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Alpha-1 early preview skills UI.[1]

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.[1]Steven Sharif

Players receive skill points as they level. These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[2][3][4][5]

  • It will not be possible to max all skills in a skill tree.[5]
  • In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[6]
  • Players are able to reset and reallocate their skill points.[7]

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.[8]Steven Sharif

Active skills

Players can build their characters with the active skills they want on their action bar.[10][11]

  • The number of skills on the action bar will be contained (fewer than 30).[12]
  • There will be an option to include multiple hotbars (action bars).[8][11]
  • For example: One Luchador will be different from another based on what active skills they have chosen.[12]
  • Through skill choice, players can customize their combat experience to focus on tab targeted skills, action targeted skills, or a mix of both.[13]
  • Players are not given skills as they level up, they must choose what skills they take.[6]
  • There is no spellbook requiring memorization.[14]

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.[8]Steven Sharif

Primary skills

Alpha-1, Versión temprana de la interfaz de usuario con habilidades.[15]

El propósito de los arquetipos secundarios y el sistema de aumentos es difuminar un poco la línea entre los roles de las clases. Así que, mientras seguimos el sistema de clases y roles del típico sistema de trinidad, también utilizamos el sistema de aumentos para permitirle a los jugadores moverse un poco hacia nuevas direcciones.[16]Steven Sharif

Pre-alpha, imágenes de un Mago utilizando habilidades ofensivas y de apoyo, tales como Mage's escape y Mage's detection.[17]

Las habilidades primarias (habilidades de clase) están basadas en el arquetipo del jugador.[18] Los jugadores pueden personalizar sus habilidades primarias con el aumento de un arquetipo secundario.[19][18][20]

El diseño tras los aumentos no es solo darle al personaje un poco de "sabor" para que refleje el arquetipo secundario, sino realizar cambios fundamentales a los componentes clave de una habilidad.[21]Steven Sharif

  • Cada arquetipo secundario ofrece cuatro escuelas de aumento diferentes.[19][22] Cada escuela de aumentos afecta a las habilidades primarias de un arquetipo de forma distinta.[23]
    • 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.[19][23]
    • Cada aumento requiere cierto nivel y número de puntos de habilidad para ser activado.[24]
    Habrá un cierto límite tras el cual ya no podrás seguir aumentando tus habilidades activas, basado en las habilidades que hayas aumentado previamente, así que tendrás que escoger que aumentos querrás aplicar; y ciertos aumentos requerirán más puntos de habilidad que otros.[24]Steven Sharif
  • Elegir el mismo arquetipo primario y secundario aumenta el enfoque en ese arquetipo.[25]
  • 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.[26]
  • Para cambiar los aumentos de tus habilidades, deberás ir a un NPC en un nodo de nivel Aldea o mayor.[28]
  • Algunos colores y efectos especiales|FX pueden cambiar dependiendo de los aumentos elegidos.[29]
    • Las habilidades activas pueden verse completamente diferentes después de que se les ha aplicado un aumento.[30]

Weapon skills

A weapon use combo system (also referred to as Combo system[31], Combat skills[3], and Combat tree[4]) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[31] No traditional auto-attack system is present in Alpha-1.[32]

  • Players can spec into weapon abilities on their combat skill tree, based on their preferred weapon classes (weapon types/weapon groups) and the grade of the weapon.[33][4][3][31]
  • The more skill points that are allocated to the combat skill tree, the greater a player's weapon familiarity. This in turn unlocks various proc effects on weapon use that can offer synergy with other active skills.[4][31] This synergy also applies to active skills from other characters.[2]
    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.[4]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.[3]Steven Sharif
    • These procs may reduce or reset cooldowns on other skills on the player's hotbar.[34]
  • Using a skill/ability will in general reset the combo.[34]
    • The developers are considering specific abilities might be able to be used without resetting the combo system.[34]
  • The combo system will not have the quicktime event that was seen at PAX West 2017.[31]

It acts similar in the sense of you know the core loop of what an auto attack is so to speak; where you know typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable you know 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 know you guys saw early on in PAX and gave great feedback on, but it is going to have development with regards to the power of the weapon the type of weapon you're using, the additional proc effects that you can skill into: Those types of things are going to make it a little bit more complex of a system capture.[31]Steven Sharif

Classes of weapons

In-game achievable weapons concept art.[35]

Weapon classes (also referred to as weapon types and weapon groups) in Ashes of Creation.[33]

  • Blunt weapons
  • Slashing weapons
  • Piercing weapons

Weapon attack cone

Weapon attack cone in Alpha-1.[36]

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.[36]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[36]

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.[36]Steven Sharif

This is described as a weapon attack not an active skill.[36]

Skills and stats on gear

Crafters will be able to assign different skills/abilities and stats on gear.[38][39]

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.[38]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.[39]Steven Sharif

Gear is broken down into Core Stats and Additional Stats.[42]

Passive skills

Passive skills are used to augment weapon usage, armor usage, health regeneration, and passive stats.[1]

  • Passive skills can be levelled up by allocating skill points on the skills UI.[1]
  • Passive skills enable players to work toward mastery of a weapon.[26]
info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Light armor (passive) Increases armor given by light armor.[43] Further increases armor given by light armor.[43] Each piece of light armor increases damage.[43]
Ranged passive Reduces minimum range of all abilities.[44] Increases max range of all abilities.[44] Increases crit chance. This effect has a cooldown.[44]

Combat abilities

The aspiration for combat is for abilities to have corresponding counter-play abilities.[45]

  • The goal is to have special animations for parrying, blocking and evading.[46]

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.[46]Jeffrey Bard

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[47][45]

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.[45]Steven Sharif

  • Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[50]

