Glorious Wiki readers. We are adding the Midnight Magic video and livestream to the wiki. We appreciate your patience as we process the new and updated information! |
Fähigkeiten
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][3]
- Die Wahl des gleichen primären und sekundären Archetyps erhöht die Betonung auf diesen Archetyp.[4]
- Jede Fertigkeit im Primärbaum hat mindestens vier Erweiterungsmöglichkeiten aus dem Sekundärbaum.[5]
- 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.[6]
- Das Ändern der Fertigkeitserweiterungen erfordert, dass der Spieler zu einem NSC in einem Dorf-Knotenpunkt oder höher geht.[7]
- Aktive Fähigkeiten können nach der Anwendung einer Erweiterung völlig anders aussehen.[8]
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.[8] – 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.[9] – Steven Sharif
The idea behind the system is that you're 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 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.[10] – Steven Sharif
Talentpunkte
Spieler erhalten Talentpunkte wenn sie im Level aufsteigen. Diese können genutzt werden um Aktive, Passive oder Kampf/Waffen- Talentbäume zu erlernen/verbessern.[13][14][15][16]
- Es wird nicht möglich seine alle Talente in einem Talentbaum auf ihr maximal Level zu bringen.[16]
- Spieler können wählen zwischen "horizontaler" Klassenentwicklung(viele verschieden Fähigkeiten) oder "vertikaler" Klassenentwicklung(wenige, aber gut entwickelte Fähigkeiten) wählen.[17]
- Es wird möglich sein Talentbäume zurückzusetzen und die Talentpunkte neu zu verteilen.[18]
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.[19] – Steven Sharif
Aktive Fähigkeiten
Die Spieler können ihre Charaktere mit den aktiven Fähigkeiten zusammenstellen, die sie sich wünschen.[20]
- Den Spielern werden keine Fertigkeiten zugewiesen, wenn sie aufsteigen, sie müssen entscheiden, welche Fertigkeiten sie erlernen wollen.[6]
- Die Anzahl der Fertigkeiten auf der Aktionsleiste wird begrenzt sein (unter 30).[21]
- Zum Beispiel: Ein Kämpfer unterscheidet sich von einem anderen, je nachdem, welche aktiven Fähigkeiten sie gewählt haben.[21]
- Durch die Wahl der Fertigkeiten können die Spieler ihre Kampferfahrung so gestalten, dass sie sich auf Tab-gesteuerte Fertigkeiten, action-orientierte Fertigkeiten, oder eine Mischung aus beidem konzentrieren können.[22]
- Es gibt kein Zauberbuch, das gelernt werden muss.[23]
Fertigkeiten und Werte auf Ausrüstungsgegenständen
Handwerkerkönnen der Ausrüstung verschiedene Fertigkeiten/Fähigkeiten und Werte zuweisen .[24][25]
- Handwerksmeister können einige (aber nicht alle) Werte ihrer hergestellten Gegenstände beeinflussen. [24][26]
- Die Stats von hergestellten Gegenständen variieren je nach Seltenheit des Gegenstands.[27]
- Es wird auch Methoden zum Verschieben von Stats geben, aber das wird nicht unbedingt eine leichte Aufgabe sein.[28][24]
- Alle Ausrüstungen können beliebige Werte zugewiesen werden.[24]
Handwerker werden in der Lage sein, Stats neu auszurichten; und es wird ein paar andere Möglichkeiten geben, Dinge zu verschieben, um sowohl das Aussehen als auch den Stat zu erstellen, nach dem ihr sucht. Es wird nicht immer einfach sein. Damit sind viele Herausforderungen verbunden. Aber das Ziel ist es, euch die Möglichkeit zu geben, eure Ausrüstung so anzupassen, wie ihr es wollt[24] – Jeffrey Bard
Nicht alle Rüstungssets werden die Vorlage-Art von Set sein. Sie werden die Einflüsse des Handwerkers enthalten, wenn es sich um ein handgefertigtes Set handelt. [25] – Steven Sharif
Die Ausrüstung ist in Kernstatistiken und Zusatzstatistiken unterteilt.[29]
- None -
- None -
#REDIRECT MediaWiki:Weapon combo system/de
Anstelle einer herkömmlichen automatischen Angriffsfähigkeit wird in Ashes of Creation ein Waffeneinsatz-Kombinationssystem (auch als Combo-System '[31], und Waffeneinsatzfähigkeitbezeichnet) verwendet.[32]) is utilized instead of a traditional ability in.[33][31][34]
- Das Combo-System besteht aus einer Folge von Kampfanimationen basierend auf dem Waffentyp,die als Kampfanimationsmontage bezeichnet wird.[35]
- Combos werden ausgelöst, indem einfache Waffenangriffe ausgeführt werden (Standard Q oder linker Mausklick). [36]
- Nehmen wir zum Beispiel an, du verwendest einen zweihändigen Kriegshammer oder so etwas und hast hast eine Reihe von Waffenkombinationen, die einen Animationsstil abspielen, der darauf basiert, wie viele Kombinationen du mit diesem Kriegshammer in einen Angriff gehst. Der erste wird also wie ein Vorwärtsschwung sein. Der Zweite wird ein Rückschwung sein. Der dritte wird nach unten schwingen und der vierte wird eine Drehung sein, die du machst; und das nennen wir die Combo-Animationsmontage[35] – Steven Sharif
- Dieses System spielt eine große Rolle in den Waffen-Skill-Bäumen, die für Alpha-2 und darüber hinaus geplant sind.[37]
- Der Waffen-Fähigkeitsbaum funktioniert so, dass du in verschiedenen Phasen dieser Kampfmontage verfügbare Procs habst, die auftreten können. Der erste Schwung könnte ein kleines Wackeln sein, das die Genauigkeit deines Gegners um 15 verringert, das könnte ein Proc sein, den du in diese Abnahme der Genauigkeit spezifizieren könntest – könnte ein Statuszustand sein, der Stagger oder Verwirrt oder was auch immer genannt wird – und das könnte existieren für drei oder vier Sekunden. Deinezweite Option aus Sicht des Fähigkeitsbaums könnte der Rückschwung sein. Du habst eine Art sich verjüngenden langsamen Effekt, der länger als drei Sekunden dauert – eine Art sich verjüngende Snare; und dann könnte der dritte Schritt nach unten ein potenzieller Betäubungsstatus-Modifikator für eine Sekunde sein; und jedes davon könntest du in zusätzliche Punkten spezifizieren, um die Wahrscheinlichkeit zu erhöhen, dass diese procen.[35] – Steven Sharif
- Abhängig von der Wahl Klassenfertigkeit haben diese Effekte Synergieeffekte mit der Kampfmontage.[35]
- Je nachdem, welche Klassenskills du gewählt hast, haben diese Synergieeffekte mit dem Waffenskillbaum. Meine Fähigkeit namens Spin-to-Win könnte also 30 zusätzlichen Schaden an einem gestaffelten Ziel anrichten. Ich sehe also, wann mein Proc mit dem Staffelungseffekt bei meinem ersten Schwung auftritt, als ob ich als Spieler nur daran interessiert wäre, diesen ersten Schwung zu landen, also werde ich hin und wieder einmal schwingen und dann werde ich es tun benutze eine Fertigkeit und dann komme ich zurück und schwinge wieder, weil das meine erste Swing-Montage spielen wird, weil sie unterbrochen wurde. Also werde ich nicht zum zweiten übergehen, weil ich wirklich nur diesen Staffelungseffekt erreichen möchte. So wird also meine Rotation ausgerichtet sein. Ich habe jedoch möglicherweise die Fähigkeit, dass es bei einem betäubten Ziel ein sofortiger Zauber ist und es ist wie eine Kraft, die du drückst, oder einen Krafttreffer und das tut es – es stößt ein betäubtes Ziel zurück. Wenn das Ziel also betäubt ist, wenn diese Fertigkeit gespielt wird, hat es einen zusätzlichen Effekt des Niederwerfens, und jetzt wird es für weitere zwei Sekunden niedergeschlagen. Jetzt könnte ich darauf eingehen und möchte daher zu Ende führen: schwingen, schwingen und dann niederschlagen. Also bekomme ich meine Chance, dieses Ziel mit dieser Waffenfertigkeit zu betäuben.[35] – Steven Sharif
- Waffenfortschritte wie Set Boni können sich ändern, auf welcher Stufe proc-Effekte auftreten und daher unterschiedliche Combo-Rotationen ermöglichen. [35]
- Möglicherweise hast du Gegenstände oder Set-Boni, die ändern, auf welcher Ebene diese Procs auftreten. Ich habe also möglicherweise eine vollständige Kampfrüstung, die alle Combo-Procs für den dritten Treffer in Anforderungen für den zweiten Treffer umwandelt, und jetzt habe ich nicht nur die Chance, bei meinem zweiten Treffer diese langsame Verjüngung zu landen, sondern ich habe auch die Chance, meine Ein-Sekunden-Betäubung zu landen proc, weil ich das komplette Set habe, das meine Waffenentwicklung verändert. Auf diese Weise funktioniert die Itemisierung also mit Ihrem Waffen-Fähigkeitsbaum. Du kannst sie verbessern, wenn diese Waffen-Fertigkeitsbäume in deiner Kampfmontage verfügbar werden, und das kann ein relevanter Faktor dafür sein, wie deine Fähigkeitsrotationen zum Tragen kommen und mischt sich mit deinen Waffenangriffen.
- Die Wahl der Waffenfähigkeiten und Rotationen hängt davon ab, ob sich der Spieler mehr auf PvP oder PvE konzentrieren.[35]
- Im Moment mögen manche Leute einfach sagen: „Ich kümmere mich überhaupt nicht um meine Waffenangriffe. Ich werde nicht viele Punkte dafür investieren. Und wenn ich das tue, wird es sich hauptsächlich auf PvE konzentrieren, wo ich mich wohler fühle, wenn ich nur meine Waffe schwinge, und ich benutze sie vielleicht nicht so oft im PvP. Ich werde mich nur auf die Skill-Rotationen konzentrieren.“ Das ist in Ordnung, aber der Grund für diese Fertigkeitsmontagen – zurück zu deiner Frage – ist, dass sie aus Sicht des Waffenfertigkeitsbaums eine sehr relevante Rolle dabei spielen, wann bestimmte Procs online gehen.[35] – Steven Sharif
- Die Verwendung einer anderen Fertigkeit/Fähigkeit als eines Basisangriffs setzt die Combo im Allgemeinen zurück.[36]
- Die Entwickler erwägen, dass bestimmte Fähigkeiten möglicherweise verwendet werden können, ohne das Combo-System zurückzusetzen.[36]
Es verhält sich ähnlich im Sinne der Kernschleife dessen, was sozusagen ein Auto-Angriff ist; Wo normalerweise deine anderen Fähigkeiten eine Abklingzeit haben, haben sie eine Rotation oder was auch immer: Unser Combo-System ist ein wiederholbarer Fähigkeitseffekt, mit dem ihr kontinuierlich angreifen könnt, aber es ist ein bisschen komplizierter als das, was ein herkömmlicher automatischer Angriff ist; und es hat Komponenten aus Sicht der Weiterentwicklung, wenn es um die Arten von Procs geht, die deine Waffe während dieses Combo-Systems haben kann ... Es wird nicht das Quick-Time-Event geben, das ihr schon früh in PAX gesehen und großartiges Feedback dazu gemacht habt, aber es wird sich weiterentwickeln in Bezug auf die Kraft der Waffe, die Art der Waffe, die ihr verwendet, die zusätzlichen Proc-Effekte, in die ihr euch einarbeiten könnt: Diese Art von Dingen wird es ein bisschen mehr Komplexer machen als in einer Systemerfassung[31] – Steven Sharif
Status
The weapon combo system plays heavily into the weapon skill trees, which are planned for Alpha-2 and beyond.[37]
- The weapon use ability that was originally shown at PAX West 2017 was reduced to a basic form in Alpha-0.[32] The new combo system will not have the quicktime event that was seen in PAX West 2017.[31]
- A revised weapon combo system was present in Alpha-1.[31][38] This was referred to as Combo system[31], Combat skills[14], and Combat tree[15].
