Classes

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Ashes of Creation class list. Primary archetype is on the left. Secondary archetype is on the top.[1]

Classes are the combination of a primary and a secondary archetype.[2][3][4][1][5]

We have a specific terminology when referring to archetypes and classes. Classes are the combination of your secondary archetype with your primary archetype.[3]Steven Sharif

Icon Archetype Type.[6] Role.[7]
Bard2.PNG Bard Arcane Support
Cleric4.PNG Cleric Arcane Support
Fighter2.PNG Fighter Martial Damage
Mage3.PNG Mage Arcane Damage
Ranger3.PNG Ranger Martial Damage
Rogue2a.PNG Rogue Martial Damage
Summoner3a.PNG Summoner Arcane -
Tank1.PNG Tank Martial Tank

Class progression in Ashes of Creation proceeds as follows:[8]

Classes by archetype combination

With 8 Archetypes to combine, players may choose from 64 total combinations to create their class.[4][1][5]

Secondary
Bard Cleric Fighter Mage Ranger Rogue Summoner Tank
Bard Minstrel Soul Weaver Tellsword Magician Song Warden Trickster Songcaller Siren
Cleric Scryer High Priest Templar Oracle Protector Shadow Disciple Shaman Apostle
Fighter Bladedancer Highsword Weapon Master Spellsword Hunter Shadowblade Bladecaller Dreadnought
Mage Sorcerer Acolyte Battle Mage Archwizard Spellhunter Shadow Caster Warlock Spellstone
Ranger Bowsinger Soulbow Strider Scion Hawkeye Scout Falconer Sentinel
Rogue Charlatan Cultist Duelist Nightspell Predator Assassin Shadow Lord Shadow Guardian
Summoner Enchanter Necromancer Wild Blade Spellmancer Beastmaster Shadowmancer Conjurer Brood Warden
Tank Argent Paladin Knight Spellshield Warden Nightshield Keeper Guardian

Balancing

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[17]Steven Sharif
Balance-wise, there's a number of different interactions mechanically that you have within an ability that you can adjust in order to balance its power. The most most common ones are: Cooldown, Mana consumption, Damage done, Effect status conferred, Promotion of that effect status, Range.[18]Steven Sharif
When we move into Alpha 2 and we have a lot of data that's supporting the use of these particular abilities in combat settings, how often they're used, how often they result in death, what the average damage done by this archetype is comparatively to other damage done by different archetypes: All of that data gets logged and all of that data gets queried in order for us to refine the abilities so that they live in the environment we want them to. Now, that's not to mean that we're going to have a perfect balance across the board between the archetypes. Again, we're taking a rock-paper-scissor approach to balance, which means that some archetypes will do better against other archetypes and vice versa; and we're also not creating an environment where we want to have 1v1 balance. We are focused around group balance. Group composition is important.[16]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[3]Steven Sharif
Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and bridge the divide slightly; and then move my identity that direction ever so slightly.[25]Steven Sharif

Synergies

Synergies exist between class skills, weapon skills, passive skills, proc effects, and status conditions.[26][27][28][29][30][31][32][33][34][35][36][37][38] These synergies also apply to active skills from other characters.[26][39]

Q: How much do you intend for those sort of synergy things to be done within one class, one character's kit, versus how much do you intend for them to be working with the other characters, the other archetypes and specializations to promote their things, or to also make sure you don't step on their feet and accidentally promote something they're trying to maximize?
A: When we talk about status conditions or keyword conditions and the promotion of those effects, there is going to be the bread and butter that each class kid has access to; and when they're creating the type of rotation with their ability system, they're going to want to emphasize those interactions that amplify or promote a particular type of status condition. So they'll have within the kit to their own interactions that they'll be able to leverage. But then in addition to that, they're going to have keyword status effects that help to either promote other classes' keyword status effects, or are the executed promotions of other classes initial status conditions. And when you think about the intent of the design: the intent of the design is that players are servicing themselves from a solo perspective when they want to go out and solo grind and solo experience and fulfill the quests. But when they come together to form a party to encounter group content, or a raid to encounter raid content: that the interconnectivity between those classes synergizes with these keyword promotions and/or effects; and there's a way to execute on that, that is successful and is effective, or a way that's not. And that's the skill ceiling/skill cap that requires interaction and cooperation and synchronization between, because there are limited time windows in which those keywords can get emphasized or executed upon when utilizing the ability.[26]Steven Sharif
When you think about it, it's very much a musical endeavor. When you think about a symphony or a concert, those instruments working with eachother to formulate this highly effective and very visceral experience of this music chain. When you accomplish that in combat, it's going to be noticeable; and that's the desire, is let's reward- let's dopamine hit when players are effective in their skill when executing on these ideas.[40]Steven Sharif

Meta

A goal of Ashes of Creation is to emphasise micro metas that work for specific encounters, and de-emphasize macro metas that work for everything.[41]

