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Volcano area concept art by Ricky Ho.[1] [2]

We are a high fantasy game... That means that outside of the traditional sorts of environments you're going to start seeing some pretty crazy and wild stuff that will also change based on seasons.[3]Jeffrey Bard

Alpha-1 Oasis environment preview.[5]

This is a second one of two of the large water oasis areas that we incorporated into the tropics biome.[6]Michael Bacon

Hay aproximadamente 18 biomas (entornos) en Ashes of Creation.[6]

We just wanted to represent just about every biome type under the sun really and just have enough diversity over the world that like when you went from area to area , you really just got a contrast of different biome types.[7]Michael Bacon

Listado de biomas

Underrealm biomes

El territorio del Reino subterráneoson inmensos.[11]

One of the important aspects of color play is going to be the distinguishing factor between different Underrealms and the regions that exist in the world: Their color influences set them apart from different regions.[13]Steven Sharif

Las estaciones sobre la superficie afectarán al Reino subterráneo (Underrealm).[11]

  • No será una concordancia de uno a uno: por ejemplo, no nevará en el Reino Subterráneo.
  • Las inundaciones de los túneles y otros efectos estarán relacionados con el clima en la superficie.

The seasons above ground will inform what happens underneath. I mean, it's not going to be a direct one-to-one correlation right, not like it's going to be raining in the underworld, but you will see the effects from above happen down below: You might find tunnels being flooded.[11]Jeffrey Bard

Puntos de interés

Alpha-1 preview pirate themed dynamic point of interest.[14]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is its final state.[14]Jeffrey Bard

Los nuevos puntos de interés (como las mazmorras, jefes de mundo, y zonas corruptas) aparecen conforme los nodos se desarrollan.[15][16]Este contenido se adapta a la progresión del nodo de la zone donde se encuentra.[14][17]

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.[18]

Lista de puntos de interés importantes

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.

Monumentos/Puntos de interés

200 foot tall Pyrian statues in Alpha-1.[24]

Los puntos de interés están repartidos por todo el mundo, lo que permite a los jugadores determinar su posición en el mapa.[24]

From a lore perspective these statues have been around for a long time; and they are representative of the civilizations that existed once on this world before.[24]Steven Sharif

Major visual landmarks. You can look all the way across the horizon have an idea where you're going or where to meet friends or where to meet just based on these huge landmarks in the world.[24]Mat Broome


Ashes of Creation Estaciones in the Riverlands.[25]

Seasons affect much more than just the world around you on Verra. They will also change a variety of mechanics from skills and abilities to crops and gatherables.[25]

Las estaciones afectan a diferentes zonas (entornos/biomas) en función de su ubicación en el mundo.[26][27]

Winter might have a spawner that activates on a road that spawns at large fallen tree and players who see that will have an opportunity to go up and exert some type of one-time action that helps in removing that tree and it might require X number of people to do that before the tree gets removed; and that as an example is not beneficial for the transit of goods because as caravans require- well they don't require but they move better on roads and if that tree were present let's say blocking a road that led to a bridge per-se that they would have to off-road.[27]Steven Sharif
  • Diferentes estaciones pueden afectar al acceso a distintos caminos.[30][31][27]
    • Los pasajes abiertos en verano pueden cerrarse en invierno.[27]
    • Los efectos estacionales pueden provocar obstáculos o bloqueos en el tránsito de mercancías en caravana.[30][31][34]
    • El agua se convierte en hielo en invierno, permitiendo a los jugadores caminar sobre el mismo, pero bloqueando el acceso a lo que hay debajo.[27]
      • El hielo hará que los caminos estén llenos de baches y resbaladizos.[35]
    • Los desarrolladores hablan internamente de las inundaciones estacionales, pero no estarán presentes en la Alfa-2.[36]

Cambios de estación

Right now we're getting some rain which will usher in springtime and so you'll see all the flora that's growing up right now out of the ground.[37]Brian Gans

Las estaciones cambian con regularidad, pero también pueden desencadenarse o alargarse por determinados eventos.[38][39][40]

