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Augments
Ashes of Creation hosts a wide array of progression paths that offer augments to a character's active skills.[1][2][3][4]
- Secondary archetypes.[1][2][5][6]
- Social organization augments.[1][2][7][8]
- Religious augments.[1][2]
- Racial augments.[9][1]
- Q: There are 32 augment schools, not including racial/social/religious augments, meaning a total of 8960 (280 spells * 32 augment schools) different variations of spells. How do you guys plan on tackling that, or has the augment system for the classes changed since?
- A: It has not changed; and the intent is for us to design relatively templatable effects conferred by each school of augmentation; and those effects will have a lot of shared benefits that get conferred to a particular ability when the augment gets applied.[10] – Steven Sharif
Augments are applied individually to active skills from a character's primary archetype.[1][2]
- Augment effects are intended to be templatable so they can apply to a range of abilities.[10]
- A character can have one active augment on an ability at any given time.[1]
- Augments do not cost skill points.[11]
- It was previously stated that certain augments will have more expense required on the skill point side.[12]
- Secondary class augments may be applied to any skill, but it is possible that some specific augments may be locked to specific abilities.[1]
- The progression system for augments is very similar to the class progression system.[13]
Augments can affect a multitude of things and can (in some cases) create entirely new skills.[14]
- Drastically change the ability itself.[14]
- Change the damage type and value.[14]
- Change the cooldown period.[14]
- Change the distance (of the skill).[14]
- Change the effect from a ranged to melee ability.[14]
- 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.[14] – Steven Sharif
Class augments
A player may choose a secondary archetype when they reach level 25.[15][5] Each secondary archetype offers four different schools of augmentation.[1][2][5][6] Each augment school affects a primary archetype's skills in different ways.[16] 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.[5][16]
- 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.[15] – Steven Sharif
- The player can then augment their primary skills with effects from their secondary archetype.[17][18][19][15][5][20] Each skill in the primary tree will have several augment options from the secondary tree. This is an example of horizontal progression.[13][20]
- 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.[18] – Steven Sharif
- Augments are intended to allow each class to feel different, rather than a minor variation on its primary archetype.[17]
- When we talk about augments, all we can say right now is what our intent is; and our intent is to execute on it in a way where it doesn't just feel like eight archetypes. So, whether or not we land that intent is something people are going to have to wait and see. But, know that our work is to ensure it doesn't just feel like eight archetypes.[17] – Steven Sharif
- Augments to primary skills can be rudimentary (such as damage values, cooldowns, mana costs, distance, range, and targeting changes), or they can fundamentally change the way the ability works (such as its visuals, audio, and flavor).[17][21][15][22][23][24]
- Q: How much will a subclass affect the mechanics of your abilities vs the visual and audio flavor?
- A: Some of the ideas that we have with regards to augmentation is that they could be very rudimentary mechanics that get adjusted, such as like damage values, cooldowns, mana costs, distance, and range, some targeting changes; but they could also be very fundamental changes, which would include visuals and audios and flavor for a particular ability.[21] – Steven Sharif
- Choosing the same primary and secondary archetype increases focus on that archetype.[25] Choosing different archetypes allows characters to somewhat flirt with their role.[26][27][28].
- Augments do not cost skill points.[11] It was previously stated that certain augments will have more expense required on the skill point side.[12]
- 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.[12] – Steven Sharif
Bard augments
Bard schools of augmentation currently include Regeneration and Buffs. The remaining two schools will be revealed later in Alpha-2 as designs are finalized.[30][31]
- What are the core purposes of the Bard? These are regenerative effects. These are buff effect types. When you think about then the active skill that you might apply those augments to, you are likely going to be adding certain effects types that relate then to those Bard primary effects. So, if you're a Tank and and right now you have an ability to cast Aegis that absorbs damage from nearby party members, now you might be conferring a certain buff to those party members as a result of that, or inspiration, or you might be applying some type of regenerative healing effect, or mana restoration as a result that's available. So, we haven't fully fleshed out what those augments are going to look like on a per-archetype basis. Our Focus for Alpha-2 has been establishing the core archetypes, the active ability archetypes, and then when we get into having the Rogue and Summoner added into the base archetypes, that's when we're going to start focusing on augmentation and the secondary class choices.[31] – Steven Sharif
Cleric augments