Kampffähigkeiten
The aspiration for combat is for abilities to have corresponding counter-play abilities.[39]
- The goal is to have special animations for parrying, blocking and evading.[40]
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 stuff to show up.[40] – Jeffrey Bard
Crowd control
Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[41][39]
- CC effects do not apply to Non-combatant (green) players. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[42]
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Waldläufer.[43][44]
- Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[45]
- There's also going to be effects that just stun the mount or stun you on the mount.[45] – Steven Sharif
- Summoner's summons will be able to use crowd control.[46]
- All archetypes will have their own versions of CC breaks.[47]
Skill | Icon | Origin | Description |
---|---|---|---|
Air Strike | Waldläufer | Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[48] The root effect is nature based.[49] | |
Ancestral Bolas | Tank | Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[50] | |
Chain Lightning | Magier | Release a powerful streak of lightning that hits your primary target and then chains outward to up to 5 nearby enemies from that target, dealing (175%🢆) lightning damage to each. Applies 20 stacks of Shocked to targets with Volatile.[51][52][53] | |
Chains of Restraint | Kleriker | 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.[54][55] | |
Condemn | Kleriker | Stun target enemy for 3 seconds.[56][57] | |
Crippling Blow | Kämpfer | Deal Physical damage and apply Snare to target enemy for 6 seconds.[58] | |
Fissure | Magier | Call forth a line of jagged earthen spikes in a line in front of you, dealing (175%🢆) pierce damage, applying Staggered, and launching each enemy hit.[59] | |
Grapple | Tank | 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.[60][61] | |
Imbue Ammo: Weighted | Waldläufer | Imbues your ammunition with weight. Enemies hit by your bow attacks suffer the Snared status effect, reducing their movement speed by 50%. Each application applies 3 seconds of duration to the target, up to a maximum of 12 seconds. 10 charges.[62] | |
Knock Out | Kämpfer | Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[63] | |
Leap Strike | Kämpfer | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[64] | |
Quake | Magier | Held ability: Slam down, causing a powerful earthquake around your character that deals (200-500%🢆) bludgeon damage depending on how long it was charged. Additionally this ability applies Staggered to all enemies around the caster, unless fully charged, in which case it applies Tripped.[65] | |
Slam | Tank | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[66] | |
Slumber | Magier | Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect. Duration is reduced by 20% for each additional target hit, to a minimum of 40% of base duration.[67][68][69] | |
Tremoring Bellow | Tank | 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.[70] |
- There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[39][71]
- Diminishing returns on CC effects have not yet been implemented in Alpha-1 testing.[72]
- Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[39] – Steven Sharif
- Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[73]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[74][75]
- Lockdowns won't likely be tab-targeted skills. This is to avoid imbalanced combos with skill shot (action targeted) abilities.[75]
- 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 feel.[39] – Jeffrey Bard
- Soft CC's are in the tab-targeted abilities.[76]
Mobilität
- The revamped combat system features split-body animations, where the character's upper body can be locked by weapon attack animations while the lower body is free to continue moving.[79][80][81][82][83]
- A lot of abilities you have the capability of moving while casting. It's going to decrease your movement speed significantly or depending on the type of ability. We do reserve the cost- and that's really what it is when you tie ability usage to mobility- we do reserve the cost of requiring the character to remain stationary on some big effect type abilities.[79] – Steven Sharif
- Most abilities in Ashes of Creation are capable of being cast while moving. Some abilities may slow the caster down during the cast, but only rarely will the player be rooted in place.[79][84]
- Movement speed can decrease significantly depending on the type of ability.[79]
- Weapon weight can also affect mobility.[80]
- Fähigkeiten with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[79][84][85][86]
- 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.[84] – Steven Sharif
- Ranged archetypes will have gap openers to counter gap closers from archetypes like the Kämpfer.[87]
- That's the cat-and-mouse of these abilities. Like we've seen with the Ranger, they have a backflip, they have their Airdrop [sic] ability. The Mage has teleportation. There are going to be abilities that are tit-for-tat; and managing the resource of those abilities and the timing of when you use them to either correlate to your opponent's use of those things, or to save them for yourself when you want to get away, that's part of what makes the engagements dynamic and different each time.[87] – Steven Sharif
- Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[88][89]
- 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.[93] – Steven Sharif
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Waldläufer.[43][44]
- If we're talking about Fighter, they're going to have a lot of heavy gap closers. They can probably be a little bit more liberal in the use of their gap closers because they have so many of them, versus let's say a Ranger that needs to choose when to use their escape abilities, because they have fewer of them. The same would be true for a melee character like a rogue. Their approach vector is going to be more stealth-driven than it would be perhaps let's say from a gap-closer perspective.[43] – 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.[44] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Air Strike | Waldläufer | Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[48] The root effect is nature based.[49] | |
Blink | Magier | Instantly teleport a set distance in the direction you are moving.[94][95] | |
Blitz | Kämpfer | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[96] | |
Call of the Wild | Waldläufer | Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[97] | |
Caravan Trail Speed Bonus | Caravan | Minor speed boost for travelling on a simple trail.[98] | |
Exert | Kämpfer | Consume your Combat Momentum rapidly, gaining 20% increased attack and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted.[99] | |
Form Of Celerity | Kämpfer | While in this form, the caster receives +2% Movement Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[100] | |
Form Of Fluidity | Kämpfer | While in this form, the caster receives +4% Disable Resistance Chance per 10 Combat Momentum, up to a maximum of +40%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[101] | |
Leap Strike | Kämpfer | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[64] | |
Lunging Assault | Kämpfer | Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing damage to enemies in front of you. You are immune to hard crowd control effects while performing this ability.[102] | |
Recharging Lunging Assault | Kämpfer | Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[103] | |
Shield Assault | Tank | 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.[104] | |
Speed Boost | Caravan | Gives the caravan a temporary speed boost.[105] | |
Unstoppable Exert | Kämpfer | Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[106] | |
Whirlwind | Kämpfer | Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[107] | |
Wings of Salvation | Kleriker | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[108][109] An ally is defined as any non-combatant player or non-mob NPC.[110] |
Player movement
- Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[112]
- 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
- There is a toggleable walk/run (autorun) capability.[114]
- There is not going to be any "go to waypoint" (auto-pathing) mechanics.[115]
- Double-jumping has been considered as an option for player mounts.[117]
- Unreal Engine 5 mantling was demonstrated by the developers.[88][118]
Collision
There are player and spell/projectile collision mechanics in Ashes of Creation.[119][120][121]
- 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.[122][121]
- Reittiere and players cannot stop caravans and other vehicles from moving. Nothing can move or block ships.[123]
- Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[124]
- Player collision inherently limits the number of individuals that can be affected by AoE skills.[119]
- Not all projectiles can be body-blocked.[120]
- Not all projectiles can be body-blocked. Some potentially can, but there will be certain abilities and effects, like a shield wall, that can that can be brought up and that will obscure line-of-sight to the target as well; and it will restrict some of those attacks from occurring.[120] – Steven Sharif
Ausweichen
Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[125][126][127]
- Ausweichen is a universal skill that is able to be unlocked by all archetypes.[128][129]
- Dodging will not use I-frames (invincibility frames), but it may affect accuracy and mitigation stats when used.[125]
- Previously it was stated that hybrid combat will likely have true evasion skills relating to action-oriented combat and also have I-frames that apply to tab targeting.[127]
- 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.[126] – Steven Sharif
Aktives Blocken
Das Paladin's Might Schild in Ashes of Creation Apocalypse hatte eine eigene Hitbox mit Lebenspunkten (HP). Dieser Schild kann Projektile aktiv abwehren.[131]
- Die Entwickler sind sich noch uneinig, ob aktives blocken ein Teil des MMOs sein wird. Derzeit neigen sie eher zur traditionellen buff-orientierten universellen Schadensmilderung aber ziehen auch eine Kombination zwischen action-based blocken und dem Wasserfall Stat system in Betracht.[132]
In APOC gab es ein Schild, welches ein aktives Schildblock aktion basiertes system benutzte; die Daten, die wir daraus sammelten, verrieten uns, dass die Anzahl der Spieler, die dieses Schild wirksam und essenziell benutzten, gering war; es besteht die Sorge, dass das Implementieren eines Aktion begrenzten aktiven Schildblocks im Kontrast zu dem Traditionellem, aktivieren eines Buffs, welches eine adjustierte Schildblockrate gewährt, universell gegen einkommenden Schaden wirkt und mit den Stats der Spieler interagiert, steht. Letzteres ist etwas was wir in das hybrid Kampf System integrieren wollen.[132] – Steven Sharif
Das ist etwas, was wir weiterhin wiederholt und aktiv im unserem hybrid Kampf System testen werden. Natürlich wollen wir, dass Aktions basierte Komponenten mit dem Waterfall Stat System interagieren; es hört sich für manche wie ein Widerspruch an Aktion und Tab Elemente zu kombinieren, aber das muss es nicht. Aktion Elemente können so zum Beispiel angewandt werden - Gehen wir davon aus man benutzt das Schild um ein herangeflogenes Projektil oder eine Fähigkeit, die aus einer gewissen Zone gefeuert wurde, abzufangen. Durch das Blocken des Projektils oder der Fähigkeit erhält man 80% Schadensreduktion oder 80% Bonus physikalische Verteidigung auf das Schild; und wenn das Projektil oder die Fähigkeit außerhalb einer bestimmten Zone abgefeuert wurde und man diese abfängt, erhält man einen geringeren Bonus; und das ist was passieren würde, wenn man beispielsweise den Stat der physikalischen Verteidigung des Schildes in Betracht zieht, man fügt es als reduzierender Faktor zum eingehenden Schaden hinzu aber man erweitert das System mit dem Waterfall Stat, welcher für die Reduktion des Schadens durch Schilden verantwortlich ist, auch genannt Schildrate; dann würde man beispielsweise statt 80% Schadensreduktion 87% Schadenreduktion erhalten, weil man diesmal die persönlichen Stats in Betracht gezogen hat; und wenn ein Projektil oder eine Fähigkeit nicht in einer bestimmten Zone abgefeuert wurde ist es um 50% wirksamer satt nur um 40%. Dieses Beispiel ist nur dazu da um einen Einblick zu gewähren was es erfordert, um Skills festzulegen und um zu zeigen, wie sie Aktions basierend interagieren.[132] – Steven Sharif
Unterbrechungen
Abilities with a cast bar can be interrupted during the cast.[86]
- There are abilities to counter interrupts.