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.[45]Jeffrey Bard

  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[52]
    • In current Alpha-1 testing mounts are not separate from the player.[52]

There's also going to be effects that just stun the mount or stun you on the mount.[52]Steven Sharif

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Javelin Javelin Icon.jpg Pulls your target to your location. Generates additional threat.[54][55] Increased damage. Now pulls up to 3 targets.[55] Increased damage. Now pulls up to 5 targets. Stuns targets.[55]
Jump jump icon.png Dash with cooldown.[56] Cooldown is replaced by charges with individual cooldown.[56] Drops a bear trap at the location the ranger dashed from.[56]
Snare snare icon.png Foot pin roots target in place.[57][58] Adds a bleed.[58] Snares after root expires.[58]
Trap trap icon.png Place a bear trap under the caster that holds them in place and does damage. Also holds targets in place and does damage.[59] Traps stun instead of root.[59] Place up to two traps.[59]

Directional attacks

There will be directional attacks (back attacks, flanking attacks, frontal attacks) that deal additional damage depending on the positional context of the attack.[60]

Mobility

Revamped Alpha-1 Mago Fireball ability.[61][62]

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.[61]Tradd Thompson

Skills with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[63][64]

  • Prone and crouch will likely not be in the game.[65]
  • Moving backward will likely not affect block and parry.[66]

I think that that generally we want to tend to be more mobile in our classes. I think that it's a fundamentally old-school philosophy to have a lot of stuck in place type skills. That isn't to say we won't have skills that have mobility restriction on them- that require you to channel or require a casting time where you can't move; but I think it's a blend between the two. It's neither extreme.[63]Steven Sharif

It'll be something that you can spec around to. Again it's gonna be a risk/reward thing. We put a lot of thought into what skills are overpowered or have kind of this overpowering nature to them and those are the kinds of skills that will generally find that will be like in-place type of skills; where you are now at risk if you are going to cast this spell, but there's a big reward if you do manage to get it off.[63]Jeffrey Bard

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Blink Blink Icon.jpg Blinks forward in the direction you are traveling.[67][68] Increased blink distance. Reduces threat on targets nearby upon activation.[69][68] Increased blink distance. Deals area damage upon impact.[69][68]
Jump jump icon.png Dash with cooldown.[56] Cooldown is replaced by charges with individual cooldown.[56] Drops a bear trap at the location the ranger dashed from.[56]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[18] - -
Sprint sprint icon.png Increases movement speed. Using an ability ends sprint.[70] Increased resistance to disable abilities.[70] Clears crowd control when sprint starts and removes silence.[70]

Player movement

There will likely be a toggleable walk/run (autorun) capability in the game.[72]

  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[73]

Back-peddling (walking backwards) and strafing are slower than normal movement speed.[74]

Collision

There are player and spell collision mechanics in Ashes of Creation.[75]

  • Inertia and momentum physics will help prevent blocking doorways/access points. This is based on a character's direction and movement speed, and can be used to push people out of the way.[76][75]

Dodging

Dodging in Alpha-1 early combat.[8]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[8]Steven Sharif

Dodge rolling type skills is housed in the action skill sets of agile classes such as Rogues or Fighters.[8][77]

Q: Will there be evade frames/ I-frames on dodge?
A: I would say it's a safe bet with regards to how we're approaching the hybrid combat that not only are gonna have true evasion skills that apply to more action-oriented skills that are coming your way, but you'll also have you know I-frame type skills that would apply perhaps to a tab targetable skills coming your way. So I think you're gonna have a healthy balance of both with it when it comes to skills that you can spec into.[78]Steven Sharif

Active blocking

The Paladin's Might shield in Ashes of Creation Apocalypse had its own hit box with hit points (HP). It can actively block projectiles.[79]

  • The developers have not yet decided on whether active blocking will be part of the MMO. They are currently leaning toward using more traditional buff-oriented universal damage mitigation but are also considering interaction between action-based blocking and a passive block stat from the waterfall stat system.[80]

In APOC when we had the active shield stance- that was an active shield block action-based system; and when we collected design data on essentially the efficacy and essentially the accuracy of players who used that wasn't very high; and there is a concern at least on the front of implementing a action restricted type active shield block as opposed to what would traditionally be along the lines of activating a buff that grants a shield block rate adjustment and is universal on incoming damage- and interfaces with the stats- is really something that we're leaning towards in incorporating for the hybrid combat system.[80]Steven Sharif

This is something we're still actively iterating on and actively going to be testing in our hybrid system but you know as we're as we're doing that we are taking into consideration. Obviously we want action based components to also interact in some way shape or form with the waterfall stat system as well; and you know that seems like it might be an oxymoron from an action to tab sense, but it doesn't have to be. There can be components of action- so say for instance you could have a dual component where you activate that shield stance and if you accurately intercept an incoming projectile or a skill that's been initiated from the forward arc, you get 80% damage mitigation or 80% application of the physical defense of the shield; and if it comes from an area outside of that forward arc then you get a lesser bonus; and that essentially what would happen is let's say you take into account the stat of the shield's physical defense value, you apply it as a mitigating factor to the incoming damage, but in addition you augment that system with the waterfall stat that is responsible for shield damage mitigation or shield rate; and maybe you know the default skill says 80% damage mitigation from forward arc but that gets augmented up to 87% because of your stat essentially; and if it's not in your forward arc then it gets you know 50% efficacy- maybe it's 40 something percent. So just to give you kind of insight into what goes into kind of determining these skills and how they interact on an action-based front.[80]Steven Sharif

