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Preview de las hablidades principales en el Alpha-1.[2]

Si elijes uno de los ocho arquetipos secundario, sea cual sea, vas a recibir una selección de aumentos que se relacionan con algunas de las ideas principales de esa clase. Ya sabes, como un tanque se centra en controlar el campo de batalla, en sobrevivir. El mago trata de infligir daño y usar los elementos y habilidades en área. El pícaro se centrará en el sigilo y el daño crítico. Por lo tanto esos aumentos van a jugar con esas identidades.[3]Steven Sharif

La idea detrás de este sistema, es que estás tratando de bordear la línea de esos aumentos en tu rol, ¿Verdad?. Tenemos la clásica santísima trinidad que está presente en los diseños de las clases para los MMOs y, a menudo, no se desvían en absoluto de ella o bien se desvían completamente. El aumento sirve para ofrecer un equilibrio mediante el cual mantienes la apariencia de ese sistema mientras ofreces la oportunidad de personalizar tu experiencia de juego hacia uno de los otros lados del triángulo..[4]Steven Sharif

Las habilidades primarias (habilidades de clase) están basadas en el arquetipo del jugador.[5] Los jugadores pueden personalizar sus habilidades primarias con el aumento de un arquetipo secundario[6][5][7]

The design behind augments is to not just change the flavor so that it reflects the secondary archetype, but it also fundamentally changes the core components of a skill.[8]Steven Sharif
  • Cada arquetipo secundario ofrece cuatro escuelas de aumento diferentes.[9][10][6][11] Cada escuela de aumentos afecta a las habilidades primarias de un arquetipo de forma distinta.[12]
    • Por ejemplo: Un Mago ofrece aumentos de teletransportación y escuelas elementales. Estos aumentos afectarán las habilidades primarias de un Luchador de forma distinta que a las de un Clérigo.[6][12]
    • Cada aumento tiene un requisito de nivel.[13]
      • Los aumentos no tienen un coste en puntos de habilidad.[14] Anteriormente se había afirmado que ciertos aumentos requerirán más puntos de habilidad que otros.[13]
There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards.[13]Steven Sharif
  • Elegir el mismo arquetipo primario y secundario aumenta el enfoque en ese arquetipo.[15]
  • Los aumentos a las habilidades primarias cambiarán fundamentalmente la forma en la que funciona dicha habilidad: Adaptará aquello que la habilidad hacía para incorporar la identidad del arquetipo secundario.[16]
  • Para cambiar los aumentos de tus habilidades, deberás ir a un NPC en un nodo de nivel Aldea o mayor.[18]
  • Algunos colores y efectos especiales|FX pueden cambiar dependiendo de los aumentos elegidos.[19]
    • Las habilidades activas pueden verse completamente diferentes después de que se les ha aplicado un aumento.[20]

Se espera que las habilidades primarias en el Alpha-2 sean muy diferentes a las del Alpha-1.[22]

The ability list in Alpha One is nowhere near what the ability list will be, especially from like a level/progression standpoint. So you can expect it to be incredibly different.[22]Steven Sharif

Habilidades activas

Los jugadores pueden peronalizar su personaje con las habilidades activas que prefieran en su barra de acción (hotbar).[24][25][26]

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.[30]Steven Sharif
  • Los jugadores no obtienen habilidades conforme suben de nivel, deben elegir que habilidades quieren adquirir.[31]
  • No hay libros de hechizos que requieran memorizar.[32]

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.[24]Steven Sharif

Habilidades y estadísticas en el equipo

Los artesanos (crafters) podrán asignar distintas habilidades y estadísticas el equipo.[33][34]

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.[33]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.[34]Steven Sharif

El equipo se divide en estadísticas básicas y estadísticas adicionales..[38]

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 ability

Alpha-2 greatsword weapon combo animation.[39]

Whenever you get stab hits on the third and the fourth hit, those are actually procs. So, if you connect with the second hit of that proc hit you'll receive the additional effects, but you actually have to connect with a monster or player to receive the effect; and I think the proc rate is at a static 25 percent right now. We're looking at other ways to scale that. Maybe it scales with a stat, or maybe it scales with additional nodes, but right now it's kind of low.[40]Brian Ferguson

