Glorious wiki readers. We appreciate your patience as we process the vast amount of new and updated information from the release of Alpha-2 phase 1.
Class kits
Primary skills (class abilities) are based on a player's archetype.[3][4]
- A player may choose a secondary archetype when they reach level 25.[5][6] The player can then augment their primary skills with effects from their secondary archetype.[3][5][6][4][7]
- Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[8]
- Class skills are not affected by the type of weapon that is equipped.[9]
- Primary skills in Alpha-2 are expected to be very different to those in Alpha-1.[10]
Bard skills
Bards fill a tactical support role, including a broad range of offensive and defensive combat skills in addition to support abilities and buffs.[11][12][13][14][15][16][17]
- Bard mechanics include melodies, dances, songs, and stories.[11][12][18][15]
- Bards (like other archetypes) cannot use their abilities while mounted, but this may change in future.[19]
- 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.[20] – John Collins
- Bard AoE effects are generally not obstructed by line-of-sight.[21]
- Bards may choose to activate buffs that augment tanking, DPS and healing in their proximity.[22]
- Bard buffs apply to characters in the same group.[23]
- Bards offer proximity-based or proc-based healing, but to a much lesser degree than Clerics.[24][12][14][25]
- Bards are able to aid in the restoration of Mana.[26]
- Bards are able to play musical instruments.[27][28][15][29][30]
- Sagas are powerful Bard ultimate abilities that can have big effects on the battlefield.[31][32]
- Bards will have utility outside of combat, but this will not include restoring rested XP, and also may not include stealth type skills.[33][34]
- Bards are not intended to have siege summon capabilities, but sagas may fulfill a similar role on the battlefield.[36]
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.[1][37] | |
Anthem of Alacrity (AoE) | You and the 3 closest allies in front of you gain Anthem of Minor Alacrity: Attack speed increased by 10% and casting speed increased by 10%. Lasts 10 seconds.[1] | |
Cathartic Melody | Nearby party members gain Cathartic Melody Melodies can be played concurrently with other abilities. Multiple instances of the same melody do not stack. | |
Chaos | Nearby party members gain Chaos Generates Theme of Tragedy | |
Cheerful Melody | Nearby party members gain Cheerful Melody Melodies can be played concurrently with other abilities. Multiple instances of the same melody do not stack. | |
Chilling Lament | Target enemy is dealt (75%π’) ice damage and afflicted with four seconds of Chilled every second. Deals bonus damage to frozen targets.[1][38] | |
Chilling Lament (AoE) | Enemies in front of you are dealt (50%π’) ice damage and afflicted with three seconds of chilled every second. Deals bonus damage to frozen targets.[1] | |
Clever Retort | Interrupt your target with a clever retort, applying 1 stacks of Silenced. Applies Humiliated if the target is Demoralized. | |
Conflict | Nearby party members gain Conflict Generates Theme of Tragedy | |
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.[1][39] | |
Dark Lullaby (AoE) | Deal (25-75%π’) spirit damage each second to enemies in front of you (scales in power over the course of the cast). This damage will not wake incapacitated targets. The final hit applies Stunned for 6 seconds to any incapacitated targets.[1] | |
Destiny | Nearby party members gain Destiny Generates Theme of Mystery | |
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. Song Mastery: Dissonance | |
Epic Melody | Nearby party members gain Epic Melody Melodies can be played concurrently with other abilities. Multiple instances of the same melody do not stack. | |
Flourish | Slide forward gracefully in your aimed direction and gain Pep. Can be used concurrently with any other ability. Dance Mastery: EnergyDance Mastery: Power | |
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 25% health. The character that loses life in this exchange gains Solace. | |
Get Off The Stage | Knockback enemies in front of you with your instrument, dealing (175%π’) Bludgeon damage and applying 3 stacks of Snared that tapers off over the course of 6 seconds. Also applies Disarmed to targets with Staggered. | |
Hymn of the Mind | Target ally gains mana equal to 2+5% magical power. Every second Mana gained increases up to 200% based on the amount of Mana the target is missing.[1] | |
Hymn of the Mind (AoE) | Up to 4 allies in front of you gain mana equal to 0.8 + 4% magical power every second. Mana gained increases up to 200% based on the amount of mana the target is missing. This ability will favor low mana party members and yourself.[1] | |
