Primary skills

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Alpha-1 Tank primary skills early user interface design.[1]

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.[2]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.[3]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[4] Players can personalize their primary skills with augmentation from a secondary archetype.[5][4][6]

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.[7]Steven Sharif

  • Each secondary archetype offers four different schools of augmentation.[5][8] Each augment school affects a primary archetype's skills in different ways.[9]
    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; and certain augments will have more expense required on the skill point side.[10]Steven Sharif
  • Choosing the same primary and secondary archetype increases focus on that archetype.[11]
  • 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.[12]
  • Changing the augmentations on your skills will require you to go to a NPC in a Village node or higher.[14]
  • Some spell colors and general FX change based on augments.[15]
    • Active skills could look totally different after an augment gets applied.[16]

Skill points

Alpha-1 early preview skills UI.[17]

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.[17]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.[18][19][20][21]

  • It will not be possible to max all skills in a skill tree.[21]
  • 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.[22]
  • Players are able to reset and reallocate their skill points.[23]

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.[24]Steven Sharif

Active skills

Players can build their characters with the active skills they want on their action bar.[26][27]

There will be multiple hot-bars that you obviously have available, because you're going to have consumables, you're going to have active skills and whatnot. But the number of active skills are not going to overwhelm necessarily the character and be irrelevant especially at certain stages.[24]Steven Sharif

Combat abilities

The aspiration for combat is for abilities to have corresponding counter-play abilities.[31]

  • The goal is to have special animations for parrying, blocking and evading.[32]

They can be a challenge to implement sort of really reliably so you might not see them on every evasion or every block, but we do want that kind of stuff to show up.[32]Jeffrey Bard

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[33][31]

  • Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[37]

Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that kind of thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[31]Steven Sharif

We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play kind of feel.[31]Jeffrey Bard

box warning 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
Ice prison ice prison icon.png Target an enemy and summon a prison of ice around them, paralyzing them.[39][40] Adds damage over time.[40] Snares after root breaks.[40]
Javelin Javelin icon.png Pulls your target to your location. Generates additional threat.[41] Increased damage. Now pulls up to 3 targets.[41] Increased damage. Now pulls up to 5 targets. Stuns targets.[41]
Jump jump icon.png Dash with cooldown.[42] Cooldown is replaced by charges with individual cooldown.[42] Drops a bear trap at the location the ranger dashed from.[42]
Shield might shield might icon.png Single target knock down or stun (bash).[43] Changes to a frontal cone attack.[43] Increases the block chance for a duration after success. Duration of block chance increases based on the number of targets hit.[43]
Shield throw Throws shield and adds hate.[44] Changes to cone attack.[44] Add stun to the first target hit.[44]
Snare snare icon.png Foot pin roots target in place.[45][46] Adds a bleed.[46] Snares after root expires.[46]
Tentacles tentacles icon.png Creates an area of effect around the caster that roots targets.[47] Adds damage over time to targets and increases range.[47] Increases duration.[47]
Trap trap icon.png Place a bear trap under the caster that holds them in place and does damage. Also holds targets in place and does damage.[48] Traps stun instead of root.[48] Place up to two traps.[48]

Mobility

Abilità with the greatest power may require the caster to remain stationary while channeling them.[49][50]

  • Prone and crouch will likely not be in the game.[51]
  • Moving backward will likely not affect block and parry.[52]

I think that that generally we want to tend to be more mobile in our classes. I think that it's a fundamentally old-school philosophy to have a lot of stuck in place type skills. That isn't to say we won't have skills that have mobility restriction on them- that require you to channel or require a casting time where you can't move; but I think it's a blend between the two. It's neither extreme.[49]Steven Sharif

