- A player chooses their primary archetype at the start of the game.
- Players receive skill points as they level. These can be used to level up skills within their skill tree.
- It will not be possible to max all skills in a skill tree.
- A player may choose a secondary archetype when they reach level 25. The combination of primary and secondary archetypes is referred to as a class.
- The player can then augment their primary skills with effects from their secondary archetype.
- Each skill in the primary tree will have several augment options from the secondary tree. This is an example of horizontal progression.
- 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.
If a Fighter were to choose Mage as a secondary archetype, the fighter would become a Spellsword. This combination opens up augments that can be applied to skills in their primary skill tree. Fighters have a Rush skill that allows them to rush towards a target; and upon reaching the target, deal an amount damage with a chance to knock the target down. A Mage's escape augment could be applied to the rush skill, which would now teleport the player to the target; thus eliminating the charge time on the skill.
Classes by archetype combination
- Each secondary archetype offers four different schools of augmentation. Each augment school affects a primary archetype's skills in different ways.
- For example: A Mage offers Teleportation and elemental schools of augments. These augments will affect a Fighter's primary skills differently than a Cleric's.
- Each augmentation has a level requirement and number of skill points required to activate it.
- 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; and certain augments will have more expense required on the skill point side. – Steven Sharif
- Augments to primary skills will fundamentally change the way the ability works: Adapting what the ability once did to incorporate the identity of the secondary archetype.
- Changing the augmentations on your skills will require you to go to a NPC in a Village node or higher.
- Some spell colors and general FX change based on augments.
- Active skills could look totally different after an augment gets applied.
- Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.
- It will not be possible to max all skills in a skill tree.
- 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.
- Players are able to reset and reallocate their skill points.
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. – Steven Sharif
- 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. – Steven Sharif
There's going to be a lot of shared quests but there's also going to be class-specific quests; and the reason for that is that some classes are better at others than doing certain things and that'll play itself out through the general community quests. That's fine, but there are certain periods from a designer's perspective where you want to make an encounter be the antithesis of what a player is good at. It also gives them perspective because we have a more fluid class combination system where you can play the line in your traditional role by adding a secondary class that's different from your primary classes role. The benefit of having these class-specific quests early on especially in an archetype is that you can come to a determination and have greater experience for the things you're not good at. So you know how to progress your class in the future with the things you have access to that are different from what you're good at.' – Steven Sharif
- Quests will be relevant to the player's class progression via their choice of primary and secondary archetypes.
So you want to give them storyline that's relevant and make sense for them to their class progression. If I'm a fighter I should be going to a barracks and learning from this dude early on. Later on if I want to take on that mage secondary and I'm more arcane in the things I do, or more based in the essence, then yeah it makes sense for my also again for a catered quest to me that lets me focus on that route in the narrative. – Steven Sharif
- Interview, 18 July 2020 (1:05:04).
- Interview, 29 July 2020 (54:44).
- Ashes of Creation class list.
- Livestream, 28 July 2017 (19:05).
- Livestream, 3 May 2017 (50:50).
- Livestream, 18 July 2017 (37:43).
- February 8, 2019 - Questions and Answers.
- Livestream, 31 July 2020 (1:31:11).
- Podcast, 11 April 2021 (54:35).
- Livestream, 16 October 2017 (1:00:44).
- Interview, 8 August 2018 (22:27).
- Livestream, 25 July 2020 (1:47:55).
- Livestream, 9 February 2018 (41:56).
- Livestream, 17 December 2019 (1:13:14).
- Interview, 18 July 2020 (1:07:06).
- Livestream, 26 July 2019 (1:09:22).
- Livestream, 8 April 2018 (PM) (20:45).
- Interview, 11 May 2018 (53:15).
- Livestream, 19 November 2021 (50:38).
- Livestream, 24 September 2021 (1:18:06).
- Livestream, 25 June 2021 (23:08).
- Livestream, 28 August 2020 (1:12:50).
- Interview, 29 July 2020 (55:44).
- Interview, 19 July 2020 (53:59).
- Interview, 18 July 2020 (1:07:51).
- Livestream, 16 November 2017 (30:02).
- Livestream, 28 August 2020 (1:19:24).
- Podcast, 11 April 2021 (44:29).
- Podcast, 11 April 2021 (46:10).