Jest | Jest with target ally, healing for (150%π’) healing and applying Glee and Pep. Shares cooldown with Mock. | |
Joy | Nearby party members gain Joy Generates Theme of Comedy | |
Lovely Serenade | Target ally is healed for (150%π’) healing every second. The final hit applies Glee.[1][40] | |
Lovely Serenade (AoE) | Up to five allies in front of you are healed for (50%π’) healing every second. This ability will favor injured party members and yourself.[1] | |
Maddening Dance | Deal (55%π’) Arcane damage and dispel 1 buff on nearby enemies every second. Damage increases with less targets, up to (55%π’) Arcane damage. Avert Your Gaze To your allies, this dance merely looks silly, but to your enemies, it is a maddening, horrific sight. | |
Marionette | Target enemy is afflicted with Marionette When Marionette expires, the target becomes Humiliated. "How embarrassing..." | |
Menacing Melody | Nearby party members gain Menacing Melody Melodies can be played concurrently with other abilities. Multiple instances of the same melody do not stack. | |
Mesmerizing Dance | Quickly strike a dazzling pose! Mesmerizes all nearby enemies, applying 1 stacks of Incapacitated for 10 seconds. Any targets with Staggered also become 1 stacks of Stunned for 4 seconds. | |
Misdirection | Use your wiles to reduce both your own and nearby party members' threat against nearby monsters by (1000%π’) Magical damage. Additionally breaks all disabling effects on the caster. | |
Mock | Ridicule target enemy, damaging them for (110%π’) Bludgeon damage and applying 1 stacks of Demoralized. Fierce Wit Shares cooldown with Jest. | |
Nimble Dance | Grants Nimble, Pep, and cleanses 1 debuff from yourself and nearby allies every second. | |
Pensive Melody | Nearby party members gain Pensive Melody Melodies can be played concurrently with other abilities. Multiple instances of the same melody do not stack. | |
Quick Wit | Jest with target ally, healing for (150%π’) healing and applying Glee and Pep. Ridicule target enemy, damaging them for (110%π’) Bludgeon damage and applying 1 stacks of Demoralized. Fierce Wit | |
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. | |
Shielding Dance | Heal yourself and nearby allies for (50%π’) healing every second and apply up to one instance of 1 stacks of Shield to each target as they enter the dance radius. | |
Triumph | Nearby party members gain Triumph Generates Theme of Comedy | |
Wonder | Nearby party members gain Wonder Generates Theme of Mystery |
- 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.[41]
- 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.[42][13]
Cleric skills
- 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.[43]
- 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.[44][45]
- 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.[45] – 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. | |
Bless Weapon | Imbue your target's weapon with radiant light, granting them Bless Weapon. | |
Chains of Restraint | Conjure a circle of radiant chains at target location for 8 seconds that deals (40%π’) Radiant damage every second and applies to targets within the area of effect. Each Weakened target hit by the initial pulse becomes Rooted. | |
Cleansing Wave | Held ability: Fire a beam of healing energy toward a target ally. Charging this spell allows the beam to bounce to up to 4 additional friendly targets closest to the original target, based on how long it was charged. The initial hit heals for (300%π’) healing and reduces with each subsequent bounce. | |
Communal Restoration | Restore health equal to (150%π’) healing to all party members in range and apply Communal Restoration. | |
Condemn | Apply Incapacitated (10 seconds) to target enemy. If the target is Conflagrating, the target becomes Stunned (4 seconds) instead. | |
Consecrating Wave | Send forth a wave of radiance that deals (150%π’) Radiant damage and applies Volatile to all enemies in front of you. Dispel 1 buff from each target hit that is Silenced. Restorative Consecrating Wave | |
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. | |
Deliverance | Held ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged, up to (500%π’) healing | |
Divine Flare | Place a targeted area on the ground that heals all targets after several seconds. Heals for (1000%π’) healing divided amongst each target hit. | |
Divine Infusion | Consume Divine Power to instantly complete the remaining cast time of any spell currently being cast. The amount of Divine Power consumed is proportional to the amount of cast time remaining upon activation.[1][46][47][48][49] | |
Essence Infusion | While active your spells consume Divine Power instead of mana or health. Uses normal resource cost if insufficient Divine Power to cast.[1] | |
Flash Cure | 3 charges. Instantly heal target ally for (250%π’) healing. This may be used during other ability activations. | |
