Archetypes

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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.[1]

At the start of the game players may choose from eight Archetypes. These archetypes represent the staple fantasy classes:[2]

Bard

Bard class symbol.[3]

Bard is an archetype in Ashes of Creation.[4]

Truly a force multiplier, the bard weaves songs of glory and conquest, inspiring his comrades to ever greater heights. The bard knows secret and powerful words, is able to speak into being terrible nightmares, or convince foes to become friends.

Bards are a support role that makes a party better as a whole.[5]

Bards are intended to amplify a party or raid's ability to perform within their own class. That amplification isn't just intended for DPS, but also for support, for healing, for taking damage, for movement. Bards have often been portrayed as a musical class and while they can be that, many Bard applications may exist in just telling a story. Telling a story is going to be the thematic component of how the Bard interacts with the party. And that story is going to enhance player's abilities to perform. Very similar in a way to buffing up a party, but you are not going to see him as a "buff bot" that you might have experienced in previous games, where they are only good for their buffs and then you kick them out of party and they sit in a corner and come back in 30 minutes. Those buffs are going to be related to how they perform.[6]Steven Sharif

Cleric

Cleric poster from PAX West 2017.

Cleric is an archetype in Ashes of Creation.[4]

In such a dangerous world, a cleric is never wanting for friends. They can protect their allies in a number of ways and when necessary, snuff the life out of others. Masters over the very essence of life, they can sense the broken and corrupted.

Fighter

Fighter is an archetype in Ashes of Creation.[4]

The fighter is an expert in physical combat. A master of many weapons, this warrior strikes fear into the heart of his foes.

Mage

Mage poster from PAX West 2017.

Mage is an archetype in Ashes of Creation.[4]

In a world of high magic, no party would be complete without a mage. Masters of the arcane, they bring terrible elements to bear in devastating spells. If reality needs changing in some fashion, ask a Mage to help.

Ranger

Ranger poster from PAX West 2017.

Ranger is an archetype in Ashes of Creation.[4]

Death from afar is the ranger's raison d'etre. A master of the bow and ranged combat, the Ranger is more than happy to let others get their hands dirty. No one else has such a keen eye in natural environments.

Rogue

Rogue is an archetype in Ashes of Creation.[4]

The rogue is master of opportunity, using skill, positioning, and the environment to dish out frightening amounts of damage. In their downtime, they provide solid utility, helping their friends navigate dangers otherwise unseen.

Summoner

Summoner is an archetype in Ashes of Creation.[4]

The summoner is never alone. Two hands are good, but in the summoner's opinion, four hands are always better. With the right tool for every job, there's no situation they can't handle.

Summoners can shift their roles easily to fill gaps in a group's composition.[5]

Tank

Tank poster from PAX West 2017.

Tank is an archetype in Ashes of Creation.[4]

A tank's job is to control a fight, to help the party mitigate incoming damage, and to dictate who is getting hit. They can take an unconscionable amount of punishment, and woe to those who ignore their commands.

Tanks will have different build options:[10]

  • Evasion tanks
  • Control tanks
  • Shield tanks

The game hosts a wide array of progression paths, and some of those paths will grant additional paths to augmenting your threat generation. This can be in the form of enchantments and stats ... and even in the form of augments granted from societies and religions. Gear and skills choice are also a big component.[11]Steven Sharif

All classes with Tank as primary archetype will be viable for tanking upper-end raids.[12]

You will need a tank more or less depending on what's happening in the environment. Certainly in dungeons you will need a tank. I don't picture us creating any encounters that wouldn't need that sort of control. Now we're not just focused on aggro in terms of control and managing mobs. It's not just about mitigating damage, although that's a part of the sort of calculus there, but it's also about making sure that the mobs are doing what you want them to do.[13]Jeffrey Bard

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