Habilidades

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.[2] – Steven Sharif
Los jugadores obtienen puntos de habilidad conforme suben de nivel. Estos pueden ser usados para mejorar habilidades (subir su rango) ya sea en el árbol de habilidades activas, pasivas o de combate/armas.[3][4][5][6]
- No será posible subir al máximo todas las habilidades de árbol.[6]
- En cuanto a la progresión de habilidades, los jugadores pueden elegir entre "ir horizontal" y conseguir una serie de habilidades diferentes, o "ir vertical" con unas pocas habilidades específicas.[7]
- Los jugadores pueden resetear y reasignar sus puntos de habilidad.[8]
- Los aumentos no cuestan Puntos de habilidad.[9] Anteriormente se había dicho que algunos aumentos requerirán más gasto en puntos de habilidad.[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
Sumario
- 1 Habilidades activas
- 2 Habilidades de arma
- 3 Habilidades pasivas
- 4 Habilidades universales
- 5 Habilidades de combate
- 6 Apuntando en el combate
- 7 Habilidades por arquetipo
- 7.1 Habilidades de bardo
- 7.2 Habilidades de clérigo
- 7.3 Habilidades de combate del clérigo
- 7.4 Habilidades pasivas del clérigo
- 7.5 Habilidades del luchador
- 7.6 Habilidades del mago
- 7.7 Habilidades de combate del mago
- 7.8 Habilidades pasivas del mago
- 7.9 Habilidades del ranger
- 7.10 Habilidades del pícaro
- 7.11 Habilidades del invocador
- 7.12 Habilidades del tanque
- 7.13 Habilidades de combate del tanque
- 7.14 Habilidades pasivas del tanque
- 8 Habilidades de asedio
- 9 Habilidades de curación
- 10 Ultimate skills
- 11 Habilidades de utilidad
- 12 Habilidades elementales
- 13 Transferencia de habilidades
- 14 Robo
- 15 Escalado por nivel
- 16 FX de habilidades de Kickstarter
- 17 Ver además
- 18 Referencias
Habilidades activas
Los jugadores pueden peronalizar su personaje con las habilidades activas que prefieran en su barra de acción (hotbar).[13][14][15]
- El número máximo de habilidades que un jugador puede tener en su barra de acción rondará entre los 15.20.[16][17]
- Habrá una opción de configurar varias barras de acción (hotbars) en la UI del jugador.[19][13][15]Por ejemplo: Un guerrero será diferente de otro en función de las habilidades activas que haya elegido.[17]
- 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
- Los jugadores no obtienen habilidades conforme suben de nivel, deben elegir que habilidades quieren adquirir.[7]
- No hay libros de hechizos que requieran memorizar.[20]
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
Habilidades primarias

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.[22] – 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..[23] – Steven Sharif
Las habilidades primarias (habilidades de clase) están basadas en el arquetipo del jugador.[24] Los jugadores pueden personalizar sus habilidades primarias con el aumento de un arquetipo secundario[25][24][26]
- 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.[27] – Steven Sharif
- Cada arquetipo secundario ofrece cuatro escuelas de aumento diferentes.[28][29][25][30] Cada escuela de aumentos afecta a las habilidades primarias de un arquetipo de forma distinta.[31]
- 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.[25][31]
- Cada aumento tiene un requisito de nivel.[10]
- Los aumentos no tienen un coste en puntos de habilidad.[9] Anteriormente se había afirmado que ciertos aumentos requerirán más puntos de habilidad que otros.[10]
- There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards.[10] – Steven Sharif
- 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.[33]
- El sistema de progresión para los aumentos es muy similar al sistema de progresión de clases.[34]
- Para cambiar los aumentos de tus habilidades, deberás ir a un NPC en un nodo de nivel Aldea o mayor.[35]
- Algunos colores y efectos especiales|FX pueden cambiar dependiendo de los aumentos elegidos.[36]
- Las habilidades activas pueden verse completamente diferentes después de que se les ha aplicado un aumento.[37]
- Fuera de las habilidades específicas de cada clase puede haber un subconjunto de habilidades universales, como Bloqueo activo y Esquivar.[38]
Se espera que las habilidades primarias en el Alpha-2 sean muy diferentes a las del Alpha-1.[39]
- 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.[39] – Steven Sharif
Habilidades de arma
Part of the plan with each of these weapons is they'll each have a unique skill tree associated with them to differentiate them, not only in terms of feel, but also in terms of mechanics. And an important thing that we really want to capture in Ashes is the important ability basically so the player can build their character how they want; and that extends beyond just their classkits. So for example, if I'm the ranger I can spec into my shortbow or I can spec into my longbow; and those will be two very different builds for example made specialized or have have a part of its tree that specializes and bleeds that might synergize with specific ranger abilities that the longbow might not necessarily synergize with. Their weapon choice will play into what abilities the archetype is specializing in.[41] – Tradd Thompson
Las habilidades de arma otorgan habilidades pasivas y efectos de probabilidad (procs) así como otros efectos de estado en lugar de habilidades que se puedan usar en la barra de acción de un jugador.[42] Cuantos más puntos de habilidad se asignen al árbol del arma, mayor será la afinidad del jugador con ese arma. Esto influye directamente en aspectos como la cantidad de ataques, su velocidad así como el aumento de "procs" al realizar ataques básicos con ese arma. Estos "procs" pueden ofrecer cierta sinergia con las habilidades activas del jugador.[43][44][45][41][46][47][4][5][48][33][49] Esta sinergia también se aplica a las habilidades activas de otros personajes.[3]
- El sistema combinado de armas determina los efectos especiales que se activan como "procs" en función de la progresión del arma.[48][49]
- Our approach is not going to be providing skills through weapons. It's going to be providing skills through classes.[43] – Steven Sharif
- Los jugadores se pueden especializar en ciertas habilidades de armas dentro de su arbol de habilidades de armas (también denominado habilidades de combate[4], y árbol de combate[5]) en función de sus tipos de armas preferidas así como el nivel de esas armas.[44][45][41][47][5][4][48]
- Let's say a dagger has some slashing effects that bleed the target or that cripple the target... Every time you attack you have a chance to proc that effect. That effect then can synergize with what your active skills tree has available to it. So let's say your backstab deals 30 additional damage to a bleeding target. If you attack with your main weapon first and the target gets the bleed proc off and you do your backstab skill then you're synergizing your effects.[5] – Steven Sharif
- Let's say backstab that you can apply to deals damage to the target and it'll have a conditional modifier on that damage if you're behind the target, and it'll have a conditional modifier deal additional 50 damage if the target is under a bleed effect. So you want to synergize essentially your weapon proc conditions with your active skills so that you're timing your certain active skills appropriately with the status conditions that the target has taken.[4] – Steven Sharif
- La progresión de ciertas armas como los conjuntos con bonificadores pueden cambiar el nivel en el que los "procs" se disparan.[46]
- Estos "procs" pueden reducir o resetear el cooldown de otras habilidades en la barra de acción del jugador.[50]
Sistema de combos de las armas
En Ashes of Creation se emplea un sistema de combos de armas (también llamado Combo system[48], y habilidades de uso de armas[52]) en lugar de la habilidad clásica de auto-ataque .[45][48][53]
- El sistema de combos consiste en una secuencia de animaciones de combate basadas en el tipo de arma, denominada montaje de animación de combate.[46]
- Los combos se activan realizando ataques básicos con armas (por defecto Q o clic con el botón izquierdo del ratón).[50]
- 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.[46] – Steven Sharif
- Este sistema se integra en gran medida con los árboles de habilidades de las armas, previstos para la Alpha-2 y posteriores.[54]
- The way that the weapon skill tree works is that at different stages of that combat montage you have available procs that can occur. The first swing might be a small stagger that decreases your opponent's accuracy by 15, that could be a proc that you could that you could spec into that decrease in accuracy- might be a status condition called stagger or bewildered or whatever- and that might exist for three or four seconds. Your second option from a skill tree perspective might be on the swing back. You have some type of tapering slow effect that lasts over three seconds- some type of tapering snare; and then the third step strike down might be some potential one second stun status modifier; and each of these you can spec into additional points to increase the chance that these proc.[46] – Steven Sharif
- Dependiendo de la habilidad de clase elegida, estos efectos tendrán efectos combinados con el montaje de combate.[46]
- 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.[46] – Steven Sharif
- La progresión de armas, como las bonificaciones de set, pueden cambiar el nivel en el que se producen los efectos de proc y, por tanto, permitir diferentes rotaciones de combo.[46]
- 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.
