Class augments

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A player may choose a secondary archetype when they reach level 25.[1][2] Each secondary archetype offers four different schools of augmentation.[3][4][2][5] Each augment school affects a primary archetype's skills in different ways.[6]

When you reach the class phase, which is around level 25 and you introduce that secondary archetype selection to create your one of 64 classes, then you'll have a number of augments that you'll be able to apply on a per-ability basis; and your core ability kit comes from your primary archetype selection; and those augments will change the look and feel of those abilities; and some will have the affect to create more darker thematic aspects to it. Or just generally different aesthetics to the abilities that represent the secondary [archetype] selection.[1]Steven Sharif
The intent behind the augment system is not to provide new active abilities. They're intended to augment existing active abilities that are provided through your primary archetype; and so your secondary archetype selection completes your class selection, of which there's 64 types and you get augment skills that can apply certain attributes and mechanics to your existing active skills. So, if you have certain abilities, like a backstab as a Rogue primary archetype, and you take that healer secondary archetype selection, now the properties of your backstab will still remain the same as an active ability, however it might include things like life steal, or it might include things like susceptible weakness to the target, and reduces their healing because the definition of what those augments are intended to provide based on the archetype selected for the augments is within the schools of magic that live for that archetype: so a Cleric is about balancing life and death and the control of those types of hit points.[7]Steven Sharif
  • Each augmentation has a level requirement.[11]
  • Augments to primary skills can fundamentally change the way the ability works - adapting what the ability once did to incorporate the identity of the secondary archetype/class.[12]
  • Augments do not cost skill points.[13] It was previously stated that certain augments will have more expense required on the skill point side.[11]
There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards.[11]Steven Sharif
  • Choosing the same primary and secondary archetype increases focus on that archetype.[14]
  • Secondary archetype augments allow different aesthetics to apply to primary abilities that reflect the secondary archetype selection.[1]
    • Some spell colors and general FX change based on augments.[15]
    • Active skills could look totally different after an augment gets applied.[16]

Bard augments

info-orange.png ﻦﻳﺭﻮﻄﻤﻟﺍ ﻞﺒﻗ ﻦﻣ ﺕﺎﻣﻮﻠﻌﻤﻟﺍ ﺮﻴﻓﻮﺗ ﺩﺮﺠﻤﺑ ﻢﺴﻘﻟﺍ ﺍﺬﻫ ﺚﻳﺪﺤﺗ ﻢﺘﻴﺳ

Cleric augments

تائف with Cleric as a secondary archetype are able to choose between life or death augments.[18][19]

Any class that's going to choose Cleric as a secondary class will have the ability to pick from those augments to influence their skills to affect the life of others around you.[18]Steven Sharif

Fighter augments

info-orange.png ﻦﻳﺭﻮﻄﻤﻟﺍ ﻞﺒﻗ ﻦﻣ ﺕﺎﻣﻮﻠﻌﻤﻟﺍ ﺮﻴﻓﻮﺗ ﺩﺮﺠﻤﺑ ﻢﺴﻘﻟﺍ ﺍﺬﻫ ﺚﻳﺪﺤﺗ ﻢﺘﻴﺳ

Mage augments

Mages will offer four magical schools of augmentation, such as teleportation, fire, frost, and lightning (electrical).[2][25][26]

Say for instance, I am a Ranger that has a Charge bolt ability as my primary active skill and I've chosen Mage as my secondary and applied the elemental to it. I now have a Frost charge bolt, and if I fire that frostbolt and hit a target, they may be freezing for a period of time as a debuff and that might slow their speed. If a wizard applies a nuke on a target and that nuke is a frost-based nuke, those two stacking elements might then either further snare (slow the target) or paralyze and freeze the target. So, there are combination out effects that build up: A primary, secondary and some ancillary effect occurs when those are combined.[26]Steven Sharif
There's going to be four schools of augmentation for each archetype. One of the schools for the mage is the teleport school. You can take that teleport augment, apply it to your charge skill: now instead of charging x distance over time you're going to immediately teleport to the target dealing x damage and a condition modifier. If you were to apply the elemental school to your class ability you would then instead you would charge x distance; upon reaching target you would set the target ablaze if it's fire or you would electrocute them and deal with damage over time.[2]Steven Sharif

