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Ashes of Creation Klassen-Liste. Der primärer Archetyp befindet sich auf der linken Seite. Der sekundäre Archetyp befindet sich oben.[1]

Wenn ein Spieler mit seinem primären Archetyp (Primärklasse) Fortschritte macht, hat er die Möglichkeit, einen sekundären Archetyp zu wählen, um seine primären Fähigkeiten mit Effekten aus seinem sekundären Archetyp (Sekundärklasse) zu erweitern.[2] Die Kombination von primären und sekundären Archetypen wird als Klasse bezeichnet.[3][1]

If a Kämpfer were to choose Magier as a secondary archetype, the fighter would become a Spellsword. This combination opens up augments that can be applied to skills in their primary skill tree. Fighters have a Rush skill that allows them to rush towards a target; and upon reaching the target, deal an amount damage with a chance to knock the target down. A Mage's escape augment could be applied to the rush skill, which would now teleport the player to the target; thus eliminating the charge time on the skill.[2]

Jede Fähigkeit im Primärbaum verfügt über mehrere Erweiterungsoptionen aus dem Sekundärbaum. Dies ist ein Beispiel für einen horizontalen Fortschritt.[2]

Spieler erhalten Fähigkeitspunkte, je nach Stufe. Diese können verwendet werden, um die Fähigkeiten innerhalb des Fähigkeitsbaums zu verbessern.[4]

  • Es wird nicht möglich sein, alle Fähigkeiten in einem Fähigkeitsbaum zu erreichen.[4]
Icon Archetype Type.[5]
bard symbol.jpg Barde Arcane
cleric thumb.png Kleriker Arcane
fighter icon.png Kämpfer Martial
mage thumb.png Magier Arcane
ranger thumb.png Waldläufer Martial
rogue icon.png Schurke Martial
Summoner Class.jpg Beschwörer Arcane
tank thumb.png Tank Martial

Klassen nach Archetyp-Kombination

Mit 8 kombinierbaren Archetypen können die Spieler aus 64 Kombinationsmöglichkeiten wählen, um ihre Klasse zu gestalten.[3][1]

Barde Kleriker Kämpfer Magier Waldläufer Schurke Beschwörer Tank
Barde Minstrel Soul Weaver Tellsword Magician Song Warden Trickster Songcaller Siren
Kleriker Scryer High Priest Templar Oracle Protector Shadow Disciple Shaman Apostle
Kämpfer Bladedancer Highsword Weapon Master Spellsword Hunter Shadowblade Bladecaller Dreadnought
Magier Sorcerer Acolyte Battle Mage Archwizard Spellhunter Shadow Caster Warlock Spellstone
Waldläufer Bowsinger Soulbow Strider Scion Hawkeye Scout Falconer Sentinel
Schurke Charlatan Cultist Duelist Nightspell Predator Assassin Shadow Lord Shadow Guardian
Beschwörer Enchanter Necromancer Wild Blade Spellmancer Beastmaster Shadowmancer Conjurer Brood Warden
Tank Argent Paladin Knight Spellshield Warden Nightshield Keeper Guardian


The sixty four (64) classes are partitioned into eight primary archetypes. Balancing of active skills only relates to these eight primary archetypes.[6]

  • There are four primary groups of augments assigned to each base archetype. Balancing of augments relates to the four augment groups for each of the eight archetypes.[6]

Balancing is such an important aspect of this class system that we want to make sure that there's a role to be had for every possible combination.[7]Steven Sharif

You don't make 64 classes for four to be played.[7]Peter Pilone

Balancing in Ashes of Creation is "group focused".[8]

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[8]Steven Sharif

Certain secondary archetypes are capable of "bridging the gap" between their counterpart.[9]

Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and kind of bridge the divide slightly; and then move my identity that direction ever so slightly.[9]Steven Sharif


Primäre Fähigkeiten (Klassenfähigkeiten) basieren auf dem Archetyp eines Spielers.[2] Spieler können ihre primären Fähigkeiten durch die Ergänzung um einen sekundären Archetyp (Sekundärklasse) personalisieren.[2][11]

