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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

Influencias de los nodos

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.[10]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.[11]Margaret Krohn

El diseño de un nodo y su estilo es determinado por varios factores:[12]

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.[15]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.[12]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.[20]Steven Sharif

  • El resto es determinado por el alcalde del nodo.[12]
    • Debería ser posible completar varios proyectos de construcción en un nodo durante el mes en el que el alcalde ostenta su cargo.[21]
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.[21]Steven Sharif


Ashes of Creation Estaciones in the Riverlands.[22]

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.[23]Steven Sharif

Algunos entornos (biomas) tienen climas fijos, mientras que otros son variables.[22][24][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.[25]Steven Sharif
  • Habrá tiempo dinámico de intensidad variable.[22][26]
    • 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.[28]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.[23]Steven Sharif


Ashes of Creation Estaciones in the Riverlands.[29]

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.[29]

Las estaciones afectan a diferentes zonas (entornos/biomas) en función de su ubicación en el mundo.[30][31]

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.[31]Steven Sharif
  • Diferentes estaciones pueden afectar al acceso a distintos caminos.[19][33][31]
    • Los pasajes abiertos en verano pueden cerrarse en invierno.[31]
    • Los efectos estacionales pueden provocar obstáculos o bloqueos en el tránsito de mercancías en caravana.[19][33][36]
    • 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.[31]
      • El hielo hará que los caminos estén llenos de baches y resbaladizos.[37]
    • Los desarrolladores hablan internamente de las inundaciones estacionales, pero no estarán presentes en la Alfa-2.[38]

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.[39]Brian Gans

Las estaciones cambian con regularidad, pero también pueden desencadenarse o alargarse por determinados eventos.[40][41][42]

  • Cada temporada durará aproximadamente una o dos semanas de tiempo real (IRL).[40][41][42]
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.[41]Steven Sharif
  • La duración final de los ciclos estacionales está sujeta a pruebas durante la fase Alfa-2.[43]
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.[43]Steven Sharif
  • Las estaciones medioambientales no deben confundirse con las temporadas de PVP, que duran seis meses.[44]
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.[36]

El ciclo del día y la noche

Alpha-2 day/night cycle.[45]

Day and night cycles in Ashes of Creation are actually over the course of a few hours.[46]Steven Sharif

En Ashes of Creation existe un ciclo día/noche.[48][49]

  • Los ciclos de día y noche ocurren en el transcurso de unas pocas horas.[46]
    • Quince minutos IRL (In Real Life) pueden equivaler a una hora en el juego, pero esto está sujeto a cambios.[40][50]
    • La vinculación del ciclo de día y noche con la hora del servidor se probará en el Alfa-2.[51]
The day night cycle is tied to server time, yes. So there is a number of hours that exist between each of the cycles. That's something that we'll be fine-tuning of course during Alpha 2 as well, but it is intended for players to interact with certain systems even based on in-game time as well.[51]Steven Sharif
  • Los desarrolladores pedirán opiniones sobre la intensidad de la iluminación y la oscuridad que estarán presenten durante la Alfa-2.[52][53]

Los PNJs y enemigos pueden estar despiertos o tener comportamientos diferentes a distintas horas del día. Esto también puede influir en las habilidades y/o vulnerabilidades de buff/debuff.[54][55][49]

Certain creatures will react differently. Certain spawns react differently during night times and different day/night cycles. those might also influence things like abilities and/or buff/debuff vulnerabilities. You'll have to find out based on the type of creature you're experiencing.[54]Steven Sharif


Pre-alpha Mage's detection utility skill casts light and reveals magical explosive hazards.[58]

How deeply we take this though is really going to come down to how much fun it actually is, which we’re still in the process of discovering. As long as we can nail some interesting mechanics, and it’s not more frustrating than fun, make sure you bring your torch.[59]

La oscuridad como obstáculo ambiental está siendo considerada como parte de la mecánica del juego.[53][59]

  • Los desarrolladores solicitan opiniones sobre la intensidad de la iluminación y la oscuridad que estarán presentes en el Alfa-2.[52][53]
In more survival oriented games you're expected to have really dark night times because you utilize instruments like torches and lights that can be present, but when you think about an MMORPG and you think about the types of player numbers and player count you're expected to have in certain locations and dungeons, you need to be able to accommodate those types of visibility lines and those mechanics around that large multiplayer environment. So when you guys are giving feedback think about whether or not you want the outside night time to really be very dark, or if you want that to be reserved for specific locations in game, like certain dungeons and towers where we can utilize mechanics like different types of lighting mechanisms in order to facilitate that more dark feel.[53]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".[60]

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.[60]Steven Sharif

Monumentos/Puntos de interés

200 foot tall Pyrian statues in Alpha-1.[61]

Los puntos de interés están repartidos por todo el mundo, lo que permite a los jugadores determinar su posición en el mapa.[61]

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.[61]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.[61]Mat Broome

Reino subterráneo (Underrealm)

Alpha-0 Reino subterráneo (Underrealm) environment.[62]