  • Cada temporada durará aproximadamente una o dos semanas de tiempo real (IRL).[38][39][40]
They might last longer if you don't deal with the dragon, or if you keep that relic active, but these on a cycle on a cyclical perspective as a normal season transition might be exist within a one week timeframe right and then it transitions over a period of hours.[39]Steven Sharif
  • La duración final de los ciclos estacionales está sujeta a pruebas durante la fase Alfa-2.[41]
The weather systems, the season systems, that's going to be a obvious point of testing for Alpha 2 of course. We're going to play around with the different cycles and and times and how they impact the economy, the rotation of resources, the movement of goods: all of those things play into the purpose- one of the purposes of having seasonal systems. So that is something that we are going to play with during our Alpha 2 testing and will land on what feels both most comfortable- is visually appealing, but also has the impact on the economy that we desire to see on the design side.[41]Steven Sharif
  • Las estaciones medioambientales no deben confundirse con las temporadas de PVP, que duran seis meses.[42]
In Ashes of Creation the world will change on a regular basis. Zones will progress in a seasonal cycle, which will alter the very nature of the environment around you. Snow may block pathways that are accessible in warmer months, spring may encourage creatures otherwise unseen to come to the surface, and fall might be the only time that certain crops thrive. This cycle can then take in the state of the world’s Nodes and shift depending on their progression.[34]


Ashes of Creation Estaciones in the Riverlands.[43]

Part of the triggers that can create seasonal change is not just time related for each of our biomes, but they are also indicated by events that occur on the server. Whether that be certain raid bosses forming, or a relic being acquired by a particular node and being activated to change potentially the weather out of a winter state into a spring state: and the reason why a node might have interest in doing that of course is because weather and the seasons also affect skills and abilities.[44]Steven Sharif

Algunos entornos (biomas) tienen climas fijos, mientras que otros son variables.[43][29][3]

During those weather events, the area of effect that the event is occurring in will likely have its climate descriptor overridden by whatever the event is specifically. So tornadoes might be windy, blizzards might be cold. And if an arctic dragon comes into a temperate climate it brings the cold weather with it; and that can be interacting with skills and abilities or other functions like farms.[45]Steven Sharif
  • Habrá tiempo dinámico de intensidad variable.[43][46]
    • Por ejemplo: De llovizna a tormenta, o de ventisca a nieve.
There are climate effects that occur from a buff standpoint. They can also affect skills like, let's say you're using a frost bolt in a winter climate. There's the ability for those effects to be enhanced and/or stronger in those climates.[48]Steven Sharif
They affect crops and gatherables, vehicles, and mounts, ships, creatures; and loot tables change: their behaviors might change. Resistances and weaknesses or synergies might be relevant in certain seasons or weather systems. Targeting might change the AoE radius might grow for a fire effect if you're in the middle of summer, or it might shrink if you're in the middle of a storm.[44]Steven Sharif

Estilo artístico

Ashes of Creation tendrá una mayor fidelidad gráfica que la mayoría de los juegos occidentales. No será demasiado estilizado ni "caricaturesco".[49]

We can push the limits a little bit on the graphical fidelity, especially using Unreal Engine 4... My desire was not to see very cartoony games. I'm not a big fan of highly stylized art.[49]Steven Sharif

Node development

Racial architecture of the same Aldea (escenario 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 No NDA captura de pantalla.

The layout and architecture within a Node’s development area are determined by influential race. For example, a stage 3 Node with the majority of player contribution being Py'rai would have a Py'rai village with Py'rai architecture. Most NPCs would be Py'rai elves, and offer questlines within the Py'rai narrative.[50]Margaret Krohn

Each player’s contributed experience is flagged with their character race and other identifiers. When a Node advances, the race with the highest experience contribution determines the Node’s style and culture. This style and culture change can happen at every Node Stage. For example, if a Node advances to Level 2 - Encampment Stage and 51% of all experience was earned by Ren’Kai players, the Node will be a Level 2 Ren’Kai Node. If that same Node advances to a Level 3 - Village Stage Node, but the Py'Rai contributed 62% of all the experience earned, then the Node will be a Level 3 Py'Rai Node.[51]Margaret Krohn

El diseño de un nodo y su estilo es determinado por varios factores:[52]

