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Боевая система

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Боевая система Ashes of Creation уделяет особое внимание стратегии и тактике.[2]

Мы хотим чтобы боевая система была увлекательной и веселой... Прямо сейчас мы начали спринт перед первой фазой развёртывания Alpha-1, так что прямо сейчас мы работаем над action частью сражений; и мы разрабатываем системы для этого. Причина в том, что выбор цели по табу был традиционной частью MMORPG очень долгое время, несмотря на то что сейчас большой интерес вызывает action боевая система в MMORPG и уже выходили успешные игры с такой системой, например, TERA и BDO. Мы хотим нырнуть поглубже в разработку этого чтобы мы лучше поняли как мы можем лучше объединить таб и action вместе в одной игре, потому что это два значительно разных стиля игры.[3]Steven Sharif

Combat targeting

Players using action targeted and tab targeted skills defending a village node from world boss attacks in Alpha-1.[4]
Alpha-1 early hybrid combat demo.[5]

Players can very easily transition between tab targeting and action combat. By pressing Z I now tie my cursor movement to my camera and additionally a reticle has spawned.[5]Steven Sharif

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap for Alpha-1.

Hybrid combat refers to the choice between tab targeted skills, action targeted skills, or a mix of both in the Ashes of Creation MMORPG.[6] This is achieved through choice of skills/abilities.[7][8]

  • A tab-targeted ability requires a target in order to utilize that skill.[9]
  • An action skill is anything that can be utilized through placement of the player, such as a reticle, a ground template or a directional placement.[9]
  • It may not be possible to be able to fully spec into just action or tab targeted skills. There might be a 75% cap on choosing skills from any one type.[8]
  • Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[10]

Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[8]Steven Sharif

A toggle button (default Z)[11][5] allows the player to switch between action and tab targeted combat modes.[12]

  • The action mode utilizes a targeting reticle and is very close to a third-person action game.[5][12]
    • The action camera is tied to the to player's reticle. There will likely be a hotkey that when held down will allow free camera movement.[13]
    • The reticle will highlight/change color to indicate if the current target is able to be hit with the currently prepared skill.[5]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target. Currently this is activated left-click in Alpha-1, but it will be changed to right-click.[5]
  • The tab mode (MMO mode) facilitates tab targeted combat.[5][12]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[5]
    • There will be a "target of target" capability on the user interface.[14]

Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[15]

  • Damage.[15]
  • Charge up time.[15]
  • CC effects.[15]
  • Cooldown.[16]
  • Energy consumption.[16]
  • Cost to spec.[16]
  • Attack range will likely remain the same; as it is driven by the weapon or skill itself.[17]

As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage. [15]Steven Sharif

For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[16]

  • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[16][8]
  • Softer CC's would be housed in tab-targeted abilities.[16]

Hybrid combat is scheduled for testing in Alpha-1.[7]


The developers are testing different approaches to accommodate varying hitboxes between the races.[18]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[18]

More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to kind of just making it smaller for one and not the other.[18]Джеффри Бард

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[18]

We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[18]Steven Sharif

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.[19]


Weapon attack cone in Alpha-1.[5]

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.[5]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[5]

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.[5]Steven Sharif

This is described as a weapon attack not an active skill.[5]

Time to kill

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap for Alpha-1.

The Ashes of Creation MMORPG will have a time-to-kill (TTK) of around 30 seconds to a minute.[21]

In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[23]Steven Sharif

Headshot mechanics

There are no headshot mechanics in the Ashes of Creation MMORPG.[18][24][25]

Gear inspection/ Threat assessment

Players will have a buff on their nameplate that indicates the gear set they are wearing. Other players will be able to see this buff by targeting that player at a distance.[29][30][31]

  • This will indicate the type of gear (cloth, leather, plate) that they are predominantly wearing.[30]
  • The border will indicate the level and quality of the tier set.[29][30][32]
  • This also indicates if the gear is enchanted.[30][32]
  • The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[33]

When you see a player approaching you and they're wearing a transmog you know you don't know if that person is a high damage mitigation against physical damage or against magical damage and essentially the way we overcome that is through you being able to target a player at a distance and they will have a buff that's present on them that you will see, which indicates that essentially the piece set that they are wearing. It is important for players to be able to ascertain from a threat assessment standpoint you know what they're going up against if they're actively checking that and that will be available.[31]Steven Sharif

Being by default able to see a person's "gear score" / equipment list... may cause unwelcome behavior.[33]

Character nameplate

A character's nameplate is displayed above their head.[34]

  • This can be the first, and optionally last name (surname).[34]
  • The name of the character's Guild is displayed next to their name.[35]
  • The character's nameplate will deteriorate to give an indication of how much damage they have taken.[36][37][38]
  • An icon will identify the character's class.[29]
  • Hovering over the user's nameplate will show information such as level, their class name and archetype combo.[29]
  • A buff icon indicates the character's gear and grade.[29][30][31]

Summoner summons' creature type appears in the nameplate above the summon. This cannot be changed by the player.[39]