Healing Touch | Heal target ally in melee range for (500%π’) healing. | |
Judgment | If cast on an ally, restore health equal to (1500%π’) healing to the target. If cast on an enemy, deal (280%π’) Radiant damage and apply Burning for (150%π’) Fire damage to the target. If the enemy target is Shaken, the caster is healed for the damage dealt. | |
Mend | 5 charges. Instantly launch a healing projectile toward target ally. Restores (115%π’) healing in health upon arrival. | |
Purify | Remove up to 3 dispellable debuffs from an ally. | |
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 4 additional friendly targets closest to the original target, based on how long it was charged. The initial hit heals for (300%π’) healing and reduces with each subsequent bounce. | |
Resurrect | Resurrect target ally with 25% of their max health and mana. | |
Smite | Smite your target, dealing (150%π’) Radiant damage. If activated while in melee range of the target, this spell has no cast time. If the target is Burning, it becomes Conflagrating. | |
Soothing Glow | Apply Soothing Glow to target ally. 3 charges. | |
Wings of Salvation | Sprout phoenix-like wings and dash to target ally, granting Wings of Salvation to the caster and target on arrival. |
- Clerics have control over life and this may relate to utility abilities that relate to corruption.[50]
Fighter skills
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.[51][52][53][54][55]
Skill | Icon | Description |
---|---|---|
Battle Cry | Apply Riled to the caster and all nearby party members and Weakened to all nearby enemies. Gain 5 Combat Momentum for each target Riled and each enemy target that was Shaken. | |
Berserk | Consume your Combat Momentum rapidly, gaining 30% more physical power 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. | |
Blitz | Charge directly toward target enemy, dealing (100%π’) Physical damage to the target on arrival. | |
Blood Fusion | Return 100% of damage dealt as health and 50% of damage dealt as mana over the next 6 seconds. Resource replenished is diminished for each target hit beyond the first. 25% additional damage returned as health from Bleeding targets. This bonus is doubled against Hemorraging targets. | |
Brutal Cleave | Perform a wide sweeping attack, dealing (175%π’) Physical damage to all enemies in front of you. This ability shares a cooldown with Overpower, and hitting an enemy with a weapon combo finisher refreshes its cooldown. +10-20 Combat Momentum (based on number of targets hit) | |
Cataclysm | Deal (275%π’) Physical damage and apply Shaken to all enemies in a large area in front of you. If the target is Staggered, the effect is consumed and the target becomes Tripped. Deals 15% additional damage to Chilled targets. This bonus is doubled against Frozen targets. | |
Crippling Blow | Deal (75%π’) Physical damage and apply Snared to target enemy. If the target is Staggered, the effect is consumed and the target becomes Tripped. | |
Exert | Consume your Combat Momentum rapidly, gaining 30% more physical power 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. | |
Form Of Celerity | While in this form, the caster receives +2% Movement Speed per 10 Combat Momentum, up to a maximum of +20%. Overpower and Brutal Cleave apply Staggered to targets hit. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms. | |
Form Of Ferocity | While in this form, the caster receives 1.5% Attack Speed per 10 Combat Momentum, up to a maximum of 15%. Overpower and Brutal Cleave apply Bleeding to targets hit. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms. | |
Form Of Fluidity | While in this form, the caster receives +4% Disable Resistance Chance per 10 Combat Momentum, up to a maximum of +40%. Overpower and Brutal Cleave apply Shaken to targets hit. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms. | |
Knock Out | Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect. | |
Leap Strike | Leap to target location and deal (225%π’) Physical damage around you while applying 1 stacks of Snared to targets hit. Apply 3 stacks of Snared to targets hit that were Shaken. | |
Lethal Blow | Deal (125%π’) Physical damage to target enemy, plus additional damage based on the target's missing health, up to a maximum total of (125%π’) Physical damage. Chance to critically hit increased by 15% against Bleeding targets. This bonus is doubled against Hemorraging targets. | |
Lunging Assault | Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing (125%π’) Physical damage and applying Snared to enemies in front of you. You are immune to hard crowd control effects while performing this ability. | |
Maim | Perform a powerful melee strike in a short forward cone, dealing (250%π’) Physical damage to all targets hit. Deals 20% additional damage to recently Tripped targets. | |