A weapon combo system (also referred to as Weapon use combo, Weapon attack combo, Weapon combo, and Weapon use ability) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[39][41][42][43][44][45][46]

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.[47]Steven Sharif
  • The number of steps and passive effects that trigger during weapon combos can be customized in the weapon skill tree.[49][50]
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.[49]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.[47]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.[47]
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.[47]Steven Sharif
  • Using a skill/ability other than a basic attack will in general reset the combo.[48]
    • The developers are considering specific abilities that might be able to be used without resetting the combo system.[48]
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.[44]Steven Sharif

Status

Template:Weapon use ability status

Habilidades de combate

La idea para el combate es que las habilidades tengan su correspondiente contrapartida.[51]

  • El objetivo es que haya animaciones especiales para parar, bloquear y esquivar..[52]

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.[52]Jeffrey Bard

Apuntando en el combate

Ranger hybrid combat in Alpha-2.[53]

Part of what we're exploring with this approach of our hybrid combat is offering the player the functionality to utilize either tab targeting or a reticle-based action camera mode; and there are benefits to each; and both of them are providing the player what they feel most comfortable with playing. All of our attacks are going to be stat opposed unless they're a templated attack, in which case there will be certain bonuses and/or stronger applied chances for certain types of CC effects to be applied or potentially evasion and accuracy aspects of it. These are all things that we plan to to test throughout alpha two to see where the player base lives in those two options of the action or tab target based attack modes. The important part here is that this is still a work-in-progress. This is meant to give you a look at where our approach has now been living over the past several months when it comes to combat based off of what we learned in alpha one, what player feedback has been along the way and how we can create a compelling system of combat between these very different classes and weapon types.[54]Steven Sharif

El combate híbrido hace referencia a la elección entre el combate "tab target" y el "action combat" en Ashes of Creation.[55][56][57][58]Un botón de selección (por defecto Z, pero se puede vincular a otra tecla) permite al jugador alternar entre los modos de action combat y tab target.[59][60][61][62]

  • La cámara en el action combat está vinculada a la retícula del jugador.[63][64]
    • Es probable que haya una tecla de acceso rápido que, al mantenerla pulsada, permita mover libremente la cámara en el modo de acción.[64]
    • En el futuro, el usuario podrá elegir entre diferentes apariencias de retícula.[65]
  • Las habilidades tab target requieren un objetivo bien con fijado suave o duro.[63]
    • El fijado suave (soft locking) se produce cuando la retícula se desplaza sobre un objetivo en modo de acción. Su placa de objetivo aparecerá ligeramente en gris para indicar que se trata de un objetivo con fijación suave (soft-lock). Si la retícula se aleja del objetivo o el objetivo se aleja de la retícula, el objetivo se pierde.[63]
    • El fijado duro (hard locking) se produce cuando el jugador utiliza el botón derecho del ratón sobre un objetivo con fijado suave. La retícula ya no aparecerá en gris para indicar que el objetivo está bloqueado. A diferencia del bloqueo suave, si el objetivo se sale de la retícula no se pierde el objetivo. En el modo de acción, la tecla Tab seguirá pasando de un objetivo a otro en función de la prioridad de proximidad.[66][63]
  • Atacar sin un objetivo (disparar a ciegas) es posible en el modo acción para las habilidades con plantillas. Si un jugador se mueve en la trayectoria del proyectil puede ser golpeado.[67][68][63]

Q: What the benefits are for tab versus action. I feel like a lot of people feel like tab is just easier so why would I use action?

A: If you're in a massive brawl, the ability to pick and choose targets that are far in the back line that might might be more advantageous towards tab target users because they're able to click, but the reaction time to acquire a target for a cursor versus acquiring a target for a reticle is much faster and less cumbersome because it doesn't require as many actions on behalf of the user.[69]Steven Sharif

Las versiones de las habilidades orientadas al action combat y al tab target tendrán características diferentes.[54][59][70][71][72]