Revamped Alpha-1 Mage Fireball ability.[40][41]

The general approach that we're kind of taking based on a lot of feedback and just good combat design in general. You know philosophy is that we want to give more agency in the hands of the player and the antithesis of that is locking the player down for really long amounts of time. The sort of concept behind that is like you could make an animation effects as glorious looking as possible but if it's taking away control of the player, none of that really matters. Especially the 100th or thousandth time you're using the spell you're tired of that happening you don't feel powerful: You feel the opposite of powerful. So we're trying to like give a lot of control back to the player while they're using these abilities so they can still control their movements, they can react simultaneously while they're taking actions; and we just want to get overall more of a fluid flow, I guess, of combat. And that's kind of the general design philosophy we're using to approach the overhaul.[40]Tradd Thompson

Skills with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[42][43]

  • Prone and crouch will likely not be in the game.[44]
  • Moving backward will likely not affect block and parry.[45]

I think that that generally we want to tend to be more mobile in our classes. I think that it's a fundamentally old-school philosophy to have a lot of stuck in place type skills. That isn't to say we won't have skills that have mobility restriction on them- that require you to channel or require a casting time where you can't move; but I think it's a blend between the two. It's neither extreme.[42]Steven Sharif

It'll be something that you can spec around to. Again it's gonna be a risk/reward thing. We put a lot of thought into what skills are overpowered or have kind of this overpowering nature to them and those are the kinds of skills that will generally find that will be like in-place type of skills; where you are now at risk if you are going to cast this spell, but there's a big reward if you do manage to get it off.[42]Джеффри Бард

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Blink Blink Icon.jpg Blinks forward in the direction you are traveling.[46][47] Increased blink distance. Reduces threat on targets nearby upon activation.[48][47] Increased blink distance. Deals area damage upon impact.[48][47]
Jump jump icon.png Dash with cooldown.[49] Cooldown is replaced by charges with individual cooldown.[49] Drops a bear trap at the location the ranger dashed from.[49]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[50] - -
Sprint sprint icon.png Increases movement speed. Using an ability ends sprint.[51] Increased resistance to disable abilities.[51] Clears crowd control when sprint starts and removes silence.[51]

Player movement

There will likely be a toggleable walk/run (autorun) capability in the game.[53]

  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[54]

Back-peddling (walking backwards) and strafing are slower than normal movement speed.[55]


There are player and spell collision mechanics in Ashes of Creation.[56]

  • 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.[57][56]


Dodging in Alpha-1 early combat.[58]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[58]Steven Sharif

Dodge rolling type skills is housed in the action skill sets of agile classes such as Rogues or Fighters.[58][59]

Q: Will there be evade frames/ I-frames on dodge?
A: I would say it's a safe bet with regards to how we're approaching the hybrid combat that not only are gonna have true evasion skills that apply to more action-oriented skills that are coming your way, but you'll also have you know I-frame type skills that would apply perhaps to a tab targetable skills coming your way. So I think you're gonna have a healthy balance of both with it when it comes to skills that you can spec into.[60]Steven Sharif

Active blocking

The Paladin's Might shield in Ashes of Creation Apocalypse had its own hit box with hit points (HP). It can actively block projectiles.[61]

  • The developers have not yet decided on whether active blocking will be part of the MMO. They are currently leaning toward using more traditional buff-oriented universal damage mitigation but are also considering interaction between action-based blocking and a passive block stat from the waterfall stat system.[62]

In APOC when we had the active shield stance- that was an active shield block action-based system; and when we collected design data on essentially the efficacy and essentially the accuracy of players who used that wasn't very high; and there is a concern at least on the front of implementing a action restricted type active shield block as opposed to what would traditionally be along the lines of activating a buff that grants a shield block rate adjustment and is universal on incoming damage- and interfaces with the stats- is really something that we're leaning towards in incorporating for the hybrid combat system.[62]Steven Sharif

This is something we're still actively iterating on and actively going to be testing in our hybrid system but you know as we're as we're doing that we are taking into consideration. Obviously we want action based components to also interact in some way shape or form with the waterfall stat system as well; and you know that seems like it might be an oxymoron from an action to tab sense, but it doesn't have to be. There can be components of action- so say for instance you could have a dual component where you activate that shield stance and if you accurately intercept an incoming projectile or a skill that's been initiated from the forward arc, you get 80% damage mitigation or 80% application of the physical defense of the shield; and if it comes from an area outside of that forward arc then you get a lesser bonus; and that essentially what would happen is let's say you take into account the stat of the shield's physical defense value, you apply it as a mitigating factor to the incoming damage, but in addition you augment that system with the waterfall stat that is responsible for shield damage mitigation or shield rate; and maybe you know the default skill says 80% damage mitigation from forward arc but that gets augmented up to 87% because of your stat essentially; and if it's not in your forward arc then it gets you know 50% efficacy- maybe it's 40 something percent. So just to give you kind of insight into what goes into kind of determining these skills and how they interact on an action-based front.[62]Steven Sharif