- La elección y rotación de las habilidades de las armas variará en función de si el jugador está más centrado en Pvp o en PvE.[46]
- 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.[46] – Steven Sharif
- Usar una habilidad que no sea un ataque básico reiniciará el combo por norma general.[50]
- Los desarrolladores están considerando la posibilidad de usar habilidades específicas sin reiniciar el sistema de combo.[50]
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.[48] – Steven Sharif
Clases de armas

Las clases de armas (también denominadas tipos de armas y grupos de armas) en Ashes of Creation.[47]
- Armas contundentes
- Armas blancas
- Armas punzantes
Cono de ataque

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.[56] – Steven Sharif
Todas las armas tienen un cono delantero de ataque, independientemente de que estén en tab target o action combat.[56]
- El arco y la distancia del cono variarán en función del tipo de arma.[56]
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.[56] – Steven Sharif
Se describe como un ataque de arma, no como una habilidad activa.[56]
Habilidades y estadísticas en el equipo
Los artesanos (crafters) podrán asignar distintas habilidades y estadísticas el equipo.[58][59]
- Los maestros artesanos podrán modificar varias (pero no todas) estadísticas de sus objetos fabricados.[58][60]
- Las estadísticas de los objetos crafteados variarán en función de su rareza.[61]
- También habrá formas de mover los bloques de estadísticas, pero no será una tarea fácil.[62][58]
- A todo el equipo se le podrá asignar cualquier estadística.[58]
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.[58] – Jeffrey Bard
Not all armor sets will be the cookie cutter kind of set. They will have the influences from the crafter available in it, if it's a crafted set.[59] – Steven Sharif
El equipo se divide en estadísticas básicas y estadísticas adicionales..[63]
Habilidades pasivas
Las habilidades pasivas se usan para aumentar el uso de armas, armaduras, regeneración de salud, y estadísticas pasivas.[2]
- Las habilidades pasivas se pueden subir de nivel asignando puntos de habilidad en la interfaz de habilidades .[2]
- Las habilidades pasivas permiten a los jugadores perfeccionar el dominio de un arma.[33]
All these passive abilities: mana regen, attack damage, critical hit damage, health regeneration, defense mitigation, maximum health: A lot of different changes from the passive side of things and these are based on what archetype you've chosen.[1] – Steven Sharif
Passive skill | Icon | Archetype(s) | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|---|
Attack Damage | ![]() |
Mago | Increases attack damage by 5.[64] | ||
Block Chance | ![]() |
Tanque | Increase chance to block attacks by 20% (Blocked attacks deal 20% reduced damage).[65] | ||
Cooldown Reduction | ![]() |
Clérigo Mago Tanque | Reduce all ability cooldowns by 5%.[64] | ||
Critical Hit Damage | ![]() |
Mago | Increase the damage and healing bonus from critical hits by 20%.[64] | ||
Critical Hit Rate | ![]() |
Clérigo Mago Tanque | Increase the chance for damage and healing abilities to critically hit by 5%.[64] | ||
Defense Mitigation | ![]() |
Clérigo Mago Tanque | Increase defense mitigation by 4.[64] | ||
Disable Chance | ![]() |
Mago | Increase chance to disable by 15%.[64] | ||
Disable Defense | ![]() |
Clérigo | Reduce chance of being disabled by crowd control effects by 10%.[66] | ||
Healing Received | ![]() |
Tanque | Increase the amount of healing received by 10%.[67] | ||
Health Regeneration | ![]() |
Clérigo Mago Tanque | Generate an additional 1.5% of your maximum health per second.[64] | ||
Increased Healing | ![]() |
Clérigo | Increase healing done by 10%.[68] | ||
Mana Regeneration | ![]() |
Clérigo Mago Tanque | Generate an additional 1% of your maximum mana per second.[64] | ||
Maximum Health | ![]() |
Clérigo Mago Tanque | Increase maximum health by 75.[64] | ||
Maximum Mana | ![]() |
Clérigo | Increase maximum mana by 100.[69] | ||
Movement Speed | ![]() |
Clérigo Mago Tanque | Increase movement speed by 5%.[64] | ||
Physical Evasion Bonus | ![]() |
Tanque | Increase physical evasion bonus by 5.[70] |
Habilidades universales
Además de las habilidades específicas de cada clase, puede haber un subconjunto de habilidades universales, como el bloqueo activo y la esquiva.[38]
- Los desarrolladores probarán el uso de mecánicas de energía independientes para las habilidades universales en el Alpha-2.[71]
- La progresión de las habilidades universales puede alinearse con el árbol de habilidades pasivas del jugador..[38]
- Outside of your class-specific skill tree, there's going to be a subsection of a few skills that are universal, like active block, like dodge; and I think what we're going to do- or at least what we're going to be discussing here- is those universal skills will have progressions that might align with your passive tree; and you can spec skill points into progressing additional features of those universal abilities that you will have access to. So I think that's probably going to be the direction that we're going to take.[38] – Steven Sharif
Habilidades de combate
La idea para el combate es que las habilidades tengan su correspondiente contrapartida.[72]
- El objetivo es que haya animaciones especiales para parar, bloquear y esquivar..[73]
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 kind of stuff to show up.[73] – Jeffrey Bard
Ataques básicos
Los ataques básicos para el arma equipada se activan pulsando Q o haciendo clic con el botón izquierdo del ratón (el jugador puede cambiar asignación de teclas).[46]
- Los jugadores pueden seleccionar qué arma quieren emplear como arma principal para los ataques básicos.[74][75][76]
- Diferentes tipos de armas tienen diferentes ataques básicos.[77][78]
- Las secuencias de ataques básicos activan el montaje de animación de combate según el tipo de arma.[46]
- Usar una habilidad que no sea un ataque básico reiniciará por norma general el sistema de combo de las armas.[50]
- Los desarrolladores están considerando el uso de consumibles/buffs que apliquen ciertos efectos temporales a las armas básicas.[79]
Control de masas (CC)
Las habilidades de control de masas (CC/mezzing) incluyen enraizar, atrapar, aturdir, dormir y ralentizar.[80][72]
- Habrá reducción de los efectos de aturdimiento, sueño y ralentización para evitar el bloqueo por aturdimiento.[72][81]
- La reducción de los efectos de CC aún no se implementaron en las pruebas de la Alfa-1.[82]
Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that kind of thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[72] – Steven Sharif
- Estos ataques no serán como las habilidades tab-target. Esto es así para evitar combos desequilibrados con habilidades de apuntado (action combat).[83]
- Los CCs duros son aturdimiento, derribos, dormir, parálisis, algunos enraizamientos, algunos silencios.[84]
- Estos CCs duros pueden incluirse en las habilidades orientadas al "action combat" ya que son ataques más complicados de realizar.[85][83]
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 kind of feel.[72] – Jeffrey Bard
- Los CCs suaves están incluídos en los hablidades tab-target.[86]
- Los efectos de CC no se aplican a los jugadores no combatientes(verdes). El objetivo de una habilidad de CC debe estar marcado (flagged) para sufrir los efectos de CC. Esto impide, por ejemplo, que los jugadores que inicien el combate PVP con ataques que aturden a jugadores no combatienes durante un pull.[87]
- Algunas habilidades de CC pueden desmontar un jugador que vaya en una montura. En estos casos la montura permanecerá con su propia reserva de salud y otras estadísticas.[88]
There's also going to be effects that just stun the mount or stun you on the mount.[88] – Steven Sharif
- Las invocaciones del invocador podrán usar CCs.[89]
- None -
Ataques dirigidos
Habrá ataques dirigidos (ataques por la espalda, flanqueos, frontales) que hagan daño adicionalen función de la posición del ataque.[90]
Movilidad
The general approach that we're kind of 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 kind of the general design philosophy we're using to approach the overhaul.[91] – Tradd Thompson
- El sistema de combate renovado incluye animaciones por partes del cuerpo, en las que la parte superior del personaje puede quedar bloqueada por las animaciones de ataque con armas, mientras que la parte inferior puede seguir moviéndose libremente.[93][94][95][96]
- La mayoría de las habilidades en Ashes of Creation se pueden lanzar mientras el personaje se mueve. Algunas habilidades pueden ralentizar al personaje durante el lanzamiento, pero sólo en contadas ocasiones el jugador quedará inmovilizado..[97]
- Las habilidades con mayor poder pueden requerir que el lanzador permanezca inmóvil mientras las canaliza. Esta es una mecánica de riesgo contra recompensa.[97][98][99]
- 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.[97] – Steven Sharif
- Unreal Engine 5 ha permitido mejorar las formas de movimiento, como agacharse, inclinarse y agacharse.[100][101]
- La habilidad de tumbarse no estará en el juego.[102][103]
- Moverse hacia atrás probablemente no afecte al bloqueo ni a la parada .[104]
- La velocidad de movimiento del jugador durante el combate está balanceada tanto para PvE como para Pvp.[105]
- 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.[105] – 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.[106] – Steven Sharif
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Blink | ![]() |
Blinks forward in the direction you are traveling.[107][21][108][109] | Now deals damage to enemies surrounding your departure location.[110][109] | Reduced cooldown.[107][110][109] |
Rush | ![]() |
Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[24] | - | - |
Movimiento del jugador
- Esprintar consumirá un porcentaje de la reserva de maná del personaje. No se podrá esprintar en combate.[112]
- Se ha confirmado que una habilidad de correr/esprintar con tiempo de reutilización será parte de un kit de clase.[113]
- 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.[112] – Steven Sharif
- Existe la posibilidad de caminar o correr ("autorun").[114]
- No habrá ninguna mecánica de "ir a un punto" ("auto-pathing").[115]
- El desplazamiento hacia atrás y el avance en diagonal son más lentos que la velocidad de movimiento normal.[116]
- Los desarrolladores hicieron una demostración con Unreal Engine 5.[100][117]
Colisiones
En Ashes of Creation hay mecánicas de colisión tanto de jugadores como de hechizos.[118]
- La física de la inercia y el impulso ayudará a evitar el bloqueo de puertas y puntos de acceso. Esto está basado en la dirección y velocidad de movimiento del personaje, y puede utilizarse para apartar a la gente.[119][118]
Esquivando
Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[11] – Steven Sharif
Los movimientos de evasión como esquivar y moverse, estarán presentes en el combate de Ashes of Creation combat.[120][121][122]
- Los desarrolladores están considerando incluir la esquiva en un subconjunto de habilidades universales que se apliquen a todas las clases.[38]
- Anteriormente, las habilidades de esquiva como rodar se incluían en los conjuntos de habilidades de acción de classes ágiles como el pícaro o el Guerrero.[11][123]
- Los desarrolladores probarán el uso de mecánicas de energía independientes para las habilidades universales en el Alpha-2.[71]
- La esquiva no empleará I-frames (invincibility frames), pero puede afectar a las estadísticas de precisión y mitigación cuando se utilice.[120]
- Anteriormente se afirmó que el combate híbrido podría contar con auténticas habilidades de evasión relacionadas con el combate orientado a la acción y también con I-frames que se aplicarían en el "tab target".[122]
- 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.[121] – Steven Sharif
Bloqueo activo
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.[125] – Tradd Thompson
El bloqueo activo es una habilidad universal que pueden utilizar todas las clases.[120][127][125][38]
- 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.[127] – Steven Sharif
- Los escudos on mejores para el bloqueo activo, pero cualquier arma cuerpo a cuerpo también se puede utilizar para bloquear con una mitigación menor.[120][125]
- 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.[129] – Steven Sharif
- Anteriormente, los desarrolladores no habían completado los detalles de los sistemas de bloqueo activo y se decantaban por una mitigación del daño universal más tradicional orientada a los buff para el MMO, además de considerar la interacción entre el bloqueo basado en acciones y una estadística de bloqueo pasivo.[130][131]
- El escudo del Paladin's Might en Ashes of Creation Apocalypse tenía su propia casilla de impacto y puntos de vida (PV), que podían bloquear proyectiles de forma activa.[132]
Interrupciones
Las habilidades con una barra de casteo pueden ser interrumpidas durante el casteo.[99]
- Hay habilidades para contrarrestar las interrupciones.