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.[71]Steven Sharif
  • Las habilidades de tab target aparecerán sombreadas si el objetivo no está dentro de un rango válido, pero las habilidades de plantilla generalmente requerirán que el jugador evalúe el rango correcto para la misma..[73]
  • Diferentes rangos de la misma habilidad pueden cambiar la habilidad de tab target a action combat o viceversa.[74]
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.
  • Puede que no sea posible especificar una configuración sólo con habilidades orientadas a la acción o al tab target. Podría haber un límite del 75% en la elección de habilidades del mismo tipo.[71]
  • En pos del equilibrio, ciertos tipos de habilidades estarán orientadas al tab target o al action combat.[75]
    • Los CCs duros pueden ser configurados dentro de las habilidades orientadas al action combat ya que son ataques más complicados de acertar.[75][71]
    • Los CCs suaves se configurarán dentro del sistema de tab target.[75]
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.[72]Steven Sharif

Ashes of Creation Apocalypse combat targeting

Action combat in Ashes of Creation Apocalypse utilizes a targeting reticle.[78]

  • A hot key can be used to toggle reticle mode on and off.[78]
  • Left mouse click is used for basic weapon attacks.[79]
  • Right mouse click is used as a "focus" button. It can also be used to activate root motion attacks for melee.[79]
  • Combat targeting uses hitbox registration in three separate regions: Upper body, lower body and head.[80]
  • Certain weapons and skills have ADS (Aim Down Sights) functionality.[81][82]

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.[81]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.[82]Steven Sharif

Alpha-1 will test hybrid action/tab combat.[70][83]

Mecánicas de headshot

No hay mecánicas de headshot en Ashes of Creation.[84][85][86]

Habilidades finales (Ultimate)

info-orange.pngEsta sección contiene información de las primeras fases de prueba. Se actualizará tan pronto como haya nueva información disponible.

Las habilidades finales (ultimate) son unas habilidades muy poderosas.[90]

- None -

Habilidades por arquetipo

Habilidades de bardo

Los bardos son una clase de apoyo tactico que no está basada en la curación. Tendrán más importancia en base a su movilidad y ubicación en la batalla.[91][92][93][94]

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.[91]
  • Las mecánicas de los bardos incluyen melodías de combinación de habilidades basadas en la proximidad a través de bailes, canciones e historias.[91][92][95]
    • Los bardos pueden elegir activar buffs que aumentan las habilidades de tanqueo, evasión, DPS y curación abilities en su área de proximidad.[96]
    • Algunos buffs están relacionados con el rendimiento del bardo en combate: Si un bardo lanza un ataque de habilidad contra un objetivo, los aliados que se encuentren dentro de un cierto rango pueden recibir un buff temporal relacionado con la habilidad utilizada por el bardo.[97]
    • Los bardos pueden ofrecer curación basada en proximidad o probabilidad, pero en mucho menor nivel que los clérigos.[92][93][98]
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.[97]Steven Sharif
  • Se pretende que los bardos no se limiten al apoyo. Serán una "persona para todo", incluyendo habilidades de combate ofensivas y defensivas además de habilidades de apoyo y buffs.[103][104]
    • Ciertas habilidades de Bardo de nivel superior utilizarán plantillas de terreno basadas en la proximidad que requerirán que el grupo o la banda se muevan dentro (y fuera) de las formaciones indicadas por la plantilla para obtener beneficios o buffs[105][103]
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.[93]Steven Sharif
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.
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.[107]Jeffrey Bard

Habilidades de clérigo

Los Clérigos tienen control sobre la vida y estarán relacionadas con sus habilidades de apoyo, que a su vez se relacionan con la corrupción.[108]