There will be some animations that add flavor to specific races and classes, but generally animations will be reused as much as possible to decrease development time.[63]

We will have things that are known as sort of like racial abilities which will key into the class that you've chosen and those will almost certainly have animations that are kind of like one-offs that are associated with that class. They'll help you get some more like you know Ren'Kai flavor or some more Empyrean flavor but we have to reuse animations as much as possible in order to get to the finish line here so it'd be a super nice thing to do but probably not in the cards.[63]Джеффри Бард

Combat abilities

The aspiration for combat is for abilities to have corresponding counter-play abilities.[64]

  • The goal is to have special animations for parrying, blocking and evading.[65]

They can be a challenge to implement sort of really reliably so you might not see them on every evasion or every block, but we do want that kind of stuff to show up.[65]Джеффри Бард

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[66][64]

Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that kind of thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[64]Steven Sharif

  • Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[68]

We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play kind of feel.[64]Джеффри Бард

  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[69]
    • In current Alpha-1 testing mounts are not separate from the player.[69]

There's also going to be effects that just stun the mount or stun you on the mount.[69]Steven Sharif

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Javelin Javelin Icon.jpg Pulls your target to your location. Generates additional threat.[71][72] Increased damage. Now pulls up to 3 targets.[72] Increased damage. Now pulls up to 5 targets. Stuns targets.[72]
Jump jump icon.png Dash with cooldown.[49] Cooldown is replaced by charges with individual cooldown.[49] Drops a bear trap at the location the ranger dashed from.[49]
Snare snare icon.png Foot pin roots target in place.[73][74] Adds a bleed.[74] Snares after root expires.[74]
Trap trap icon.png Place a bear trap under the caster that holds them in place and does damage. Also holds targets in place and does damage.[75] Traps stun instead of root.[75] Place up to two traps.[75]


Abilities with a cast bar can be interrupted during the cast.[43]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.
info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Bulwark Bulwark Icon.jpg Strikes your target and increases your block chance. Generates additional threat.[76][77] Increased damage. Increased duration. Increased block chance.[77] Increased damage. Increased duration. Increased block chance.[77]
Meteor Storm Meteor Storm Icon.jpg Summons forth a Meteor Storm, dropping 3 meteors in the target location. Each meteor deals large area damage upon impact.[78] Increase damage and number of impacts. Stun enemies as they are hit.[79] Increase damage and number of impacts. Stun enemies as they are hit.[79]
Onslaught Onslaught Icon.jpg Charge your target. Provides a small damage-absorbing shield. Generates additional threat.[80][81] Increased damage. Increased shielding. Knocks down target.[81] Increased damage. Increased shielding. Knocks up targets along the chargepath.[81]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[50] - -

Aggro abilities

Aggro (Threat/Hate) will matter in the game.[82]

  • Aggro is based on a hate table.[82]
Skill Icon Rank 1 Rank 2 Rank 3
Bulwark Bulwark Icon.jpg Strikes your target and increases your block chance. Generates additional threat.[76][77] Increased damage. Increased duration. Increased block chance.[77] Increased damage. Increased duration. Increased block chance.[77]
Lacerate Lacerate Icon.jpg Slashes your target, dealing instant damage and bleeds the target over time. Generates additional threat.[83][84] Increased damage. If the target is bleeding from previous Lacerate, explode remaining bleed damage as instant damage.[84] Increased damage.[84]
Myrmidon Myrmidon Icon.jpg Strikes your target and increases your damage mitigation. Generates additional threat.[85][86] Increased damage. Increased duration. Increased mitigation.[86] Increased damage. Increased duration. Increased mitigation.[86]
Onslaught Onslaught Icon.jpg Charge your target. Provides a small damage-absorbing shield. Generates additional threat.[80][81] Increased damage. Increased shielding. Knocks down target.[81] Increased damage. Increased shielding. Knocks up targets along the chargepath.[81]
Resounding Smash Resounding Smash Icon.jpg Smashes the ground in front of you, dealing damage to all targets. A second hit resounds on the primary target. Generates additional threat.[87][88] Increased damage.[88] Increased damage.[88]
Shockwave Shockwave Icon.jpg Stomps the ground in front of you, knocking down and dealing damage to all targets. Generates additional threat.[89][90] Increased damage. Now deals damage over time in the affected area.[90] Increased damage. Increased effect radius.[90]
Weapon Toss Weapon Toss Icon.jpg Throws your weapon at your target, dealing damage. Generates additional threat.[91][84] Increased damage. Bounces up to 2 additional targets.[84] Increased damage. Bounces up to 4 additional targets. When the weapon reaches its final target, explodes into extra area damage.[84]

Animation cancelling

Animation cancelling will not be a combat mechanic.[92]

Combat stances

The use of weapon stances in game is likely.[93]


RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[94]

RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those you know dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[95]Джеффри Бард

Primary skills

Видео Мага с пред-альфы использующего атакующие и вспомогательные умения, такие как Mage's escape и Mage's detection.[96]

