Archetypes
At the start of the game players may choose from eight Archetypes, which essentially defines a character's role.[3][4]
- We're fairly similar to the holy trinity of class identity. I think that the way our primary archetypes and secondary archetypes, the combination of that creating these 64 different classes, it is a goal to blur the line between those identities, that standard Trinity that's present. I think additionally the way that we're developing classes is to be that rock-paper-scissors type of interaction, especially balance them around group vs. group dynamics or group dynamics; and... by utilizing the augment system allows for players to take skills outside of just the realm of their identity and into a different area.[6] – Steven Sharif
- Characters can augment their primary skills with effects from a secondary archetype starting at level 25.[7][8][9][3][4] These augments can be rudimentary, or they can fundamentally change the way the ability works.[10][9][11][12][13]
- Choosing the same primary and secondary archetype increases focus on that archetype.[14] Choosing different archetypes allows characters to somewhat flirt with their role.[15][6][16].
- Q: Can you explain the philosophy on why there is a singular option for Tank main players or healer main players at the archetype selection screen and how much customization will there be in the base kit and augment system to truly make these different play styles?
- A: Let's start with the second half of that question. When it comes to diversity I think that you're going to have a wide range of diversity that's afforded through the secondary archetype system. That is intended to really flirt with the line of what a main role Tank or main role healer is and provide some more hybridized gameplay for those particular roles. That comes in a number of different forms: we've talked a little bit about obviously in the past how augments are intended to work with primary active abilities and it is because the Tank role and the Cleric role are only afforded two of the archetypes that some of the most interesting, in my opinion, options of hybridization are going to come from those secondary choices with the Tank and the healer. So you're going to get a broad diversity of gameplay options there when it comes to the the role specifically. And why we're servicing those two roles with just two base archetypes? Those are really critical unique roles on a per-party basis. We talk about party comp, generally it is a traditional wheel of MMORPG game design when talking about the Trinity of gameplay roles that you expect to have one tank and one primary healer in a party design; and we wanted to stay true to that obviously. And those roles do have a significant impact on general gameplay loop when we're talking about moment-to-moment combat, between the Tank controlling the battlefield, being able to take hate off of other players, being able to maintain aggro status with the predominant threat source. That is a role that we don't necessarily want to build in another archetype to compete with. The Cleric itself however is also integral. Now, that's not to say that we do not have some influences: The Fighter has the ability to off-tank, especially depending on- and the reason I say that is because when we're talking about just from a base stat perspective, like CON for a Fighter is going to be high generally at a base value. Their ability to absorb hits is going to be greater because of their suite of ability selections that they have available to them. So, there are some other roles that do touch the line a bit in that divide of DPS to tank role. And on the healer side, the Bard has some regenerative abilities that they can utilize. Now, when they choose then to spec as a secondary class option into Cleric or Tank, if you're Fighter or a Bard you're going to get much closer to those roles; and I think having an off-tank is an interesting gameplay option and necessary for certain encounter designs that we want to preserve space for. So, the focus is really to stay true to what we expect from an MMO perspective with regards to those roles in group composition. We feel that the current class design achieves that and we're going to allow players to flirt with what hybridization looks like for those roles through our secondary archetype options.[15] – Steven Sharif
- Even prior to secondary archetype choice, players have the ability to customize their base kit by selecting different build options (on their adventuring skill tree).[17]
- Q: From level 1 to 25 are you just going to get one style of gameplay? Like, for the Cleric, are you just going to be a Holy Priest from WoW. So in the base kit, is there going to be any way to play differently from 1 to 25?
- A: I think that what we're trying to achieve in the base kit offering for those two roles; and you may have seen this already with the Cleric class livestreams that we've done. There are some offensive options there and you could spec more offensively as a Cleric than you would necessarily into the support. The same is true on the Tank side. Your ability to customize your build options don't you're not pigeonholed into specifically that role, you have hybrid options just from a base kit perspective.[17]
Icon | Archetype | Type.[18] | Role.[19] | Resource.[20][5] |
---|---|---|---|---|
Bard | Arcane | Support | Themes | |
Cleric | Arcane | Support | Divine Power | |
Fighter | Martial | Damage | Combat Momentum | |
Mage | Arcane | Damage | Spell charges | |
Ranger | Martial | Damage | - | |
Rogue | Martial | Damage | - | |
Summoner | Arcane | - | - | |
Tank | Martial | Tank | Courage |
Bard
Bard is an archetype in Ashes of Creation.[23]
- Bards are intended to amplify a party or raid's ability to perform within their own class. That amplification isn't just intended for DPS, but also for support, for healing, for taking damage, for movement. Bards have often been portrayed as a musical class and while they can be that, many Bard applications may exist in just telling a story. Telling a story is going to be the thematic component of how the Bard interacts with the party. And that story is going to enhance player's abilities to perform. Very similar in a way to buffing up a party, but you are not going to see him as a "buff bot" that you might have experienced in previous games, where they are only good for their buffs and then you kick them out of party and they sit in a corner and come back in 30 minutes. Those buffs are going to be related to how they perform.[24] – Steven Sharif
- Bard fills a tactical support role that makes a party better as a whole through a range of buff-oriented and proximity-based abilities.[25][26][27][28][29][30][31]
- Q: Regarding the class composition and design revolving around the Holy Trinity, if that is the case where does a non-healing support fall into that concept of design and how will players who choose that path remain relevant throughout the gameplay loops?
