It's the fourth anniversary of Ashes of Creation Wiki! Thanks for all of your wonderful support over the years.

Augments

Ashes of Creation community empowered Wiki
(Redirected from Augment)
Jump to navigation Jump to search

Ashes of Creation hosts a wide array of progression paths that offer augments to a character's primary skills.[1][2]

Augments are applied individually to active skills from a character's primary archetype.[3][4]

  • A character can have one active augment on an ability at any given time.[3]
  • Secondary class augments may be applied to any skill, but it is possible that some specific augments (such as racial or religious) may be locked to specific abilities.[3]
  • The progression system for augments is very similar to the class progression system.[5]

Augments can affect a multitude of things and can (in some cases) create entirely new skills.[6]

  • Drastically change the ability itself.[6]
  • Change the damage type and value.[6]
  • Change the cooldown period.[6]
  • Change the distance (of the skill).[6]
  • Change the effect from a ranged to melee ability.[6]

Augments can affect a multitude of things. It can drastically change the ability itself. It can change the damage type. It can change the cooldown period. It can change the damage values. It can change the distance. It can dramatically change it from a ranged effect to a melee effect. Augments are essentially can create- they are creating entirely new skills, but they're going to keep obviously some identity with what that primary active ability was.[6]Steven Sharif

Skill points

Alpha-1 preview skills user interface.[7]

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[8]Steven Sharif

Players receive skill points as they level. These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[9][10][11][12]

  • It will not be possible to max all skills in a skill tree.[12]
  • 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.[13]
  • Players are able to reset and reallocate their skill points.[14]

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.[15]Steven Sharif

Class augments

Alpha-1 preview primary skills.[16]

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.[17]Steven Sharif

The idea behind the system is that you're kind of skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to kind of offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[18]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[19] Players can personalize their primary skills with augmentation from a secondary archetype.[20][19][21]

The design behind augments is to not just change the flavor so that it reflects the secondary archetype, but it also fundamentally changes the core components of a skill.[22]Steven Sharif

  • Each secondary archetype offers four different schools of augmentation.[20][23] Each augment school affects a primary archetype's skills in different ways.[24]
    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.[25]Steven Sharif
  • Choosing the same primary and secondary archetype increases focus on that archetype.[26]
  • 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.[27]
  • Changing the augmentations on your skills will require you to go to a NPC in a Village node or higher.[28]
  • Some spell colors and general FX change based on augments.[29]
    • Active skills could look totally different after an augment gets applied.[30]

Primary skills in Alpha-2 are expected to be very different to those in Alpha-1.[31]

The ability list in Alpha One is nowhere near what the ability list will be, especially from like a level/progression standpoint. So you can expect it to be incredibly different.[31]Steven Sharif

Racial augments

Racial augments are based on a character's race and are available to each class.[32]

In keeping with our theme of Consequence, and unlike other games, race won’t just be a matter of look, with relatively inconsequential abilities tacked on. Instead they integrate deeply into our class system, augmenting and changing the basic chassis provided by our eight core archetypes. Our goal here is to create a system where an elven fighter feels different, but serves the same role as a dwarven fighter.[35]

Religious augments

Strong religions provide unique augments that can be applied to a player's primary skills.[36][37]

  • Religious augments are considered top-tier achievements within a religion.[36]
  • These augments can be stacked on top of class augments. They will have a give-and-take system based on the choices a player makes.[36]

You're going to have advancement within the religion and within the church that you're a part of. And those advancements are going to be both reflective of the community's development of that religion out in the world: Building temples, building infrastructure for that, completing certain quests for it; and then you will benefit from the community's development of that specific religion via having certain augment abilities that you'll gain access to be able to apply on top of your secondary class augments to skills; and it's going to reflect what the nature of that religion is.[38]Steven Sharif

Social organization augments

A player progresses through a social organization by accomplishing tasks or quests.[39] There are hierarchical paths pertaining to specific questlines for the organization's thematic.[39] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[40]

- For example, a Thieves' guild may have objectives and quests toward securing a particular item to enable players to advance within the organization.[39]

Social organizations are going to have questlines that players participate in which some will include sabotage, espionage, intrigue... While it's not necessarily player versus player in the combat sense, it is player versus player in pitting communities in those organizations kind of against each other in a competitive atmosphere, where only some things can be accomplished by certain communities; and not everybody can succeed at a particular task. So, I think that that's a unique way to involve meaningful conflict that doesn't necessarily have to relate to PvP, because obviously we have a lot of PvP systems in the game and and there are many ways for players to participate in player versus player combat; but we also want to make sure that from a progression standpoint, from a system standpoint there are going to be abilities of individuals to follow these questlines, these tasks that will pit organizations against each other, specifically from an organizational standpoint.[41]Steven Sharif

You're gonna see augments being used a lot throughout a lot of our systems. When we're talking about the guild system, when we're talking about social organizations, when we're talking about religions. A lot of those things are going to affect how and what you have available to augment your skills with.[38]Jeffrey Bard

Skill transfer

Players will not be able to transfer their skills to other players.[42]

See also

References

  1. weapon augments.png
  2. Official Livestream - May 4th @ 3 PM PST - Q&A
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Podcast, 29 September 2021 (30:04).
  4. 4.0 4.1 4.2 4.3 Livestream, 25 June 2021 (1:05:01).
  5. 5.0 5.1 Livestream, 26 July 2019 (1:09:22).
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 Podcast, 29 September 2021 (46:20).
  7. Livestream, 25 June 2021 (23:08).
  8. Livestream, 28 August 2020 (1:12:50).
  9. Interview, 29 July 2020 (55:44).
  10. Interview, 19 July 2020 (53:59).
  11. Interview, 18 July 2020 (1:07:51).
  12. 12.0 12.1 Livestream, 28 July 2017 (19:05).
  13. Livestream, 16 November 2017 (30:02).
  14. Interview, 29 July 2020 (54:44).
  15. Livestream, 28 August 2020 (1:19:24).
  16. toast-keybinds-skills.png
  17. Livestream, 16 October 2017 (1:00:44).
  18. Interview, 8 August 2018 (22:27).
  19. 19.0 19.1 progression.png
  20. 20.0 20.1 20.2 Interview, 18 July 2020 (1:05:04).
  21. class secondary.png
  22. Livestream, 25 July 2020 (1:47:55).
  23. Livestream, 9 February 2018 (41:56).
  24. 24.0 24.1 Livestream, 17 December 2019 (1:13:14).
  25. 25.0 25.1 Interview, 18 July 2020 (1:07:06).
  26. class same.png
  27. February 8, 2019 - Questions and Answers.
  28. Livestream, 8 April 2018 (PM) (20:45).
  29. augmentcolors.png
  30. Interview, 11 May 2018 (53:15).
  31. 31.0 31.1 Livestream, 24 September 2021 (1:18:06).
  32. class racials.png
  33. Livestream, 8 May 2017 (43:30).
  34. Livestream, 26 July 2019 (1:28:31).
  35. Ashes of Creation Kickstarter.
  36. 36.0 36.1 36.2 Livestream, 25 July 2020 (57:02).
  37. Livestream, 8 May 2017 (44:51).
  38. 38.0 38.1 Livestream, 1 June 2017 (31:47).
  39. 39.0 39.1 39.2 Livestream, 17 May 2017 (7:27).
  40. Interview, 19 July 2020 (24:34).
  41. 41.0 41.1 41.2 41.3 Podcast, 11 May 2018 (18:52).
  42. Livestream, 17 November 2017 (27:35).