It'll be something that you can spec around to. Again it's gonna be a risk/reward thing. We put a lot of thought into what skills are overpowered or have kind of this overpowering nature to them and those are the kinds of skills that will generally find that will be like in-place type of skills; where you are now at risk if you are going to cast this spell, but there's a big reward if you do manage to get it off.[49]Jeffrey Bard

box warning 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
Apocalypse:Alacrity Alacrity Icon.png For the duration of this stance, your successful attacks will increase your run speed.[53]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your successful attacks will increase your run speed.[54]
  • Duration: 12 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your successful attacks will increase your run speed.[55]
  • Duration: 12 Sec.
  • Cooldown: 8 Sec.
Apocalypse:Blink Blink Icon.png Activate to instantly teleport yourself a short distance forward.[56]
  • Duration: 1 sec
  • Cooldown: 30 sec
Activate to instantly teleport yourself a short distance forward.[57]
  • Duration: 1 sec
  • Cooldown: 25 sec
Activate to instantly teleport yourself a short distance forward.[58]
  • Duration: 1 sec
  • Cooldown: 20 sec
Apocalypse:Catfall Catfall Icon.png Activate to grant yourself exceptional jumping abilities, silent moving, and protection from falling damage for the duration.[59]
  • Duration: 10 sec
  • Cooldown: 30 sec
Activate to grant yourself exceptional jumping abilities, silent moving, and protection from falling damage for the duration.[60]
  • Duration: 13 sec
  • Cooldown: 25 sec
Activate to grant yourself exceptional jumping abilities, silent moving, and protection from falling damage for the duration.[61]
  • Duration: 16 sec
  • Cooldown: 20 sec
Apocalypse:Super jump The longer it's charged the more it costs and the higher and further the player will jump. A player can redeploy their Gryphon if they jump high enough.[62]
Apocalypse:Warp Space Warp Space Icon.png - For the duration of this spell, any successful hit will swap your location with that of your target.[63]
  • Duration: 5 sec
  • Cooldown: 30 sec
For the duration of this spell, any successful hit will swap your location with that of your target.[64]
  • Duration: 5 sec
  • Cooldown: 20 sec
Blink mages escape icon.png Blink forward in the direction you are traveling.[65] Increased blink distance. Reduces threat on targets nearby upon activation.[65] Increased blink distance. Deals area damage upon impact.[65]
Jump jump icon.png Dash with cooldown.[42] Cooldown is replaced by charges with individual cooldown.[42] Drops a bear trap at the location the ranger dashed from.[42]
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.[4] - -
Sprint sprint icon.png Increases movement speed. Using an ability ends sprint.[66] Increased resistance to disable abilities.[66] Clears crowd control when sprint starts and removes silence.[66]

Player movement

There will likely be a toggleable walk/run (autorun) capability in the game.[68]

  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[69]

Back-peddling (walking backwards) and strafing are slower than normal movement speed.[70]

Collision

There are player and spell collision mechanics in Ceneri della creazione.[71]

  • Inertia and momentum physics will help prevent blocking doorways/access points. This is based on a character's direction and movement speed, and can be used to push people out of the way.[72][71]

Dodging

Dodging in Alpha-1 early combat.[24]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[24]Steven Sharif

Dodge rolling type skills is housed in the action skill sets of agile classes such as Rogues or Fighters.[24][73]

Q: Will there be evade frames/ I-frames on dodge?
A: I would say it's a safe bet with regards to how we're approaching the hybrid combat that not only are gonna have true evasion skills that apply to more action-oriented skills that are coming your way, but you'll also have you know I-frame type skills that would apply perhaps to a tab targetable skills coming your way. So I think you're gonna have a healthy balance of both with it when it comes to skills that you can spec into.[74]Steven Sharif

Active blocking

The Paladin's Might shield in Ashes of Creation Apocalypse had its own hit box with hit points (HP). It can actively block projectiles.[75]

  • The developers have not yet decided on whether active blocking will be part of the MMO. They are currently leaning toward using more traditional buff-oriented universal damage mitigation but are also considering interaction between action-based blocking and a passive block stat from the waterfall stat system.[76]

In APOC when we had the active sheild stance- that was an active shield block action-based system; and when we collected design data on essentially the efficacy and essentially the accuracy of players who used that wasn't very high; and there is a concern at least on the front of implementing a action restricted type active shield block as opposed to what would traditionally be along the lines of activating a buff that grants a shield block rate adjustment and is universal on incoming damage- and interfaces with the stats- is really something that we're leaning towards in incorporating for the hybrid combat system.[76]Steven Sharif

