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Skill trees

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Alpha-2 Bard skill tree UI.[1]

For those who were were accustomed to some of the structures that we had in place before, they were very rigid. There were very specific paths that were linear, and if you wanted to get to a particular skill you would have to take a very set path to get there. And while some of that is desired, like you if you don't have any of that, then you don't really have a skill tree at all. But, we wanted to open it up and and give a little bit more freedom of choice. So, in this version of the tree you'll notice that rather than these ongoing linear branches going in different directions, you have essentially tiers of skills. So you'll see three tiers: the bottom, the middle, and the top. As you invest points into each tier eventually you'll unlock access to the next tier. So, for example, to get to that second tier, you need to put four points into the tier below. So it gives you a bit more freedom of which skills you pick with, while keeping you within that tier before it lets you go on to the next one. And usually each tier has a bit more advanced abilities. So it's also a good way of introducing you to the archetype.[1]Tradd Thompson

Skill trees in Ashes of Creation define the following:

Q: What percentage of the skill tree will a max level character have allocated and will there be powerful skills or passives in a tree that require multiple skill points?
A: That's a good question. I'm not sure what that value is right now. I know that in the past we've talked about allowing roughly 30% one third of the available passives and active skills to be specced into at max skill point usage. So, that provides, I think, three major swim lanes within any particular archetype at any given time that players can spec towards. I think that we'll probably stay around that target goal for the archetype skill point acquisition and distribution design.[11]Steven Sharif
  • Skill trees have been reworked to have tiers of skills. Points allocated into each tier will unlock access to the next tier at certain thresholds.[1]

Bard skills

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Bards fill a tactical support role, including a broad range of offensive and defensive combat skills in addition to support abilities and buffs.[16][17][18][19][20][21][22]

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.[25]John Collins
Skill Icon Description
Anthem of Alacrity Anthemn of Alacrity.png Target ally gains Anthem of Alacrity: Attack speed increased by 25% and casting speed increased by 25%. Lasts 10 seconds.[42][43]
Anthem of Alacrity (AoE) Anthemn of Alacrity(AOE).png 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.[42]
Cathartic Melody Icon.Cathartic Melody.png Nearby party members gain Cathartic Melody Melodies can be played concurrently with other abilities. Multiple instances of the same melody do not stack.
Chaos Icon.Chaos.png Nearby party members gain Chaos Generates Theme of Tragedy Bard Tragedy.png
Cheerful Melody Icon.Cheerful Melody.png 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 Chilling Lament.png Target enemy is dealt (75%πŸ’†) ice damage and afflicted with four seconds of Chilled every second. Deals bonus damage to frozen targets.[42][44]
Chilling Lament (AoE) Chilling Lament.png Enemies in front of you are dealt (50%πŸ’†) ice damage and afflicted with three seconds of chilled every second. Deals bonus damage to frozen targets.[42]
Clever Retort Icon.Clever Retort.png Interrupt your target with a clever retort, applying 1 stacks of Silenced. Applies Humiliated if the target is Demoralized.
Conflict Icon.Conflict.png Nearby party members gain Conflict Generates Theme of Tragedy Bard Tragedy.png
Dark Lullaby Dark Lullaby.png Deal (50-100%πŸ’†) 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.[42][45]
Dark Lullaby (AoE) Dark Lullaby(AOE).png Deal (25-75%πŸ’†) 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.[42]
Destiny Icon.Destiny.png Nearby party members gain Destiny Generates Theme of Mystery Bard Mystery.png
Discordance Icon.Discordance.png Launch a wild burst of 3 discordant notes at your target, each dealing (75%πŸ’†) Arcane damage and applying Staggered. The notes will bounce to random nearby enemies dealing reduced damage. Song Mastery: Dissonance
Epic Melody Icon.Epic Melody.png Nearby party members gain Epic Melody Melodies can be played concurrently with other abilities. Multiple instances of the same melody do not stack.
Flourish Icon.Flourish.png Slide forward gracefully in your aimed direction and gain Pep. Can be used concurrently with any other ability. Dance Mastery: EnergyDance Mastery: Power
Gambit Icon.Gambit.png 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 Icon.Get Off The Stage.png Knockback enemies in front of you with your instrument, dealing (175%πŸ’†) 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 Hymn of the Mind.png 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.[42]
Hymn of the Mind (AoE) Hymn of the Mind.png 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.[42]
Jest Icon.Jest.png Jest with target ally, healing for (150%πŸ’†) healing and applying Glee and Pep. Shares cooldown with Mock.
Joy Icon.Joy.png Nearby party members gain Joy Generates Theme of Comedy Bard Comedy.png
Lovely Serenade Lovely Serenade.png Target ally is healed for (150%πŸ’†) healing every second. The final hit applies Glee.[42][46]
Lovely Serenade (AoE) Lovely Serenade.png Up to five allies in front of you are healed for (50%πŸ’†) healing every second. This ability will favor injured party members and yourself.[42]
Maddening Dance Icon.Maddening Dance.png Deal (55%πŸ’†) Arcane damage and dispel 1 buff on nearby enemies every second. Damage increases with less targets, up to (55%πŸ’†) Arcane damage. Avert Your Gaze To your allies, this dance merely looks silly, but to your enemies, it is a maddening, horrific sight.
Marionette Icon.Marionette.png Target enemy is afflicted with Marionette When Marionette expires, the target becomes Humiliated. "How embarrassing..."
Menacing Melody Icon.Menacing Melody.png 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 Icon.Mesmerizing Dance.png 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 Icon.Misdirection.png Use your wiles to reduce both your own and nearby party members' threat against nearby monsters by (1000%πŸ’†) Magical damage. Additionally breaks all disabling effects on the caster.
Mock Icon.Mock.png Ridicule target enemy, damaging them for (110%πŸ’†) Bludgeon damage and applying 1 stacks of Demoralized. Fierce Wit Shares cooldown with Jest.
Nimble Dance Icon.Nimble Dance.png Grants Nimble, Pep, and cleanses 1 debuff from yourself and nearby allies every second.
Pensive Melody Icon.Pensive Melody.png 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 Icon.Quick Wit.png Jest with target ally, healing for (150%πŸ’†) healing and applying Glee and Pep. Ridicule target enemy, damaging them for (110%πŸ’†) Bludgeon damage and applying 1 stacks of Demoralized. Fierce Wit
Saga Icon.Saga.png 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 Icon.Shielding Dance.png Heal yourself and nearby allies for (50%πŸ’†) healing every second and apply up to one instance of 1 stacks of Shield to each target as they enter the dance radius.
Triumph Icon.Triumph.png Nearby party members gain Triumph Generates Theme of Comedy Bard Comedy.png
Wonder Icon.Wonder.png Nearby party members gain Wonder Generates Theme of Mystery Bard Mystery.png
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • 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.[47]
  • 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.[48][18]

