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Alpha-1 early quest user interface.[1]

Questing in our world combines the best elements of traditional MMO’s as well as the introduction of our unique player driven experiences. Ashes of Creation offers area quests, public quests, and quest chains that change dynamically and in real time based on the player’s experiences and choices. Players will have the ability to directly alter world events and change the landscape through their actions, as an individual and as a community. Server quests will allow political rivals to compete for the fate of the world.[2]

Alpha-2 quest journal user interface early preview.[3]

We actually used the journal as one of our test cases for the style guide because it's a very complex screen. There's a lot of things that are going on, where we have different tiers of story arcs that might be available for players; and so we wanted to make sure the color denoted different information for them. We also have iconography to support that as well; and we have a little bit of a twist on what a traditional quest system would be like. With these story arcs we wanted to make sure that it was organized in a familiar way, but also something that supported all of the designs needs.[4]Colby Marchi

Missões in Ashes of Creation are divided into three categories: Events, Tarefas and Narrative quests.[5][6][7]

We’re going to be breaking up what is traditionally called ‘questing’ into three different categories: Narratives, Events, and Tasks. We want to avoid going down the path of trying to force narrative into gameplay where it doesn’t really fit (ie: filler stuff that doesn’t really relate to what’s happening in the world).[7]

Questing will be placeholder until Alpha-2.[9][10]

List of quests

info-orange.pngEsta seção contém informações do teste Alpha-1. Ele será atualizado quando novas informações forem disponibilizadas.
Quest Location Quest giver XP reward Steps
A Mountain Hike Winstead Sir Jansen 5,200 7
A New World Alpha-1 starting area Given by default 10 1
A Place Like No Other Alpha-1 starting area Sergeant Landry 1,700 2
Aiding the Order Alpha-1 starting area Jhal 350 2
Arrows to the Corporal Alpha-1 starting area Lieutenant Griori 10 3
Becoming Skilled Alpha-1 starting area Lieutenant Griori 10 2
Cave Survey Alpha-1 starting area Corporal Cuhlum 4,000 4
Crafting a Sword Alpha-1 starting area Blacksmith 3,000 8
Crafting a Wand Alpha-1 starting area Blacksmith 3,000 8
Finding a Foothold Alpha-1 starting area Given by default 65 3
Gather Nightbloom Alpha-1 starting area Eswyn 4,000 6
Hidden Inferno Alpha-1 starting area Lieutenant Griori 18,600 10
Honoring Ancestors Alpha-1 starting area Attendant Wynden 3,000 3
Lesson One: Zoology Alpha-1 starting area Scholar Rhea 2,400 7
Lesson Two: Botany Alpha-1 starting area Scholar Rhea 2,400 5
Magical Ice Alpha-1 starting area Olexia Fobrasna 18,600 4
Meet the Headmaster Alpha-1 starting area Lieutenant Griori 1,700 1
Narrative: A Burden to Bear, part I Winstead Mysterious Corpse 7,700 2
Narrative: A Burden to Bear, part II Na'ala Changeling Girl 7,700 4
Prepare to Craft Alpha-1 starting area Blacksmith 10 2
Seeping Poison Alpha-1 starting area Headmaster Varus 18,600 3
Talking Shop Alpha-1 starting area Merchant 10 2
Task: Perimeter Patrols Alpha-1 starting area Lieutenant Griori 1,700 4
Task: Predator or Prey? Alpha-1 starting area Lieutenant Griori 1,700 2
The Apparition Alpha-1 starting area Location based 18,600 10
The Final Lesson Alpha-1 starting area Scholar Lodi 3,000 9
The Warrior's Prayer Alpha-1 starting area Attendant Wynden 3,000 5
They Deserved Better Remains of Oakenbane Keep 3

Quest givers

Alpha-1 early quest giver nameplate indicator.[1]

