Skills

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Alpha-1 preview primary skills.[1]

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.[2]Steven Sharif

The idea behind the system is that you're 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 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.[3]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[4][5]

Active skills

Players can build their characters with the active skills they want on their action bar (hotbar).[13][14][15]

Some people like to have a very minimalistic number of hot bars. They don't need necessarily to have three, four, five hot bars that are available; but some people do like that: They want to have all their items listed on their hotbar as well as their abilities, as well as as their mounts, as well as anything that they can essentially interact with as an icon.[19]Steven Sharif
  • Players are not given skills as they level up, they must choose what skills they take.[20]
  • There is no spellbook requiring memorization.[21]

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.[13]Steven Sharif

Skills and stats on gear

Crafters will be able to assign different skills/abilities and stats on gear.[22][23]

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.[22]Jeffrey Bard

Not all armor sets will be the cookie cutter set. They will have the influences from the crafter available in it, if it's a crafted set.[23]Steven Sharif

Gear is broken down into Core Stats and Additional Stats.[27]

Ashes of Creation Apocalypse weapon skills

Ashes of Creation Apocalypse weapon skills

- None -

Ashes of Creation Apocalypse armor skills

Ashes of Creation Apocalypse armor skills

- None -

Weapon use combo system

Work-in-progress Alpha-2 weapon attack combo customization.[28]

In addition to the later hits in the combo doing additional damage, you also unlock proc effects. So, on your fifth hit you unlock the special fifth hit, which gives you 10% bonus critical strike chance, which you just proc there; and then the sixth hit you unlock the special six hit which gives you arrow storm which causes your next I believe, 10 attacks to fire an additional arrow at the target.[29]Brian Ferguson

Alpha-2 Mage demonstrating a Frostbolt, Lightning Strike, and Wand weapon attack combo.[30]

This is a single Target projectile attack that applies two stacks of Chilled to the enemy; and then after that hit him with a few wand attacks. Now you'll see that you've gotten a Frozen status effect on him and then he timed that really well there... in that very last frame you'll see that he hit him with a lightning effect... So that's a good way to get your burst damage if you're rotating your spells and your elements the correct way.[30]Keenan Reimer

A weapon use combo system (also referred to as Weapon attack combo, Weapon combo, Combo system[31], and Weapon use ability[32]) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[33][31][34]

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 number of steps and passive effects that trigger during weapon combos can be customized in the weapon skill tree.[28][37]
We wanted to have a combo length progression available to players so that certain builds could have longer weapon combos and other builds can have shorter weapon combos with more passive effects.; and this has been the result of our exploration. So, when you start out you've got a pretty quick four-hit combo, but whenever you unlock the additional hits you get the fifth and sixth hits, which are at approximately 50% to the overall combo length. But we found that that gave a pretty satisfying floor and ceiling to how long the combo can be.[28]Brian Ferguson
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 a basic attack will in general reset the combo.[36]
    • The developers are considering specific abilities that 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.[31]Steven Sharif

Status

The weapon use combo system plays heavily into the weapon skill trees, which are planned for Alpha-2 and beyond.[37]

Combat abilities

The aspiration for combat is for abilities to have corresponding counter-play abilities.[41]

  • The goal is to have special animations for parrying, blocking and evading.[42]

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 stuff to show up.[42]Jeffrey Bard

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[43][41]

  • CC effects do not apply to Non-combatant (green) players. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[45]
  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[48]
    • In current Alpha-1 testing mounts are not separate from the player.[48]
There's also going to be effects that just stun the mount or stun you on the mount.[48]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.
Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[41]Steven Sharif
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 feel.[41]Jeffrey Bard
  • Soft CC's are in the tab-targeted abilities.[55]
info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Base skill
Air Strike Air Strike New.png Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[56] The root effect is nature based.[57]
Ancestral Bolas Ancestral Bolas.png Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[58]
Chain Lightning Chain Lightning Icon clean.png Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[59][60][61]
Chains of Restraint Chains of Restraint Icon2.png Call forth spectral chains in a target area that stagger enemies within or stun enemies already under the staggered effect, then leave behind an area that deals radiant damage each second over 8 seconds.[62][63]
Condemn Condemn.png Stun target enemy for 3 seconds.[64][65]
Fissure Mage Spell 7.png Call forth a line of jagged earth spikes in front of the[sic] you, dealing earth damage and applying 10 stacks of Stagger to each enemy hit along its path while launching them upwards.[66]
Grapple Grapple Icon.png Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[67][68]
Imbue Ammo: Weighted Imbue Ammo-Weighted.png Imbues your ammunition with weight. Enemies hit by your bow attacks suffer the Snared status effect, reducing their movement speed by 50%. Each application applies 3 seconds of duration to the target, up to a maximum of 12 seconds. 10 charges.[69]
Quake Quake.png Held ability: Cast a powerful earthquake that deals more damage the longer it was charged and applies 10 stacks of Staggered to all enemies around the caster. If the spell was fully charged, this applies Tripped instead of Staggered.[70]
Slam Slam.png Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[71]
Slumber Slumber (Active).png Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect. Duration is reduced by 20% for each additional target hit, to a minimum of 40% of base duration.[72][73][74]
Tremoring Bellow TremoringBellowIcon.png Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[75]

Mobility

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

The general approach that we're 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 the general design philosophy we're using to approach the overhaul.[76]Tradd Thompson