Cleric skills

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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.[49]
  • 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.[50][51]
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.[51]Steven Sharif
Skill Icon Description
Barrier Icon.Barrier.png Sacrifice 25% of your maximum health and apply that much temporary health to target ally for 10 seconds. Does not stack.
Bless Weapon Icon.Bless Weapon.png Imbue your target's weapon with radiant light, granting them Bless Weapon.
Chains of Restraint Icon.Chains of Restraint.png Conjure a circle of radiant chains at target location for 8 seconds that deals (40%πŸ’†) 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 Icon.Resplendent Beam.png 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%πŸ’†) healing and reduces with each subsequent bounce.
Communal Restoration Icon.Communal Restoration.png Restore health equal to (150%πŸ’†) healing to all party members in range and apply Communal Restoration.
Condemn Icon.Condemn.png Apply Incapacitated (10 seconds) to target enemy. If the target is Conflagrating, the target becomes Stunned (4 seconds) instead.
Consecrating Wave Icon.Consecrating Wave.png Send forth a wave of radiance that deals (150%πŸ’†) 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 Icon.Defiant Light.png 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 Icon.Deliverance.png Held ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged, up to (500%πŸ’†) healing
Divine Flare Icon.Divine Flare.png Place a targeted area on the ground that heals all targets after several seconds. Heals for (1000%πŸ’†) healing divided amongst each target hit.
Divine Infusion Divine Infusion.png 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.[42][52][53][54][55]
Essence Infusion EssenceInfusionNewIcon.png While active your spells consume Divine Power instead of mana or health. Uses normal resource cost if insufficient Divine Power to cast.[42]
Flash Cure Icon.Flash Cure.png 3 charges. Instantly heal target ally for (250%πŸ’†) healing. This may be used during other ability activations.
Healing Touch Icon.Healing Touch.png Heal target ally in melee range for (500%πŸ’†) healing.
Judgment Icon.Judgment.png If cast on an ally, restore health equal to (1500%πŸ’†) healing to the target. If cast on an enemy, deal (280%πŸ’†) Radiant damage and apply Burning for (150%πŸ’†) Fire damage to the target. If the enemy target is Shaken, the caster is healed for the damage dealt.
Mend Icon.Mend.png 5 charges. Instantly launch a healing projectile toward target ally. Restores (115%πŸ’†) healing in health upon arrival.
Purify Icon.Purify.png Remove up to 3 dispellable debuffs from an ally.
Resplendent Beam Icon.Resplendent Beam.png 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%πŸ’†) healing and reduces with each subsequent bounce.
Resurrect Icon.Resurrect.png Resurrect target ally with 25% of their max health and mana.
Smite Icon.Smite.png Smite your target, dealing (150%πŸ’†) 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 Icon.Soothing Glow.png Apply Soothing Glow to target ally. 3 charges.
Wings of Salvation Icon.Wings of Salvation.png Sprout phoenix-like wings and dash to target ally, granting Wings of Salvation to the caster and target on arrival.
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Fighter skills

