Skill types

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Alpha-1 preview skills user interface.[1]

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[2]Steven Sharif

Players receive skill points as they level. These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[3][4][5][6]

  • It will not be possible to max all skills in a skill tree.[6]
  • 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.[7]
  • Players are able to reset and reallocate their skill points.[8]
  • Augments do not cost skill points.[9] It was previously stated that certain augments will have more expense required on the skill point side.[10]
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.[11]Steven Sharif

Primary skills

Alpha-1 preview primary skills.[12]

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.[13]Steven Sharif

The idea behind the system is that you're kind of skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to kind of offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[14]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[15] Players can personalize their primary skills with augmentation from a secondary archetype.[16][15][17]

The design behind augments is to not just change the flavor so that it reflects the secondary archetype, but it also fundamentally changes the core components of a skill.[18]Steven Sharif
  • Each secondary archetype offers four different schools of augmentation.[19][20][16][21] Each augment school affects a primary archetype's skills in different ways.[22]
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.[10]Steven Sharif
  • Choosing the same primary and secondary archetype increases focus on that archetype.[23]
  • Augments to primary skills will fundamentally change the way the ability works: Adapting what the ability once did to incorporate the identity of the secondary archetype.[24]
  • Changing the augmentations on your skills will require you to go to a NPC in a Village node or higher.[26]
  • Some spell colors and general FX change based on augments.[27]
    • Active skills could look totally different after an augment gets applied.[28]

Primary skills in Alpha-2 are expected to be very different to those in Alpha-1.[30]

The ability list in Alpha One is nowhere near what the ability list will be, especially from like a level/progression standpoint. So you can expect it to be incredibly different.[30]Steven Sharif

Weapon skills

Basic weapon attack livestream teaser.[31]

Our approach is not going to be providing skills through weapons. It's going to be providing skills through classes.[32]Steven Sharif

Players can spec into weapon abilities on their weapon skill tree (also referred to as Combat skills[4], and Combat tree[5]) based on their preferred weapon classes (weapon types/weapon groups) and the grade of the weapon.[33][5][4][34]

Let's say a dagger has some slashing effects that bleed the target or that cripple the target... Every time you attack you have a chance to proc that effect. That effect then can synergize with what your active skills tree has available to it. So let's say your backstab deals 30 additional damage to a bleeding target. If you attack with your main weapon first and the target gets the bleed proc off and you do your backstab skill then you're synergizing your effects.[5]Steven Sharif
Let's say backstab that you can apply to deals damage to the target and it'll have a conditional modifier on that damage if you're behind the target, and it'll have a conditional modifier deal additional 50 damage if the target is under a bleed effect. So you want to synergize essentially your weapon proc conditions with your active skills so that you're timing your certain active skills appropriately with the status conditions that the target has taken.[4]Steven Sharif

Passive skills

Passive skills are used to augment weapon usage, armor usage, health regeneration, and passive stats.[2]

  • Passive skills can be levelled up by allocating skill points on the skills UI.[2]
  • Passive skills enable players to work toward mastery of a weapon.[24]

All these passive abilities: mana regen, attack damage, critical hit damage, health regeneration, defense mitigation, maximum health: A lot of different changes from the passive side of things and these are based on what archetype you've chosen.[1]Steven Sharif