A lot of abilities you have the capability of moving while casting. It's going to decrease your movement speed significantly or depending on the type of ability. We do reserve the cost- and that's really what it is when you tie ability usage to mobility- we do reserve the cost of requiring the character to remain stationary on some big effect type abilities.[78]Steven Sharif
  • Most abilities in Ashes of Creation are capable of being cast while moving. Some abilities may slow the caster down during the cast, but only rarely will the player be rooted in place.[78][83]
Most abilities you'll find in Ashes of Creation are capable of being cast while moving. Some of those abilities might slow your movement during the cast, but you can continue to move. Very rarely, and depending on obviously the importance of the ability or the power level of that ability, you might be rooted in place. So, for example, the AoE ability [Chains of Restraint] has a lot going on. It has damage ticking over time, it is an area of effect, it also has a status condition application; and in those instances the player character gets rooted.[83]Steven Sharif
  • Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[86][87]
    • Crouching may or may not be in the game.[88][89]
  • The ability to prone is not be in the game.[88][89]
There's a balance in the game design between your movement speed on attack and the movement speed of your opponent. When you have a game that is both PvE centric as well as PvP centric, you have to make sure that combat is blended for both approaches; and we can always run into problems where, if you're significantly hampered in your movement speed, that has an effect on how we expect player versus player engagements to interact; and we don't want to restrict a player's ability to be mobile if they're the target of an attack. And as a result of that we need to make sure that we don't restrict the movement abilities of the player who is doing the attacking as well. So we want it to be relatively free for you to stay with each other. Your opponents move around the battlefield together and if we're hampering you on the attack action, we have to then implement some type of snare, or slow, or cc effect essentially on your opposing target; and that's not the approach we want to take for for PvP.[91]Steven Sharif
If we're talking about Fighter, they're going to have a lot of heavy gap closers. They can probably be a little bit more liberal in the use of their gap closers because they have so many of them, versus let's say a Ranger that needs to choose when to use their escape abilities, because they have fewer of them. The same would be true for a melee character like a rogue. Their approach vector is going to be more stealth-driven than it would be perhaps let's say from a gap-closer perspective.[46]Steven Sharif
Q: If a ranger is super mobile, what are the melee's options in order to catch them?
A: Different class kits will provide different gap closers. They'll provide different mobility skills. They'll have lockdowns. They'll have chains to pull back. They'll have a lot of different things in the rotation. That's part of what an MMORPG experience is. You're not just restricted to three or six skills, you have a rotational suite; and depending on the type of challenges you face is going to help determine which of those rotations you spec into from your skill tree.[47]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 Base skill
Air Strike Air Strike New.png Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[56] The root effect is nature based.[57]
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[92][93]
Call of the Wild Call of the Wild Icon.png Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[94]
Caravan Trail Speed Bonus Trail Speed Bonus.png Minor speed boost for travelling on a simple trail.[95]
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.[5]
Speed Boost Speed Boost.png Gives the caravan a temporary speed boost.[96]
Wings of Salvation Wings of Salvation.png Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[97][98] An ally is defined as any non-combatant player or non-mob NPC.[99]

Player movement

  • Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[101]
    • A sprinting/dash skill with a cooldown was confirmed to be part of a class kit.[102]
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.[101]Steven Sharif
  • There is a toggleable walk/run (autorun) capability.[103]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[104]

Collision

There are player and spell/projectile collision mechanics in Ashes of Creation.[108][109][110]

  • 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.[111][110]
  • Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[113]
  • Player collision inherently limits the number of individuals that can be affected by AoE skills.[108]
Not all projectiles can be body-blocked. Some potentially can, but there will be certain abilities and effects, like a shield wall, that can that can be brought up and that will obscure line-of-sight to the target as well; and it will restrict some of those attacks from occurring.[109]Steven Sharif

Dodging

Dodging in Alpha-1 early combat.[114]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[114]Steven Sharif

Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[115][116][117]

So you see an animation windup that's a telegraph on what's coming; and then you have response actions that you can take as a result of that in order to dodge, weave, move, do whatever. It is both a combination of what your rotation is but also how you have reaction abilities ready to go that you save for certain circumstances that are important.[116]Steven Sharif

Active blocking

Tank active blocking with a Shield in Alpha-2.[120]

The shield version would probably be better but you'd still be able to parry or whatnot with a two-handed weapon, or even maybe a dual wield.[121]Tradd Thompson

Active blocking is a universal skill that applies to all classes.[123][115][124][121][9]

Active blocking might be an ability that- it's universal, of course it's universal- but it might be consuming mana; and you'll be able to adjust that mana consumption based off of your passive spec into your skill trees. In addition, it might also consume stamina, where that's something we're going to be testing as part of Alpha-2.[124]Steven Sharif
Q: How are you designing encounters around active blocking? Will it be situational use, or would I expect to be laying on my block keybind for most of the fight to prevent getting deleted by bosses?
A: It depends really on the type of adversary you're facing. Some of them are going to have indicators or tells that a big attack is coming. It's an animation wind up where you'll have an opportunity to use active block in very unique situations that are based on timing and additional mitigation for those incoming one-off attacks. In other occasions you'll be able to use it off of rotational cooldowns, or if you're waiting for a particular ability or you're during the use of your Aegis. There's different situations for when active block is a relevant use-case.[126]Steven Sharif
  • Some abilities may be able to overcome, surpass, or cancel active blocking.[123]
If a player is in a state, such as an active block, or an active tumble state, there will likely be some types of abilities that interact with reacting to those types of states and will either overcome surpass or cancel out those states, particularly as it relates to not just active blocking, but also potentially passive blocking as well; and that would be something probably related to physical penetration values as a stat, or even CC breaks that could be relevant as well for those types of things. I think that's on the radar for the combat team.[123]Steven Sharif
  • Previously the developers had not finalized designs for active blocking and were leaning toward using more traditional buff-oriented universal damage mitigation for the MMO, and were also considering interaction between action-based blocking and a passive block stat.[127][128]

Interrupts

Abilities with a cast bar can be interrupted during the cast.[85]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.
info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.
Skill Icon Base skill
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.[130][1][131][132]
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.[5]

Animation cancelling

Animation cancelling will not be a combat mechanic in Ashes of Creation.[133][134]

Cleaving

Weapon attack cone in Alpha-1.[135]

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.[135]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[135]

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.[135]Steven Sharif

This is described as a weapon attack not an active skill.[135]

Combat stances

The use of weapon stances in game is likely.[137]

RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[138]

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 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.[139]Jeffrey Bard

Combat targeting

Ranger hybrid combat in Alpha-2.[140]

Our desire has always and continues to be how we can create a mixture of tab target abilities and skill-shot oriented positional, directional-based ability usage and make something cohesive in that design. And I think that what we're achieving with that regard may not fully feel like an action-oriented game, but we've always intended to be more hybrid-oriented, leaning towards tab target. So you're going to see a mixture of abilities that require the targets and that don't; and then you're going to have an option as the player's perspective to utilize an action camera mode, which utilizes a soft target lock feature and our reticle.[141]Steven Sharif

Hard-locked friendly player target.[142]

Hybrid combat refers to the choice between tab and action combat in Ashes of Creation.[141][143][144][145][146][147] A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab combat modes.[141][148][149][135][150]

  • The action mode camera is tied to the to the player's reticle (crosshair).[151][141][10][152]
    • There will likely be a hotkey that when held down will allow free camera movement in action mode.[152]
    • In future the user will have the ability to choose from different reticle appearances.[151][153]
  • Targeted skills require either a soft or hard locked target.[141][10]
    • Soft locking is when the reticle moves over a valid target while in action mode.[151] The targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost.[10]
    • Hard locking is when the player uses right-mouse on a soft-locked target in action mode, or when the player selects a valid target in tab mode. The targeting plate will not be grayed-out to indicate that a hard-lock target is selected. Unlike soft locking, if the target moves out of the reticle, the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[154][10]
Q: Is the development team moving away from action combat, or is action combat more prevalent with the melee classes, and the healing/range classes are more tab-target other than AoE spells?
A: We have not moved away from our hybrid approach to the development of Ashes of Creation's combat; and specifically to reiterate: that approach is incorporating elements of skill shots, fast and reactive gameplay that is situationally relevant, and incorporates the camera mode of both tab-targeting as well as action combat reticle. That's something that is still in progress. We haven't moved away from that however. To note, our approach of that hybridization is going to incorporate things like templated skill-shots, directionally relevant activated abilities, along with the ability to dodge to roll projectiles that can impact collision. Those are elements of action combat that are present.[158]Steven Sharif