- Some interrupts are better than others.
Skill | Icon | Origin | Description |
---|---|---|---|
Bulwark | Tank | Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[133][134][135][136] |
Aggro/Threat generation
Aggro (Bedrohung/Hass) wird eine Rolle spielen.[137]
- Aggro basiert auf einer Bedrohungstabelle.[137]
Skill | Icon | Origin | Description |
---|---|---|---|
Ancestral Bolas | Tank | Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[50] | |
Grapple | Tank | 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.[60][61] | |
Hatred | Tank | Single target that adds hate.[138] | |
Inciting Strikes | Tank | Slashes twice in a forward cone while adding additional threat.[139] | |
Shield Assault | Tank | 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.[104] | |
Slam | Tank | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[66] |
Animation abbrechen
Animation abbrechen will not be a combat mechanic in Ashes of Creation.[140][141]
- Players will be able to cancel channeled abilities.[140]
Spalten
Alle Waffen haben einen Vorwärtsangriffskegel, unabhängig davon, ob sie sich im Modus Tab oder Action Modus befiden. [142]
Stangenwaffen zum Beispiel haben einen viel breiteren Bogen und viel weiter nach außen. Dolche haben einen feiner abgestimmten Bogen, also musst du in dieser Hinsicht präziser sein.[142] – Steven Sharif
Dies wird als Waffenangriff beschrieben, nicht als aktive Fähigkeit.[142]
Combat stances
The use of weapon stances in game is likely.[144]
RNG
RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[145]
- RNG plays a role in both PvP or PvE.[146]
- Action combat is far less dependent on RNG.[146]
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 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.[146] – Jeffrey Bard
Zielen im Kampf
Hybridkampf bezieht sich auf die Wahl zwischen Tab und Action Kampf in Ashes of Creation.[149][150][151][152] Eine Umschalttaste (Standard , kann aber an eine andere Taste gebunden werden) erlaubt dem Spieler, zwischen Action- und Tab-Kampfmodi zu wechseln.[153][154][142][155]
- Die Action-Modus-Kamera ist mit dem Fadenkreuz des Spielers verbunden.reticle (crosshair).[156][157]
- Gezielte Fähigkeiten erfordern entweder ein Softoder or hard gesperrtes Ziel. [156]
- Soft locking ist, wenn sich das Fadenkreuz im Aktionsmodus über ein gültiges Ziel bewegt . Die Zieltafel erscheint leicht ausgegraut, um anzuzeigen, dass es sich um ein Soft-Lock-Ziel handelt. Bewegt sich das Fadenkreuz vom Ziel weg oder bewegt sich das Ziel vom Fadenkreuz weg, geht das Ziel verloren. [156].
- Hard locking ist, wenn der Spieler die rechte Maustaste auf einem weich gesperrten Ziel im Aktionsmodus verwendet oder wenn der Spieler ein gültiges Ziel im Tab-Modus auswählt . Die Zieltafel wird nicht ausgegraut, um anzuzeigen, dass ein fest fixiertes Ziel ausgewählt ist. Anders als beim Soft Lock geht das Ziel nicht verloren, wenn es sich aus dem Fadenkreuz bewegt. Tabwechselt im Aktionsmodus basierend auf der Annäherungspriorität weiterhin zwischen hart gesperrten Zielen. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[159][156]
- Skillvorlagen ermöglichen im Aktionsmodus "blindes Schießen" ohne Ziel . Wenn sich eine Entität in den Angriffspfad bewegt, kann sie getroffen werden.n [160][161][156]
Q: Was sind die Vorteile von Tab versus Action? Ich habe das Gefühl, dass viele Leute denken, dass Tab einfach einfacher ist, also warum sollte ich Aktion verwenden?
A: Wenn die dich in einer massiven Schlägerei befindest, könnte die Fähigkeit, Ziele auszuwählen, die weit hinten liegen, für Benutzer von Tab-Zielen vorteilhafter sein, da sie klicken können, aber die Reaktionszeit, um ein Ziel zu erreichen Ziel für einen Cursor im Vergleich zum Erfassen eines Ziels für ein Fadenkreuz ist viel schneller und weniger umständlich, da es nicht so viele Aktionen seitens des Benutzers erfordert.[162] – Steven Sharif
Vorlagen und zielgerichtete Versionen von Fähigkeiten haben unterschiedliche Eigenschaften.[148][153][163][75][164]
- Skill-Fortschritte, die Zuweisung von Skillpunkten wird vom Spieler bestimmt. Der Spieler wird in der Lage sein, entweder eher Tab-Target-orientierte Fähigkeiten oder mehr aktionsbasierte Fähigkeiten zu wählen und sein spielbares Erlebnis an seine Vorlieben anzupassen. Aus balancierender Sicht müssen wir für uns Entwickler sicherstellen, dass bestimmte Fähigkeiten bestimmte Funktionen beherbergen, damit es ein Gleichgewicht zwischen Skillshots und Tab-Target-Fähigkeiten gibt.[75] – Steven Sharif
- Zielfertigkeiten werden ausgegraut, wenn sich das Ziel nicht innerhalb einer gültigen Reichweite befindet, aber bei Skillvorlagen muss der Spieler im Allgemeinen die richtige Reichweite für die Fertigkeit einschätzen. [165]
- Unterschiedliche Ränge des selben Fähigkeiten können die Fertigkeit von Registerkarte zu Aktion oder umgekehrt ändern.[12]
- Die Variablen ändern sich je nachdem, welche Version einer Fertigkeit ausgewählt wird. [164]
- Es ist möglicherweise nicht möglich, nur aktions- oder tabellarische Fähigkeiten vollständig zu spezifizieren. Es kann eine Obergrenze von 75 % für die Auswahl von Fähigkeiten eines beliebigen Typs geben.[75]
- Aus Gründen der Ausgewogenheit sind bestimmte Fertigkeitstypen entweder Registerkarten- oder aktionsorientierte Fertigkeiten. [74]
- Als Beispiel: Sagen wir, du spielst eine Fernkampfklasse. Du könntest einen aktionsorientierten Power-Shot in deinem Fähigkeitsbaum haben oder einen Power-Shot auf ein einzelnes Ziel haben, der ansteigt und mehr Schaden anrichtet.[164] – Steven Sharif
Alpha-1 Kampfziele
Action combat in Ashes of Creation Apocalypse utilizes a targeting reticle.[168]
- A hot key can be used to toggle reticle mode on and off.[168]
- Left mouse click is used for basic weapon attacks.[169]
- Right mouse click is used as a "focus" button. It can also be used to activate root motion attacks for melee.[169]
- Combat targeting uses hitbox registration in three separate regions: Upper body, lower body and head.[170]
- Certain weapons and skills have ADS (Aim Down Sights) functionality.[171][172]
There will be aim down sights. You may have seen it that you can aim down sights on weapons; and there will be scopes on like crossbows and stuff that - arcane scopes - that you can use.[171] – Steven Sharif
Some spells do have ADS. There's a long-range meteor blast that can be used from one of the spell books; and that has an arcane zoom in. It lets you zoom into a target.[172] – Steven Sharif
Alpha-1 will test hybrid action/tab combat.[163][173]
Kopfschuss-Mechanik
Kopfschuss-Mechanik (where there is a specific hitbox for a player's head) are not planned for the Ashes of Creation MMORPG.[174][175][176]
- Headshots were a part of Ashes of Creation Apocalypse battle royale.[176]
- Previously it was stated that headshot mechanics may be implemented in the MMORPG along the lines of a higher critical chance[177][178] and that they would not be one hit kills.[177]
- Headshots in action combat are equivalent to a critical hit in tab targeted combat.[179]
- Players relying on tab skills will have a fixed critical hit chance every time they use an ability or weapon.[179]
- Players using action-based skills are going to rely on getting a head shot or hitting a critical spot on the opponent.[179]
- A Ranger skill called Headshot was introduced leading up to Alpha-2 testing.[180]
Ultimate skill
Ultimate skills are very powerful skills that can be used when enough focus has been accumulated from using the Waffen-Kombo-System.[181]
Skills by archetype
Bard skills
Bards fill a tactical non-healing hard support role. They will have more significance based on their mobility and placement in the battle.[182][183][184][185]
- Q: Give us a hint on their mechanic please?