What we're doing with this approach is we're de-emphasizing a macro meta and instead emphasizing a micro meta. And the difference between the macro/micro is that on the micro level you have metas that might form based on each individual type of encounter or experience. And in those senses, yes, there's going to be a most optimal: There's going to be a best in slot. There's going to be whatever that pertains to that particular challenge rating. But there won't we there will not be an overarching meta that says from a macro level, hey, if you got this shit, you're good to go for everything. That's boring, that's unfulfilling, that is not interesting; and it is just something that that dumbifies the experience.[41]Steven Sharif
  • Increasing difficulty ratings inspire more of a traditional vertical power progression that is common in other MMOs.[42][15]
Oftentimes you just have a very vertical power scale and that determines chase, but when you have a variety of relevance across certain types of adversaries and that variety changes over time because of player activity- and then that affects the economy and the crafter system and who was producing what for what demand- and everything gets shaken up. That's a very fun environment to exist in. It presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[15]Steven Sharif
  • The intricacies of how nodes interact with predicates in the world means that it may be possible but difficult to achieve meta server builds.[43]
Q: Do you have any concerns on players eventually discovering a meta server build with nodes due to players heading to specific nodes and regions because they find that content more enjoyable; and if so how would you go about getting players to shift around the world to break up the meta?
A: I think it's interesting if players have a concerted effort across a server to interact with one another, learn from their actions, mistakes, successes, and effectuate that on the server. That's interesting, but I don't believe we'll see a meta form. I think that the intricacies are too great when it comes to how predicates are formed in order to elicit world state changes.[43]Steven Sharif

Class abilities

Alpha-1 preview primary skills.[44]

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.[45]Steven Sharif

The idea behind the system is that you're 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 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.[46]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[47][9]

Class augments

A player may choose a secondary archetype when they reach level 25.[8][4] Each secondary archetype offers four different schools of augmentation.[22][23][4][24] Each augment school affects a primary archetype's skills in different ways.[52]

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.[8]Steven Sharif
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.[53]Steven Sharif
  • Each augmentation has a level requirement.[55]
  • Augments to primary skills can fundamentally change the way the ability works - adapting what the ability once did to incorporate the identity of the secondary archetype/class.[37]
  • Augments do not cost skill points.[56] It was previously stated that certain augments will have more expense required on the skill point side.[55]
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.[55]Steven Sharif
  • Choosing the same primary and secondary archetype increases focus on that archetype.[57]
  • Secondary archetype augments allow different aesthetics to apply to primary abilities that reflect the secondary archetype selection.[8]
    • Some spell colors and general FX change based on augments.[58]
    • Active skills could look totally different after an augment gets applied.[59]

Class resources

Class resources are generated by certain class abilities based on specific criteria.[61] The current design approach is for every archetype to have its own resource, in addition to Mana, which is universal across all archetypes.[62][63][64][65]

Skill points

Alpha-2 Ranger skill tree user interface.[66]

What you're seeing at a high level here is just what you'd pretty much expect of a traditional skill. We're doing something a little more advanced than just like a bottom up structure, because we're being a little bit more free-form in this iteration. This will obviously see more UI iterations in the future, but you'll see a mix of active and passive abilities here. Actives are indicated by their square shape, while the circular ones are representing passives; and one thing to note as well is that these passives are aiming to be a little more interesting than just like, this ability does more damage now, or it has a lower cooldown. We do have some of those too, but the goal with a lot of these passives in addition to that is to allow people to lean into unique play styles. So you'll notice that some of them are are changing your gameplay in meaningful ways; and that's the direction we want to take um player and character customization as a whole.[66]Tradd Thompson

Players receive skill points at specific points as they level.[67] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[39][34][35][11]

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.[68]Steven Sharif
  • Skill points will accrue at specific XP milestones, such as 1/4, 1/2, 3/4 progress through the level, so as to avoid creating an imbalance with experience debt.[67]
We do have this concept of experience debt that does accrue and we don't want to create an imbalance between skill points acquired versus experience, so we're going to predicate your skill points acquisition based on benchmarks you reach when leveling through a level. So these are going to be at specific points in the level, like one quarter progress, to half progress, to three quarters progress: you're going to get an influx of skill points and then you'll be able to allocate them into your skill tree.[67]Steven Sharif
  • Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[69]
  • Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[70][10]
  • Augments do not cost skill points.[56] It was previously stated that certain augments will have more expense required on the skill point side.[55]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • It will not be possible to max all skills in a skill tree.[11]
  • 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.[71]

Universal skills

Universal skills, such as active blocking and dodge rolling, are able to be unlocked by all archetypes.[69][49]