- Algunas interrupciones son mejores que otras.
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Bulwark | ![]() |
Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[133][21][134][135] | Additional increased block chance.[133][135] | The second attack knocks down enemies.[133][135] |
Rush | ![]() |
Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[24] | - | - |
Thundershock | ![]() |
Shoots forward a beam of lightning that damages enemies in a line in front of you.[136][21][137] | Increased damage.[136][138] | Now knocks down hit targets.[136][138] |
Generación de agro/amenaza
La Amenaza (Aggro/Hate) se genera en función del daño infligido, la curación realizada, y los modificadores de ciertas habilidades.[139][140]
- En PvE, el agro contra personajes jugadores se basa en una tabla de odio.[140]
- En Pvp, el aggro puede forzar el cambio de objetivo al tanque. Durante las pruebas se pedirán opiniones al respecto.[141]
- If we think about PVP settings and the role of taunt or hate, a lot of times for tanks in the MMOs that I've played- where you have a PvE and PvP scenario- those types of hate generation abilities don't really have cross application into the PVP realm; and that can feel bad, because typically a tank build-out can be delegated around how I generate hate; and if it has no cross application into PvP then effectively you're creating a class composition that just is not relevant in half of the game, or in that area of the game. So when we talk about how we're going to apply hate to player targets or taunt to player targets, sometimes that can move into the realm of target switching, or the ability to demand that target on the tank in a PvP scenario as well. That's something that we need to get player feedback on, because there's a lot of strong emotions around that type of mechanic. I for one am a big proponent of that. I think it's interesting. I think that it plays into the role of the tank and that it it hits a class fantasy that most tank players want to feel. And I think however on the flip side of that, it is a source of control; and anytime you're under the effects of some source of control, it's going to be a feel bad moment for the target that's being controlled. So that's why I think it generates a lot of feelings on both sides of the aisle.[141] – Steven Sharif
- "Detargeting" es el acto de eliminar el odio/amenaza/aggro de un enemigo.[141]
- Habrá una habilidad de provocar disponible en niveles más altos de lo que se ha visto hasta ahora en el Alpha-2.[142]
- Q: There were a lot of concerns about threat [in the Alpha-2 Tank preview video]. A lot of people didn't understand how holding threat works, because you weren't holding threat at some point.
- A: It's important to remember that these previews are done at a very low-level, so these are low-level skills and abilities that the archetypes have available to them; and so because of that, some of the functionality from these abilities they don't necessarily perform as well as you would want them to in a later stage of the game for that role. Now also keep in mind that balance is a perspective that needs to be incorporated also. So, threat is generated based off of a few factors: It's based off of damage done, it's based off of healing done, it's based off of threat generation modifiers that are on abilities. Now the tank in this situation I believe has two abilities that are going to generate additional threat. They have the slicing- the number two ability; and then they also have the shout ability. Both of those are creating additional threat. But with that being said, we need to tune probably those abilities up a little bit to contend with the DPS that's coming both from the ranger and with the heals that are coming out of the cleric.[139] – Steven Sharif
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Grapple | ![]() |
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.[144] | ||
Inciting Strikes | ![]() |
Slashes twice in a forward cone while adding additional threat.[145] | ||
Shield Assault | ![]() |
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.[146] |
Cancelación de animaciones
La cancelación de animaciones no será una mecanica del combate.[147][148]
- Los jugadores podrán cancelar habilidades canalizadas.[147]
Posturas de combate
Es probable que exista el uso de posturas con armas en el juego.[149]
RNG
Los elementos RNG están relacionados con el combate con estadísticas como Golpe Crítico, Evasión o Posibilidad de Bloqueo.[150]
- El RNG juega un papel tanto en Pvp como en PvE.[151]
- El action combat depende mucho menos del RNG.[151]
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 you know 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.[151] – Jeffrey Bard
Apuntando en el combate
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 you know 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.[153] – Steven Sharif
El combate híbrido hace referencia a la elección entre el combate "tab target" y el "action combat" en Ashes of Creation.[154][155][156][157]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.[158][159][56][160]
- La cámara en el action combat está vinculada a la retícula del jugador.[161][162]
- Las habilidades tab target requieren un objetivo bien con fijado suave o duro.[161]
- 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.[161]
- 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.[74][161]
- 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.[164][165][161]
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.[166] – Steven Sharif
Las versiones de las habilidades orientadas al action combat y al tab target tendrán características diferentes.[153][158][167][83][168]
- 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.[83] – 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..[169]
- Diferentes rangos de la misma habilidad pueden cambiar la habilidad de tab target a action combat o viceversa.[2]
- Las variables cambiarán en función de la versión elegida de una habilidad.[168]
- 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.[83]
- En pos del equilibrio, ciertos tipos de habilidades estarán orientadas al tab target o al action combat.[85]
- 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.[168] – Steven Sharif
Targeted skills
Targeted skills require either a soft or hard locked target.[169][161]
- Soft locking is when the reticle moves over a valid target while in action mode. 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.[161].