  • Die Wahl des gleichen primären und sekundären Archetyps erhöht die Betonung auf diesen Archetyp.[12]
  • Jede Fertigkeit im Primärbaum hat mindestens vier Erweiterungsmöglichkeiten aus dem Sekundärbaum.[13]
  • In Bezug auf den Fähigkeitsfortschritt können die Spieler wählen, ob sie in die Breite gehen und eine Reihe von verschiedenen Fähigkeiten erwerben wollen oder ob sie vertieft auf einige spezifische Fähigkeiten eingehen wollen.[14]
  • Das Ändern der Fertigkeitserweiterungen erfordert, dass der Spieler zu einem NSC in einem Dorf-Knotenpunkt oder höher geht.[15]
  • Aktive Fähigkeiten können nach der Anwendung einer Erweiterung völlig anders aussehen.[16]

You only get active skills from your primary class and that active skill could look totally different after an augment gets applied. It really depends on what the augment is.[16]Steven Sharif

Key for the augment system is that these augments are meant to demonstrate a core identity of the secondary class type you've chosen. So if from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[17]Steven Sharif

The idea behind the system is that you're kind of skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to kind of offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[18]Steven Sharif

Skill points

Alpha-1 early preview skills UI.[19]

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.[19]Steven Sharif

Players receive skill points as they level. These can be used to level up skills within their active, passive or combat/weapon skill trees.[20][21][22][23]

  • It will not be possible to max all skills in a skill tree.[23]
  • 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.[24]
  • Players are able to reset and reallocate their skill points.[25]

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.[26]Steven Sharif


Acht Spieler desselben primären Archetyps können sich zusammenschließen, um während einer Belagerung monumentale Effekte zu erzielen.[27]

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.[27]Steven Sharif

Wechseln / Umschalten


Der primäre Archetyp (einer Klasse) kann nicht geändert werden.[1]

When players choose their primary class, it’s not just dictating how the next several hundred hours of gameplay will go... It’s only the primary class that cannot be changed. And hey, that’s what alts are for![1]


Der sekundäre Archetyp einer Klasse kann geändert werden, aber nicht "auf der Stelle".[28]

The secondary class choice, which comes after some time getting used to the world of Verra, will be more fluid. If you choose the Fighter and the Rogue to make a Shadowblade, but eventually want to try your hand at Summoning to make a Bladecaller, you’ll be able to do so.[1]

We don't want you to be able to change your secondary class or the augments you have applied out in the open. We want you to have to make a conscious choice somewhere at a NPC. The level of node necessary for that particular NPC to be available will likely be either at the Village stage or above. So, if you are far out in the wilderness exploring – and we have no instant teleportation in the world – you need to be conscientious of what your choices are; and not be able to change them on-the-fly.[30]Steven Sharif

Class trials

Es wird in Ashes of Creation kein System für Klassen-Prüfungen geben.[31]

Racial benefits

Die Wahl der Rasse eines Spielers beeinflusst seine jeweiligen Rassenfähigkeiten.[32]

Jede Rasse hat unterschiedliche Basiswerte.[33]

  • Die Rassen sind nicht geschlechts- oder klassengebunden.
  • Einige Klassen können mit bestimmten Rassen besser funktionieren, allerdings wird keine Kombination erzwungen.


Das Wachstum der Werte erfolgt in der folgenden Reihenfolge:[33]

  1. Die Rasse setzt die Basiswerte eines Spielers.
  2. Der primäre Archetyp erhöht die Basiswerte.
  3. Der sekundäre Archetyp (Klasse) erhöht die Werte zusätzlich.

Different races have different stat compositions. Those stats can be important, but we also don't want them to dictate any kind of meta for what classes are best used with different races.[34]Steven Sharif

Die Wahl des Berufes hat keinen Einfluss auf die Werte eines Spielers.[35]


In Ashes of Creation wird es das traditionelle Trippel aus den Rollen Tank, DD und Support/Heiler geben.[36][37]

  • Obwohl traditionelle Rollen vorhanden sind, sollten sich die Spieler nicht durch ihren primären Archetypen geprägt fühlen.
  • Die im Klassensystem verfügbaren Fähigkeitserweiterungen ermöglichen es, Charaktere außerhalb ihrer Hauptrolle zu personalisieren.
  • Spieler können auch ihre Wahl des Archetyps verdeutlichen, um ihre Hauptrolle zu stärken.