Ranger augments

Hunts will be a Ranger school of augmentation.[27]

Hunts will be discussed in a future update. They are a Ranger specific mechanic, and also a school of the Ranger’s augments. They confer a number of different types of effects to your target, but the fx are particularly fun.[27]Steven Sharif

Summoner augments

Summoner augments are still in development.[31]

info-orange.png .ﺔﻴﻟﺎﺤﻟﺍ ﺮﻳﻮﻄﺘﻟﺍ ﻖﻳﺮﻃ ﺔﻃﺭﺎﺧ ﻲﻓ ﺓﺩﻮﺟﻮﻣ ﻥﻮﻜﺗ ﻻ ﺪﻗﻭ ﻦﻳﺭﻮﻄﻤﻟﺍ ﻞﺒﻗ ﻦﻣ ﺍﺮًﺧﺆﻣ ﺔﻴﻟﺎﺘﻟﺍ ﺕﺎﻣﻮﻠﻌﻤﻟﺍ ﺾﻌﺑ ﺪﻴﻛﺄﺗ ﻢﺘﻳ ﻢﻟ
  • تائف with a Summoner secondary may grant augmented skills that summon weapons. These summoned weapons are not able to be equipped.[32]
    • The word "equip" only applies to items. There are currently no plans to include summoning items into a player's inventory or character slots. It may however be possible to change the appearance and damage type/data of a weapon through the use of a spell.[33]
    • There are summoned weapons that appear as a spell VFX to damage opponents for a period of time.[34] These will not be able to be wielded, since weilding implies an item in a character equipment slot.[35]

Rogue augments

There will be counter-stealth mechanics for sure. That's just a natural balancing act of stealth. But additionally with regards to secondary classes, one of those aspects is augments represent the secondary class and some of the- one of the most fundamental aspects of a rogue is stealth whether it be actual invisibility or the ability to sneak around in the shadows or something. So you can almost certainly count on the fact that should you go a secondary class of rogue that there will be the ability to influence your action items from your primary class with the stealth modifier.[37]Steven Sharif

Tank augments

info-orange.png ﻦﻳﺭﻮﻄﻤﻟﺍ ﻞﺒﻗ ﻦﻣ ﺕﺎﻣﻮﻠﻌﻤﻟﺍ ﺮﻴﻓﻮﺗ ﺩﺮﺠﻤﺑ ﻢﺴﻘﻟﺍ ﺍﺬﻫ ﺚﻳﺪﺤﺗ ﻢﺘﻴﺳ

Primary skills

Alpha-1 preview primary skills.[38]

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.[39]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.[40]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[8][9]

Skill points

Alpha-2 Ranger skill tree user interface.[45]

What you're seeing at a high level here is just what you'd pretty much expect of a traditional skill. We're doing something a little more advanced than just like a bottom up structure, because we're being a little bit more free-form in this iteration. This will obviously see more UI iterations in the future, but you'll see a mix of active and passive abilities here. Actives are indicated by their square shape, while the circular ones are representing passives; and one thing to note as well is that these passives are aiming to be a little more interesting than just like, this ability does more damage now, or it has a lower cooldown. We do have some of those too, but the goal with a lot of these passives in addition to that is to allow people to lean into unique play styles. So you'll notice that some of them are are changing your gameplay in meaningful ways; and that's the direction we want to take um player and character customization as a whole.[45]Tradd Thompson

Players receive skill points at specific points as they level.[46] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[47][48][49][50]

