Ashes of Creation is a western
upcoming MMORPG set in a world of high fantasy where the player’s choices will
shape and define the world around them. In the world of Verra players will face both
PVE and PVP elements in their adventures. But, you probably already know all of that,
and today you are here to find out how you will do that, what will your character’s race be?
What class will you pick to achieve your goals? And what options are you
even offered to pick from? Fear not my friends, without spoiling anything
yet, I can say that there is massive variety, most probably, you will be able to
build exactly what you have in mind without having to fear restrictions that
may have posed problems in past MMORPGS. If you like this type of content and want
to see more Ashes of Creation in the future, consider subscribing to the channel! Now get comfortable and get your snacks
ready because we are about to start. Ashes of Creation will offer 9 playable
races to pick from, out of which, eight will be split from a mother-race, with
the 9th being more special and independent. Each race has it’s own starting
area located in the ruined cities of the four ancient races of Verra.
Players will be able to choose between starting areas by selecting their respective divine
gateways, regardless of their choice of race. The races in Ashes of Creation are not
gender or class locked and they are primarily humanoid in appearance. Also, once
selected, a character’s race will be final. Racial benefits include each race having
different base stats and racial augments, these augments are capable of
being applied to active skills and will change how the ability works
and also apply cosmetic effects. So, keep in mind that your race won’t just be a
matter of looks, it will integrate deeply into the class system, and it will augment it.
The result will be that a dwarven fighter, for example, and an elven fighter
will feel different to play, even though they will serve the same role.
And now, let’s see which are the available races! The Aela Empire is the largest nation on Verra.
Their borders touch upon every other nation; Aela Humans are split into two
races: The Kaelar and the Vaelune. 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. These are the foundational
principles of the The Vaelune, they were forged in the heat of the desert, and through the ages
became a blade that bends, but does not break. Through the development of a complex web
of relationships and savvy negotiation, the Vaelune grew into one of the wealthiest
empires in Sanctus, despite having few natural resources to exploit themselves.
Their environment has taught them what it means to kill or be killed, whether through the beasts
of the desert or the snakes in the market square. The Dwarves are split into 2
races: The Dünir and the Niküa Stoic. Tradition. Forge. Most of the
people from the old world would see a mountain and think nothing of it. The Dünir saw
a defensible home full of riches. The Dünir take immense pride in what they craft and what they
build: fortifications that seem impregnable, war hammers that never break, or beautiful gems
for their royalty. Don't be deceived by their stout stature. They're pound for pound the
strongest warriors the world has ever known. Courage. Freedom And family
These are the principles the nikua live by. 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
advancement of the family. The question is: will you progress your people from the mountains of your ancestors?
The Kaivek Orcs are split into two races: The Ren'Kai and the Vek
they both hail from the Kaivek Protectorate, where they were taught that it was the will of gods that
all Orcs should rule over the nations of Verra. More recently the kaivek have adopted a policy
of peaceful coexistence with their neighbors. This lead to a split between the orc kind
So, first, let us start with the Ren’kai: 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. And now, moving on to the Vek:
Celestial. Purpose. Fate. These are the words that the Vek live by. When one stargazes
they find beauty that lies beyond our world, when The Vek stargaze they find fate that 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?" The pyrian kingdom lies in the great forest
of Eranthia, their capital is among the oldest and most beautiful cities in the world, while
their universities of magic and martial studies are unmatched in the lands of Verra.
The elven race is generally a secretive race, and they are split into the
Empyrean elves and the Py’rai: The Empyrean are guided by
pride, culture and imperialism Though not as numerous as the Kaelar, the
Empyreans are a force to be reckoned with. They have elite military forces
and a highly structured government. The empyrean elves surely have a plan
to carve their place in the world. On the other side, the Py’rai have their
ideologies rooted into Nature. Balance. And Fury. They believe that All things come to balance
in time, and that nature always has her way. Do not let their love for nature fool you though,
it is very rare for Py’rai to take prisoners. This race excels at using bows and spears.
The 9th and final race are the Tulnar, their name stands for the forgotten. This race
is a combination of four major races and many minor races that were left behind on Verra after
the apocalypse. To escape the corruption that befell Verra, they have fled to the Underrealm.
The tulnar is the only race with the capability to adjust racial appearance in a significant manner.
Players will be able to adjust their character to be either more reptilian, mammalian,
or humanoid, plus some other variations Now, even though the lore and
story of this race is sad, the saddest thing is that it has been stated that
we will not be able to create Tulnar Catgirls. The second decision you will face
is what class you should select. Don’t be intimidated, Ashes of Creation
uses the traditional and familiar trinity of Tank, DPS and Support.