Habilidades de combate del clérigo

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.
Habilidad Icono Rango 1 Rango 2 Rango 3
Barrier Barrier.png Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[109][110]
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.[111][112]
Castigation CastigationIcon.jpg Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[113][2][114][115] Heals you instantly for an additional amount upon hit.[113] Restores health and mana to nearby party members for the duration.[113]
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.[116][117]
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.[118][119] This can overheal.[118]
Condemn Condemn.png Stun target enemy for 3 seconds.[120][121]
Consecrating Wave Consecrating Wave.png Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[122][123]
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.[124][125]
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.[126][127]
Devotion DevotionIcon.jpg Launch an orb of energy into the air that will fall upon your target, healing them.[128][2][129][115] The energy orb will travel faster and heal for more.[128] The target will be infused with a slow, long-lasting healing effect.[128]
Divine Censure DivineCensureIcon.jpg Hurls a radiant spear at the target, dealing damage.[130][2][131][115] Further attacks upon the target have a chance to heal the attacker.[130] The target has a chance to deal damage to itself when it attacks.[130]
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.[132][133]
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.[134][135][136][137]
Divine Light DivineLightIcon.jpg Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[138][2] Increased healing.[138] Reduced mana cost.[138]
Flash Cure Flash Cure.png Instantly heal target ally. This may be used during other ability activations.[139][140]
Healing Touch Healing Touch.png Heal target ally in melee range for a large amount of health.[141][142]
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.[143][144]
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.[145][146]
Radiant Burst RadiantBurstIcon.jpg Heals allies around you in a wide area for a large amount.[147] Stacks up to 3 times.[2] Heals for a greater amount.[147] Cooldown removed.[147]
Regeneration RegenerationIcon.jpg Bathe your target with restorative energy that heals them over time.[148][2] Reduced mana cost.[148] Applies a 5% healing received bonus to the target.[148]
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.[149][150]
Resurrection ResurrectionIcon.jpg Resurrects a dead ally with 25% health and 15% mana.[151][2][152][115] Target resurrects with 50% health and 20% mana.[151] Target resurrects with 75% health and 25% mana.[151]
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.[120][153]
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.[154][155]
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.[156][157] An ally is defined as any non-combatant player or non-mob NPC.[158]

Habilidades pasivas del clérigo

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.

- None -

Habilidades del luchador

El arquetipo del Luchador incluirá mecánicas de maniobrabilidad y "acercamiento" para permitir al jugador recorrer distancias rápidamente en el campo de batalla.[159]

info-orange.pngEsta sección contiene información de las primeras fases de prueba. Se actualizará tan pronto como haya nueva información disponible.
Habilidad Icono Rango 1 Rango 2 Rango 3
Battle Cry Battle Cry.png Unleash a resounding war bellow, applying the Riled effect to the caster and all nearby party members and Shaken to all nearby enemies. Gain 5 Combat Momentum for each target that was Riled. Riled targets have increased stability and have increased chance of tripping Shaken enemies.[160]
Blitz Blitz.png Charge directly toward target enemy, dealing Physical damage to the target on arrival.[161]
Blood Fusion Blood Fusion.png Return 100% of damage dealt as health and 50% of damage dealt as mana over the next 6 seconds. If activated while below 50% health, gain 25% increased damage mitigation and healing received over the duration.[162]
Brutal Cleave Brutal Cleave.png Perform a wide sweeping attack, dealing damage to all enemies in front of you. This ability shares a cooldown with Overpower, and hitting an enemy with a weapon combo finisher reduces its cooldown by 8 seconds. +10-20 Combat Momentum (based on number of targets hit) [163]
Cataclysm Cataclysm.png Deal heavy damage and apply Shaken to all enemies in a large area in front you. Shaken enemies have a 5% chance to Trip when hit, and the effect is removed when triggered. This chance doubles when hit by Riled targets.[164]
Crippling Blow Crippling Blow.png Deal Physical damage and apply Snare to target enemy for 6 seconds.[165]
Exert Exert.png Consume your Combat Momentum rapidly, gaining 20% increased attack and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted.[166]
Form Of Celerity Form of Celerity.png While in this form, the caster receives +2% Movement Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[167]
Form Of Ferocity Form Of Ferocity.png While in this form, the caster receives +2% Attack Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[168]
Form Of Fluidity Form of Fluidity.png While in this form, the caster receives +4% Disable Resistance Chance per 10 Combat Momentum, up to a maximum of +40%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[169]
Knock Out Knock Out.png Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[170]
Leap Strike Leap Strike.png Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[171]
Lethal Blow Lethal Blow.png Perform a powerful descending strike upon target enemy, dealing additional physical damage based on the amount of % missing health, up to 300% base damage.[172]
Lunging Assault Lunging Assault.png Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing damage to enemies in front of you. You are immune to hard crowd control effects while performing this ability.[173]
Maim Maim.png Perform a powerful melee strike in a short forward cone, dealing physical damage to all targets hit, plus 100% additional damage to recently tripped targets.[174]
Overpower Overpower.png Deal direct damage and apply Shaken to target enemy. This ability shares a cooldown with Brutal Cleave, and hitting an enemy with a weapon combo finisher refreshes the cooldown of this ability. +10 Combat Momentum.[175]
Rupture Rupture.png Deal physical damage and apply a debuff to the target. While the debuff is active, the target acquires 5 wound stacks per second that they are moving. After 5 seconds, the largest takes heavy damage, plus additional damage for each stack of wound it has.[176]
Whirlwind Whirlwind.png Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[177]