Overpower | Deal (150%π’) Physical damage to target enemy. This ability shares a cooldown with Brutal Cleave, and hitting an enemy with a weapon combo finisher refreshes its cooldown. +10 Combat Momentum | |
Rupture | Deal (50%π’) Physical damage and apply a debuff to the target. While the debuff is active, the target acquires 1 Wounded stack per second while moving. After 5 seconds, the target takes another (150%π’) Physical damage, plus 10% additional damage for each stack of Wounded it has, up to a maximum total of (150%π’) Physical damage On the initial hit, if the target is Bleeding, 1 stack is consumed and that target becomes Hemorraging. | |
Wallop | Spend 40% of current Combat Momentum to deal (150%π’) Physical damage plus additional damage depending on how much Combat Momentum was spent, up to a maximum total of (150%π’) Physical damage. | |
Whirlwind | Channeled ability: Deal (30%π’) 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. Deals 20% additional damage to Weakened targets. |
- 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.[56] – Steven Sharif
Mage skills
Skill | Icon | Description |
---|---|---|
Arcane Circle | Place a powerful rune of magic upon the ground beneath you that grants you Arcane Might while standing within. Lasts 15 seconds. | |
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. | |
Arcane Volley | Fire a volley of 7 arcane missiles at your target, dealing (35%π’) Arcane damage each. | |
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. | |
Blink | Instantly teleport 20 meters in the direction you are moving. Breaks all rooting effects. | |
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. | |
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 10 stacks of Shocked to targets with Volatile. Aftershock | |
Combust | Instantly combust your target, dealing (125%π’) Fire damage and applying Conflagrating if they are Burning. | |
Cone of Cold | Blast a vortex of freezing wind in a cone in front of you, dealing (125%π’) Ice damage and applying Frozen to targets with Chilled. | |
Elemental Empowerment | Remove your current elemental empowerment. | |
Enchant Weapon | Enchant up to one ally's weapon to match your current set of elemental empowerments. The enchantment will favor the greater of their magical or physical power stat. The enchantment will last one hour with a single empowerment or 30 seconds if multiple are applied. | |
Fireball | Hurl a ball of fire toward your target, dealing (250%π’) fire damage and applying Burning for (100%π’) fire damage.[1][57] | |
Firebolt | Hurl a bolt of fire toward your target, dealing (125%π’) fire damage and applying Burning for (75%π’) fire damage. 3 charges.[1][58] | |
Frostbolt | Launch a bolt of frost towards your target, dealing (250%π’) Ice damage and applying Chilled. Shattering Shards | |
Hoarfrost | Unleash a blast of icy wind at target location, dealing (125%π’) Ice damage and applying Chilled. | |
Illuminate | Conjure a circle of light around you that lights up your surroundings. | |
Lightning Strike | Held ability: Charge up a bolt of lightning to unleash upon your target, dealing (100%π’) Lightning damage based on how long it was charged. Applies 15 stacks of Shocked to target. Amplified Lightning Strike | |
Magma Field | Erupts the earth at target location, forming a boiling pool of lava that deals (50%π’) Fire damage and applies Burning at (50%π’) Fire damage power every second to enemies within the area. Lasts 7 seconds. Pyromania | |
Prismatic Beam | Channel a powerful beam in front of you that periodically deals (50%π’) Magical damage and has additional effects based on your Elemental Empowerment: Fire: 33% chance to apply Burning for (100%π’) Fire damage. Ice: 33% chance to apply Chilled. Lightning: 33% chance to trigger an arcing bolt that bounces up to 2 times, dealing (35%π’) Lightning damage and applying Volatile to each hit target. Arcane (no empowerment): Each hit drains 1 Mana per target, returning up to 5 Mana to the caster. | |
Shell | Apply Shell | |
Slumber | Applies Incapacitated to targets in a small area around the primary target. Lasts 10 seconds. | |
Thermal Equalibrium | Whenever you apply Frozen to a target, refresh the duration of your applied Conflagrating statuses on that target.[1] |
Ranger skills
The majority of a Ranger's skill tree will likely be ranged, but there will be options to incorporate melee aspects.[59]
- Some abilities require a bow to be equipped.[3][60][61][62]
- Instead of a minimum range requirement, certain Ranger skills, such as Thundering Shot, currently have variable effects conferred at different ranges.[63]
- The majority of Ranger abilities allow movement while casting. Only a few abilities impose movement penalties while casting.[3]