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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.[57][58][59][60][61]

Skill Icon Description
Battle Cry Icon.Battle Cry.png 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 Icon.Berserk.png 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 Icon.Blitz.png Charge directly toward target enemy, dealing (100%πŸ’†) Physical damage to the target on arrival.
Blood Fusion Icon.Blood Fusion.png 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 Icon.Brutal Cleave.png Perform a wide sweeping attack, dealing (175%πŸ’†) 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 Icon.Cataclysm.png Deal (275%πŸ’†) 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 Icon.Crippling Blow.png Deal (75%πŸ’†) Physical damage and apply Snared to target enemy. If the target is Staggered, the effect is consumed and the target becomes Tripped.
Exert Icon.Berserk.png 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 Icon.Form Of Celerity.png 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 Icon.Form Of Ferocity.png 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 Icon.Form Of Fluidity.png 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 Icon.Knock Out.png Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.
Leap Strike Icon.Leap Strike.png Leap to target location and deal (225%πŸ’†) 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 Icon.Lethal Blow.png Deal (125%πŸ’†) Physical damage to target enemy, plus additional damage based on the target's missing health, up to a maximum total of (125%πŸ’†) Physical damage. Chance to critically hit increased by 15% against Bleeding targets. This bonus is doubled against Hemorraging targets.
Lunging Assault Icon.Lunging Assault.png Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing (125%πŸ’†) Physical damage and applying Snared to enemies in front of you. You are immune to hard crowd control effects while performing this ability.
Maim Icon.Maim.png Perform a powerful melee strike in a short forward cone, dealing (250%πŸ’†) Physical damage to all targets hit. Deals 20% additional damage to recently Tripped targets.
Overpower Icon.Overpower.png Deal (150%πŸ’†) 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 Icon.Rupture.png Deal (50%πŸ’†) 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%πŸ’†) Physical damage, plus 10% additional damage for each stack of Wounded it has, up to a maximum total of (150%πŸ’†) Physical damage On the initial hit, if the target is Bleeding, 1 stack is consumed and that target becomes Hemorraging.
Wallop Icon.Wallop.png Spend 40% of current Combat Momentum to deal (150%πŸ’†) Physical damage plus additional damage depending on how much Combat Momentum was spent, up to a maximum total of (150%πŸ’†) Physical damage.
Whirlwind Icon.Whirlwind.png Channeled ability: Deal (30%πŸ’†) 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.[62]Steven Sharif