- A: Proximity based skill combination melodies, through dance song and story. Hard utility and support, you will see in the future.[182]
- Bard mechanics include proximity-based skill combination melodies through dances, songs, and stories.[182][183][186]
- Bards can choose to activate buffs that augment tanking, evasion, DPS and healing abilities in their proximity.[187]
- Some buffs are related to how the bard performs in combat: If a bard lands a skill shot against a target, allies within a certain range might be granted a temporary buff that relates to the skill that the bard used.[188]
- Bards can offer proximity-based or proc-based healing, but to a much lesser degree than Clerics.[183][184][189]
- Bards may be able to aid in the restoration of Mana.[190]
- 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.[188] – Steven Sharif
- Bards will have a wide range of abilities to choose from, such as wordsmithing, acting, and musical aspects.[191]
- Bards are intended to not be purely support focussed. They will be a "jack of all trades", including offensive and defensive combat abilities in addition to support abilities and buffs.[195][196]
- 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.[184] – Steven Sharif
- Bards will not be the "downtime" class. This is the role of social spaces within nodes.[196]
- Bards will have utility outside of combat, like all other classes.[198]
- In other games, Bards tend to be a relatively passive 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 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 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.[199] – Jeffrey Bard
Cleric skills
Restoration. Enhancement. Debilitation. Clerics keep their team in the fight by bolstering their combat abilities and cursing their enemies. Far from simply supporting their allies through healing, a Cleric is also capable of wielding destructive force in the face of danger.[200]
- Clerics have control over life and this may relate to utility abilities that relate to corruption.[201]
- There will be a healthy combination of healing and offensive spells available to allow a Cleric to level and progress as a solo player. It's left to the player to decide whether they will spec into more solo or support-oriented group-focussed gameplay. Choice of a secondary archetype will enable further customization in this respect.[202][203]
- There's going to be a significant amount of offensive capability for the Cleric because we don't want to create that dynamic where cleric as a support class is inoperable without a companion or a party to go with. We want that Cleric to still be able to survive on their own: to be able to level and progress as a solo player.[203] – Steven Sharif
Skill | Icon | Source | Description |
---|---|---|---|
Barrier | Alpha-2 | Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[204][205] | |
Bless Weapon | Alpha-2 | Imbues your target's weapon with radiant light, causing each of their weapon combo attacks to deal additional radiant damage and applies a mana regeneration buff to the caster. Each hit extends the duration of the mana regeneration buff, up to a maximum of 15 seconds. Has a 10% chance to proc bonus radiant damage and apply a stack of Burning to the target.[206][207] | |
Castigation | Alpha-1 | Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[208][134][209][210] | |
Chains of Restraint | Alpha-2 | 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.[54][55] | |
Communal Restoration | Alpha-2 | Restore health to all party members in range instantly, plus additional healing over time. Allies under the HoT also receive +10% maximum health for its duration.[211][212] This can overheal.[211] | |
Condemn | Alpha-2 | Stun target enemy for 3 seconds.[56][57] | |
Consecrating Wave | Alpha-2 | Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[213][214] | |
Defiant Light | Alpha-2 | Heal target ally for 50% of their maximum health over 10 seconds. If that target would receive fatal damage while under this effect, this effect is consumed and prevents that target's death, healing them for 25% of their maximum health instead.[215][216] | |
Deliverance | Alpha-2 | Held ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged and the more % missing health of the target.[217][218] | |
Devotion | Alpha-1 | Launch an orb of energy into the air that will fall upon your target, healing them.[219][134][220][210] | |
Divine Censure | Alpha-1 | Hurls a radiant spear at the target, dealing damage.[221][134][222][210] | |
Divine Flare | Alpha-2 | Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[223][224] | |
Divine Infusion | Alpha-2 | Consume Divine Power to instantly complete the remaining cast time of any healing spell currently being cast. The amount of Divine Power consumed is proportional to the amount of cast time remaining upon activation.[225][226][227][228] | |
Divine Light | Alpha-1 | Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[229][134] | |
Flash Cure | Alpha-2 | Instantly heal target ally. This may be used during other ability activations.[230][231] | |
Healing Touch | Alpha-2 | Heal target ally in melee range for a large amount of health.[232][233] | |
Judgment | Alpha-2 | Cast a heal on target ally for a large amount of health. If this is cast on an enemy, it instead deals radiant damage to the target and applies 2 stacks of Burning.[234][235] | |
Mend | Alpha-2 | Instantly launch a healing projectile toward target ally. Each charge of this ability consumed after the first has no mana cost, and restores an increasing amount of mana to the caster based on the number of missing charges. Consecutive uses of the ability will gain bonus healing.[236][237] | |
Radiant Burst | Alpha-1 | Heals allies around you in a wide area for a large amount.[238] Stacks up to 3 times.[134] | |
Regeneration | Alpha-1 | Bathe your target with restorative energy that heals them over time.[239][134] | |
Resplendent Beam | Alpha-2 | Held ability: Fire a beam of healing energy toward a target ally. Charging this spell allows the beam to bounce to up to 5 additional friendly targets closest to the original target, based on how long it was charged. The amount of healing is reduced for each subsequent target.[240][241] | |
Resurrection | Alpha-1 | Resurrects a dead ally with 25% health and 15% mana.[242][134][243][210] | |
Smite | Alpha-2 | Smite your target, dealing instant damage and applying a stack of Burning to target enemy. Has no cast time and deals increased damage if activated within melee range of the target. This attack always critically hits on targets under the effect of Condemn.[56][244] | |
Soothing Glow | Alpha-2 | Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[245][246] | |
Wings of Salvation | Alpha-2 | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[108][109] An ally is defined as any non-combatant player or non-mob NPC.[110] |
Fighter skills
The Kämpfer archetype includes maneuverability and "closing the gap" mechanics to enable the fighter to quickly traverse distances on the battlefield as well as debuffs that can reduce healing received on a target.[247][248][249][250][251]
Skill | Icon | Description |
---|---|---|
Battle Cry | Unleash a resounding war bellow, applying the Riled effect to the caster and all nearby party members and Shaken to all nearby enemies. Gain 5 Combat Momentum for each target that was Riled. Riled targets have increased stability and have increased chance of tripping Shaken enemies.[252] | |
Blitz | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[96] | |
Blood Fusion | Return 100% of damage dealt as health and 50% of damage dealt as mana over the next 6 seconds. If activated while below 50% health, gain 25% increased damage mitigation and healing received over the duration.[253] | |
Brutal Cleave | Perform a wide sweeping attack, dealing damage to all enemies in front of you. This ability shares a cooldown with Overpower, and hitting an enemy with a weapon combo finisher reduces its cooldown by 8 seconds. +10-20 Combat Momentum (based on number of targets hit) [254] | |
Cataclysm | Deal heavy damage and apply Shaken to all enemies in a large area in front you. Shaken enemies have a 5% chance to Trip when hit, and the effect is removed when triggered. This chance doubles when hit by Riled targets.[255] | |
Crippling Blow | Deal Physical damage and apply Snare to target enemy for 6 seconds.[58] | |
Exert | Consume your Combat Momentum rapidly, gaining 20% increased attack and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted.[99] | |
Form Of Celerity | While in this form, the caster receives +2% Movement Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[100] | |
Form Of Ferocity | While in this form, the caster receives +2% Attack Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[256] | |
Form Of Fluidity | While in this form, the caster receives +4% Disable Resistance Chance per 10 Combat Momentum, up to a maximum of +40%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[101] | |
Knock Out | Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[63] | |
Leap Strike | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[64] | |
Lethal Blow | Perform a powerful descending strike upon target enemy, dealing additional physical damage based on the amount of % missing health, up to 300% base damage.[257] | |
Lunging Assault | Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing damage to enemies in front of you. You are immune to hard crowd control effects while performing this ability.[102] | |
Maim | Perform a powerful melee strike in a short forward cone, dealing physical damage to all targets hit, plus 100% additional damage to recently tripped targets.[258] | |
Overpower | Deal direct damage and apply Shaken to target enemy. This ability shares a cooldown with Brutal Cleave, and hitting an enemy with a weapon combo finisher refreshes the cooldown of this ability. +10 Combat Momentum.[259] | |
Rupture | Deal physical damage and apply a debuff to the target. While the debuff is active, the target acquires 5 wound stacks per second that they are moving. After 5 seconds, the largest takes heavy damage, plus additional damage for each stack of wound it has.[260] | |
Whirlwind | Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[107] |
- Q: What percentage of Fighter skills are templated attacks versus requiring a target?
- A: There's probably four or five abilities right now that require a single target and then I think the rest are either like on self or some template conal attack or something.[261] – Steven Sharif
Mage skills
Skill | Icon | Description |
---|---|---|
Arcane Beam | Deal (20%🢆) arcane damage to target enemy or a nearby enemy every 0.5 seconds for 8 seconds. Each hit also restores 3 mana.[262] | |
Arcane Circle | Place a powerful rune of magic upon the ground beneath you, grants Arcane Empowerment while standing within. Lasts 10 seconds.[263] | |
Arcane Empowerment | Temporarily dramatically increased cast time while active. Consume all spell charges for increased duration per charge consumed. Spell charges are generated whenever you cast an offensive mage spell while not under the effects of Arcane Empowerment. Each cast generates 1 charge, up to a maximum of 10 charges.[264] | |
Arcane Eye | Conjure a magical eye that reveals any camouflaged enemies within a 20 meter radius around you to you and all party members over the next 8 seconds.[265] | |
Arcane Volley | Fires a volley of 7 arcane missiles at your target, dealing (35%🢆) arcane damage each.[266][267] | |
Ball Lightning | Create a large ball of charged electricity that travels slowly forward, rapidly dealing (50%🢆) lightning damage and applying Volatile to enemies it overlaps with.[268][269][270] | |
Blink | Instantly teleport a set distance in the direction you are moving.[94][95] | |
Blizzard | Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Periodically pulses Chilled to targets within the area. Each shard impact deals (50%🢆) ice damage in a small area around it and applies Frozen to targets with Chilled.[271][272][268] | |
Chain Lightning | Release a powerful streak of lightning that hits your primary target and then chains outward to up to 5 nearby enemies from that target, dealing (175%🢆) lightning damage to each. Applies 20 stacks of Shocked to targets with Volatile.[51][52][53] | |
Combust | Instantly combust your target, dealing (125%🢆) fire damage and applying Conflagrating if they are Burning.[273] | |
Cone of Cold | Blasts a cone of cold in front of the caster, dealing (125%🢆) ice damage. Applies Chilled to targets hit.[268][274][275] | |
Elemental Empowerment | Whenever you cast an elemental spell, your weapon combo finishers apply a stack of Burning, Chilled, or Volatile to targets hit, based on the current empowered element. Casting a spell of another element changes your current Elemental Empowerment to that element.[276] | |
Fireball | Hurl a ball of fire toward your target, dealing (100%🢆) fire damage and applying Burning for (75%🢆) fire damage. 3 charges.[277] | |