As opposed to what we may be used to in other MMOs where you see giant question marks or exclamation points, we've gone a little bit more subtle with the way that certain NPCs reflect their dialogue or quest availability. There's a slight shimmer that exists over the name and their color: Green represents quest logs- quest paths and then the gold represents the shops.[5]Steven Sharif

Quest giver NPCs in Ashes of Creation have subtle indicators rather than obvious question marks or exclamation marks.[5]

  • Quest givers are identified by a green shimmer on their nameplates.[5]
  • Not every quest/quest-giver will originate from within a node.[11]

Quest markers

There are not going to be obvious quest markers, such as question marks and exclamation marks telling players where to turn.[12]

  • There will be subtle ways that players will acquire knowledge that something is to be done in an area.[12]

List of quest givers

Alpha-2 work-in-progress quest dialog designed by Colby Marchi.[13]

When you're servicing multiple dialogue trees that have many different options, this approach is really conducive to keeping those options front-and-center to the player: letting them see that and navigating through the dialogue tree with a very easy to interact with quest window.[13]Steven Sharif

info-orange.pngEsta seção contém informações do teste Alpha-1. Ele será atualizado quando novas informações forem disponibilizadas.

List of quest rewards

info-orange.pngEsta seção contém informações do teste Alpha-1. Ele será atualizado quando novas informações forem disponibilizadas.
Item Icon Item type Rarity Level requirement Set
Frayed Cloth Gloves b58531bc-dfc5-4ffe-b945-57106ce799ba-0.png Gloves Common 7 Frayed
Iron Longsword GreatswordIcon.png Sword Common 1 Iron
Iron Wand 45180dea-dd3e-497e-94ae-93af57b2e6b7-0.png Wand Common 1 Iron
Lava Forged One-Handed Sword d8097cb1-34c8-4312-933f-3040305645b6-0.png Sword Rare 12 Lava Forged
Lava Forged Wand d36dda14-5a9e-4744-8715-9f7c471b0105-0.png Wand Rare 8 Lava Forged
Refurbished Plate Gauntlets f6bab455-aaf6-43c2-8de3-298312e484b1-0.png Gloves Common 7 Refurbished
Sharpened One-Handed Sword 77226313-9678-43f1-8fd8-e298344dfcaa-0.png Sword Uncommon 5
Tiller 7a088b0d-ff65-40ad-9ce3-2d0e6eaa77ff-0.png Tool Uncommon 1
Tome Of The Tundra SpellbookIcon.png Spellbook Epic 15


The world of Verra is a dynamic and ever-changing landscape filled with wonder, adventure, and danger. One of the many mechanics that allow us to achieve this adaptability is Events. Events are one of the primary ways that players will experience content. Events focus on delivering a reactive world that keeps players on their toes while changing up gameplay in a fun and unique way, providing challenges, and shaping the world around them. Players will encounter events throughout their entire time on Verra - from early progression to high-level dungeons and raids.[14]Peter Bisulca

Corrupted area in Alpha-1, design by Mia DelCasino.[15]

I think Ashes' whole premise is to incorporate events and changes and evolution that not only represents player activity but also incorporates random story driven interruptions to the normal flow of the world; and whether that be through blocking off specific roadways that are the lifeblood of a particular node's incoming resources, or having random raid boss appear in a zone that never traditionally they did before; and as a result it incurs a complete change of climate that's now affecting crop rotations; and only specific crop can come from that zone; and now the whole economy of the world has been thrown into chaos because no one's been able to down this boss yet, we can't get the corn we need in order to build the reagents on the alchemical side to create this craft- That's the type of domino effect system or event you want that appears in a natural non-injunction way, but it presents a problem to the players to that they have to accomplish something at least if they want to change it back to the status quo. Those I think are compelling events and those I think are ways that the world can introduce an element of randomness that reflects what we experience in the real world.[16]Steven Sharif

Events are things that happen in Ashes of Creation as the result of development in the world.[16][17] They can take the form of quests, pop-up triggered events or other narratives that happen throughout the world.[14][18] Events are scaled to fit local, regional, and global needs.[19][7]

