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box warning orange.pngThis article contains information from early testing phases. It will be updated as soon as new information is made available.

Rogue ability:

Rank 1
This does not render a player completely invisible.[1] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[2]
Rank 2
Rank 3

Stealth does not render a player completely invisible.[1]

Stealth is 100% an option in the game. It's not going to render yourself or the individual who uses the stealth completely obscured. You're still going to be able to identify- there's going to be utility skills that can reveal stealth from a PvP perspective. There's going to be perceptions that certain NPCs have that can see through stealth, like Tremor Sense or Life Sense. There are elements of mechanics that relate to stealth and how it is balanced in the game. It's not going to be similar to stealth that's been found in other games where the target is rendered completely invisible- they can make it past every enemy NPC or monster: they can use stealth at all times. These are elements that is a tit for tat. These are components of class-kits that are going to have corresponding counters as it relates to other classes as well.[4]Steven Sharif

Player movement

Revamped Alpha-1 Mage Fireball ability.[7][8]

The general approach that we're kind of taking based on a lot of feedback and just good combat design in general. You know philosophy is that we want to give more agency in the hands of the player and the antithesis of that is locking the player down for really long amounts of time. The sort of concept behind that is like you could make an animation effects as glorious looking as possible but if it's taking away control of the player, none of that really matters. Especially the 100th or thousandth time you're using the spell you're tired of that happening you don't feel powerful: You feel the opposite of powerful. So we're trying to like give a lot of control back to the player while they're using these abilities so they can still control their movements, they can react simultaneously while they're taking actions; and we just want to get overall more of a fluid flow, I guess, of combat. And that's kind of the general design philosophy we're using to approach the overhaul.[7]Tradd Thompson

Most abilities you'll find in Ashes of Creation are capable of being cast while moving. Some of those abilities might slow your movement during the cast, but you can continue to move. Very rarely, and depending on obviously the importance of the ability or the power level of that ability, you might be rooted in place. So, for example, the AoE ability [Chains of Restraint] has a lot going on. It has damage ticking over time, it is an area of effect, it also has a status condition application; and in those instances the player character gets rooted.[13]Steven Sharif
There's a balance in the game design between your movement speed on attack and the movement speed of your opponent. When you have a game that is both PvE centric as well as PvP centric, you have to make sure that combat is blended for both approaches; and we can always run into problems where, if you're significantly hampered in your movement speed, that has an effect on how we expect player versus player engagements to interact; and we don't want to restrict a player's ability to be mobile if they're the target of an attack. And as a result of that we need to make sure that we don't restrict the movement abilities of the player who is doing the attacking as well. So we want it to be relatively free for you to stay with each other. Your opponents move around the battlefield together and if we're hampering you on the attack action, we have to then implement some type of snare, or slow, or cc effect essentially on your opposing target; and that's not the approach we want to take for for PvP.[21]Steven Sharif
Q: If a ranger is super mobile, what are the melee's options in order to catch them?
A: Different class kits will provide different gap closers. They'll provide different mobility skills. They'll have lockdowns. They'll have chains to pull back. They'll have a lot of different things in the rotation. That's part of what an MMORPG experience is. You're not just restricted to three or six skills, you have a rotational suite; and depending on the type of challenges you face is going to help determine which of those rotations you spec into from your skill tree.[22]Steven Sharif
info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Blink Blink Icon.jpg Blinks forward in the direction you are traveling.[23][24][25][26] Now deals damage to enemies surrounding your departure location.[27][26] Reduced cooldown.[23][27][26]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[28] - -

NPC perception

There are different perception modes for different NPCs.[30]

  • NPCs in certain encounters may be aware of their local environment and can seek cover behind obstacles, for example; but this will not be prevalent in general AI designs.[31]

The best was Final Fantasy 11 back in the day where you had scent, you had sight, you had magic. Like there's all sorts of different things that you had to like protect yourself against so that certain mobs couldn't see you; and you could maintain that ability to like kind of sneak past easily... It made those monsters unique and gave them character outside of just how much damage they did to me.[30]Jeffrey Bard

Utility skills

Pre-alpha rogue climbing a Metropolis wall.[32]

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".[33]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.[34] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[35]

