Primary skills

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. 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
Primary skills (class abilities) are based on a player's archetype.[3][4]
- A player may choose a secondary archetype when they reach level 25.[5][6] The player can then augment their primary skills with effects from their secondary archetype.[3][5][6][4][7]
- Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[8]
- Class skills are not affected by the type of weapon that is equipped.[9]
- Primary skills in Alpha-2 are expected to be very different to those in Alpha-1.[10]
Skill points

What you're seeing at a high level here is just what you'd pretty much expect of a traditional skill. We're doing something a little more advanced than just like a bottom up structure, because we're being a little bit more free-form in this iteration. This will obviously see more UI iterations in the future, but you'll see a mix of active and passive abilities here. Actives are indicated by their square shape, while the circular ones are representing passives; and one thing to note as well is that these passives are aiming to be a little more interesting than just like, this ability does more damage now, or it has a lower cooldown. We do have some of those too, but the goal with a lot of these passives in addition to that is to allow people to lean into unique play styles. So you'll notice that some of them are are changing your gameplay in meaningful ways; and that's the direction we want to take um player and character customization as a whole.[11] – Tradd Thompson
Players receive skill points at specific points as they level.[12] These can be used unlock Active and passive skills in archetype and weapon skill trees.[13][11][14][15][16][17]
- Skill points accrue at specific XP milestones, such as 1/4, 1/2, 3/4 progress through the level, so as to avoid creating an imbalance with experience debt.[12]
- We do have this concept of experience debt that does accrue and we don't want to create an imbalance between skill points acquired versus experience, so we're going to predicate your skill points acquisition based on benchmarks you reach when leveling through a level. So these are going to be at specific points in the level, like one quarter progress, to half progress, to three quarters progress: you're going to get an influx of skill points and then you'll be able to allocate them into your skill tree.[12] – Steven Sharif
- Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[18]
- Skill ranks will be added to certain skills in Alpha-2 phase-2.[19]
- Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[20][21]
- Augments do not cost skill points.[22] It was previously stated that certain augments will have more expense required on the skill point side.[23]
- It will not be possible to max all skills in a skill tree.[17]
- 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.[24]
Respeccing
Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[20][21]
- I am still conflicted on whether or not I want to allow respecs on-the-fly. I believe that respecing should be done at a particular location that requires a bit of transit and some strategic thinking ahead of time about the encounters that you're expecting, but respecing your class should be relatively easier obviously with that constraint of being at a particular location.[20] – Steven Sharif
- Swapping between multiple saved specs may be able to be done after a suitable cooldown period.[25][26]
- Respeccing artisan skills is going to be more difficult than respeccing adventuring skills.[20]
Active skills
Players can build their characters with the active skills they want on their action bar (hotbar).[28][29][30]
- The maximum number of skills a player can have on their action bar will be around 15-20.[31][32]
- There will be an option to include multiple action bars (hotbars) on a player's UI.[34][28][30] For example: One Fighter will be different from another based on what active skills they have chosen.[32]
- Some people like to have a very minimalistic number of hot bars. They don't need necessarily to have three, four, five hot bars that are available; but some people do like that: They want to have all their items listed on their hotbar as well as their abilities, as well as as their mounts, as well as anything that they can essentially interact with as an icon.[34] – Steven Sharif
- Players are not given skills as they level up, they must choose what skills they take.[24]
- There is no spellbook requiring memorization.[35]
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.[28] – Steven Sharif
Class augments
A player may choose a secondary archetype when they reach level 25.[5][6] Each secondary archetype offers four different schools of augmentation.[36][37][6][38] Each augment school affects a primary archetype's skills in different ways.[39] 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.[6][39]
- When you reach the class phase, which is around level 25 and you introduce that secondary archetype selection to create your one of 64 classes, then you'll have a number of augments that you'll be able to apply on a per-ability basis; and your core ability kit comes from your primary archetype selection; and those augments will change the look and feel of those abilities; and some will have the affect to create more darker thematic aspects to it. Or just generally different aesthetics to the abilities that represent the secondary [archetype] selection.[5] – Steven Sharif
- The player can then augment their primary skills with effects from their secondary archetype.[40][41][3][5][6][4]
- Players can augment a limited subset of their primary skills with passive effects from their secondary archetype.[42][41][3][5][36][37][6][4] Augmentable skills will offer several augment options from the secondary tree. This is an example of horizontal progression.[42][43][4]
- The intent behind the augment system is not to provide new active abilities. They're intended to augment existing active abilities that are provided through your primary archetype; and so your secondary archetype selection completes your class selection, of which there's 64 types and you get augment skills that can apply certain attributes and mechanics to your existing active skills. So, if you have certain abilities, like a backstab as a Rogue primary archetype, and you take that healer secondary archetype selection, now the properties of your backstab will still remain the same as an active ability, however it might include things like life steal, or it might include things like susceptible weakness to the target, and reduces their healing because the definition of what those augments are intended to provide based on the archetype selected for the augments is within the schools of magic that live for that archetype: so a Cleric is about balancing life and death and the control of those types of hit points.[41] – Steven Sharif
- Augments are intended to allow each class to feel different, rather than a minor variation on its primary archetype.[40]
- When we talk about augments, all we can say right now is what our intent is; and our intent is to execute on it in a way where it doesn't just feel like eight archetypes. So, whether or not we land that intent is something people are going to have to wait and see. But, know that our work is to ensure it doesn't just feel like eight archetypes.[40] – Steven Sharif
- Augments can be rudimentary, or they can significantly change the way the ability works (such as its visuals, audio, and flavor).[42][40][44][5][45][46][47][48] It is possible that some specific augments may be locked to specific abilities.[36]
- Q: How much will a subclass affect the mechanics of your abilities vs the visual and audio flavor?
- A: Some of the ideas that we have with regards to augmentation is that they could be very rudimentary mechanics that get adjusted, such as like damage values, cooldowns, mana costs, distance, and range, some targeting changes; but they could also be very fundamental changes, which would include visuals and audios and flavor for a particular ability.[44] – Steven Sharif
- Choosing the same primary and secondary archetype increases focus on that archetype.[49] Choosing different archetypes allows characters to somewhat flirt with their role.[50][51][52].
- Augments do not cost skill points.[22] It was previously stated that certain augments will have more expense required on the skill point side.[23]
- 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.[23] – Steven Sharif
- Changing skill augmentations will require visiting a NPC in a Village node or higher.[53] Switching secondary archetypes will likely be made easier during Alpha-2 phase-2 for the purposes of testing.[54]
- Secondary archetype specialization will start sometime after the beginning of Alpha-2 phase-3.[55][56] Every archetype may start with two augment schools.[54]
Universal skills
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.[57][18][8]
- 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.[57] – Steven Sharif
- Universal skill progression is intended to provide synergy will all archetypes.[58]
- 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.[58] – Steven Sharif
- Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[57][18]
- 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.[18] – Steven Sharif
Dodging
Active dodging is a universal skill that is able to be unlocked by all archetypes.[57][18][8]
- Stamina is a universal resource that is utilized by active blocking, Active dodging, and sprinting universal skills.[57] [60][61][62][63][64]
- Dodge rolling type skills were previously housed in the action skill sets of agile classes such as Rogues or Fighters.[59][65]
- Dodging will not use I-frames (invincibility frames), but it may affect accuracy and mitigation stats when used.[66]
- Previously it was stated that hybrid combat will likely have true evasion skills relating to action-oriented combat and also have I-frames that apply to tab targeting.[67]
- So you see an animation windup that's a telegraph on what's coming; and then you have response actions that you can take as a result of that in order to dodge, weave, move, do whatever. It is both a combination of what your rotation is but also how you have reaction abilities ready to go that you save for certain circumstances that are important.[68] – Steven Sharif
- None -
Active blocking
The shield version would probably be better but you'd still be able to parry or whatnot with a two-handed weapon, or even maybe a dual wield.[70] – Tradd Thompson
Active blocking (Guarding) is a universal skill that is able to be unlocked by all archetypes.[57][71][60][66][61][70][8]
- Stamina is a universal resource that is utilized by active blocking, active dodging, and sprinting universal skills.[57] [60][61][62][63][64]
- Different types of equipment are catered toward blocking different damage types.[71]
- Shields are better for active blocking physical damage, but any melee weapon can also be used to parry with a lesser amount of mitigation.[66][70]
- Sigils are better at actively blocking magical damage.[71]
- Q: How are you designing encounters around active blocking? Will it be situational use, or would I expect to be laying on my block keybind for most of the fight to prevent getting deleted by bosses?
- A: It depends really on the type of adversary you're facing. Some of them are going to have indicators or tells that a big attack is coming. It's an animation wind up where you'll have an opportunity to use active block in very unique situations that are based on timing and additional mitigation for those incoming one-off attacks. In other occasions you'll be able to use it off of rotational cooldowns, or if you're waiting for a particular ability or you're during the use of your Aegis. There's different situations for when active block is a relevant use-case.[72] – Steven Sharif
- Some abilities may be able to overcome, surpass, or cancel active blocking.[60]
- If a player is in a state, such as an active block, or an active tumble state, there will likely be some types of abilities that interact with reacting to those types of states and will either overcome surpass or cancel out those states, particularly as it relates to not just active blocking, but also potentially passive blocking as well; and that would be something probably related to physical penetration values as a stat, or even CC breaks that could be relevant as well for those types of things. I think that's on the radar for the combat team.[60] – Steven Sharif
- Previously the developers had not finalized designs for active blocking and were leaning toward using more traditional buff-oriented universal damage mitigation for the MMO, and were also considering interaction between action-based blocking and a passive block stat.[73][74]
- The Paladin's Might shield in Ashes of Creation Apocalypse had its own hit box and hit points (HP); that could actively block projectiles.[75]
Combat abilities
The aspiration for combat is for abilities to have corresponding counter-play abilities.[76]
- The goal is to have special animations for parrying, blocking and evading.[77]
Crowd control
The basic idea is we have created different categories of CC. So, you've got hard CC, you've got movement CC, you got activation CC, like silence and disarm; and each of those categories will tick up as the duration ticks; and once you've hit a max amount of duration of that CC category it'll kick in a temporary immunity period. So, we'll probably iterate on this more just as we do with everything else, but we wanted something in place just so that people can't perma-lock you down, 'cuz nobody likes that.[78] – Tradd Thompson
Crowd control (CC/mezzing) effects include hard CCs, movement CCs, and activation CCs.[78][80][76]
- There are diminishing returns on crowd control effects so as to avoid stun locking.[78][81][82][76]
- Each category of CC has an associated duration timer that grants temporary immunity to targets if the duration is exceeded. CC categories include:[78]
- Hard CCs (such as incapacitate, trip, and stun).[78]
- Movement CCs (such as snare, chill, root, and freeze).[78]
- Activation CCs (such as silence and disarm).[78]