Events are where you’ll find your public quests, though these will be scaled to fit local, regional, and global needs. They’ll also have consequences locally, regionally, and globally, for good (if they’re taken care of successfully) or for ill (if a fail condition is reached).[7]
Events... can be local, regional or global, and consist of boons or banes. They’re triggered based on a lot of different variables, and some may be one-off Events that occur once, and never again. If an Event is handled successfully, then something good happens to the local, regional, or global area. If it fails, then something bad befalls the local, regional or global area. They’ll relate to the overall Narrative, but don’t fall into its overall structure (for the most part). These are the things that will be written into history, and we imagine that as time grows, each server’s history will diverge more and more.[24]
Some of the events that spawn have consequences that lead to node attacks; and enemies have a particular type of hate list on certain buildings that a node may have access to when they attack during an event; and that hate list might relate to- or that building choice might relate to something that is indicative of the storyline for that particular event; or it could be something that is more pivotal to the defense of the city. If the city doesn't respond to these types of things that might weaken them for potential player attacks afterwards.[27]Steven Sharif
  • There are events that lead to the spreading of corruption that players will have to fight back against. When these events occur players will need to participate to keep the intrusion on the material plane back.[25][31][32]
There are certain effects that can happen in a world that does not have a proper response from the player population and that's the whole idea behind these events that can happen; that you know feel like these are natural world progression events if corruption starts to show itself as a response- as a push back to the player's development of nodes in the world itself.[25]Steven Sharif
  • If events don't occur within a certain time period, they could occur randomly.[17]
  • There may be one-off events.[24]

Events do not directly impact class effectiveness but there may be ancillary effects in terms of availability of equipment, enchantments or tattoos.[33]

Event types

There are a variety of different types of events that occur based on random chance and other interdependencies.[14]

Monster coin events

Monster coin concept art.[14]

Let's say for example you have an event- that is the predicate for this event kicking off was that a raid boss was killed in a nearby dungeon; and it was killed for the 50th time, or it was killed by some particular storyline end or whatever the predicate system is in the world state to say "hey kick this event off". Well, when that event kicks off a number of spawners activate around the node and NPCs start moving towards a node. The node is notified, like "hey there's something happening here, you guys should put up your defenses focus on this thing"; and those with monster coins who are within the area and are not a citizen of the node or an affiliated node can choose to activate the monster coin to become one of the monster types that exist within that event; and that event has a number of targets; and let's say for this particular story arc the thing was we need to find artifacts and better weapons in order to defeat these bosses at the bottom of this dungeon; and a lot of players went through that process they found those weapons and whatnot. Well those things might be stored in three buildings that exist within the node. They might be stored within the armory; they might be stored within the barracks; and they might be stored at a workshop that has access to a workbench that they've chosen to build and that could also potentially serve as a predicate; and when you become the monster those are your three objectives; and you don't need to destroy all three. You potentially just need to destroy one, or you destroy as many as you can if it's a time selected event; and you might have targets that are NPC-related as well, such as the blacksmith that's at the workbench, or the captain of the guard who's at the barracks, or whatever who's at the armory; and you get to go in and you get to kill other players potentially during this who are helping to defend the city; and you can also make it to the objectives and potentially help in destroying the building, or killing the NPCs. That is the type of objectives that would exist within a monster coin system for an event.[39]Steven Sharif

Pre-alpha monster coin system.[40]

Sometimes the disturbed beings could take the form of packs of dire wolves, hordes of zombies roused from their graveyard, or even, rarely, an epic-tier dragon flying out of a volcano once a node reaches its maximum level. In any case, the disturbed monsters have to tackle a series of destructive objectives, which can either be handled by the the AI or, more interestingly, by a player. The player in turn would attempt to complete all those actions much as in a multi-objective quest, hopefully before other players brought him or her down.[41]