Templated and targeted versions of skills will have different characteristics.[159][148][160][54][161]

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.[54]Steven Sharif
  • Targeted skills will be greyed out if the target is not within a valid range but templated skills will generally require the player to assess the correct range for the skill.[162]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • 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.[54]
  • For the purposes of balance, certain skill types will be either tab or action oriented skills.[53]
    • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[53][54]
    • Softer CC's would be housed in tab-targeted abilities.[53]
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.[161]Steven Sharif

Ashes of Creation Apocalypse combat targeting

Action combat in Ashes of Creation Apocalypse utilizes a targeting reticle.[166]

  • A hot key can be used to toggle reticle mode on and off.[166]
  • Left mouse click is used for basic weapon attacks.[167]
  • Right mouse click is used as a "focus" button. It can also be used to activate root motion attacks for melee.[167]
  • Combat targeting uses hitbox registration in three separate regions: Upper body, lower body and head.[168]
  • Certain weapons and skills have ADS (Aim Down Sights) functionality.[169][170]

There will be aim down sights. You may have seen it that you can aim down sights on weapons; and there will be scopes on like crossbows and stuff that - arcane scopes - that you can use.[169]Steven Sharif

Some spells do have ADS. There's a long-range meteor blast that can be used from one of the spell books; and that has an arcane zoom in. It lets you zoom into a target.[170]Steven Sharif

Alpha-1 will test hybrid action/tab combat.[160][171]

Headshot mechanics

Headshot mechanics (where there is a specific hitbox for a player's head) are not planned for the Ashes of Creation MMORPG.[172][173][174]

Ultimate skill

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

Ultimate skills are very powerful skills that can be used when enough focus has been accumulated from using the Weapon use combo system.[179]

- None -

Skills by archetype

Bard skills

Bards fill a tactical non-healing hard support role. They will have more significance based on their mobility and placement in the battle.[180][181][182][183]

Q: Give us a hint on their mechanic please?
A: Proximity based skill combination melodies, through dance song and story. Hard utility and support, you will see in the future.[180]
  • Bard mechanics include proximity-based skill combination melodies through dances, songs, and stories.[180][181][184]
    • Bards can choose to activate buffs that augment tanking, evasion, DPS and healing abilities in their proximity.[185]
    • 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.[186]
    • Bards can offer proximity-based or proc-based healing, but to a much lesser degree than Clerics.[181][182][187]
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.[186]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.[192][193]
    • Certain higher tier Bard abilities will utilize 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.[194][192]
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.[182]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.
In other games, Bards tend to be a relatively passive 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 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 help out and make sure that everybody is supported in the way that they're doing it; and that you are also being active in what you're doing. You're not just sitting in the back passively playing a lute and not having any fun.[196]Jeffrey Bard

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.[197]

  • There will be a healthy combination of healing and offensive spells available to allow a Cleric to level and progress as a solo player. It's left to the player to decide whether they will spec into more solo or support-oriented group-focussed gameplay. Choice of a secondary archetype will enable further customization in this respect.[199][200]
There's going to be a significant amount of offensive capability for the Cleric because we don't want to create that dynamic where cleric as a support class is inoperable without a companion or a party to go with. We want that Cleric to still be able to survive on their own: to be able to level and progress as a solo player.[200]Steven Sharif

Cleric combat abilities

info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.
Skill Icon Base skill
Barrier Barrier.png Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[201][202]
Bless Weapon Bless Weapon.png Imbues your target's weapon with radiant light, causing each of their weapon combo attacks to deal additional radiant damage and applies a mana regeneration buff to the caster. Each hit extends the duration of the mana regeneration buff, up to a maximum of 15 seconds. Has a 10% chance to proc bonus radiant damage and apply a stack of Burning to the target.[203][204]
Castigation CastigationIcon.jpg Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[205][1][206][207]
Chains of Restraint Chains of Restraint Icon2.png Call forth spectral chains in a target area that stagger enemies within or stun enemies already under the staggered effect, then leave behind an area that deals radiant damage each second over 8 seconds.[62][63]
Communal Restoration Communal Restoration Icon2.png Restore health to all party members in range instantly, plus additional healing over time. Allies under the HoT also receive +10% maximum health for its duration.[208][209] This can overheal.[208]
Condemn Condemn.png Stun target enemy for 3 seconds.[64][65]
Consecrating Wave Consecrating Wave.png Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[210][211]
Defiant Light Defiant Light.png Heal target ally for 50% of their maximum health over 10 seconds. If that target would receive fatal damage while under this effect, this effect is consumed and prevents that target's death, healing them for 25% of their maximum health instead.[212][213]
Deliverance Deliverance.png Held ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged and the more % missing health of the target.[214][215]
Devotion DevotionIcon.jpg Launch an orb of energy into the air that will fall upon your target, healing them.[216][1][217][207]
Divine Censure DivineCensureIcon.jpg Hurls a radiant spear at the target, dealing damage.[218][1][219][207]
Divine Flare Divine Flare.png Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[220][221]
Divine Infusion Divine Infusion.png Consume Divine Power to instantly complete the remaining cast time of any healing spell currently being cast. The amount of Divine Power consumed is proportional to the amount of cast time remaining upon activation.[222][223][224][225]
Divine Light DivineLightIcon.jpg Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[226][1]
Divine form divine form icon.png If your focus is at 80%, use this skill to increase heals and damage of your skills by 25% for 8 seconds. Applies an AoE heal over time to friends and damage over time to enemies.[227] Pulse AoE heal and damage around the caster.[228]
Flash Cure Flash Cure.png Instantly heal target ally. This may be used during other ability activations.[229][230]
Healing Touch Healing Touch.png Heal target ally in melee range for a large amount of health.[231][232]
Judgment Judgment Icon2.png Cast a heal on target ally for a large amount of health. If this is cast on an enemy, it instead deals radiant damage to the target and applies 2 stacks of Burning.[233][234]
Mend Mend.png Instantly launch a healing projectile toward target ally. Each charge of this ability consumed after the first has no mana cost, and restores an increasing amount of mana to the caster based on the number of missing charges. Consecutive uses of the ability will gain bonus healing.[235][236]
Radiant Burst RadiantBurstIcon.jpg Heals allies around you in a wide area for a large amount.[237] Stacks up to 3 times.[1]
Regeneration RegenerationIcon.jpg Bathe your target with restorative energy that heals them over time.[238][1]
Resplendent Beam Resplendent Beam.png Held ability: Fire a beam of healing energy toward a target ally. Charging this spell allows the beam to bounce to up to 5 additional friendly targets closest to the original target, based on how long it was charged. The amount of healing is reduced for each subsequent target.[239][240]
Resurrection ResurrectionIcon.jpg Resurrects a dead ally with 25% health and 15% mana.[241][1][242][207]
Smite Smite.png Smite your target, dealing instant damage and applying a stack of Burning to target enemy. Has no cast time and deals increased damage if activated within melee range of the target. This attack always critically hits on targets under the effect of Condemn.[64][243]
Soothing Glow Soothing Glow.png Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[244][245]
Wings of Salvation Wings of Salvation.png Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[97][98] An ally is defined as any non-combatant player or non-mob NPC.[99]