This is something we're still actively iterating on and actively going to be testing in our hybrid system but you know as we're as we're doing that we are taking into consideration. Obviously we want action based components to also interact in some way shape or form with the waterfall stat system as well; and you know that seems like it might be an oxymoron from an action to tab sense, but it doesn't have to be. There can be components of action- so say for instance you could have a dual component where you activate that shield stance and if you accurately intercept an incoming projectile or a skill that's been initiated from the forward arc, you get 80% damage mitigation or 80% application of the physical defense of the shield; and if it comes from an area outside of that forward arc then you get a lesser bonus; and that essentially what would happen is let's say you take into account the stat of the shield's physical defense value, you apply it as a mitigating factor to the incoming damage, but in addition you augment that system with the waterfall stat that is responsible for shield damage mitigation or shield rate; and maybe you know the default skill says 80% damage mitigation from forward arc but that gets augmented up to 87% because of your stat essentially; and if it's not in your forward arc then it gets you know 50% efficacy- maybe it's 40 something percent. So just to give you kind of insight into what goes into kind of determining these skills and how they interact on an action-based front.[76]Steven Sharif

Interrupts

Abilities with a cast bar can be interrupted during the cast.[50]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.
box warning 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
Apocalypse:Arcanic Power Arcanic Power Icon.png Channel raw arcane energies to instantly knock nearby foes back, deal damage, and give yourself some breathing room.[77]
  • Duration: 1 sec
  • Cooldown: 10 sec
Channel raw arcane energies to instantly knock nearby foes back, deal damage, and give yourself some breathing room.[78]
  • Duration: 1 sec
  • Cooldown: 9 sec
Channel raw arcane energies to instantly knock nearby foes back, deal damage, and give yourself some breathing room.[79]
  • Duration: 1 sec
  • Cooldown: 8 sec
Bulwark Bulwark icon.png Strikes your target and increases your block chance. Generates additional threat.[1] Increased damage. Increased duration. Increased block chance.[1] Increased damage. Increased duration. Increased block chance.[1]
Ice sheet ice sheet icon.png Creates an area where enemies are knocked down.[80] Snares two targets in area.[80] Increases size and duration.[80]
Onslaught Onslaught icon.png Charge your target. Provides a small damage-absorbing shield. Generates additional threat.[81] Increased damage. Increased shielding. Knocks down target.[81] Increased damage. Increased shielding. Knocks up targets along the chargepath.[81]
Quake quake icon.png If your focus is at 80%, cast this spell to split the earth itself before you, launching a line of AoE damage.[39][82] Knock down those hit by your arcane might.[39][82] Reduces focus cost and cooldown for the skill.[82]
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.[4] - -
Shield might shield might icon.png Single target knock down or stun (bash).[43] Changes to a frontal cone attack.[43] Increases the block chance for a duration after success. Duration of block chance increases based on the number of targets hit.[43]

Animation cancelling

Animation cancelling will not be a combat mechanic.[83]

Combat stances

The use of weapon stances in game is likely.[84]

box warning 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
Apocalypse:Stamina Drain Stamina Drain Icon.png For the duration of this stance, your attacks will drain your opponent's stamina and stop their stamina regen for 5 seconds.[85]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your attacks will drain your opponent's stamina and stop their stamina regen for 5 seconds.[86]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your attacks will drain your opponent's stamina and stop their stamina regen for 5 seconds.[87]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
Apocalypse:Stillblade ability Stillblade Icon.png For the duration of this stance, your attacks will slow your opponent's movements.[88]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your attacks will slow your opponent's movements.[89]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
-

RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[90]

RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those you know dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[91]Jeffrey Bard

Headshot mechanics

There are no headshot mechanics in the Ashes of Creation MMORPG.[92][93][94]

Siege abilities

Eight players of the same primary archetype can band together to create monumental effects during a siege.[99]

These are the types of systems that we want to put in place where groups of a single primary archetype can come together to summon these types of effects that play off of what the identity of that archetype is.[99]Steven Sharif

Summoner

Summoners can collaborate to summon larger summons, such as Golems.[100]

  • A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[101]
  • The number of summoners participating in the summon will determine its overall size.[101]
  • All summoners must be in the same party and the party leader must be a summoner.[102]
    • The party leader initiates the summon and then takes control of it.
    • Once summoned, the party leader cannot be changed.
    • If the party disbands, the summon ends. There will be a grace period to handle disconnects.
    • The party may also contain non-Summoners.