- A: This is a more old school idea of the Holy Trinity and where non-healing support classes fall into that mix. Generally you see in my experience most non-healing support classes fall into between the hybrid of support to tank or support to DPS, so they tend to fill a hybrid role. The Bard has an opportunity to fill that space and is a very integral component to maximizing a particular group or archetypes ability to perform through the use of their supportive and buff-oriented abilities as we've talked in the past. Many of these are support based on proximity. Some of them are support based on targeted buffs. We're going to be following the format of abilities that adhere to dances, songs, and stories when it relates to the Bard; and the scope of their particular ability sets- each of those provide a certain type of benefit to to other characters within proximity. The idea here again, pointing back to a more old-school trinity design is that no party is complete without the non-healing support class, which is the Bard in Ashes of Creation.[26] – Steven Sharif
Bard classes
Class | Primary | Secondary |
---|---|---|
Magician | Bard | Mage |
Minstrel | Bard | Bard |
Siren | Bard | Tank |
Song Warden | Bard | Ranger |
Songcaller | Bard | Summoner |
Soul Weaver | Bard | Cleric |
Tellsword | Bard | Fighter |
Trickster | Bard | Rogue |
Bard skills/abilities
Bards fill a tactical support role, including a broad range of offensive and defensive combat skills in addition to support abilities and buffs.[25][26][27][28][29][30][31]
- Bard mechanics include melodies, dances, songs, and stories.[25][26][32][29]
- Bards (like other archetypes) cannot use their abilities while mounted, but this may change in future.[33]
- One of the big things we wanted to do with this Bard specifically was not to focus specifically on just song or dance, but have a culmination of a bunch of different of these themes all together in the same kit.[34] – John Collins
- Bard AoE effects are generally not obstructed by line-of-sight.[35]
- Bards may choose to activate buffs that augment tanking, DPS and healing in their proximity.[36]
- Bard buffs apply to characters in the same group.[37]
- Bards offer proximity-based or proc-based healing, but to a much lesser degree than Clerics.[38][26][28][39]
- Bards are able to aid in the restoration of Mana.[40]
- Bards are able to play musical instruments.[41][42][29][43][44]
- Sagas are powerful Bard ultimate abilities that can have big effects on the battlefield.[45][46]
- Bards will have utility outside of combat, but this will not include restoring rested XP, and also may not include stealth type skills.[47][48]
- Bards are not intended to have siege summon capabilities, but sagas may fulfill a similar role on the battlefield.[50]
Skill | Icon | Description |
---|---|---|
Anthem of Alacrity | Target ally gains Anthem of Alacrity: Attack speed increased by 25% and casting speed increased by 25%. Lasts 10 seconds.[51] | |
Cathartic Melody | Nearby party members gain Cathartic Melody: Your attacks have a 25% chance to heal yourself for 50% of the damage done. Melodies can be played concurrently with other abilities.[52] | |
Chaos | Nearby members gain Chaos: Magical critical chance increased by 15%. Lasts 30 seconds. Generates Theme of Tragedy .[53] | |
Cheerful Melody | Nearby party memebers gain Cheerful Melody: Healing received increased by 20%. Also lightly heals for (15%π’) Magical Power (healing) every 2 seconds. Melodies can be played concurrently with other abilities.[38][54] | |
Chilling Lament | Target enemy is dealt (75%π’) ice damage and afflicted with 4 seconds of Chilled every second. Deals bonus damage to Frozen targets.[55] | |
Conflict | Nearby party members gain Conflict: Increase physical power by 10%. Lasts 30 seconds. Generates Theme of Tragedy .[56] | |
Dark Lullaby | Deal (50-100%π’) spirit damage to target enemy each second (scales in power over the course of the cast). This damage will not wake an Incapacitated target. The final hit applies Stunned for 6 seconds if the target is Incapacitated.[57] | |
Destiny | Nearby party members gain Destiny: Physical critical chance increased by 15%. Lasts 30 seconds. Generates Theme of Mystery .[58] | |
Discordance | Launch a wild burst of 3 discordant notes at your target, each dealing (75%π’) arcane damage and applying Staggered. The notes will bounce to random nearby enemies dealing reduced damage.[59] | |
Epic Melody | Nearby party members gain Epic Melody: Movement speed increased by 20%. Melodies can be played concurrently with other abilities.[60] | |
Flourish | Slide forward gracefully in your aimed direction and gain Pep. Can be used concurrently with any other ability.[61] Flourish turns off collision.[62] | |
Gambit | In a daring maneuver, transfer life to or from target party member, depending on who has a lower percent health. This ability will not reduce either player below 20% health. The character that loses life in this exchange gains Solace.[63] | |
Get Off The Stage | Knockback enemies in front of you with your instrument, dealing (175%) bludgeon damage and applying 3 stacks of Snared that tapers off over the course of 6 seconds. Also applies Disarmed to targets with Staggered.[64] | |