Interrupts

Abilities with a cast bar can be interrupted during the cast.[64]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.
info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Bulwark Bulwark Icon.jpg Strikes your target and increases your block chance. Generates additional threat.[81][82] Increased damage. Increased duration. Increased block chance.[82] Increased damage. Increased duration. Increased block chance.[82]
Meteor Storm Meteor Storm Icon.jpg Summons forth a Meteor Storm, dropping 3 meteors in the target location. Each meteor deals large area damage upon impact.[83] Increase damage and number of impacts. Stun enemies as they are hit.[84] Increase damage and number of impacts. Stun enemies as they are hit.[84]
Onslaught Onslaught Icon.jpg Charge your target. Provides a small damage-absorbing shield. Generates additional threat.[85][86] Increased damage. Increased shielding. Knocks down target.[86] Increased damage. Increased shielding. Knocks up targets along the chargepath.[86]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[18] - -

Aggro/Threat generation

Aggro (Threat/Hate) will matter in the game.[87]

  • Aggro is based on a hate table.[87]
Skill Icon Rank 1 Rank 2 Rank 3
Bulwark Bulwark Icon.jpg Strikes your target and increases your block chance. Generates additional threat.[81][82] Increased damage. Increased duration. Increased block chance.[82] Increased damage. Increased duration. Increased block chance.[82]
Lacerate Lacerate Icon.jpg Slashes your target, dealing instant damage and bleeds the target over time. Generates additional threat.[88][89] Increased damage. If the target is bleeding from previous Lacerate, explode remaining bleed damage as instant damage.[89] Increased damage.[89]
Myrmidon Myrmidon Icon.jpg Strikes your target and increases your damage mitigation. Generates additional threat.[90][91] Increased damage. Increased duration. Increased mitigation.[91] Increased damage. Increased duration. Increased mitigation.[91]
Onslaught Onslaught Icon.jpg Charge your target. Provides a small damage-absorbing shield. Generates additional threat.[85][86] Increased damage. Increased shielding. Knocks down target.[86] Increased damage. Increased shielding. Knocks up targets along the chargepath.[86]
Resounding Smash Resounding Smash Icon.jpg Smashes the ground in front of you, dealing damage to all targets. A second hit resounds on the primary target. Generates additional threat.[92][93] Increased damage.[93] Increased damage.[93]
Shockwave Shockwave Icon.jpg Stomps the ground in front of you, knocking down and dealing damage to all targets. Generates additional threat.[94][95] Increased damage. Now deals damage over time in the affected area.[95] Increased damage. Increased effect radius.[95]
Weapon Toss Weapon Toss Icon.jpg Throws your weapon at your target, dealing damage. Generates additional threat.[96][89] Increased damage. Bounces up to 2 additional targets.[89] Increased damage. Bounces up to 4 additional targets. When the weapon reaches its final target, explodes into extra area damage.[89]

Animation cancelling

Animation cancelling will not be a combat mechanic.[97]

Combat stances

The use of weapon stances in game is likely.[98]

RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[99]

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.[100]Jeffrey Bard

Combat targeting

Players using action targeted and tab targeted skills defending a village node from world boss attacks in Alpha-1.[101]
Alpha-1 early hybrid combat demo.[36]

Players can very easily transition between tab targeting and action combat. By pressing Z I now tie my cursor movement to my camera and additionally a reticle has spawned.[36]Steven Sharif

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap for Alpha-1.

Hybrid combat refers to the choice between tab targeted skills, action targeted skills, or a mix of both in the Ashes of Creation MMORPG.[13] This is achieved through choice of skills/abilities.[102][49]

  • A tab-targeted ability requires a target in order to utilize that skill.[103]
  • An action skill is anything that can be utilized through placement of the player, such as a reticle, a ground template or a directional placement.[103]
  • It may not be possible to be able to fully spec into just action or tab targeted skills. There might be a 75% cap on choosing skills from any one type.[49]
  • Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[1]

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.[49]Steven Sharif

A toggle button (default Z)[104][36] allows the player to switch between action and tab targeted combat modes.[105]

  • The action mode utilizes a targeting reticle and is very close to a third-person action game.[36][105]
    • The action camera is tied to the to player's reticle. There will likely be a hotkey that when held down will allow free camera movement.[106]
    • The reticle will highlight/change color to indicate if the current target is able to be hit with the currently prepared skill.[36]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target. Currently this is activated left-click in Alpha-1, but it will be changed to right-click.[36]
  • The tab mode (MMO mode) facilitates tab targeted combat.[36][105]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[36]
    • There will be a "target of target" capability on the user interface.[107]

Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[108]

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. [108]Steven Sharif

For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[51]

  • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[51][49]
  • Softer CC's would be housed in tab-targeted abilities.[51]

Hybrid combat is scheduled for testing in Alpha-1.[102]

Headshot mechanics

There are no headshot mechanics in the Ashes of Creation MMORPG.[110][111][112]

Skills by archetype

Bard skills

Los bardos son una clase de apoyo tactico. Tendrán más importancia en función de su movilidad y su ubicación en la batalla. [116]

Según la proximidad, según su movilidad y ubicación dentro de la batalla, tendrá más importancia. Así que, hasta cierto punto, será un escenario de tipo táctico para que las clases de apoyo que no curan lo conozcan. Ya sabes, en qué parte del campo de batalla deben ubicarse en relación con el grupo que están tratando de aumentar o apoyar; y eso le da un poco más de sentido táctico a estas clases de apoyo que no curan y que es más relevante para ellos que otras clases per-se. [116] Steven Sharif