Первичные умения (умения класса) зависят от архетипа игрока.[50] Игроки могут персонализировать свои основные умения при помощи аугментаций от вторичного архетипа (второго класса).[50][97]

  • Выбор одного и того же архетипа в качестве первичного и вторичного, увеличивает фокус персонажа на этом архетипе.[98]
  • У каждого умения из первичного дерева навыков есть как минимум четыре варианта аугментаций из вторичного дерева.[99]
  • Игроки получают очки навыков при повышении уровня. Они могут быть использованы для повышения уровня навыков внутри дерева навыков.[100]
    • Будет невозможно прокачать до максимума все навыки в дереве.[100]
  • Что касается развития умений, игроки могут выбрать "широкий" путь и получить большое количество разных умений, или "погрузиться" в несколько определенных навыков.[101]
  • Чтобы изменить аугменты ваших умений, вам нужно будет отправиться к NPC в узел на стадии деревни, или выше.[102]
  • Умения после аугментации могут выглядеть совершенно иначе.[103]

Активные умения вы можете получить только от вашего первичного класса, однако это активное умение может выглядеть совершенно иначе после аугментации. Это зависит от того, какой аугмент выбран.[103]Steven Sharif

Ключевой момент системы аугментаций состоит в том, что эти улучшения должны демонстрировать базовую индивидуальность вторичного класса, выбранного вами. Так что если из восьми архетипов вы выбрали один в качестве вторичного, вы получите аугменты, которые относятся к основному идеалу этого класса. Ну как танк - предназначен для контроля поля боя, он сосредоточен на выживании. Маг направлен на нанесение урона, элементы и возможность наносить урон по области. Вор приспособлен для скрытности и критического урона. И аугменты будут отображать эти индивидуальности.[104]Steven Sharif

Идея этой системы состоит в том, что вы как бы обходите правила вашей роли при помощи аугментов, да. У нас есть традиционная святая троица, которая присутствует в дизайне многих MMO и зачастую эта система либо вообще не является гибкой, либо полностью отходит от идеи. Аугменты, это своего рода вариант баланса, где вы всё ещё будете сохранять сходство с этой системой троицы, предлагая при этом возможность кастомизировать ваш игровой опыт используя другие стороны треугольника.[105]Steven Sharif

Skill points

Alpha-1 early preview skills UI.[10]

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[10]Steven Sharif

Players receive skill points as they level. These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[106][107][108][109]

  • It will not be possible to max all skills in a skill tree.[109]
  • 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.[110]
  • Players are able to reset and reallocate their skill points.[111]

Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[58]Steven Sharif

Active skills

Players can build their characters with the active skills they want on their action bar.[113][114]

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.[58]Steven Sharif

Ultimate skill

The ultimate skill is a very powerful skill.[117]

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Hail of arrows hail of arrows icon.png If your focus is at 80%, use this skill to summon a template and launch multiple arrows within the template.[73][118] Adds movement slow.[118] Adds damage over time to targets in the area.[118]
Ultimate Defense Ultimate Defense Icon.jpg Provides increasing mitigation based on missing health, up to full invulnerability. Reduces movement speed while active.[119][120] Increased duration.[120] Increased duration. Now applies a large mitigation increase to nearby group members.[120]

Elemental skills

The idea behind magic is you're manipulating the elements. They don't just have to be fire, ice, water and air. They can be darkness, they can be light, they can be planar; a lot of different types of "elemental influences".[121]Steven Sharif

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Fireball Fireball Icon.jpg Throws a fireball at your target. Deals instant damage.[122] Becomes a burn (damage over time).[79][123][124] Area of effect around the target.[79][123]
Flame line flame line icon.png Shoot an arrow that leaves behind a trail of flames.[125] Arrow explodes upon reaching the end of its distance.[125] Enemies take burning damage for entering the flames.[125]
Lava Storm Lava Storm Icon.jpg Creates a field of lava at the selected location. Deals additional damage in the center of the ability. Deals area damage around the caster upon cast.[126][127] Increased damage. Increased duration.[126][79] Increased damage. Increased duration.[126][79]
Lightning Bolt Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[128] Adds damage over time to targets hit.[129] Chains to nearby enemies that are not hit. Anyone who is outside the line has a chance to get a bolt jump to them.[129]
Meteor Storm Meteor Storm Icon.jpg Summons forth a Meteor Storm, dropping 3 meteors in the target location. Each meteor deals large area damage upon impact.[78] Increase damage and number of impacts. Stun enemies as they are hit.[79] Increase damage and number of impacts. Stun enemies as they are hit.[79]


Баланс это очень важный аспект этой классовой системы, мы хотим чтобы для каждой из возможных комбинаций была своя роль.[130]Steven Sharif

Вы не будете делать 64 класса для того чтобы играли четырьмя.[130]Питер Пилон

Баланс Ashes of Creation "сфокусирован на группах".[131]