Moedas do monstro enable players to play as monsters within the monster coin event system. This ranges from playing as a horde of zombies, to becoming a massive dragon.[27][30]

During a Monster Coin Event, players will be able to activate Monster Coins, allowing them to become monsters and wreak havoc! These Events can be triggered in a variety of different ways, and in some cases they may even provide cosmetic rewards.[14]

Monster coin events are system spawned events.[27][29]

  • They are structured in a way to prevent groups from gaming the system.[29]
  • Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.[42]
  • Server messages appear for players in the vicinity of these dynamic events.[43]
  • The player will have a number of potential objectives they can choose to attack during the event. This may include node buildings, points-of-interest, dungeon, NPC, or other open-world objective.[39]
When you're playing as a as a monster from the monster coin use as part of an NPC event that might be targeting a node, or other some other open-world objective or POI, or dungeon, you get to participate as a monster and your focus is completing objectives that have already been prescribed as part of the event.[39]Steven Sharif

The Ancients are not going to be part of the monster coin system.[46]

Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they're not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses. They haven't quite gotten there, and who knows if they ever will, but that kind of attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[47]Steven Sharif


Tarefas are quests without excessive amounts of text.[48]

  • Tasks refer to node-based objectives that are narrative based.[48]
  • Tasks come and go in regional areas; and react to events in the world.[48]

Tasks are hyper-local to individual Nodes, and will be centered around developing the Node that they belong to. If you want to go kill five wolves, this is where you’d do it. You can kill five wolves on your own, and that will count toward Node progression, but if a Task is offered to kill five wolves, then both the Node and your character will get bonus XP when that task is completed. Tasks will be numerous and varied, and will reflect the different gameplay styles that players can engage in within Ashes – there will be crafting, exploration, combat, and gathering oriented tasks (among many others).[7]

Narrative quests

Narrative quests will focus on gameplay that reflects the story and won't contain "filler".[7]

What you find in the Narratives category is where you’ll find most of what you might call traditional quests. Because we’re jettisoning filler, we’ll have the resources to craft a really excellent story, with gameplay that reflects the scope of that story.[7]

The world of Verra will be the same on each server, but Nodes will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[49]

We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[24]

It kind of redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you know you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, you know it's incumbent upon you to manifest that in the game.[51]Steven Sharif

Story arcs

Depiction of Laria Lemonte, an important character in Ashes of Creation lore.[52]

Story arcs drive narratives that play out on a particular server. Within these story arcs are specific points that can pivot to tell different stories based on predicates in the world.[53][54][55]

Within the context of these story arcs, there are specific points that they can pivot to tell a different story. That different story can be based on predicates that are in the world: from a player decision standpoint, from a cultural representation standpoint, from situational to which node gets developed. There's a lot of different components that interact with the way the dialogue and narratives play out on a particular server; and what that means is- and I've said this from the beginning many sandbox MMORPGS, they do not create as much curated content as theme-park MMORPGS; and their excuse for doing that is because they incorporate player-driven mechanics. But that's a bit of a cop-out and it's the opposite approach that we've taken with Ashes of Creation; and the reason for that is, if you give the player a door and there's nothing behind that door then opening the door is meaningless. So what we have to do is we have to create a very functional story arc system that provides content in many different ways, but is behind a door of world progress or world development that is then executed by the player population. And that's how we construct our narrative systems.[54]Steven Sharif
Even player driven mechanics will still have story components. There will be a reason why the player driven mechanic is available or required of the player; so you know every system that's created touches a story.[56]Steven Sharif
Every stage a node develops it's unlocking narratives, storylines, it's changing the spawn population of the area around it, changing what bosses exist, it's triggering events where you may have legendary dragons attack the city. It's basically writing the story of the server based on the actions and determination of the players. So, you may experience a dungeon one month earlier and have a completely different story that relates to this location the next month, because something has changed either geopolitically or from the node standpoint.[58]Steven Sharif
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.

