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||The Tank is a classic damage mitigation and battlefield control class. A tank's job is to control a fight, to help the party mitigate incoming damage, and to dictate who is getting hit. They can take an unconscionable amount of punishment, and woe to those who ignore their commands.
||In such a dangerous world, a Cleric is never wanting for friends. They can protect their allies in a number of ways, and when necessary, snuff the life out of others. Masters over the very essence of life, they can sense the broken and corrupted.
||The Ranger is an elusive skirmisher. Death from afar is the Ranger's raison d'etre. A master of the bow and ranged combat, the Ranger is more than happy to let others get their hands dirty. No one else has such a keen eye in natural environments.
||In a world of high magic, no party would be complete without a Mage. Masters of the arcane, they bring terrible elements to bear in devastating spells. If reality needs changing in some fashion, ask a Mage to help.
||The Bard is a force multiplier, weaving songs of glory and conquest in battle which inspire his comrades to even greater heights. The Bard knows secret and powerful words, able to speak into being terrible nightmares, or to convince foes to become friends.
||The Fighter is an expert in physical combat. A master of many weapons, this warrior strikes fear into the heart of his foes.
||The Rogue is a master of opportunity, using skill, positioning, and the environment to dish out frightening amounts of damage. Between encounters, Rogues bolster the utility of a party by helping their friends to navigate dangers otherwise unseen.
||The Summoner is never alone. Two hands are good, but in the Summoner's opinion four hands are always better. With the right tool for every job, there is no situation that a capable Summoner cannot handle.
Player Class Combinations
Playable classes in Ashes of Creation are comprised of a Primary Archetype and a Secondary Archetype. The
class will inherit abilities from both archetypes, but be more strongly aligned with the ability set of
the Primary Archetype. The same archetype may be selected twice, reinforcing a particular gameplay style
to even higher levels. The matrix below describes the known player class combinations as a result of a
certain Primary Archetype (rows) and Secondary Archetype (columns).
Currently, many class combinations are not formally announced or named, so the matrix will contain some
missing data until all 64 class combinations are revealed.
||Stoic. Tradition. Forge. Most of the peoples from the old world would see a mountain and think nothing of it, the Dünir saw defensible home where riches abound. The Dünir take immense pride in what they craft and what they build; fortifications that seem impregnable, warhammers that never break, or beautiful gems for that their royalty are all in their repertoire. Don't be deceived by their stout stature, the're pound for pound the strongest warriors the world has ever known.
||Family. Freedom. Courage. Where the Dünir saw mountains as home, the Niküa saw it as a prison. How could they complete the great hunt inside a cave? The craft of their brothers doesn't elude them though, they too are highly skilled artisans. Instead of jewelry for nobles, the Niküa see crafting as a right of passage and the advancement of family. Will you progress your people from the mountains of your ancestors?
||Imperial. Pride. Culture. Though not as numerous as the Kaelar, the Empyreans are a force to be reckoned with. Elite military forces and a highly structured government, the people of Empyrea surely have a plan to carve their place in the world.
||Nature. Balance. Fury. All things come to balance in time, and nature always has her way. Don't let their love for nature fool you though, the Py'rai rarely take prisoners. Whether it is by bow or spear, the Py'rai's legacy will take root.
||Build. Order. Civilization. These are the Foundational Principles of the Kaelar. Their empire in the old world spanned the largest of all, and they plan to do the same in this world. Extremely loyal to their roots, the Kaelar will rise to the challenge.
||Trade. Law. Hardship. The Vaelune were forged in the heat of the desert, and came out anew. Through focusing on trade, the Vaelune became one of the wealthiest empires in the land. They're no stranger to the idea of kill or be killed, whether it be the beasts in the harsh desert or the snakes in the market square.
||Honor. Power. Tranquility. Through staying centered their power only grows. The Ren'Kai believe in ultimate focus and controlling their immense power. When a Ren'Kai becomes enraged though, there aren't many men or beasts who can live and tell the tale.
||Celestial. Purpose. Fate. When one stargazes they find what beauty lies beyond our world, when The Vek stargaze they find what fate lies beyond our time. Star maps, numerology, and prophecy are integral parts of each Vek's life. Great leaders read the heavens for how wars will go, which empires will rise and fall, and the Vek often ask themselves "are we too late?".
||A mysterious race which remained on Verra, fleeing to survive in the under-realm to survive when all others fled through the divine gateways.
- Heavy Armor
- Medium Armor
- Light Armor
- Cloth Armor
Active Effects and Game Mechanics
||Reduces the Health of the affected target.
|Damage Over Time
||Gradually reduces the Health of the affected target for a period of time.
||Physically mitigated damage-over-time.
||Automatically counter-attack against enemies who strike the target in melee.
||Deal magical damage-over-time.
||Increase the Health of the affected target.
||Increase the Mana of the affected target.
|Heal Over Time
||Gradually increase the Health of the affected target.
||Return a dead target to life, typically at reduced levels of Health and Mana.
|Increased Damage Taken
||Increases the amount of Damage the affect target will receive from attacks.
||Adds threat, making enemies more likely to attack the player.
||Causes enemy targets to automatically switch targets towards the player.
|Hate Over Time
||Increases threat gradually over a period of time, making the target more likely to attack the caster.
||Cause an enemy to lose track of their current target.
||Reduce the player's threat with an enemy, making it less likely the enemy will attack them.
||The target suffers increased damage taken from physical sources
||The target suffers from increased damage taken from magical or elemental sources.
||Temporarily disables all movement and actions
||Disables enemy actions and movement through a forced animation.
||Reduce the movement speed of the affected target.
||The target is rooted to the ground, disabling all movement but allowing other actions.
||Pull a distant enemy towards the player.
||Move rapidly towards a distant enemy.
||Push a nearby enemy back some distance.
||Leap backwards from your current position.
||Escape active non-animation based control effects.
||Leap forward from your current position.