Outside of your class-specific skill tree, there's going to be a subsection of a few skills that are universal, like active block, like dodge; and I think what we're going to do- or at least what we're going to be discussing here- is those universal skills will have progressions that might align with your passive tree; and you can spec skill points into progressing additional features of those universal abilities that you will have access to. So I think that's probably going to be the direction that we're going to take.[49]Steven Sharif
  • Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[69]
Q: Will each archetype be equally efficient with universal skills, like dodging and active blocking, or will each of them have their own versions and flavors, or will some people be more powerful than others?
A: We want to provide a progression path that's shared for those universal skills across all the archetypes. So when you spend skill points, you can choose to spend them within the universal skill set and unlock particular ability types for the universal skills as well, but you will be spending them from the skill points that you would normally spend within your class-specific skill tree; and this offers again a different wheel of customization that I think is interesting.[69]Steven Sharif
  • The developers will be testing the use of separate energy mechanics for universal skills in Alpha-2.[72]
  • Universal skill progression may align with a player's passive skill tree.[49]

Augments

Ashes of Creation hosts a wide array of progression paths that offer augments to a character's active skills.[22][23][73][74]

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.[78]Steven Sharif

Augments are applied individually to active skills from a character's primary archetype.[22][23]

  • Augment effects are intended to be templatable so they can apply to a range of abilities.[78]
  • A character can have one active augment on an ability at any given time.[22]
  • Augments do not cost skill points.[56]
    • It was previously stated that certain augments will have more expense required on the skill point side.[55]
  • Secondary class augments may be applied to any skill, but it is possible that some specific augments may be locked to specific abilities.[22]
  • The progression system for augments is very similar to the class progression system.[54]

Augments can affect a multitude of things and can (in some cases) create entirely new skills.[79]

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.[79]Steven Sharif

Changing/switching

Primary

A player's primary archetype cannot be changed.[10][1]

When it comes to the primary archetype, that is a decision you'll want to make and you'll want to make sure it's the right decision, because it's permanent... You are going to create this identity that you can't just change on the fly. This is going to be something that you will know a person and you will know what their base archetype is and they're not just going to change from battle to battle. So that gives some consistency in the engagements and understanding reputation on the server.[10]Steven Sharif

When players choose their primary class, it’s not just dictating how the next several hundred hours of gameplay will go... It’s only the primary class that cannot be changed. And hey, that’s what alts are for![1]

Secondary

The secondary archetype of a class may be changed, but not "on-the-fly".[80][10][13]

The secondary class choice, which comes after some time getting used to the world of Verra, will be more fluid. If you choose the Fighter and the Rogue to make a Shadowblade, but eventually want to try your hand at Summoning to make a Bladecaller, you’ll be able to do so.[1]
We don't want you to be able to change your secondary class or the augments you have applied out in the open. We want you to have to make a conscious choice somewhere at a NPC. The level of node necessary for that particular NPC to be available will likely be either at the Village stage or above. So, if you are far out in the wilderness exploring – and we have no instant teleportation in the world – you need to be conscientious of what your choices are; and not be able to change them on-the-fly.[81]Steven Sharif
  • Respeccing adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[70]
    • Swapping between multiple saved specs may be able to be done after a suitable cooldown period.[80][82]

Class-specific quests

There will be class-specific quests in Ashes of Creation.[84]

There's going to be a lot of shared quests but there's also going to be class-specific quests; and the reason for that is that some classes are better at others than doing certain things and that'll play itself out through the general community quests. That's fine, but there are certain periods from a designer's perspective where you want to make an encounter be the antithesis of what a player is good at. It also gives them perspective because we have a more fluid class combination system where you can play the line in your traditional role by adding a secondary class that's different from your primary classes role. The benefit of having these class-specific quests early on especially in an archetype is that you can come to a determination and have greater experience for the things you're not good at. So you know how to progress your class in the future with the things you have access to that are different from what you're good at.'[84]Steven Sharif

So you want to give them storyline that's relevant and make sense for them to their class progression. If I'm a fighter I should be going to a barracks and learning from this dude early on. Later on if I want to take on that mage secondary and I'm more arcane in the things I do, or more based in the essence, then yeah it makes sense for my also again for a catered quest to me that lets me focus on that route in the narrative.[85]Steven Sharif

Class trials

There will not be a class trial system in Ashes of Creation.[86]

Roles

Ashes of Creation has the traditional trinity of Tank, DPS (damage dealers) and Support (healer or non-healer) roles.[87][7][88]

We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[89]Steven Sharif

PvX

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[90]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[91]Steven Sharif

Ashes of Creation is a PvX game. Players will naturally encounter both PvP and PvE elements.[91][92][93] It is unlikely that a player could purely focus on just PvP or just PvE.[91][90][92][93]

  • Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX game design.[95][96][97][98][99]
  • There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[92][100]
We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[99]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Community guides

See also

References

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  93. 93.0 93.1 Livestream, May 5, 2017 (33:25).
  94. Livestream, August 31, 2023 (20:54).
  95. Livestream, May 31, 2023 (45:47).
  96. Livestream, April 7, 2023 (55:22).
  97. Livestream, March 31, 2023 (1:00:16).
  98. Livestream, October 28, 2022 (32:52).
  99. 99.0 99.1 Livestream, June 1, 2017 (37:39).
  100. MMORPG Interview, 2016-12-12.
  101. pvx stats.png
  102. Livestream, May 15, 2017 (14:05).