At the start of the game a player chooses their primary archetype, this
cannot be changed so choose wisely. There are 8 archetypes which
essentially define a character’s role: The Tank, Mage, Fighter, Cleric,
Rogue, Summoner, Ranger, and Bard. At level 25, the player is once more faced
with this decision, he has to pick from the same 8 archetypes. This secondary archetype
may be be changed, but not on-the-fly. The combination of these 2 archetypes
you pick will define your class, and there will be 64 classes available.
To better explain this, let’s use some examples: Let’s say, at level one you chose fighter as your
archetype, so right now you are a fighter, but at level 25 you go ahead and pick mage as your second
archetype. Now, follow the arrows - You would then become a Spellsword, and that’s your class.
This combination opens up augments that can be applied in your primary skill tree.
For example, fighters have a Rush skill that allows them to rush towards the target. A
mage’s augment could be applied to the rush skill, which would now teleport the player to the target,
thus eliminating the charge time on the skill. Let’s have another example, let’s say you
picked ranger as your starting archetype, and you pick summoner at level 25, your
class would end up being a Falconer. While we do know what the basic archetypes can
do, unfortunately for the 64 class combinations, we are in the dark at the moment. There is
very limited information available about them, and the mage augmenting the fighter is the only
example we have, so, keep that in mind for now. Now, let’s see what the 8
archetypes are capable of. We are starting with tanks:
Protection. Command. Execution. The tank acts as a shield for himself and his party,
altering the battlefield to execute his strategy. A mastery of focus and control allow Tanks to
achieve their primary goals - those of helping their team mitigate incoming damage,
and to dictate who stands in the line of fire. Tanks will have different build options, such as:
Evasion tanks, Control tanks, and Shield tanks All classes with tank as primary
archetype will be viable for endgame. The tank classes are the following: The
knight, Guardian, Nightshield, Warden, Spellshield, Keeper, Paladin, and the Argent.
Mages are masters of Imagination. Destruction and Power. They cause devastation across large areas,
and can apply elemental energies to break through any defense. While masters of mass chaos, Mages
are also adept at focusing in on the foes at hand. The Mage archetype offers four elemental schools
as augments to a character's primary skills. The elements may have more influence
in certain seasons and climates. For example, ice abilities may be stronger
in winter. This affects both PvE and PvP. The mage classes are: Battle mage,
Spellstone, Shadow caster, spellhunter, archwizard, warlock, acolyte, sorcerer
Restoration. Enhancement. Debilitation In a world full of danger, clerics are
vital to every squad. They can protect their allies in a number of ways, and when
necessary, rip the life out of their enemies. As masters over the very essence of vitality,
they can sense the broken and corrupted... they can heal and even resurrect those that have
been wounded or they can steal energy from their foes, effectively turning their enemies’ powers
against them during the heat of the battle. Clerics keep their team in the fight by bolstering
their combat abilities and cursing their enemies. Instead of simply supporting
their allies through healing, a Cleric is also capable of wielding
destructive force in the face of danger By starting as a cleric,
your class choice will be: The templar, apostle, Shadow disciple, protector,
oracle, shaman, high priest, and the scryer. The rogue is a master of opportunity, using
skill, positioning and the environment to dish out frightening amounts of damage.
In their downtime rogues provide solid utility, helping their friends navigate
dangers otherwise unseen. The rogue is a more physical and control
oriented class. Applying bleeds or snares, having situational damage and utility. Being
stealthy. That’s the role you are going to play. While all classes are capable adventurers,
rogues excel at delving the deepest dungeons and finding the most hidden of treasures.
Rogues will have utility skills that enable them to discover hidden doors or traps
and maybe even additional treasure. In dungeons, these will be randomly spawned
throughout different times of the day to ensure that encounters are not the same each time.
Stealth will not render rogues completely invisible, Instead, there will be indicators
that can help players find stealthed individuals. Rogues will have the following classes available:
The Duelist, Shadow Guardian, assassin, predator, nightspell, shadow lord,
cultist, and the charlatan. The next archetype is the ranger:
Death from afar is the ranger’s purpose. 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. Rangers are going to have a minimum distance
requirement where they are eligible to use their ranged weapons. And there will be Augments
that can increase the range of certain skills. A character may equip up to two hand weapons
and also wear a ranged weapon on their back. On your backslot you will be able to equip
Ranged weapons, shields, cloaks and accesories, but only one of those can be shown at a time,
this will be determined by the player’s choice. Characters performing ranged abilities will switch
to their ranged weapon, then they can switch back to the melee weapon. You will also be able to
set the ranged weapon or the main and offhand selection as your primary weapon. What you pick
will end up being used for your basic attacks. Choosing ranger as your primary archetype will
let you become one of the following classes: The strider, sentinel, scout, hawkeye,
scion, falconer, soulbow, or the bowsinger. The fighter is an expert in physical combat.