One of the aspects of the Lore behind the Tulnar was that in the pantheon of gods that exist- having foretold the future through the Goddess of Fate to the Goddess of Creation- these areas in the Underrealm were created in to allow for refuge for which the gods knew would be left behind that couldn't make it to Sanctus. So that was a pre-thought there in the creation of the Underrealm to facilitate that realm where refugees could seek.[63]Steven Sharif

Alpha-0 Underrealm Sharptooth cat mob concept art.[62]

We plan to have the Underrealm really pervasive throughout the game itself, a part of the open world. It will introduce some unique elements such as the type of monsters you see, the type of crops you can grow and houses you can have.[64]Steven Sharif

El Reino subterráneo es un entorno rico donde la bioluminiscencia abunda entre la fauna y la flora que allí convive. Estas cavernas profundas y valles subterráneos, ofrecen nuevos destinos para el desarrollo de civilizaciones. Llevar el sistema de nodos a las profundidades del mundo podría despertar a criaturas más oscuras que las de las superficie.[65]

  • Se calcula que el Reino Subterráneo tendrá un área de 100 km2.[66] No será un espacio adyacente a todo el mapa del mundo. Habrá zonas que estarán bloqueadas por abismos y otros accidentes geográficos.[67][68]
The expansiveness of the Underrealm itself is quite large. It does persist across across a lot of the playable game area that's above ground. So there are alternatives in the Underrealm for passages and traversal throughout the world.[69]Steven Sharif
  • La ubicación de las entradas al Reino Subterráneo desde el mundo está ubicada alrededor de zonas de "cuello de botella" que existen en la superficie. Esto garantiza una serie de rutas alternativas subterráneas que pueden ser usadas por las caravanas, raids, y otras actividades de los jugadores.[67][68]
The Underrealm is intending to be bespoke segments of Underrealm territory that are available around areas of choke-point in the world map that are above ground, which are provided for caravan transit across the world. So those caravans as they're approaching these choke-points on land, they will have alternate route options to go down into the Underrealm and to try to traverse that space, as opposed to the choke-points.[67]Steven Sharif
  • No todas las entradas al Reino subterráneo estarán abiertas todo el tiempo. Estas pueden variar dinámicamente (basadas en la fase del nodo) provocando que se abran nuevas rutas, pudiendo ser más o menos peligrosas.[68]
  • El Reino Subterráneo tiene especies acuáticas que viven en el interior de piscinas.[70]
They are not the most friendly.[70]Steven Sharif


El territorio del Reino subterráneoson inmensos.[71]

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.[73]Steven Sharif

Las estaciones sobre la superficie afectarán al Reino subterráneo (Underrealm).[71]

  • 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.[71]Jeffrey Bard

Nodos costeros e insulares

Pre-alpha naval concept.[74]

There will be healthy amounts of sea content within the coastlines of the continents that does not fall into the "open sea" area.[75]Steven Sharif

Habrá nodos a lo largo de la costa y en las islas.[76]

  • Estos nodos tendrán influencia y habilidades específicas orientadas al agua, servicios y misiones que tienen relación con el mar.[76]
    • 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.[75]
  • Los nodos costeros cambianlas "tablas de generación" del contenido acuático cercano, y pueden accionar eventos específicos.[77]
  • Los puertos en los nodos costeros tendrán misiones relacionadas con el océano y las islas cercanas.[77]
  • Será posible asediar un nodo costero por mar.[78]

Las cadenas de islas son par del contenido naval de Ashes of Creation .[79][80]

Contenido submarino

El contenido submarino será accesible, no farragoso.[83]

Se pueden obtener tesoros pescando y explorando el contenido naval.[86][87]

Nodos bajo el agua

Los puntos de interés bajo el agua que tengan estructuras de PNJs podrán asemejarse a ciudades, pero no serán nodos.[88]

  • No habrá nodos bajo el agua o en la superficie del mar.[76]


Follaje 3D renders.[89]

Biomes really need to have a fairly eclectic selection of plant life, of vegetation, of foliage. These help to create the atmosphere that you are really immersed in this different climate zone and that that's obviously something that we as players enjoy when we get to see a significant diversity of plant life, because it does lend itself to the immersive nature of the world.[90]Steven Sharif

Entornos 3D renders.

Foul and ravenous spirits have been bound to these stinking flowers[91]

As you move through a plant you're not just gonna go straight through the plant. It will move around on the client for you: you'll see that plant move because you intersected with it and passed through it. So there's collision with foliage there; but I'm not sure if it's going to be as granular on blades of grass. We do have footprints and footsteps... you can see them on the dirt surfaces; you can see them on the snow surfaces.[94]Steven Sharif
For example as for trees, sapling stage requires no collision, but the young stage will have a collision that you can no longer go through.[95]Alex Khudoliy

Escenarios destructibles

En Ashes of Creation, los escenarios destructibles son un elemento central de la interacción de los jugadores con el mundo.[97][98]

We want destruction to be a very core element of how players make their way through the world.[98]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.[99]



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