Будут присутствовать расклады в 1v1 где один класс будет гораздо сильнее другого; и это должно быть по принципу камень-ножницы-бумага. Мы хотим чтобы для разных классов можно было подобрать сильные против них классы... Это будет сфокусированный на группах баланс, где пока у вас есть присутствие в группе разных классов вы находитесь наравне с другими. Это будет сильно зависеть от навыка и стратегии.[131]Steven Sharif

Некоторые вторичные архетипы способны в какой-то мере "уравнять" с классом против которого слаб текущий.[132]

Некоторые архетипы способны уменьшить разрыв между ними и сильными против них классами. Например, если я Танк и меня контрит Маг, я могу взять вторичный архетип Мага и несколько уменьшить его эффективность; после чего работать дальше в этом направлении.[132]Steven Sharif


В Ashes of Creation будет традиционная тройка (Tank, DPS и саппорт (хилер)) ролей .[133][134]

У нас есть восемь основных архетипов; и троица является довольно сильным влиянием в отношении восьми основных классов. Однако, областью в которой мы начинаем играть с линией между частями троицы являются вторичные классы которые можно выбрать. Таким образом мы начинаем смешивать эти пространства и позволять игрокам немного влияния на свою роль и их место в определённой категории внутри троицы.[136]Steven Sharif


The effectiveness of classes, skills and gear is going to depend on the adversary or the encounter. There will be optimal builds for different challenges and difficulty ratings. This design aims to avoid any obvious meta or "cookie-cutter" builds in Ashes of Creation.​[137]

  • Increasing difficulty ratings inspire more of a traditional vertical power progression that is common in other MMOs.[137]

Oftentimes you just have a very vertical power scale and that determines chase, but when you have a variety of relevance across certain types of adversaries and that variety changes over time because of player activity- and then that affects the economy and the crafter system and who was producing what for what demand- and everything gets shaken up. That's a very kind of fun uh environment to exist in it presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[137]Steven Sharif

Power creep

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[138]Steven Sharif

Weapon use combo system

A weapon use combo system (also referred to as Combo system[139], Combat skills[107], and Combat tree[108]) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[139] No traditional auto-attack system is present in Alpha-1.[140]

  • Players can spec into weapon abilities on their combat skill tree, based on their preferred weapon classes (weapon types/weapon groups) and the grade of the weapon.[141][108][107][139]
  • The more skill points that are allocated to the combat skill tree, the greater a player's weapon familiarity. This in turn unlocks various proc effects on weapon use that can offer synergy with other active skills.[108][139] This synergy also applies to active skills from other characters.[106]
    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.[108]Steven Sharif
    Let's say backstab that you can apply to deals damage to the target and it'll have a conditional modifier on that damage if you're behind the target, and it'll have a conditional modifier deal additional 50 damage if the target is under a bleed effect. So you want to synergize essentially your weapon proc conditions with your active skills so that you're timing your certain active skills appropriately with the status conditions that the target has taken.[107]Steven Sharif
    • These procs may reduce or reset cooldowns on other skills on the player's hotbar.[142]
  • Using a skill/ability will in general reset the combo.[142]
    • The developers are considering specific abilities might be able to be used without resetting the combo system.[142]
  • The combo system will not have the quicktime event that was seen at PAX West 2017.[139]

It acts similar in the sense of you know the core loop of what an auto attack is so to speak; where you know typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable you know skill effect that you can continually attack with but it's a little bit more involved than what a traditional auto attack is; and it has components from a from an advancement standpoint when it comes to the types of procs that your weapon can have during that combo system... It's not going to have the quick time event that you know you guys saw early on in PAX and gave great feedback on, but it is going to have development with regards to the power of the weapon the type of weapon you're using, the additional proc effects that you can skill into: Those types of things are going to make it a little bit more complex of a system capture.[139]Steven Sharif

Classes of weapons

In-game achievable weapons concept art.[143]

Weapon classes (also referred to as weapon types and weapon groups) in Ashes of Creation.[141]

  • Blunt weapons
  • Slashing weapons
  • Piercing weapons

Weapon swapping

Weapon swapping in the Ashes of Creation MMORPG will be subject to a cooldown period following any damage taken or done by the player.[145][146]

  • The cooldown will be in the range of a few seconds.[146]

For the MMORPG we want there to be some time between damage received or damage done before you can swap your weapon. It's not going to be substantial. It will maybe be a few seconds.[146]Steven Sharif

Players cannot switch armor while in combat.[145][147]

Raid mechanics

Raids contain intricate combat mechanics.[148]

  • Multiple phase boss fights.
  • Adds.
  • Random oriented skill usage.
  • Telegraphed animations, but no obvious telegraphed templates on the ground.
  • Fights will require location, mobility and strategy.

Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet.[148]Steven Sharif


В отдельных случаях будут присутствовать подсказки, передающие информацию о каких-либо действиях.[149]

  • Подсказки через анимацию.
  • Шаблоны.

List of raid bosses

Utility skill

Pre-alpha rogue climbing a Метрополис wall.[150]

We have what are called utility skills and a lot of MMORPGS really only focus on active combat skills, but some of the favorite things that I've had as a gamer is tabletop RPGs like Pathfinder or Dungeons and Dragons, and there are skills in those games that are relevant to either your environment or the quest line; and they're a little bit you know sometimes "story mode".[151]Steven Sharif

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap for Alpha-1.