Fissure | Call forth a line of jagged earthen spikes in a line in front of you, dealing (175%🢆) pierce damage, applying Staggered, and launching each enemy hit.[59] | |
Frostbolt | Launch a bolt of frost towards your target, dealing (225%🢆) ice damage. Applies Frozen if the target is Chilled.[278][279] | |
Lightning Strike | Held ability: Charge up a bolt of lightning to unleash upon your target, dealing (275%🢆) lightning damage based on how long it was charged. Also applies 20 stacks of Shocked to targets.[280][281] | |
Magma Field | Erupts the earth at target location, forming a boiling pool of lava that deals (50%🢆) fire damage and applies Burning at (50%🢆) fire damage power every 2 seconds to enemies within the area. Lasts 8.1 seconds.[282] | |
Meteor | Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals (200%🢆) fire damage and applies Conflagrating to targets with Burning. After landing it continues to roll forward for its remaining distance, dealing damage to enemies along its path.[283] | |
Quake | Held ability: Slam down, causing a powerful earthquake around your character that deals (200-500%🢆) bludgeon damage depending on how long it was charged. Additionally this ability applies Staggered to all enemies around the caster, unless fully charged, in which case it applies Tripped.[65] | |
Shell | Create a protective magical shell around yourself that absorbs a large amount of damage before breaking.[284][285] | |
Slumber | Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect. Duration is reduced by 20% for each additional target hit, to a minimum of 40% of base duration.[67][68][69] |
Ranger skills
The majority of a Ranger's skill tree will likely be ranged, but there will be options to incorporate melee aspects.[286]
- Some abilities require a bow to be equipped.[287][159][288][289]
- Instead of a minimum range requirement, certain Ranger skills, such as Thundering Shot, currently have variable effects conferred at different ranges.[290]
- The majority of Ranger abilities allow movement while casting. Only a few abilities impose movement penalties while casting.[287]
Skill | Icon | Description |
---|---|---|
Air Strike | Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[48] The root effect is nature based.[49] | |
Barrage | Fires a continual barrage of arrows at your target for 1.5 seconds, dealing 12% physical damage per arrow.[291] | |
Bear Trap | Spawn a Trap at the target location, which arms after 1 second. When an enemy triggers the Trap, they take damage and become Rooted for 2 seconds.[292] | |
Call of the Wild | Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[97] | |
Camouflage | You become harder to see and cannot be directly targeted. The further you are from an enemy, the more difficult you are to spot. Any outgoing combat actions cancel this effect, as well as incoming damage or other negative effects.[293] | |
Disengage | Delivers a quick kick backflipping in the opposite direction. Enemies hit are Snared for 4 seconds.[294] | |
Headshot | Deals 175% physical damage to target enemy.[180] | |
Hunt of the Bear | Call forth the spirit of the bear, imbuing yourself with increased physical mitigation.[295] | |
Hunt of the Raven | Call forth the spirit of the raven, imbuing yourself with increased physical penetration.[296] | |
Hunt of the Tiger | Call forth the spirit of the tiger, imbuing yourself with 10% increased critical damage.[297] | |
Imbue Ammo: Barbed | Imbues your ammunition with barbed thorns. Enemies hit by your bow attacks suffer the Bleeding status effect, dealing damage over time. Each application applies 3 seconds of duration to the target, up to a maximum of 30 seconds. 10 charges.[298] | |
Imbue Ammo: Concussive | Imbues your ammunition with concussive force. Enemies hit by your bow attacks suffer ten stacks of the Staggered status effect, increasing Tripped duration when applied and lowering their accuracy and evasion stats per stack. 10 charges.[299] | |
Imbue Ammo: Weighted | Imbues your ammunition with weight. Enemies hit by your bow attacks suffer the Snared status effect, reducing their movement speed by 50%. Each application applies 3 seconds of duration to the target, up to a maximum of 12 seconds. 10 charges.[62] | |
Lightning Reload | Grants a charge of Lightning Reload, allowing you to fire one ability Shot for free, ignoring its cooldown and other costs.[300] | |
Mark of the Bear | Marks the target, reducing their mitigation by 25%.[301] | |
Mark of the Raven | Marks the target, triggering bonus damage every time the target is hit. The lower the health on the target is, the higher the damage.[302] | |
Mark of the Tiger | Marks the target, increasing critical chance versus the target by 50%.[303] | |
Piercing Shot | Fire a projectile that travels in a straight line, piercing through and damaging all enemies in its path.[304] | |
Raining Death | Fires a dense rain of arrows 20 meters ahead, dealing high damage. Deals more damage to more distant targets.[305] | |
Scatter Shot | Fires a spread of projectiles, dealing Physical Damage to every enemy target within a 20m cone in front of the caster.[306] | |
Snipe | Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[307] | |
Thundering Shot | Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[308] | |
Vine Field | Summons 3 fields of grabbing vines, one at the target location every .5s for 1.5s. Targets hit are damaged for 10% physical damage and snared for 3s, reducing their movement speed by 40%. Targets that have more than 10s of snare duration are rooted. This effect can only trigger once per target.[309] |
Rogue skills
All classes are capable adventurers, but rogues excel at delving the deepest dungeons and finding the most hidden of treasures.[310]
- Rogues will have utility skills that enable them to discover hidden doors, traps and additional treasures.[311]
- These will be randomly spawned throughout different times of the day to ensure that encounters are not the same each time.[311]
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 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.[311] – Steven Sharif
Skill | Icon | Description |
---|---|---|
Stealth | This does not render a player completely invisible.[312] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[313] |
Summoner skills
Der Beschwörer verwendet viele Fähigkeiten, die durch seine Beschwörung kanalisiert werden (auch als Klassenfertigkeitsbegleiter bezeichnet).Der Beschwörer spielt seine Beschwörung im Wesentlichen durch. [314]
- Du erhältst deine Beschwörung von deiner Beschwörerklasse als aktive Fertigkeit und dann können Fertigkeiten mit Punkten weiterentwickelt werden. [315] – Steven Sharif
- Beschwörer können bis zu drei Beschwörungen beschwören. [316]
- Fähigkeiten der Beschwörung erscheinen in der Hotbar des Beschwörers.[314]
- Der Beschwörer hat die Kontrolle über seine Beschwörung, es sei denn, die Beschwörung unterliegt Nebeneffekten.[317][314]
- Beschwörungen richten sich nach den Befehlen des Besitzers, es sei denn, es handelt sich um Nebenwirkung.[317] – Steven Sharif
- Beschwörer können Tank, DPS or Support Beschwörungen beschwören.[318][319]
- Die Wahl des sekundären Archetyps beeinflusst die Rolle, die die Beschwörung am besten erfüllt. [320][185]
- Die Beschwörungen der Beschwörer sind nicht das gleiche wie Kampfbegleiter.[321]
- Die Beschwörung erhöt die Macht des Beschwörers, wenn er beschworen wird, im Gegensatz zu Kampfbegleitern, die einen Teil der Macht des Spielers nehmen.[322]
- Dem Beschwörer-Archetyp wird dieser Teil der Kraft nicht genommen, wenn er sein Haustier beschwört. Das ist ein Teil ihrer... Macht ist ihre Beschwörung.[322] – Steven Sharif
- Beschwörungen bestehen, bis eine weitere Beschwörung gewirkt, beendet oder der Beschwörer ausgeloggt wird..[319]
- Beschwörer werden wahrscheinlich nicht in der Lage sein, mit ihren Beschwörungen (Eidolons)(Eidolons) zu fusionieren. .[323]
- Beschwörungen können durch die Anwendung von Skillpunkten auf ihre aktive Fertigkeit gelevelt werden. [315]
- Beschwörungen können Massenkontrolle (CC) verwenden. .[46]
- Beschwörer können ihre Beschwörungen benennen, aber nicht ihren Kreaturentyp ändern, der Teil des Namensschilds über der Beschwörung ist.
- Beschwörungen folgen denselben PvP-Flagging Regeln wie Spieler und teilen den Flaggingstatus des Spielers. [324][325]
- Beschwörungen folgen den gleichen Regeln wie Spieler, wenn Ihre Beschwörung jemanden trifft, erhalten Sie Korruption[324] – Steven Sharif
Beschwörer beschwören verschiedene Beschwörungen, abhängig von der Klasse und den Verstärkungen, die sie wählen.
- Tiere.[326]
- Geister.[326][327]
- Zombies, Skellete Zombies, Skelette und andere untote Kreaturen.[319][327]
- Leichen (möglicherweise).[326]
- Einige Beschwörer können mehrere Dinge beschwören.[326]
- Andere Beschwörer können nur eine mächtige Sache beschwören.[326]
- Bestimmte Beschwörer können möglicherweise nur Effekte und/oder vorübergehende Energien beschwören.[326]
Verstärkungen eines sekundären Archetyps können auf eine Beschwörung angewendet werden. [328]
- Zum Beispiel: Wenn die Beschwörung einen weitreichenden Angriff mit einer Klaue oder die Fähigkeit hatte, einen Gegner zu beißen oder zu stürzen; und du hast Teleportation genommen, statt die Fähikeit zum Ziel "stürzt", sondern sich hin teleportier. Ähnlich wie im Beispiel mit dem Tank. Oder seine Klauen könnten beim Aufprall auf ein Ziel verbrennen und bleibenden Brandschaden verursachen. Oder ... nehmen wir an, dieBeschwörung war traditionell eine Art Bär oder Bärenkatze, du könntest eine elementare Verstärkung anwenden und jetzt könnte es eine transparente, flammende, biolumineszierende Katze sein und sein Schaden würde auf Feuer basieren. So wollen wir also die aktiven Fähigkeiten beeinflussen, wie Augmentierungen angewendet werden; und so würde es bei Beschwörern gelten.[328] – Steven Sharif
Tank skills
Skill | Icon | Source | Description |
---|---|---|---|
Absorption Field | Alpha-2 | A field of absorption.[329] | |
Aegis | Alpha-2 | 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.[330] | |
Ancestral Bolas | Alpha-2 | Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[50] | |
Grapple | Alpha-2 | 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.[60][61] | |
Grit | Alpha-2 | 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.[331] | |
Hatred | Alpha-0 | Single target that adds hate.[138] | |
Inciting Strikes | Alpha-2 | Slashes twice in a forward cone while adding additional threat.[139] | |
Indomitable Spirit | Alpha-2 | 30% increased max HP and 30% increased healing received.[332] | |
Schützen | Alpha-2 | Intercept attacks that strike your friendly nearby target, redirecting half of the damage taken to you. Must be within 10ys to Protect. If this range is exceeded for more than 5 seconds, the effect ends.[333] | |
Rush of Courage | Alpha-2 | You feel a surge of resolve - gain 100 Courage.[334] | |
Shake It Off | Alpha-2 | Activate to instantly restore 50% of all damage taken in the past 4 seconds. Always heals for at least 10% of your maximum HP.[335] | |
Shield Assault | Alpha-2 | 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.[104] | |
Slam | Alpha-2 | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[66] | |
Tremoring Bellow | Alpha-2 | 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.[70] |
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".[336] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Ball Lightning | Magier | Create a large ball of charged electricity that travels slowly forward, rapidly dealing (50%🢆) lightning damage and applying Volatile to enemies it overlaps with.[268][269][270] | |
Blizzard | Magier | Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Periodically pulses Chilled to targets within the area. Each shard impact deals (50%🢆) ice damage in a small area around it and applies Frozen to targets with Chilled.[271][272][268] | |
Chain Lightning | Magier | Release a powerful streak of lightning that hits your primary target and then chains outward to up to 5 nearby enemies from that target, dealing (175%🢆) lightning damage to each. Applies 20 stacks of Shocked to targets with Volatile.[51][52][53] | |
Cone of Cold | Magier | Blasts a cone of cold in front of the caster, dealing (125%🢆) ice damage. Applies Chilled to targets hit.[268][274][275] | |
Elemental Empowerment | Magier | Whenever you cast an elemental spell, your weapon combo finishers apply a stack of Burning, Chilled, or Volatile to targets hit, based on the current empowered element. Casting a spell of another element changes your current Elemental Empowerment to that element.[276] | |
Fireball | Magier | Hurl a ball of fire toward your target, dealing (100%🢆) fire damage and applying Burning for (75%🢆) fire damage. 3 charges.[277] | |
Fissure | Magier | Call forth a line of jagged earthen spikes in a line in front of you, dealing (175%🢆) pierce damage, applying Staggered, and launching each enemy hit.[59] | |
Frostbolt | Magier | Launch a bolt of frost towards your target, dealing (225%🢆) ice damage. Applies Frozen if the target is Chilled.[278][279] | |