  • Los Bardos poseen habilidades de combate muy atractivas, no sólo buffs.[117]
  • Los bardos pueden ofrecer curación basada en proximidad o basada en proc en un grado mucho menor que Clérigos. [16]
    • Esto puede estar desactualizado, ya que más recientemente se ha hecho referencia a los bardos como una "clase de apoyo que no cura". [116]
  • Los bardos tendrán un amplio repertorio de habilidades para elegir, en aspectos tales como "wordsmithing", actuación, y música.[118]
    • Los bardos podrán tocar instrumentos musicales, tales como flautas y gaitas.[119][120]
  • Los bardos no serán una clase para el "tiempo muerto". Ese será el rol de los distintos espacios sociales dentro de un nodo.[117]
  • Los bardos tendrán habilidades de apoyo fuera del combate, como todas las demás clases.[121]

En otros juegos, los bardos tienden a ser relativamente pasivos en su manera de jugar y esa no es la dirección que queremos para ellos. Queremos que cada clase sea divertida y viable. Queremos que los jugadores sientan que hacen algo: que su juego, momento a momento, sea divertido; Así que mucho de eso se basará en combos, en interacciones reactivas entre tu grupo y los mobs contra los que luchan o los jugadores a los que te enfrentas. Habrá mucho movimiento desde el frente hasta la retaguardia con el cual ayudar y asegurarse de que todo el mundo está siendo apoyado en lo que hacen; y así el jugador también estará activo en su propio rol. No estarás condenado a sentarte en la parte de atrás, tocando un laúd, sin divertirte.[122]Jeffrey Bard

Los bardos pueden elegir activar buffs que aumenten las habilidades de tankeo (tanking), evasión, DPS y curación en sus cercanías.[123]

  • 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.[124]

Digamos que el Bardo está utilizando un arma, tiene un duelo y... hace un acto estilo gladiador y se ve tan genial que inspira a los aliados a su alrededor, aumentando así su multiplicador de daño crítico y ahora ellos hacen daño adicional contra los objetivos durante los siguientes 8 o 10 segundos. Tendrás que estar activo. Tendrás que preocuparte de tu posición en relación a la de tus compañeros de grupo para enfatizar lo que le ofreces al grupo.[124]Steven Sharif

Cleric skills

Los Clérigos tienen control sobre la vida y esto estará relacionado con sus habilidades de apoyo, que a su vez se relacionan con la corrupción.[125]

Habilidad Icono Rango 1 Rango 2 Rango 3
Benediction BenedictionIcon.png Chain heal that heals up to 3 targets.[126][127]
Castigation CastigationIcon.jpg Lashes your target with holy energy, dealing direct damage. Provides health regeneration and mana restoration for you and surrounding allies.[128][127]
Damnation DamnationIcon.png Curses your target, dealing holy damage over time and lowering their damage output.[129][127]
Devotion DevotionIcon.jpg A swift act that heals your target.[130][127] It's a quick hot.[131]
Divine Censure DivineCensureIcon.jpg Throws a radiant spear at the target, dealing damage. Any time the target is attacked, the attacker has a chance to get healed.[132][127]
Exorcism ExorcismIcon.jpg Holy power rips at your target's spirit, channeling damage over time. A holy energy blast damages nearby enemies at the end of the channel.[133][127]
Hallowed Ground HallowedGroundIcon.jpg Fills the surrounding area with radiant energy, damaging enemies and healing allies.[134][127][135]
Judgment JudgmentIcon.jpg Holy power crushes your target, dealing direct damage and lowering their damage mitigation.[136][127]
Resurrection ResurrectionIcon.jpg Resurrects a dead ally.[137][127]

Fighter skills

El arquetipo del Luchador incluirá mecánicas de maniobrabilidad y "acercamiento" para permitir al jugador recorrer distancias rápidamente en el campo de batalla.[138]

Habilidad Icono Rango 1 Rango 2 Rango 3
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[18] - -

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.[139]Steven Sharif

Mage skills

Skill Icon Rank 1 Rank 2 Rank 3
Black Hole Black Hole Icon.jpg Summons a black hole at the target location that slowly pulls in enemy targets.[140] Snares targets after pull.[141] Black hole explodes at the end of the pull duration dealing damage.[141]
Blink Blink Icon.jpg Blinks forward in the direction you are traveling.[67][68] Increased blink distance. Reduces threat on targets nearby upon activation.[69][68] Increased blink distance. Deals area damage upon impact.[69][68]
Drain Essence Drain Essence Icon.jpg Drains your target, converting their health into mana for yourself.[142] Increase damage and mana conversion percentage.[84] Deplete targets near to your foe.[84]
Fireball Fireball Icon.jpg Throws a fireball at your target. Deals instant damage.[143] Becomes a burn (damage over time).[84][144][145] Area of effect around the target.[84][144]
Gift of the Magi Gift of the Magi Icon.jpg Transfers some of your mana to your targeted ally.[146][147] Increased amount of mana transferred. Increased mana transfer efficiency.[146][84] Increased amount of mana transferred. Increased mana transfer efficiency.[146][84]
Lava Storm Lava Storm Icon.jpg Creates a field of lava at the selected location. Deals additional damage in the center of the ability. Deals area damage around the caster upon cast.[148][149] Increased damage. Increased duration.[148][84] Increased damage. Increased duration.[148][84]
Lightning Bolt Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[150] Adds damage over time to targets hit.[151] Chains to nearby enemies that are not hit. Anyone who is outside the line has a chance to get a bolt jump to them.[151]
Meteor Storm Meteor Storm Icon.jpg Summons forth a Meteor Storm, dropping 3 meteors in the target location. Each meteor deals large area damage upon impact.[83] Increase damage and number of impacts. Stun enemies as they are hit.[84] Increase damage and number of impacts. Stun enemies as they are hit.[84]
Prismatic Beam Prismatic Beam Icon.jpg Spawns a giant prismatic beam of energy that can be aimed around you. Deals large damage to enemy targets and slows their movement while being hit.[152] Damages over time after channel.[153] Damages enemies between caster and target in a cone.[154][153]