Queremos que el Luchador sea capaz de atravesar las líneas enemigas, quizás llegando al área de soporte de una raid y eliminar a los sanadores con una poderosa ráfaga de daño. Queremos que sean maestros de distintas armas. Queremos que sean versátiles, ya quieran ser luchadores a rango o cuerpo a cuerpo. Eso dependerá del jugador.[178]Steven Sharif

Habilidades del mago

Habilidades de combate del mago

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.
Habilidad Icono Rango 1 Rango 2 Rango 3
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.[179]
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.[180]
Arcane Volley Arcane Volley (Active).png Fires a volley of arcane missiles at your target, dealing arcane damage with each hit.[181][182]
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.[183][184][185]
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[186][187]
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.[188][189][183]
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.[190][191][192]
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.[183][193][194]
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.[195][196]
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.[197] Hitting a conflagrating enemy with a lightning spell causes Fusion, dealing significant damage and removing the Conflagrated effect.[198]
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.[199]
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.[200][42]
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.[201][202]
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.[203]
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.[204]
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.[205]
Shell Shield.png Create a protective magical shell[206] around yourself that absorbs a large amount of damage before breaking.[207][208]
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.[209][210][211]

Habilidades pasivas del mago

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.

- None -

Habilidades del ranger

Habilidad Icono Rango 1 Rango 2 Rango 3
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.[212] The root effect is nature based.[213]
Barrage Barrage Icon.png Fires a continual barrage of arrows at your target for 1.5 seconds, dealing 12% physical damage per arrow.[214]
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.[215]
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.[216]
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.[217]
Disengage Disengage Icon.png Delivers a quick kick backflipping in the opposite direction. Enemies hit are Snared for 4 seconds.[218]
Headshot Headshot.png Deals 175% physical damage to target enemy.[219]
Hunt of the Bear Hunt of the Bear.png Call forth the spirit of the bear, imbuing yourself with increased physical mitigation.[220]
Hunt of the Raven Hunt of the Raven.png Call forth the spirit of the raven, imbuing yourself with increased physical penetration.[221]
Hunt of the Tiger Hunt of the Tiger.png Call forth the spirit of the tiger, imbuing yourself with 10% increased critical damage.[222]
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.[223]
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.[224]
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.[225]
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.[226]
Mark of the Bear Mark of the Bear.png Marks the target, reducing their mitigation by 25%.[227]
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.[228]
Mark of the Tiger Mark of the Tiger Icon clean.png Marks the target, increasing critical chance versus the target by 50%.[229]
Piercing Shot Piercing Shot.png Fire a projectile that travels in a straight line, piercing through and damaging all enemies in its path.[230]
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.[231]
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.[232]
Snipe Snipe New.png Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[233]
Thundering Shot Thundering Shot Icon.png Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[234]
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.[235]

Habilidades del pícaro

Todas las clases hacen aventureros competentes, pero los pícaros sobresalen en explorar las partes más profundas de las mazmorras y encontrar los tesoros más escondidos.[236]

  • Los pícaros tendrán habilidades de apoyo que les permitirán encontrar puertas ocultas, trampas y tesoros adicionales.[237]
  • Estas puertas aparecerán de forma aleatoria y en distintas horas del día para asegurarse de que estos encuentros no sean los mismos cada vez.[237]

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.[237]Steven Sharif

info-orange.pngEsta sección contiene información de las primeras fases de prueba. Se actualizará tan pronto como haya nueva información disponible.
Habilidad Icono Rango 1 Rango 2 Rango 3
Stealth This does not render a player completely invisible.[238] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[239]