- 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.[74][161]
- Targeted skills will be greyed out if the target is not within a valid range.[169]
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Longbow basic attack | ![]() |
A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[171][77][78] | ||
Quick Shot | ![]() |
Ranged attack that applies a debuff to the target. Each additional quickshot against the same target does increasing damage but consumes one of three charges that regenerate over time.[172] | ||
Shortbow basic attack | ![]() |
A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[77][78] | ||
Snipe | ![]() |
A powerful charged attack.[173] |
Templated skills
Templated skills allow "blind firing" without a target while in action mode. If a player moves into the path of the attack they can be struck.[164][165][161]
- One of the differences between tab and action combat mode is you can launch projectiles in action combat mode as a blind fire option, and if a target or if something moves in the way between the time of that projectile launching and impacting either its max distance, or a piece of terrain, or another target, it's possible that players might move into that projectile.[165] – Steven Sharif
- Some templated skills may have template indicators, but in general will require the player to assess the correct range for the skill.[169]
- If it is a templated ability, which means it's skill-based to use, you'll need to get a feel for those distances; and that's some skill-based learning where you get an idea for what those distances are. Some of those will have template indicators but they'll be very in-world and immersive. We're not utilizing more UI-centric looking indicators, but generally the AoE templates are meant to be skill-based.[169] – Steven Sharif
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Airstrike | ![]() |
Leap forward in the direction the character is facing, raining down three projectiles that deal AoE damage and roots enemies in its path. The root effect is nature based.[174] | ||
Grapple | ![]() |
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.[144] | ||
Inciting Strikes | ![]() |
Slashes twice in a forward cone while adding additional threat.[145] | ||
Longbow basic attack | ![]() |
A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[171][77][78] | ||
Meteor Storm | ![]() |
Summons forth a Meteor Storm, dropping 3 meteors in the target location.[175][21][176] | Adds an extra meteor.[175][177] | Adds an extra meteor.[175][177] |
Prismatic Beam | ![]() |
Spawns a giant prismatic beam of energy that can be aimed around you. Deals large damage to enemy targets.[178][21][179] | Increased damage.[178][180] | Snares hit targets.[178][181][180] |
Quick Shot | ![]() |
Ranged attack that applies a debuff to the target. Each additional quickshot against the same target does increasing damage but consumes one of three charges that regenerate over time.[172] | ||
Shield Assault | ![]() |
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.[146] | ||
Shortbow basic attack | ![]() |
A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[77][78] | ||
Snipe | ![]() |
A powerful charged attack.[173] | ||
Thundershock | ![]() |
Shoots forward a beam of lightning that damages enemies in a line in front of you.[136][21][137] | Increased damage.[136][138] | Now knocks down hit targets.[136][138] |
Tremoring Bellow | ![]() |
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.[182] |
Mecánicas de headshot
No hay mecánicas de headshot en Ashes of Creation.[183][184][185]
- Los Headshots si que eran parte de las mecánicas de Ashes of Creation Apocalypse battle royale.[185]
- Anteriormente se dijo que la mecánica de los headshots podría implementarse en el MMORPG en la forma de una mayor probabilidad de crítico[186][187] y que no serían muertes por un solo golpe.[186]
- Los disparos en la cabeza en el action combat serán equivalentes a un golpe crítico en el combate tab target.[188]
- Los jugadores que usen habilidades tab target tendrán una probabilidad de golpe crítico fija cada vez que usen una habilidad o un arma.[188]
- Los jugadores que utilicen habilidades basadas en action combat dependerán de conseguir un tiro en la cabeza o acertar en un punto crítico del oponente.[188]
Habilidades por arquetipo
Habilidades de bardo
Los bardos son una clase de apoyo tactico. Tendrán más importancia en función de su movilidad y su ubicación en la batalla.[189]
- Los bardos no se centran exclusivamente en el apoyo. Será un "chico para todo", incluyendo habilidades de combate de combate ofensivas y defensivas además de habilidades de apoyo y bufos.[190][191]
- 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.[189] – Steven Sharif
- Los bardos pueden ofrecer curación basada en proximidad o basada en proc en un grado mucho menor que Clérigos. [193]
- Esto puede estar desactualizado, ya que más recientemente se ha hecho referencia a los bardos como una "clase de apoyo que no cura". [189]
- Los bardos tendrán un amplio repertorio de habilidades para elegir, en aspectos tales como "wordsmithing", actuación, y música.[194]
- Los bardos no serán una clase para el "tiempo muerto". Ese será el rol de los distintos espacios sociales dentro de un nodo.[191]
- Los bardos tendrán habilidades de apoyo fuera del combate, como todas las demás clases.[197]
- Reponer la experiencia por descanso no será parte de las habilidades de apoyo de un bardo.
- In other games, Bards tend to be a relatively passive kind of 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 kind of 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 kind of 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.[198] – Jeffrey Bard
- Los buffs del bardo incluyen canciones, cuentos y danzas.[199]
- Los bardos pueden elegir activar buffs que aumenten las habilidades de tankeo (tanking), evasión, DPS y curación en sus cercanías.[200]
- Algunos buffs están relacionados a cómo el bardo se desempeña en combate: Si el bardo logra aterrizar un tiro de habilidad contra un objetivo, los aliados dentro de cierto rango podrían recibir un buff temporal que esté relacionado con la habilidad que el bardo utilizó.[201]
- 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.[201] – Steven Sharif
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.[202]
Habilidades de combate del clérigo
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Castigation | ![]() |
Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[203][21][204][205] | Heals you instantly for an additional amount upon hit.[203] | Restores health and mana to nearby party members for the duration.[203] |
Chains of Restraint | ![]() |
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.[206][207] | ||
Cleansing Wave | ![]() |
Releases a wave of healing energy to a target ally restoring health and conferring a heal over time. The wave jumps to 1 additional ally within range for each stack of conviction the caster has and places a buff on each recipient. Whenever a target with this buff receives a healing effect, the buff is consumed and removes the most recent negative effect that the target received.[208][209] | ||
Communal Restoration | ![]() |
Restore health to all party members in range. For each point of Conviction the caster possesses, targets receive an additional 1% of their maximum health as temporary hit points for 10 seconds.[210][207] | ||
Devotion | ![]() |
Launch an orb of energy into the air that will fall upon your target, healing them.[211][21][212][205] | The energy orb will travel faster and heal for more.[211] | The target will be infused with a slow, long-lasting healing effect.[211] |
Divine Censure | ![]() |
Hurls a radiant spear at the target, dealing damage.[213][21][214][205] | Further attacks upon the target have a chance to heal the attacker.[213] | The target has a chance to deal damage to itself when it attacks.[213] |
Divine Light | ![]() |
Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[215][21] | Increased healing.[215] | Reduced mana cost.[215] |
Hallowed Ground | ![]() |
Fills the surrounding area with radiant energy that damages enemies.[216][21][217][205][218] | The area provides a healing aura for allies.[216] | Allies within the area will receive boosted magical defense. Enemies within the area will deal less physical damage.[216] |
Judgment | ![]() |
Heals an ally, restoring life to the target. If cast on an enemy, it damages the target with radiant energy and has a chance to generate Conviction.[219][220] | ||
Radiant Burst | ![]() |
Heals allies around you in a wide area for a large amount.[221] Stacks up to 3 times.[21] | Heals for a greater amount.[221] | Cooldown removed.[221] |
Regeneration | ![]() |
Bathe your target with restorative energy that heals them over time.[222][21] | Reduced mana cost.[222] | Applies a 5% healing received bonus to the target.[222] |
Resurrection | ![]() |
Resurrects a dead ally with 25% health and 15% mana.[223][21][224][205] | Target resurrects with 50% health and 20% mana.[223] | Target resurrects with 75% health and 25% mana.[223] |
Habilidades pasivas del clérigo
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Cooldown Reduction | ![]() |
Reduce all ability cooldowns by 5%.[64] | ||
Critical Hit Rate | ![]() |
Increase the chance for damage and healing abilities to critically hit by 5%.[64] | ||
Defense Mitigation | ![]() |
Increase defense mitigation by 4.[64] | ||
Disable Defense | ![]() |
Reduce chance of being disabled by crowd control effects by 10%.[66] | ||
Health Regeneration | ![]() |
Generate an additional 1.5% of your maximum health per second.[64] | ||
Increased Healing | ![]() |
Increase healing done by 10%.[68] | ||
Mana Regeneration | ![]() |
Generate an additional 1% of your maximum mana per second.[64] | ||
Maximum Health | ![]() |
Increase maximum health by 75.[64] | ||
Maximum Mana | ![]() |
Increase maximum mana by 100.[69] | ||
Movement Speed | ![]() |
Increase movement speed by 5%.[64] |
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.[225]
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Rush | ![]() |
Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[24] | - | - |
Whirlwind | Damages targets in range and applies a stagger effect.[226] |
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.[227] – Steven Sharif
Habilidades del mago
Habilidades de combate del mago
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Black Hole | ![]() |
Summon a black hole at the target location that reduces movement speed of enemies in the area.[228][21][229] | Increased duration.[228][230] | Explodes for area damage upon expiration.[228][230] |
Blink | ![]() |
Blinks forward in the direction you are traveling.[107][21][108][109] | Now deals damage to enemies surrounding your departure location.[110][109] | Reduced cooldown.[107][110][109] |
Drain Essence | ![]() |
Drain your target for damage over time, and gain return mana to yourself over the duration.[231][21][232] | Heals you over the duration.[231][177] | Reduced cooldown.[231][177] |
Fireball | ![]() |