Waffen und Rüstungen

Waffen und Rüstungen sind nicht für bestimmte Klassen gesperrt, aber bestimmte Klassen sind mit bestimmten Arten von Waffen oder Rüstungen effizienter.[38][39] Bestimmte Fähigkeiten erfordern, dass bestimmte Gegenstände ausgerüstet sind.[40]

Weapons are intended to be somewhat agnostic in the sense that you can find a way for a weapon to be utilized by different classes. Not just the rogue is going to be able to use daggers. Because if you restrict equipment through that, it makes the economy more difficult to have sustainability across the market of items.[41]Steven Sharif


We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[42]Steven Sharif

Ashes of Creation ist ein PvX Spiel.[43] Die Spieler werden dabei sowohl auf PvP- als auch auf PvE-Elemente treffen.[44][45] Es ist unwahrscheinlich, dass sich ein Spieler ausschließlich auf das reine PvP oder das reine PvE konzentrieren könnte.[45]

We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But you know it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[48]Steven Sharif


There was no active character creation screen in Alpha-0, but there were several options for players to choose from.[50]


Alpha-1 is a testing release of the Ashes of Creation MMORPG.[57] Alpha-1 will test:

Ashes of Creation Apocalypse classes

Six classes will be present in Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[74]

These classes relate to the trinity of classes: Tank, DPS and Support.[74][75]

  • Skills/abilities are not tied specifically to weapons in castle siege mode.[76]
    • It was previously stated that weapon skills are applied to augment a class' base skills.[77]
  • Base class skills may be able to be selected from a host of available skills for that class based on a player's progression within that season.[77][78]

We had a little bit of an idea that we're going to explore with regards to each of the classes having a range of skills and abilities that players can customize that skill kit based on their progression within a season, let's say; and that progression can be gained from any of the modes and it would grant you the ability to kind of customize that skill kit for the before the siege mode or the horde mode. But that's something that might come at a later date.[78]Steven Sharif

Ashes of Creation Apocalypse classes only apply to Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[79]

Ashes of Creation Apocalypse healing

Healing in Ashes of Creation Apocalypse will be reticle based (action targeted).[80]

We have a few design theories on action combat and healing to began with phase one. Part of that will be the implementation of a class system into the castle siege and horde mode of phase one. Those will be kits that play out as skills available from an action perspective. You'll be able to target in proximity, basically so positioning is going to matter. Importantly, for healers being close to the individual party members you wish to heal. Additionally, you'll have reticle based healing methods. This would be a template that could be launched in that direction as a pulse of heels or augments. So there's a lot of different systems are playing with that you'll see more of when we get to those when we get to the castle siege system and the Ashes of Creation Apocalypse horde mode.[80]Steven Sharif