Habilidades del invocador

El invocador usa muchas de sus habilidades a través de sus invocaciones (también conocidas como habilidades de clase de mascotas). En esencia, el invocador juega a través de sus invocaciones.[240]

You gain your summons from your summoner class as an active skill and then skills can be further developed with points.[4]Steven Sharif
  • Los invocadores pueden realizar hasta tres invocaciones.[241]
  • Las habilidades de invocación aparecen en la barra del invocador.[240]
  • El invocador tiene control sobre su invocación, a no ser que esta se encuentra bajo algún tipo de efecto secundario.[242][240]
Summons adhere to the owner’s commands, unless otherwise under ancillary effects.[242]Steven Sharif
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.[247]Steven Sharif
  • Una invocación permanecerá activa hasta que el invocador genere una nueva, la invocación muera o el invocador la retire.[244]
  • Los invocadores no serán capaces de fusionarse con sus invocaciones (eidolons).[248]
  • Las invocaciones pueden subir de nivel mediante el uso de puntos de habilidad en sus habilidades activas.[4]
  • Las invocaciones podrán utilizar habilidades de control de masas (CC).[249]
  • Los Invocadores serán capaces de nombrar sus invocaciones, pero no podrán cambiar el tipo de criatura, que es parte de la placa del nombre encima de la invocación.[250]
  • Las invocaciones están sujetas al mismo sistema de estado de PVP que los jugadores, y compartiran el mismo estado que el invocador..[251][252]
Summons follow the same flagging rules as players, if your summon pks someone, you gain corruption[251]Steven Sharif

Los invocadores pueden invocar distintas invocaciones, dependiendo de la clase y los aumentos que elijan.[243][253]

  • Animales.[253]
  • Espíritus.[253][254]
  • Zombies, esqueletos y otras criaturas no-muertas.[244][254]
  • Cadáveres (potencialmente).[253]
  • Algunos invocadores pueden hacer varias invocaciones a la vez.[253]
  • Otros invocadores solo podrán llamar una invocación, pero muy poderosa.[253]
  • Ciertos invocadores podrían solo invocar efectos y/o energías temporales.[253]

Los aumentos de un arquetipo secundario pueden ser aplicados a las invocaciones.[255]

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.[255]Steven Sharif

Habilidades del tanque

Tanks will not be forced to have a shield but it will definitely be a viable option.[256]Jeffrey Bard

Habilidades de combate del tanque

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.
Habilidad Icono Rango 1 Rango 2 Rango 3
Absorption Field Absorption Field.png A field of absorption.[257]
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.[258]
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.[259]
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.[260][261]
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.[262]
Hatred V Tank Ability Active.png Single target that adds hate.[263] Add a forced target lock.[263] Add hate over time per tick.[263]
Inciting Strikes IncitingStrikesIcon.png Slashes twice in a forward cone while adding additional threat.[264]
Indomitable Spirit Indomitable Spirit.png 30% increased max HP and 30% increased healing received.[265]
Proteger 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.[266]
Rush of Courage Rush of Courage.png You feel a surge of resolve - gain 100 Courage.[267]
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.[268]
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.[269]
Slam Slam.png Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[270]
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.[271]

Habilidades pasivas del tanque

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.

- None -

Habilidades elementales

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".[272]Steven Sharif

info-orange.pngEsta sección contiene información de las primeras fases de prueba. Se actualizará tan pronto como haya nueva información disponible.
Habilidad Icono Rango 1 Rango 2 Rango 3
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.[183][184][185]
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.[188][189][183]
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.[190][191][192]
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.[183][193][194]
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.[195][196]
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.[197] Hitting a conflagrating enemy with a lightning spell causes Fusion, dealing significant damage and removing the Conflagrated effect.[198]
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.[199]
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.[200][42]
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.[201][202]
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.[203]
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.[204]
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.[205]
Thundering Shot Thundering Shot Icon.png Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[234]