- Each category of CC has an associated duration timer that grants temporary immunity to targets if the duration is exceeded. CC categories include:[78]
- CC effects do not apply to Non-combatant (green) players. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[83]
- All archetypes will have their own versions of CC breaks.[84]
- Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[87]
- There's also going to be effects that just stun the mount or stun you on the mount.[87] – Steven Sharif
- Summoner's summons will be able to use crowd control.[88]
Skill | Icon | Origin | Description |
---|---|---|---|
Air Strike | ![]() |
Ranger | Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing (150%🢆) Physical damage to targets hit. Targets hit that are Snared become Rooted , and all Snared stacks on those targets are consumed. |
Bear Trap | ![]() |
Ranger | Spawn a trap at the target location, which arms after 1 second. When an enemy triggers the trap, they take (50%🢆) 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. |
Binding Chains | ![]() |
Cleric | Chains of Restraint's final tick applies Stunned . |
Cataclysm | ![]() |
Fighter | Deal (275%🢆) 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. |
Chains of Restraint | ![]() |
Cleric | Conjure a circle of radiant chains at target location for 8 seconds that deals (40%🢆) Radiant damage every second and applies to targets within the area of effect. Each Weakened target hit by the initial pulse becomes Rooted . |
Charge | ![]() |
Tank | Channeled Ability: Charge forward in the direction you are facing. Enemies you collide with take (50%🢆) Physical damage damage and become Staggered . Charge will be canceled if another ability is activated or if the Charge key is pressed again. |
Charge: Knockback | ![]() |
Tank | Adds a knockback to targets in the way of your Charge. |
Clever Retort | ![]() |
Bard | Interrupt your target with a clever retort, applying 1 stacks of Silenced . Applies Humiliated if the target is Demoralized . |
Condemn | ![]() |
Cleric | Apply Incapacitated (10 seconds ) to target enemy. If the target is Conflagrating , the target becomes Stunned (3 seconds ) instead. |
Crippling Blow | ![]() |
Fighter | Deal (75%🢆) Physical damage and apply 1 stack of 1 stacks of Snared to target enemy. If the target is Staggered , apply another stack of 1 stacks of Snared to the target. |
Discordance | ![]() |
Bard | Launch a wild burst of 3 discordant notes at your target, each dealing (50%🢆) Arcane damage and applying Staggered . The notes will bounce to random nearby enemies dealing reduced damage. Song Mastery: Dissonance |
Ensnaring Vine Field | ![]() |
Ranger | Enemies acquire 1 stack of Snared per second while within Vine Field's area of effect. |
Get Off The Stage | ![]() |
Bard | Knockback enemies in front of you with your instrument, dealing (125%🢆) Bludgeon damage and applying 3 stacks of Snared that tapers off over the course of 6 seconds. Also applies Disarmed to targets with Staggered . |
Ground Pound | ![]() |
Tank | Slams the ground, dealing (200%🢆) 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. |
Knock Out | ![]() |
Fighter | Apply Incapacitated and Shaken to target enemy. |
Leap Strike | ![]() |
Fighter | Leap to target location and deal (225%🢆) Physical damage around you while applying Staggered to targets hit. Apply 3 stacks of Snared to targets hit that were Shaken . |
Lunging Assault | ![]() |
Fighter | Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing (125%🢆) Physical damage and applying Snared to enemies in front of the caster. The caster is immune to hard disabling effects while lunging. |
Marionette | ![]() |
Bard | Target enemy is afflicted with Marionette When Marionette expires, the target becomes Humiliated . "How embarrassing..." |
Mesmerizing Dance | ![]() |
Bard | 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 3 seconds . |
Oppressive Reflect | ![]() |
Tank | If Reflect successfully reflects damage to an attacker, that attacker also becomes Tripped . |
Shield Assault | ![]() |
Tank | 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.[1] |
Shield Slam | ![]() |
Tank | Lunge forward and deal 150% physical damage while applying Staggered to that target. Gain 25 courage on hit. Generates 300% additional threat.[1] |
Slam: Knockback | ![]() |
Tank | Adds a powerful knockback to Slam. |
Slumber | ![]() |
Mage | Applies Incapacitated to targets in a small area around the primary target. Lasts 10 seconds . |
Thundering Shot | ![]() |
Ranger | Fire a lightning-infused projectile at target enemy, dealing (200%🢆) 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 . |
Tremoring Bellow | ![]() |
Tank | 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.[1][89] |
Tremoring Strike | ![]() |
Tank | Deal 175% physical damage and apply Tripped to target enemy for 2 seconds. Generates 200% additional threat.[1] |
Vine Field | ![]() |
Ranger | Summon a vine field at target location. Targets in the area take (125%🢆) 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 . |
Crowd control breaks
All archetypes will have their own versions of crowd control breaks.[84]
Skill | Icon | Origin | Description |
---|---|---|---|
Berserk | ![]() |
Fighter | 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. |
Blink | ![]() |
Mage | Instantly teleport 20 meters in the direction you are moving. Breaks all rooting effects. |
Call of the Wild | ![]() |
Ranger | 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. |
Exert | ![]() |
Fighter | 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. |
Lunging Assault | ![]() |
Fighter | Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing (125%🢆) Physical damage and applying Snared to enemies in front of the caster. The caster is immune to hard disabling effects while lunging. |
Misdirection | ![]() |
Bard | Use your wiles to reduce both your own and nearby party members' threat against nearby monsters by (1000%🢆) Magical damage . Additionally breaks all disabling effects on the caster. |
Purify | ![]() |
Cleric | Remove up to 3 dispellable debuffs from an ally. |
Resonant Weapon | ![]() |
Bard | Casting non-melody abilities will grant you 1 stack of Resonance Some songs and dances will grant an additional stack upon completion. Stacks up to 10 times. Resonance |
Unyielding Berserk | ![]() |
Fighter | Berserk breaks all disabling effects on the caster. |
Unyielding Call of the Wild | ![]() |
Ranger | Call of the Wild breaks all disabling effects on the caster. |
Unyielding Wings of Salvation | ![]() |
Cleric | Wings of Salvation breaks all disabling effects on the caster. |
Whirlwind | ![]() |
Fighter | Channeled ability: Deal (45%🢆) 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. |
Mobility
The general approach that we're 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 the general design philosophy we're using to approach the overhaul.[90] – Tradd Thompson
- The revamped combat system features split-body animations, where the character's upper body can be locked by weapon attack animations while the lower body is free to continue moving.[92][93][94][95][96]
- A lot of abilities you have the capability of moving while casting. It's going to decrease your movement speed significantly or depending on the type of ability. We do reserve the cost- and that's really what it is when you tie ability usage to mobility- we do reserve the cost of requiring the character to remain stationary on some big effect type abilities.[92] – Steven Sharif
- Most abilities in Ashes of Creation are capable of being cast while moving. Some abilities may slow the caster down during the cast, but only rarely will the player be rooted in place.[92][97]
- Movement speed can decrease significantly depending on the type of ability.[92]
- Weapon weight can also affect mobility.[93]
- Skills with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[92][97][98][99]
- 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.[97] – Steven Sharif
- Ranged archetypes will have gap openers to counter gap closers from archetypes like the Fighter.[100]
- That's the cat-and-mouse of these abilities. Like we've seen with the Ranger, they have a backflip, they have their Airdrop [sic] ability. The Mage has teleportation. There are going to be abilities that are tit-for-tat; and managing the resource of those abilities and the timing of when you use them to either correlate to your opponent's use of those things, or to save them for yourself when you want to get away, that's part of what makes the engagements dynamic and different each time.[100] – Steven Sharif
- Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[101][102]
- 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.[106] – Steven Sharif
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Ranger.[85][86]
- If we're talking about Fighter, they're going to have a lot of heavy gap closers. They can probably be a little bit more liberal in the use of their gap closers because they have so many of them, versus let's say a Ranger that needs to choose when to use their escape abilities, because they have fewer of them. The same would be true for a melee character like a rogue. Their approach vector is going to be more stealth-driven than it would be perhaps let's say from a gap-closer perspective.[85] – 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.[86] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Air Strike | ![]() |
Ranger | Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing (150%🢆) Physical damage to targets hit. Targets hit that are Snared become Rooted , and all Snared stacks on those targets are consumed. |
Berserk | ![]() |
Fighter | 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. |
Blink | ![]() |
Mage | Instantly teleport 20 meters in the direction you are moving. Breaks all rooting effects. |
Blitz | ![]() |
Fighter | Charge directly toward target enemy, dealing (100%🢆) Physical damage to the target on arrival. |
Call of the Wild | ![]() |
Ranger | 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. |
Caravan Trail Speed Bonus | ![]() |
Caravan | Minor speed boost for travelling on a simple trail.[107] |
Charge | ![]() |
Tank | Channeled Ability: Charge forward in the direction you are facing. Enemies you collide with take (50%🢆) Physical damage damage and become Staggered . Charge will be canceled if another ability is activated or if the Charge key is pressed again. |
Disengage | ![]() |
Ranger | 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. |
Epic Melody | ![]() |
Bard | Nearby party members gain Epic Melody Melodies can be played concurrently with other abilities. Multiple instances of the same melody do not stack. |
Exert | ![]() |
Fighter | 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. |
Flourish | ![]() |
Bard | Slide forward gracefully in your aimed direction and gain Pep . Can be used concurrently with any other ability. Dance Mastery: Energy Dance Mastery: Power |
Form Of Celerity | ![]() |
Fighter | 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. Triggers cooldown for 10 seconds when deactivated. |
Form Of Fluidity | ![]() |
Fighter | While in this form, the caster receives +1.5% Evasion and +2.5% Disable Evasion per 10 Combat Momentum, up to a maximum of +15% and +25%, respectively. Overpower and Brutal Cleave apply Shaken to targets hit. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms. Triggers cooldown for 10 seconds when deactivated. |
Leap Strike | ![]() |
Fighter | Leap to target location and deal (225%🢆) Physical damage around you while applying Staggered to targets hit. Apply 3 stacks of Snared to targets hit that were Shaken . |
Lunging Assault | ![]() |
Fighter | Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing (125%🢆) Physical damage and applying Snared to enemies in front of the caster. The caster is immune to hard disabling effects while lunging. |
Party Stride | ![]() |
Ranger | Applies Strider to all group members within 30 meters. Strider Increases ground movement speed of target by 10%. |
Pulverize | ![]() |
Tank | Move to your target and strike them for 225% physical damage. Generates 300% additional threat.[1] |
Shield Assault | ![]() |
Tank | 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.[1] |
Shield Slam | ![]() |
Tank | Lunge forward and deal 150% physical damage while applying Staggered to that target. Gain 25 courage on hit. Generates 300% additional threat.[1] |
Speed Boost | ![]() |
Caravan | Gives the caravan a temporary speed boost.[108] |
Whirlwind | ![]() |
Fighter | Channeled ability: Deal (45%🢆) 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. |
Wings of Salvation | ![]() |
Cleric | Sprout phoenix-like wings and dash to target ally, granting Wings of Salvation to the caster and target on arrival. |
Collision
There are player and spell/projectile collision mechanics in Ashes of Creation.[109][110][111][112]
- 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.[113][112]
- It turns off your collision so you can not get blocked or trapped.[114] – John Collins
- Mounts and players cannot stop caravans and other vehicles from moving. Nothing can move or block ships.[115]
- Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[116]
- Player collision inherently limits the number of individuals that can be affected by AoE skills.[110]
- Not all projectiles can be body-blocked.[111]
- Not all projectiles can be body-blocked. Some potentially can, but there will be certain abilities and effects, like a shield wall, that can that can be brought up and that will obscure line-of-sight to the target as well; and it will restrict some of those attacks from occurring.[111] – Steven Sharif
Combat stances
The use of weapon stances in game is likely.[117]
Headshot mechanics
Headshot mechanics (where there is a specific hitbox for a player's head) are not planned for the Ashes of Creation MMORPG.[118][119][120]
- Headshots were a part of Ashes of Creation Apocalypse battle royale.[120]
- Previously it was stated that headshot mechanics may be implemented in the MMORPG along the lines of a higher critical chance[121][122] and that they would not be one hit kills.[121]
- Headshots in action combat are equivalent to a critical hit in tab targeted combat.[123]
- Players relying on tab skills will have a fixed critical hit chance every time they use an ability or weapon.[123]
