Want to help with the wiki? Read up on how to become an editor or translator and come and say Hi on our Discord.

Difference between revisions of "Augments"

Ashes of Creation community empowered Wiki
Jump to navigation Jump to search
(Remove stub)
m (Text replacement - "<ref name="livestream-(.*)-(.*)-(.*)-(.*):(.*)">\[https:\/\/youtu\.be\/(.*)\?t=(.*)\]<\/ref>" to "{{livestream|$1 $2 $3|$4m$5|$6}}")
Line 19: Line 19:
 
== Skill transfer ==
 
== Skill transfer ==
  
Players will not be able to transfer their skills to other players.<ref name="livestream-17-November-2007-27:35">[https://youtu.be/EAG9mS0U4NQ?t=27m35s Livestream, 17 November 2017 (27:35).]</ref>
+
Players will not be able to transfer their skills to other players.{{livestream|17 November 2007|27m35|EAG9mS0U4NQ}}
  
 
== See also ==
 
== See also ==

Revision as of 22:44, 3 April 2018

Alpha-1 placeholder skills UI.[1]

The purpose of secondary archetypes and the augment system is to blur the line a little bit with the class roles. So while we're following a traditional trinity type system in class roles, we are utilizing the secondary augment system to allow players to move the dial a little bit in one direction with the augments.[2]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[4] Players can personalize their primary skills with augmentation from a secondary archetype.[5][4][6]

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.[7]Steven Sharif

  • Each secondary archetype offers four different schools of augmentation.[5][8] Each augment school affects a primary archetype's skills in different ways.[9]
    • 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.[5][9]
    • Each augmentation has a level requirement and number of skill points required to activate it.[10]
    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.[10]Steven Sharif
  • Choosing the same primary and secondary archetype increases focus on that archetype.[11]
  • 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.[12]
  • Changing the augmentations on your skills will require you to go to a NPC in a Village node or higher.[14]
  • Some spell colors and general FX change based on augments.[15]
    • Active skills could look totally different after an augment gets applied.[16]

Players receive skill points as they level. These can be used to level up skills within their active, passive or combat skill trees.[17][18][19]

  • It will not be possible to max all skills in a skill tree.[19]
  • 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.[20]

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.[21]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.[22]Steven Sharif

Racial abilities

A player's choice of race will influence their racial abilities.[23]

Each race has different base stats.[24]

  • Races are not gender or class locked.
  • Some classes may work better with certain races but nothing is enforced.

Stat growth

Stat growth proceeds in the following order:[24]

  1. The race "seeds" a player's base stats.[24]
  2. The primary archetype grows the base stats.[24]
  3. The secondary archetype (class) does not contribute to stat growth.[25]
    • This is a revision of the earlier statement.[24]

Different races have different stat compositions. Those stats can be important, but we also don't want them to dictate any kind of meta for what classes are best used with different races.[26]Steven Sharif

Choice of profession does not affect a player's stats.[27]

Gear has approximately a 40-50% influence on a players overall power in the game.[17]

Racial augments

Racial augments are based on a character's race and are available to each class.[28]

In keeping with our theme of Consequence, and unlike other games, race won’t just be a matter of look, with relatively inconsequential abilities tacked on. Instead they integrate deeply into our class system, augmenting and changing the basic chassis provided by our eight core archetypes. Our goal here is to create a system where an elven fighter feels different, but serves the same role as a dwarven fighter.[30]

Religious augments

Strong religions provide unique augments that can be applied to a player's primary skills.[31][32]

  • Religious augments are considered top-tier achievements within a religion.[31]
  • These augments can be stacked on top of class augments. They will have a give-and-take system based on the choices a player makes.[31]

You're going to have advancement within the religion and within the church that you're a part of. And those advancements are going to be both reflective of the community's development of that religion out in the world: Building temples, building infrastructure for that, completing certain quests for it; and then you will benefit from the community's development of that specific religion via having certain augment abilities that you'll gain access to be able to apply on top of your secondary class augments to skills; and it's going to reflect what the nature of that religion is.[33]Steven Sharif

Skill transfer

Players will not be able to transfer their skills to other players.[34]

See also

Template:Notes