Mage skills

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Skill Icon Description
Arcane Circle Icon.Arcane Circle.png Place a powerful rune of magic upon the ground beneath you that grants you Arcane Might while standing within. Lasts 15 seconds.
Arcane Eye Icon.Arcane Eye.png 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 Icon.Arcane Volley.png Fire a volley of 7 arcane missiles at your target, dealing (35%πŸ’†) Arcane damage each.
Ball Lightning Icon.Ball Lightning.png Create a large ball of charged electricity that travels slowly forward, rapidly dealing (50%πŸ’†) Lightning damage and applying Volatile to enemies it overlaps with.
Blink Icon.Blink.png Instantly teleport 20 meters in the direction you are moving. Breaks all rooting effects.
Blizzard Icon.Blizzard.png 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%πŸ’†) Ice damage in a small area around it and applies Frozen to targets with Chilled.
Chain Lightning Icon.Chain Lightning.png 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%πŸ’†) Lightning damage to each and applies 10 stacks of Shocked to targets with Volatile. Aftershock
Combust Icon.Combust.png Instantly combust your target, dealing (125%πŸ’†) Fire damage and applying Conflagrating if they are Burning.
Cone of Cold Icon.Cone of Cold.png Blast a vortex of freezing wind in a cone in front of you, dealing (125%πŸ’†) Ice damage and applying Frozen to targets with Chilled.
Elemental Empowerment Icon.Elemental Empowerment.png Remove your current elemental empowerment.
Enchant Weapon Icon.Enchant Weapon.png 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 FireballIcon.png Hurl a ball of fire toward your target, dealing (250%πŸ’†) fire damage and applying Burning for (100%πŸ’†) fire damage.[42][63]
Firebolt Fireball (Active).png Hurl a bolt of fire toward your target, dealing (125%πŸ’†) fire damage and applying Burning for (75%πŸ’†) fire damage. 3 charges.[42][64]
Frostbolt Icon.Frostbolt.png Launch a bolt of frost towards your target, dealing (250%πŸ’†) Ice damage and applying Chilled. Shattering Shards
Hoarfrost Icon.Hoarfrost.png Unleash a blast of icy wind at target location, dealing (125%πŸ’†) Ice damage and applying Chilled.
Illuminate Icon.Illuminate.png Conjure a circle of light around you that lights up your surroundings.
Lightning Strike Icon.Lightning Strike.png Held ability: Charge up a bolt of lightning to unleash upon your target, dealing (100%πŸ’†) Lightning damage based on how long it was charged. Applies 15 stacks of Shocked to target. Amplified Lightning Strike
Magma Field Icon.Magma Field.png Erupts the earth at target location, forming a boiling pool of lava that deals (50%πŸ’†) Fire damage and applies Burning at (50%πŸ’†) Fire damage power every second to enemies within the area. Lasts 7 seconds. Pyromania
Prismatic Beam Icon.Prismatic Beam.png Channel a powerful beam in front of you that periodically deals (50%πŸ’†) Magical damage and has additional effects based on your Elemental Empowerment: Fire: 33% chance to apply Burning for (100%πŸ’†) Fire damage. Ice: 33% chance to apply Chilled. Lightning: 33% chance to trigger an arcing bolt that bounces up to 2 times, dealing (35%πŸ’†) 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 Icon.Shell.png Apply Shell
Slumber Icon.Slumber.png Applies Incapacitated to targets in a small area around the primary target. Lasts 10 seconds.
Thermal Equalibrium ThermalEqualibriumNewIcon.png Whenever you apply Frozen to a target, refresh the duration of your applied Conflagrating statuses on that target.[42]

Ranger skills

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The majority of a Ranger's skill tree will likely be ranged, but there will be options to incorporate melee aspects.[65]