Cleric passive abilities

info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.
Skill Icon Base skill
Cooldown Reduction Cooldown Reduction.png Reduce all ability cooldowns by 5%.[246]
Critical Hit Rate Critical Hit Rate.png Increase the chance for damage and healing abilities to critically hit by 5%.[246]
Defense Mitigation Defense Mitigation.png Increase defense mitigation by 4.[246]
Disable Defense Disable Defense.png Reduce chance of being disabled by crowd control effects by 10%.[247]
Health Regeneration Health Regeneration.png Generate an additional 1.5% of your maximum health per second.[246]
Increased Healing Increased Healing.png Increase healing done by 10%.[248]
Mana Regeneration Mana Regeneration.png Generate an additional 1% of your maximum mana per second.[246]
Maximum Health Maximum Health.png Increase maximum health by 75.[246]
Maximum Mana Maximum Mana.png Increase maximum mana by 100.[249]
Movement Speed Movement Speed.png Increase movement speed by 5%.[246]

Fighter skills

The Fighter archetype will include maneuverability and "closing the gap" mechanics to enable the fighter to quickly traverse distances on the battlefield.[250]

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Base skill
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.[5]
Whirlwind Damages targets in range and applies a stagger effect.[252]
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.[253]Steven Sharif

Mage skills

Mage combat abilities

Skill Icon Base skill
Arcane Empowerment Mage Spell Shift 8.png Temporarily dramatically increased cast time while active. Consume all spell charges for increased duration per charge consumed. Spell charges are generated whenever you cast an offensive mage spell while not under the effects of Arcane Empowerment. Each cast generates 1 charge, up to a maximum of 10 charges.[254]
Arcane Eye Arcane Eye Icon.png Conjure a magical eye that reveals any camouflaged enemies within a 20 meter radius around you to you and all party members over the next 8 seconds.[255]
Arcane Volley Arcane Volley (Active).png Fires a volley of arcane missiles at your target, dealing arcane damage with each hit.[256][257]
Ball Lightning Ball Lightning Icon.png Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying 1 Electrified stack to targets with each hit.[258][259][260]
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[92][93]
Blizzard Blizzard.png Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also acquire 1 stack of Chilled periodically. Activate the ability again to end the channel early.[261][262][258]
Chain Lightning Chain Lightning Icon clean.png Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[59][60][61]
Cone of Cold Cone of Ice.png Blasts a cone of cold in front of the caster, dealing ice damage and applying 1 stack of Chilled to each enemy hit.[258][263][264]
Elemental Empowerment Elemental Empowerment (active).png Whenever you cast an elemental spell, your weapon attacks deal additional damage of that spell's element and apply a stack of the corresponding elemental status effects to targets hit. Casting a spell of a different element switches this effect to the new element.[265][266]
Fireball Fireball (Active).png Instantly hurl a ball of fire toward your target, dealing fire damage and applying 1 stack of Burning to target on impact. Burning deals periodic fire damage over time for each stack applied. When the target reaches 5 stacks, they become Conflagrated, dealing extreme fire damage over time.[267] Hitting a conflagrating enemy with a lightning spell causes Fusion, dealing significant damage and removing the Conflagrated effect.[268]
Fissure Mage Spell 7.png Call forth a line of jagged earth spikes in front of the[sic] you, dealing earth damage and applying 10 stacks of Stagger to each enemy hit along its path while launching them upwards.[66]
Frostbolt Frostbolt (Active).png Launch a bolt of frost towards your target, dealing ice damage and applying 2 Chilled stacks to the target on impact. Chilled reduces movement speed of the target for each stack applied. When the target reaches 5 stacks, they become Frozen, rooting them in place for the duration. Hitting a frozen enemy with a lightning spell causes them to Shatter, dealing significant damage and removing the Frozen effect.[269][30]
Lightning Strike Lightning Strike (Active).png Held ability: Charge up a bolt of lightning to unleash upon your target, dealing lightning damage and applying 2 stacks of Electrified to the target. This deals additional damage based on how long it was charged. Electrified reduces the target's magical mitigation for each stack applied. When the target reaches 10 stacks, all Electrified stacks are consumed and they become temporarily Shocked. Whenever a Shocked enemy takes damage, they take additional damage and 1 stack of Shocked is consumed. Shocked is initially applied with 20 stacks.[270][271]
Magma Field (Lavastorm).png Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[272]
Meteor (Meteor Shower).png Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[273]
Quake Quake.png Held ability: Cast a powerful earthquake that deals more damage the longer it was charged and applies 10 stacks of Staggered to all enemies around the caster. If the spell was fully charged, this applies Tripped instead of Staggered.[70]
Shell Shield.png Create a protective magical shell[274] around yourself that absorbs a large amount of damage before breaking.[275][276]
Slumber Slumber (Active).png Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect. Duration is reduced by 20% for each additional target hit, to a minimum of 40% of base duration.[72][73][74]

Mage passive abilities

info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.
Skill Icon Base skill
Attack Damage Attack Damage.png Increases attack damage by 5.[246]
Cooldown Reduction Cooldown Reduction.png Reduce all ability cooldowns by 5%.[246]
Critical Hit Damage Critical Hit Damage.png Increase the damage and healing bonus from critical hits by 20%.[246]
Critical Hit Rate Critical Hit Rate.png Increase the chance for damage and healing abilities to critically hit by 5%.[246]
Defense Mitigation Defense Mitigation.png Increase defense mitigation by 4.[246]
Disable Chance Disable Chance.png Increase chance to disable by 15%.[246]
Health Regeneration Health Regeneration.png Generate an additional 1.5% of your maximum health per second.[246]
Mana Regeneration Mana Regeneration.png Generate an additional 1% of your maximum mana per second.[246]
Maximum Health Maximum Health.png Increase maximum health by 75.[246]
Movement Speed Movement Speed.png Increase movement speed by 5%.[246]