Classes with Cleric as a secondary archetype are able to choose between life or death augments.[32][33]
- Choosing life augments will provide self-healing benefits as well as limited life-giving benefits to other players.[34][35][32]
- Some cleric augments applied to certain skills will indirectly provide the ability to heal others. These will not replace the need for a cleric archetype.[36]
- Cleric augments will radically change the type of summons available from the summoner primary archetype.[37]
- 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.[32] – Steven Sharif
Fighter augments
Mage augments
Mages will offer four magical schools of augmentation, such as teleportation, fire, frost, and lightning (electrical).[5][39][40]
- 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.[40] – 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.[5] – Steven Sharif
Ranger augments
Hunts will be a Ranger school of augmentation.[41]
- Hunts do not interact with pets.[42]
- Not to be confused with Hunt skills, which are toggleable self-buffs applied by a Ranger.[43][44]
- 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.[41] – Steven Sharif
Summoner augments
Summoner augments are still in development.[45]
- Classes with a Summoner secondary may grant augmented skills that summon weapons. These summoned weapons are not able to be equipped.[46]
- 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.[47]
- There are summoned weapons that appear as a spell VFX to damage opponents for a period of time.[48] These will not be able to be wielded, since weilding implies an item in a character equipment slot.[49]
Rogue augments
- Stealth augments from the Rogue secondary archetype will incorporate stealth modifiers into a class' primary skills.[50][51]
- True stealth resides within the realm of the Rogue (primary) archetype.[50]
- 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.[51] – Steven Sharif
Tank augments
Tank augments will enable an amount of threat generation.[52]
Racial augments
Racial augments are intended to provide flavor to primary skills based on a character's race.[53][54][9] [55]
- Racial augments will be an additional flavor um that will influence the obviously abilities' data, which could be cooldown, mana, damage: it could in some cases be even very instrumental in the ability itself and how it interacts with the game.[53] – Steven Sharif
- These apply to abilities on a character's primary archetype.[53][55]
Religious augments
Strong religions provide unique augments that can be applied to a player's primary skills.[56][57]
- Religious augments are considered top-tier achievements within a religion.[56]
- 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.[56]
- 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.[8] – Steven Sharif
Social organization augments
Social organizations unlock Up to 3 or 4 augments based on:[1][2][7][8]
- Whether the organization is the patron of their node: Meaning it contributes the most amount of work to the node from its members.[7]
- A player's progression within that organization.[7]
- 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.[8] – Jeffrey Bard
Skill transfer
Players will not be able to transfer their skills to other players.[58]
See also
References
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 Podcast, September 29, 2021 (30:04).
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Livestream, June 25, 2021 (1:05:01).
- ↑
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 Interview, July 18, 2020 (1:05:04).
- ↑ 6.0 6.1 Livestream, February 9, 2018 (41:56).
- ↑ 7.0 7.1 7.2 7.3 Podcast, April 23, 2018 (24:47).
- ↑ 8.0 8.1 8.2 8.3 Livestream, June 1, 2017 (31:47).
- ↑ 9.0 9.1
- ↑ 10.0 10.1 Interview, September 10, 2023 (50:40).
- ↑ 11.0 11.1 Forums - Livestream Q&A 2022-08-26.
- ↑ 12.0 12.1 12.2 12.3 Interview, July 18, 2020 (1:07:06).
- ↑ 13.0 13.1 Livestream, July 26, 2019 (1:09:22).
- ↑ 14.0 14.1 14.2 14.3 14.4 14.5 14.6 Podcast, September 29, 2021 (46:20).
- ↑ 15.0 15.1 15.2 15.3 Livestream, July 28, 2023 (1:04:27).
- ↑ 16.0 16.1 Livestream, December 17, 2019 (1:13:14).
- ↑ 17.0 17.1 17.2 17.3 Podcast, October 12, 2024 (44:10).
- ↑ 18.0 18.1 Livestream, January 31, 2024 (5:00).
- ↑ Livestream, December 19, 2023 (1:20:41).
- ↑ 20.0 20.1
- ↑ 21.0 21.1 Livestream, August 30, 2024 (2:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑
- ↑ Interview, May 11, 2018 (53:15).
- ↑
- ↑ Podcast, May 10, 2024 (16:09).
- ↑ Podcast, May 11, 2018 (25:58).
- ↑ Podcast, April 23, 2018 (1:01:01).
- ↑ Livestream, 2018-04-8 (PM) (20:45).
- ↑ Livestream, July 31, 2024 (2:35:29).
- ↑ 31.0 31.1 Livestream, July 31, 2024 (2:31:08).
- ↑ 32.0 32.1 32.2 Interview, May 11, 2018 (51:11).
- ↑ Livestream, October 31, 2018 (47:18).
- ↑ Livestream, December 2, 2022 (1:02:54).
- ↑ Livestream, July 25, 2020 (58:38).
- ↑
- ↑ 37.0 37.1 Livestream, July 25, 2020 (1:41:46).
- ↑ Livestream, 2018-04-8 (PM) (11:27).
- ↑ Interview, July 19, 2020 (58:18).
- ↑ 40.0 40.1 Livestream, 2018-04-8 (PM) (26:19).
- ↑ 41.0 41.1
- ↑
- ↑ Video, December 19, 2023 (14:18).
- ↑
- ↑ Interview, July 9, 2023 (1:08:13).
- ↑
- ↑
- ↑
- ↑
- ↑ 50.0 50.1
- ↑ 51.0 51.1 Livestream, July 26, 2019 (1:08:16).
- ↑ Livestream, March 29, 2024 (1:59:33).
- ↑ 53.0 53.1 53.2 53.3 Interview, October 20, 2024 (1:07:41).
- ↑ 54.0 54.1 Livestream, July 26, 2019 (1:28:31).
- ↑ 55.0 55.1 Livestream, May 8, 2017 (43:30).
- ↑ 56.0 56.1 56.2 Livestream, July 25, 2020 (57:02).
- ↑ Livestream, May 8, 2017 (44:51).
- ↑ Livestream, November 17, 2017 (27:35).