Community guides

Siehe auch


  1. 1.0 1.1 1.2 1.3 1.4 1.5 Ashes of Creation Klassen-Liste
  2. 2.0 2.1 2.2 2.3 2.4 progression.png
  3. 3.0 3.1 archetypeclass.png
  4. 4.0 4.1 Liveübertragung, 2020-07-28 (19:05).
  5. Interview, 2020-07-29 (49:53).
  6. 6.0 6.1 Interview, 2018-10-20 (2:40:17).
  7. 7.0 7.1 Liveübertragung, 2017-05-24 (35:11).
  8. 8.0 8.1 Podcast, 2018-04-23 (59:28).
  9. 9.0 9.1 Podcast, 2018-04-23 (1:01:01).
  10. Video, 7. Februar 2017 (0:02s).
  11. class secondary.png
  12. class same.png
  13. Liveübertragung, 9. Februar 2018 (41:56).
  14. Liveübertragung, 2017-11-16 (30:02).
  15. Liveübertragung, 8. April 2018 (PM) (20:45).
  16. 16.0 16.1 Interview, 11. Mai 2018 (53:15).
  17. Liveübertragung, 16. Oktober 2017 (1:00:44).
  18. Interview, 2018-08-08 (22:27).
  19. 19.0 19.1 Liveübertragung, 2020-08-28 (1:12:50).
  20. Interview, 2020-07-29 (55:44).
  21. Interview, 2020-07-19 (53:59).
  22. Interview, 2020-07-18 (1:07:51).
  23. 23.0 23.1 Liveübertragung, 2017-07-28 (19:05).
  24. Liveübertragung, 2017-11-16 (30:02).
  25. Interview, 2020-07-29 (54:44).
  26. Liveübertragung, 2020-08-28 (1:19:24).
  27. 27.0 27.1 27.2 Podcast, 11. Mai 2018 (49:20).
  28. Liveübertragung, 2020-07-18 (37:43).
  29. Podcast, 4. Mai 2017 (17:02).
  30. 30.0 30.1 Liveübertragung, 8. April 2018 (PM) (20:07).
  31. Liveübertragung, 8. April 2018 (AM) (21:21).
  32. Liveübertragung, 8. Mai 2017 (43:30).
  33. 33.0 33.1 Liveübertragung, 2020-07-18 (35:58).
  34. Liveübertragung, 8. April 2018 (AM) (25:52).
  35. Liveübertragung, 2020-07-18 (37:25).
  36. Blog: Gruppen Dynamik
  37. Liveübertragung, 22. Mai 2017 (46:04).
  38. weapon augments.png
  39. class weapons.png
  40. Liveübertragung, 9. Februar 2018 (47:05).
  41. Liveübertragung, 4. Mai 2018 (45:37).
  42. Video, 2018-04-16 (1:32).
  43. PvX Definition
  44. 44.0 44.1 Liveübertragung, 12. Mai 2017 (24:52).
  45. 45.0 45.1 45.2 45.3 Liveübertragung, 5. Mai 2017 (33:25).
  46. Liveübertragung, 15. Mai 2017 (14:05).
  47. pvx stats.png
  48. Liveübertragung, 2020-06-01 (37:39).
  49. 49.0 49.1 Liveübertragung, 2017-11-17 (14:57).
  50. Liveübertragung, 2017-09-03 (30:31).
  51. 51.0 51.1 51.2 Liveübertragung, 2017-09-03 (37:10).
  52. Video, 2017-08-30 (3:36).
  53. Liveübertragung, 2018-05-04 (47:57).
  54. Video, 2020-03-23 (0:01).
  55. Liveübertragung, 2020-03-28 (54:48).
  56. Liveübertragung, 2020-03-28 (32:30).
  57. Video, 2018-04-05 (1:01:40).
  58. 58.00 58.01 58.02 58.03 58.04 58.05 58.06 58.07 58.08 58.09 58.10 Newsletter, 7 August 2018
  59. Liveübertragung, 2019-07-26 (1:10:44).
  60. 60.0 60.1 60.2 60.3 Liveübertragung, 2018-09-01 (1:02:99).
  61. Interview, 2020-10-17 (53:50).
  62. Liveübertragung, 2020-03-28 (1:41:11).
  63. Interview, 2018-10-20 (12:38).
  64. 64.0 64.1 64.2 Interview, 2020-07-19 (1:21:49).
  65. steven-alpha-1-map.png
  66. 66.0 66.1 Blog: Creative Director's Letter, October 16 2020
  67. Interview, 2018-08-08 (18:55).
  68. 68.0 68.1 Interview, 2018-08-08 (19:02).
  69. Liveübertragung, 2020-01-30 (35:12).
  70. steven-naval.png
  71. alpha-1-participation.png
  72. alpha-1-phase-2.png
  73. Liveübertragung, 2020-08-28 (1:29:17).
  74. 74.0 74.1 74.2 Liveübertragung, 2019-01-11 (41:20).
  75. Interview, 2018-10-20 (11:38).
  76. Liveübertragung, 2019-11-22 (59:37).
  77. 77.0 77.1 77.2 Interview, 2018-08-17 (8:16).
  78. 78.0 78.1 Liveübertragung, 2019-01-11 (58:40).
  79. Reddit Q&A, 8 January 2019.
  80. 80.0 80.1 Interview, 2018-08-08 (19:40).
  81. 81.0 81.1 Interview, 2018-08-17 (12:05).
  82. 82.0 82.1 Interview, 2018-12-06 (2:04).