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Ashes of Creation hosts a wide array of progression paths that offer augments to a character's primary skills.[1][2]

Skill points

Alpha-1 early preview skills UI.[4]

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[4]Steven Sharif

Players receive skill points as they level. These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[5][6][7][8]

  • It will not be possible to max all skills in a skill tree.[8]
  • In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[9]
  • Players are able to reset and reallocate their skill points.[10]

Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[11]Steven Sharif

Class augments

Alpha-1, Versión temprana de la interfaz de usuario con habilidades.[12]

El propósito de los arquetipos secundarios y el sistema de aumentos es difuminar un poco la línea entre los roles de las clases. Así que, mientras seguimos el sistema de clases y roles del típico sistema de trinidad, también utilizamos el sistema de aumentos para permitirle a los jugadores moverse un poco hacia nuevas direcciones.[13]Steven Sharif

Pre-alpha, imágenes de un Mago utilizando habilidades ofensivas y de apoyo, tales como Mage's escape y Mage's detection.[14]

Las habilidades primarias (habilidades de clase) están basadas en el arquetipo del jugador.[15] Los jugadores pueden personalizar sus habilidades primarias con el aumento de un arquetipo secundario.[16][15][17]

El diseño tras los aumentos no es solo darle al personaje un poco de "sabor" para que refleje el arquetipo secundario, sino realizar cambios fundamentales a los componentes clave de una habilidad.[18]Steven Sharif

  • Cada arquetipo secundario ofrece cuatro escuelas de aumento diferentes.[16][19] Cada escuela de aumentos afecta a las habilidades primarias de un arquetipo de forma distinta.[20]
    • 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.[16][20]
    • Cada aumento requiere cierto nivel y número de puntos de habilidad para ser activado.[21]
    Habrá un cierto límite tras el cual ya no podrás seguir aumentando tus habilidades activas, basado en las habilidades que hayas aumentado previamente, así que tendrás que escoger que aumentos querrás aplicar; y ciertos aumentos requerirán más puntos de habilidad que otros.[21]Steven Sharif
  • Elegir el mismo arquetipo primario y secundario aumenta el enfoque en ese arquetipo.[22]
  • 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.[23]
  • Para cambiar los aumentos de tus habilidades, deberás ir a un NPC en un nodo de nivel Aldea o mayor.[24]
  • Algunos colores y efectos especiales|FX pueden cambiar dependiendo de los aumentos elegidos.[25]
    • Las habilidades activas pueden verse completamente diferentes después de que se les ha aplicado un aumento.[26]

Aumentos raciales

Los aumentos raciales están basados en la raza de un personaje y están disponibles para todas las clases.[27]

Manteniéndonos en el tema de "Consecuencias", y a diferencia de otros juegos, la raza no es solo un tema de aspecto con habilidades relativamente inofensivas o sin importancia. En vez de eso, se integran profundamente en nuestro sistema de clases, aumentando y cambiando el chasis básico provisto por nuestros ocho arquetipos básicos. Nuestra meta es crear un sistema donde un luchador élfico se sienta distinto, pero cumpla el mismo rol que un luchador enano.[30]

Religious augments

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

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

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

Social organization augments

A player progresses through a social organization by accomplishing tasks or quests.[34] There are hierarchical paths pertaining to specific questlines for the organization's thematic.[34] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[35]

- For example, a Thieves' guild may have objectives and quests toward securing a particular item to enable players to advance within the organization.[34]

Social organizations are going to have questlines that players participate in which some will include sabotage, espionage, intrigue... While it's not necessarily player versus player in the combat sense, it is player versus player in pitting communities in those organizations kind of against each other in a competitive atmosphere, where only some things can be accomplished by certain communities; and not everybody can succeed at a particular task. So, I think that that's a unique way to involve meaningful conflict that doesn't necessarily have to relate to PvP, because obviously we have a lot of PvP systems in the game and and there are many ways for players to participate in player versus player combat; but we also want to make sure that from a progression standpoint, from a system standpoint there are going to be abilities of individuals to follow these questlines, these tasks that will pit organizations against each other, specifically from an organizational standpoint.[36]Steven Sharif

You're gonna see augments being used a lot throughout a lot of our systems. When we're talking about the guild system, when we're talking about social organizations, when we're talking about religions. A lot of those things are going to affect how and what you have available to augment your skills with.[33]Jeffrey Bard

Skill transfer

Players will not be able to transfer their skills to other players.[37]

See also