Ranger skills

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Bow's combo bows combo icon.png Target an enemy and use your bow to strike with two arrows. Dealing damage and powering up your focus with this weapon attack.[57][155] Prepares four arrows.[155] Prepared shot works on all arrow attacks.[155]
Flame line flame line icon.png Shoot an arrow that leaves behind a trail of flames.[156] Arrow explodes upon reaching the end of its distance.[156] Enemies take burning damage for entering the flames.[156]
Fleeting shot fleeting shot icon.png Retreating shot rolls backward and does damage.[157] Increases max range.[157] Breaks crowd control.[157]
Hail of arrows hail of arrows icon.png If your focus is at 80%, use this skill to summon a template and launch multiple arrows within the template.[57][158] Adds movement slow.[158] Adds damage over time to targets in the area.[158]
Jump jump icon.png Dash with cooldown.[56] Cooldown is replaced by charges with individual cooldown.[56] Drops a bear trap at the location the ranger dashed from.[56]
Knockback shot knockback shot icon.png Knocks a target back X distance.[159] Adds damage.[159] Add knockdown.[159]
Light armor (passive) Increases armor given by light armor.[43] Further increases armor given by light armor.[43] Each piece of light armor increases damage.[43]
Marked arrow marked arrow icon.png Target an enemy to use this skill, causing that enemy to take additional physical damage.[57][58] Enemy takes additional magical damage.[58] Increases the duration of this debuff.[58]
Power shot power shot icon.png Use this skill to charge up a shot that fires forward in a line, damaging all enemies it touches.[57][160] Chance to cause bleed damage over time.[57][160] Splits into a fan of arrows in a cone. Radius increases based on hold duration.[160]
Ranged passive Reduces minimum range of all abilities.[44] Increases max range of all abilities.[44] Increases crit chance. This effect has a cooldown.[44]
Slice slice icon.png Cone melee attack.[161] Becomes a 360° melee attack.[161] Adds hemorrhage (bleed) damage.[161]
Snare snare icon.png Foot pin roots target in place.[57][58] Adds a bleed.[58] Snares after root expires.[58]
Sniper's eye snipers eye icon.png Summon a zone around you, while within this zone, deal +200% damage for all attacks.[57] - -
Sprint sprint icon.png Increases movement speed. Using an ability ends sprint.[70] Increased resistance to disable abilities.[70] Clears crowd control when sprint starts and removes silence.[70]
Track track icon.png Use this skill to show nearby tracks, leading to unknown adventures.[57] - -
Trap trap icon.png Place a bear trap under the caster that holds them in place and does damage. Also holds targets in place and does damage.[59] Traps stun instead of root.[59] Place up to two traps.[59]

Rogue skills

Todas las clases son aventureros capaces, pero los pícaros sobresalen en explorar las partes más profundas de las mazmorras y encontrar los tesoros más escondidos.[162]

  • Los pícaros tendrán habilidades de apoyo que les permitirán encontrar puertas ocultas, trampas y tesoros adicionales.[163]
  • Estas puertas aparecerán de forma aleatoria y en distintas horas del día para asegurarse de que estos encuentros no sean los mismos cada vez.[163]

Si te encuentras en un grupo y hay un Pícaro disponible, ellos podrán utilizar sus habilidades de apoyo para descubrir puertas que podrían estar ocultas en una mazmorra. Ahora, la forma en la que hacemos que no sea la misma puerta cada vez y sea una sorpresa solo la primera vez, es que estas puertas aparecerán al azar durante diferentes horas del día, por lo que cambiarán cada vez que entres a la mazmorra. Así que será importante y relevante para los grupos el asegurarse de tener diversos arquetipos disponibles. Y esto es especialmente cierto para los pícaros que pueden encontrar estas puertas ocultas y así tener acceso a nuevos tesoros que no conseguirías normalmente.[163]Steven Sharif

Habilidad Icono Rango 1 Rango 2 Rango 3
Stealth This does not render a player completely invisible. Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[164] - -

Summoner skills

El invocador usa muchas de sus habilidades a través de sus invocaciones. En esencia, el invocador juega a través de su invocación.[165]

Los invocadores obtendrán sus invocaciones como habilidades activas y estas pueden mejorarse con el uso de puntos.[169]Steven Sharif

Los invocadores pueden llamar distintas invocaciones, dependiendo de la clase y los aumentos que elijan.[170]

  • Animales.[170]
  • Espíritus.[170][171]
  • Zombis, esqueletos y otras criaturas no-muertas.[167][171]
  • Cadáveres (potencialmente).[170]
  • Algunos invocadores pueden hacer varias invocaciones a la vez.[170]
  • Otros invocadores solo podrán llamar una invocación, pero muy poderosa.[170]
  • Ciertos invocadores podrían solo invocar efectos o energías temporales.[170]

Los aumentos de un arquetipo secundario pueden ser aplicados a las invocaciones.[172]

Por ejemplo: Si tu invocación tiene un ataque de barrido con sus garras o puede morder a un oponente o embestirle; y tomaste teletransportación como aumento, ahora podría embestirle de forma similar al ejemplo del luchador: teletransportándose al objetivo en vez de correr hacia él. O sus garras podrían hacer daño de quemadura, el cual persiste después del ataque. O... digamos que tu invocación tradicionalmente es algún tipo de oso o gato; tu podrías aplicarle un aumento elemental; ahora sería un gato luminoso en llamas y su daño sería de fuego. Así es como queremos influenciar las habilidades activas con los aumentos; y así es como queremos aplicarlos en los Invocadores.[172]Steven Sharif