  • Some abilities require a bow to be equipped.[66][67][68][69]
  • Instead of a minimum range requirement, certain Ranger skills, such as Thundering Shot, currently have variable effects conferred at different ranges.[70]
  • The majority of Ranger abilities allow movement while casting. Only a few abilities impose movement penalties while casting.[66]
Skill Icon Description
Air Strike Icon.Air Strike.png Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing (150%πŸ’†) Physical damage to targets hit. Targets hit that are Snared become Rooted, and all Snared stacks on those targets are consumed.
Barrage Icon.Barrage.png Fires a continual barrage of arrows at your target for 1.5 seconds, dealing (15%πŸ’†) 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 Icon.Bear Trap.png Spawn a trap at the target location, which arms after 1 second. When an enemy triggers the trap, they take (50%πŸ’†) 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 Icon.Call of the Wild.png 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 Icon.Camouflage.png 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 Icon.Disengage.png 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 Icon.Headshot.png Deal (200%πŸ’†) 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 Icon.Hunt of the Bear.png 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 Icon.Hunt of the Raven.png 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 Icon.Hunt of the Tiger.png 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 Icon.Imbue Ammo: Barbed.png Toggled Ability Imbues your ammunition with barbed thorns. Enemies hit by your basic attack Finishers, Barrage, or Scattershot become Bleeding.
Imbue Ammo: Concussive Icon.Imbue Ammo: Concussive.png 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 Icon.Imbue Ammo: Weighted.png Toggled Ability Imbues your ammunition with weight. Enemies hit by your basic attack Finishers, Barrage, or Scattershot become Snared.
Lightning Reload Icon.Lightning Reload.png 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 Icon.Mark of the Bear.png Marks the target, reducing their mitigation by 25%.
Mark of the Raven Icon.Mark of the Raven.png Marks the target, triggering up to (33%πŸ’†) Physical damage every time the target is hit, scaling based on the target's missing health %.
Mark of the Tiger Icon.Mark of the Tiger.png Marks the target, increasing critical chance versus the target by 25%.
Party Stride Icon.Party Stride.png Applies Strider to all group members within 30 meters. Strider Increases ground movement speed of target by 10%.
Raining Death Icon.Raining Death.png Fire two consecutive volleys of arrows in a wide area in front of you, dealing (100%πŸ’†) Physical damage and applying 1 stack of Wounded to enemies with each hit. Deals 20% additional damage to Shocked targets.
Regeneration Icon.Regeneration.png 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 Icon.Scatter Shot.png Fires a spread of projectiles, dealing (125%πŸ’†) Physical damage to every enemy target in a cone area in front of the caster. Triggers Ammo Imbue effects, once per target hit.
Snipe Icon.Snipe.png Deal (400%πŸ’†) Physical damage and apply Shaken to target enemy. If the target is Bleeding, 1 stack is consumed and that target becomes Hemorraging.
Strider Icon.Strider.png Target ally gains Strider
Thorns Icon.Thorns.png 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 Icon.Thundering Shot.png Fire a lightning-infused projectile at target enemy, dealing (200%πŸ’†) 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 Icon.Vine Field.png Summon a vine field at target location. Targets in the area take (125%πŸ’†) 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

info-orange.pngThis section will be updated as soon as information is made available by the developers.

All classes are capable adventurers, but rogues excel at delving the deepest dungeons and finding the most hidden of treasures.[71]

  • Rogues will have utility skills that enable them to discover hidden doors, traps and additional treasures.[72]
  • These will be randomly spawned throughout different times of the day to ensure that encounters are not the same each time.[72]

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.[72]Steven Sharif

Skill Icon Description
Stealth Rogues have true stealth that is not proximity dependant.[73]

Summoner skills

info-orange.pngThis section will be updated as soon as information is made available by the developers.

The summoner uses abilities that channel through their summons (also referred to as class skill pets).[74][75]

You gain your summons from your summoner class as an active skill and then skills can be further developed with points.[77]Steven Sharif
  • Abilities from the summon appear on the summoner's hotbar. The summoner is essentially playing through their summon.[74][75]
    • Summoner has control over their summon, unless the summon is under ancillary effects.[74][78][75]
  • Summoners will not be able to fuse with or be taken over by their normal summons.[74][75]
  • 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.[82]
  • Summoner summons are not the same as combat pets.[83]
    • 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.[84]
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.[84]Steven Sharif
  • Summons will exist until another summon is cast, the summon is killed, or the summoner logs off.[85]
  • 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.[86]
Summons follow the same flagging rules as players, if your summon pks someone, you gain corruption[87]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.
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.[92]Steven Sharif

Tank skills

box warning orange.pngThis media item is currently work-in-progress.