A utility skill is a non-combat skill that interacts with the environment.[152] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[153]

  • Different classes excel at different skills.[153]
  • All classes will have maneuverability/traversal utility abilities.[154]
    • There will be a grappling hook utility skill or item.[155]
  • Classes will have utility abilities, such as detecting traps and other hazards. For example: The Mage's detection spell casts light and reveals magical explosive hazards.[156]
  • Certain classes are able to climb/parkour in certain areas.[157][158]
    • Climbing/parkour ability is not free-form and will likely be restricted to certain quests, locations or objects.[159][160]
  • Certain classes (such as Rogues) will have stealth abilities.[161]
    • Rogues may also have a spyglass utility skill.[153]

We don't just have the approach of your class being reflected in your combat abilities but also there are utility abilities that certain classes have that other classes don't have.[162]Steven Sharif

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Family summon Long duration cast (30 seconds to a minute) with an approximate 30 minute cooldown that slowly summons each of your family members to your location (up to eight members).[163][164] Players cannot be summoned in the following cases:
This will be tested in Alpha-2.[167]
- -
Pathfinding Reveals corrupted player locations on the bounty hunter's map.[168][169] Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[168] The pathfinding ability can be toggled on or off.[168][170] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[171] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[171]
Stealth This does not render a player completely invisible. Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[172] - -
Track track icon.png Use this skill to show nearby tracks, leading to unknown adventures.[73] - -

Player death

Player death in an open world dungeon in Alpha-1.[173]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[174]Steven Sharif

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[175][176][177][178] These ash piles are immediately lootable by any player.[175] Player flagging is not triggered by looting.[179]

  • A non-combatant (green player) who dies suffers normal penalties, which include:[177]
    When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sync and a material sync. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[182]Steven Sharif
    • Dropping a percentage of carried gatherables and processed goods.[176][177]
      • This also includes a percentage of the certificates a player is carrying.[178]
      • If a player dies there will be a period of time before their mule despawns. Other players must kill that player's mule to be able to loot it.[184]
      • If a player's mule dies its corpse will contain the same percentage of lootable items as the player.[184][185]
  • A combatant (purple player) who dies suffers these same penalties, but at half the rate of a non-combatant.[177]
  • A corrupt (red player) suffers penalties at four times[186] the rate of a non-combatant, and has a chance to drop any carried/equipped items based on their current corruption score. This includes:[186][177]

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[190]

There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[190]Steven Sharif

Death penalties do not differ between PvP and PvE, but this is subject to change.[191]

Death by drowning is possible.[192]

Mounted combat

Certain mounts will have combat abilities.[193][194]

  • Players can't use their class skills while mounted.[193]
  • Mounts can be targeted separately from the player while mounted.[195]
  • Mounts can be killed by players, but can be resurrected after a certain cooldown period.[195][196]

Mount abilities and stats

Noble Warhorn Sprint mount ability.[197]

All mounts will have certain types of abilities: Whether those abilities are utility, or sprint, or some type of combat charge through that knocks down players or something. It just depends on the type of mount and the skills associated with that mount. That's also one component of the animal husbandry system is in creating these mounts you can have unique skill sets associated with them that obviously creates an economy for mount types and and puts some relevancy on the profession of animal husbandry to present unique mounts.[69]Steven Sharif

Mounts have different core abilities, utility skills and stats.[69][198]

  • Based on skill choice, mounts can be used as initiation vehicles, escape vehicles, utility vehicles, and traversal vehicles.[199]

Mounts have obviously many different applications and that's also going to speak to its identity when it has a skill selection choice too. Like do you- are you more aggressive in initiation with your mount? Okay well you probably want the ones that are going to be able to charge through and do some type of CC effect on players in front of you. Are you more about kind of using them out to dodge and avoid you know different types of things? Well then you probably want some type of invulnerability skills or some type of protective skills that you can activate at certain times. Are you going to be more traversal and focus on kind of speed you use your mount just kind of go around the world and you don't really care about the combat aspect? Well then you probably want some skill sets on your mount that reflect that.[199]Steven Sharif

  • Mounts will have varied speeds.[201]

There's definitely a difficulty from a balance perspective obviously on the design side when you're having to incorporate speeds that are so radically different from the normal player movement speeds; and mounts do have a obviously a significantly faster component there. But that's why you build into the to the skill sets that players have obviously those types of cc's which can either, as we spoke about previously, knock the player off of their mount, kill them with some massive damage, or stun the player. Those are components that are taken into account when balancing out these skill selections.[199]Steven Sharif

  • A player can dismount and have their mount follow them.[69][195]

Dragon abilities

Dragons are epic flying mounts with strong battle abilities, such as AoE breath attacks, swooping flyby attacks, and others.[202][203]