Tank skills

Los tanques no estarán forzados a utilizar un escudo, pero ciertamente será una opción viable.[173]Jeffrey Bard

Habilidad Icono Rango 1 Rango 2 Rango 3
Bulwark Bulwark Icon.jpg Strikes your target and increases your block chance. Generates additional threat.[81][82] Increased damage. Increased duration. Increased block chance.[82] Increased damage. Increased duration. Increased block chance.[82]
Javelin Javelin Icon.jpg Pulls your target to your location. Generates additional threat.[54][55] Increased damage. Now pulls up to 3 targets.[55] Increased damage. Now pulls up to 5 targets. Stuns targets.[55]
Lacerate Lacerate Icon.jpg Slashes your target, dealing instant damage and bleeds the target over time. Generates additional threat.[88][89] Increased damage. If the target is bleeding from previous Lacerate, explode remaining bleed damage as instant damage.[89] Increased damage.[89]
Myrmidon Myrmidon Icon.jpg Strikes your target and increases your damage mitigation. Generates additional threat.[90][91] Increased damage. Increased duration. Increased mitigation.[91] Increased damage. Increased duration. Increased mitigation.[91]
Onslaught Onslaught Icon.jpg Charge your target. Provides a small damage-absorbing shield. Generates additional threat.[85][86] Increased damage. Increased shielding. Knocks down target.[86] Increased damage. Increased shielding. Knocks up targets along the chargepath.[86]
Resounding Smash Resounding Smash Icon.jpg Smashes the ground in front of you, dealing damage to all targets. A second hit resounds on the primary target. Generates additional threat.[92][93] Increased damage.[93] Increased damage.[93]
Shockwave Shockwave Icon.jpg Stomps the ground in front of you, knocking down and dealing damage to all targets. Generates additional threat.[94][95] Increased damage. Now deals damage over time in the affected area.[95] Increased damage. Increased effect radius.[95]
Ultimate Defense Ultimate Defense Icon.jpg Provides increasing mitigation based on missing health, up to full invulnerability. Reduces movement speed while active.[174][175] Increased duration.[175] Increased duration. Now applies a large mitigation increase to nearby group members.[175]
Weapon Toss Weapon Toss Icon.jpg Throws your weapon at your target, dealing damage. Generates additional threat.[96][89] Increased damage. Bounces up to 2 additional targets.[89] Increased damage. Bounces up to 4 additional targets. When the weapon reaches its final target, explodes into extra area damage.[89]

Habilidades de asedio

Ocho jugadores con el mismo arquetipo primario pueden unirse para crear efectos monumentales durante un asedio.[178]

Este es el tipo de sistemas que queremos aplicar, donde los grupos con un arquetipo primario en común puedan unirse para invocar este tipo de efectos, que estarán relacionados con la identidad de ese arquetipo.[178]Steven Sharif

Invocador

Summoners can collaborate to summon larger summons, such as Golems.[165]

  • A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[179]
  • The number of summoners participating in the summon will determine its overall size.[179]
  • All summoners must be in the same party and the party leader must be a summoner.[180]
    • 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.[180]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.[178]Steven Sharif

Healing skills

Skill Icon Rank 1 Rank 2 Rank 3
Benediction BenedictionIcon.png Chain heal that heals up to 3 targets.[126][127]
Devotion DevotionIcon.jpg A swift act that heals your target.[130][127] It's a quick hot.[131]
Divine Censure DivineCensureIcon.jpg Throws a radiant spear at the target, dealing damage. Any time the target is attacked, the attacker has a chance to get healed.[132][127]
Hallowed Ground HallowedGroundIcon.jpg Fills the surrounding area with radiant energy, damaging enemies and healing allies.[134][127][135]

Ultimate skill

The ultimate skill is a very powerful skill.[182]

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Hail of arrows hail of arrows icon.png If your focus is at 80%, use this skill to summon a template and launch multiple arrows within the template.[57][158] Adds movement slow.[158] Adds damage over time to targets in the area.[158]
Ultimate Defense Ultimate Defense Icon.jpg Provides increasing mitigation based on missing health, up to full invulnerability. Reduces movement speed while active.[174][175] Increased duration.[175] Increased duration. Now applies a large mitigation increase to nearby group members.[175]

Utility skills

Pre-alpha rogue climbing a Metropolis wall.[183]

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".[163]Steven Sharif

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap for Alpha-1.

A utility skill is a non-combat skill that interacts with the environment.[184] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[185]

  • Different classes excel at different skills.[185]
  • All classes will have maneuverability/traversal utility abilities.[186]
    • There will be a grappling hook utility skill or item.[187]
  • Classes will have utility abilities, such as detecting traps and other hazards. For example: The Mage's detection spell casts light and reveals magical explosive hazards.[188]
  • Certain classes are able to climb/parkour in certain areas.[189][190]
    • Climbing/parkour ability is not free-form and will likely be restricted to certain quests, locations or objects.[191][192]
  • Certain classes (such as Rogues) will have stealth abilities.[193]
    • Rogues may also have a spyglass utility skill.[185]

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.[194]Steven Sharif

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
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).[195][196] Players cannot be summoned in the following cases:
This will be tested in Alpha-2.[199]
- -
Pathfinding Reveals corrupted player locations on the bounty hunter's map.[200][201] 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.[200] The pathfinding ability can be toggled on or off.[200][202] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[203] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[203]
Stealth This does not render a player completely invisible. Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[164] - -
Track track icon.png Use this skill to show nearby tracks, leading to unknown adventures.[57] - -

Elemental skills

The idea behind magic is you're manipulating the elements. They don't just have to be fire, ice, water and air. They can be darkness, they can be light, they can be planar; a lot of different types of "elemental influences".[204]Steven Sharif