Skill Icon Description
Absorption Field Icon.Absorption Field.png 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 Icon.Aegis.png 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 Icon.Charge.png Channeled Ability: Charge forward in the direction you are facing. Enemies you collide with take (50%πŸ’†) Physical damage damage and become Staggered. Charge will be canceled if another ability is activated or if the Charge key is pressed again.
Desolate DesolateNewIcon.png Strikes your target and surrounding enemies for 150% physical damage. Generates 300% additional threat.[42]
Fortify Icon.Fortify.png 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 Icon.Grapple.png 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 Icon.Grit.png 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 Icon.Ground Pound.png Slams the ground, dealing (200%πŸ’†) 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 Icon.Inciting Strikes.png Slash twice in an area in front of you, dealing damage (50%πŸ’†) Physical damage damage per hit. Generates 400% Threat.
Indomitable Spirit Icon.Indomitable Spirit.png Gain Indomitable Spirit
Intercept Icon.Intercept.png 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 Icon.Intimidating Aura.png Emanate an aura around the caster for 8 seconds that deals (10%πŸ’†) 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 Icon.Iron Aura.png Reduces damage taken by 2% for all party members within 10 meters.
Protect Icon.Protect.png 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 PulverizeNewIcon.png Move to your target and strike them for 225% physical damage. Generates 300% additional threat.[42]
Reflect Icon.Reflect.png 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%πŸ’†) Physical damage plus additional damage based on the amount of damage taken by the deflected attack, up to a maximum total of (100%πŸ’†) Physical damage. Generates 200% additional threat.
Rush of Courage Icon.Rush of Courage.png You feel a surge of resolve. Gain 100 Courage.
Shake It Off Icon.Shake It Off.png 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 ShieldAssaultIcon.png 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.[42]
Shield Slam ShieldSlamNewIcon.png Lunge forward and deal 150% physical damage while applying Staggered to that target. Gain 25 courage on hit. Generates 300% additional threat.[42]
Slam Icon.Slam.png Deal (200%πŸ’†) Physical damage to targets in front of you. Generates 300% additional threat.
Taunt Icon.Taunt.png Taunt target enemy, generating threat equal to two times your maximum health and applying Humiliated.
Tomahawk Icon.Tomahawk.png Throw a Tomahawk at target enemy, dealing (100%πŸ’†) Physical damage. Deals 50% more damage to targets hit from behind.
Tremoring Bellow TremoringBellowIcon.png 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.[42][93]
Tremoring Strike TremoringStrikeNewIcon.png Deal 175% physical damage and apply Tripped to target enemy for 2 seconds. Generates 200% additional threat.[42]
Vengeance Icon.Vengeance.png Deal (90%πŸ’†) 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 Icon.Wall.png Summons a glorious Wall at the target location. Obstructs movement and blocks projectiles.

Universal skills

box warning orange.pngThis media item is currently work-in-progress.

Universal skills, such as active blocking, sprinting, and active dodging, are able to be unlocked by all archetypes based on a universal skill progression tree.[13][14][15]

We are currently implementing, for the purposes of Alpha-2, a universal stamina system that all archetypes share. When it comes to active block, sprint, and dodge: those will be a part of a universal skill progression tree that players can choose to invest skill points into; and those skill points will share with their archetype active ability and passive ability skill points as well. So, if they're going to divest themselves of further progress within their archetype in lieu of investing in the Universal skill tree, they will have access to benefits that those universal skill tree progressions provide; and some of those benefits do include stat bonuses when utilizing those universal skills. Some of them include different types of effects that can only be granted the player through the universal skill tree as well, such as the ability to potentially parry an attack, or something along those lines. We'll be talking about the universal skill tree somewhere probably mids summerish timeframe, or late summerish timeframe, because it's still actively being developed; but the idea is to have that be an additional knob of customization that influences the way your character plays.[13]Steven Sharif
  • Universal skill progression is intended to provide synergy will all archetypes.[94]
Because it's a universal progression tree, the intent is to provide interactions with all the archetypes. So, it's not going to be specifically more beneficial for one archetype over the other. The intent is that each of the archetypes will have some synergy interaction benefit to their general kit identity through the universal skill tree.[94]Steven Sharif
  • Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[13][14]
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.[14]Steven Sharif
Skill Icon Description
Dodge Icon.Dodge.png Exert your stamina to dodge out of harm's way, increasing your evasion by 100% for 0.5 seconds. Restores 7 Stamina if incoming damage is successfully dodged. After dodging, gain Evasive Maneuver.
Guard Icon.Guard.png Enter a guard state, blocking all incoming frontal attacks and consuming -150% Stamina relative to the amount of damage mitigated by blocking. While guarding, gain Mental Fortification. While guarding, gain Empowered Guard.
Sprint Icon.Sprint.png Expend your stamina to increase your movement speed by 320% while active. While sprinting, gain Focused Sprint. While sprinting in combat, gain 1 stack of Escape Velocity every 1 second. When sprint ends, gain 1 second of Second Wind for every 4 seconds spent sprinting out of combat, or every 2 seconds spent sprinting in combat.