- Players using action-based skills are going to rely on getting a head shot or hitting a critical spot on the opponent.[123]
- A Ranger skill called Headshot was introduced leading up to Alpha-2 testing.[124]
Skills by archetype
Bard skills
Bards fill a tactical support role, including a broad range of offensive and defensive combat skills in addition to support abilities and buffs.[125][126][127][128][129][130][131]
- Bard mechanics include melodies, dances, songs, and stories.[125][126][132][129]
- Bards (like other archetypes) cannot use their abilities while mounted, but this may change in future.[133]
- 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.[134] – John Collins
- Bard AoE effects are generally not obstructed by line-of-sight.[135]
- Bards may choose to activate buffs that augment tanking, DPS and healing in their proximity.[136]
- Bard buffs apply to characters in the same group.[137]
- Bards offer proximity-based or proc-based healing, but to a much lesser degree than Clerics.[138][126][128][139]
- Bards are able to aid in the restoration of Mana.[140]
- Bards are able to play musical instruments.[141][142][129][143][144]
- Sagas are powerful Bard ultimate abilities that can have big effects on the battlefield.[145][146]
- Bards will have utility outside of combat, but this will not include restoring rested XP, and also may not include stealth type skills.[147][148]
- Bards are not intended to have siege summon capabilities, but sagas may fulfill a similar role on the battlefield.[150]
Skill | Icon | Description |
---|---|---|
Anthem of Alacrity | ![]() |
Target ally gains Anthem of Alacrity: Attack speed increased by 25% and casting speed increased by 25%. Lasts 10 seconds.[1][151] |
Anthem of Alacrity (AoE) | ![]() |
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.[1] |
Cathartic Melody | ![]() |
Nearby party members gain Cathartic Melody Melodies can be played concurrently with other abilities. Multiple instances of the same melody do not stack. |
Chaos | ![]() |
Nearby party members gain Chaos This buff can stack once with itself at reduced efficacy. Generates Theme of Tragedy ![]() |
Cheerful Melody | ![]() |
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 | ![]() |
Target enemy is dealt (75%🢆) ice damage and afflicted with four seconds of Chilled every second. Deals bonus damage to frozen targets.[1][152] |
Chilling Lament (AoE) | ![]() |
Enemies in front of you are dealt (50%🢆) ice damage and afflicted with three seconds of chilled every second. Deals bonus damage to frozen targets.[1] |
Clever Retort | ![]() |
Interrupt your target with a clever retort, applying 1 stacks of Silenced . Applies Humiliated if the target is Demoralized . |
Conflict | ![]() |
Nearby party members gain Conflict This buff can stack once with itself at reduced efficacy. Generates Theme of Tragedy ![]() |
Dark Lullaby | ![]() |
Deal (50-100%🢆) 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.[1][153] |
Dark Lullaby (AoE) | ![]() |
Deal (25-75%🢆) 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.[1] |
Destiny | ![]() |
Nearby party members gain Destiny This buff can stack once with itself at reduced efficacy. Generates Theme of Mystery ![]() |
Discordance | ![]() |
Launch a wild burst of 3 discordant notes at your target, each dealing (50%🢆) Arcane damage and applying Staggered . The notes will bounce to random nearby enemies dealing reduced damage. Song Mastery: Dissonance |
Epic Melody | ![]() |
Nearby party members gain Epic Melody Melodies can be played concurrently with other abilities. Multiple instances of the same melody do not stack. |
Flourish | ![]() |
Slide forward gracefully in your aimed direction and gain Pep . Can be used concurrently with any other ability. Dance Mastery: Energy Dance Mastery: Power |
Fortissimo | ![]() |
Costs 5 Resonance to activate. Gain Fortissimo |
Gambit | ![]() |
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 | ![]() |
Knockback enemies in front of you with your instrument, dealing (125%🢆) 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 | ![]() |
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.[1] |
Hymn of the Mind (AoE) | ![]() |
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.[1] |
Jest | ![]() |
Jest with target ally, healing for (150%🢆) healing and applying Glee and Pep . Shares cooldown with Mock. |
Joy | ![]() |
Nearby party members gain Joy This buff can stack once with itself at reduced efficacy. Generates Theme of Comedy ![]() |
Lovely Serenade | ![]() |
Target ally is healed for (150%🢆) healing every second. The final hit applies Glee.[1][154] |
Lovely Serenade (AoE) | ![]() |
Up to five allies in front of you are healed for (50%🢆) healing every second. This ability will favor injured party members and yourself.[1] |
Maddening Dance | ![]() |
Deal (55%🢆) Arcane damage and dispel 1 buff on nearby enemies every second . Damage increases with less targets, up to (55%🢆) Arcane damage . Avert Your Gaze To your allies, this dance merely looks silly, but to your enemies, it is a maddening, horrific sight. |
Marionette | ![]() |
Target enemy is afflicted with Marionette When Marionette expires, the target becomes Humiliated . "How embarrassing..." |
Menacing Melody | ![]() |
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 | ![]() |
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 3 seconds . |
Misdirection | ![]() |
Use your wiles to reduce both your own and nearby party members' threat against nearby monsters by (1000%🢆) Magical damage . Additionally breaks all disabling effects on the caster. |
Mock | ![]() |
Ridicule target enemy, damaging them for (125%🢆) Bludgeon damage and applying 1 stacks of Demoralized . Fierce Wit Shares cooldown with Jest. |
Nimble Dance | ![]() |
Grants Nimble , Pep , and cleanses 1 debuff (favoring crowd control effects) from yourself and nearby allies every second. |
Pensive Melody | ![]() |
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 | ![]() |
Jest with target ally, healing for (150%🢆) healing and applying Glee and Pep . Ridicule target enemy, damaging them for (125%🢆) Bludgeon damage and applying 1 stacks of Demoralized . Fierce Wit |
Saga | ![]() |
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 | ![]() |
Heal yourself and nearby allies for (50%🢆) healing every second and apply up to one instance of 1 stacks of Shield to each target as they enter the dance radius. |
Triumph | ![]() |
Nearby party members gain Triumph This buff can stack once with itself at reduced efficacy. Generates Theme of Comedy ![]() |
Wonder | ![]() |
Nearby party members gain Wonder This buff can stack once with itself at reduced efficacy. Generates Theme of Mystery ![]() |
- 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.[155]
- 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.[156][127]
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.[157]
- 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.[158][159]
- 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.[159] – Steven Sharif
Skill | Icon | Description |
---|---|---|
Barrier | ![]() |
Sacrifice 25% of your maximum health and apply that much temporary health to target ally for 10 seconds. Does not stack. |
Bless Weapon | ![]() |
Imbue your target's weapon with radiant light, granting them Bless Weapon . |
Chains of Restraint | ![]() |
Conjure a circle of radiant chains at target location for 8 seconds that deals (40%🢆) 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 | ![]() |
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%🢆) healing and reduces with each subsequent bounce. |
Communal Restoration | ![]() |
Restore health equal to (150%🢆) healing to all party members in range and apply Communal Restoration . |
Condemn | ![]() |
Apply Incapacitated (10 seconds ) to target enemy. If the target is Conflagrating , the target becomes Stunned (3 seconds ) instead. |
Consecrating Wave | ![]() |
Send forth a wave of radiance that deals (150%🢆) 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 | ![]() |
Grant target ally Defiant Light |
Deliverance | ![]() |
Held ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged, up to (500%🢆) healing |
Divine Flare | ![]() |
Place a targeted area on the ground that heals all targets after several seconds. Heals for (1000%🢆) healing divided amongst each target hit. |
Divine Infusion | ![]() |
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.[1][160][161][162][163] |
Essence Infusion | ![]() |
While active your spells consume Divine Power instead of mana or health. Uses normal resource cost if insufficient Divine Power to cast.[1] |
Flash Cure | ![]() |
3 charges . Instantly heal target ally for (175%🢆) healing . This may be used during other ability activations. |
Healing Touch | ![]() |
Heal target ally in melee range for (500%🢆) healing . |
Judgment | ![]() |
If cast on an ally, restore health equal to (1500%🢆) healing to the target. If cast on an enemy, deal (280%🢆) Radiant damage and apply Burning for (150%🢆) Fire damage to the target. If the enemy target is Shaken , the caster is healed for the damage dealt. |
Mend | ![]() |
3 charges . Instantly launch a healing projectile toward target ally. Restores (150%🢆) healing in health upon arrival. |
Purify | ![]() |
Remove up to 3 dispellable debuffs from an ally. |
Resplendent Beam | ![]() |
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%🢆) healing and reduces with each subsequent bounce. |
Resurrect | ![]() |
Resurrect target ally with 25% of their max health and mana. |
Smite | ![]() |
Smite your target, dealing (150%🢆) 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 | ![]() |
Apply Soothing Glow to target ally. 2 charges . |
Wings of Salvation | ![]() |
Sprout phoenix-like wings and dash to target ally, granting Wings of Salvation to the caster and target on arrival. |
- Clerics have control over life and this may relate to utility abilities that relate to corruption.[164]
Fighter skills
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.[165][166][167][168][169]
Skill | Icon | Description |
---|---|---|
Battle Cry | ![]() |
Apply Weakened and Demoralized to all nearby enemies and Riled to the caster and all nearby party members. Gain 5 Combat Momentum for each target Riled and each enemy target that was Shaken . |
Berserk | ![]() |
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 | ![]() |
Charge directly toward target enemy, dealing (100%🢆) Physical damage to the target on arrival. |
Blood Fusion | ![]() |
Return 100% of damage dealt as health and 35% 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 | ![]() |
Perform a wide sweeping attack, dealing (175%🢆) 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 | ![]() |
Deal (275%🢆) 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 | ![]() |
Deal (75%🢆) Physical damage and apply 1 stack of 1 stacks of Snared to target enemy. If the target is Staggered , apply another stack of 1 stacks of Snared to the target. |
Exert | ![]() |
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 | ![]() |
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. Triggers cooldown for 10 seconds when deactivated. |
Form Of Ferocity | ![]() |
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. Triggers cooldown for 10 seconds when deactivated. |
Form Of Fluidity | ![]() |
While in this form, the caster receives +1.5% Evasion and +2.5% Disable Evasion per 10 Combat Momentum, up to a maximum of +15% and +25%, respectively. Overpower and Brutal Cleave apply Shaken to targets hit. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms. Triggers cooldown for 10 seconds when deactivated. |
Knock Out | ![]() |
Apply Incapacitated and Shaken to target enemy. |
Leap Strike | ![]() |
Leap to target location and deal (225%🢆) Physical damage around you while applying Staggered to targets hit. Apply 3 stacks of Snared to targets hit that were Shaken . |
Lethal Blow | ![]() |
Deal (125%🢆) Physical damage to target enemy, plus additional damage based on the target's missing health, up to a maximum total of (125%🢆) Physical damage . Chance to critically hit increased by 15% against Bleeding targets. This bonus is doubled against Hemorraging targets. |
Lunging Assault | ![]() |
Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing (125%🢆) Physical damage and applying Snared to enemies in front of the caster. The caster is immune to hard disabling effects while lunging. |
Maim | ![]() |
Perform a powerful melee strike in a short forward cone, dealing (250%🢆) Physical damage to all targets hit. Deals 20% additional damage to recently Tripped targets. |
Overpower | ![]() |
Deal (150%🢆) 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 | ![]() |
Deal (50%🢆) 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%🢆) Physical damage , plus 10% additional damage for each stack of Wounded it has, up to a maximum total of (150%🢆) Physical damage On the initial hit, if the target is Bleeding , 1 stack is consumed and that target becomes Hemorraging . |
Wallop | ![]() |
Spend 25% of current Combat Momentum to deal (150%🢆) Physical damage plus additional damage depending on how much Combat Momentum was spent, up to a maximum total of (150%🢆) Physical damage . If the target is Staggered , the effect is consumed and the target becomes Tripped . |
Whirlwind | ![]() |
Channeled ability: Deal (45%🢆) 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.[170] – Steven Sharif
Mage skills
Skill | Icon | Description |
---|---|---|
Arcane Circle | ![]() |
Place a powerful rune of magic upon the ground beneath you that grants you Arcane Might while standing within. Lasts 10 seconds . |
Arcane Eye | ![]() |
Conjure a magical eye above you, that applies Revealing Gaze to stealthed enemies within a 20 meter radius. Lasts 10 seconds . |
Arcane Volley | ![]() |
Fire a volley of 7 arcane missiles at your target, dealing (35%🢆) Arcane damage each. |
Ball Lightning | ![]() |
Create a large ball of charged electricity that travels slowly forward, rapidly dealing (50%🢆) Lightning damage and applying Volatile to enemies it overlaps with. |
Blink | ![]() |
Instantly teleport 20 meters in the direction you are moving. Breaks all rooting effects. |
Blizzard | ![]() |
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%🢆) Ice damage in a small area around it and applies Frozen to targets with Chilled . |