It doesn't have to be just summoners, but it has to be a party led by a summoner with other summoners in it.[102]Steven Sharif

Tank

If eight Tank archetypes each use one of their summon wall abilities it might construct a larger wall that can divide two raids in a moment; and would require damage and block skills and abilities for a momentary lapse of battle between those two raids.[99]Steven Sharif

Class progression

Come un giocatore progresses con il suo archetype primario (classe primaria), avranno l'opportunità di scegliere un archetipo secondario per augment le loro abilità primarie con gli effetti dell'archetipo secondario (classe secondaria).[4] La combinazione di archetipi primari and secondari è riferita come una Class.[104][105]

Se un Fighter scegliesse il Mage come archetipo secondario, il combattente diventerebbe uno Spellsword. Questa combinazione sblocca augments che possono essere applicati alle abilità nel loro skill tree primario. I combattenti hanno una abilità Rush che gli permette di scagliarsi contro un bersaglio; ed una volta raggiunto, infliggere del danno con una possibiltà di atterarlo. Un potenziamento Mage's escape può essere applicato all'abilità di carica, che può ora teletrasportare il giocatore verso il bersaglio; eliminando quindi il tempo di carica richiesto per l'abilità.[4]

Ogni abilità nel primary tree avrà diverse opzioni di augment dall'albero secondario. Questo è un esempio di horizontal progression.[4]

I giocatori ricevono skill points quando level. Questi possono essere usati per potenziare le abilità all'interno del loro albero.[21]

  • Non sarà possibile potenziare al massimo tutte le abilità di un albero.[21]

Skills by archetype

Bard skills

Bards have engaging combat abilities, not just buffs.[106]

  • Bards will have a wide range of abilities to choose from, such as wordsmithing, acting, and musical aspects.[107]
    • Bards may be able to play musical instruments, such as Flutes and Bagpipes.[108][109]
  • Bards will offer proximity-based or proc-based healing to a much lesser degree than Clerics.[110]
  • Bards will not be the "downtime" class. This is the role of social spaces within nodes.[106]
  • Bards will have utility outside of combat, like all other classes.[111]

In other games, Bards tend to be a relatively passive kind of way of playing and that's really not the direction that we want to go with it. We want every class to be fun to play. We want every class to be viable. We want you to feel like you are doing something: That your moment-to-moment gameplay is fun; so a lot of that kind of stuff is going to be based on combos, on reactive interactions between your party members and the mob that you're fighting, or the player character that you're fighting. There's going to be a lot of movement from the front lines to the back lines to kind of help out and make sure that everybody is supported in the way that they're doing it; and that you are also being active in what you're doing. You're not just sitting in the back passively playing a lute and not having any fun.[112]Jeffrey Bard

Bards can choose to activate buffs that augment tanking, evasion, DPS and healing abilities in their proximity.[113]

  • 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.[114]

Let's say the Bard is using a weapon, has a sword out and... does some gladiatorial looking performance attack and it looks so great. It inspires his friends around him to increase their multiplier on critical damage, and now they deal additional damage against targets for the next 10 seconds or 8 seconds. So, you're going to need to be active. You're going to worry about your position, the relation of the position of your party members to you in order to accentuate really what you offer the party.[114]Steven Sharif

Cleric skills

Restoration. Enhancement. Debilitation. Clerics keep their team in the fight by bolstering their combat abilities and cursing their enemies. Far from simply supporting their allies through healing, a Cleric is also capable of wielding destructive force in the face of danger.[115]

Clerics have control over life and this may relate to utility abilities that relate to corruption.[116]