Joy | Nearby party members gain Joy: Gain temporary health equal to 10% of your maximum health. Lasts 30 seconds. Generates Theme of Comedy .[65] | |
Lovely Serenade | Target ally is healed for (150%π’) (healing) every second. The final hit applies Glee.[66] | |
Maddening Dance | Damage nearby enemies for (40%π’) arcane damage every second. Damage increases with less targets, up to (60%π’) arcane damage. Applies Humiliated to targets that are Demoralized.[67] | |
Marionette | Target enemy is afflicted with Marionette.[68] | |
Menacing Melody | Nearby enemies are afflicted with Menacing Melody: Increases damage taken by 10%. Melodies can be played concurrently with other abilities.[69] | |
Mesmerizing Dance | Quickly strike a dazzling pose! Mesmerizes all nearby enemies, applying Incapacitated for 10 seconds. Any targets with Staggered also become Stunned for 3 seconds.[70] | |
Misdirection | Use your wiles to reduce both your own and nearby party member's threat against nearby monsters by (1,000%π’) magical damage.[71] | |
Nimble Dance | Grants Nimble and Pep to yourself and nearby allies every second.[72] | |
Pensive Melody | Nearby party members gain Pensive Melody: Restores mana equal to 1 + (1%π’) magical power every 2 seconds. Melodies can be played concurrently with other abilities.[73] | |
Quick Wit | Jest with target ally, healing for (150%π’) (healing) and applying Glee. Ridicule target enemy, damaging them for (100%π’) bludgeon damage and applying Demoralized.[74] | |
Saga | Complete your tale with a grand finale, consuming all of your current themes. The specific saga you have access to is determined by the combination of your current themes.[75] | |
Shielding Dance | Heal yourself and nearby allies for (50%π’) (healing) every second and apply up to one instance of Shield to each target.[76] | |
Triumph | Nearby party members gain Triumph: Gain 10% max health and 20% base block chance. Lasts 30 seconds. Generates Theme of Comedy .[77] | |
Wonder | Nearby party members gain Wonder: Increase magical power by 10%. Lasts 30 seconds. Generates Theme of Mystery [78] |
- 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.[24]
- Certain higher tier Bard abilities will utilize proximity-based ground templates that require the party or raid to move into (and out of) formations indicated by the template to gain added benefits or buffs.[79][27]
Cleric
Cleric is an archetype in Ashes of Creation.[23]
In a world often fraught with peril, a Cleric is never wanting for friends. They can protect their allies in a number of ways, and when necessary, snuff the life out of others. As masters over the very essence of vitality, they can sense the broken and corrupted... The strands of this essence connect everything and everyone. Clerics find themselves particularly attuned to the threads that channel life and motive energy. By reinforcing these tendrils, they can heal and even resurrect those that have been wounded. By tearing them, they can steal energy from their foes, turning their enemiesβ powers against them amid the frenzied heat of battle.[83]
- In Ashes of Creation a Cleric's powers are not directly imbued by the gods. Instead, their powers are tied intrinsically to the use of manipulation of The Essence as a as a source of magic.[84]
- One of the probably biggest delineations from your standard trope in MMORPGs is that the Cleric does not receive their powers from a divine source. At least not in the sense that is standard. It is still something that is tied intrinsically to the use of manipulation of the Essence as a source of magic. Now, the source of that Essence is up to question: There are some claims about it that might apply a divine interaction, but generally it's not as though you're being imbued by these powers from the gods and that the gods can take them away should you step out of line in your alignment.[84] – Steven Sharif
Cleric classes
Cleric skills/abilities
- 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.[83]
- 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.[85][86]
- 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.[86] – Steven Sharif
Skill | Icon | Description |
---|---|---|
Barrier | Sacrifice 25% of your maximum health and apply that much temporary health to target ally for 10 seconds. Does not stack.[87][88] | |
Bless Weapon | Imbues your target's weapon with radiant light, granting them Bless Weapon. Weapon attacks deal an additional (5%π’) Radiant damage and apply Bless Weapon: Mana Regen.[89][90] | |
Chains of Restraint | 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.[91][92] | |
Communal Restoration | Restore health equal to (150%π’) (healing) to all party members in range and apply Communal Restoration.[93] | |
Condemn | Stun target enemy for 3 seconds.[82][94] | |
Consecrating Wave | Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[95][96] | |
Defiant Light | 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.[97][98] | |
Deliverance | 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.[99][100] | |
Divine Flare | Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[101][102] | |