Chain Lightning | ![]() |
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 (225%🢆) Lightning damage to each and applies 10 stacks of Shocked to targets with Volatile . Aftershock |
Combust | ![]() |
Instantly combust your target, dealing (125%🢆) Fire damage and applying Conflagrating if they are Burning . |
Cone of Cold | ![]() |
Blast a vortex of freezing wind in a cone in front of you, dealing (125%🢆) Ice damage and applying Frozen to targets with Chilled . |
Enchant Weapon | ![]() |
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 | ![]() |
Hurl a ball of fire toward your target, dealing (250%🢆) fire damage and applying Burning for (100%🢆) fire damage.[1][171] |
Firebolt | ![]() |
Hurl a bolt of fire toward your target, dealing (125%🢆) fire damage and applying Burning for (75%🢆) fire damage. 3 charges.[1][172] |
Frostbolt | ![]() |
Launch a bolt of frost towards your target, dealing (250%🢆) Ice damage and applying Chilled . Shattering Shards |
Hoarfrost | ![]() |
Unleash a blast of icy wind at target location, dealing (125%🢆) Ice damage and applying Chilled . |
Illuminate | ![]() |
Conjure a circle of light around you that lights up your surroundings. |
Lightning Strike | ![]() |
Held ability: Charge up a bolt of lightning to unleash upon your target, dealing (100%🢆) Lightning damage based on how long it was charged. Applies 5 stacks of Shocked to target. Amplified Lightning Strike |
Magma Field | ![]() |
Erupts the earth at target location, forming a boiling pool of lava that deals (60%🢆) Fire damage and applies Burning at (50%🢆) Fire damage power every second to enemies within the area. Lasts 7 seconds . Pyromania |
Prismatic Beam | ![]() |
Channel a powerful beam in front of you that periodically deals (50%🢆) Magical damage and has additional effects based on your Elemental Empowerment: Fire: Apply Burning for (25%🢆) Fire damage per hit. Ice: Apply Chilled for 1 second per hit. Lightning: 33% chance per hit to trigger an arcing bolt that bounces up to 2 times, dealing (35%🢆) Lightning damage and applying Volatile for 1.5 seconds to targets hit. Arcane (no empowerment): Each hit drains 1 Mana per target, returning up to 5 Mana to the caster. |
Shell | ![]() |
Apply Shell |
Slumber | ![]() |
Applies Incapacitated to targets in a small area around the primary target. Lasts 10 seconds . |
Thermal Equalibrium | ![]() |
Whenever you apply Frozen to a target, refresh the duration of your applied Conflagrating statuses on that target.[1] |
Ranger skills
The majority of a Ranger's skill tree will likely be ranged, but there will be options to incorporate melee aspects.[173]
- Some abilities require a bow to be equipped.[3][174][175][176]
- Instead of a minimum range requirement, certain Ranger skills, such as Thundering Shot, currently have variable effects conferred at different ranges.[177]
- The majority of Ranger abilities allow movement while casting. Only a few abilities impose movement penalties while casting.[3]
Skill | Icon | Description |
---|---|---|
Air Strike | ![]() |
Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing (150%🢆) Physical damage to targets hit. Targets hit that are Snared become Rooted , and all Snared stacks on those targets are consumed. |
Barrage | ![]() |
Fires a continual barrage of arrows at your target for 1.5 seconds, dealing (15%🢆) 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 | ![]() |
Spawn a trap at the target location, which arms after 1 second. When an enemy triggers the trap, they take (50%🢆) 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 | ![]() |
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 | ![]() |
Enter a state of stealth where you become harder to see and cannot be directly targeted. The further you are from an enemy, the more difficult you are to spot. Most actions will cancel this effect, as well as receiving damage or other negative effects. |
Disengage | ![]() |
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. |
Enhance Armament: Barbs | ![]() |
Toggled Ability Enemies hit by your Finisher s, Extended Finisher s, Barrage, or Scattershot become Bleeding . |
Enhance Armament: Concussion | ![]() |
Toggled Ability Enemies hit by your Finisher s, Extended Finisher s, Barrage, or Scattershot have a 50% chance to become Dazed . |
Enhance Armament: Weight | ![]() |
Toggled Ability Enemies hit by your Finisher s, Extended Finisher s, Barrage, or Scattershot become Snared . |
Headshot | ![]() |
Deal (200%🢆) 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 | ![]() |
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 | ![]() |
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 | ![]() |
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. |
Lightning Reload | ![]() |
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 | ![]() |
Marks the target, reducing their mitigation by 25%. |
Mark of the Raven | ![]() |
Marks the target, triggering up to (33%🢆) Physical damage every time the target is hit, scaling based on the target's missing health %. |
Mark of the Tiger | ![]() |
Marks the target, increasing critical chance versus the target by 25%. |
Party Stride | ![]() |
Applies Strider to all group members within 30 meters. Strider Increases ground movement speed of target by 10%. |
Raining Death | ![]() |
Fire two consecutive volleys of arrows in a wide area in front of you, dealing (100%🢆) Physical damage and applying 1 stack of Wounded to enemies with each hit. Deals 20% additional damage to Shocked targets. |
Regeneration | ![]() |
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 | ![]() |
Fires a spread of projectiles, dealing (125%🢆) Physical damage to every enemy target in a cone area in front of the caster. Triggers Ammo Imbue effects, once per target hit. |
Snipe | ![]() |
Deal (400%🢆) Physical damage and apply Shaken to target enemy. If the target is Bleeding , 1 stack is consumed and that target becomes Hemorraging . |
Strider | ![]() |
Target ally gains Strider |
Thorns | ![]() |
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 | ![]() |
Fire a lightning-infused projectile at target enemy, dealing (200%🢆) 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 | ![]() |
Summon a vine field at target location. Targets in the area take (125%🢆) 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
All classes are capable adventurers, but rogues excel at delving the deepest dungeons and finding the most hidden of treasures.[178]
- Rogues will have utility skills that enable them to discover hidden doors, traps and additional treasures.[179]
- These will be randomly spawned throughout different times of the day to ensure that encounters are not the same each time.[179]
- 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.[179] – Steven Sharif
Skill | Icon | Description |
---|---|---|
Backstab | ![]() |
Stab your target in the back dealing (200%🢆) Pierce damage damage. Requires being behind your target. Consumes Advantage to deal (200%🢆) Pierce damage bonus damage. |
Feint | ![]() |
Stab your target in the back dealing damage. Requires being behind your target. Consumes to deal bonus damage. |
Kick | ![]() |
Kick your target, dealing (40%🢆) Bludgeon damage and applying Tripped. Consumes Advantage to instead hit all targets within melee range. |
Lacerate | ![]() |
Slice your target, dealing (100%🢆) Physical damage. Applies Bleeding at double the base duration. Consumes Advantage to become a frontal cone melee ability. |
Poison | ![]() |
Gain Poison |
Shadow Step | ![]() |
Teleport behind your target. |
Shuriken | ![]() |
Throw a shuriken at your target, dealing (75%🢆) Pierce damage and bouncing to up to 4 other nearby enemies dealing lesser damage each bounce. Each hit applies any currently active Poison, otherwise applies (75%🢆) Pierce damage. |
Stealth | ![]() |
Fade into the shadows, becoming invisible. Only usable when 20 meters away from enemies. Gain Advantage. |
Thump | ![]() |
Deal (50%🢆) Bludgeon damage and apply Silenced for 1 second and then apply Dazed If you have Advantage, instead apply Silenced for 5 seconds. |
Summoner skills
The summoner uses abilities that channel through their summons (also referred to as class skill pets).[180][181]
- You gain your summons from your summoner class as an active skill and then skills can be further developed with points.[183] – Steven Sharif
- Abilities from the summon appear on the summoner's hotbar. The summoner is essentially playing through their summon.[180][181]
- Summoner summons will be able to fulfil DPS, Tank, and Healing/Support roles.[185]
- Summons will be able to use crowd control (CC).[88]
- Summoners will not be able to fuse with or be taken over by their normal summons.[180][181]
- In the case of siege summons the summoner does become the summon.[180][186]
- 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.[187]
- Summoner summons are not the same as combat pets.[188]
- 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.[189]
- 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.[189] – Steven Sharif
- Summons will exist until another summon is cast, the summon is killed, or the summoner logs off.[190]
- 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.[191]
- Summons follow the same PvP flagging rules as players and share the player's flag status.[192][193]
- Summons follow the same flagging rules as players, if your summon pks someone, you gain corruption[192] – Steven Sharif
- Summoners summon different varieties of summons, depending on the class and augments they choose.[194][195]
- Animals.[195]
- Spirits.[195][196]
- Skeletons, zombies and other undead summons will be possible with death-based cleric augments.[190][196]
- Corpses (potentially).[195]
- Some summoners may summon multiple things.[195]
- Other summoners may only summon one powerful thing.[195]
- Certain summoners may only be able to summon effects and/or temporary energies.[195]
- Summons can be leveled through the application of skill points to their active skill.[183]
- Augments from a secondary archetype can be applied to a summon.[197]
- 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.[197] – Steven Sharif
Tank skills
Skill | Icon | Description |
---|---|---|
Absorption Field | ![]() |
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 15% of your maximum health. This can only be applied to any specific target once per 10 seconds. |
Aegis | ![]() |
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 | ![]() |
Channeled Ability: Charge forward in the direction you are facing. Enemies you collide with take (50%🢆) Physical damage damage and become Staggered . Charge will be canceled if another ability is activated or if the Charge key is pressed again. |
Desolate | ![]() |
Strikes your target and surrounding enemies for 150% physical damage. Generates 300% additional threat.[1] |
Fortify | ![]() |
Consumes all Courage to reduce damage taken for 10 seconds. Increases mitigation by 10% plus an additional 0.1% per Courage spent, up to a total maximum of 20%. While active, generate 300% Courage from damage taken. |
Grapple | ![]() |
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 | ![]() |
Increase physical mitigation by 10% for 10 seconds. This can stack up to 2 times. |
Ground Pound | ![]() |
Slams the ground, dealing (200%🢆) 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 | ![]() |
Slash twice in an area in front of you, dealing damage (75%🢆) Physical damage damage per hit. Generate 3 Courage per target hit with each swing, up to a maximum of 10 Courage per swing. Generates 300% Threat. |
Indomitable Spirit | ![]() |
Gain Indomitable Spirit |
Intercept | ![]() |
Rush to an ally's defense, granting temporary health to yourself and the target equal to 10% of your maximum HP for 10 seconds upon arrival. |
Intimidating Aura | ![]() |
Emanate an aura around the caster for 8 seconds that deals (10%🢆) 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 | ![]() |
Reduces damage taken by 5% for all party members within 10 meters. |
Protect | ![]() |
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 | ![]() |
Move to your target and strike them for 225% physical damage. Generates 300% additional threat.[1] |
Reflect | ![]() |
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%🢆) Physical damage plus additional damage based on the amount of damage taken by the deflected attack, up to a maximum total of (100%🢆) Physical damage . Generates 200% additional threat. |
Rush of Courage | ![]() |
You feel a surge of resolve. Gain 100 Courage . |
Shake It Off | ![]() |
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 | ![]() |
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.[1] |
Shield Slam | ![]() |
Lunge forward and deal 150% physical damage while applying Staggered to that target. Gain 25 courage on hit. Generates 300% additional threat.[1] |
Slam | ![]() |
Deal (200%🢆) Physical damage to targets in front of you. Generates 300% additional threat. |
Taunt | ![]() |
Taunt target enemy, generating threat equal to two times your maximum health and applying Humiliated . |
Tomahawk | ![]() |
Throw a Tomahawk at target enemy, dealing (100%🢆) Physical damage . Deals 50% more damage to targets hit from behind. |
Tremoring Bellow | ![]() |
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.[1][89] |
Tremoring Strike | ![]() |
Deal 175% physical damage and apply Tripped to target enemy for 2 seconds. Generates 200% additional threat.[1] |
Vengeance | ![]() |
Combo ability: Launch up to 3 consecutive attacks against target enemy. Each hit grants 1 stack of Vengeance to the caster, granting 2% of maximum health as temporary health for 8 seconds, up to 3 stacks. 1. Hit 1 - (120%🢆) Physical damage 2. Hit 2 - (130%🢆) Physical damage 3. Hit 3 - (150%🢆) Physical damage and applies Stunned Incoming damaging hits reduce this ability's cooldown by 0.5 seconds, and hits that were blocked reduce the cooldown by 1 second. This may trigger at a maximum of once per second. Generates 100% additional threat. |
Wall | ![]() |
Summons a glorious Wall at the target location. Obstructs movement and blocks projectiles. |
Targeted skills
Targeted skills require either a soft or hard locked target.[198][9]
- Soft locking is when the reticle moves over a valid target while in action mode. The targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost.[9].