Skill Icon Rank 1 Rank 2 Rank 3
Benediction BenedictionIcon.png Chain heal that heals up to 3 targets.[117][118]
Castigation CastigationIcon.jpg Lashes your target with holy energy, dealing direct damage. Provides health regeneration and mana restoration for you and surrounding allies.[119][118]
Damnation DamnationIcon.png Curses your target, dealing holy damage over time and lowering their damage output.[120][118]
Devotion DevotionIcon.jpg A swift act that heals your target.[121][118] It's a quick hot.[122]
Divine Censure DivineCensureIcon.jpg Throws a radiant spear at the target, dealing damage. Any time the target is attacked, the attacker has a chance to get healed.[123][118]
Exorcism ExorcismIcon.jpg Holy power rips at your target's spirit, channeling damage over time. A holy energy blast damages nearby enemies at the end of the channel.[124][118]
Hallowed Ground HallowedGroundIcon.jpg Fills the surrounding area with radiant energy, damaging enemies and healing allies.[125][118][126]
Judgment JudgmentIcon.jpg Holy power crushes your target, dealing direct damage and lowering their damage mitigation.[127][118]
Resurrection ResurrectionIcon.jpg Resurrects a dead ally.[128][118]

Fighter skills

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

The Fighter archetype will include maneuverability and "closing the gap" mechanics to enable the fighter to quickly traverse distances on the battlefield.[129]

Skill Icon Rank 1 Rank 2 Rank 3
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.[4] - -

What we want the Fighter warrior to do is to be able to cut through enemy lines, get to the support area of a raid perhaps and take out healers with some quick DPS burst damage. We want them to be masters of different weapons. We want them to be able to be versatile in whether or not they want to be a ranged fighter or melee one. It's going to be up to the player.[130]Steven Sharif

Mage skills

box warning 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
After image after image icon.png Summon shadows of yourself to confuse your enemies, granting you momentary invulnerability. Lasts 4 seconds.[39] Mirror image evasion buff.[131] Increased evasion.[131] Bonus damage while buff is active.[131]
Arch lightning arch lightning icon.png Launch a bolt of lightning in a forward line, damaging all within its path.[39][132] Adds damage over time to targets hit.[132] Chains to nearby enemies that are not hit. Anyone who is outside the line has a chance to get a bolt jump to them.[132]
Black hole black hole icon.png Pulls all enemies to a point picked by the caster after a short delay.[133] Snares targets after pull.[133] Black hole explodes at the end of the pull duration dealing damage.[133]
Blink mages escape icon.png Blink forward in the direction you are traveling.[65] Increased blink distance. Reduces threat on targets nearby upon activation.[65] Increased blink distance. Deals area damage upon impact.[65]
Cloth armor (passive) Increases armor given by cloth armor.[134] Further increases armor given by cloth armor.[134] Bonus mana for each piece of cloth armor.[134]
Elemental (passive) Increases to elemental damage. The more the mage changes their element type the more damage is done.[135] - -
Forcefield forcefield icon.png Eats mana based on flight height and duration. Mitigates incoming damage by eating mana at a high consumption. Has mixed utility and defensive application.[136] - -
Gift of the Magi Grant a portion of the Mage's mana to friendly character.[137]
Ice prison ice prison icon.png Target an enemy and summon a prison of ice around them, paralyzing them.[39][40] Adds damage over time.[40] Snares after root breaks.[40]
Ice sheet ice sheet icon.png Creates an area where enemies are knocked down.[80] Snares two targets in area.[80] Increases size and duration.[80]
Implosion implosion icon.png Launch a powerful burst of fire (fireball) against a single target.[39][138] Becomes a burn (damage over time).[138][39] Area of effect around the target.[138]
Mage's detection mages detection icon.png Reveal secret passages and magically hidden terrain around you. Casts light and reveals magical explosive hazards.[139][39] - -
Portale comunità portal icon.png Create a portal under the caster and place a second portal in a location picked by the caster. Portal will only work for a certain number of players. May be able to be used offensively.[140] Increases range.[140] Using portal reduces threat and clears targets.[140]
Prismatic Beam charged beam icon.png Channels a beam attack toward a target. Does more damage the longer the ability is held down.[141][142] Damages over time after channel.[142] Damages enemies between caster and target in a cone.[141][142]
Quake quake icon.png If your focus is at 80%, cast this spell to split the earth itself before you, launching a line of AoE damage.[39][82] Knock down those hit by your arcane might.[39][82] Reduces focus cost and cooldown for the skill.[82]
Safe space safe space icon.png Targeted party member (can be self) is removed from combat for duration. They are sent to some extra dimensional location.[143] Banished target gets extra mana while banished.[143] Reduced cooldown.[143]
Spellbook combo spellbook combo icon.png Target an enemy and use magic missiles from your spellbook to strike with multiple blows. Dealing damage and powering up your focus with this weapon attack.[39] - -
Tentacles tentacles icon.png Creates an area of effect around the caster that roots targets.[47] Adds damage over time to targets and increases range.[47] Increases duration.[47]