Hurl a ball of fire toward your target, dealing direct damage upon impact.[233][21][234] | Increased damage.[233][177][235][236] | Burns the target for additional damage over time.[233][177][235] |
Gift of the Magi | ![]() |
Restores mana upfront, plus an additional amount over time, to you and a friendly target.[237][21][238][239] | Increased duration.[237][238][177] | Increased initial amount restored.[237][238][177] |
Lava Storm | ![]() |
Creates a field of lava at the selected location. Deals area damage over time.[21][240][241] | Increased damage. Increased duration.[240][177] | Increased damage. Increased duration.[240][177] |
Meteor Storm | ![]() |
Summons forth a Meteor Storm, dropping 3 meteors in the target location.[175][21][176] | Adds an extra meteor.[175][177] | Adds an extra meteor.[175][177] |
Prismatic Beam | ![]() |
Spawns a giant prismatic beam of energy that can be aimed around you. Deals large damage to enemy targets.[178][21][179] | Increased damage.[178][180] | Snares hit targets.[178][181][180] |
Thundershock | ![]() |
Shoots forward a beam of lightning that damages enemies in a line in front of you.[136][21][137] | Increased damage.[136][138] | Now knocks down hit targets.[136][138] |
Habilidades pasivas del mago
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Attack Damage | ![]() |
Increases attack damage by 5.[64] | ||
Cooldown Reduction | ![]() |
Reduce all ability cooldowns by 5%.[64] | ||
Critical Hit Damage | ![]() |
Increase the damage and healing bonus from critical hits by 20%.[64] | ||
Critical Hit Rate | ![]() |
Increase the chance for damage and healing abilities to critically hit by 5%.[64] | ||
Defense Mitigation | ![]() |
Increase defense mitigation by 4.[64] | ||
Disable Chance | ![]() |
Increase chance to disable by 15%.[64] | ||
Health Regeneration | ![]() |
Generate an additional 1.5% of your maximum health per second.[64] | ||
Mana Regeneration | ![]() |
Generate an additional 1% of your maximum mana per second.[64] | ||
Maximum Health | ![]() |
Increase maximum health by 75.[64] | ||
Movement Speed | ![]() |
Increase movement speed by 5%.[64] |
Habilidades del ranger
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Airstrike | ![]() |
Leap forward in the direction the character is facing, raining down three projectiles that deal AoE damage and roots enemies in its path. The root effect is nature based.[174] | ||
Camouflage | Grants stealth at a distance. At mid and short range the Ranger is revealed.[242] | - | - | |
Quick Shot | ![]() |
Ranged attack that applies a debuff to the target. Each additional quickshot against the same target does increasing damage but consumes one of three charges that regenerate over time.[172] | ||
Snipe | ![]() |
A powerful charged attack.[173] |
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.[243]
- Los pícaros tendrán habilidades de apoyo que les permitirán encontrar puertas ocultas, trampas y tesoros adicionales.[244]
- Estas puertas aparecerán de forma aleatoria y en distintas horas del día para asegurarse de que estos encuentros no sean los mismos cada vez.[244]
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 you know 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.[244] – Steven Sharif
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Stealth | This does not render a player completely invisible.[245] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[246] | - | - |
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.[247]
- You gain your summons from your summoner class as an active skill and then skills can be further developed with points.[23] – Steven Sharif
- Los invocadores pueden realizar hasta tres invocaciones.[248]
- Las habilidades de invocación aparecen en la barra del invocador.[247]
- El invocador tiene control sobre su invocación, a no ser que esta se encuentra bajo algún tipo de efecto secundario.[249][247]
- Summons adhere to the owner’s commands, unless otherwise under ancillary effects.[249] – Steven Sharif
- Los invocadores pueden realizar invocación de tanque, DPS o de soporte.[250][251]
- La elección de un arquetipo secundario impactará en el [[Roles|rol] óptimo de la invocación.[252][253]
- Las invocaciones de los invocadores no son equivalente a las mascotas de combate.[254]
- Las invocaciones de los invocadores añadirán al poder invocador, al contrario de lo que ocurre con las mascotas de combate, que toman una parte del poder del jugador.[255]
- 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.[255] – Steven Sharif
- Una invocación permanecerá activa hasta que el invocador genere una nueva, la invocación muera o el invocador la retire.[251]
- Los invocadores no serán capaces de fusionarse con sus invocaciones (eidolons).[256]
- Las invocaciones pueden subir de nivel mediante el uso de puntos de habilidad en sus habilidades activas.[23]
- Las invocaciones podrán utilizar habilidades de control de masas (CC).[89]
- 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.[257]
- Las invocaciones están sujetas al mismo sistema de estado de PVP que los jugadores, y compartiran el mismo estado que el invocador..[258][259]
- Summons follow the same flagging rules as players, if your summon pks someone, you gain corruption[258] – Steven Sharif
Los invocadores pueden invocar distintas invocaciones, dependiendo de la clase y los aumentos que elijan.[250][260]
- Animales.[260]
- Espíritus.[260][261]
- Zombis, esqueletos y otras criaturas no-muertas.[251][261]
- Cadáveres (potencialmente).[260]
- Algunos invocadores pueden hacer varias invocaciones a la vez.[260]
- Otros invocadores solo podrán llamar una invocación, pero muy poderosa.[260]
- Ciertos invocadores podrían solo invocar efectos y/o energías temporales.[260]
Los aumentos de un arquetipo secundario pueden ser aplicados a las invocaciones.[262]
- 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.[262] – Steven Sharif
Habilidades del tanque
Tanks will not be forced to have a shield but it will definitely be a viable option.[263] – Jeffrey Bard
Habilidades de combate del tanque
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Aegis | ![]() |
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.[264] | ||
Grapple | ![]() |
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.[144] | ||
Grit | ![]() |
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.[265] | ||
Inciting Strikes | ![]() |
Slashes twice in a forward cone while adding additional threat.[145] | ||
Shield Assault | ![]() |
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.[146] | ||
Tremoring Bellow | ![]() |
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.[182] |
Habilidades pasivas del tanque
Habilidad | Icono | Rango 1 | Rango k 2 | Rango 3 |
---|---|---|---|---|
Block Chance | ![]() |
Increase chance to block attacks by 20% (Blocked attacks deal 20% reduced damage).[65] | ||
Cooldown Reduction | ![]() |
Reduce all ability cooldowns by 5%.[64] | ||
Critical Hit Rate | ![]() |
Increase the chance for damage and healing abilities to critically hit by 5%.[64] | ||
Defense Mitigation | ![]() |
Increase defense mitigation by 4.[64] | ||
Healing Received | ![]() |
Increase the amount of healing received by 10%.[67] | ||
Health Regeneration | ![]() |
Generate an additional 1.5% of your maximum health per second.[64] | ||
Mana Regeneration | ![]() |
Generate an additional 1% of your maximum mana per second.[64] | ||
Maximum Health | ![]() |
Increase maximum health by 75.[64] | ||
Movement Speed | ![]() |
Increase movement speed by 5%.[64] | ||
Physical Evasion Bonus | ![]() |
Increase physical evasion bonus by 5.[70] |
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.[267]
Hasta ocho jugadores con el mismo arquetipo primario pueden unirse para crear invocaciones de asedio durante un asedio.[268]
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.[268] – Steven Sharif
Invocador
Summoners can collaborate to summon larger summons, such as Golems.[247]
- A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[269]
- The number of summoners participating in the summon will determine its overall size.[269]
- All summoners must be in the same party and the party leader must be a summoner.[270]
- The party leader initiates the summon and then takes control of it.
- Once summoned, the party leader cannot be changed.
- If the party disbands, the summon ends. There will be a grace period to handle disconnects.
- The party may also contain non-Summoners.
- It doesn't have to be just summoners, but it has to be a party led by a summoner with other summoners in it.[270] – Steven Sharif
Tanque
- 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.[268] – Steven Sharif
Habilidades de curación
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Cleansing Wave | ![]() |
Releases a wave of healing energy to a target ally restoring health and conferring a heal over time. The wave jumps to 1 additional ally within range for each stack of conviction the caster has and places a buff on each recipient. Whenever a target with this buff receives a healing effect, the buff is consumed and removes the most recent negative effect that the target received.[208][209] | ||
Communal Restoration | ![]() |
Restore health to all party members in range. For each point of Conviction the caster possesses, targets receive an additional 1% of their maximum health as temporary hit points for 10 seconds.[210][207] | ||
Devotion | ![]() |
Launch an orb of energy into the air that will fall upon your target, healing them.[211][21][212][205] | The energy orb will travel faster and heal for more.[211] | The target will be infused with a slow, long-lasting healing effect.[211] |
Divine Censure | ![]() |
Hurls a radiant spear at the target, dealing damage.[213][21][214][205] | Further attacks upon the target have a chance to heal the attacker.[213] | The target has a chance to deal damage to itself when it attacks.[213] |
Divine Light | ![]() |
Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[215][21] | Increased healing.[215] | Reduced mana cost.[215] |
Drain Essence | ![]() |
Drain your target for damage over time, and gain return mana to yourself over the duration.[231][21][232] | Heals you over the duration.[231][177] | Reduced cooldown.[231][177] |
Hallowed Ground | ![]() |
Fills the surrounding area with radiant energy that damages enemies.[216][21][217][205][218] | The area provides a healing aura for allies.[216] | Allies within the area will receive boosted magical defense. Enemies within the area will deal less physical damage.[216] |
Judgment | ![]() |
Heals an ally, restoring life to the target. If cast on an enemy, it damages the target with radiant energy and has a chance to generate Conviction.[219][220] | ||
Radiant Burst | ![]() |
Heals allies around you in a wide area for a large amount.[221] Stacks up to 3 times.[21] | Heals for a greater amount.[221] | Cooldown removed.[221] |
Regeneration | ![]() |
Bathe your target with restorative energy that heals them over time.[222][21] | Reduced mana cost.[222] | Applies a 5% healing received bonus to the target.[222] |
Ultimate skills
La habilidad final (ultimate) es una habilidad muy poderosa.[272]
- Se puede usar cuando se ha acumulado suficiente concentración al utilizar el sustena de combos de armas.
