增強

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Ashes of Creation hosts a wide array of progression paths that offer augments to a character's active skills.[1][2][3][4]

Q: There are 32 augment schools, not including racial/social/religious augments, meaning a total of 8960 (280 spells * 32 augment schools) different variations of spells. How do you guys plan on tackling that, or has the augment system for the classes changed since?
A: It has not changed; and the intent is for us to design relatively templatable effects conferred by each school of augmentation; and those effects will have a lot of shared benefits that get conferred to a particular ability when the augment gets applied.[10]Steven Sharif

增強 are applied individually to active skills from a character's primary archetype.[1][2]

  • Augment effects are intended to be templatable so they can apply to a range of abilities.[10]
  • A character can have one active augment on an ability at any given time.[1]
  • Augments do not cost skill points.[11]
    • It was previously stated that certain augments will have more expense required on the skill point side.[12]
  • Secondary class augments may be applied to any skill, but it is possible that some specific augments may be locked to specific abilities.[1]
  • The progression system for augments is very similar to the class progression system.[13]

增強 can affect a multitude of things and can (in some cases) create entirely new skills.[14]

Augments can affect a multitude of things. It can drastically change the ability itself. It can change the damage type. It can change the cooldown period. It can change the damage values. It can change the distance. It can dramatically change it from a ranged effect to a melee effect. Augments are essentially can create- they are creating entirely new skills, but they're going to keep obviously some identity with what that primary active ability was.[14]Steven Sharif

Class augments

Alpha-1 preview primary skills.[15]

If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[16]Steven Sharif

The idea behind the system is that you're skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[17]Steven Sharif

主要技能 (class abilities) are based on a player's archetype.[18][19]

種族增強

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種族增強 are based on a character's race and are available to each class.[9]

Religious augments

Strong religions provide unique augments that can be applied to a player's primary skills.[27][28]

  • Religious augments are considered top-tier achievements within a religion.[27]
  • These augments can be stacked on top of class augments. They will have a give-and-take system based on the choices a player makes.[27]

You're going to have advancement within the religion and within the church that you're a part of. And those advancements are going to be both reflective of the community's development of that religion out in the world: Building temples, building infrastructure for that, completing certain quests for it; and then you will benefit from the community's development of that specific religion via having certain augment abilities that you'll gain access to be able to apply on top of your secondary class augments to skills; and it's going to reflect what the nature of that religion is.[8]Steven Sharif

Social organization augments

社會組織發展 is achieved through accomplishing tasks or quests within that social organization.[29]

  • Some progression is static, but more competitive achievements will be seasonal, based on a ladder system.[30]
info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。

There are hierarchical paths pertaining to specific questlines for the organization's thematic.[29] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[31]

- For example, a Thieves' guild may have objectives and quests toward securing a particular item to enable players to advance within the organization.[29]
Social organizations are going to have questlines that players participate in which some will include sabotage, espionage, intrigue... While it's not necessarily player versus player in the combat sense, it is player versus player in pitting communities in those organizations against each other in a competitive atmosphere, where only some things can be accomplished by certain communities; and not everybody can succeed at a particular task. So, I think that that's a unique way to involve meaningful conflict that doesn't necessarily have to relate to PvP, because obviously we have a lot of PvP systems in the game and and there are many ways for players to participate in player versus player combat; but we also want to make sure that from a progression standpoint, from a system standpoint there are going to be abilities of individuals to follow these questlines, these tasks that will pit organizations against each other, specifically from an organizational standpoint.[32]Steven Sharif

Skill transfer

Players will not be able to transfer their skills to other players.[33]

其他

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