Ranger skills

box warning 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
Bow's combo bows combo icon.png Target an enemy and use your bow to strike with two arrows. Dealing damage and powering up your focus with this weapon attack.[45][144] Prepares four arrows.[144] Prepared shot works on all arrow attacks.[144]
Flame line flame line icon.png Shoot an arrow that leaves behind a trail of flames.[145] Arrow explodes upon reaching the end of its distance.[145] Enemies take burning damage for entering the flames.[145]
Fleeting shot fleeting shot icon.png Retreating shot rolls backward and does damage.[146] Increases max range.[146] Breaks crowd control.[146]
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][147] Adds movement slow.[147] Adds damage over time to targets in the area.[147]
Jump jump icon.png Dash with cooldown.[42] Cooldown is replaced by charges with individual cooldown.[42] Drops a bear trap at the location the ranger dashed from.[42]
Knockback shot knockback shot icon.png Knocks a target back X distance.[148] Adds damage.[148] Add knockdown.[148]
Light armor (passive) Increases armor given by light armor.[149] Further increases armor given by light armor.[149] Each piece of light armor increases damage.[149]
Marked arrow marked arrow icon.png Target an enemy to use this skill, causing that enemy to take additional physical damage.[45][46] Enemy takes additional magical damage.[46] Increases the duration of this debuff.[46]
Power shot power shot icon.png Use this skill to charge up a shot that fires forward in a line, damaging all enemies it touches.[45][150] Chance to cause bleed damage over time.[45][150] Splits into a fan of arrows in a cone. Radius increases based on hold duration.[150]
Ranged passive Reduces minimum range of all abilities.[151] Increases max range of all abilities.[151] Increases crit chance. This effect has a cooldown.[151]
Slice slice icon.png Cone melee attack.[152] Becomes a 360° melee attack.[152] Adds hemorrhage (bleed) damage.[152]
Snare snare icon.png Foot pin roots target in place.[45][46] Adds a bleed.[46] Snares after root expires.[46]
Sniper's eye snipers eye icon.png Summon a zone around you, while within this zone, deal +200% damage for all attacks.[45] - -
Sprint sprint icon.png Increases movement speed. Using an ability ends sprint.[66] Increased resistance to disable abilities.[66] Clears crowd control when sprint starts and removes silence.[66]
Track track icon.png Use this skill to show nearby tracks, leading to unknown adventures.[45] - -
Trap trap icon.png Place a bear trap under the caster that holds them in place and does damage. Also holds targets in place and does damage.[48] Traps stun instead of root.[48] Place up to two traps.[48]

Rogue skills

All classes are capable adventurers, but rogues excel at delving the deepest dungeons and finding the most hidden of treasures.[153]

  • Rogues will have utility skills that enable them to discover hidden doors, traps and additional treasures.[154]
  • These will be randomly spawned throughout different times of the day to ensure that encounters are not the same each time.[154]

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 you know 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.[154]Steven Sharif

box warning 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
Stealth This does not render a player completely invisible. Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[155] - -

Summoner skills

The summoner uses many abilities that channel through their summon (also referred to as class skill pets). The summoner is essentially playing through their summon.[100]

You gain your summons from your summoner class as an active skill and then skills can be further developed with points.[3]Steven Sharif