Divine Infusion | 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.[103][104][105][106] | |
Flash Cure | Instantly heal target ally. This may be used during other ability activations.[107][108] | |
Healing Touch | Heal target ally in melee range for a large amount of health.[109][110] | |
Judgment | 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.[111][112] | |
Mend | Instantly launch a healing projectile toward target ally. Restores (100%π’) (healing) in health upon arrival.[113][114][115] | |
Purify | Remove up to 3 dispellable debuffs from an ally.[ citation needed ] | |
Resplendent Beam | 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.[116][117] | |
Resurrect | Resurrect target ally with 25% of their max health and mana.[118][119][120][121] | |
Smite | 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.[82][122] | |
Soothing Glow | Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[123][124] | |
Wings of Salvation | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[125][126] An ally is defined as any non-combatant player or non-mob NPC.[127] |
- Clerics have control over life and this may relate to utility abilities that relate to corruption.[128]
Fighter
Fighter is an archetype in Ashes of Creation.[23]
- The fighter is really a mobile physical DPS. So they're able to traverse the battlefield. They're able to close the gap quickly. They're able to deal damage from a physical perspective... The fighter is in your face. You try to get away from me I'm going to close that gap. I'm going to deal this burst damage to you and it really doesn't matter if I'm behind you or if you're bleeding or if I've snared you per-se. I am there. I am in your face. I'm doing this damage.[130] – Steven Sharif
- Fighters have a momentum mechanic that scales resistances and mobility proportional to damage taken and dealt.[131][132][133][134][135]
Fighter classes
Fighter skills/abilities
The Fighter 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.[136][133][134][135][137]
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.[138] | |
Blitz | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[139] | |
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.[140] | |
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) [141] | |
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.[142] | |
Crippling Blow | Deal Physical damage and apply Snare to target enemy for 6 seconds.[143] | |
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.[144] | |
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.[145] | |
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.[146] | |
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.[147] | |
Knock Out | Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[148] | |
Leap Strike | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[149] | |
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.[150] | |
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.[151] | |
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.[152] | |
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.[153] | |
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 target takes heavy damage, plus additional damage for each stack of wound it has.[154] | |
Wallop | Spend half of current Combat Momentum to deal damage plus additional damage depending on how much Combat Momentum was spent, up to a maximum total.[ citation needed ] | |
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.[155] |
- 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.[156] – Steven Sharif
Mage
Mage is an archetype in Ashes of Creation.[161][23]
- Mages are able to combine skills from different elements, along with non-elemental spells and weapon attacks to produce powerful synergies and combos.[158]
- Players can focus exclusively on a single element, but this will reduce their ability to benefit from synergies and combos between different elements.[162]
- Passive essence is converted into useful forms and patterns under their direction, which can then take the shape of nearly anything imaginable! Mages can bend space, summon light, or set the very air ablaze β applying force in all its rawness, or in any shade of their elemental fury.[161]
- Mages tend to have the most direct relationship with The Essence compared to others.[161]
- Mages tend to have the most direct relationship with essence compared to others, and they manage that bond with a singular will... As a Mageβs connection to essence develops further, their power will continue to grow, unfold, and take shape.[161]
Mage classes
Mage skills/abilities
Skill | Icon | Description |
---|---|---|
Arcane Circle | Place a powerful rune of magic upon the ground beneath you, grants Arcane Might while standing within. Lasts 10 seconds.[163] | |
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.[164] | |
Arcane Eye | Conjure a magical eye above you, that reveals any camouflaged enemies within a 20 meter radius to you and your party. Lasts 10 seconds.[165] | |
Arcane Volley | Fires a volley of 7 arcane missiles at your target, dealing (35%π’) arcane damage each.[166][167][168] | |