Currently the way that the platform system is set up, is it's capable of adjusting the topography of the node's footprint, regardless of the surrounding terrain. So the reason for that is we want to have flexibility in the presentation of the node's layout and how it is essentially both from an aesthetic standpoint as well as a mechanical standpoint with node sieges- how it's constructed and that construction should have the ability to take on a variance of different types of topography. So it shouldn't be dependent on the surrounding area. Now that's not to say that the surrounding area isn't going to have some influence over. So for example... we're experimenting a little bit with the platform tech and putting up a node up against the side of a mountain or on the edge of a cliff or something that has a beautiful vista. Those are things that we're going to test out obviously as we continue to work on the node tool and how that platform system works, but the idea is to have the node independent of the surrounding terrain.[55]Steven Sharif

Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor.[52]Jeffrey Bard

All nodes whether they're associated with a castle or associated with normal node structure has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[59]Steven Sharif

  • El resto es determinado por el alcalde del nodo.[52]
    • Debería ser posible completar varios proyectos de construcción en un nodo durante el mes en el que el alcalde ostenta su cargo.[60]
Q: How long would you say it will take players on average to fill slash build up a node completely from wilderness to metropolis?
A: It's one thing to get a node to a certain level: it's another thing to develop the node; and I can't really give you an on-average expectation, because there's a lot of variables at play. There's how many citizens does the node have attracted to it; what's the type of traffic that the node is attracting to it based on things like its tax rates, or the specialization that it chose to spec into, based on the building types it's chosen to build. All of those things are variables that can affect the quote-unquote "average build-out time" of a particular node. So it's difficult to give you an average when there's so many variables along those lines. But the idea is that if there is a particular project that players are interested in in developing based on the node stage, that they would have the ability to complete several of those projects as within a single term of a mayor; and a term of a mayor is one month.[60]Steven Sharif

Nodos costeros e insulares

Pre-alpha naval concept.[61]

There will be healthy amounts of sea content within the coastlines of the continents that does not fall into the "open sea" area.[62]Steven Sharif

Habrá nodos a lo largo de la costa y en las islas.[63]

  • Estos nodos tendrán influencia y habilidades específicas orientadas al agua, servicios y misiones que tienen relación con el mar.[63]
    • Hay una buena cantidad de contenido marino dentro de las zonas de costa de los continentes que no cae en la zona de mar abierto.[62]
  • Los nodos costeros cambianlas "tablas de generación" del contenido acuático cercano, y pueden accionar eventos específicos.[64]
  • Los puertos en los nodos costeros tendrán misiones relacionadas con el océano y las islas cercanas.[64]
  • Será posible asediar un nodo costero por mar.[65]

Las cadenas de islas son par del contenido naval de Ashes of Creation .[66][67]

Nodos bajo el agua

Los puntos de interés bajo el agua que tengan estructuras de PNJs podrán asemejarse a ciudades, pero no serán nodos.[68]

  • No habrá nodos bajo el agua o en la superficie del mar.[63]

Nodos en el Reino Subterráneo

Los nodos del Reino subterráneo y los nodos que están encima de ellos se consideran adyacentes pero no están dentro de la misma zona de influencia.[69][70][71]

  • Habrá "sangrado" entre los nodos del Reino Subterráneo y los nodos de la superficie en términos de influencia e interacción.[70]
    • Puede haber señales visuales en el suelo que indiquen la infuencia de los nodos subterráneos en esa área.[70]

That might be a little bit of a departure from our design in the past. I know originally like two-plus years ago we were discussing how those would be independent of each other, but I think as we further defined the layout of the world map itself it made more sense for those to have some interaction and influence that's combined.[70]Steven Sharif

Escenarios destructibles

En Ashes of Creation, los escenarios destructibles son un elemento central de la interacción de los jugadores con el mundo.[76][77]

We want destruction to be a very core element of how players make their way through the world.[77]Steven Sharif

Habrá formas de reparar estructuras destructibles (como muros y puertas) también de reparar (o volver a fabricar) armas de asedio dañadas durante los asedios.[78]



Ver además


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  5. Transmisión en vivo, 2021-06-25 (55:39).
  6. 6.0 6.1 Transmisión en vivo, 2021-01-29 (21:55).
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  24. 24.0 24.1 24.2 24.3 Transmisión en vivo, 2018-08-17 (10:01).
  25. 25.0 25.1 Twitter - Seasons.
  26. 26.0 26.1 26.2 Transmisión en vivo, 2022-04-29 (56:24).
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  30. 30.0 30.1 30.2 30.3 30.4 30.5 Pódcast, 2021-04-11 (23:36).
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