- None -
Habilidades de utilidad

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 you know sometimes "story mode".[244] – Steven Sharif
Una habilidad de utilidad es una habilidad no relacionada con el combate que interactúa con el entorno.[274]Las habilidades de utilidad se adaptan a la forma en que las clases interactúan y se enfrentan a los peligros del mundo..[275]
- Diferentes clases destacan en diferentes habilidades.[275]
- Todas las clases tendrán habilidades de maniobrabilidad y supervivencia.[276]
- Habrá una habilidad u objeto de gancho.[277]
- Las clases tendrán habilidades de utilidad, como detectar trampas y otros peligros. Por ejemplo: El hechizo de detección del mago proyecta luz y revela peligros explosivos mágicos.[278]
- Ciertas clases son capaces de escalar o hacer parkour en ciertas zonas.[279][280]
- Algunas clases (como los pícaros) tendrán habilidades de sigilo.[283]
- Los pícaros también pueden tener una habilidad de utilidad tipo catalejo.[275]
- Existen ciertos objetos en el mundo (como escaleras y toboganes) que ayudan a la movilidad del jugador.[284]
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.[285] – Steven Sharif
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Camouflage | Grants stealth at a distance. At mid and short range the Ranger is revealed.[242] | - | - | |
Family summon | Long duration cast (30 seconds to a minute) with an approximate 30 minute cooldown that slowly summons each of your family members to your location (up to eight members).[286][287] Players cannot be summoned in the following cases: | - | - | |
Rastrear | Reveals corrupted player locations on the bounty hunter's map.[291][292] Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[291] The pathfinding ability can be toggled on or off.[291][293] | The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[294] | The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[294] | |
Stealth | This does not render a player completely invisible.[245] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[246] | - | - |
List of utility skills
Skill | Icon | Rank 1 | Rank 2 | Rank 3 |
---|---|---|---|---|
Camouflage | Grants stealth at a distance. At mid and short range the Ranger is revealed.[242] | - | - | |
Family summon | Long duration cast (30 seconds to a minute) with an approximate 30 minute cooldown that slowly summons each of your family members to your location (up to eight members).[286][287] Players cannot be summoned in the following cases: | - | - | |
Rastrear | Reveals corrupted player locations on the bounty hunter's map.[291][292] Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[291] The pathfinding ability can be toggled on or off.[291][293] | The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[294] | The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[294] | |
Stealth | This does not render a player completely invisible.[245] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[246] | - | - |
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".[295] – Steven Sharif
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Fireball | ![]() |
Hurl a ball of fire toward your target, dealing direct damage upon impact.[233][21][234] | Increased damage.[233][177][235][236] | Burns the target for additional damage over time.[233][177][235] |
Lava Storm | ![]() |
Creates a field of lava at the selected location. Deals area damage over time.[21][240][241] | Increased damage. Increased duration.[240][177] | Increased damage. Increased duration.[240][177] |
Thundershock | ![]() |
Shoots forward a beam of lightning that damages enemies in a line in front of you.[136][21][137] | Increased damage.[136][138] | Now knocks down hit targets.[136][138] |
Armas de fuego y pólvora

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.[297] – Steven Sharif
Las armas de fuego (pólvora negra) no estarán presentes en Ashes of Creation.[298][299]
- 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.[297]
- 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.[298] – 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 .[297][298][300]
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.[300] – Steven Sharif
Transferencia de habilidades
Los jugadores no podrán transferir sus habilidades a otros jugadores.[301]
Robo
No habrá una mecánica de robo en Ashes of Creation en lo que respecta a los jugadores vivos.[302][303]
- 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.[302][304]
That kind of 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- you know different people might rise up in the ranks of different societies and organizations.[304] – Steven Sharif
- Los jugadores no podrán ser robados mientras ocupen su puesto de jugador dentro de los límites de un nodo.[305]
There is not a theft mechanic for you to walk up to a player that's alive and steal something.[303] – Steven Sharif
Escalado por nivel
Los niveles, las estadísticas, o las habilidades no se escalarán para que los jugadores de bajo nivel puedan participar en encuentros con jugadores de mayor nivel.[306][307]
FX de habilidades de Kickstarter
Todos los patrocinadores de Kickstarter recibirán un conjunto de efectos de habilidad (FX).[308]
- 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.
Ver además
Referencias
- ↑ 1.0 1.1 Transmisión en vivo, 2021-06-25 (23:08).
- ↑ 2.0 2.1 2.2 2.3 Transmisión en vivo, 2020-08-28 (1:12:50).
- ↑ 3.0 3.1 Entrevista, 2020-07-29 (55:44).
- ↑ 4.0 4.1 4.2 4.3 4.4 Entrevista, 2020-07-19 (53:59).
- ↑ 5.0 5.1 5.2 5.3 5.4 Entrevista, 2020-07-18 (1:07:51).
- ↑ 6.0 6.1 Transmisión en vivo, 2017-07-28 (19:05).
- ↑ 7.0 7.1 Transmisión en vivo, 2017-11-16 (30:02).
- ↑ Entrevista, 2020-07-29 (54:44).
- ↑ 9.0 9.1 Forums - Livestream Q&A 2022-08-26.
- ↑ 10.0 10.1 10.2 10.3 Entrevista, 2020-07-18 (1:07:06).
- ↑ 11.0 11.1 11.2 11.3 Transmisión en vivo, 2020-08-28 (1:19:24).
- ↑ Transmisión en vivo, 2020-08-28 (1:21:03).
- ↑ 13.0 13.1 13.2 Transmisión en vivo, 2020-08-28 (1:24:29).
- ↑ Transmisión en vivo, 2017-05-03 (15:15).
- ↑ 15.0 15.1 Transmisión en vivo, 2020-03-28 (1:41:42).
- ↑ Transmisión en vivo, 2022-10-14 (57:45).
- ↑ 17.0 17.1 Transmisión en vivo, 2017-05-03 (17:59).
- ↑ Transmisión en vivo, 2022-10-14 (9:02).
- ↑ 19.0 19.1 Transmisión en vivo, 2023-02-24 (53:48).
- ↑ Transmisión en vivo, 2017-05-19 (43:09).
- ↑ 21.00 21.01 21.02 21.03 21.04 21.05 21.06 21.07 21.08 21.09 21.10 21.11 21.12 21.13 21.14 21.15 21.16 21.17 21.18 21.19 21.20 21.21 21.22 21.23 21.24 21.25 21.26 21.27 21.28 21.29 21.30 21.31 21.32 21.33
- ↑ Transmisión en vivo, 2017-10-16 (1:00:44).
- ↑ 23.0 23.1 23.2 Entrevista, 2018-08-08 (22:27).
- ↑ 24.0 24.1 24.2 24.3 24.4
- ↑ 25.0 25.1 25.2 Entrevista, 2020-07-18 (1:05:04).
- ↑
- ↑ Transmisión en vivo, 2020-07-25 (1:47:55).
- ↑ Pódcast, 2021-09-29 (30:04).
- ↑ Transmisión en vivo, 2021-06-25 (1:05:01).
- ↑ Transmisión en vivo, 2018-02-09 (41:56).
- ↑ 31.0 31.1 Transmisión en vivo, 2019-12-17 (1:13:14).
- ↑
- ↑ 33.0 33.1 33.2 February 8, 2019 - Questions and Answers.
- ↑ Transmisión en vivo, 2019-07-26 (1:09:22).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (20:45).
- ↑
- ↑ Entrevista, 2018-05-11 (53:15).
- ↑ 38.0 38.1 38.2 38.3 38.4 38.5 Transmisión en vivo, 2021-11-19 (50:38).
- ↑ 39.0 39.1 Transmisión en vivo, 2021-09-24 (1:18:06).
- ↑ Twitter - What’s your go-to weapon?
- ↑ 41.0 41.1 41.2 Vídeo, 2022-09-30 (24:49).
- ↑ Transmisión en vivo, 2022-10-14 (18:34).
- ↑ 43.0 43.1 Transmisión en vivo, 2022-06-30 (1:12:38).
- ↑ 44.0 44.1 Transmisión en vivo, 2022-09-30 (53:15).
- ↑ 45.0 45.1 45.2 Transmisión en vivo, 2022-09-30 (43:45).
- ↑ 46.00 46.01 46.02 46.03 46.04 46.05 46.06 46.07 46.08 46.09 46.10 46.11 Pódcast, 2021-09-29 (47:57).
- ↑ 47.0 47.1 47.2 Entrevista, 2021-02-07 (49:18).
- ↑ 48.0 48.1 48.2 48.3 48.4 48.5 Transmisión en vivo, 2020-01-30 (1:28:40).
- ↑ 49.0 49.1 Transmisión en vivo, 2018-06-04 (1:11:19).
- ↑ 50.0 50.1 50.2 50.3 50.4 Transmisión en vivo, 2020-02-28 (1:10:21).
- ↑ Twitter - Take a look at our new basic weapon attack combos!
- ↑ Transmisión en vivo, 2018-01-18 (22:46).
- ↑
- ↑ Transmisión en vivo, 2021-09-24 (1:19:17).
- ↑ Transmisión en vivo, 2021-08-27 (1:04:30).
- ↑ 56.0 56.1 56.2 56.3 56.4 56.5 56.6 Transmisión en vivo, 2020-08-28 (1:15:39).
- ↑
- ↑ 58.0 58.1 58.2 58.3 58.4 Transmisión en vivo, 2020-11-30 (1:05:22).
- ↑ 59.0 59.1 Pódcast, 2018-08-04 (59:58).
- ↑
- ↑ Transmisión en vivo, 2020-12-22 (1:15:01).
- ↑ Pódcast, 2021-09-29 (52:58).
- ↑ Transmisión en vivo, 2020-08-28 (1:14:54).
- ↑ 64.00 64.01 64.02 64.03 64.04 64.05 64.06 64.07 64.08 64.09 64.10 64.11 64.12 64.13 64.14 64.15 64.16 64.17 64.18 64.19 64.20 64.21 64.22 64.23 64.24 64.25 64.26 64.27 64.28 64.29 64.30 64.31 64.32 64.33 Transmisión en vivo, 2021-06-25 (23:08).
- ↑ 65.0 65.1 Alpha-1 screenshot.
- ↑ 66.0 66.1 Alpha-1 screenshot.
- ↑ 67.0 67.1 Alpha-1 screenshot.
- ↑ 68.0 68.1 Alpha-1 screenshot.
- ↑ 69.0 69.1 Alpha-1 screenshot.