Habilidades de curación

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.
Habilidad Icono Rango 1 Rango 2 Rango 3
Barrier Barrier.png Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[109][110]
Blood Fusion Blood Fusion.png Return 100% of damage dealt as health and 50% of damage dealt as mana over the next 6 seconds. If activated while below 50% health, gain 25% increased damage mitigation and healing received over the duration.[162]
Castigation CastigationIcon.jpg Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[113][2][114][115] Heals you instantly for an additional amount upon hit.[113] Restores health and mana to nearby party members for the duration.[113]
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.[118][119] This can overheal.[118]
Consecrating Wave Consecrating Wave.png Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[122][123]
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.[124][125]
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.[126][127]
Devotion DevotionIcon.jpg Launch an orb of energy into the air that will fall upon your target, healing them.[128][2][129][115] The energy orb will travel faster and heal for more.[128] The target will be infused with a slow, long-lasting healing effect.[128]
Divine Censure DivineCensureIcon.jpg Hurls a radiant spear at the target, dealing damage.[130][2][131][115] Further attacks upon the target have a chance to heal the attacker.[130] The target has a chance to deal damage to itself when it attacks.[130]
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.[132][133]
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.[134][135][136][137]
Divine Light DivineLightIcon.jpg Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[138][2] Increased healing.[138] Reduced mana cost.[138]
Flash Cure Flash Cure.png Instantly heal target ally. This may be used during other ability activations.[139][140]
Healing Aura Healing Aura.png Provides healing to nearby defenders over time.[273]
Healing Touch Healing Touch.png Heal target ally in melee range for a large amount of health.[141][142]
Indomitable Spirit Indomitable Spirit.png 30% increased max HP and 30% increased healing received.[265]
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.[143][144]
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.[145][146]
Radiant Burst RadiantBurstIcon.jpg Heals allies around you in a wide area for a large amount.[147] Stacks up to 3 times.[2] Heals for a greater amount.[147] Cooldown removed.[147]
Regeneration RegenerationIcon.jpg Bathe your target with restorative energy that heals them over time.[148][2] Reduced mana cost.[148] Applies a 5% healing received bonus to the target.[148]
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.[149][150]
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.[268]
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.[154][155]
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.[156][157] An ally is defined as any non-combatant player or non-mob NPC.[158]

Habilidades de asedio

Las invocaciones de grupo son activadas por un líder de grupo con esa habilidad en su kit de clase junto con componentes adicionales de otras clases que formen parte del grupo.[275]

info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

Hasta ocho jugadores con el mismo arquetipo primario pueden unirse para crear invocaciones de asedio durante un asedio.[276]

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.[276]Steven Sharif

Invocador

Summoners can collaborate together during sieges to summon larger creatures, such as Golems.[277][278][240]

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.[277]Steven Sharif
  • The target of the group summon becomes the summon itself.[277][240]
    • Previously it was stated that the party-leader becomes the summon.[278]
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.
  • A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[279]
  • The number of summoners participating in the summon will determine its overall size.[279]
  • All summoners must be in the same party and the party leader must be a summoner.[278]
    • The party leader initiates the summon and then takes control of it.[278]
    • Once summoned, the party leader cannot be changed.[278]
    • If the party disbands, the summon ends. There will be a grace period to handle disconnects.[278]
    • The party may also contain non-Summoners.[278]

Tanque

info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.
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.[276]Steven Sharif

Armas de fuego y pólvora

The Gilded Galleon pre-order pack cosmetic ship skin.[281]

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.[282]Steven Sharif

Las armas de fuego (pólvora negra) no estarán presentes en Ashes of Creation.[283][284]

  • Los barcos emplearán una versión más grande del lanzador de pociones en lugar de cañones. Estos cañones podrán ser equipados con diferentes pociones que tendrán diferentes efectos.[282]
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.[283]Steven Sharif

El armamento como los lanzadores de pociones, armas de asedio y las armas utilizadas en el combate naval están basadas en las artes arcanas .[282][283][285]

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.[285]Steven Sharif

Habilidades de utilidad

Alpha-2 Ranger Camouflage skill.[286]

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".[237]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.[287][288][289][290] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[291]

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.[287]Steven Sharif
  • Clases will have different utility abilities, such as detecting traps and other hazards.[288][289][291] For example: The Mage's detection spell casts light and reveals magical explosive hazards.[292]
    • Certain classes are able to climb/parkour in certain areas.[293][294] This is not a free-form ability. It will likely be restricted to certain quests, locations or objects.[295][296]
    • Certain classes (such as Rogues) will have stealth abilities.[297]
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.[288]Steven Sharif
  • All classes will have maneuverability/traversal utility abilities.[298]
  • Utility skills exist that can help players discover hidden paths and entrances and may lead to discovering hidden quests while exploring.[289]
  • Certain objects exist in the world (such as ladders and slides) that aid player mobility.[299]
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.[300]Steven Sharif
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.
  • There will be a grappling hook utility skill or item.[301]
  • Rogues may also have a spyglass utility skill.[291]