- Hard locking is when the player uses right-mouse on a soft-locked target in action mode, or when the player selects a valid target in tab mode. The targeting plate will not be grayed-out to indicate that a hard-lock target is selected. Unlike soft locking, if the target moves out of the reticle, the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[174][9]
- Targeted skills will be greyed out if the target is not within a valid range.[198]
- The developers will be testing additional targeting methods, such as target-of-target as well as separate friendly and enemy targets, most likely during Alpha-2.[199]
Skill | Icon | Origin | Description |
---|---|---|---|
Anthem of Alacrity | ![]() |
Bard | Target ally gains Anthem of Alacrity: Attack speed increased by 25% and casting speed increased by 25%. Lasts 10 seconds.[1][151] |
Arcane Volley | ![]() |
Mage | Fire a volley of 7 arcane missiles at your target, dealing (35%🢆) Arcane damage each. |
Barrage | ![]() |
Ranger | Fires a continual barrage of arrows at your target for 1.5 seconds, dealing (15%🢆) 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. |
Barrier | ![]() |
Cleric | Sacrifice 25% of your maximum health and apply that much temporary health to target ally for 10 seconds. Does not stack. |
Bless Weapon | ![]() |
Cleric | Imbue your target's weapon with radiant light, granting them Bless Weapon . |
Blitz | ![]() |
Fighter | Charge directly toward target enemy, dealing (100%🢆) Physical damage to the target on arrival. |
Book Combo Attack | ![]() |
Book | Fire from your spellbook at your target in a series of attacks. 1. Hit 1 - (58%🢆) Arcane damage Bounces to 3 enemies for (22%🢆) Arcane damage 2. Hit 2 - (66%🢆) Arcane damage Bounces to 3 enemies for (25%🢆) Arcane damage 3. Finisher - (82%🢆) Arcane damage Bounces to 3 enemies for (33%🢆) Arcane damage 25% chance to instead trigger a Deadly Finisher - (90%🢆) Arcane damage Bounces to 3 enemies for (36%🢆) Arcane damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Applies Burning to struck targets Applies Chilled to struck targets Applies Volatile to struck targets Triggers Bullseye Triggers Prism Triggers Arcane Amplifier 50% chance to trigger Essence Harvest Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Catalytic Projectiles Triggers Heartseeker 4. Extended Finisher - (106%🢆) Arcane damage Bounces to 3 enemies for (40%🢆) Arcane damage 25% chance to instead trigger a Deadly Extended Finisher - (117%🢆) Arcane damage Bounces to 3 enemies for (43%🢆) Arcane damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Triggers Echo Triggers Perfect Timing Triggers Bullseye Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Heartseeker |
Chain Lightning | ![]() |
Mage | 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 (225%🢆) Lightning damage to each and applies 10 stacks of Shocked to targets with Volatile . Aftershock |
Chilling Lament | ![]() |
Bard | Target enemy is dealt (75%🢆) ice damage and afflicted with four seconds of Chilled every second. Deals bonus damage to frozen targets.[1][152] |
Cleansing Wave | ![]() |
Cleric | 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%🢆) healing and reduces with each subsequent bounce. |
Clever Retort | ![]() |
Bard | Interrupt your target with a clever retort, applying 1 stacks of Silenced . Applies Humiliated if the target is Demoralized . |
Combust | ![]() |
Mage | Instantly combust your target, dealing (125%🢆) Fire damage and applying Conflagrating if they are Burning . |
Condemn | ![]() |
Cleric | Apply Incapacitated (10 seconds ) to target enemy. If the target is Conflagrating , the target becomes Stunned (3 seconds ) instead. |
Crippling Blow | ![]() |
Fighter | Deal (75%🢆) Physical damage and apply 1 stack of 1 stacks of Snared to target enemy. If the target is Staggered , apply another stack of 1 stacks of Snared to the target. |
Dark Lullaby | ![]() |
Bard | Deal (50-100%🢆) 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.[1][153] |
Defiant Light | ![]() |
Cleric | Grant target ally Defiant Light |
Deliverance | ![]() |
Cleric | Held ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged, up to (500%🢆) healing |
Discordance | ![]() |
Bard | Launch a wild burst of 3 discordant notes at your target, each dealing (50%🢆) Arcane damage and applying Staggered . The notes will bounce to random nearby enemies dealing reduced damage. Song Mastery: Dissonance |
Enchant Weapon | ![]() |
Mage | 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 | ![]() |
Mage | Hurl a ball of fire toward your target, dealing (250%🢆) fire damage and applying Burning for (100%🢆) fire damage.[1][171] |
Firebolt | ![]() |
Mage | Hurl a bolt of fire toward your target, dealing (125%🢆) fire damage and applying Burning for (75%🢆) fire damage. 3 charges.[1][172] |
Flash Cure | ![]() |
Cleric | 3 charges . Instantly heal target ally for (175%🢆) healing . This may be used during other ability activations. |
Frostbolt | ![]() |
Mage | Launch a bolt of frost towards your target, dealing (250%🢆) Ice damage and applying Chilled . Shattering Shards |
Gambit | ![]() |
Bard | 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 . |
Grapple | ![]() |
Tank | 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. |
Headshot | ![]() |
Ranger | Deal (200%🢆) 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. |
Healing Touch | ![]() |
Cleric | Heal target ally in melee range for (500%🢆) healing . |
Hunting Bow | ![]() |
Hunting | undefined |
Hymn of the Mind | ![]() |
Bard | 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.[1] |
Intercept | ![]() |
Tank | Rush to an ally's defense, granting temporary health to yourself and the target equal to 10% of your maximum HP for 10 seconds upon arrival. |
Jest | ![]() |
Bard | Jest with target ally, healing for (150%🢆) healing and applying Glee and Pep . Shares cooldown with Mock. |
Judgment | ![]() |
Cleric | If cast on an ally, restore health equal to (1500%🢆) healing to the target. If cast on an enemy, deal (280%🢆) Radiant damage and apply Burning for (150%🢆) Fire damage to the target. If the enemy target is Shaken , the caster is healed for the damage dealt. |
Knock Out | ![]() |
Fighter | Apply Incapacitated and Shaken to target enemy. |
Lethal Blow | ![]() |
Fighter | Deal (125%🢆) Physical damage to target enemy, plus additional damage based on the target's missing health, up to a maximum total of (125%🢆) Physical damage . Chance to critically hit increased by 15% against Bleeding targets. This bonus is doubled against Hemorraging targets. |
Lightning Strike | ![]() |
Mage | Held ability: Charge up a bolt of lightning to unleash upon your target, dealing (100%🢆) Lightning damage based on how long it was charged. Applies 5 stacks of Shocked to target. Amplified Lightning Strike |
Longbow Combo Attack | ![]() |
Longbow | Fire your longbow at your target in a series of attacks. 1. Hit 1 - (66%🢆) Pierce damage 2. Hit 2 - (55%🢆) Pierce damage 3. Finisher - (85%🢆) Pierce damage 25% chance to instead trigger a Deadly Finisher - (93%🢆) Pierce damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Applies to struck targets Applies Chilled to struck targets Applies Volatile to struck targets Triggers Bullseye Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Heartseeker 4. Extended Finisher - (106%🢆) Pierce damage 25% chance to instead trigger a Deadly Extended Finisher - (116%🢆) Pierce damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Triggers Special Extended Finisher: Echo Triggers Special Extended Finisher: Perfect Timing Triggers Bullseye Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Heartseeker |
Lovely Serenade | ![]() |
Bard | Target ally is healed for (150%🢆) healing every second. The final hit applies Glee.[1][154] |
Marionette | ![]() |
Bard | Target enemy is afflicted with Marionette When Marionette expires, the target becomes Humiliated . "How embarrassing..." |
Mark of the Bear | ![]() |
Ranger | Marks the target, reducing their mitigation by 25%. |
Mark of the Raven | ![]() |
Ranger | Marks the target, triggering up to (33%🢆) Physical damage every time the target is hit, scaling based on the target's missing health %. |
Mark of the Tiger | ![]() |
Ranger | Marks the target, increasing critical chance versus the target by 25%. |
Mend | ![]() |
Cleric | 3 charges . Instantly launch a healing projectile toward target ally. Restores (150%🢆) healing in health upon arrival. |
Mock | ![]() |
Bard | Ridicule target enemy, damaging them for (125%🢆) Bludgeon damage and applying 1 stacks of Demoralized . Fierce Wit Shares cooldown with Jest. |
Overpower | ![]() |
Fighter | Deal (150%🢆) 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 |
Party Stride | ![]() |
Ranger | Applies Strider to all group members within 30 meters. Strider Increases ground movement speed of target by 10%. |
Protect | ![]() |
Tank | 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 | ![]() |
Tank | Move to your target and strike them for 225% physical damage. Generates 300% additional threat.[1] |
Purify | ![]() |
Cleric | Remove up to 3 dispellable debuffs from an ally. |
Quick Wit | ![]() |
Bard | Jest with target ally, healing for (150%🢆) healing and applying Glee and Pep . Ridicule target enemy, damaging them for (125%🢆) Bludgeon damage and applying 1 stacks of Demoralized . Fierce Wit |
Regeneration | ![]() |
Ranger | 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. |
Resplendent Beam | ![]() |
Cleric | 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%🢆) healing and reduces with each subsequent bounce. |
Resurrect | ![]() |
Cleric | Resurrect target ally with 25% of their max health and mana. |
Rupture | ![]() |
Fighter | Deal (50%🢆) 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%🢆) Physical damage , plus 10% additional damage for each stack of Wounded it has, up to a maximum total of (150%🢆) Physical damage On the initial hit, if the target is Bleeding , 1 stack is consumed and that target becomes Hemorraging . |
Scatter Shot | ![]() |
Ranger | Fires a spread of projectiles, dealing (125%🢆) Physical damage to every enemy target in a cone area in front of the caster. Triggers Ammo Imbue effects, once per target hit. |
Shatter | ![]() |
Mage | When you deal lightning damage to a recently Frozen target, they are dealt a bonus 300% ice damage. Shattered can only be triggered once every 4 seconds per caster against the same target.[1] |
Shield Slam | ![]() |
Tank | Lunge forward and deal 150% physical damage while applying Staggered to that target. Gain 25 courage on hit. Generates 300% additional threat.[1] |
Shortbow Combo Attack | ![]() |
Shortbow | Fire your shortbow at your target in a series of attacks. 1. Hit 1 - (24%🢆) Pierce damage 2. Hit 2 - (17%🢆) Pierce damage (17%🢆) Pierce damage 3. Hit 3 - (24%🢆) Pierce damage 4. Hit 4 - (17%🢆) Pierce damage x 3 5. Finisher - (25%🢆) Pierce damage x 3 25% chance to instead trigger a Deadly Finisher - (27%🢆) Pierce damage x 3 Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Applies to struck targets Applies Chilled to struck targets Applies Volatile to struck targets Triggers Bullseye Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Arrowstorm 6. Extended Finisher - (21%🢆) Pierce damage x 5 25% chance to instead trigger a Deadly Extended Finisher - (23%🢆) Pierce damage x 5 Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Triggers Special Extended Finisher: Echo Triggers Special Extended Finisher: Perfect Timing Triggers Bullseye Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Arrowstorm |
Slumber | ![]() |
Mage | Applies Incapacitated to targets in a small area around the primary target. Lasts 10 seconds . |
Smite | ![]() |
Cleric | Smite your target, dealing (150%🢆) 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 . |
Snipe | ![]() |
Ranger | Deal (400%🢆) Physical damage and apply Shaken to target enemy. If the target is Bleeding , 1 stack is consumed and that target becomes Hemorraging . |
Soothing Glow | ![]() |
Cleric | Apply Soothing Glow to target ally. 2 charges . |
Strider | ![]() |
Ranger | Target ally gains Strider |
Taunt | ![]() |
Tank | Taunt target enemy, generating threat equal to two times your maximum health and applying Humiliated . |
Thorns | ![]() |
Ranger | 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 | ![]() |
Ranger | Fire a lightning-infused projectile at target enemy, dealing (200%🢆) 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 . |
Tomahawk | ![]() |
Tank | Throw a Tomahawk at target enemy, dealing (100%🢆) Physical damage . Deals 50% more damage to targets hit from behind. |
Tremoring Strike | ![]() |
Tank | Deal 175% physical damage and apply Tripped to target enemy for 2 seconds. Generates 200% additional threat.[1] |
Vengeance | ![]() |
Tank | Combo ability: Launch up to 3 consecutive attacks against target enemy. Each hit grants 1 stack of Vengeance to the caster, granting 2% of maximum health as temporary health for 8 seconds, up to 3 stacks. 1. Hit 1 - (120%🢆) Physical damage 2. Hit 2 - (130%🢆) Physical damage 3. Hit 3 - (150%🢆) Physical damage and applies Stunned Incoming damaging hits reduce this ability's cooldown by 0.5 seconds, and hits that were blocked reduce the cooldown by 1 second. This may trigger at a maximum of once per second. Generates 100% additional threat. |
Wallop | ![]() |
Fighter | Spend 25% of current Combat Momentum to deal (150%🢆) Physical damage plus additional damage depending on how much Combat Momentum was spent, up to a maximum total of (150%🢆) Physical damage . If the target is Staggered , the effect is consumed and the target becomes Tripped . |
Wand Combo Attack | ![]() |
Wand | Fire from your wand at your target in a series of attacks. 1. Hit 1 - (32%🢆) Arcane damage 2. Hit 2 - (42%🢆) Arcane damage 3. Hit 3 - (42%🢆) Arcane damage 4. Hit 4 - (32%🢆) Arcane damage 5. Finisher - (58%🢆) Arcane damage 25% chance to instead trigger a Deadly Finisher - (22%🢆) Arcane damage x 3 Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Applies Burning to struck targets Applies Chilled to struck targets Applies Volatile to struck targets Triggers Bullseye Triggers Prism Triggers Arcane Amplifier 50% chance to trigger Essence Harvest Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Catalytic Projectiles Triggers Heartseeker 4. Extended Finisher - (106%🢆) Arcane damage 25% chance to instead trigger a Deadly Extended Finisher - (11%🢆) Arcane damage x 11 Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Triggers Echo Triggers Perfect Timing Triggers Bullseye Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Heartseeker |
Wings of Salvation | ![]() |
Cleric | Sprout phoenix-like wings and dash to target ally, granting Wings of Salvation to the caster and target on arrival. |
Indirect fire skills
Indirect fire skills are targeted skills where the projectiles may path around obstructions that are not in line-of-sight, so long as the maximum distance travelled for the skill is not exceeded.[201][200][202]
- This is a prototype concept that is subject to testing and balancing.[202]
- A limited number of these may exist throughout different class kits.[202]
- Some abilities might have indirect fire. So, if you have let's say a Archer or Ranger who has the ability to select a Mage as their secondary class; and they might want to augment a Snipe ability in order to go around a corner like an Arcane Archer might have... Some abilities might not care about that line-of-sight. They might care the distance to the target around the corner, or the path that it's taking; and if it's outside that path is too long it might not be able to reach them of course.[201] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Chain Lightning | ![]() |
Mage | 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 (225%🢆) Lightning damage to each and applies 10 stacks of Shocked to targets with Volatile . Aftershock |
Headshot | ![]() |
Ranger | Deal (200%🢆) 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. |
Templated skills
Templated skills allow blind firing (free aim) without a target while in action mode. If a player moves into the path of the attack they can be struck.[203][204][205][9]
- One of the differences between tab and action combat mode is you can launch projectiles in action combat mode as a blind fire option, and if a target or if something moves in the way between the time of that projectile launching and impacting either its max distance, or a piece of terrain, or another target, it's possible that players might move into that projectile.[205] – Steven Sharif
- Not all projectiles can be body-blocked.[111]
- Some templated skills may have template indicators, but in general will require the player to assess the correct range for the skill.[198]
- If it is a templated ability, which means it's skill-based to use, you'll need to get a feel for those distances; and that's some skill-based learning where you get an idea for what those distances are. Some of those will have template indicators but they'll be very in-world and immersive. We're not utilizing more UI-centric looking indicators, but generally the AoE templates are meant to be skill-based.[198] – Steven Sharif
- Basic weapon attacks from projectile weapons are capable of blind firing without having a target.[206]
- Q: Why did you move away from arrows being projectiles?