Lightning Strike | Magier | Held ability: Charge up a bolt of lightning to unleash upon your target, dealing (275%🢆) lightning damage based on how long it was charged. Also applies 20 stacks of Shocked to targets.[280][281] | |
Magma Field | Magier | Erupts the earth at target location, forming a boiling pool of lava that deals (50%🢆) fire damage and applies Burning at (50%🢆) fire damage power every 2 seconds to enemies within the area. Lasts 8.1 seconds.[282] | |
Meteor | Magier | Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals (200%🢆) fire damage and applies Conflagrating to targets with Burning. After landing it continues to roll forward for its remaining distance, dealing damage to enemies along its path.[283] | |
Quake | Magier | Held ability: Slam down, causing a powerful earthquake around your character that deals (200-500%🢆) bludgeon damage depending on how long it was charged. Additionally this ability applies Staggered to all enemies around the caster, unless fully charged, in which case it applies Tripped.[65] | |
Thundering Shot | Waldläufer | Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[308] |
Healing skills
Skill | Icon | Origin | Description |
---|---|---|---|
Barrier | Kleriker | Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[204][205] | |
Blood Fusion | Kämpfer | Return 100% of damage dealt as health and 50% of damage dealt as mana over the next 6 seconds. If activated while below 50% health, gain 25% increased damage mitigation and healing received over the duration.[253] | |
Castigation | Kleriker | Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[208][134][209][210] | |
Communal Restoration | Kleriker | Restore health to all party members in range instantly, plus additional healing over time. Allies under the HoT also receive +10% maximum health for its duration.[211][212] This can overheal.[211] | |
Consecrating Wave | Kleriker | Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[213][214] | |
Consuming Lethal Blow | Kämpfer | Lethal Blow returns 50% of overkill damage dealt as health and mana.[337] | |
Defiant Light | Kleriker | Heal target ally for 50% of their maximum health over 10 seconds. If that target would receive fatal damage while under this effect, this effect is consumed and prevents that target's death, healing them for 25% of their maximum health instead.[215][216] | |
Deliverance | Kleriker | Held ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged and the more % missing health of the target.[217][218] | |
Devotion | Kleriker | Launch an orb of energy into the air that will fall upon your target, healing them.[219][134][220][210] | |
Divine Censure | Kleriker | Hurls a radiant spear at the target, dealing damage.[221][134][222][210] | |
Divine Flare | Kleriker | Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[223][224] | |
Divine Infusion | Kleriker | Consume Divine Power to instantly complete the remaining cast time of any healing spell currently being cast. The amount of Divine Power consumed is proportional to the amount of cast time remaining upon activation.[225][226][227][228] | |
Divine Light | Kleriker | Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[229][134] | |
Flash Cure | Kleriker | Instantly heal target ally. This may be used during other ability activations.[230][231] | |
Healing Aura | Caravan | Provides healing to nearby defenders over time.[338] | |
Healing Touch | Kleriker | Heal target ally in melee range for a large amount of health.[232][233] | |
Indomitable Spirit | Tank | 30% increased max HP and 30% increased healing received.[332] | |
Judgment | Kleriker | Cast a heal on target ally for a large amount of health. If this is cast on an enemy, it instead deals radiant damage to the target and applies 2 stacks of Burning.[234][235] | |
Mend | Kleriker | Instantly launch a healing projectile toward target ally. Each charge of this ability consumed after the first has no mana cost, and restores an increasing amount of mana to the caster based on the number of missing charges. Consecutive uses of the ability will gain bonus healing.[236][237] | |
Radiant Burst | Kleriker | Heals allies around you in a wide area for a large amount.[238] Stacks up to 3 times.[134] | |
Regeneration | Kleriker | Bathe your target with restorative energy that heals them over time.[239][134] | |
Resplendent Beam | Kleriker | Held ability: Fire a beam of healing energy toward a target ally. Charging this spell allows the beam to bounce to up to 5 additional friendly targets closest to the original target, based on how long it was charged. The amount of healing is reduced for each subsequent target.[240][241] | |
Shake It Off | Tank | Activate to instantly restore 50% of all damage taken in the past 4 seconds. Always heals for at least 10% of your maximum HP.[335] | |
Soothing Glow | Kleriker | Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[245][246] | |
Wings of Salvation | Kleriker | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[108][109] An ally is defined as any non-combatant player or non-mob NPC.[110] |
Belagerungsfähigkeiten
Acht Spieler desselben primären Archetyps können sich zusammenschließen, um während einer Belagerung monumentale Effekte zu erzielen.[339]
- Die Klassen müssen sich in der gleichen Gruppe oder Schlachtzug befinden.[339]
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.[339] – Steven Sharif
Beschwörer
Summoners can collaborate together during sieges to summon larger creatures, such as Golems.[340][341][314]
- We do have the concept of siege summons being a thing with multiple summoners being required in order to create that siege summon. In those situations your character becomes the summon. So you don't have an AI that takes over your previous character but instead the recipient of those additional spell effects becomes the actual summon itself.[340] – Steven Sharif
- The target of the group summon becomes the summon itself.[340][314]
- Previously it was stated that the party-leader becomes the summon.[341]
- A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[342]
- The number of summoners participating in the summon will determine its overall size.[342]
- All summoners must be in the same party and the party leader must be a summoner.[341]
Tank
- 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.[344] – Steven Sharif
Pistolen und Schießpulver
Waffen aus Schießpilver (Schwarzpulver) werden in Ashes of Creation nicht vorhanden sein.[347][348]
- Schiffe werden anstelle von Kanonen eine größere Form von Trankwerfern Diese Kanonen können mit verschiedenen Tränken ausgestattet werden, die unterschiedliche Wirkungen haben. [346]
- Ich habe zuvor gesagt, dass es in Ashes kein Schießpulver geben wird. Was es geben wird, ist etwas, das dem Schießpulver sehr ähnlich ist, aber eine arkanere Natur hat. Es wird nicht unbedingt durch die konventionellen Mittel der Chemie, Metallurgie und Physik und was nicht erklärbar sein, sondern die Essenz ist die Kernkomponente vieler Arten von Magie, von denen eine offensichtlich die Magie des Hervorrufungstyps sein wird; und diese Evokation kann einige explosive Tendenzen haben.[347] – Steven Sharif
Waffen wie Trankwerfer, Belagerungswaffen und Waffen die im Narvalkampf verwendet werden , basieren auf den arkanen Künsten.[346][347][349]
Wie wir in der Vergangenheit gesagt haben, ging es nicht wirklich um das Schwarzpulverleben. Stattdessen wird es sich wirklich auf die arkanen Künste konzentrieren: Die Elemente; die Verwendung von Glanz und Dunkelheit; und dann solche, die in größeren Waffen eingesetzt werden, wie z. B. die Art der Belagerungswaffen zwischen Schiffsschlachten sowie solchen und Belagerungen. Ein Tränkewerfer ist ein Beispiel für die arkanen Energien, die gemeistert werden können, um diese äußerst zerstörerischen alchemistischen Mischungen zu ermöglichen, die erstellt werden können.[349] – Steven Sharif
Utility skills
A utility skill is a typically non-combat skill that interacts with the environment and offers counters and horizontal progression against other archetype abilities.[351][352][353][354] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[355]
- When we think about utilities, some of the examples of those utilities might be a Rogue has invisibility. How do you address invisibility? Well, a Ranger might have a utility ability that spawns a Hound that trails invisible targets within an AoE radius of the Ranger and you get that location. Whereas, a Mage might have an Arcane Eye that actually reveals them to the party of the raid. Those are the types of utility skills that we want to create. They offer counters and horizontal progression against the other archetype abilities.[351] – Steven Sharif
- Klassen will have different utility abilities, such as detecting traps and other hazards.[352][353][355] For example: The Mage's detection spell casts light and reveals magical explosive hazards.[356]
- Q: What kind and how many special or unique activities can we expect classes to perform outside of combat, such as rogue's opening locks, tracking enemies as a ranger, or removing corruption from the ground as a cleric?
- A: Just thirty minutes ago I was talking about those utility abilities like finding tracks, or cleansing poisons, arcane eye to reveal secret passages. The idea is how do we blend the traditional tabletop RPG role of utility and/or skill checks into the setting of a graphical MMORPG; and I think that it's both a complement of the skill kit that's available and how it interacts with the world for those curated or special designs within these locations. So to answer that question: that is intended- we've shown a little bit of that in the past and it is something that we want to make feel compelling and rewarding and viable as a use-case scenario in many different settings that you might find yourself in within the world.[352] – Steven Sharif
- All classes will have maneuverability/traversal utility abilities.[362]
- Utility skills exist that can help players discover hidden paths and entrances and may lead to discovering hidden quests while exploring.[353]
- Certain objects exist in the world (such as ladders and slides) that aid player mobility.[363]
- 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.[364] – Steven Sharif
- There will be a grappling hook utility skill or item.[365]
- Rogues may also have a spyglass utility skill.[355]
Passive Fähigkeiten
- None -
Skill transfer
Players will not be able to transfer their skills to other players.[366]
Kickstarter skill FX
All Kickstarter backers will receive a skill effects (FX) set.[367]
- 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.
Theft
There will not be a theft (stealing/pickpocketing) mechanic in Ashes of Creation in regards to living players.[368][369]
- 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.[368][370]
That 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- different people might rise up in the ranks of different societies and organizations.[370] – Steven Sharif
- Players are not able to be robbed while occupying their player stall inside the limits of a node.[371]
There is not a theft mechanic for you to walk up to a player that's alive and steal something.[369] – Steven Sharif
Stufen-Skalierung
Es wird ein Mentor-Programm geben, bei dem hochrangige Spieler vom Feiern und/oder der Unterstützung von Spielern niedrigerer Stufen profitieren können. und sie im Spiel zu positionieren. [372]
- Bestimmte Nodegebäude und Organisationen bieten Questsan, die von einem Mentor initiiert werden können, um neuen Spielern zu helfen. Nach Abschluss werden sowohl dem Mentor als auch dem Schützling Belohnungen angeboten.[373]
- Es wird Aktivitäten für höherstufige Spieler geben, um Spieler niedrigerer Stufen zu betreuen. Nehmen wir an, du hast einen Freund, der später dazukommt, und du möchtest trotzdem etwas mit ihm unternehmen, es wird einiges zu tun geben. Wird er einen Dungeon deines Levels betreten und teilnehmen können? Nein, denn wir wollen Charaktere nicht aufblähen oder entleeren und diese Art von Fähigkeiten oder Kräften manipulieren. Wir möchten, dass dies für ihm im Hinblick auf den Fortschritt sinnvoll ist.[374] – Steven Sharif
- Das Mentor-Programm bietet individuelle Quests, die vom Mentor basierend auf dem Node, dem er angehört, initiiert werden können. Es handelt sich also um Quests, die entweder von bestimmten Gebäuden und/oder Organisationen oder vom Bürgermeister bestimmt werden; und es gibt spezielle Angebote, die Mentoren zur Bereitstellung vom Schützling zur Verfügung stehen; Und ihr könnt auch an einigen dieser Questreihen teilnehmen: Sei es, indem du deinen Schützling durch ein Verlies führst, ihm einen Ort zur Verfügung stellst, an dem er mit dir ankommen kann, oder indem ihr Quests für die NPC-Karawanen begleitet. Wenn diese Art von Dingen gemeinsam mit dem Mentor durchgeführt wird, bringt dies sowohl für den Mentor als auch für den Schützling Vorteile, sodass ihr einen Anreiz habt, mit neuen Spielern zusammenzuarbeiten.[373] – Steven Sharif
Siehe auch
Einzelnachweise
- ↑ Video, 7. Februar 2017 (0:02).