Habilidades pasivas

- None -

Transferencia de habilidades

Los jugadores no podrán transferir sus habilidades a otros jugadores.[302]

FX de habilidades de Kickstarter

Todos los patrocinadores de Kickstarter recibirán un conjunto de efectos de habilidad (FX).[303]

  • Incluye colores únicos y efectos adicionales para determinadas habilidades. Por ejemplo: Un mago con su habilidad de bola de fuego puede disparar una bola de llamas blancas abrasadoras en lugar de los colores habituales de esa habilidad.

Robo

No habrá una mecánica de robo en Ashes of Creation en lo que respecta a los jugadores vivos.[304][305]

  • Puede que haya acciones relacionadas con misiones que impliquen algún tipo de robo, pero no de objetos reales del inventario, de un jugador, en las que el jugador sea identificado como el objetivo de la misión mediante un título o algún otro medio.[304][306]

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.[306]Steven Sharif

There is not a theft mechanic for you to walk up to a player that's alive and steal something.[305]Steven Sharif

Programa de mentores

Habrá un programa de mentores en el que los jugadores de nivel superior podrán beneficiarse de hacer grupo y/o ayudar a los jugadores de nivel inferior y hacer que ubiquen dentro del juego.[308]

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.[310]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.[309]Steven Sharif

Ver además

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  164. Cataclysm Description.png
  165. Crippling Blow Description.png
  166. Exert Description.png
  167. Form of Celerity Description.png
  168. Form Of Ferocity Description.png
  169. Form of Fluidity Skill Tree Description.png
  170. Knock Out Skill Tree Description.png
  171. Leap Strike Description.png
  172. Lethal Blow Description.png
  173. Lunging Assault Description.png
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  211. Air Strike New Description.png
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  213. Barrage New Description.png
  214. Bear Trap Description.png
  215. Call of the Wild Description.png
  216. Camoflague Description.png
  217. Disengage Description.png
  218. Headshot Description Ranger2.png
  219. Hunt of the Bear Description.png
  220. Hunt of the Raven Description.png
  221. Hunt of the Tiger Description.png
  222. Imbue Ammo Barbed Skill Tree Description.png
  223. Imbue Ammo Concussive Skill Tree.png
  224. Imbue Ammo Weighted Skill Tree Description.png
  225. Lightning Reload Description.png
  226. Mark of the Bear Description New.png
  227. Mark of the Raven Description.png
  228. Mark of the Tiger Description.png
  229. Piercing Shot Description.png
  230. Raining Death Description.png
  231. Scatter Shot Description.png
  232. Snipe Description New.png
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  292. Transmisión en vivo, 2017-05-15 (15:10).
  293. utility skills.jpg
  294. Transmisión en vivo, 2018-01-18 (34:56).
  295. Transmisión en vivo, 2019-06-28 (1:21:46).
  296. class stealth.png
  297. class mobility.png
  298. Transmisión en vivo, 2021-10-29 (1:07:11).
  299. Transmisión en vivo, 2017-05-24 (57:41).
  300. Transmisión en vivo, 2017-05-12 (18:00).
  301. Transmisión en vivo, 2017-11-17 (27:35).
  302. New Backer Goal!! + Monster Coins (>'.')>
  303. 304.0 304.1 Entrevista, 2021-02-07 (16:05).
  304. 305.0 305.1 Pódcast, 2017-05-05 (43:05).
  305. 306.0 306.1 Entrevista, 2021-02-07 (19:00).
  306. Transmisión en vivo, 2017-10-16 (59:39).
  307. Vídeo, 2018-04-05 (40:08).
  308. 309.0 309.1 309.2 309.3 309.4 Transmisión en vivo, 2020-09-30 (1:07:22).
  309. Entrevista, 2018-08-24 (8:52).