Weapon skill trees

Alpha-2 work-in-progress Greatsword weapon skill tree.[95]

The intent here is to give you choices. Either I want to extend and improve my combo, or I want just passive benefits that increase my attack speed or crit chance.[96]Brian Ferguson

Weapon skill trees unlock passive skills, proc effects, and status conditions based on a player's experience with each weapon type.[97][98][99][12][100][101][102][103][104][105][4][5][106][107][108] These do not unlock skills that are usable on a player's action bar.[12]

List of weapon skill trees

Visuals

See also

References

  1. ↑ 1.0 1.1 1.2 1.3 Video, July 31, 2024 (5:32).
  2. ↑ 2.0 2.1 2.2 2.3 2.4 Video, December 19, 2023 (5:29).
  3. ↑ Interview, July 29, 2020 (55:44).
  4. ↑ 4.0 4.1 Interview, July 19, 2020 (53:59).
  5. ↑ 5.0 5.1 Interview, July 18, 2020 (1:07:51).
  6. ↑ Livestream, July 28, 2017 (19:05).
  7. ↑ Livestream, August 28, 2020 (1:24:29).
  8. ↑ Livestream, May 3, 2017 (15:15).
  9. ↑ Livestream, March 28, 2020 (1:41:42).
  10. ↑ 10.0 10.1 Livestream, August 28, 2020 (1:12:50).
  11. ↑ 11.0 11.1 Livestream, September 27, 2024 (1:00:15).
  12. ↑ 12.0 12.1 12.2 12.3 Livestream, October 14, 2022 (18:34).
  13. ↑ 13.0 13.1 13.2 13.3 Podcast, May 10, 2024 (26:25).
  14. ↑ 14.0 14.1 14.2 14.3 Livestream, December 19, 2023 (1:49:56).
  15. ↑ 15.0 15.1 Livestream, November 19, 2021 (50:38).
  16. ↑ 16.0 16.1 steven-bard.png
  17. ↑ 17.0 17.1 17.2 Livestream, April 7, 2023 (1:05:57).
  18. ↑ 18.0 18.1 Interview, June 13, 2021 (8:33).
  19. ↑ 19.0 19.1 Podcast, April 11, 2021 (13:30).
  20. ↑ 20.0 20.1 20.2 Livestream, June 28, 2019 (1:21:02).
  21. ↑ Livestream, January 18, 2018 (45:52).
  22. ↑ Livestream, May 17, 2017 (1:06:19).
  23. ↑ Livestream, December 2, 2022 (1:04:16).
  24. ↑ Livestream, July 31, 2024 (2:13:49).
  25. ↑ Video, July 31, 2024 (4:20).
  26. ↑ Livestream, July 31, 2024 (2:38:35).
  27. ↑ Interview, July 19, 2020 (1:00:04).
  28. ↑ Livestream, July 31, 2024 (2:13:32).
  29. ↑ Video, July 31, 2024 (8:14).
  30. ↑ Livestream, July 25, 2020 (58:38).
  31. ↑ Video, March 29, 2024 (55:06).
  32. ↑ Video, July 31, 2024 (7:25).
  33. ↑ Livestream, December 2, 2022 (1:26:47).
  34. ↑ Livestream, 2018-04-8 (PM) (1:18:37).
  35. ↑ Livestream, July 28, 2017 (40:15).
  36. ↑ Livestream, July 31, 2024 (2:32:50).
  37. ↑ Video, July 31, 2024 (1:00:56).
  38. ↑ Livestream, July 31, 2024 (2:33:55).
  39. ↑ Livestream, May 19, 2017 (39:55).
  40. ↑ Livestream, July 31, 2024 (2:34:29).
  41. ↑ Livestream, July 31, 2024 (2:36:06).
  42. ↑ 42.00 42.01 42.02 42.03 42.04 42.05 42.06 42.07 42.08 42.09 42.10 42.11 42.12 42.13 42.14 42.15 42.16 42.17 42.18 42.19 42.20 42.21 Blog - Guide to Alpha Two.
  43. ↑ Anthem of Alacrity Description.png
  44. ↑ Chilling Lament Description.png
  45. ↑ Dark Lullaby Description.png
  46. ↑ Lovely Serenade Description.png
  47. ↑ Livestream, 2018-04-8 (PM) (46:11).
  48. ↑ Livestream, January 28, 2022 (1:09:26).