Ranger skills

The majority of a Ranger's skill tree will likely be ranged, but there will be options to incorporate melee aspects.[277]

  • Some abilities require a bow to be equipped.[4][154][278][279]
  • Instead of a minimum range requirement, certain Ranger skills, such as Thundering Shot, currently have variable effects conferred at different ranges.[280]
  • The majority of Ranger abilities allow movement while casting. Only a few abilities impose movement penalties while casting.[4]
Skill Icon Base skill
Air Strike Air Strike New.png Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[56] The root effect is nature based.[57]
Barrage Barrage Icon.png Fires a continual barrage of arrows at your target for 1.5 seconds, dealing 12% physical damage per arrow.[281]
Bear Trap Bear Trap Icon.png Spawn a Trap at the target location, which arms after 1 second. When an enemy triggers the Trap, they take damage and become Rooted for 2 seconds.[282]
Call of the Wild Call of the Wild Icon.png Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[94]
Camouflage Camoflague Icon.png You become harder to see and cannot be directly targeted. The further you are from an enemy, the more difficult you are to spot. Any outgoing combat actions cancel this effect, as well as incoming damage or other negative effects.[283]
Disengage Disengage Icon.png Delivers a quick kick backflipping in the opposite direction. Enemies hit are Snared for 4 seconds.[284]
Headshot Headshot.png Deals 175% physical damage to target enemy.[178]
Hunt of the Bear Hunt of the Bear.png Call forth the spirit of the bear, imbuing yourself with increased physical mitigation.[285]
Hunt of the Raven Hunt of the Raven.png Call forth the spirit of the raven, imbuing yourself with increased physical penetration.[286]
Hunt of the Tiger Hunt of the Tiger.png Call forth the spirit of the tiger, imbuing yourself with 10% increased critical damage.[287]
Imbue Ammo: Barbed Imbue Ammo Barbed Icon2.png Imbues your ammunition with barbed thorns. Enemies hit by your bow attacks suffer the Bleeding status effect, dealing damage over time. Each application applies 3 seconds of duration to the target, up to a maximum of 30 seconds. 10 charges.[288]
Imbue Ammo: Concussive Imbue Ammo Concussive Icon2.png Imbues your ammunition with concussive force. Enemies hit by your bow attacks suffer ten stacks of the Staggered status effect, increasing Tripped duration when applied and lowering their accuracy and evasion stats per stack. 10 charges.[289]
Imbue Ammo: Weighted Imbue Ammo-Weighted.png Imbues your ammunition with weight. Enemies hit by your bow attacks suffer the Snared status effect, reducing their movement speed by 50%. Each application applies 3 seconds of duration to the target, up to a maximum of 12 seconds. 10 charges.[69]
Lightning Reload Lightning Reload Icon.png Grants a charge of Lightning Reload, allowing you to fire one ability Shot for free, ignoring its cooldown and other costs.[290]
Mark of the Bear Mark of the Bear.png Marks the target, reducing their mitigation by 25%.[291]
Mark of the Raven Mark of the Raven.png Marks the target, triggering bonus damage every time the target is hit. The lower the health on the target is, the higher the damage.[292]
Mark of the Tiger Mark of the Tiger Icon clean.png Marks the target, increasing critical chance versus the target by 50%.[293]
Piercing Shot Piercing Shot.png Fire a projectile that travels in a straight line, piercing through and damaging all enemies in its path.[294]
Raining Death Raining Death reskin.png Fires a dense rain of arrows 20 meters ahead, dealing high damage. Deals more damage to more distant targets.[295]
Scatter Shot Scatter Shot Icon.png Fires a spread of projectiles, dealing Physical Damage to every enemy target within a 20m cone in front of the caster.[296]
Snipe Snipe New.png Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[297]
Thundering Shot Thundering Shot Icon.png Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[298]
Vine Field Vine Field reskin.png Summons 3 fields of grabbing vines, one at the target location every .5s for 1.5s. Targets hit are damaged for 10% physical damage and snared for 3s, reducing their movement speed by 40%. Targets that have more than 10s of snare duration are rooted. This effect can only trigger once per target.[299]

Rogue skills

All classes are capable adventurers, but rogues excel at delving the deepest dungeons and finding the most hidden of treasures.[300]

  • Rogues will have utility skills that enable them to discover hidden doors, traps and additional treasures.[301]
  • These will be randomly spawned throughout different times of the day to ensure that encounters are not the same each time.[301]

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 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.[301]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 Base skill
Stealth This does not render a player completely invisible.[302] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[303]

Summoner skills

The summoner uses abilities that channel through their summons (also referred to as class skill pets).[304][305]

You gain your summons from your summoner class as an active skill and then skills can be further developed with points.[3]Steven Sharif
  • Abilities from the summon appear on the summoner's hotbar. The summoner is essentially playing through their summon.[304][305]
    • Summoner has control over their summon, unless the summon is under ancillary effects.[304][307][305]
  • Summoners will not be able to fuse with or be taken over by their normal summons.[304][305]
  • Summoners may also have the ability to transfer pain to their summons, meaning that a portion of damage or threat taken by the summoner can be transferred to their summon instead.[309]
  • Summoner summons are not the same as combat pets.[310]
    • Summoner's summons will add to the summoner's power when they are summoned, unlike combat pets, which take a portion of the player's power.[311]
The Summoner archetype does not have that portion of power taken away when they summon their pet. That's part of their... power is their summon.[311]Steven Sharif
  • Summons will exist until another summon is cast, the summon is killed, or the summoner logs off.[312]
  • Summons can be leveled through the application of skill points to their active skill.[3]
  • Summons will be able to use crowd control (CC).[49]
  • 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.[313]
  • Summons follow the same PvP flagging rules as players and share the player's flag status.[314][315]
Summons follow the same flagging rules as players, if your summon pks someone, you gain corruption[314]Steven Sharif

Summoners summon different varieties of summons, depending on the class and augments they choose.[316][317]

Augments from a secondary archetype can be applied to a summon.[319]