- ↑ 70.0 70.1 Alpha-1 screenshot.
- ↑ 71.0 71.1 71.2 Transmisión en vivo, 2022-12-02 (1:05:08).
- ↑ 72.0 72.1 72.2 72.3 72.4 Transmisión en vivo, 2017-05-24 (45:12).
- ↑ 73.0 73.1 Transmisión en vivo, 2020-06-26 (1:50:01).
- ↑ 74.0 74.1 74.2 Transmisión en vivo, 2022-09-30 (49:16).
- ↑ Pódcast, 2021-09-29 (40:50).
- ↑ Entrevista, 2018-05-11 (16:32).
- ↑ 77.0 77.1 77.2 77.3 77.4 Vídeo, 2022-09-30 (19:32).
- ↑ 78.0 78.1 78.2 78.3 78.4 Vídeo, 2022-09-30 (10:44).
- ↑ Transmisión en vivo, 2022-09-30 (46:17).
- ↑ Transmisión en vivo, 2017-10-16 (25:56).
- ↑ Transmisión en vivo, 2018-02-09 (28:17).
- ↑ Transmisión en vivo, 2019-11-22 (1:06:25).
- ↑ 83.0 83.1 83.2 83.3 83.4 83.5 Transmisión en vivo, 2018-04-8 (PM) (37:57).
- ↑
- ↑ 85.0 85.1 85.2 85.3 85.4 85.5 85.6 Pódcast, 2018-08-04 (1:11:05).
- ↑ Pódcast, 2018-08-04 (1:11:52).
- ↑
- ↑ 88.0 88.1 88.2 Transmisión en vivo, 2021-04-30 (1:08:10).
- ↑ 89.0 89.1
- ↑ 90.0 90.1 Transmisión en vivo, 2021-03-26 (1:11:25).
- ↑ 91.0 91.1 Transmisión en vivo, 2021-02-26 (27:41).
- ↑ Vídeo, 2021-02-26 (6:17).
- ↑ 93.0 93.1 Transmisión en vivo, 2022-06-30 (46:30).
- ↑ Transmisión en vivo, 2021-07-30 (31:22).
- ↑ Entrevista, 2021-06-13 (4:12).
- ↑ Transmisión en vivo, 2021-05-28 (1:13:05).
- ↑ 97.0 97.1 97.2 Transmisión en vivo, 2022-12-02 (59:47).
- ↑ Transmisión en vivo, 2020-04-30 (1:17:13).
- ↑ 99.0 99.1 Transmisión en vivo, 2017-05-08 (43:30).
- ↑ 100.0 100.1 Transmisión en vivo, 2021-12-23 (55:32).
- ↑ Vídeo, 2021-12-23 (23:53).
- ↑ 102.0 102.1 Transmisión en vivo, 2022-10-14 (48:45).
- ↑ 103.0 103.1
- ↑ Transmisión en vivo, 2020-06-26 (1:30:40).
- ↑ 105.0 105.1 Transmisión en vivo, 2022-06-30 (49:42).
- ↑ Transmisión en vivo, 2022-09-30 (51:28).
- ↑ 107.0 107.1 107.2 107.3 Alpha-1 screenshot.
- ↑ 108.0 108.1 Vídeo, 2020-12-23 (1:17).
- ↑ 109.0 109.1 109.2 109.3 109.4 109.5 Transmisión en vivo, 2020-07-31 (57:33).
- ↑ 110.0 110.1 110.2 110.3 Vídeo, 2020-12-22 (7:35).
- ↑ Vídeo, 2017-05-25 (0:02).
- ↑ 112.0 112.1 Transmisión en vivo, 2021-07-30 (1:11:29).
- ↑ Reddit - Developer response to unique ability visuals.
- ↑
- ↑ Transmisión en vivo, 2018-05-04 (51:57).
- ↑ Transmisión en vivo, 2017-12-15 (1:35:38).
- ↑ Vídeo, 2021-12-23 (7:05).
- ↑ 118.0 118.1
- ↑ Entrevista, 2020-03-27 (15:20).
- ↑ 120.0 120.1 120.2 120.3 Transmisión en vivo, 2023-01-27 (1:06:02).
- ↑ 121.0 121.1 Transmisión en vivo, 2022-06-30 (51:17).
- ↑ 122.0 122.1 Transmisión en vivo, 2020-01-30 (1:34:12).
- ↑ Transmisión en vivo, 2020-06-26 (1:24:06).
- ↑ 124.0 124.1 Vídeo, 2023-01-27 (35:51).
- ↑ 125.0 125.1 125.2 Vídeo, 2022-12-02 (34:41).
- ↑ 126.0 126.1 126.2 Vídeo, 2022-12-02 (16:55).
- ↑ 127.0 127.1 127.2 127.3 Vídeo, 2023-01-27 (40:24).
- ↑ Transmisión en vivo, 2023-01-27 (15:22).
- ↑ Transmisión en vivo, 2023-01-27 (1:13:29).
- ↑ Transmisión en vivo, 2021-09-24 (1:22:46).
- ↑ Transmisión en vivo, 2020-06-26 (1:19:50).
- ↑
- ↑ 133.0 133.1 133.2 Alpha-1 screenshot.
- ↑ Vídeo, 2021-02-09 (0:37).
- ↑ 135.0 135.1 135.2 Transmisión en vivo, 2020-07-31 (1:14:26).
- ↑ 136.00 136.01 136.02 136.03 136.04 136.05 136.06 136.07 136.08 136.09 136.10 136.11 Alpha-1 screenshot.
- ↑ 137.0 137.1 137.2 137.3 Vídeo, 2020-12-23 (0:40).
- ↑ 138.0 138.1 138.2 138.3 138.4 138.5 138.6 138.7 Transmisión en vivo, 2017-10-16 (39:15).
- ↑ 139.0 139.1 Transmisión en vivo, 2023-01-27 (1:04:34).
- ↑ 140.0 140.1
- ↑ 141.0 141.1 141.2 Transmisión en vivo, 2023-02-24 (1:25:11).
- ↑
- ↑ Transmisión en vivo, 2017-10-16 (21:48).
- ↑ 144.0 144.1 144.2 Vídeo, 2023-01-27 (10:27).
- ↑ 145.0 145.1 145.2 Vídeo, 2023-01-27 (6:41).
- ↑ 146.0 146.1 146.2 Vídeo, 2023-01-27 (5:07).
- ↑ 147.0 147.1 Transmisión en vivo, 2019-11-22 (1:09:37).
- ↑ Transmisión en vivo, 2017-05-17 (1:05:11).
- ↑ Transmisión en vivo, 2019-06-28 (1:19:00).
- ↑ Transmisión en vivo, 2017-05-30 (16:25).
- ↑ 151.0 151.1 151.2 Transmisión en vivo, 2018-12-06 (48:52).
- ↑ Vídeo, 2022-09-30 (17:03).
- ↑ 153.0 153.1 153.2 153.3 153.4 Transmisión en vivo, 2022-09-30 (41:06).
- ↑
- ↑ Transmisión en vivo, 2021-08-27 (1:16:04).
- ↑ Transmisión en vivo, 2021-06-25 (22:34).
- ↑ Transmisión en vivo, 2017-11-16 (30:45).
- ↑ 158.0 158.1 Transmisión en vivo, 2021-06-25 (27:43).
- ↑
- ↑ Transmisión en vivo, 2020-04-30 (1:09:51).
- ↑ 161.0 161.1 161.2 161.3 161.4 161.5 161.6 161.7 161.8 Vídeo, 2022-09-30 (17:00).
- ↑ 162.0 162.1 Transmisión en vivo, 2021-03-26 (59:21).
- ↑ Transmisión en vivo, 2021-06-25 (26:11).
- ↑ 164.0 164.1 Transmisión en vivo, 2022-09-30 (52:33).
- ↑ 165.0 165.1 165.2 Transmisión en vivo, 2022-09-30 (48:10).
- ↑ Transmisión en vivo, 2022-09-30 (54:35).
- ↑ 168.0 168.1 168.2 168.3 168.4 168.5 Pódcast, 2018-08-04 (1:07:59).
- ↑ 169.0 169.1 169.2 169.3 169.4 Transmisión en vivo, 2023-01-27 (1:11:07).
- ↑
- ↑ 171.0 171.1 Transmisión en vivo, 2022-09-30 (26:42).
- ↑ 172.0 172.1 172.2 Vídeo, 2022-09-30 (16:19).
- ↑ 173.0 173.1 173.2 Vídeo, 2022-09-30 (14:27).
- ↑ 174.0 174.1 Vídeo, 2022-09-30 (15:28).
- ↑ 175.0 175.1 175.2 175.3 175.4 175.5 Alpha-1 screenshot.
- ↑ 176.0 176.1 Vídeo, 2020-12-23 (1:46).
- ↑ 177.00 177.01 177.02 177.03 177.04 177.05 177.06 177.07 177.08 177.09 177.10 177.11 177.12 177.13 177.14 177.15 177.16 177.17 Blog: Blazing the way - Mage Alpha One Preview.
- ↑ 178.0 178.1 178.2 178.3 178.4 178.5 Alpha-1 screenshot.
- ↑ 179.0 179.1 Vídeo, 2020-12-23 (1:53).
- ↑ 180.0 180.1 180.2 180.3 Transmisión en vivo, 2017-10-16 (42:42).