  49. ↑ Blog: The Gift of Life - Cleric Alpha One Preview.
  50. ↑ Livestream, July 28, 2023 (1:24:11).
  51. ↑ 51.0 51.1 Livestream, July 28, 2023 (1:07:30).
  52. ↑ Video, July 28, 2023 (25:36).
  53. ↑ Divine Infusion Info Panel.png
  54. ↑ Video, May 31, 2023 (16:58).
  55. ↑ Divine Power Buff Description.png
  56. ↑ Livestream, May 26, 2017 (19:03).
  57. ↑ Interview, September 10, 2023 (9:52).
  58. ↑ Video, March 29, 2024 (3:50).
  59. ↑ Interview, September 10, 2023 (16:56).
  60. ↑ steven-fighter-momentum.jpg
  61. ↑ Livestream, December 15, 2017 (1:00:36).
  62. ↑ Livestream, March 29, 2024 (1:56:56).
  63. ↑ Fireball Description04302024.png
  64. ↑ Firebolt Description05312024.png
  65. ↑ Livestream, May 31, 2023 (1:10:42).
  66. ↑ 66.0 66.1 Livestream, December 19, 2023 (1:20:41).
  67. ↑ Livestream, September 30, 2022 (49:16).
  68. ↑ Podcast, September 29, 2021 (40:50).
  69. ↑ Interview, May 11, 2018 (16:32).
  70. ↑ Livestream, December 19, 2023 (1:53:41L5DeC8wIcuM).
  71. ↑ Rogue2.jpg
  72. ↑ 72.0 72.1 72.2 Livestream, July 25, 2020 (42:49).
  73. ↑ Podcast, May 10, 2024 (54:50).
  74. ↑ 74.0 74.1 74.2 74.3 74.4 Livestream, March 31, 2023 (1:22:21).
  75. ↑ 75.0 75.1 75.2 75.3 Livestream, May 19, 2017 (10:06).
  76. ↑ steven-summoners.png
  77. ↑ 77.0 77.1 Interview, August 8, 2018 (22:27).
  78. ↑ steven-summon-control.png
  79. ↑ Interview, October 20, 2024 (38:42).
  80. ↑ summons-ccs.png
  81. ↑ Livestream, May 26, 2017 (43:20).
  82. ↑ Livestream, February 24, 2023 (1:27:22).
  83. ↑ Livestream, October 30, 2020 (1:21:14).
  84. ↑ 84.0 84.1 Interview, January 14, 2022 (42:18).
  85. ↑ 85.0 85.1 Livestream, July 25, 2020 (1:41:46).
  86. ↑ Livestream, January 29, 2021 (1:21:01).
  87. ↑ 87.0 87.1 steven-summons-pvp-1.png
  88. ↑ steven-summons-pvp-2.png
  89. ↑ Interview, June 13, 2021 (13:11).
  90. ↑ 90.0 90.1 90.2 90.3 90.4 90.5 90.6 Livestream, 2018-04-8 (AM) (0:58).
  91. ↑ 91.0 91.1 Livestream, 2018-04-8 (PM) (11:27).
  92. ↑ 92.0 92.1 Livestream, 2018-04-8 (PM) (24:11).
  93. ↑ Video, January 27, 2023 (7:28).
  94. ↑ 94.0 94.1 Podcast, May 10, 2024 (28:05).
  95. ↑ Video, March 29, 2024 (47:43).
  96. ↑ Video, December 19, 2023 (7:26).
  97. ↑ Livestream, January 31, 2024 (5:00).
  98. ↑ Interview, July 9, 2023 (1:14:09).
  99. ↑ Livestream, December 2, 2022 (56:09).
  100. ↑ Livestream, June 30, 2022 (1:12:38).
  101. ↑ Livestream, September 30, 2022 (53:15).
  102. ↑ Livestream, September 30, 2022 (43:45).
  103. ↑ Video, September 30, 2022 (24:49).
  104. ↑ Podcast, September 29, 2021 (47:57).
  105. ↑ Interview, February 7, 2021 (49:18).
  106. ↑ Livestream, January 30, 2020 (1:28:40).
  107. ↑ February 8, 2019 - Questions and Answers.
  108. ↑ Livestream, June 4, 2018 (1:11:19).
  109. ↑ 109.0 109.1 109.2 Livestream, September 27, 2024 (1:01:12).
  110. ↑ Livestream, August 16, 2024 (54:14).
  111. ↑ Livestream, August 16, 2024 (1:04:05).
  112. ↑ Livestream, April 30, 2024 (49:43).