Certain story arcs can be unlocked through the bulletin board system. Certain requirements would need to be met in order to access story arc quests.[59]

Missões de História

Missões de História podem ocorrer ao longo de múltiplos estágios. É possível falhar nesses estágios das missões.[60]

Haverão muitas missões diferentes com estágios no desenrolar da história; e esses estágios podem falhar. Você pode falhar uma história, o que é horrível se você parar pra pensar mas, ao mesmo tempo, é um risco que torna o seu investimento muito mais importante.[60]Steven Sharif

Epic/legendary quests

Epic and Lendários quests affect the narrative of the game.[6] These quests will unlock gated content.[62]

Server history

The history of each server will be tracked and visible to players in a node's library.[64][65]

We're gonna keep track of the history of the world so that we can tell people the story up to the current day. A player who's brand new, who's come in at the six-month mark can take a look at each server, what each server has done, how each server has tackled the storyline; and they can decide for themselves what community they want to join; what version of the world that they want to take part in.[65]Jeffrey Bard
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.
  • Scribes may be able to collect and record information about the events of the world as they see it from their point of view.[66]

Daily quests

Daily quests will not be the same as past experiences.[67]

I don't think those will be RNG based. Those will be probably- you will see the reward structure for those types of quests. Will they be dailies? No they won't be in the sense of what we've experienced dailies in the past where you feel so obligated to log in and like you'll miss these things. It's more gonna be focused around like how the world is changing and how the changes in the world relate to your opportunities; and then you know if your location's gonna matter because fast travel is not a thing, where you're located at is going to determine your you know the risk versus reward opportunities that are present; and then depending on the time that those occur.[67]Steven Sharif


Repetition will not be part of progression in Ashes of Creation.[69]

  • There will be no "grindy" quests.[69]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[70]
  • The aspiration is to have more things to do in the game than a player has time to do.[69]

Missões Raciais

Missões poderão ser baseadas na raça de um personagem.[71]

Missões diferentes poderão ser relacionadas ao principal contribuidor cultural em uma base. Isso não travará nenhum conteúdo, mas dará um toque único às missões.[71]

Poderão haver até grupos diferentes de missões que existem para raças específicas, e mesmo que vocês estejam dividindo uma missão para matar um chefe, se você é um humano e eu, um elfo, eu terei uma jornada diferentes que potencialmente me levará em uma direção diferente da sua, mesmo que nossa missão inicial seja a mesma; e isso poderá ser relacionado à principal cultura que contribuiu em uma base, liberando diferentes jornadas para culturas que dividem a mesma dessa principal - não com o objetivo de travar conteúdos, mas sim de dar um toque especial para que não seja tudo igual.[71]Steven Sharif

A raça importa pois as narrativas têm caminhos que também sãoa influenciados de acordo com a principal cultura deuma base... Se você é um Niküa e está em uma base Niküa que é predominantemente Niküa, terá certos serviços ou habilidades como membro dessa raça que outras raças não poderão acessar... Talvez eles tenham missões narrativas alternativas, mas não terão missões específicas. Assim, essas missões específicas dos Niküa vão se relacionar a uma meta-narrativa que está presente no mundo, e os jogadores teerão um certo controle sobre essa meta-narrativa; e isso será beneficial ao seu povo pois erá liberar certos conteúdos que outras raças ainda não liberaram. Então existe um incentive para progredir de maneira a impedir o progresso da raça dominante.[72]Steven Sharif

Missões que são específicas de raça, título, ou clã serão menos de 10% do total de missões. 90% das missões serão iguais para todos os jogadores.[73]

NPC races

NPCs are going to react differently to different tags on a character.[71]

  • For example, Elven NPCs may interact differently with Humans compared to Elves.[71]

Class-specific quests

There will be class-specific quests in Ashes of Creation.[74]