The dragon will have a lot of capability in PvP. It's primarily its purpose, because as it relates to Castles and the sieges they're in, or Nodes and the sieges they're in. We want dragons to have large scale ramifications against player raids.[203]Steven Sharif

Combat pets

Combat pets (also referred to as Item pets or Universal combat pets) may be tamed from certain creatures in the world.[204]

  • Combat pets will not increase a player's power and will require a sacrifice from the player.[205]
  • Combat pets have a horizontal progression, not a vertical one.[205]
  • Combat pets are categorized by class and will adhere to a simple trinity structure (Tank/DPS/Support).[206]
  • Combat pets will also be categorized into different rarities.[206]
  • Combat pets may not be able to be summoned in certain dungeons, instances or other spaces.[199]

It will participate in combat. It will allow you different options sometimes, but it won't necessarily increase your power and... you'll be sacrificing something for it.[205]Джеффри Бард

Combat pets are not the same as Summoner summons.[206]

Naval combat

Tea transport PAX East 2018 exclusive cosmetic ship skin.[207]

Sailing will be pretty in-depth and it's going to be based on the size of the ship that you're using. So there will be components for seamanship that other players you will need to have on board if you want to operate a vessel to the best of it's abilities: Let's say in combat or traversing just the world.[208]Steven Sharif

Naval combat involves different types of Ships with varying capabilities, armaments and roles to play out on the high seas. There will be a balance and counterbalance between ships from PvP and PvE perspectives.[209]

Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[210]Steven Sharif

Addons/ DPS meters

Моё решение - не вводить ни аддоны, ни модификации для измерения урона. Я считаю что у нас приняты адекватные меры для предотвращения большинства потенциальных сторонних следящих программ. Я знаю что в этой темы есть голоса с обеих сторон и я уважаю разнообразные мнения, которые вы выражаете.[211]Steven Sharif

Аддоны/моды, включая аддоны для измерения DPS не будут разрешены в общем случае.[212]

  • Разработчики не хотят чтобы аддоны/моды были необходимы для игры.
  • Дизайн API игры до сих пор рассматривается.[213]
  • Будет доступна интеграция со стриминговыми сервисами, такими как Twitch и некоторые другие, но пока что интеграция не будет доступна через API.[214]
  • Разработчики считают что парсеры (измерители DPS) могут иметь негативные эффекты.

Идея состоит в том чтобы внутриигровые системы предоставлялись только разработчиками... Я думаю, мы не хотим иметь возможность использования аддонов.[215]Steven Sharif

Будут присутствовать доски лидеров.[216]

Combat logs

There are combat logs in Ashes of Creation.[217]

We will be providing combat data for individual players in their chat window, that players can filter and analyze for themselves. The goal is to mitigate and make the practice less prevalent through the ease that DPS meters provide. Also to place actionable enforcement for players who attempt to circumvent the decision by use of 3rd party programs, for which we will be monitoring.[218]Steven Sharif


В Ashes of Creation нет предопределённых фракций.[219]

Так как наша игра основана не на фракциях, мы хотим дать игроку возможность делать и "хорошие" и "плохие" вещи, так чтобы было достаточно выбора для участия в событиях на стороне зла.[220]Steven Sharif