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.[51]Steven Sharif
  • Skill points will accrue at specific XP milestones, such as 1/4, 1/2, 3/4 progress through the level, so as to avoid creating an imbalance with experience debt.[46]
We do have this concept of experience debt that does accrue and we don't want to create an imbalance between skill points acquired versus experience, so we're going to predicate your skill points acquisition based on benchmarks you reach when leveling through a level. So these are going to be at specific points in the level, like one quarter progress, to half progress, to three quarters progress: you're going to get an influx of skill points and then you'll be able to allocate them into your skill tree.[46]Steven Sharif
  • Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[52]
  • Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[53][54]
  • Augments do not cost skill points.[13] It was previously stated that certain augments will have more expense required on the skill point side.[11]
info-orange.png .ﺔﻴﻟﺎﺤﻟﺍ ﺮﻳﻮﻄﺘﻟﺍ ﻖﻳﺮﻃ ﺔﻃﺭﺎﺧ ﻲﻓ ﺓﺩﻮﺟﻮﻣ ﻥﻮﻜﺗ ﻻ ﺪﻗﻭ ﻦﻳﺭﻮﻄﻤﻟﺍ ﻞﺒﻗ ﻦﻣ ﺍﺮًﺧﺆﻣ ﺔﻴﻟﺎﺘﻟﺍ ﺕﺎﻣﻮﻠﻌﻤﻟﺍ ﺾﻌﺑ ﺪﻴﻛﺄﺗ ﻢﺘﻳ ﻢﻟ
  • It will not be possible to max all skills in a skill tree.[50]
  • In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[55]

Active skills

Players can build their characters with the active skills they want on their action bar (hotbar).[57][58][59]

Some people like to have a very minimalistic number of hot bars. They don't need necessarily to have three, four, five hot bars that are available; but some people do like that: They want to have all their items listed on their hotbar as well as their abilities, as well as as their mounts, as well as anything that they can essentially interact with as an icon.[63]Steven Sharif
  • Players are not given skills as they level up, they must choose what skills they take.[55]
  • There is no spellbook requiring memorization.[64]

There will be multiple hot-bars that you obviously have available, because you're going to have consumables, you're going to have active skills and whatnot. But the number of active skills are not going to overwhelm necessarily the character and be irrelevant especially at certain stages.[57]Steven Sharif

Universal skills

Universal skills, such as active blocking and dodge rolling, are able to be unlocked by all archetypes.[52][42]

Outside of your class-specific skill tree, there's going to be a subsection of a few skills that are universal, like active block, like dodge; and I think what we're going to do- or at least what we're going to be discussing here- is those universal skills will have progressions that might align with your passive tree; and you can spec skill points into progressing additional features of those universal abilities that you will have access to. So I think that's probably going to be the direction that we're going to take.[42]Steven Sharif
  • Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[52]
Q: Will each archetype be equally efficient with universal skills, like dodging and active blocking, or will each of them have their own versions and flavors, or will some people be more powerful than others?
A: We want to provide a progression path that's shared for those universal skills across all the archetypes. So when you spend skill points, you can choose to spend them within the universal skill set and unlock particular ability types for the universal skills as well, but you will be spending them from the skill points that you would normally spend within your class-specific skill tree; and this offers again a different wheel of customization that I think is interesting.[52]Steven Sharif
  • The developers will be testing the use of separate energy mechanics for universal skills in Alpha-2.[65]
  • Universal skill progression may align with a player's passive skill tree.[42]

See also

عجارملا

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  9. 9.0 9.1 9.2 9.3 progression.png
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  12. February 8, 2019 - Questions and Answers.
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  14. class same.png
  15. augmentcolors.png
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  22. steven-cleric-augments.png
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  27. 27.0 27.1 steven-ranger-hunts.png
  28. steven-ranger-hunts2.png
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  30. Hunt of the Bear Description.png
  31. مقابلة, 2023-07-09 (1:08:13).
  32. fightersummoner.png
  33. summoned weapons.png
  34. summoned weapons 2.png
  35. summoned weapons 3.png
  36. 36.0 36.1 steven-rogue-augments.png
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  38. toast-keybinds-skills.png
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  41. class secondary.png
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