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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Enchanter - Sorcerer
JC31
Member
Hello, I can't help but ask the question. What will the differences be between an enchanter and a sorcerer? Not sure if this question has been answered yet. Both have a bard as their secondary archetype.
2
Comments
All we know at the moment, is that the Enchanter will have Summoner skills with a Bard twist, and the Sorcerer will have Mage skills with a Bard twist.
"Class abilities
Primary skills (class abilities) are based on a player's archetype.[9]
A player may choose a secondary archetype when they reach level 25.[8][4] The player can then augment their primary skills with effects from their secondary archetype.[8][4][9][45]"
https://ashesofcreation.wiki/Classes#Classes_by_archetype_combination
I hope they make it more dynamic than that where most of your abilities change by adding a archetype that better reflects the combination or flavor of the character as a whole.
Sorcerer is primarily a mage at its core with bard augment pathing allowances
Enchanter is primarily a summoner at its core with bard augment pathing allowances
Class augments
A player may choose a secondary archetype when they reach level 25.[8][4]
Each secondary archetype offers four different schools of augmentation.[20][21][4][22]
Each augment school affects a primary archetype's skills in different ways.[49]
Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[46]
Class skills are not affected by the type of weapon that is equipped.[47]
https://ashesofcreation.wiki/Classes
Based on the current wiki for augment schools we currently know:
Cleric = life or death
Mage = Magic Schools
Rogue = Stealth
Ranger = Hunts
Summoner = non-equip weapon summons
Bard = N/A
Fighter = N/A
Tank= N/A
Racial Augments
These essentially just change how the primary ability works with or without visual cosmetics.
Religious Augments
Acquired through religious questlines and apparently applied on top of class augments.
Then we get into synergies with status effects and procedurals related to class augments (and religious?).
https://ashesofcreation.wiki/Synergies
https://ashesofcreation.wiki/Status_effects
This is from Vaknar's response to my last question in the monthly Q&A:
It appears your base-set of abilities will be determined by your initial class-selection; any subsequent class-mix selection will simply augment/alter the skills of the base-class.
I hope that is the case. Although I also hope that a tank ranger combo known as the warden would allow me to use bows since the tank initially may or may not use bows for a secondary weapon.