- A: We are still using projectiles, but we are using a locking mechanism in tab-targeting for those projectiles to home to the target should you have a valid angle in that perspective. The action side of that is that you can blind-fire projectiles.[203] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Absorption Field | ![]() |
Tank | 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 15% of your maximum health. This can only be applied to any specific target once per 10 seconds. |
Anthem of Alacrity (AoE) | ![]() |
Bard | 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.[1] |
Battle Roar | ![]() |
Dragon | The mount rears up in a stance of dominance, emitting a thunderous roar whilst flapping its wings forward twice. The first wing flap applies a 25% mitigation buff on allies, and the second applies a 25% power buff on allies, each buff lasting for 15 seconds.[207] |
Bear Trap | ![]() |
Ranger | Spawn a trap at the target location, which arms after 1 second. When an enemy triggers the trap, they take (50%🢆) 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. |
Chains of Restraint | ![]() |
Cleric | Conjure a circle of radiant chains at target location for 8 seconds that deals (40%🢆) Radiant damage every second and applies to targets within the area of effect. Each Weakened target hit by the initial pulse becomes Rooted . |
Climactic Whirlwind | ![]() |
Fighter | Perform a final swing in an area in front of you after ending Whirlwind's channel, dealing (175%🢆) Physical damage and applying Staggered to targets in front of the caster, while generating 5-10 Combat Momentum based on number of targets hit. |
Concentrated Scatter Shot | ![]() |
Ranger | Scatter Shot becomes a held ability. After being fully charged, you instead fire a single projectile in a forward line that pierces through enemies dealing (250%🢆) Physical damage . |
Dark Lullaby (AoE) | ![]() |
Bard | Deal (25-75%🢆) 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.[1] |
Divebomb | ![]() |
Dragon | Launch into the air and then dive toward target location, dealing (100%メ) physical damage and applying Tripped to enemies around you upon landing.[208] |
Divine Flare | ![]() |
Cleric | Place a targeted area on the ground that heals all targets after several seconds. Heals for (1000%🢆) healing divided amongst each target hit. |
Hoarfrost | ![]() |
Mage | Unleash a blast of icy wind at target location, dealing (125%🢆) Ice damage and applying Chilled . |
Hunt of the Bear | ![]() |
Ranger | Toggled Ability Call forth the spirit of the bear, imbuing yourself with increased physical mitigation. Only one Hunt may be active at a time. |
Hymn of the Mind (AoE) | ![]() |
Bard | 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.[1] |
Inciting Strikes | ![]() |
Tank | Slash twice in an area in front of you, dealing damage (75%🢆) Physical damage damage per hit. Generate 3 Courage per target hit with each swing, up to a maximum of 10 Courage per swing. Generates 300% Threat. |
Leap Strike | ![]() |
Fighter | Leap to target location and deal (225%🢆) Physical damage around you while applying Staggered to targets hit. Apply 3 stacks of Snared to targets hit that were Shaken . |
Lovely Serenade (AoE) | ![]() |
Bard | Up to five allies in front of you are healed for (50%🢆) healing every second. This ability will favor injured party members and yourself.[1] |
Magma Field | ![]() |
Mage | Erupts the earth at target location, forming a boiling pool of lava that deals (60%🢆) Fire damage and applies Burning at (50%🢆) Fire damage power every second to enemies within the area. Lasts 7 seconds . Pyromania |
Shield Assault | ![]() |
Tank | 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.[1] |
Slicing Maim | ![]() |
Fighter | Maim launches a piercing projectile that deals (100%🢆) Physical damage , plus 20% additional damage to recently tripped targets, to enemies in its path. |
Tremoring Bellow | ![]() |
Tank | 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.[1][89] |
Vine Field | ![]() |
Ranger | Summon a vine field at target location. Targets in the area take (125%🢆) 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 . |
Wall | ![]() |
Tank | Summons a glorious Wall at the target location. Obstructs movement and blocks projectiles. |
Weapon skills
Weapon skills grant passive skills, proc effects, and status conditions, rather than usable skills on a player's action bar.[211] The more skill points that are allocated to the weapon tree, the greater a player's weapon familiarity with that specific weapon type.[212] This influences things like the number of attacks, attack speed, and increased chances of proc effects from carrying out basic attacks with that weapon. These procs may offer synergy with the player's active skills.[41][213][214][211][215][216][217][218][219][220][15][16][221][46][222] This synergy also applies to active skills from other characters.[213][14]
- Weapon skill trees are skill trees that you can unlock and invest points into as you continue to develop your experience with certain weapon types, certain weapon groups, like a dagger; and when you're doing your basic combo attack with those weapons, which is universal for all classes- anybody can use any type of weapon because stats can be changed on these weapon types through crafting and through drops- there will be certain proc effects that live on the weapon skill tree as you advance in them; and those proc effect effects will be able to interact with your archetype skills because they will have promotion type effects that occur when they synergize with one another.[41] – Steven Sharif
- The weapon combo system determines special effects that proc based on weapon progression.[221][222]
- These procs may reduce or reset cooldowns on other skills on the player's hotbar.[223]
- Certain rotations can ensure the best chance of triggering a weapon proc, but there is no reliable way to ensure that proc activates.[224]
- Weapon progression such as set bonuses may change at what level any proc effects occur.[219]
- Our approach is not going to be providing skills through weapons. It's going to be providing skills through classes.[215] – Steven Sharif
- Players can spec into weapon skills on their weapon skill tree (also referred to as Combat skills[15], and Combat tree[16]) based on their preferred weapon types and the grade of the weapon.[212][216][217][218][220][16][15][221]
- Dual wielded weapons count as a single weapon type on the weapon skill tree.[224][225]
- Weapon skills will progress approximately 2-3 times faster than adventuring skills. This is subject to change and tuning during Alpha-2.[226]
- Q: With weapon leveling, does it mean you will level per weapon type or will it be per weapon; and if I get a better wand, for example, will I still have to level that up again?
- A: It's weapon type. So if you start advancing within the wand class of weapons, you will persist that progression across all wands that you acquire.[212]
- Certain higher-end weapons (and Armor) have active abilities, but the intention is that these abilities will not radically redefine the way an archetype is played.[227]
- 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.[16] – Steven Sharif
Weapon skill trees

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.[229] – Brian Ferguson
Weapon skill trees unlock passive skills, proc effects, and status conditions based on a player's experience with each weapon type.[41][213][214][211][215][216][217][218][219][220][15][16][221][46][222] These do not unlock skills that are usable on a player's action bar.[211]
- Maces, shortbows, longbows, one and two handed swords, wands, and spellbooks are all expected to have weapon skill trees with ~30+ nodes per nodes per tree starting in Alpha-2 phase 1.[209][1][210] Additional weapon skill trees will be available in Alpha-2 phase 2 and beyond.[209][230][209]
- Weapon skills will progress approximately 2-3 times faster than adventuring skills. This is subject to change and tuning during Alpha-2.[226]
- List of weapon skill trees
- 1H Daggers skills
- 1H Mace skills
- 1H Scepter skills
- 1H Sword Slash skills
- 2H Spear skills
- 2H Sword skills
- Book skills
- Daggers skills
- Dual-wield daggers skills
- Longbow skills
- Shortbow skills
- Spellbook skills
- Wand skills
Basic attacks
This is a single Target projectile attack that applies two stacks of Chilled to the enemy; and then after that hit him with a few wand attacks. Now you'll see that you've gotten a Frozen status effect on him and then he timed that really well there... in that very last frame you'll see that he hit him with a lightning effect... So that's a good way to get your burst damage if you're rotating your spells and your elements the correct way.[231] – Keenan Reimer
Basic attacks (Combo attacks) are triggered for the equipped primary weapon by pressing Q or left-clicking the mouse (these buttons can be re-bound by the player).[174][175][219]
- Players can select which weapon they wish to use as their primary weapon for basic attacks (default: `, but can be re-bound to another key).[232][174][175][176]
- Players may toggle back and forth between using their ranged weapon and melee weapon slot for basic attacks.[232]
- Weapons with projectile attacks are capable of blind firing without having a target.[206]
- If the player is in action camera mode and their reticle is over a target, they will be able to soft lock onto that target, causing projectiles to home to targets who are within the correct range/angle.[206]
- When you have your weapon and you utilize a basic attack, you can blind fire that weapon, if it has a projectile associated with it, without having to have a target. In addition, if your reticle in action camera mode is over a target, you will have a soft target lock and projectiles will home to that target if within the right angle of direction.[206] – Steven Sharif
- Sequences of basic attacks trigger the combat animation montage based on the weapon type.[219]
- Using a skill other than a basic attack will in general reset the weapon combo system.[223]
- The developers are considering per-use consumables/buffs that apply certain rider effects to basic weapon attacks.[235]
Basic attack | Icon | Weapon | Description |
---|---|---|---|
Book Combo Attack | ![]() |
Book | Fire from your spellbook at your target in a series of attacks. 1. Hit 1 - (58%🢆) Arcane damage Bounces to 3 enemies for (22%🢆) Arcane damage 2. Hit 2 - (66%🢆) Arcane damage Bounces to 3 enemies for (25%🢆) Arcane damage 3. Finisher - (82%🢆) Arcane damage Bounces to 3 enemies for (33%🢆) Arcane damage 25% chance to instead trigger a Deadly Finisher - (90%🢆) Arcane damage Bounces to 3 enemies for (36%🢆) Arcane damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Applies Burning to struck targets Applies Chilled to struck targets Applies Volatile to struck targets Triggers Bullseye Triggers Prism Triggers Arcane Amplifier 50% chance to trigger Essence Harvest Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Catalytic Projectiles Triggers Heartseeker 4. Extended Finisher - (106%🢆) Arcane damage Bounces to 3 enemies for (40%🢆) Arcane damage 25% chance to instead trigger a Deadly Extended Finisher - (117%🢆) Arcane damage Bounces to 3 enemies for (43%🢆) Arcane damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Triggers Echo Triggers Perfect Timing Triggers Bullseye Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Heartseeker |
Daggers Combo Attack | ![]() |
