Abilities

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 Abilities

AssassinBarbarianBear ShamanConquerorDark TemplarDemonologist
GuardianHerald of XotliNecromancerPriest of MitraRangerScion of Set

Click on a class name to find currently known information on combos, auras and spells pieced together from videos and AOC expositions!


Abilities are the combos, the spells and the stances that you will acquire through leveling. As you gain new levels you will be able to find shopkeepers who sell spell scrolls, and some might even be found through adventuring. The stances and combos, however, will be automatically granted to you as you level up.

  • Combos: These are melee combat techniques that you receive as you level up. You perform combos during fights by executing a series of different swings with your weapon, resulting in a fascinating animation and a bigger damage output. It can also lead to other effects, such as stunning your opponent.
  • Spells: It wouldn’t quite be a fantasy role-playing game without it (though Age of Conan is very much a low-fantasy game where magic is terrible and dangerous), and by purchasing spell scrolls or finding them in your adventures you will be able to acquire new spells that you can cast. They are not automatically trained.
  • Stances: To make combat even more interesting we added the stance system which allows you to go into a certain position when fighting. Attacking stances might allow you to do more damage but will also lead to you taking more damage. Then again, a defense stance might work the other way around.


Image:Barbarian_combobar_beta.jpg
(Above: a Barbarian's combo bar.)


Combos and spells can increase in effectiveness, for instance by investing in certain feats. For instance, the Glowing Embers feat for the Demonologist will make the Flamestrike spell do more damage, while the Boiling Blood feat for the Barbarian will make all his Berserk combos do even more devastating damage than usual.

"We are putting a tremendous amount of effort into making character development in Age of Conan something you can really sink your teeth into," say game designers Griffin and Michaels. "We want to give you a lot of different ways to play the game and we want to make sure character development feels easy to understand."

[edit] Further Information

Q: "Can you clarify how the spellcasters will play ingame vs. the melee classes?"

A: All classes have combos, but these only relate to melee combat. The spellcaster classes won't add much to their melee repoitore after the early levels and so only need the three directions everyone starts out with for the entire game. While each direction (1,2,3) does a single melee strike for damage that adds to the effect of the completed combo, spellweaving does not have the same effect. (ie you don't hit 1,2,2,2,3) to have 5 minor spells create a large combo spell.
Instead we have spellweaving. There will be a starter icon (can be linked on hotbar) that begins the spellweave. You then select the variety of spells you wish to put in the spellweave (by either clicking their icon or the link on the hotbar) unlike melee combat you are receiving no effect for any of this until you hit the "finish" spellweave button which then fires off your mix/mash of spells in one go. Again spellcasters will have combos, but they will only be for melee combat and they will be quite rudimentary as you don't really build on them past the early levels. (source)

[edit] See also

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