Ball Lightning | Create a large ball of charged electricity that travels slowly forward, rapidly dealing (50%π’) lightning damage and applying Volatile to enemies it overlaps with.[169][170][171] | |
Blink | Instantly teleport 20 meters in the direction you are moving.[172][173] | |
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%π’) ice damage in a small area around it and applies Frozen to targets with Chilled.[174][175][169] | |
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%π’) lightning damage to each and applies 20 stacks of Shocked to targets with Volatile.[176][177][178] | |
Combust | Instantly combust your target, dealing (125%π’) fire damage and applying Conflagrating if they are Burning.[179] | |
Cone of Cold | Blasts a vortex of freezing wind in a cone in front of you, dealing (125%π’) ice damage and applying Frozen to targets with Chilled.[169][180][181] | |
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.[182] | |
Fireball | Hurl a ball of fire toward your target, dealing (100%π’) fire damage and applying Burning for (75%π’) fire damage. 3 charges.[183] | |
Firebolt | Hurl a bolt of fire toward your target, dealing (100%π’) fire damage and applying Burning for (75%π’) fire damage. 3 charges.[184] | |
Fissure | Call forth a line of jagged earthen spikes in a line in front of you, dealing (175%π’) pierce damage, applying Staggered, and launching each enemy hit.[185] | |
Frostbolt | Launch a bolt of frost towards your target, dealing (225%π’) ice damage. Applies Frozen if the target is Chilled.[186][187] | |
Hoarfrost | Unleash a blast of icy wind at target location, dealing (125%π’) ice damage and applying Chilled.[188] | |
Lightning Strike | Held ability: Charge up a bolt of lightning to unleash upon your target, dealing (300%π’) lightning damage based on how long it was charged. Applies 5 stacks of Shocked to target.[189][190][191] | |
Magma Field | Erupts the earth at target location, forming a boiling pool of lava that deals (30%π’) fire damage and applies Burning at (50%π’) fire damage power every 2 seconds to enemies within the area. Lasts 8.1 seconds.[192] | |
Meteor | Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals (300%π’) fire damage and applies Conflagrating to targets with Burning. [193] | |
Prismatic Beam | Channel a powerful beam attack that periodically deals (30%π’) Magical damage and has additional effects based on your Elemental Empowerment. [194]
| |
Quake | Held ability: Slam down, causing a powerful earthquake around your character that deals (200-500%π’) 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.[195] | |
Shell | Apply Shell to yourself.[196][197]
| |
Slumber | Applies Incapacitated to targets in a small area around the primary target. Lasts 10 seconds.[199][200][201][202] |
Ranger
Ranger is an archetype in Ashes of Creation.[23]
Death from afar is the ranger's raison d'etre. A master of the bow and ranged combat, the Ranger is more than happy to let others get their hands dirty. No one else has such a keen eye in natural environments.
- Q: Tank has resolve, Cleric has divine power, what does Ranger have?
- A: That's a very good question. It is the interaction between the Hunts and the Marks. That is something that we're going to be focusing in on a little bit more. Right now, that is still something that the combat team is working on for the Ranger class.[205] – Steven Sharif
- Q: Why was the minimum distance required removed for the Rangers ranged attacks?
- A: Originally when I was thinking about the Ranger, I had thought about introducing a minimum range requirement in order to offset its flexibility in combat and having them think a little bit more strategically about positioning on the battlefield. That became an un-fun experience when we playtested it and so we decided to remove it. Instead we may choose to play around with things like range too close affecting something maybe like accuracy. We haven't playtested with that. Or, we just might not incorporate it and instead let it live within the abilities you saw. An example of that with regards to the lightning ability having variable effects conferred at different ranges. That right now is the approach that we're taking.[206] – Steven Sharif
Ranger classes
Clase | Primario | Secundarios |
---|---|---|
Bowsinger | Ranger | Bard |
Falconer | Ranger | Summoner |
Hawkeye | Ranger | Ranger |
Scion | Ranger | Mage |
Scout | Ranger | Rogue |
Sentinel | Ranger | Tank |
Soulbow | Ranger | Cleric |
Strider | Ranger | Fighter |
Ranger skills/abilities
The majority of a Ranger's skill tree will likely be ranged, but there will be options to incorporate melee aspects.[207]
- Some abilities require a bow to be equipped.[8][208][209][210]
- Instead of a minimum range requirement, certain Ranger skills, such as Thundering Shot, currently have variable effects conferred at different ranges.[206]
- The majority of Ranger abilities allow movement while casting. Only a few abilities impose movement penalties while casting.[8]
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.[211] The root effect is nature based.[212] | |
Barrage | Fires a continual barrage of arrows at your target for 1.5 seconds, dealing 12% physical damage per arrow.[213] | |