- ↑ 181.0 181.1 Transmisión en vivo, 2020-07-31 (1:02:59).
- ↑ 182.0 182.1 Vídeo, 2023-01-27 (7:28).
- ↑ Transmisión en vivo, 2020-10-30 (1:15:59).
- ↑
- ↑ 185.0 185.1
- ↑ 186.0 186.1 Entrevista, 2018-10-21 (9:10).
- ↑ Entrevista, 2018-10-20 (3:25:31).
- ↑ 188.0 188.1 188.2 Transmisión en vivo, 2018-09-27 (34:49).
- ↑ 189.0 189.1 189.2 Pódcast, 2021-04-11 (13:30).
- ↑ 190.0 190.1 Entrevista, 2021-06-13 (8:33).
- ↑ 191.0 191.1 Transmisión en vivo, 2017-05-17 (1:06:19).
- ↑ Transmisión en vivo, 2022-01-28 (1:09:26).
- ↑ Transmisión en vivo, 2020-07-25 (58:38).
- ↑ Transmisión en vivo, 2019-06-28 (1:21:02).
- ↑ Transmisión en vivo, 2017-07-28 (40:15).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (1:18:37).
- ↑ Transmisión en vivo, 2017-05-19 (39:55).
- ↑ Transmisión en vivo, 2017-06-01 (22:58).
- ↑ Transmisión en vivo, 2022-12-02 (1:04:16).
- ↑ Entrevista, 2020-07-19 (1:00:04).
- ↑ 201.0 201.1 Transmisión en vivo, 2018-04-8 (PM) (46:11).
- ↑ Transmisión en vivo, 2017-05-26 (19:03).
- ↑ 203.0 203.1 203.2
- ↑ Vídeo, 2020-11-01 (0:33).
- ↑ 205.0 205.1 205.2 205.3 205.4 205.5 205.6 205.7
- ↑
- ↑ 207.0 207.1 207.2 Vídeo, 2022-12-02 (18:26).
- ↑ 208.0 208.1
- ↑ 209.0 209.1 Vídeo, 2022-12-02 (17:55).
- ↑ 210.0 210.1
- ↑ 211.0 211.1 211.2 211.3 211.4 211.5
- ↑ 212.0 212.1 Vídeo, 2020-11-01 (1:09).
- ↑ 213.0 213.1 213.2 213.3 213.4 213.5
- ↑ 214.0 214.1 Vídeo, 2020-11-01 (0:51).
- ↑ 215.0 215.1 215.2 215.3 215.4 215.5
- ↑ 216.0 216.1 216.2 216.3 216.4 216.5
- ↑ 217.0 217.1 Vídeo, 2020-11-01 (0:45).
- ↑ 218.0 218.1 Transmisión en vivo, 2020-03-28 (1:22:45).
- ↑ 219.0 219.1
- ↑ 220.0 220.1 Vídeo, 2022-12-02 (10:14).
- ↑ 221.0 221.1 221.2 221.3 221.4 221.5
- ↑ 222.0 222.1 222.2 222.3 222.4 222.5
- ↑ 223.0 223.1 223.2
- ↑ Vídeo, 2020-11-01 (0:55).
- ↑ Transmisión en vivo, 2017-12-15 (1:00:36).
- ↑ Vídeo, 2022-12-02 (22:44).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (40:23).
- ↑ 228.0 228.1 228.2 Alpha-1 screenshot.
- ↑ Vídeo, 2020-12-23 (0:51).
- ↑ 230.0 230.1 Transmisión en vivo, 2017-10-16 (42:20).
- ↑ 231.0 231.1 231.2 231.3 231.4 231.5 Alpha-1 screenshot.
- ↑ 232.0 232.1 Vídeo, 2020-12-23 (1:04).
- ↑ 233.0 233.1 233.2 233.3 233.4 233.5 Alpha-1 screenshot.
- ↑ 234.0 234.1 Vídeo, 2020-12-23 (0:31).
- ↑ 235.0 235.1 235.2 235.3 Transmisión en vivo, 2017-10-16 (38:35).
- ↑ 236.0 236.1 PAX West 2017 Mage poster.
- ↑ 237.0 237.1 237.2 Alpha-1 screenshot.
- ↑ 238.0 238.1 238.2 Vídeo, 2020-12-22 (7:37).
- ↑ Transmisión en vivo, 2020-07-31 (1:00:44).
- ↑ 240.0 240.1 240.2 240.3 240.4 240.5 Vídeo, 2020-12-22 (7:36).
- ↑ 241.0 241.1 Vídeo, 2020-12-23 (1:29).
- ↑ 242.0 242.1 242.2
- ↑
- ↑ 244.0 244.1 244.2 244.3 Transmisión en vivo, 2020-07-25 (42:49).
- ↑ 245.0 245.1 245.2 Transmisión en vivo, 2022-01-28 (1:12:27).
- ↑ 246.0 246.1 246.2 Transmisión en vivo, 2017-05-03 (49:39).
- ↑ 247.0 247.1 247.2 247.3 Transmisión en vivo, 2017-05-19 (10:06).
- ↑
- ↑ 249.0 249.1
- ↑ 250.0 250.1 Entrevista, 2021-06-13 (13:11).
- ↑ 251.0 251.1 251.2 Transmisión en vivo, 2020-07-25 (1:41:46).
- ↑ Transmisión en vivo, 2022-09-30 (1:14:20).
- ↑ Transmisión en vivo, 2018-01-18 (45:52).
- ↑ Transmisión en vivo, 2020-10-30 (1:21:14).
- ↑ 255.0 255.1 Entrevista, 2022-01-14 (42:18).
- ↑ Transmisión en vivo, 2017-05-26 (43:20).
- ↑ Transmisión en vivo, 2021-01-29 (1:21:01).
- ↑ 258.0 258.1
- ↑
- ↑ 260.0 260.1 260.2 260.3 260.4 260.5 260.6 Transmisión en vivo, 2018-04-8 (AM) (0:58).
- ↑ 261.0 261.1 Transmisión en vivo, 2018-04-8 (PM) (11:27).
- ↑ 262.0 262.1 Transmisión en vivo, 2018-04-8 (PM) (24:11).
- ↑ Transmisión en vivo, 2017-05-26 (32:59).
- ↑ Vídeo, 2023-01-27 (9:54).
- ↑ Vídeo, 2023-01-27 (5:21).
- ↑ Transmisión en vivo, 2019-11-22 (41:02).
- ↑ Transmisión en vivo, 2023-01-27 (1:33:42).
- ↑ 268.0 268.1 268.2 268.3 Pódcast, 2018-05-11 (49:20).
- ↑ 269.0 269.1 Transmisión en vivo, 2018-04-8 (AM) (28:01).
- ↑ 270.0 270.1 Entrevista, 2018-08-17 (14:59).
- ↑
- ↑ Transmisión en vivo, 2017-06-30 (29:13).
- ↑ Vídeo, 2017-05-09 (0:57).
- ↑ Transmisión en vivo, 2017-06-30 (30:34).
- ↑ 275.0 275.1 275.2 Transmisión en vivo, 2017-05-12 (33:10).
- ↑
- ↑ Transmisión en vivo, 2017-05-12 (18:00).
- ↑
- ↑ Transmisión en vivo, 2017-05-15 (15:10).
- ↑
- ↑ Transmisión en vivo, 2018-01-18 (34:56).
- ↑ Transmisión en vivo, 2019-06-28 (1:21:46).
- ↑
- ↑ Transmisión en vivo, 2021-10-29 (1:07:11).
- ↑ Transmisión en vivo, 2017-05-24 (57:41).
- ↑ 286.0 286.1 Entrevista, 2020-07-19 (1:20:58).
- ↑ 287.0 287.1 Pódcast, 2020-07-26 (1:34:47).
- ↑ 288.0 288.1 Pódcast, 2020-07-26 (1:32:15).
- ↑ 289.0 289.1
- ↑ 290.0 290.1
- ↑ 291.0 291.1 291.2 291.3 291.4 291.5
- ↑ 292.0 292.1 Entrevista, 2017-04-27 (9:28).
- ↑ 293.0 293.1
- ↑ 294.0 294.1 294.2 294.3 Transmisión en vivo, 2017-05-24 (48:00).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (26:19).
- ↑ Ashes of Creation Store: The Gilded Galleon.
- ↑ 297.0 297.1 297.2 Pódcast, 2021-09-29 (56:50).
- ↑ 298.0 298.1 298.2 298.3 Pódcast, 2020-11-15 (22:22).
- ↑ Transmisión en vivo, 2017-06-16 (43:01).
- ↑ 300.0 300.1 300.2 300.3 Entrevista, 2018-08-17 (17:57).
- ↑ Transmisión en vivo, 2017-11-17 (27:35).
- ↑ 302.0 302.1 Entrevista, 2021-02-07 (16:05).
- ↑ 303.0 303.1 Pódcast, 2017-05-05 (43:05).
- ↑ 304.0 304.1 Entrevista, 2021-02-07 (19:00).
- ↑ Transmisión en vivo, 2017-10-16 (59:39).
- ↑ Entrevista, 2021-06-13 (24:14).
- ↑ Vídeo, 2018-04-05 (40:08).
- ↑ New Backer Goal!! + Monster Coins (>'.')>