Summoners summon different summons, depending on the class and augments they choose.[159]

  • Animals.[159]
  • Spirits.[159][160]
  • Zombies, skeletons and other undead creatures.[157][160]
  • Corpses (potentially).[159]
  • Some summoners may summon multiple things.[159]
  • Other summoners may only summon one powerful thing.[159]
  • Certain summoners may only be able to summon effects and/or temporary energies.[159]

Aumenta from a secondary archetype can be applied to a summons.[161]

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.[161]Steven Sharif

Summoner summons are not the same as combat pets.[162]

Tank skills

Tanks will not be forced to have a shield but it will definitely be a viable option.[163]Jeffrey Bard

box warning 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
Absorb bubble absorb bubble icon.png Absorbs a fixed amount of damage then does that damage to nearby targets upon expiration.[164] Increases the duration of the buff.[164] Adds thorn damage while absorb is active.[164]
Block (passive) Increases your block percentage by X.[165] Further increases block.[165] Chance to deal weapon damage on a successful block.[165]
Bulwark Bulwark icon.png Strikes your target and increases your block chance. Generates additional threat.[1] Increased damage. Increased duration. Increased block chance.[1] Increased damage. Increased duration. Increased block chance.[1]
Cover cover icon.png Target a friendly player, to absorb 50% of their incoming damage for 6 seconds.[166][167] Increases damage that's redirected.[167] Gives the target damage reduction buff for the duration. The damage reduction applies to both the tank and the ally.[167]
Crowd control break Breaks non-animated knockdown crowd control effects (such as root, snare and stun).[33] Increases resistances to crowd control effects.[33] Gain focus for each CC effect that is cleared through this use.[33]
Hatred hatred icon.png Single target that adds hate.[168] Add a forced target lock.[168] Add hate over time per tick.[168]
Heavy armor (passive) Increases armor given by heavy armor.[169] Further increases armor given.[169] Each piece of armor added gives health percentage bonus to the tank.[169]
Javelin Javelin icon.png Pulls your target to your location. Generates additional threat.[41] Increased damage. Now pulls up to 3 targets.[41] Increased damage. Now pulls up to 5 targets. Stuns targets.[41]
Lacerate Lacerate icon.png Slashes your target, dealing instant damage and bleeds the target over time. Generates additional threat.[170] Increased damage. If the target is bleeding from previous Lacerate, explode remaining bleed damage as instant damage.[170] Increased damage.[170]
Lob Weapon Lob Weapon icon.png Throws your weapon at your target, dealing damage. Generates additional threat.[170] Increased damage. Bounces up to 2 additional targets.[170] Increased damage. Bounces up to 4 additional targets. When the weapon reaches its final target, explodes into extra area damage.[170]
Longsword combo longsword combo icon.png Target an enemy and use your sword and shield to strike with multiple blows. Dealing damage and powering up your focus with this weapon attack.[166] - -
Myrmidon's Fury Myrmidon's Fury icon.png Strikes your target and increases your damage mitigation. Generates additional threat.[171] Increased damage. Increased duration. Increased mitigation.[171] Increased damage. Increased duration. Increased mitigation.[171]
Onslaught Onslaught icon.png Charge your target. Provides a small damage-absorbing shield. Generates additional threat.[81] Increased damage. Increased shielding. Knocks down target.[81] Increased damage. Increased shielding. Knocks up targets along the chargepath.[81]
Perception perception icon.png Use this skill to detect threats within range of your perception.[166] - -
Resounding Smash Resounding Smash icon.png Smashes the ground in front of you, dealing damage to all targets. A second hit resounds on the primary target. Generates additional threat.[172] Increased damage.[172] Increased damage.[172]
Righteous fury righteous fury icon.png Use your ultimate when your focus has reached 80%, to launch spears at all targets within your forward arc. Dealing damage and pulling them to you.[166] Pulls targets in a cone to the caster and does damage.[173] Adds target lock and hate. All targets pulled now target lock the Tank and their hate is increased.[173] Increases the arc radius to 360°.[173]
Shield might shield might icon.png Single target knock down or stun (bash).[43] Changes to a frontal cone attack.[43] Increases the block chance for a duration after success. Duration of block chance increases based on the number of targets hit.[43]
Shield throw Throws shield and adds hate.[44] Changes to cone attack.[44] Add stun to the first target hit.[44]
Shockwave Shockwave icon.png Stomps the ground in front of you, knocking down and dealing damage to all targets. Generates additional threat.[174] Increased damage. Now deals damage over time in the affected area.[174] Increased damage. Increased effect radius.[174]
Ultimate Defense Ultimate Defense icon.png Provides increasing mitigation based on missing health, up to full invulnerability. Reduces movement speed while active.[175] Increased duration.[175] Increased duration. Now applies a large mitigation increase to nearby group members.[175]