Daggers | Swipe and stab your daggers in front of you in a series of attacks. 1. Hit 1 - (53%🢆) Pierce damage 2. Hit 2 - (53%🢆) Pierce damage 3. Hit 3 - (46%🢆) Pierce damage 4. Hit 4 - (36%🢆) Pierce damage 5. Hit 5 - (18%🢆) Pierce damage (18%🢆) Pierce damage 6. Finisher - (36%🢆) Pierce damage (36%🢆) Pierce damage 25% chance to instead trigger a Deadly Finisher - (66%🢆) Pierce damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Applies to struck targets Applies Chilled to struck targets Applies Volatile to struck targets Triggers Bullseye Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Heartseeker 7. Extended Finisher - (66%🢆) Pierce damage (66%🢆) Pierce damage 25% chance to instead trigger a Deadly Extended Finisher - (73%🢆) Pierce damage (73%🢆) Pierce damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Triggers Special Extended Finisher: Echo Triggers Special Extended Finisher: Perfect Timing Triggers Bullseye Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Heartseeker |
Greatsword Combo Attack | ![]() |
Sword | Swing your greatsword in front of you in a series of attacks. 1. Hit 1 - (70%🢆) Slash damage 2. Hit 2 - (77%🢆) Slash damage 3. Finisher - (50%🢆) Slash damage (63%🢆) Slash damage 25% chance to instead trigger a Deadly Finisher - (53%🢆) Slash damage (71%🢆) Slash damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Applies to struck targets Applies Chilled to struck targets Applies Volatile to struck targets Triggers Swordmaster's Swiftness Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Concussion 4. Extended Finisher - (56%🢆) Slash damage (77%🢆) Slash damage 25% chance to instead trigger a Deadly Extended Finisher - (62%🢆) Slash damage (85%🢆) Slash damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Triggers Special Extended Finisher: Echo Triggers Special Extended Finisher: Perfect Timing Triggers Swordmaster's Swiftness Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Concussion |
Guard | ![]() |
Universal | Enter a guard state, blocking all incoming frontal attacks and consuming 100% Stamina relative to the amount of damage mitigated by blocking. While guarding, gain Mental Fortification . While guarding, gain Empowered Guard . |
Hunting Bow | ![]() |
Hunting | undefined |
Longbow Combo Attack | ![]() |
Longbow | Fire your longbow at your target in a series of attacks. 1. Hit 1 - (66%🢆) Pierce damage 2. Hit 2 - (55%🢆) Pierce damage 3. Finisher - (85%🢆) Pierce damage 25% chance to instead trigger a Deadly Finisher - (93%🢆) Pierce damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Applies to struck targets Applies Chilled to struck targets Applies Volatile to struck targets Triggers Bullseye Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Heartseeker 4. Extended Finisher - (106%🢆) Pierce damage 25% chance to instead trigger a Deadly Extended Finisher - (116%🢆) Pierce damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Triggers Special Extended Finisher: Echo Triggers Special Extended Finisher: Perfect Timing Triggers Bullseye Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Heartseeker |
Mace Combo Attack | ![]() |
Mace | Swing your mace in front of you in a series of attacks. 1. Hit 1 - (53%🢆) Bludgeon damage 2. Hit 2 - (60%🢆) Bludgeon damage 3. Hit 3 - (47%🢆) Bludgeon damage 4. Finisher - (100%🢆) Bludgeon damage 25% chance to instead trigger a Deadly Finisher - (50%🢆) Bludgeon damage (60%🢆) Bludgeon damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Applies to struck targets Applies Chilled to struck targets Applies Volatile to struck targets Triggers Unstoppable Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Concussion 5. Extended Finisher - (133%🢆) Bludgeon damage 25% chance to instead trigger a Deadly Extended Finisher - (65%🢆) Bludgeon damage (82%🢆) Bludgeon damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Triggers Special Extended Finisher: Echo Triggers Special Extended Finisher: Perfect Timing Triggers Unstoppable Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Concussion |
Scepter Combo Attack | ![]() |
Scepter | Swing your mace in front of you in a series of attacks. 1. Hit 1 - (53%🢆) Arcane damage 2. Hit 2 - (60%🢆) Arcane damage 3. Hit 3 - (47%🢆) Arcane damage 4. Finisher - (100%🢆) Arcane damage 25% chance to instead trigger a Deadly Finisher - (50%🢆) Arcane damage (60%🢆) Arcane damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Applies to struck targets Applies Chilled to struck targets Applies Volatile to struck targets Triggers Unstoppable Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Concussion 5. Extended Finisher - (133%🢆) Arcane damage 25% chance to instead trigger a Deadly Extended Finisher - (65%🢆) Arcane damage (82%🢆) Arcane damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Triggers Special Extended Finisher: Echo Triggers Special Extended Finisher: Perfect Timing Triggers Unstoppable Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Concussion |
Shortbow Combo Attack | ![]() |
Shortbow | Fire your shortbow at your target in a series of attacks. 1. Hit 1 - (24%🢆) Pierce damage 2. Hit 2 - (17%🢆) Pierce damage (17%🢆) Pierce damage 3. Hit 3 - (24%🢆) Pierce damage 4. Hit 4 - (17%🢆) Pierce damage x 3 5. Finisher - (25%🢆) Pierce damage x 3 25% chance to instead trigger a Deadly Finisher - (27%🢆) Pierce damage x 3 Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Applies to struck targets Applies Chilled to struck targets Applies Volatile to struck targets Triggers Bullseye Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Arrowstorm 6. Extended Finisher - (21%🢆) Pierce damage x 5 25% chance to instead trigger a Deadly Extended Finisher - (23%🢆) Pierce damage x 5 Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Triggers Special Extended Finisher: Echo Triggers Special Extended Finisher: Perfect Timing Triggers Bullseye Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Arrowstorm |
Spear Combo Attack | Spear | Stab your spear in front of you in a series of attacks. 1. Hit 1 - (46%🢆) Pierce damage 2. Hit 2 - (53%🢆) Pierce damage 3. Hit 3 - (66%🢆) Pierce damage 3. Finisher - (73%🢆) Pierce damage 25% chance to instead trigger a Deadly Finisher - (73%🢆) Pierce damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Applies to struck targets Applies Chilled to struck targets Applies Volatile to struck targets Triggers Swordmaster's Swiftness Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Concussion 4. Extended Finisher - (50%🢆) Pierce damage (50%🢆) Pierce damage (50%🢆) Pierce damage 25% chance to instead trigger a Deadly Extended Finisher - (149%🢆) Pierce damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Triggers Special Extended Finisher: Echo Triggers Special Extended Finisher: Perfect Timing Triggers Swordmaster's Swiftness Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Concussion | |
Sword Combo Attack | ![]() |
Sword | Swing your sword in front of you in a series of attacks. 1. Hit 1 - (40%🢆) Slash damage 2. Hit 2 - (40%🢆) Slash damage 3. Hit 3 - (53%🢆) Slash damage 4. Hit 4 - (47%🢆) Slash damage 5. Finisher - (80%🢆) Slash damage 25% chance to instead trigger a Deadly Finisher - (88%🢆) Slash damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Applies to struck targets Applies Chilled to struck targets Applies Volatile to struck targets Triggers Swordmaster's Swiftness Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Concussion 6. Extended Finisher - (133%🢆) Slash damage 25% chance to instead trigger a Deadly Extended Finisher - (147%🢆) Slash damage Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Triggers Special Extended Finisher: Echo Triggers Special Extended Finisher: Perfect Timing Triggers Swordmaster's Swiftness Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Concussion |
Wand Combo Attack | ![]() |
Wand | Fire from your wand at your target in a series of attacks. 1. Hit 1 - (32%🢆) Arcane damage 2. Hit 2 - (42%🢆) Arcane damage 3. Hit 3 - (42%🢆) Arcane damage 4. Hit 4 - (32%🢆) Arcane damage 5. Finisher - (58%🢆) Arcane damage 25% chance to instead trigger a Deadly Finisher - (22%🢆) Arcane damage x 3 Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Applies Burning to struck targets Applies Chilled to struck targets Applies Volatile to struck targets Triggers Bullseye Triggers Prism Triggers Arcane Amplifier 50% chance to trigger Essence Harvest Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Catalytic Projectiles Triggers Heartseeker 4. Extended Finisher - (106%🢆) Arcane damage 25% chance to instead trigger a Deadly Extended Finisher - (11%🢆) Arcane damage x 11 Applies Bleeding to struck targets Applies Snared to struck targets Applies Wounded to struck targets Applies Dazed to struck targets Applies Staggered to struck targets Triggers Echo Triggers Perfect Timing Triggers Bullseye Triggers Refreshing Followthrough Triggers Ward Triggers Rhythmic Swings Triggers Inner Fire Triggers Heartseeker |
Directional attacks
There will be directional attacks (back attacks, flanking attacks, frontal attacks) that deal additional damage depending on the positional context of the attack.[236]
Weapon attack cone

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.[237] – Steven Sharif
All weapons have a forward attack cone, regardless of being in tab or action mode.[237]
- The cone's arc and distance will vary based on weapon type.[237]
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.[237] – Steven Sharif
This is described as a weapon attack not an active skill.[237]
Visuals
See also
References
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 1.24 1.25 1.26 1.27 1.28 1.29 1.30 1.31 1.32 1.33 1.34 1.35 1.36 1.37 1.38 1.39 1.40 1.41 1.42 1.43 1.44 1.45 1.46 1.47 Blog - Guide to Alpha Two.
- ↑ Livestream, October 16, 2017 (1:00:44).
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 Livestream, December 19, 2023 (1:20:41).
- ↑ 4.0 4.1 4.2 4.3 4.4
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Livestream, July 28, 2023 (1:04:27).
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 Interview, July 18, 2020 (1:05:04).
- ↑
- ↑ 8.0 8.1 8.2 8.3 Livestream, November 19, 2021 (50:38).
- ↑ 9.0 9.1 9.2 9.3 9.4 Video, September 30, 2022 (17:00).
- ↑ Livestream, September 24, 2021 (1:18:06).
- ↑ 11.0 11.1 11.2 Video, December 19, 2023 (5:29).
- ↑ 12.0 12.1 12.2 Livestream, July 28, 2023 (1:03:27).
- ↑ Video, July 31, 2024 (5:32).
- ↑ 14.0 14.1 Interview, July 29, 2020 (55:44).
- ↑ 15.0 15.1 15.2 15.3 15.4 Interview, July 19, 2020 (53:59).
- ↑ 16.0 16.1 16.2 16.3 16.4 16.5 Interview, July 18, 2020 (1:07:51).
- ↑ 17.0 17.1 Livestream, July 28, 2017 (19:05).
- ↑ 18.0 18.1 18.2 18.3 18.4 Livestream, December 19, 2023 (1:49:56).
- ↑ Livestream, January 2, 2025 (23:29).
- ↑ 20.0 20.1 20.2 20.3 Livestream, December 19, 2023 (1:46:12).
- ↑ 21.0 21.1 Interview, July 29, 2020 (54:44).
- ↑ 22.0 22.1 Forums - Livestream Q&A 2022-08-26.
- ↑ 23.0 23.1 23.2 23.3 Interview, July 18, 2020 (1:07:06).
- ↑ 24.0 24.1 Livestream, November 16, 2017 (30:02).
- ↑ Livestream, September 30, 2022 (1:20:46).
- ↑ Livestream, October 30, 2020 (1:06:53).
- ↑ Video, March 29, 2024 (47:19).
- ↑ 28.0 28.1 28.2 Livestream, August 28, 2020 (1:24:29).
- ↑ Livestream, May 3, 2017 (15:15).
- ↑ 30.0 30.1 Livestream, March 28, 2020 (1:41:42).
- ↑ Livestream, October 14, 2022 (57:45).
- ↑ 32.0 32.1 Livestream, May 3, 2017 (17:59).
- ↑ Livestream, October 14, 2022 (9:02).
- ↑ 34.0 34.1 Livestream, February 24, 2023 (53:48).
- ↑ Livestream, May 19, 2017 (43:09).
- ↑ 36.0 36.1 36.2 Podcast, September 29, 2021 (30:04).
- ↑ 37.0 37.1 Livestream, June 25, 2021 (1:05:01).
- ↑ Livestream, February 9, 2018 (41:56).
- ↑ 39.0 39.1 Livestream, December 17, 2019 (1:13:14).
- ↑ 40.0 40.1 40.2 40.3 Podcast, October 12, 2024 (44:10).
- ↑ 41.0 41.1 41.2 41.3 41.4 41.5 Livestream, January 31, 2024 (5:00).
- ↑ 42.0 42.1 42.2 42.3 Interview, February 8, 2025 (33:34).
- ↑ Livestream, July 26, 2019 (1:09:22).
- ↑ 44.0 44.1 44.2 Livestream, August 30, 2024 (2:43).
- ↑ 45.0 45.1 Podcast, September 29, 2021 (46:20).
- ↑ 46.0 46.1 46.2 46.3 February 8, 2019 - Questions and Answers.
- ↑ 47.0 47.1
- ↑ 48.0 48.1 Interview, May 11, 2018 (53:15).
- ↑
- ↑ Podcast, May 10, 2024 (16:09).
- ↑ Podcast, May 11, 2018 (25:58).
- ↑ Podcast, April 23, 2018 (1:01:01).