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.[319]Steven Sharif

Tank skills

Tank combat abilities

Skill Icon Base skill
Absorption Field Absorption Field.png A field of absorption.[320]
Aegis Aegis New Icon.png Instantly dispels all negative effects on the caster, then creates a protective dome behind the tank for 15 seconds, transferring 50% of all damage received by targets within the area to the tank instead. All targets within the cone also receive increased status effect resistance for the duration.[321]
Ancestral Bolas Ancestral Bolas.png Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[58]
Grapple Grapple Icon.png Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[67][68]
Grit GritIcon.png Applies a buff to the caster, reducing incoming damage by 15%, but also reducing movement speed by 30% and outgoing damage by 20%. Each incoming hit consumes a stack of courage to reduce incoming damage by an additional 15%. Courage can not be generated while Grit is active.[322]
Hatred V Tank Ability Active.png Single target that adds hate.[323]
Inciting Strikes IncitingStrikesIcon.png Slashes twice in a forward cone while adding additional threat.[324]
Indomitable Spirit Indomitable Spirit.png 30% increased max HP and 30% increased healing received.[325]
Protect Protect (Active).png Intercept attacks that strike your friendly nearby target, redirecting half of the damage taken to you. Must be within 10ys to Protect. If this range is exceeded for more than 5 seconds, the effect ends.[326]
Rush of Courage Rush of Courage.png You feel a surge of resolve - gain 100 Courage.[327]
Shake It Off Shake It Off.png Activate to instantly restore 50% of all damage taken in the past 4 seconds. Always heals for at least 10% of your maximum HP.[328]
Shield Assault ShieldAssaultIcon.png Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[329]
Slam Slam.png Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[71]
Tremoring Bellow TremoringBellowIcon.png Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[75]

Tank passive abilities

info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.
Skill Icon Base skill
Block Chance Block Chance.png Increase chance to block attacks by 20% (Blocked attacks deal 20% reduced damage).[330]
Cooldown Reduction Cooldown Reduction.png Reduce all ability cooldowns by 5%.[246]
Critical Hit Rate Critical Hit Rate.png Increase the chance for damage and healing abilities to critically hit by 5%.[246]
Defense Mitigation Defense Mitigation.png Increase defense mitigation by 4.[246]
Healing Received Healing Received.png Increase the amount of healing received by 10%.[331]
Health Regeneration Health Regeneration.png Generate an additional 1.5% of your maximum health per second.[246]
Mana Regeneration Mana Regeneration.png Generate an additional 1% of your maximum mana per second.[246]
Maximum Health Maximum Health.png Increase maximum health by 75.[246]
Movement Speed Movement Speed.png Increase movement speed by 5%.[246]
Physical Evasion Bonus Physical Evasion Bonus.png Increase physical evasion bonus by 5.[332]

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".[333]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 Base skill
Ball Lightning Ball Lightning Icon.png Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying 1 Electrified stack to targets with each hit.[258][259][260]
Blizzard Blizzard.png Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also acquire 1 stack of Chilled periodically. Activate the ability again to end the channel early.[261][262][258]
Cone of Cold Cone of Ice.png Blasts a cone of cold in front of the caster, dealing ice damage and applying 1 stack of Chilled to each enemy hit.[258][263][264]
Elemental Empowerment Elemental Empowerment (active).png Whenever you cast an elemental spell, your weapon attacks deal additional damage of that spell's element and apply a stack of the corresponding elemental status effects to targets hit. Casting a spell of a different element switches this effect to the new element.[265][266]
Fireball Fireball (Active).png Instantly hurl a ball of fire toward your target, dealing fire damage and applying 1 stack of Burning to target on impact. Burning deals periodic fire damage over time for each stack applied. When the target reaches 5 stacks, they become Conflagrated, dealing extreme fire damage over time.[267] Hitting a conflagrating enemy with a lightning spell causes Fusion, dealing significant damage and removing the Conflagrated effect.[268]
Frostbolt Frostbolt (Active).png Launch a bolt of frost towards your target, dealing ice damage and applying 2 Chilled stacks to the target on impact. Chilled reduces movement speed of the target for each stack applied. When the target reaches 5 stacks, they become Frozen, rooting them in place for the duration. Hitting a frozen enemy with a lightning spell causes them to Shatter, dealing significant damage and removing the Frozen effect.[269][30]
Lightning Strike Lightning Strike (Active).png Held ability: Charge up a bolt of lightning to unleash upon your target, dealing lightning damage and applying 2 stacks of Electrified to the target. This deals additional damage based on how long it was charged. Electrified reduces the target's magical mitigation for each stack applied. When the target reaches 10 stacks, all Electrified stacks are consumed and they become temporarily Shocked. Whenever a Shocked enemy takes damage, they take additional damage and 1 stack of Shocked is consumed. Shocked is initially applied with 20 stacks.[270][271]
Magma Field (Lavastorm).png Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[272]
Meteor (Meteor Shower).png Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[273]
Thundering Shot Thundering Shot Icon.png Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[298]

Healing skills

info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.
Skill Icon Base skill
Barrier Barrier.png Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[201][202]
Communal Restoration Communal Restoration Icon2.png Restore health to all party members in range instantly, plus additional healing over time. Allies under the HoT also receive +10% maximum health for its duration.[208][209] This can overheal.[208]
Consecrating Wave Consecrating Wave.png Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[210][211]
Defiant Light Defiant Light.png Heal target ally for 50% of their maximum health over 10 seconds. If that target would receive fatal damage while under this effect, this effect is consumed and prevents that target's death, healing them for 25% of their maximum health instead.[212][213]
Deliverance Deliverance.png Held ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged and the more % missing health of the target.[214][215]
Devotion DevotionIcon.jpg Launch an orb of energy into the air that will fall upon your target, healing them.[216][1][217][207]
Divine Censure DivineCensureIcon.jpg Hurls a radiant spear at the target, dealing damage.[218][1][219][207]
Divine Flare Divine Flare.png Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[220][221]
Divine Infusion Divine Infusion.png Consume Divine Power to instantly complete the remaining cast time of any healing spell currently being cast. The amount of Divine Power consumed is proportional to the amount of cast time remaining upon activation.[222][223][224][225]
Divine Light DivineLightIcon.jpg Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[226][1]
Flash Cure Flash Cure.png Instantly heal target ally. This may be used during other ability activations.[229][230]
Healing Aura Healing Aura.png Provides healing to nearby defenders over time.[334]
Healing Touch Healing Touch.png Heal target ally in melee range for a large amount of health.[231][232]
Indomitable Spirit Indomitable Spirit.png 30% increased max HP and 30% increased healing received.[325]
Judgment Judgment Icon2.png Cast a heal on target ally for a large amount of health. If this is cast on an enemy, it instead deals radiant damage to the target and applies 2 stacks of Burning.[233][234]
Mend Mend.png Instantly launch a healing projectile toward target ally. Each charge of this ability consumed after the first has no mana cost, and restores an increasing amount of mana to the caster based on the number of missing charges. Consecutive uses of the ability will gain bonus healing.[235][236]
Radiant Burst RadiantBurstIcon.jpg Heals allies around you in a wide area for a large amount.[237] Stacks up to 3 times.[1]
Regeneration RegenerationIcon.jpg Bathe your target with restorative energy that heals them over time.[238][1]
Resplendent Beam Resplendent Beam.png Held ability: Fire a beam of healing energy toward a target ally. Charging this spell allows the beam to bounce to up to 5 additional friendly targets closest to the original target, based on how long it was charged. The amount of healing is reduced for each subsequent target.[239][240]
Shake It Off Shake It Off.png Activate to instantly restore 50% of all damage taken in the past 4 seconds. Always heals for at least 10% of your maximum HP.[328]
Soothing Glow Soothing Glow.png Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[244][245]
Wings of Salvation Wings of Salvation.png Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[97][98] An ally is defined as any non-combatant player or non-mob NPC.[99]