Combat targeting

Players using action targeted and tab targeted skills defending a village node from world boss attacks in Alpha-1.[176]
Alpha-1 early hybrid combat demo.[177]

Players can very easily transition between tab targeting and action combat. By pressing Z I now tie my cursor movement to my camera and additionally a reticle has spawned.[177]Steven Sharif

Hybrid combat refers to the choice between tab targeted skills, action targeted skills, or a mix of both in the Ashes of Creation MMORPG.[29] This is achieved through choice of skills/abilities.[178][35]

  • A tab-targeted ability requires a target in order to utilize that skill.[179]
  • An action skill is anything that can be utilized through placement of the player, such as a reticle, a ground template or a directional placement.[179]
  • It may not be possible to be able to fully spec into just action or tab targeted skills. There might be a 75% cap on choosing skills from any one type.[35]
  • Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[17]

Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[35]Steven Sharif

A toggle button (default Z)[177] allows the player to switch between action and tab targeted combat modes.[180]

  • The action mode utilizes a targeting reticle and is very close to a third-person action game.[177][180]
    • The reticle will highlight/change color to indicate if the current target is able to be hit with the currently prepared skill.[177]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target. Currently this is activated left-click in Alpha-1, but it will be changed to right-click.[177]
  • The tab mode (MMO mode) facilitates tab targeted combat.[177][180]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[177]
    • There will be a "target of target" capability on the user interface.[181]

Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[182]

As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage. [182]Steven Sharif

For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[38]

  • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[38][35]
  • Softer CC's would be housed in tab-targeted abilities.[38]

Hybrid combat is scheduled for testing in Alpha-1.[178]

Cleaving

Weapon attack cone in Alpha-1.[177]

As I attack I am hitting multiple numbers of these opponents; and that's important because all weapons, regardless of whether you are in reticle mode or tab-targeting mode will be able to have a action-based type weapon attack. Not active skill, but weapon attack.[177]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[177]

Polearms for example will have a much wider arc and much further out. Daggers will have a more fine-tuned arc, so you have to be more precise in that regard.[177]Steven Sharif

This is described as a weapon attack not an active skill.[177]

See also

Riferimenti

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  2. Livestream, 2017-10-16 (1:00:44).
  3. 3.0 3.1 3.2 Interview, 2018-08-08 (22:27).
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 progression.png
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  6. class secondary.png
  7. Livestream, 2020-07-25 (1:47:55).
  8. Livestream, 2018-02-09 (41:56).
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  14. Livestream, 8 April 2018 (PM) (20:45).
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  37. steven-hard-ccs.png
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  53. Alacrity rank 1.
  54. Alacrity rank 2.
  55. Alacrity rank 3.
  56. Blink rank 1.
  57. Blink rank 2.
  58. Blink rank 3.
  59. Catfall rank 1.
  60. Catfall rank 2.
  61. Catfall rank 3.
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  64. Warp Space rank 3
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  78. Arcanic Power rank 2
  79. Arcanic Power rank 3
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  85. Stamina Drain rank 1.
  86. Stamina Drain rank 2.
  87. Stamina Drain rank 3.
  88. Stillblade ability rank 1.
  89. Stillblade ability rank 2.
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  92. Livestream, 2020-11-30 (1:15:59).
  93. steven-headshots-1.png
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  183. steven-action-tab-attack-range.png
  184. class cleaving.png