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Fireball Fireball Icon.jpg Throws a fireball at your target. Deals instant damage.[143] Becomes a burn (damage over time).[84][144][145] Area of effect around the target.[84][144]
Flame line flame line icon.png Shoot an arrow that leaves behind a trail of flames.[156] Arrow explodes upon reaching the end of its distance.[156] Enemies take burning damage for entering the flames.[156]
Lava Storm Lava Storm Icon.jpg Creates a field of lava at the selected location. Deals additional damage in the center of the ability. Deals area damage around the caster upon cast.[148][149] Increased damage. Increased duration.[148][84] Increased damage. Increased duration.[148][84]
Lightning Bolt Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[150] Adds damage over time to targets hit.[151] Chains to nearby enemies that are not hit. Anyone who is outside the line has a chance to get a bolt jump to them.[151]
Meteor Storm Meteor Storm Icon.jpg Summons forth a Meteor Storm, dropping 3 meteors in the target location. Each meteor deals large area damage upon impact.[83] Increase damage and number of impacts. Stun enemies as they are hit.[84] Increase damage and number of impacts. Stun enemies as they are hit.[84]

Guns and gunpowder

Gunpowder (black powder) weapons will not be present in Ashes of Creation.[205][206]

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.[205]Steven Sharif

Weaponry such as Potion launchers, Siege weapons and weapons used in Combate naval are based on the arcane arts.[205][207]

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.[207]Steven Sharif

Skill transfer

Players will not be able to transfer their skills to other players.[208]

Theft

There will not be a theft (stealing/pickpocketing) mechanic in Ashes of Creation in regards to living players.[209][210]

  • There may be quest related actions that involve some form of stealing, but not of actual items from a player's inventory, where the player is identified as the quest's target via a title or some other means.[209][211]

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.[211]Steven Sharif

There is not a theft mechanic for you to walk up to a player that's alive and steal something.[210]Steven Sharif

Level scaling

Levels or skills will not be scaled to allow low level players to participate in dungeons with higher level players.[213]

Kickstarter skill FX

All Kickstarter backers will receive a skill effects (FX) set.[214]

  • Includes unique colors and additional effects for certain skills. For example: A mage with her fireball skill may fire off a ball of searing white flames as opposed to the traditional colors of that skill.