- ↑ 2.0 2.1
- ↑
- ↑
- ↑ Liveübertragung, 9. Februar 2018 (41:56).
- ↑ 6.0 6.1 Liveübertragung, 2017-11-16 (30:02).
- ↑ Liveübertragung, 8. April 2018 (PM) (20:45).
- ↑ 8.0 8.1 Interview, 11. Mai 2018 (53:15).
- ↑ Liveübertragung, 16. Oktober 2017 (1:00:44).
- ↑ Interview, 2018-08-08 (22:27).
- ↑ Liveübertragung, 2021-06-25 (23:08).
- ↑ 12.0 12.1 Liveübertragung, 2020-08-28 (1:12:50).
- ↑ Interview, 2020-07-29 (55:44).
- ↑ 14.0 14.1 Interview, 2020-07-19 (53:59).
- ↑ 15.0 15.1 Interview, 2020-07-18 (1:07:51).
- ↑ 16.0 16.1 Liveübertragung, 2017-07-28 (19:05).
- ↑ Liveübertragung, 2017-11-16 (30:02).
- ↑ Interview, 2020-07-29 (54:44).
- ↑ 19.0 19.1 19.2 19.3 Liveübertragung, 2020-08-28 (1:19:24).
- ↑ Liveübertragung, 3. Mai 2017 (15:15).
- ↑ 21.0 21.1 Liveübertragung, 3. Mai 2017 (17:59).
- ↑ Liveübertragung, 2017-11-16 (30:45).
- ↑ Liveübertragung, 19. Mai 2017 (43:09).
- ↑ 24.0 24.1 24.2 24.3 24.4 Liveübertragung, 2020-11-30 (1:05:22).
- ↑ 25.0 25.1 Podcast, 2018-08-04 (59:58).
- ↑
- ↑ Liveübertragung, 2020-12-22 (1:15:01).
- ↑ Podcast, 2021-09-29 (52:58).
- ↑ Liveübertragung, 2020-08-28 (1:14:54).
- ↑ Twitter - Take a look at our new basic weapon attack combos!
- ↑ 31.0 31.1 31.2 31.3 31.4 31.5 Liveübertragung, 2020-01-30 (1:28:40).
- ↑ 32.0 32.1 Liveübertragung, 2018-01-18 (22:46).
- ↑ Liveübertragung, 2022-09-30 (43:45).
- ↑
- ↑ 35.0 35.1 35.2 35.3 35.4 35.5 35.6 35.7 Podcast, 2021-09-29 (47:57).
- ↑ 36.0 36.1 36.2 Liveübertragung, 2020-02-28 (1:10:21).
- ↑ 37.0 37.1 Liveübertragung, 2021-09-24 (1:19:17).
- ↑ Podcast, 2018-05-11 (57:42).
- ↑ 39.0 39.1 39.2 39.3 39.4 Liveübertragung, 2017-05-24 (45:12).
- ↑ 40.0 40.1 Liveübertragung, 2020-06-26 (1:50:01).
- ↑ Liveübertragung, 2017-10-16 (25:56).
- ↑
- ↑ 43.0 43.1 43.2 Liveübertragung, 2023-12-19 (1:16:19).
- ↑ 44.0 44.1 44.2 Liveübertragung, 2022-09-30 (51:28).
- ↑ 45.0 45.1 45.2 Liveübertragung, 2021-04-30 (1:08:10).
- ↑ 46.0 46.1
- ↑ Video, 2023-12-19 (27:14).
- ↑ 48.0 48.1 48.2
- ↑ 49.0 49.1 49.2 Video, 2022-09-30 (15:28).
- ↑ 50.0 50.1 50.2
- ↑ 51.0 51.1 51.2
- ↑ 52.0 52.1 52.2 Video, 2023-05-31 (12:12).
- ↑ 53.0 53.1 53.2 Video, 2023-04-28 (17:50).
- ↑ 54.0 54.1 Video, 2023-07-28 (20:50).
- ↑ 55.0 55.1
- ↑ 56.0 56.1 56.2 Video, 2023-07-28 (29:23).
- ↑ 57.0 57.1
- ↑ 58.0 58.1
- ↑ 59.0 59.1 59.2
- ↑ 60.0 60.1 60.2 Video, 2023-03-31 (9:55).
- ↑ 61.0 61.1 61.2 Video, 2023-01-27 (10:27).
- ↑ 62.0 62.1
- ↑ 63.0 63.1
- ↑ 64.0 64.1 64.2
- ↑ 65.0 65.1 65.2
- ↑ 66.0 66.1 66.2
- ↑ 67.0 67.1 Video, 2023-04-28 (17:22).
- ↑ 68.0 68.1
- ↑ 69.0 69.1 Video, 2023-09-29 (11:23).
- ↑ 70.0 70.1 Video, 2023-01-27 (7:28).
- ↑ Liveübertragung, 2018-02-09 (28:17).
- ↑ Liveübertragung, 2019-11-22 (1:06:25).
- ↑
- ↑ 74.0 74.1 74.2 74.3 74.4 74.5 74.6 Podcast, 2018-08-04 (1:11:05).
- ↑ 75.0 75.1 75.2 75.3 75.4 75.5 Liveübertragung, 2018-04-8 (PM) (37:57).
- ↑ Podcast, 2018-08-04 (1:11:52).
- ↑ 77.0 77.1 Liveübertragung, 2021-02-26 (27:41).
- ↑ Video, 2021-02-26 (6:17).
- ↑ 79.0 79.1 79.2 79.3 79.4 Liveübertragung, 2023-07-28 (1:02:23).
- ↑ 80.0 80.1 Liveübertragung, 2022-06-30 (46:30).
- ↑ Liveübertragung, 2021-07-30 (31:22).
- ↑ Interview, 2021-06-13 (4:12).
- ↑ Liveübertragung, 2021-05-28 (1:13:05).
- ↑ 84.0 84.1 84.2 Liveübertragung, 2022-12-02 (59:47).
- ↑ Liveübertragung, 2020-04-30 (1:17:13).
- ↑ 86.0 86.1 Liveübertragung, 2017-05-08 (43:30).
- ↑ 87.0 87.1 Liveübertragung, 2024-03-29 (2:01:57).
- ↑ 88.0 88.1 Liveübertragung, 2021-12-23 (55:32).
- ↑ Video, 2021-12-23 (23:53).
- ↑ 90.0 90.1 Liveübertragung, 2022-10-14 (48:45).
- ↑ 91.0 91.1
- ↑ Liveübertragung, 2020-06-26 (1:30:40).
- ↑ 93.0 93.1 Liveübertragung, 2022-06-30 (49:42).
- ↑ 94.0 94.1
- ↑ 95.0 95.1 Video, 2023-04-28 (4:40).
- ↑ 96.0 96.1
- ↑ 97.0 97.1
- ↑
- ↑ 99.0 99.1
- ↑ 100.0 100.1
- ↑ 101.0 101.1
- ↑ 102.0 102.1
- ↑
- ↑ 104.0 104.1 104.2 Video, 2023-01-27 (5:07).
- ↑
- ↑
- ↑ 107.0 107.1
- ↑ 108.0 108.1 108.2 Video, 2023-07-28 (24:03).
- ↑ 109.0 109.1 109.2
- ↑ 110.0 110.1 110.2 Video, 2023-07-28 (24:16).
- ↑ Video, 2017-05-25 (0:02).
- ↑ 112.0 112.1 Liveübertragung, 2021-07-30 (1:11:29).
- ↑ Reddit - Developer response to unique ability visuals.
- ↑
- ↑ Liveübertragung, 2018-05-04 (51:57).
- ↑ Liveübertragung, 2017-12-15 (1:35:38).
- ↑ Liveübertragung, 2023-05-31 (1:10:08).
- ↑ Video, 2021-12-23 (7:05).
- ↑ 119.0 119.1 Liveübertragung, 2023-12-19 (1:52:02).
- ↑ 120.0 120.1 120.2 Liveübertragung, 2023-12-19 (1:20:09).
- ↑ 121.0 121.1
- ↑ Interview, 2020-03-27 (15:20).
- ↑ Liveübertragung, 2023-10-31 (1:30:52).
- ↑ Liveübertragung, 2023-12-19 (1:17:45).
- ↑ 125.0 125.1 Liveübertragung, 2023-01-27 (1:06:02).
- ↑ 126.0 126.1 Liveübertragung, 2022-06-30 (51:17).
- ↑ 127.0 127.1 Liveübertragung, 2020-01-30 (1:34:12).
- ↑ Liveübertragung, 2023-12-19 (1:49:56).
- ↑ Liveübertragung, 2021-11-19 (50:38).
- ↑ Liveübertragung, 2020-06-26 (1:24:06).
- ↑
- ↑ 132.0 132.1 132.2 Liveübertragung, 2020-06-26 (1:19:50).
- ↑ Alpha-1 screenshot.
- ↑ 134.00 134.01 134.02 134.03 134.04 134.05 134.06 134.07 134.08 134.09 134.10 134.11 134.12 134.13
- ↑ Video, 2021-02-09 (0:37).
- ↑ Liveübertragung, 2020-07-31 (1:14:26).
- ↑ 137.0 137.1
- ↑ 138.0 138.1 Liveübertragung, 2017-10-16 (21:48).
- ↑ 139.0 139.1 Video, 2023-01-27 (6:41).
- ↑ 140.0 140.1 Liveübertragung, 2019-11-22 (1:09:37).
- ↑ Liveübertragung, 2017-05-17 (1:05:11).
- ↑ 142.0 142.1 142.2 142.3 142.4 142.5 142.6 Liveübertragung, 2020-08-28 (1:15:39).
- ↑
- ↑ Liveübertragung, 2019-06-28 (1:19:00).
- ↑ Liveübertragung, 2017-05-30 (16:25).
- ↑ 146.0 146.1 146.2 Liveübertragung, 2018-12-06 (48:52).
- ↑ Video, 2022-09-30 (17:03).
- ↑ 148.0 148.1 148.2 148.3 148.4 Liveübertragung, 2022-09-30 (41:06).
- ↑
- ↑ Liveübertragung, 2021-08-27 (1:16:04).
- ↑ Liveübertragung, 2021-06-25 (22:34).
- ↑ Liveübertragung, 2017-11-16 (30:45).
- ↑ 153.0 153.1 Liveübertragung, 2021-06-25 (27:43).
- ↑
- ↑ Liveübertragung, 2020-04-30 (1:09:51).
- ↑ 156.0 156.1 156.2 156.3 156.4 Video, 2022-09-30 (17:00).
- ↑ 157.0 157.1 Liveübertragung, 2021-03-26 (59:21).
- ↑ Liveübertragung, 2021-06-25 (26:11).
- ↑ 159.0 159.1 Liveübertragung, 2022-09-30 (49:16).
- ↑ Liveübertragung, 2022-09-30 (52:33).
- ↑ Liveübertragung, 2022-09-30 (48:10).
- ↑ Liveübertragung, 2022-09-30 (54:35).