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 (150%π’) Physical damage to targets hit. Targets hit that are Snared become Rooted, and all Snared stacks on those targets are consumed. | |
Barrage | Fires a continual barrage of arrows at your target for 1.5 seconds, dealing (15%π’) Physical damage per arrow. Triggers Ammo Imbue effects, once per target hit. Each hit against Bleeding targets reduces the cooldown of this ability by 0.1 seconds. Double this bonus against Hemorraging targets. | |
Bear Trap | Spawn a trap at the target location, which arms after 1 second. When an enemy triggers the trap, they take (50%π’) Physical damage and become Rooted. Targets hit that are Snared become Rooted for 3 seconds, and all Snared stacks on those targets are consumed, increasing the rooted duration by 1 seconds per stack consumed. | |
Call of the Wild | Remove all Snared and Chilled statuses from the caster, and increase movement speed by 20% while becoming immune to all movement impairing effects for 8 seconds. | |
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. | |
Disengage | Quickly strike enemies in front of you while backflipping in the opposite direction. Targets hit by the strike take Physical damage and acquire 1 stack of Snared for 10 seconds. Targets hit that are Weakened are knocked back. | |
Headshot | Deal (200%π’) Physical damage to target enemy. Deals 25% more damage to targets below 50% of their maximum health and applies 1 stack of Wounded for each 25% missing health of the target. Physical penetration increased by 25% against Dazed targets. This bonus is doubled against Silenced targets. | |
Hunt of the Bear | Toggled Ability Call forth the spirit of the bear, imbuing yourself with increased physical mitigation. Only one Hunt may be active at a time. | |
Hunt of the Raven | Toggled Ability Call forth the spirit of the raven, imbuing yourself with increased physical penetration. Only one Hunt may be active at a time. | |
Hunt of the Tiger | Toggled Ability Call forth the spirit of the tiger, imbuing yourself with 10% increased critical damage. Only one Hunt may be active at a time. | |
Imbue Ammo: Barbed | Toggled Ability Imbues your ammunition with barbed thorns. Enemies hit by your basic attack Finishers, Barrage, or Scattershot become Bleeding. | |
Imbue Ammo: Concussive | Toggled Ability Imbues your ammunition with concussive force. Enemies hit by your basic attack Finishers, Barrage, or Scattershot have a 50% chance to become Dazed. | |
Imbue Ammo: Weighted | Toggled Ability Imbues your ammunition with weight. Enemies hit by your basic attack Finishers, Barrage, or Scattershot become Snared. | |
Lightning Reload | Grants a charge of Lightning Reload, allowing you to fire one ability Shot for free, ignoring it's cooldown and other costs. Affected Abilities: Snipe Barrage Headshot Scatter Shot Raining Death Thundering Shot | |
Mark of the Bear | Marks the target, reducing their mitigation by 25%. | |
Mark of the Raven | Marks the target, triggering up to (33%π’) Physical damage every time the target is hit, scaling based on the target's missing health %. | |
Mark of the Tiger | Marks the target, increasing critical chance versus the target by 25%. | |
Party Stride | Applies Strider to all group members within 30 meters. Strider Increases ground movement speed of target by 10%. | |
Raining Death | Fire two consecutive volleys of arrows in a wide area in front of you, dealing (100%π’) Physical damage and applying 1 stack of Wounded to enemies with each hit. Deals 20% additional damage to Shocked targets. | |
Regeneration | Grants 10 Regeneration Rating per Ranger level to a target ally. Can be maintained on one ally at a time. If your target already has Regeneration from another Ranger, you cannot activate Regeneration. If your target already has your Regeneration, activating Regeneration again will toggle it off. | |
Scatter Shot | Fires a spread of projectiles, dealing (125%π’) Physical damage to every enemy target in a cone area in front of the caster. Triggers Ammo Imbue effects, once per target hit. | |
Snipe | Deal (400%π’) Physical damage and apply Shaken to target enemy. If the target is Bleeding, 1 stack is consumed and that target becomes Hemorraging. | |
Strider | Target ally gains Strider | |
Thorns | Envelop target ally with thorns, dealing damage equal to 1/3 the Ranger's level and a 10% chance of applying Bleeding to attackers each time that ally is struck. Can be maintained on one ally at a time and can not be applied to a target already affected by Thorns. | |
Thundering Shot | Fire a lightning-infused projectile at target enemy, dealing (200%π’) Physical damage and applying 10 stacks of Shocked to the target. If the primary target is Dazed, the effect is consumed and the target becomes Silenced. | |