There's going to be a lot of shared quests but there's also going to be class-specific quests; and the reason for that is that some classes are better at others than doing certain things and that'll play itself out through the general community quests. That's fine, but there are certain periods from a designer's perspective where you want to make an encounter be the antithesis of what a player is good at. It also gives them perspective because we have a more fluid class combination system where you can play the line in your traditional role by adding a secondary class that's different from your primary classes role. The benefit of having these class-specific quests early on especially in an archetype is that you can come to a determination and have greater experience for the things you're not good at. So you know how to progress your class in the future with the things you have access to that are different from what you're good at.'[74]Steven Sharif

So you want to give them storyline that's relevant and make sense for them to their class progression. If I'm a fighter I should be going to a barracks and learning from this dude early on. Later on if I want to take on that mage secondary and I'm more arcane in the things I do, or more based in the essence, then yeah it makes sense for my also again for a catered quest to me that lets me focus on that route in the narrative.[75]Steven Sharif

Solo quests

Ashes of Creation provides gameplay options for solo oriented players.[77]

For those solo players who don't really care about finding a community to play with but they want to have one when they need it, there's going to be a lot of opportunities from a dialogue perspective, in-game chat options; you can join as part of citizenships: there's a lot of pseudo factions there- social organizations that give you an in to other players without the strong bonds that typically come with guild-oriented organizations; and I think that that's a comfortable medium between the two.[77]Steven Sharif

Voice acting

NPCs will have voice acted audio greetings.[80][81]

  • Narrated quest lines are not currently planned.[80]
  • Adding voice acting into the game at a later point is a fairly cosmetic change.[80]

Is it difficult to add voice acting later? No, it's definitely not... It's a fairly cosmetic change.[80]Steven Sharif

Voice acting is a fun luxury to have, but it is not only a costly one, but it is also one that takes a lot of logistics.[82]Steven Sharif

Quest driven caravans

Quest driven caravans are used for trade routes between nodes. These caravans are system driven.[83]

  • These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[84]
  • Initiating a caravan from one node to another will create a PvP objective that players will need to defend while it moves along its chosen route to the selected destination.[2]
  • Node-based caravan stats and capabilities scale with their node's advancement.
  • Roads will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[85]

The caravan system is designed to be initiated by the player. Which means, information of the caravans launch time and route, should be a closely guarded secret. Routes will also be diverse, and the world is large, so it might behoove you to scout the route ahead before a launch. Fast travel in our game is also limited, which means unless the guild had knowledge of your plans before hand, it is likely that they will be unable to organize and travel to a location. As far as mass guilds securing trade routes, there is always a bigger fish in the pond. Also caravans will have limitations on carrying capacity and launch windows that will segment mulitiple caravans by several minutes, which would space out the caravans, making it difficult to "zerg" a defense.[84]Steven Sharif

Mayoral caravans

Mayoral caravans are launched by Prefeitos.[86]

Mayoral quests

Prefeitos are able to initiate quest-driven systems that non-citizens can participate in. The mayor can use a portion of their node's treasury or goods as rewards for quest completion. Players will be able to interface with the node to view the quests that are available to them.[87]

Escort quests

Escort quests will require different movement speeds based on the challenges being faced.[88]

There are going to be different speeds that are going to be utilized. So you might be walking through one area and then they might start running and you might have to keep up and that might be time for certain ambushes that are intended along the design path. If you don't address that ambush in a quick manner your escortee has already started running off to the next thing and now he's getting ambushed by the next thing.[88]Steven Sharif

Quests and reputation

Good actions, such as participating in civilization building, may result in that character gaining positive Node reputation. Bad actions taken, such as failing certain quests, may result in gaining negative reputation. This reputation is gained or lost on a per-node basis.[88]

The more good aligned or civilization building aligned tasks that you complete, you get higher positive reputation. But if you get low or bad reputation you could be deemed enemy of the state of a node. You could be deemed kind of a bad actor and it might raise prices for you, but it also might open up certain quest lines that the darker, seedier side of the world are interested in.[88]Steven Sharif

Collection quests

There will be collection quests.[95]

Quest sponsorship

info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.