- ↑ 164.0 164.1 164.2 164.3 164.4 164.5 Podcast, 2018-08-04 (1:07:59).
- ↑ Liveübertragung, 2023-01-27 (1:11:07).
- ↑
- ↑ Liveübertragung, 2018-09-27 (17:52).
- ↑ 168.0 168.1 Liveübertragung, 2018-07-09 (58:26).
- ↑ 169.0 169.1 Interview, 2018-08-08 (27:04).
- ↑ Interview, 2018-08-17 (3:58).
- ↑ 171.0 171.1 Interview, 2018-08-17 (4:31).
- ↑ 172.0 172.1 Interview, 2018-08-17 (6:03).
- ↑ Liveübertragung, 2018-04-8 (PM) (41:44).
- ↑ Liveübertragung, 2020-10-30 (1:15:59).
- ↑
- ↑ 176.0 176.1
- ↑ 177.0 177.1 Interview, 2018-10-21 (9:10).
- ↑ Interview, 2018-10-20 (3:25:31).
- ↑ 179.0 179.1 179.2 Liveübertragung, 2018-09-27 (34:49).
- ↑ 180.0 180.1
- ↑ Liveübertragung, 2017-06-30 (29:13).
- ↑ 182.0 182.1 182.2
- ↑ 183.0 183.1 183.2 Liveübertragung, 2023-04-07 (1:05:57).
- ↑ 184.0 184.1 184.2 Podcast, 2021-04-11 (13:30).
- ↑ 185.0 185.1 Liveübertragung, 2018-01-18 (45:52).
- ↑ Liveübertragung, 2022-12-02 (1:04:16).
- ↑ Interview, 2020-07-19 (1:00:04).
- ↑ 188.0 188.1 Liveübertragung, 2018-04-8 (PM) (46:11).
- ↑ Liveübertragung, 2020-07-25 (58:38).
- ↑ Video, 2024-03-29 (55:06).
- ↑ 191.0 191.1 Liveübertragung, 2019-06-28 (1:21:02).
- ↑ Liveübertragung, 2022-12-02 (1:26:47).
- ↑ Liveübertragung, 2018-04-8 (PM) (1:18:37).
- ↑ Liveübertragung, 2017-07-28 (40:15).
- ↑ 195.0 195.1 Interview, 2021-06-13 (8:33).
- ↑ 196.0 196.1 Liveübertragung, 2017-05-17 (1:06:19).
- ↑ Liveübertragung, 2022-01-28 (1:09:26).
- ↑ 198.0 198.1 Liveübertragung, 2017-05-19 (39:55).
- ↑ Liveübertragung, 2017-06-01 (22:58).
- ↑ Blog: The Gift of Life - Cleric Alpha One Preview.
- ↑ Liveübertragung, 2017-05-26 (19:03).
- ↑ Liveübertragung, 2023-07-28 (1:24:11).
- ↑ 203.0 203.1 Liveübertragung, 2023-07-28 (1:07:30).
- ↑ 204.0 204.1 Video, 2023-07-28 (19:50).
- ↑ 205.0 205.1
- ↑ Video, 2023-07-28 (14:03).
- ↑
- ↑ 208.0 208.1
- ↑ 209.0 209.1 Video, 2020-11-01 (0:33).
- ↑ 210.0 210.1 210.2 210.3 210.4 210.5 210.6
- ↑ 211.0 211.1 211.2 211.3 Video, 2023-07-28 (16:02).
- ↑ 212.0 212.1
- ↑ 213.0 213.1 Video, 2023-07-28 (17:32).
- ↑ 214.0 214.1
- ↑ 215.0 215.1 Video, 2023-07-28 (22:12).
- ↑ 216.0 216.1
- ↑ 217.0 217.1 Video, 2023-07-28 (7:34).
- ↑ 218.0 218.1
- ↑ 219.0 219.1
- ↑ 220.0 220.1 Video, 2020-11-01 (1:09).
- ↑ 221.0 221.1
- ↑ 222.0 222.1 Video, 2020-11-01 (0:51).
- ↑ 223.0 223.1 Video, 2023-07-28 (18:26).
- ↑ 224.0 224.1
- ↑ 225.0 225.1 Video, 2023-07-28 (25:36).
- ↑ 226.0 226.1
- ↑ 227.0 227.1 Video, 2023-05-31 (16:58).
- ↑ 228.0 228.1
- ↑ 229.0 229.1
- ↑ 230.0 230.1 Video, 2023-07-28 (10:03).
- ↑ 231.0 231.1
- ↑ 232.0 232.1 Video, 2023-07-28 (23:28).
- ↑ 233.0 233.1
- ↑ 234.0 234.1 Video, 2023-07-28 (15:15).
- ↑ 235.0 235.1
- ↑ 236.0 236.1 Video, 2023-07-28 (5:16).
- ↑ 237.0 237.1
- ↑ 238.0 238.1
- ↑ 239.0 239.1
- ↑ 240.0 240.1 Video, 2023-07-28 (12:04).
- ↑ 241.0 241.1
- ↑
- ↑ Video, 2020-11-01 (0:55).
- ↑
- ↑ 245.0 245.1 Video, 2023-07-28 (9:22).
- ↑ 246.0 246.1
- ↑ Interview, 2023-09-10 (9:52).
- ↑ Video, 2024-03-29 (3:50).
- ↑ Interview, 2023-09-10 (16:56).
- ↑
- ↑ Liveübertragung, 2017-12-15 (1:00:36).
- ↑
- ↑ 253.0 253.1
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Liveübertragung, 2024-03-29 (1:56:56).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Video, 2023-04-28 (22:13).
- ↑ 268.0 268.1 268.2 268.3 268.4 268.5 Video, 2023-09-29 (11:29).
- ↑ 269.0 269.1
- ↑ 270.0 270.1 Video, 2023-04-28 (7:15).
- ↑ 271.0 271.1 Video, 2023-04-28 (9:22).
- ↑ 272.0 272.1
- ↑
- ↑ 274.0 274.1
- ↑ 275.0 275.1 Video, 2023-04-28 (11:22).
- ↑ 276.0 276.1
- ↑ 277.0 277.1
- ↑ 278.0 278.1
- ↑ 279.0 279.1 Video, 2023-04-28 (15:35).
- ↑ 280.0 280.1
- ↑ 281.0 281.1 Video, 2023-04-28 (13:40).
- ↑ 282.0 282.1
- ↑ 283.0 283.1
- ↑
- ↑ Video, 2023-04-28 (6:15).
- ↑ Liveübertragung, 2023-05-31 (1:10:42).
- ↑ 287.0 287.1 Liveübertragung, 2023-12-19 (1:20:41).
- ↑ Podcast, 2021-09-29 (40:50).
- ↑ Interview, 2018-05-11 (16:32).
- ↑ Liveübertragung, 2023-12-19 (1:53:41L5DeC8wIcuM).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ 308.0 308.1
- ↑
- ↑
- ↑ 311.0 311.1 311.2 311.3 Liveübertragung, 2020-07-25 (42:49).
- ↑ Liveübertragung, 2022-01-28 (1:12:27).
- ↑ Liveübertragung, 2017-05-03 (49:39).
- ↑ 314.0 314.1 314.2 314.3 314.4 Liveübertragung, 2017-05-19 (10:06).
- ↑ 315.0 315.1 Interview, 2018-08-08 (22:27).
- ↑
- ↑ 317.0 317.1
- ↑ Interview, 2021-06-13 (13:11).
- ↑ 319.0 319.1 319.2 Liveübertragung, 2020-07-25 (1:41:46).
- ↑ Liveübertragung, 2022-09-30 (1:14:20).
- ↑ Liveübertragung, 2020-10-30 (1:21:14).
- ↑ 322.0 322.1 Interview, 2022-01-14 (42:18).
- ↑ Liveübertragung, 2017-05-26 (43:20).
- ↑ 324.0 324.1
- ↑
- ↑ 326.0 326.1 326.2 326.3 326.4 326.5 Liveübertragung, 2018-04-8 (AM) (0:58).
- ↑ 327.0 327.1 Liveübertragung, 2018-04-8 (PM) (11:27).
- ↑ 328.0 328.1 Liveübertragung, 2018-04-8 (PM) (24:11).
- ↑
- ↑ Video, 2023-01-27 (9:54).
- ↑ Video, 2023-01-27 (5:21).
- ↑ 332.0 332.1
- ↑
- ↑
- ↑ 335.0 335.1
- ↑ Liveübertragung, 2018-04-8 (PM) (26:19).
- ↑
- ↑
- ↑ 339.0 339.1 339.2 Podcast, 11. Mai 2018 (49:20).
- ↑ 340.0 340.1 340.2 Liveübertragung, 2023-03-31 (1:22:21).
- ↑ 341.0 341.1 341.2 341.3 341.4 341.5 341.6 Interview, 2018-08-17 (14:59).
- ↑ 342.0 342.1 Liveübertragung, 2018-04-8 (AM) (28:01).
- ↑
- ↑ Podcast, 2018-05-11 (49:20).
- ↑ Ashes of Creation Store: The Gilded Galleon.
- ↑ 346.0 346.1 346.2 Podcast, 2021-09-29 (56:50).
- ↑ 347.0 347.1 347.2 347.3 Podcast, 2020-11-15 (22:22).
- ↑ Liveübertragung, 2017-06-16 (43:01).
- ↑ 349.0 349.1 349.2 349.3 Interview, 2018-08-17 (17:57).
- ↑ Video, 2024-01-31 (4:48).
- ↑ 351.0 351.1 Liveübertragung, 2023-12-19 (1:11:17).
- ↑ 352.0 352.1 352.2 Liveübertragung, 2023-02-24 (1:13:19).
- ↑ 353.0 353.1 353.2 Liveübertragung, 2023-02-24 (6:51).
- ↑ Liveübertragung, 2017-06-30 (30:34).
- ↑ 355.0 355.1 355.2 Liveübertragung, 2017-05-12 (33:10).
- ↑
- ↑ Liveübertragung, 2017-05-15 (15:10).
- ↑
- ↑ Liveübertragung, 2018-01-18 (34:56).
- ↑ Liveübertragung, 2019-06-28 (1:21:46).
- ↑
- ↑
- ↑ Liveübertragung, 2021-10-29 (1:07:11).
- ↑ Liveübertragung, 2017-05-24 (57:41).
- ↑ Liveübertragung, 2017-05-12 (18:00).
- ↑ Liveübertragung, 2017-11-17 (27:35).
- ↑ New Backer Goal!! + Monster Coins (>'.')>
- ↑ 368.0 368.1 Interview, 2021-02-07 (16:05).
- ↑ 369.0 369.1 Podcast, 2017-05-05 (43:05).
- ↑ 370.0 370.1 Interview, 2021-02-07 (19:00).
- ↑ Liveübertragung, 2017-10-16 (59:39).
- ↑ Video, 2018-04-05 (40:08).
- ↑ 373.0 373.1 373.2 373.3 373.4 Liveübertragung, 2020-09-30 (1:07:22).
- ↑ Interview, 2018-08-24 (8:52).