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.[214] | |
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.[215] | |
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.[216] | |
Dash (Ranger) | Dash a short distance in your movement direction. Available for 1s after completing a projectile attack.[ citation needed ] | |
Disengage | Delivers a quick kick backflipping in the opposite direction. Enemies hit are Snared for 4 seconds.[217] | |
Headshot | Deals 175% physical damage to target enemy.[218] | |
Hunt of the Bear | Call forth the spirit of the bear, imbuing yourself with increased physical mitigation.[219] | |
Hunt of the Raven | Call forth the spirit of the raven, imbuing yourself with increased physical penetration.[220] | |
Hunt of the Tiger | Call forth the spirit of the tiger, imbuing yourself with 10% increased critical damage.[221] | |
Imbue Ammo: Barbed | While active, spend special ammunition to cause ranged weapon finishers and certain abilities to apply 1 stack of Bleeding to targets hit.[222][223] | |
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.[224] | |
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.[225] | |
Lightning Reload | Grants a charge of Lightning Reload, allowing you to fire one ability Shot for free, ignoring its cooldown and other costs.[226] | |
Mark of the Bear | Marks the target, reducing their mitigation by 25%.[227] | |
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.[228] | |
Mark of the Tiger | Marks the target, increasing critical chance versus the target by 50%.[229] | |
Piercing Shot | Fire a projectile that travels in a straight line, piercing through and damaging all enemies in its path.[230] | |
Raining Death | Fires a dense rain of arrows 20 meters ahead, dealing high damage. Deals more damage to more distant targets.[231] | |
Scatter Shot | Fires a spread of projectiles, dealing Physical Damage to every enemy target within a 20m cone in front of the caster.[232] | |
Snipe | Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[233] | |
Stalk | Stalk your target. Every 3 seconds, another stack of Stalk is applied to the target. Stalk stacks increase the efficacy and duration of the next Mark applied to the target. While Stalking, the Ranger has 10% additional increased damage per stack, up to a maximum of 50%.[ citation needed ] | |
Thundering Shot | Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[234] | |
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.[235] |
Rogue
Rogue is an archetype in Ashes of Creation.[23]
The rogue is more physical disable oriented: Applying bleeds or snares or having precision damage that's situational. Being stealthy. That's how I view the rogue role... The rogue's like you don't see me, I'm coming in and boom I stab you in the back and I do extra damage because of it. Now you're bleeding and you're trying to snare away and walking away, and that's a rogue in my opinion.[130] – Steven Sharif
Rogue classes
Rogue skills/abilities
All classes are capable adventurers, but rogues excel at delving the deepest dungeons and finding the most hidden of treasures.[237]
- Rogues will have utility skills that enable them to discover hidden doors, traps and additional treasures.[238]
- These will be randomly spawned throughout different times of the day to ensure that encounters are not the same each time.[238]
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.[238] – Steven Sharif
Skill | Icon | Description |
---|---|---|
Stealth | Rogues have true stealth that is not proximity dependant.[239] |
Summoner
Summoner is an archetype in Ashes of Creation.[23]
- Summoners can shift their roles easily to fill gaps in a group's composition based on the role of the summon they are utilizing coupled with their choice of secondary archetype, which influences the role the summons perform best at.[241][30]
- Q: Summoner has been said to fill in the gaps in a party's role composition. What exactly does that mean in practice? Are they capable of speccing to be pure DPS, pure heals, or pure tank? Or instead are they supposed to be doing all three at a lesser level as needed?
- A: It depends on the summon that they bring out. They will have a variety of summon options and they will have supporting abilities that enhance the role of that particular summon, or that can hybridize the role of that summon based on the ability they cast on the summon or support by attacking- by casting on the target either. So is something that is flexible based on the summoner; and then when you choose a secondary archetype as your total class, that- as a primary summoner- that will influence which category your summons perform best as a role. So if you go with a secondary archetype for your class selection that's more DPS oriented this summons from a role category perspective will be a DPS summons. You'll still have the flexibility, but it won't be as strong as if you had chosen a support or a tank role and the summon benefits you would have as a result of those secondary choices.[241] – Steven Sharif
- Q: Will Summoners want to build different stats when playing as either a DPS, healer, or tank role?