  • Different classes excel at different skills.[35]
  • All classes will have maneuverability/traversal utility abilities.[36]
    • There will be a grappling hook utility skill or item.[37]
  • 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.[38]
  • Certain classes are able to climb/parkour in certain areas.[39][40]
    • Climbing/parkour ability is not free-form and will likely be restricted to certain quests, locations or objects.[41][42]
  • Certain classes (such as Rogues) will have stealth abilities.[43]
    • Rogues may also have a spyglass utility skill.[35]
  • Certain objects exist in the world (such as ladders and slides) that aid player mobility.[44]

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.[45]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.[46] - -
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).[47][48] Players cannot be summoned in the following cases:
This will be tested in Alpha-2.[51]
- -
Pathfinding Reveals corrupted player locations on the bounty hunter's map.[52][53] 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.[52] The pathfinding ability can be toggled on or off.[52][54] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[55] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[55]
Pathfinding/es Revela las ubicaciones de los jugadores corruptos en el mapa del cazarrecompensas .[52][53] Activar esta habilidad marcará al cazarrecompensas para combatir solo contra los jugadores corruptos durante una hora a partir del momento de la activación.[52] La habilidad de rastreo puede activarse o desactivarse.[52][54] La precisión de la habilidad de rastreo viene determinada por la progresión del jugador en el sistema de cazarrecompensas..[55] La precisión de la habilidad de rastreo viene determinada por la progresión del jugador en el sistema de cazarrecompensas..[55]

See also


  1. 1.0 1.1 Livestream, January 28, 2022 (1:12:27).
  2. Livestream, May 3, 2017 (49:39).
  3. Livestream, May 3, 2017 (49:39).
  4. 4.0 4.1 4.2 Livestream, January 28, 2022 (1:11:40).
  5. 5.0 5.1 Livestream, July 26, 2019 (1:08:16).
  6. Livestream, February 9, 2018 (18:45).
  7. 7.0 7.1 Livestream, February 26, 2021 (27:41).
  8. Video, February 26, 2021 (6:17).
  9. 9.0 9.1 Livestream, June 30, 2022 (46:30).
  10. Livestream, July 30, 2021 (31:22).
  11. Interview, June 13, 2021 (4:12).
  12. Livestream, May 28, 2021 (1:13:05).
  13. 13.0 13.1 13.2 Livestream, December 2, 2022 (59:47).
  14. Livestream, April 30, 2020 (1:17:13).
  15. Livestream, May 8, 2017 (43:30).
  16. Livestream, December 23, 2021 (55:32).
  17. Video, December 23, 2021 (23:53).
  18. 18.0 18.1 Livestream, October 14, 2022 (48:45).
  19. 19.0 19.1 stevenclarification.png
  20. Livestream, June 26, 2020 (1:30:40).
  21. 21.0 21.1 Livestream, June 30, 2022 (49:42).
  22. Livestream, September 30, 2022 (51:28).
  23. toast-keybinds-skills.png
  24. Video, December 23, 2020 (1:17).
  25. 26.0 26.1 26.2 Livestream, July 31, 2020 (57:33).
  26. 27.0 27.1 Video, December 22, 2020 (7:35).
  27. progression.png
  28. Livestream, March 26, 2021 (54:26).
  29. 30.0 30.1 Livestream, June 4, 2018 (29:28).
  30. Livestream, February 25, 2022 (1:03:32).
  31. Video, May 9, 2017 (0:57).
  32. Livestream, July 25, 2020 (42:49).
  33. Livestream, June 30, 2017 (30:34).
  34. 35.0 35.1 35.2 Livestream, May 12, 2017 (33:10).
  35. class mobility.png
  36. Livestream, May 12, 2017 (18:00).
  37. class utilities.png
  38. Livestream, May 15, 2017 (15:10).
  39. utility skills.jpg
  40. Livestream, January 18, 2018 (34:56).
  41. Livestream, June 28, 2019 (1:21:46).
  42. class stealth.png
  43. Livestream, October 29, 2021 (1:07:11).
  44. Livestream, May 24, 2017 (57:41).
  45. steven-rogue-augments.png
  46. Interview, July 19, 2020 (1:20:58).
  47. Podcast, July 26, 2020 (1:34:47).
  48. Podcast, July 26, 2020 (1:32:15).
  49. steven-family-summon.png
  50. steven-family-summon-2.png
  51. 52.0 52.1 52.2 52.3 52.4 52.5 steven-bounty-hunters-2.png
  52. 53.0 53.1 Interview, April 27, 2017 (9:28).
  53. 54.0 54.1 corruption toggle.png
  54. 55.0 55.1 55.2 55.3 Livestream, May 24, 2017 (48:00).