info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.
Passive skill Icon Archetype(s) Rank 1 Rank 2 Rank 3
Attack Damage Attack Damage.png Mage Increases attack damage by 5.[37]
Block Chance Block Chance.png Tank Increase chance to block attacks by 20% (Blocked attacks deal 20% reduced damage).[38]
Cooldown Reduction Cooldown Reduction.png Cleric Mage Tank Reduce all ability cooldowns by 5%.[37]
Critical Hit Damage Critical Hit Damage.png Mage Increase the damage and healing bonus from critical hits by 20%.[37]
Critical Hit Rate Critical Hit Rate.png Cleric Mage Tank Increase the chance for damage and healing abilities to critically hit by 5%.[37]
Defense Mitigation Defense Mitigation.png Cleric Mage Tank Increase defense mitigation by 4.[37]
Disable Chance Disable Chance.png Mage Increase chance to disable by 15%.[37]
Disable Defense Disable Defense.png Cleric Reduce chance of being disabled by crowd control effects by 10%.[39]
Healing Received Healing Received.png Tank Increase the amount of healing received by 10%.[40]
Health Regeneration Health Regeneration.png Cleric Mage Tank Generate an additional 1.5% of your maximum health per second.[37]
Increased Healing Increased Healing.png Cleric Increase healing done by 10%.[41]
Mana Regeneration Mana Regeneration.png Cleric Mage Tank Generate an additional 1% of your maximum mana per second.[37]
Maximum Health Maximum Health.png Cleric Mage Tank Increase maximum health by 75.[37]
Maximum Mana Maximum Mana.png Cleric Increase maximum mana by 100.[42]
Movement Speed Movement Speed.png Cleric Mage Tank Increase movement speed by 5%.[37]
Physical Evasion Bonus Physical Evasion Bonus.png Tank Increase physical evasion bonus by 5.[43]

Universal skills

Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[29]

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.[29]Steven Sharif

Ultimate skill

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.

The ultimate skill is a very powerful skill.[44]

Skill Icon Rank 1 Rank 2 Rank 3
Hail of arrows hail of arrows icon.png If your focus is at 80%, use this skill to summon a template and launch multiple arrows within the template.[45][46] Adds movement slow.[46] Adds damage over time to targets in the area.[46]
Ultimate Defense Ultimate Defense Icon.jpg Become immune to damage for 3 seconds.[47][12][48][49] Duration is increased to 5 seconds.[49] Grant damage mitigation to all party members.[49]

Utility skill

Pre-alpha rogue climbing a Metropolis wall.[50]

We have what are called utility skills and a lot of MMORPGS really only focus on active combat skills, but some of the favorite things that I've had as a gamer is tabletop RPGs like Pathfinder or Dungeons and Dragons, and there are skills in those games that are relevant to either your environment or the quest line; and they're a little bit you know sometimes "story mode".[51]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.

A utility skill is a non-combat skill that interacts with the environment.[52] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[53]

  • Different classes excel at different skills.[53]
  • All classes will have maneuverability/traversal utility abilities.[54]
    • There will be a grappling hook utility skill or item.[55]
  • Classes will have utility abilities, such as detecting traps and other hazards. For example: The Mage's detection spell casts light and reveals magical explosive hazards.[56]
  • Certain classes are able to climb/parkour in certain areas.[57][58]
    • Climbing/parkour ability is not free-form and will likely be restricted to certain quests, locations or objects.[59][60]
  • Certain classes (such as Rogues) will have stealth abilities.[61]
    • Rogues may also have a spyglass utility skill.[53]
  • Certain objects exist in the world (such as ladders and slides) that aid player mobility.[62]

We don't just have the approach of your class being reflected in your combat abilities but also there are utility abilities that certain classes have that other classes don't have.[63]Steven Sharif

Skill Icon Rank 1 Rank 2 Rank 3
Camouflage Grants stealth at a distance. At mid and short range the Ranger is revealed.[64] - -
Family summon Long duration cast (30 seconds to a minute) with an approximate 30 minute cooldown that slowly summons each of your family members to your location (up to eight members).[65][66] Players cannot be summoned in the following cases:
This will be tested in Alpha-2.[69]
- -
Pathfinding Reveals corrupted player locations on the bounty hunter's map.[70][71] Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[70] The pathfinding ability can be toggled on or off.[70][72] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[73] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[73]
Stealth This does not render a player completely invisible.[74] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[75] - -
Track track icon.png Use this skill to show nearby tracks, leading to unknown adventures.[45] - -

