livestream, 28 August 2020 (1:19:24).
- Livestream, 30 January 2020 (1:28:40).
- Interview, 7 February 2021 (49:18).
- Livestream, 28 February 2020 (1:10:21).
- Livestream, 30 June 2017 (29:13).
- PAX West 2017 Ranger poster.
- Livestream, 16 October 2017 (45:37).
- Video, 9 February 2021 (0:49).
- Livestream, 31 July 2020 (1:14:33).
- Video, 9 May 2017 (0:57).
- Livestream, 25 July 2020 (42:49).
- Livestream, 30 June 2017 (30:34).
- Livestream, 12 May 2017 (33:10).
- Livestream, 12 May 2017 (18:00).
- Livestream, 15 May 2017 (15:10).
- Livestream, 18 January 2018 (34:56).
- Livestream, 28 June 2019 (1:21:46).
- Livestream, 24 May 2017 (57:41).
- Interview, 19 July 2020 (1:20:58).
- Podcast, 26 July 2020 (1:34:47).
- Podcast, 26 July 2020 (1:32:15).
- Interview, 27 April 2017 (9:28).
- Livestream, 24 May 2017 (48:00).
- Livestream, 3 May 2017 (49:39).