- ↑ Livestream, 2018-04-8 (PM) (20:45).
- ↑ 54.0 54.1 Interview, February 8, 2025 (32:03).
- ↑ Livestream, January 31, 2025 (42:09).
- ↑ Interview, January 19, 2025 (1:40:03).
- ↑ 57.0 57.1 57.2 57.3 57.4 57.5 57.6 Podcast, May 10, 2024 (26:25).
- ↑ 58.0 58.1 Podcast, May 10, 2024 (28:05).
- ↑ 59.0 59.1 59.2 Livestream, August 28, 2020 (1:19:24).
- ↑ 60.0 60.1 60.2 60.3 60.4 Livestream, September 29, 2023 (1:12:16).
- ↑ 61.0 61.1 61.2 Video, January 27, 2023 (40:24).
- ↑ 62.0 62.1 Livestream, January 27, 2023 (15:22).
- ↑ 63.0 63.1 Livestream, December 2, 2022 (1:05:08).
- ↑ 64.0 64.1 64.2 Video, December 2, 2022 (16:55).
- ↑ Livestream, June 26, 2020 (1:24:06).
- ↑ 66.0 66.1 66.2 Livestream, January 27, 2023 (1:06:02).
- ↑ Livestream, January 30, 2020 (1:34:12).
- ↑ Livestream, June 30, 2022 (51:17).
- ↑ Video, January 27, 2023 (35:51).
- ↑ 70.0 70.1 70.2 Video, December 2, 2022 (34:41).
- ↑ 71.0 71.1 71.2 Livestream, March 29, 2024 (2:38:15).
- ↑ Livestream, January 27, 2023 (1:13:29).
- ↑ Livestream, September 24, 2021 (1:22:46).
- ↑ Livestream, June 26, 2020 (1:19:50).
- ↑
- ↑ 76.0 76.1 76.2 Livestream, May 24, 2017 (45:12).
- ↑ Livestream, June 26, 2020 (1:50:01).
- ↑ 78.0 78.1 78.2 78.3 78.4 78.5 78.6 78.7 Video, July 31, 2024 (35:55).
- ↑ Video, July 31, 2024 (13:11).
- ↑ Livestream, October 16, 2017 (25:56).
- ↑ Livestream, December 2, 2022 (1:19:32).
- ↑ Livestream, February 9, 2018 (28:17).
- ↑
- ↑ 84.0 84.1 Video, December 19, 2023 (27:14).
- ↑ 85.0 85.1 85.2 Livestream, December 19, 2023 (1:16:19).
- ↑ 86.0 86.1 86.2 Livestream, September 30, 2022 (51:28).
- ↑ 87.0 87.1 87.2 Livestream, April 30, 2021 (1:08:10).
- ↑ 88.0 88.1
- ↑ 89.0 89.1 89.2 Video, January 27, 2023 (7:28).
- ↑ 90.0 90.1 Livestream, February 26, 2021 (27:41).
- ↑ Video, February 26, 2021 (6:17).
- ↑ 92.0 92.1 92.2 92.3 92.4 Livestream, July 28, 2023 (1:02:23).
- ↑ 93.0 93.1 Livestream, June 30, 2022 (46:30).
- ↑ Livestream, July 30, 2021 (31:22).
- ↑ Interview, June 13, 2021 (4:12).
- ↑ Livestream, May 28, 2021 (1:13:05).
- ↑ 97.0 97.1 97.2 Livestream, December 2, 2022 (59:47).
- ↑ Livestream, April 30, 2020 (1:17:13).
- ↑ Livestream, May 8, 2017 (43:30).
- ↑ 100.0 100.1 Livestream, March 29, 2024 (2:01:57).
- ↑ Livestream, December 23, 2021 (55:32).
- ↑ Video, December 23, 2021 (23:53).
- ↑ 103.0 103.1 Livestream, October 14, 2022 (48:45).
- ↑ 104.0 104.1
- ↑ Livestream, June 26, 2020 (1:30:40).
- ↑ 106.0 106.1 Livestream, June 30, 2022 (49:42).
- ↑
- ↑
- ↑ 109.0 109.1 Video, July 31, 2024 (27:29).
- ↑ 110.0 110.1 Livestream, December 19, 2023 (1:52:02).
- ↑ 111.0 111.1 111.2 111.3 Livestream, December 19, 2023 (1:20:09).
- ↑ 112.0 112.1
- ↑ Interview, March 27, 2020 (15:20).
- ↑ Video, July 31, 2024 (26:26).
- ↑ Livestream, October 31, 2023 (1:30:52).
- ↑ Livestream, December 19, 2023 (1:17:45).
- ↑ Livestream, June 28, 2019 (1:19:00).
- ↑ Livestream, October 30, 2020 (1:15:59).
- ↑
- ↑ 120.0 120.1
- ↑ 121.0 121.1 Interview, October 21, 2018 (9:10).
- ↑ Interview, October 20, 2018 (3:25:31).
- ↑ 123.0 123.1 123.2 Livestream, September 27, 2018 (34:49).
- ↑
- ↑ 125.0 125.1
- ↑ 126.0 126.1 126.2 Livestream, April 7, 2023 (1:05:57).
- ↑ 127.0 127.1 Interview, June 13, 2021 (8:33).
- ↑ 128.0 128.1 Podcast, April 11, 2021 (13:30).
- ↑ 129.0 129.1 129.2 Livestream, June 28, 2019 (1:21:02).
- ↑ Livestream, January 18, 2018 (45:52).
- ↑ Livestream, May 17, 2017 (1:06:19).
- ↑ Livestream, December 2, 2022 (1:04:16).
- ↑ Livestream, July 31, 2024 (2:13:49).
- ↑ Video, July 31, 2024 (4:20).
- ↑ Livestream, July 31, 2024 (2:38:35).
- ↑ Interview, July 19, 2020 (1:00:04).
- ↑ Livestream, July 31, 2024 (2:13:32).
- ↑ Video, July 31, 2024 (8:14).
- ↑ Livestream, July 25, 2020 (58:38).
- ↑ Video, March 29, 2024 (55:06).
- ↑ Video, July 31, 2024 (7:25).
- ↑ Livestream, December 2, 2022 (1:26:47).
- ↑ Livestream, 2018-04-8 (PM) (1:18:37).
- ↑ Livestream, July 28, 2017 (40:15).
- ↑ Livestream, July 31, 2024 (2:32:50).
- ↑ Video, July 31, 2024 (1:00:56).
- ↑ Livestream, July 31, 2024 (2:33:55).
- ↑ Livestream, May 19, 2017 (39:55).
- ↑ Livestream, July 31, 2024 (2:34:29).
- ↑ Livestream, July 31, 2024 (2:36:06).
- ↑ 151.0 151.1
- ↑ 152.0 152.1
- ↑ 153.0 153.1
- ↑ 154.0 154.1
- ↑ Livestream, 2018-04-8 (PM) (46:11).
- ↑ Livestream, January 28, 2022 (1:09:26).
- ↑ Blog: The Gift of Life - Cleric Alpha One Preview.
- ↑ Livestream, July 28, 2023 (1:24:11).
- ↑ 159.0 159.1 Livestream, July 28, 2023 (1:07:30).
- ↑ Video, July 28, 2023 (25:36).
- ↑
- ↑ Video, May 31, 2023 (16:58).
- ↑
- ↑ Livestream, May 26, 2017 (19:03).
- ↑ Interview, September 10, 2023 (9:52).
- ↑ Video, March 29, 2024 (3:50).
- ↑ Interview, September 10, 2023 (16:56).
- ↑
- ↑ Livestream, December 15, 2017 (1:00:36).
- ↑ Livestream, March 29, 2024 (1:56:56).
- ↑ 171.0 171.1
- ↑ 172.0 172.1
- ↑ Livestream, May 31, 2023 (1:10:42).
- ↑ 174.0 174.1 174.2 174.3 Livestream, September 30, 2022 (49:16).
- ↑ 175.0 175.1 175.2 Podcast, September 29, 2021 (40:50).
- ↑ 176.0 176.1 Interview, May 11, 2018 (16:32).
- ↑ Livestream, December 19, 2023 (1:53:41L5DeC8wIcuM).
- ↑
- ↑ 179.0 179.1 179.2 Livestream, July 25, 2020 (42:49).
- ↑ 180.0 180.1 180.2 180.3 180.4 Livestream, March 31, 2023 (1:22:21).
- ↑ 181.0 181.1 181.2 181.3 Livestream, May 19, 2017 (10:06).
- ↑
- ↑ 183.0 183.1 Interview, August 8, 2018 (22:27).
- ↑
- ↑ Interview, October 20, 2024 (38:42).
- ↑ Livestream, May 26, 2017 (43:20).
- ↑ Livestream, February 24, 2023 (1:27:22).
- ↑ Livestream, October 30, 2020 (1:21:14).
- ↑ 189.0 189.1 Interview, January 14, 2022 (42:18).
- ↑ 190.0 190.1 Livestream, July 25, 2020 (1:41:46).
- ↑ Livestream, January 29, 2021 (1:21:01).
- ↑ 192.0 192.1
- ↑
- ↑ Interview, June 13, 2021 (13:11).
- ↑ 195.0 195.1 195.2 195.3 195.4 195.5 195.6 Livestream, 2018-04-8 (AM) (0:58).
- ↑ 196.0 196.1 Livestream, 2018-04-8 (PM) (11:27).
- ↑ 197.0 197.1 Livestream, 2018-04-8 (PM) (24:11).
- ↑ 198.0 198.1 198.2 198.3 Livestream, January 27, 2023 (1:11:07).
- ↑ Livestream, July 28, 2023 (59:56TpBSGYWxd38).
- ↑ 200.0 200.1 Video, April 28, 2023 (20:57).
- ↑ 201.0 201.1 Livestream, April 28, 2023 (59:52).
- ↑ 202.0 202.1 202.2
- ↑ 203.0 203.1 Livestream, December 19, 2023 (1:18:49).
- ↑ Livestream, September 30, 2022 (52:33).
- ↑ 205.0 205.1 Livestream, September 30, 2022 (48:10).
- ↑ 206.0 206.1 206.2 206.3 Livestream, April 28, 2023 (55:55).
- ↑
- ↑
- ↑ 209.0 209.1 209.2 209.3 Livestream, September 27, 2024 (1:01:12).
- ↑ 210.0 210.1 Livestream, August 16, 2024 (54:14).
- ↑ 211.0 211.1 211.2 211.3 Livestream, October 14, 2022 (18:34).
- ↑ 212.0 212.1 212.2 Livestream, April 30, 2024 (50:27).
- ↑ 213.0 213.1 213.2 Interview, July 9, 2023 (1:14:09).
- ↑ 214.0 214.1 Livestream, December 2, 2022 (56:09).
- ↑ 215.0 215.1 215.2 Livestream, June 30, 2022 (1:12:38).
- ↑ 216.0 216.1 216.2 Livestream, September 30, 2022 (53:15).
- ↑ 217.0 217.1 217.2 Livestream, September 30, 2022 (43:45).
- ↑ 218.0 218.1 218.2 Video, September 30, 2022 (24:49).
- ↑ 219.0 219.1 219.2 219.3 219.4 Podcast, September 29, 2021 (47:57).
- ↑ 220.0 220.1 220.2 Interview, February 7, 2021 (49:18).
- ↑ 221.0 221.1 221.2 221.3 Livestream, January 30, 2020 (1:28:40).
- ↑ 222.0 222.1 222.2 Livestream, June 4, 2018 (1:11:19).
- ↑ 223.0 223.1 Livestream, February 28, 2020 (1:10:21).
- ↑ 224.0 224.1 Livestream, May 31, 2023 (1:12:58).
- ↑ Livestream, September 30, 2022 (1:13:23).
- ↑ 226.0 226.1 Livestream, April 30, 2024 (49:43).
- ↑ Livestream, September 29, 2023 (1:15:47).
- ↑ Video, March 29, 2024 (47:43).
- ↑ Video, December 19, 2023 (7:26).
- ↑ Livestream, August 16, 2024 (1:04:05).
- ↑ 231.0 231.1 Video, April 28, 2023 (15:35).
- ↑ 232.0 232.1 Livestream, March 29, 2024 (1:55:14).
- ↑ Video, September 30, 2022 (19:32).
- ↑ Video, September 30, 2022 (10:44).
- ↑ Livestream, September 30, 2022 (46:17).
- ↑ 236.0 236.1 Livestream, March 26, 2021 (1:11:25).
- ↑ 237.0 237.1 237.2 237.3 237.4 237.5 Livestream, August 28, 2020 (1:15:39).
- ↑