See also

Referencias

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  96. 96.0 96.1 Vídeo, 2021-02-09 (0:30).
  97. Transmisión en vivo, 2017-05-17 (1:05:11).
  98. Transmisión en vivo, 2019-06-28 (1:19:00).
  99. Transmisión en vivo, 2017-05-30 (16:25).
  100. 100.0 100.1 100.2 Transmisión en vivo, 2018-12-06 (48:52).
  101. Transmisión en vivo, 2020-05-29 (45:24).
  102. 102.0 102.1 Newsletter, 7 August 2018
  103. 103.0 103.1 Entrevista, 2019-04-15 (38:03).
  104. steven-combat-revamp-update-2.png
  105. 105.0 105.1 105.2 Transmisión en vivo, 2020-04-30 (1:09:51).
  106. Transmisión en vivo, 2021-03-26 (59:21).
  107. Transmisión en vivo, 2020-04-30 (40:19).
  108. 108.0 108.1 108.2 108.3 108.4 Podcast, 2018-08-04 (1:07:59).
  109. steven-action-tab-attack-range.png
  110. Transmisión en vivo, 2020-10-30 (1:15:59).
  111. steven-headshots-1.png
  112. 112.0 112.1 steven-headshots-2.png
  113. 113.0 113.1 Entrevista, 2018-10-21 (9:10).
  114. Entrevista, 2018-10-20 (3:25:31).
  115. 115.0 115.1 115.2 Transmisión en vivo, 2018-09-27 (34:49).
  116. 116.0 116.1 116.2 Podcast, 2021-04-11 (13:30).
  117. 117.0 117.1 Transmisión en vivo, 2017-05-17 (1:06:19).
  118. Transmisión en vivo, 2019-06-28 (1:21:02).
  119. Transmisión en vivo, 2017-07-28 (40:15).
  120. Transmisión en vivo, 8 April 2018 (PM) (1:18:37).
  121. Transmisión en vivo, 2017-05-19 (39:55).
  122. Transmisión en vivo, 2017-06-01 (22:58).
  123. Entrevista, 2020-07-19 (1:00:04).
  124. 124.0 124.1 Transmisión en vivo, 8 April 2018 (PM) (46:11).
  125. Transmisión en vivo, 2017-05-26 (19:03).
  126. 126.0 126.1 Vídeo, 2020-11-01 (0:36).
  127. 127.00 127.01 127.02 127.03 127.04 127.05 127.06 127.07 127.08 127.09 127.10 127.11 127.12 alpha-1-cleric-spells.png
  128. Vídeo, 2020-11-01 (0:33).
  129. Vídeo, 2020-11-01 (1:02).
  130. 130.0 130.1 Vídeo, 2020-11-01 (1:09).
  131. 131.0 131.1 alpha-1-cleric-devotion.png
  132. 132.0 132.1 Vídeo, 2020-11-01 (0:51).
  133. Vídeo, 2020-11-01 (1:18).
  134. 134.0 134.1 Vídeo, 2020-11-01 (0:45).
  135. 135.0 135.1 Transmisión en vivo, 2020-03-28 (1:22:45).
  136. Vídeo, 2020-11-01 (1:27).
  137. Vídeo, 2020-11-01 (0:55).
  138. Transmisión en vivo, 2017-12-15 (1:00:36).
  139. Transmisión en vivo, 8 April 2018 (PM) (40:23).
  140. Vídeo, 2020-12-23 (0:51).
  141. 141.0 141.1 Transmisión en vivo, 2017-10-16 (42:20).
  142. Vídeo, 2020-12-23 (1:04).
  143. 143.0 143.1 Vídeo, 2020-12-23 (0:31).
  144. 144.0 144.1 144.2 144.3 Transmisión en vivo, 2017-10-16 (38:35).
  145. 145.0 145.1 PAX West 2017 Mage poster.
  146. 146.0 146.1 146.2 Vídeo, 2020-12-22 (7:37).
  147. Transmisión en vivo, 2020-07-31 (1:00:44).
  148. 148.0 148.1 148.2 148.3 148.4 148.5 Vídeo, 2020-12-22 (7:36).
  149. 149.0 149.1 Vídeo, 2020-12-23 (1:29).
  150. 150.0 150.1 Vídeo, 2020-12-23 (0:40).
  151. 151.0 151.1 151.2 151.3 Transmisión en vivo, 2017-10-16 (39:15).
  152. Vídeo, 2020-12-23 (1:53).
  153. 153.0 153.1 Transmisión en vivo, 2017-10-16 (42:42).
  154. Transmisión en vivo, 2020-07-31 (1:02:59).
  155. 155.0 155.1 155.2 Transmisión en vivo, 2017-10-16 (45:21).
  156. 156.0 156.1 156.2 156.3 156.4 156.5 Transmisión en vivo, 2017-10-16 (46:52).
  157. 157.0 157.1 157.2 Transmisión en vivo, 2017-10-16 (45:09).
  158. 158.0 158.1 158.2 158.3 158.4 158.5 Transmisión en vivo, 2017-10-16 (45:37).
  159. 159.0 159.1 159.2 Transmisión en vivo, 2017-10-16 (46:43).
  160. 160.0 160.1 160.2 Transmisión en vivo, 2017-10-16 (44:06).
  161. 161.0 161.1 161.2 Transmisión en vivo, 2017-10-16 (47:14).
  162. Rogue2.jpg
  163. 163.0 163.1 163.2 163.3 Transmisión en vivo, 2020-07-25 (42:49).
  164. 164.0 164.1 Transmisión en vivo, 2017-05-03 (49:39).
  165. 165.0 165.1 165.2 165.3 Transmisión en vivo, 2017-05-19 (10:06).
  166. steven-summoners.png
  167. 167.0 167.1 167.2 Transmisión en vivo, 2020-07-25 (1:41:46).
  168. Transmisión en vivo, 2017-05-26 (43:20).
  169. 169.0 169.1 Entrevista, 2018-08-08 (22:27).
  170. 170.0 170.1 170.2 170.3 170.4 170.5 170.6 Transmisión en vivo, 8 April 2018 (AM) (0:58).
  171. 171.0 171.1 Transmisión en vivo, 8 April 2018 (PM) (11:27).
  172. 172.0 172.1 Transmisión en vivo, 8 April 2018 (PM) (24:11).
  173. Transmisión en vivo, 2017-05-26 (32:59).
  174. 174.0 174.1 Vídeo, 2021-02-09 (0:49).
  175. 175.0 175.1 175.2 175.3 175.4 175.5 Transmisión en vivo, 2020-07-31 (1:14:33).
  176. Transmisión en vivo, 2020-07-31 (1:52:34).
  177. Transmisión en vivo, 2019-11-22 (41:02).
  178. 178.0 178.1 178.2 178.3 Podcast, 2018-05-11 (49:20).
  179. 179.0 179.1 Transmisión en vivo, 8 April 2018 (AM) (28:01).
  180. 180.0 180.1 Entrevista, 2018-08-17 (14:59).
  181. steven-a1-leak-1.png
  182. Transmisión en vivo, 2017-06-30 (29:13).
  183. Vídeo, 2017-05-09 (0:57).
  184. Transmisión en vivo, 2017-06-30 (30:34).
  185. 185.0 185.1 185.2 Transmisión en vivo, 2017-05-12 (33:10).
  186. class mobility.png
  187. Transmisión en vivo, 2017-05-12 (18:00).
  188. class utilities.png
  189. Transmisión en vivo, 2017-05-15 (15:10).
  190. utility skills.jpg
  191. Transmisión en vivo, 2018-01-18 (34:56).
  192. Transmisión en vivo, 2019-06-28 (1:21:46).
  193. class stealth.png
  194. Transmisión en vivo, 2017-05-24 (57:41).
  195. Entrevista, 2020-07-19 (1:20:58).
  196. Podcast, 2020-07-26 (1:34:47).
  197. Podcast, 2020-07-26 (1:32:15).
  198. steven-family-summon.png
  199. steven-family-summon-2.png
  200. 200.0 200.1 200.2 steven-bounty-hunters-2.png
  201. Entrevista, 2017-04-27 (9:28).
  202. corruption toggle.png
  203. 203.0 203.1 Transmisión en vivo, 2017-05-24 (48:00).
  204. Transmisión en vivo, 8 April 2018 (PM) (26:19).
  205. 205.0 205.1 205.2 205.3 Podcast, 2020-11-15 (22:22).
  206. Transmisión en vivo, 2017-06-16 (43:01).
  207. 207.0 207.1 207.2 207.3 Entrevista, 2018-08-17 (17:57).
  208. Transmisión en vivo, 2017-11-17 (27:35).
  209. 209.0 209.1 Entrevista, 2021-02-07 (16:05).
  210. 210.0 210.1 Podcast, 2017-05-05 (43:05).
  211. 211.0 211.1 Entrevista, 2021-02-07 (19:00).
  212. Transmisión en vivo, 2017-10-16 (59:39).
  213. Vídeo, 2018-04-05 (40:08).
  214. New Backer Goal!! + Monster Coins (>'.')>