Vine Field | Summon a vine field at target location. Targets in the area take (125%π’) Physical damage and become Rooted. Each target can only be hit once per instance. For each target hit by the initial tick that is Bleeding, 1 stack is consumed and that target becomes Hemorraging. |
Rogue skills
All classes are capable adventurers, but rogues excel at delving the deepest dungeons and finding the most hidden of treasures.[64]
- Rogues will have utility skills that enable them to discover hidden doors, traps and additional treasures.[65]
- These will be randomly spawned throughout different times of the day to ensure that encounters are not the same each time.[65]
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.[65] – Steven Sharif
Skill | Icon | Description |
---|---|---|
Stealth | Rogues have true stealth that is not proximity dependant.[66] |
Summoner skills
The summoner uses abilities that channel through their summons (also referred to as class skill pets).[67][68]
- You gain your summons from your summoner class as an active skill and then skills can be further developed with points.[70] – Steven Sharif
- Abilities from the summon appear on the summoner's hotbar. The summoner is essentially playing through their summon.[67][68]
- Summoner summons will be able to fulfil DPS, Tank, and Healing/Support roles.[72]
- Summons will be able to use crowd control (CC).[73]
- Summoners will not be able to fuse with or be taken over by their normal summons.[67][68]
- In the case of siege summons the summoner does become the summon.[67][74]
- 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.[75]
- Summoner summons are not the same as combat pets.[76]
- 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.[77]
- 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.[77] – Steven Sharif
- Summons will exist until another summon is cast, the summon is killed, or the summoner logs off.[78]
- 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.[79]
- Summons follow the same PvP flagging rules as players and share the player's flag status.[80][81]
- Summons follow the same flagging rules as players, if your summon pks someone, you gain corruption[80] – Steven Sharif
- Summoners summon different varieties of summons, depending on the class and augments they choose.[82][83]
- Animals.[83]
- Spirits.[83][84]
- Skeletons, zombies and other undead summons will be possible with death-based cleric augments.[78][84]
- Corpses (potentially).[83]
- Some summoners may summon multiple things.[83]
- Other summoners may only summon one powerful thing.[83]
- Certain summoners may only be able to summon effects and/or temporary energies.[83]
- Summons can be leveled through the application of skill points to their active skill.[70]
- Augments from a secondary archetype can be applied to a summon.[85]
- 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.[85] – Steven Sharif
Tank skills
Skill | Icon | Description |
---|---|---|
Absorption Field | Throw a rallying banner to the target location that spawns an Absorption Field upon impact. You and allies that enter the Absorption Field are granted temporary health equal to 20% of your maximum health. This can only be applied to any specific target once per 10 seconds. | |
Aegis | Create a protective dome around the caster for 15 seconds, transferring 20% of all damage received by targets within the area to the tank instead. Can be toggled off early to cancel the effect. | |
Charge | Channeled Ability: Charge forward in the direction you are facing. Enemies you collide with take (50%π’) Physical damage damage and become Staggered. Charge will be canceled if another ability is activated or if the Charge key is pressed again. | |
Desolate | Strikes your target and surrounding enemies for 150% physical damage. Generates 300% additional threat.[1] | |
Fortify | Consumes all Courage to reduce damage taken for 10 seconds. Damage taken is reduced by 10%, and increases with Courage spent at a rate of 0.1% per 1 Courage, up to a total maximum of 20%. Duration is increased by 1% per Courage spent, up to a maximum of 20 seconds. While active, the rate of Courage gained from damage received is increased. | |
Grapple | Take aim and hurl a chained javelin at your target, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds. Cannot be used on boss enemies. | |
Grit | Toggled ability: Enter a defensive stance that reduces all incoming physical damage by an additional 10%, but outgoing damage is reduced by 25%. Threat generation is increased by 50% while under the effect of Grit. Higher levels of Courage decrease the damage penalty by up to 10%. | |
Ground Pound | Slams the ground, dealing (200%π’) Physical damage to enemies in front of you, while applying Tripped for 2 seconds to targets that were Staggered. Targets already Tripped are launched and take 25% more damage. | |
