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Das Wachstum der Werte erfolgt in der folgenden Reihenfolge:[1]

  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.[2]Steven Sharif

Die Wahl des Berufes hat keinen Einfluss auf die Werte eines Spielers.[3]


Primäre Fähigkeiten (Klassenfähigkeiten) basieren auf dem Archetyp eines Spielers.[5] Spieler können ihre primären Fähigkeiten durch die Ergänzung um einen sekundären Archetyp (Sekundärklasse) personalisieren.[5][6]

  • Die Wahl des gleichen primären und sekundären Archetyps erhöht die Betonung auf diesen Archetyp.[7]
  • Jede Fertigkeit im Primärbaum hat mindestens vier Erweiterungsmöglichkeiten aus dem Sekundärbaum.[8]
  • 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.[9]
  • Das Ändern der Fertigkeitserweiterungen erfordert, dass der Spieler zu einem NSC in einem Dorf-Knotenpunkt oder höher geht.[10]
  • Aktive Fähigkeiten können nach der Anwendung einer Erweiterung völlig anders aussehen.[11]

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.[11]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.[12]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.[13]Steven Sharif

Skill points

Alpha-1 early preview skills UI.[14]

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.[14]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.[15][16][17][18]

  • It will not be possible to max all skills in a skill tree.[18]
  • 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.[19]
  • Players are able to reset and reallocate their skill points.[20]

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.[21]Steven Sharif

Siehe auch