Siege abilities

Group summons are activated by a party leader with that ability in their class kit along with additive components from other classes that are part of the group.[336]

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

Up to eight players of the same primary archetype can band together to create monumental effects during a siege.[337]

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.[337]Steven Sharif

Summoner

Summoners can collaborate together during sieges to summon larger creatures, such as Golems.[304][338][305]

We do have the concept of siege summons being a thing with multiple summoners being required in order to create that siege summon. In those situations your character becomes the summon. So you don't have an AI that takes over your previous character but instead the recipient of those additional spell effects becomes the actual summon itself.[304]Steven Sharif
  • The target of the group summon becomes the summon itself.[304][305]
    • Previously it was stated that the party-leader becomes the summon.[338]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[339]
  • The number of summoners participating in the summon will determine its overall size.[339]
  • All summoners must be in the same party and the party leader must be a summoner.[338]
    • The party leader initiates the summon and then takes control of it.[338]
    • Once summoned, the party leader cannot be changed.[338]
    • If the party disbands, the summon ends. There will be a grace period to handle disconnects.[338]
    • The party may also contain non-Summoners.[338]

Tank

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
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.[337]Steven Sharif

Guns and gunpowder

The Gilded Galleon pre-order pack cosmetic ship skin.[341]

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.[342]Steven Sharif

Gunpowder (black powder) weapons will not be present in Ashes of Creation.[343][344]

  • 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.[342]
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.[343]Steven Sharif

Weaponry such as Potion launchers, Siege weapons and weapons used in Naval combat are based on the arcane arts.[342][343][345]

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.[345]Steven Sharif

Utility skills

Alpha-2 Ranger Camouflage skill.[346]

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 sometimes "story mode".[301]Steven Sharif

A utility skill is a typically non-combat skill that interacts with the environment and offers counters and horizontal progression against other archetype abilities.[347][348][349][350] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[351]

When we think about utilities, some of the examples of those utilities might be a Rogue has invisibility. How do you address invisibility? Well, a Ranger might have a utility ability that spawns a Hound that trails invisible targets within an AoE radius of the Ranger and you get that location. Whereas, a Mage might have an Arcane Eye that actually reveals them to the party of the raid. Those are the types of utility skills that we want to create. They offer counters and horizontal progression against the other archetype abilities.[347]Steven Sharif
  • Classes will have different utility abilities, such as detecting traps and other hazards.[348][349][351] For example: The Mage's detection spell casts light and reveals magical explosive hazards.[352]
    • Certain classes are able to climb/parkour in certain areas.[353][354] This is not a free-form ability. It will likely be restricted to certain quests, locations or objects.[355][356]
    • Certain classes (such as Rogues) will have stealth abilities.[357]
Q: What kind and how many special or unique activities can we expect classes to perform outside of combat, such as rogue's opening locks, tracking enemies as a ranger, or removing corruption from the ground as a cleric?
A: Just thirty minutes ago I was talking about those utility abilities like finding tracks, or cleansing poisons, arcane eye to reveal secret passages. The idea is how do we blend the traditional tabletop RPG role of utility and/or skill checks into the setting of a graphical MMORPG; and I think that it's both a complement of the skill kit that's available and how it interacts with the world for those curated or special designs within these locations. So to answer that question: that is intended- we've shown a little bit of that in the past and it is something that we want to make feel compelling and rewarding and viable as a use-case scenario in many different settings that you might find yourself in within the world.[348]Steven Sharif
  • All classes will have maneuverability/traversal utility abilities.[358]
  • Utility skills exist that can help players discover hidden paths and entrances and may lead to discovering hidden quests while exploring.[349]
  • Certain objects exist in the world (such as ladders and slides) that aid player mobility.[359]
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.[360]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.
  • There will be a grappling hook utility skill or item.[361]
  • Rogues may also have a spyglass utility skill.[351]

Passive skills

- None -

Skill transfer

Players will not be able to transfer their skills to other players.[362]

Kickstarter skill FX

All Kickstarter backers will receive a skill effects (FX) set.[363]

  • 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.

Theft

There will not be a theft (stealing/pickpocketing) mechanic in Ashes of Creation in regards to living players.[364][365]

  • 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.[364][366]

That 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- different people might rise up in the ranks of different societies and organizations.[366]Steven Sharif

There is not a theft mechanic for you to walk up to a player that's alive and steal something.[365]Steven Sharif

Mentor program

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

There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.[368]

There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[370]Steven Sharif
The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[369]Steven Sharif