Inciting Strikes | Slash twice in an area in front of you, dealing damage (50%π’) Physical damage damage per hit. Generates 400% Threat. | |
Indomitable Spirit | Gain Indomitable Spirit | |
Intercept | Rush to an ally's defense, granting temporary health to yourself and the target equal to 8% of your maximum HP for 10 seconds upon arrival. Temporary health granted is increased to 12% of your maximum HP if cast on self. | |
Intimidating Aura | Emanate an aura around the caster for 8 seconds that deals (10%π’) Magical damage with a 10% chance of applying Staggered every 0.5 seconds. Generates threat equal to 30% of your Maximum Health every tick. | |
Iron Aura | Reduces damage taken by 2% for all party members within 10 meters. | |
Protect | Intercept attacks that strike your friendly nearby target, redirecting 30% of the damage taken to you. Must remain within 15 meters of the target to maintain protection. If this range is exceeded for more than 5 seconds, the effect ends. If your target already has Protect from another Tank, you cannot activate Protect. If your target already has your Protect, activating Protect again will toggle it off. | |
Pulverize | Move to your target and strike them for 225% physical damage. Generates 300% additional threat.[1] | |
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 (100%π’) Physical damage plus additional damage based on the amount of damage taken by the deflected attack, up to a maximum total of (100%π’) Physical damage. Generates 200% additional threat. | |
Rush of Courage | You feel a surge of resolve. Gain 100 Courage. | |
Shake It Off | Activate to instantly restore 50% of the difference between damage taken and healing taken in the past 4 seconds. Always heals for at least 10% of your maximum HP. Cannot heal for more than 30% of your Maximum HP. | |
Shield Assault | Lunge forward and deal 125% physical damage while applying Staggered to enemies in front of you. If a target was hit, gain 25 courage. Generates 300% additional threat.[1] | |
Shield Slam | Lunge forward and deal 150% physical damage while applying Staggered to that target. Gain 25 courage on hit. Generates 300% additional threat.[1] | |
Slam | Deal (200%π’) Physical damage to targets in front of you. Generates 300% additional threat. | |
Taunt | Taunt target enemy, generating threat equal to two times your maximum health and applying Humiliated. | |
Tomahawk | Throw a Tomahawk at target enemy, dealing (100%π’) Physical damage. Deals 50% more damage to targets hit from behind. | |
Tremoring Bellow | Apply Snared to enemies in front of you with a loud shout. Then quickly follow up with a powerful ground stomp, dealing 150% physical damage to enemies around you. Generates 200% additional threat.[1][86] | |
Tremoring Strike | Deal 175% physical damage and apply Tripped to target enemy for 2 seconds. Generates 200% additional threat.[1] | |
Vengeance | Deal (90%π’) Physical damage to your target enemy. Other nearby targets take reduced damage. On hit, gain a stack of Vengeance, granting Temporary Health equal to your level + 0.1% Max HP for 10 seconds, up to 3 stacks. The maxmium HP contribution to shielding increases to 0.2% for stack 2, and 0.3% for stack 3. Additional activations within 10 seconds deal 5% additional damage, up to a total of +15%. Generates 100% additional threat. | |
Wall | Summons a glorious Wall at the target location. Obstructs movement and blocks projectiles. |
See also
References
- β 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 Blog - Guide to Alpha Two.
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- β Livestream, July 28, 2023 (1:24:11).
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- β Video, May 31, 2023 (16:58).
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- β Livestream, May 26, 2017 (19:03).
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- β Livestream, December 15, 2017 (1:00:36).
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- β
- β Livestream, May 31, 2023 (1:10:42).
- β Livestream, September 30, 2022 (49:16).
- β Podcast, September 29, 2021 (40:50).
- β Interview, May 11, 2018 (16:32).
- β Livestream, December 19, 2023 (1:53:41L5DeC8wIcuM).
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- β 65.0 65.1 65.2 Livestream, July 25, 2020 (42:49).
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- β Livestream, May 26, 2017 (43:20).
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- β 80.0 80.1
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- β Interview, June 13, 2021 (13:11).
- β 83.0 83.1 83.2 83.3 83.4 83.5 83.6 Livestream, 2018-04-8 (AM) (0:58).
- β 84.0 84.1 Livestream, 2018-04-8 (PM) (11:27).
- β 85.0 85.1 Livestream, 2018-04-8 (PM) (24:11).
- β Video, January 27, 2023 (7:28).