See also


  1. 1.0 1.1 Livestream, June 25, 2021 (23:08).
  2. 2.0 2.1 2.2 Livestream, August 28, 2020 (1:12:50).
  3. 3.0 3.1 Interview, July 29, 2020 (55:44).
  4. 4.0 4.1 4.2 4.3 Interview, July 19, 2020 (53:59).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 Interview, July 18, 2020 (1:07:51).
  6. 6.0 6.1 Livestream, July 28, 2017 (19:05).
  7. Livestream, November 16, 2017 (30:02).
  8. Interview, July 29, 2020 (54:44).
  9. 9.0 9.1 Forums - Livestream Q&A 2022-08-26.
  10. 10.0 10.1 10.2 10.3 Interview, July 18, 2020 (1:07:06).
  11. Livestream, August 28, 2020 (1:19:24).
  12. 12.0 12.1 toast-keybinds-skills.png
  13. Livestream, October 16, 2017 (1:00:44).
  14. Interview, August 8, 2018 (22:27).
  15. 15.0 15.1 progression.png
  16. 16.0 16.1 16.2 Interview, July 18, 2020 (1:05:04).
  17. class secondary.png
  18. Livestream, July 25, 2020 (1:47:55).
  19. Podcast, September 29, 2021 (30:04).
  20. Livestream, June 25, 2021 (1:05:01).
  21. Livestream, February 9, 2018 (41:56).
  22. 22.0 22.1 Livestream, December 17, 2019 (1:13:14).
  23. class same.png
  24. 24.0 24.1 February 8, 2019 - Questions and Answers.
  25. Livestream, July 26, 2019 (1:09:22).
  26. Livestream, 2018-04-8 (PM) (20:45).
  27. augmentcolors.png
  28. Interview, May 11, 2018 (53:15).
  29. 29.0 29.1 29.2 29.3 Livestream, November 19, 2021 (50:38).
  30. 30.0 30.1 Livestream, September 24, 2021 (1:18:06).
  31. Twitter - What’s your go-to weapon?
  32. 32.0 32.1 Livestream, June 30, 2022 (1:12:38).
  33. Interview, February 7, 2021 (49:18).
  34. 34.0 34.1 34.2 Livestream, January 30, 2020 (1:28:40).
  35. 35.0 35.1 35.2 Podcast, September 29, 2021 (47:57).
  36. 36.0 36.1 Livestream, February 28, 2020 (1:10:21).
  37. 37.0 37.1 37.2 37.3 37.4 37.5 37.6 37.7 37.8 37.9 Livestream, June 25, 2021 (23:08).
  38. Alpha-1 screenshot.
  39. Alpha-1 screenshot.
  40. Alpha-1 screenshot.
  41. Alpha-1 screenshot.
  42. Alpha-1 screenshot.
  43. Alpha-1 screenshot.
  44. Livestream, June 30, 2017 (29:13).
  45. 45.0 45.1 PAX West 2017 Ranger poster.
  46. 46.0 46.1 46.2 Livestream, October 16, 2017 (45:37).
  47. Alpha-1 screenshot.
  48. Video, February 9, 2021 (0:49).
  49. 49.0 49.1 49.2 Livestream, July 31, 2020 (1:14:33).
  50. Video, May 9, 2017 (0:57).
  51. Livestream, July 25, 2020 (42:49).
  52. Livestream, June 30, 2017 (30:34).
  53. 53.0 53.1 53.2 Livestream, May 12, 2017 (33:10).
  54. class mobility.png
  55. Livestream, May 12, 2017 (18:00).
  56. class utilities.png
  57. Livestream, May 15, 2017 (15:10).
  58. utility skills.jpg
  59. Livestream, January 18, 2018 (34:56).
  60. Livestream, June 28, 2019 (1:21:46).
  61. class stealth.png
  62. Livestream, October 29, 2021 (1:07:11).
  63. Livestream, May 24, 2017 (57:41).
  64. steven-rogue-augments.png
  65. Interview, July 19, 2020 (1:20:58).
  66. Podcast, July 26, 2020 (1:34:47).
  67. Podcast, July 26, 2020 (1:32:15).
  68. steven-family-summon.png
  69. steven-family-summon-2.png
  70. 70.0 70.1 70.2 steven-bounty-hunters-2.png
  71. Interview, April 27, 2017 (9:28).
  72. corruption toggle.png
  73. 73.0 73.1 Livestream, May 24, 2017 (48:00).
  74. Livestream, January 28, 2022 (1:12:27).
  75. Livestream, May 3, 2017 (49:39).