- A: Yes. It is important that Summoners understand the role they're trying to hybridize into, as that decision might influence the types of stats they want to spec for.[242] – Steven Sharif
Summoner classes
Summoner skills/abilities
The summoner uses abilities that channel through their summons (also referred to as class skill pets).[243][244]
- You gain your summons from your summoner class as an active skill and then skills can be further developed with points.[246] – Steven Sharif
- Abilities from the summon appear on the summoner's hotbar. The summoner is essentially playing through their summon.[243][244]
- Summoners will not be able to fuse with or be taken over by their normal summons.[243][244]
- In the case of siege summons the summoner does become the summon.[243][248]
- Summoners may also have the ability to transfer pain to their summons, meaning that a portion of damage or threat taken by the summoner can be transferred to their summon instead.[249]
- Summoner summons are not the same as combat pets.[250]
- Summoner's summons will add to the summoner's power when they are summoned, unlike combat pets, which take a portion of the player's power.[251]
- The Summoner archetype does not have that portion of power taken away when they summon their pet. That's part of their... power is their summon.[251] – Steven Sharif
- Summons will exist until another summon is cast, the summon is killed, or the summoner logs off.[252]
- Summons can be leveled through the application of skill points to their active skill.[246]
- Summons will be able to use crowd control (CC).[253]
- Summoners may be able to name their summons, but will not be able to change their creature type, which is part of the nameplate above the summon.[254]
- Summons follow the same PvP flagging rules as players and share the player's flag status.[255][256]
- Summons follow the same flagging rules as players, if your summon pks someone, you gain corruption[255] – Steven Sharif
Summoners summon different varieties of summons, depending on the class and augments they choose.[257][258]
- Animals.[258]
- Spirits.[258][259]
- Skeletons, zombies and other undead summons will be possible with death-based cleric augments.[252][259]
- Corpses (potentially).[258]
- Some summoners may summon multiple things.[258]
- Other summoners may only summon one powerful thing.[258]
- Certain summoners may only be able to summon effects and/or temporary energies.[258]
Augments from a secondary archetype can be applied to a summon.[260]
- For example: If your summon had a sweeping attack with a claw, or had the ability to bite an opponent, or rush an opponent; and you took teleportation, you could rush them similar to how I've given an example with the tank: Teleporting to a target instead. Or, its claws could combust on impact on a target dealing some burn damage that persists. Or... let's say your summon traditionally was some type of bear or bear cat, you could apply an elemental augment and now it could be a transparent flaming bioluminescent cat; and its damage would be fire based. So, that's how we want to influence the active skills with how augments apply; and that's how it would apply with Summoners.[260] – Steven Sharif
Tank
Tank is an archetype in Ashes of Creation.[23]
- Ashes of Creation tank will be a pretty classic one: One that tank players are familiar with; and I think that's what people want. We don't need to necessarily redefine what the tank is, but I think we can improve it. There's some things that obviously- you'll have your expected mechanics like threat management and generation, mitigation, control, battlefield control, CC effects; but then we'd also like to see more direct ways of protecting your party members too- exploring, like Aegis, that's just scratching the surface of that thing; but being able to actually actively take damage for your allies, that isn't just manipulating the AI is another thing about tanks that I think a lot of people deal with other games, is they're they're pretty bad in PvP, like when threat is removed from the equation, what am I doing as a tank when players just ignore me? And so we want to offer more direct mechanics that cause even players- or encourage players to attack the tank to make it so that the tank can't protect their allies against you.[263] – Tradd Thompson
All classes with Tank as primary archetype will be viable for tanking upper-end raids, dungeons and world bosses.[264][265]
- The best tanks are going to be Guardians, but tanks with other secondary archetypes will also be viable.[264]
- Q: When it comes to tanking, will it be primarily the tank archetypes that will be able to tank, or can other people tank?
- A: Other people can tank. It really depends on the setting. If we're talking high-end raiding or dungeoneering and playing in these areas that require a main tank, that role and responsibility lies to the Tank archetype. Now tank archetypes can obviously take secondary archetype selections and they can hybridize across different roles. That'll give them a bit of horizontal utility or horizontal progression to the augment system; and the best tanks are going to be the tanks that double down in that role.[264] – Steven Sharif
- The developers are considering formation-based mechanics that grant effects such as damage mitigation based on positioning of party members.[266]
- Also formation-based type effects. For example, there's a really cool skill that we just began working on for the tank, where you have a vector required for players to be within behind that tank that mitigates damage incoming from a different direction. So there's directional-based type situations that require location of players in your party to be cognizant of those locations.[266] – Steven Sharif
- Tanks in general will have some control over encounters but will likely not have total control.[267]
- Q: Tanks need to do two things: Mitigate damage and hold aggro. How will tank weapons, shields, and armor balance these two dynamics compared to other gear sets?