See also

References

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  235. 236.0 236.1 Mend Info Panel.png
  236. 237.0 237.1 a1radiantburst.png
  237. 238.0 238.1 a1regeneration.png
  238. 239.0 239.1 Video, July 28, 2023 (12:04).
  239. 240.0 240.1 Resplendent Beam Info Panel.png
  240. a1resurrection.png
  241. Video, November 1, 2020 (0:55).
  242. Smite Info Panel.png
  243. 244.0 244.1 Video, July 28, 2023 (9:22).
  244. 245.0 245.1 Soothing Glow Info Panel.png
  245. 246.00 246.01 246.02 246.03 246.04 246.05 246.06 246.07 246.08 246.09 246.10 246.11 246.12 246.13 246.14 246.15 246.16 246.17 246.18 246.19 246.20 246.21 246.22 246.23 Livestream, June 25, 2021 (23:08).
  246. Alpha-1 screenshot.
  247. Alpha-1 screenshot.
  248. Alpha-1 screenshot.
  249. Livestream, December 15, 2017 (1:00:36).
  250. Interview, September 10, 2023 (9:52).
  251. Video, December 2, 2022 (22:44).
  252. Livestream, 2018-04-8 (PM) (40:23).
  253. Arcane Empowerment Description.png
  254. Arcane Eye Description.png
  255. Arcane Volley Description2.png
  256. Video, April 28, 2023 (22:13).
  257. 258.0 258.1 258.2 258.3 258.4 258.5 Video, September 29, 2023 (11:29).
  258. 259.0 259.1 New Ball Lightning Description.png
  259. 260.0 260.1 Video, April 28, 2023 (7:15).
  260. 261.0 261.1 Video, April 28, 2023 (9:22).
  261. 262.0 262.1 Blizzard Description2.png
  262. 263.0 263.1 Cone of Cold Description2.png
  263. 264.0 264.1 Video, April 28, 2023 (11:22).
  264. 265.0 265.1 Video, April 28, 2023 (14:55).
  265. 266.0 266.1 Elemental Empowerment Description.png
  266. 267.0 267.1 Fireball Description2.png
  267. 268.0 268.1 New Fireball Description.png
  268. 269.0 269.1 New Frostbolt Description.png
  269. 270.0 270.1 Lightning Strike Description2.png
  270. 271.0 271.1 Video, April 28, 2023 (13:40).
  271. 272.0 272.1 Magma Field Description2.png
  272. 273.0 273.1 Meteor Description2.png
  273. Shell Buff Description.png
  274. Shell Description2.png
  275. Video, April 28, 2023 (6:15).
  276. Livestream, May 31, 2023 (1:10:42).
  277. Podcast, September 29, 2021 (40:50).
  278. Interview, May 11, 2018 (16:32).
  279. Livestream, December 19, 2023 (1:53:41L5DeC8wIcuM).
  280. Barrage New Description.png
  281. Bear Trap Description.png
  282. Camoflague Description.png
  283. Disengage Description.png
  284. Hunt of the Bear Description.png
  285. Hunt of the Raven Description.png
  286. Hunt of the Tiger Description.png
  287. Imbue Ammo Barbed Skill Tree Description.png
  288. Imbue Ammo Concussive Skill Tree.png
  289. Lightning Reload Description.png
  290. Mark of the Bear Description New.png
  291. Mark of the Raven Description.png
  292. Mark of the Tiger Description.png
  293. Piercing Shot Description.png
  294. Raining Death Description.png
  295. Scatter Shot Description.png
  296. Snipe Description New.png
  297. 298.0 298.1 Thundering Shot Description.png
  298. Vine Field Description.png
  299. Rogue2.jpg
  300. 301.0 301.1 301.2 301.3 Livestream, July 25, 2020 (42:49).
  301. Livestream, January 28, 2022 (1:12:27).
  302. Livestream, May 3, 2017 (49:39).
  303. 304.0 304.1 304.2 304.3 304.4 304.5 304.6 304.7 Livestream, March 31, 2023 (1:22:21).
  304. 305.0 305.1 305.2 305.3 305.4 305.5 Livestream, May 19, 2017 (10:06).
  305. steven-summoners.png
  306. steven-summon-control.png
  307. Livestream, May 26, 2017 (43:20).
  308. Livestream, February 24, 2023 (1:27:22).
  309. Livestream, October 30, 2020 (1:21:14).
  310. 311.0 311.1 Interview, January 14, 2022 (42:18).
  311. 312.0 312.1 Livestream, July 25, 2020 (1:41:46).
  312. Livestream, January 29, 2021 (1:21:01).
  313. 314.0 314.1 steven-summons-pvp-1.png
  314. steven-summons-pvp-2.png
  315. Interview, June 13, 2021 (13:11).
  316. 317.0 317.1 317.2 317.3 317.4 317.5 317.6 Livestream, 2018-04-8 (AM) (0:58).
  317. 318.0 318.1 Livestream, 2018-04-8 (PM) (11:27).
  318. 319.0 319.1 Livestream, 2018-04-8 (PM) (24:11).
  319. Absorption Field Description.png
  320. Video, January 27, 2023 (9:54).
  321. Video, January 27, 2023 (5:21).
  322. Livestream, October 16, 2017 (21:48).
  323. Video, January 27, 2023 (6:41).
  324. 325.0 325.1 Indomitable Spirit Description.png
  325. Protect Description.png
  326. Rush of Courage Description.png
  327. 328.0 328.1 Shake It Off Description.png
  328. Video, January 27, 2023 (5:07).
  329. Alpha-1 screenshot.
  330. Alpha-1 screenshot.
  331. Alpha-1 screenshot.
  332. Livestream, 2018-04-8 (PM) (26:19).
  333. Healing Aura Description.png
  334. Livestream, November 22, 2019 (41:02).
  335. Livestream, January 27, 2023 (1:33:42).
  336. 337.0 337.1 337.2 337.3 Podcast, May 11, 2018 (49:20).
  337. 338.0 338.1 338.2 338.3 338.4 338.5 338.6 Interview, August 17, 2018 (14:59).
  338. 339.0 339.1 Livestream, 2018-04-8 (AM) (28:01).
  339. steven-a1-leak-1.png
  340. Ashes of Creation Store: The Gilded Galleon.
  341. 342.0 342.1 342.2 Podcast, September 29, 2021 (56:50).
  342. 343.0 343.1 343.2 343.3 Podcast, November 15, 2020 (22:22).
  343. Livestream, June 16, 2017 (43:01).
  344. 345.0 345.1 345.2 345.3 Interview, August 17, 2018 (17:57).
  345. Video, January 31, 2024 (4:48).
  346. 347.0 347.1 Livestream, December 19, 2023 (1:11:17).
  347. 348.0 348.1 348.2 Livestream, February 24, 2023 (1:13:19).
  348. 349.0 349.1 349.2 Livestream, February 24, 2023 (6:51).
  349. Livestream, June 30, 2017 (30:34).
  350. 351.0 351.1 351.2 Livestream, May 12, 2017 (33:10).
  351. class utilities.png
  352. Livestream, May 15, 2017 (15:10).
  353. utility skills.jpg
  354. Livestream, January 18, 2018 (34:56).
  355. Livestream, June 28, 2019 (1:21:46).
  356. class stealth.png
  357. class mobility.png
  358. Livestream, October 29, 2021 (1:07:11).
  359. Livestream, May 24, 2017 (57:41).
  360. Livestream, May 12, 2017 (18:00).
  361. Livestream, November 17, 2017 (27:35).
  362. New Backer Goal!! + Monster Coins (>'.')>
  363. 364.0 364.1 Interview, February 7, 2021 (16:05).
  364. 365.0 365.1 Podcast, May 5, 2017 (43:05).
  365. 366.0 366.1 Interview, February 7, 2021 (19:00).
  366. Livestream, October 16, 2017 (59:39).
  367. Video, April 5, 2018 (40:08).
  368. 369.0 369.1 369.2 369.3 369.4 Livestream, September 30, 2020 (1:07:22).
  369. Interview, August 24, 2018 (8:52).