Class progression

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As a player progresses with their primary archetype, they will have the opportunity to choose a secondary archetype to augment their primary skills with effects from their secondary archetype.[1][2] The combination of primary and secondary archetypes is referred to as a class.[1][3][4]

  • A player may choose their secondary archetype when they reach level 25.[1]

If a Fighter were to choose Mage as a secondary archetype, the fighter would become a Spellsword. This combination opens up augments that can be applied to skills in their primary skill tree. Fighters have a Rush skill that allows them to rush towards a target; and upon reaching the target, deal an amount damage with a chance to knock the target down. A Mage's escape augment could be applied to the rush skill, which would now teleport the player to the target; thus eliminating the charge time on the skill.[2]

Each skill in the primary tree will have several augment options from the secondary tree. This is an example of horizontal progression.[2]

  • 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/class.[5]
  • A secondary class does not provide additional skills.[6]

Players receive skill points as they level. These can be used to level up skills within their skill tree.[7]

  • It will not be possible to max all skills in a skill tree.[7]

Class progression does not relate to a player's artisan progression.[8]

Classes by archetype combination

With 8 Archetypes to combine, players may choose from 64 total combinations to create their class.[1][3][4]

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

Class abilities

Alpha-1 Tank primary skills early user interface design.[9]

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.[10]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.[11]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[2] Players can personalize their primary skills with augmentation from a secondary archetype.[1][2][12]

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.[13]Steven Sharif

  • Each secondary archetype offers four different schools of augmentation.[1][14] Each augment school affects a primary archetype's skills in different ways.[15]
    • For example: A Mage offers Teleportation and elemental schools of augments. These augments will affect a Fighter's primary skills differently than a Cleric's.[1][15]
    • Each augmentation has a level requirement and number of skill points required to activate it.[16]
    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.[16]Steven Sharif
  • Choosing the same primary and secondary archetype increases focus on that archetype.[17]
  • 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.[5]
  • Changing the augmentations on your skills will require you to go to a NPC in a Village node or higher.[19]
  • Some spell colors and general FX change based on augments.[20]
    • Active skills could look totally different after an augment gets applied.[21]

Skill points

Alpha-1 early preview skills UI.[22]

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.[22]Steven Sharif

Players receive skill points as they level. These can be used to level up skills within their active, passive or combat/weapon skill trees.[23][24][25][7]

  • It will not be possible to max all skills in a skill tree.[7]
  • 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.[26]
  • Players are able to reset and reallocate their skill points.[27]

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.[28]Steven Sharif

See also

References