Справочники сообщества

Смотрите также


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  116. Стрим, 19 May 2017 (43:09).
  117. Стрим, 30 June 2017 (29:13).
  118. 118.0 118.1 118.2 Стрим, 16 October 2017 (45:37).
  119. Видео, 9 February 2021 (0:49).
  120. 120.0 120.1 120.2 Стрим, 31 July 2020 (1:14:33).
  121. Стрим, 8 April 2018 (PM) (26:19).
  122. Видео, 23 December 2020 (0:31).
  123. 123.0 123.1 Стрим, 16 October 2017 (38:35).
  124. PAX West 2017 Mage poster.
  125. 125.0 125.1 125.2 Стрим, 16 October 2017 (46:52).
  126. 126.0 126.1 126.2 Видео, 22 December 2020 (7:36).
  127. Видео, 23 December 2020 (1:29).
  128. Видео, 23 December 2020 (0:40).
  129. 129.0 129.1 Стрим, 16 October 2017 (39:15).
  130. 130.0 130.1 Стрим, 24 Мая 2017 (35:11).
  131. 131.0 131.1 Подкаст, 23 Апреля 2018 (59:28).
  132. 132.0 132.1 Подкаст, 23 Апреля 2018 (1:01:01).
  133. 133.0 133.1 133.2 133.3 Group dynamics blog.
  134. 134.0 134.1 134.2 134.3 Стрим, 22 Мая 2017 (46:04).
  135. Интервью, 20 October 2018 (2:40:16).
  136. Интервью, 20 Октября 2018 (2:40:16).
  137. 137.0 137.1 137.2 137.3 Подкаст, 11 April 2021 (54:35).
  138. Интервью, 20 October 2018 (2:53:52).
  139. 139.0 139.1 139.2 139.3 139.4 139.5 Стрим, 30 January 2020 (1:28:40).
  140. steven-auto-attack-definition.png
  141. 141.0 141.1 Интервью, 7 February 2021 (49:18).
  142. 142.0 142.1 142.2 Стрим, 28 February 2020 (1:10:21).
  143. Стрим, 30 April 2021 (53:08).
  144. Видео, 17 August 2018 (0:01).
  145. 145.0 145.1 Интервью, 18 July 2020 (1:03:45).
  146. 146.0 146.1 146.2 Стрим, 30 May 2019 (1:15:58).
  147. Стрим, 28 July 2017 (34:32).
  148. 148.0 148.1 Стрим, 8 April 2018 (PM) (1:14:01).
  149. Стрим, 22 мая 2017 (49:38).
  150. Видео, 9 May 2017 (0:57).
  151. Стрим, 25 July 2020 (42:49).
  152. Стрим, 30 June 2017 (30:34).
  153. 153.0 153.1 153.2 Стрим, 12 May 2017 (33:10).
  154. class mobility.png
  155. Стрим, 12 May 2017 (18:00).
  156. class utilities.png
  157. Стрим, 15 May 2017 (15:10).
  158. utility skills.jpg
  159. Стрим, 18 January 2018 (34:56).
  160. Стрим, 28 June 2019 (1:21:46).
  161. class stealth.png
  162. Стрим, 24 May 2017 (57:41).
  163. Интервью, 19 July 2020 (1:20:58).
  164. Подкаст, 26 July 2020 (1:34:47).
  165. Подкаст, 26 July 2020 (1:32:15).
  166. steven-family-summon.png
  167. steven-family-summon-2.png
  168. 168.0 168.1 168.2 steven-bounty-hunters-2.png
  169. 169.0 169.1 Интервью, 27 April 2017 (9:28).
  170. corruption toggle.png
  171. 171.0 171.1 Стрим, 24 May 2017 (48:00).
  172. Стрим, 3 May 2017 (49:39).
  173. Стрим, 28 March 2020 (1:58:24).
  174. Подкаст, 23 April 2018 (49:21).
  175. 175.0 175.1 Стрим, 26 March 2021 (1:07:33).
  176. 176.0 176.1 a419c5398b542a713545e4f393d67215.png
  177. 177.0 177.1 177.2 177.3 177.4 177.5 177.6 177.7 177.8 Подкаст, 5 May 2017 (43:05).
  178. 178.0 178.1 Интервью, 18 July 2020 (27:11).
  179. Подкаст, 11 April 2021 (34:41).
  180. Стрим, 19 May 2017 (13:37).
  181. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  182. 182.0 182.1 Интервью, 7 February 2021 (13:14).
  183. Интервью, 29 July 2020 (16:46).
  184. 184.0 184.1 Стрим, 29 January 2021 (1:24:27).
  185. Стрим, 27 September 2018 (47:46).
  186. 186.0 186.1 186.2 Интервью, 18 July 2020 (41:54).
  187. Стрим, 17 November 2017 (35:20).
  188. Интервью, 11 May 2018 (15:41).
  189. Интервью, 11 May 2018 (3:43).
  190. 190.0 190.1 Стрим, 22 December 2020 (1:13:51).
  191. Стрим, 15 May 2017 (36:23).
  192. Стрим, 28 July 2017 (50:22).
  193. 193.0 193.1 Стрим, 5 May 2017 (22:44).
  194. Стрим, 8 April 2018 (AM) (12:34).
  195. 195.0 195.1 195.2 195.3 Интервью, 19 July 2020 (1:05:41).
  196. Стрим, 5 May 2017 (38:27).
  197. Видео, 26 February 2021 (20:25).
  198. mount stats.png
  199. 199.0 199.1 199.2 199.3 199.4 Стрим, 30 April 2021 (1:10:04).
  200. mount abilities.png
  201. mount speeds.png
  202. dragon abilities.png
  203. 203.0 203.1 203.2 Стрим, 8 April 2018 (PM) (51:49).
  204. Стрим, 18 January 2018 (33:09).
  205. 205.0 205.1 205.2 Стрим, 28 June 2019 (1:24:27).
  206. 206.0 206.1 206.2 Стрим, 30 October 2020 (1:21:14).
  207. Ashes of Creation Store: Tea transport.
  208. Стрим, 31 October 2018 (54:21).
  209. 209.0 209.1 209.2 Стрим, 28 July 2017 (47:53).
  210. Стрим, 28 June 2019 (1:12:08).
  211. Ashes of Creation Forums - No Damage Meter?
  212. Стрим, 5 Мая 2017 (20:02).
  213. Стрим, 5 Мая 2017 (21:41).
  214. Интервью, 11 Мая 2018 (49:03).
  215. Интервью, 20 Октября 2018 (6:29).
  216. Стрим, 5 Мая 2017 (43:27).
  217. Ashes of Creation Forums - No Damage Meter?
  218. Ashes of Creation Forums - No participation trophy.
  219. Стрим, 26 Мая 2017 (39:36).
  220. Стрим, 8 Апреля 2018 (PM) (11:27).