Players can sponsor quests on a bulletin board.[96]

Removing player corruption

O principal meio para remover a corrupção é através da morte. Mortes múltiplas podem ser necessárias para remover toda corrupção.[98][99]

  • Morrer remove uma parte significativa da pontuação de corrupção de um jogador.[100]
  • O ganho de experiência também reduzirá lentamente a pontuação de corrupção de um jogador.[98]
    Isso cria uma experiência divertida para que os caçadores de recompensas tentem pegá-lo enquanto você está trabalhando para se livrar da corrupção[98]Steven Sharif
  • Missões podem ser utilizadas para reduzir o numero de abates (PK) de um jogador corrompido para que ele acumule menos pontos de corrupção no futuro.[101][100]
    • Faz parte do design uma busca religiosa sendo usada para reduzir diretamente a pontuação de corrupção.[102]
  • A duração da corrupção é reduzida nas bases militares.[103]

Adaptive content

Alpha-1 preview pirate themed dynamic point of interest.[104]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is kind of its final state.[104]Jeffrey Bard

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[105][106] This content adapts to the node progression of the zone it is in.[104][107]

Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[7]

Zonas e progressão

Masmorras, Raids, Chefes mundiais, Mobs, Missões, Eventos, Recursos, Narrativas e outros conteúdos dentro da ZOI de uma bases terão uma variedade de níveis diversa, mas escalarão com o estágio daquela base e com sua influência racial.[112][113][114]

Não temos uma zona exclusiva do nível 25. Em vez disso, uma certa zona pode ter algumas criaturas níveis 10 próximas da estrada, outras criaturas nível 20 dentro da floresta, e ainda outras níveis 30 nas montanhas. Essa escala vai mudar de acordo com as Bases próximas, e no geral a escala fica mais perigoda à medida que a Base evolui. Toda essa civilização atrai a atenção de Coisas-Que-Não-Deveriam-Existir. Isso não quer dizer que regiões selvagens sejam seguras. Talves sejam menos perigosas, mas em todo lugar haverão perigos até para os aventureiros mais experientes.[24]Steven Sharif


Ashes of Creation logo.[115]

Ashes of Creation is a direct reference to the storyline. Without giving too much away, the phoenix is going to be a persistent symbol throughout the first phase of the storyline, and the world that the players will be inhabiting is a long-lost world that has suffered devastating calamity.[116]Jeffrey Bard

The Phoenix is the celestial avatar of the Goddess of creation. Her sacrifice protected the people of Verra during the apocalypse.[117]Steven Sharif

There are different parts to the Lore in Ashes of Creation.[55]

These story arcs drive one or more quest lines.[55]

We're keeping lore very close to the chest and the reason for that is because it is very rich. It is diverse. It will have applications outside of just the MMORPG. We intend to take it much further, but I want it to be something that the players get to reveal themselves, that's not just handed to them and then the experience is lost. They should feel when they're experiencing this that it relates to them on a personal level.[119]Steven Sharif

It is about mythology and discovering what truths mythologies are talking about and finding out what really happened on this world so long ago; and that's part of that discovery process; and we want people to feel that throughout the game, not just in terms of lore but in terms of the world itself.[120]Jeffrey Bard


Ver também


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  2. 2.0 2.1 2.2 About Ashes of Creation.
  3. Vídeo, 2023-01-27 (9:43).
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  6. 6.0 6.1 Transmissão ao vivo, 2017-05-15 (20:58).
  7. 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 7.11 7.12 7.13 MMOGames interview, January 2017
  8. Transmissão ao vivo, 2021-09-24 (1:22:01).
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  10. Newsletter, 2018-08-7
  11. Forums - Livestream Q&A 2022-08-26.
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  13. 13.0 13.1 Transmissão ao vivo, 2023-02-24 (37:11).
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