- A: I think it does so in a few ways. I mean, obviously stack composition and your itemization choices are important. Making sure you're driving up your constitution-based stat allocation through selection of certain set bonuses and/or stat modifiers. But in addition, a big portion of that is not just through itemization, but also through your skill tree selections; and they don't have to be diametrically opposed. The ability to garner additional threat is predicated on your rotational selection and and how you are leveraging certain types of set bonuses that are catered towards that role specifically. So some set bonuses will have specific, very targeted benefits like additional threat generation. But in addition, if you're going to mitigate damage, you need to make sure you're focusing on your health pool: how much health pool do you have available to you? What type of damage are you mitigating- because we have different types of damage mitigation from magic to physical; and that's predicated on who your opponent is, where your adversary lives. Both of those are viable selection or viable strategies.[268] – Steven Sharif
- Depending on their choice of secondary archetype, tanks are able to favor damage dealt over defense.[269]
- Q: What steps are being taken or considered to make the tank archetype viable in PvP engagements?
- A: It's important to note that in a lot of MMOs that probably many of us have played. PVP can feel like a slapped on design consideration; and our approach is very holistic in the sense that we take into account the fact this is a PvX game. So when we're designing the class kits, we are making sure that mechanics and designs are targeting applicability both in PvE settings as well as PvP settings. That's very important. There are also special mechanics, like how threat is used in PvP, how taunts are used in PvP. Those things I think require testing, but we have some ideas that will make them relevant so that you don't have abilities that have no relevancy in PvE or PVP, but have some cross application.[270] – Steven Sharif
Tanks will have different build options:[271]
- Tanks will not be forced to have a shield but it will definitely be a viable option.[271] – Jeffrey Bard
Tank classes
Class | Primary | Secondary |
---|---|---|
Argent | Tank | Bard |
Guardian | Tank | Tank |
Keeper | Tank | Summoner |
Knight | Tank | Fighter |
Nightshield | Tank | Rogue |
Paladin | Tank | Cleric |
Spellshield | Tank | Mage |
Warden | Tank | Ranger |
Tank skills/abilities
Skill | Icon | Description |
---|---|---|
Absorption Field | A field of absorption.[272] | |
Aegis | 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.[273] | |
Ancestral Bolas | 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.[274] | |
Charge (Tank) | Channeled Ability: Charge forward in the direction you are facing. Enemies you collide with take damage and become Staggered. Charge will be canceled if another ability is activated or if the Charge key is pressed again.[ citation needed ] | |
Fortify | Consumes all Courage to increase mitigation for 10 seconds. Mitigation gained is 20%, and increases with Courage spent at a rate of 1% per 5 Courage, up to a maximum of 40%. Duration is increased by 1% per Courage spent. While active, increases rate at which Courage is gained from damage received.[ citation needed ] | |
Grapple | 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.[275][276] | |
Grit | 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.[277] | |
Inciting Strikes | Slashes twice in a forward cone while adding additional threat.[278] | |
Indomitable Spirit | 30% increased max HP and 30% increased healing received.[279] | |
Protect | 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.[280] | |
Reflect | You brace for the next hit, doubling your block mitigation rating. The first incoming attack within the next 3 seconds is reflected back to the attacker, dealing damage plus additional damage based on the amount of damage taken by the deflected attack, up to a maximum total. Generates 200% additional threat.[ citation needed ] | |
Rush of Courage | You feel a surge of resolve - gain 100 Courage.[281] | |
Shake It Off | Activate to instantly restore 50% of all damage taken in the past 4 seconds. Always heals for at least 10% of your maximum HP.[282] | |
Shield Assault | 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.[283] | |
Slam | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[284] | |
Taunt | Taunt target enemy, generating threat equal to your maximum health and applying the Humiliated status effect.[ citation needed ] | |
Tomahawk | Throw a Tomahawk at target enemy, dealing damage. Deals 50% more damage to targets hit from behind.[ citation needed ] | |
Tremoring Bellow | 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.[285] | |
Wall | Summons a glorious Wall at the target location. Obstructs movement and blocks projectiles.[ citation needed ] |
See also
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- β Livestream, January 27, 2023 (1:25:32).
- β Livestream, January 27, 2023 (1:28:24).
- β 271.0 271.1 271.2 271.3 271.4 Livestream, May 26, 2017 (32:59).
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- β Video, January 27, 2023 (9:54).
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- β Video, March 31, 2023 (9:55).
- β Video, January 27, 2023 (10:27).
- β Video, January 27, 2023 (5:21).
- β Video, January 27, 2023 (6:41).
- β
- β
- β
- β
- β Video, January 27, 2023 (5:07).
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- β Video, January 27, 2023 (7:28).