A master of many weapons, the fighter strikes fear into the heart of his foes.
The fighter is a mobile physical DPS. They are able to traverse the
battlefield by closing gaps quickly. This class focuses on dealing burst damage
while not letting his targets escape. Many times, the responsibility of
cutting through the enemy lines falls on the fighter, a true warrior that
can get to the back line of his enemies and take out the support. That’s what he is.
Fighters are also very versatile and are able to wield a wide arsenal of
weapons, either ranged or melee. If you start out as fighter, the following
classes will be available to you: The Weapon master, dreadnought, shadowblade, hunter, spellsword, bladecaller,
highsword,and the bladedancer. The summoner, this class 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’s no situation they can’t handle. This means that Summoners can shift their roles
easily to fill gaps in a group's composition. The summoner uses many abilities that
channel through their pets. You are essentially playing through your summons.
We will be able to have up to three pets, they can be either Tank, DPS or
Support summons, their abilities will also appear on the summoner’s hotbar.
These pets will exist until they are killed, another summon is cast, or the summoner logs off.
You may be able to name your summons, but will not be able to change their creature type.
Depending on the class and augments you choose, you may be able to summon Animals,
spirits, and even undead creatures (like zombies and skeletons).
Summoners can collaborate to summon larger creatures, such as Golems.
Your class options will include: Wild blade, the brood warden, shadowmancer, beastmaster,
spellmancer, conjurer, necromancer, and enchanter. The last archetype we are covering is the bard:
Truly a force multiplier, the bard weaves songs of glory and conquest, inspiring his comrades to
reach greater heights. The bard knows secret and powerful words, is able to materialize terrible
nightmares, or convince foes to become friends. Bards are a support role that
makes the party better as a whole. They are intended to amplify a party or raid's
ability to perform within their own class. That amplification isn't just intended
for DPS, but also for support, for healing, for taking damage, for movement.
All of this will be more effective based on proximity, mobility and placement in battle.
It has been stated that the bard will not be a buffing machine where they are only
good for their buffs and then you get kicked out of the party. Instead, the buffs
are going to be related to how they perform. Bards are intended to not be purely support
focused. They will be a "jack of all trades", including offensive and defensive combat abilities
in addition to support abilities and buffing Bards will have a wide range
of abilities to choose from, such as wordsmithing, acting, and musical aspects.
With bard as your starting archetype, you will unlock the following classes:
The tellsword, Siren, trickster, song warden, magician, songcaller,
soul weaver, and the minstrel. And that’s it for now guys. Remember
the game is in it’s early phases and it’s constantly getting changed and updated.
I hope that for now though, I gave you a decent overview about the races and classes of this game.
Consider subscribing to the channel because I will cover any future changes like
new races or classes and many other updates regarding Ashes of Creation.
If you found the information useful, hit the like button, it really helps the channel
out and if you didn’t maybe hit the dislike and tell me what I could improve for the next video!
If you watched up until this point, tell me, what class will you play in Ashes of Creation?
Thanks for watching and see you next time.
I’m late to the party but I’m really hoping they have Orcs! I think they will since Steven loves lineage 2, but I always love playing big burly orcs with fist weapons
I always love the naturish elven race like in LotR or WoW. So prolly gonna go for the Py'rai. Too bad that my favourite race the druid isn't avaible in the matrix, but as I've purchased the The Dying of the Light package this month, I propably gonna roll a Kaelar paladin for the RP :)))
Race: the one that works best with Mage
Probably a Tulnar guardian or a human templar.
If you can tell me what the specialized classes have and can do, I will tell you. What does the Soul Weaver and Scryer have in terms of abilities and role operations?
It's probably the most important aspect of an MMORPG. When people look into an RPG, they tend to see what classes are available first and foremost.
It's curious why this aspect wasn't more developed and they decided to flesh out the tertiary dynamics more.
If I missed something that has those details of each of the 64 classes please let me know because the core classes don't have very much that looks interesting or far too few abilities on their own.
I'm kinda curious about the Tulnar and how customizable they'll actually be. So I'm leaning toward Tulnar and either Blade Caller or Wild Blade cause I like the names of them lol
Whichever makes me a better chef :)