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La subida de nivel

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Alpha-1 early iteration of the level-up effect by Jim Sanders.[1]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[1]Steven Sharif

La subida de nivel no seguirá el típico camino lineal, aunque si que existen mecánicas clásicas para subir de nivel.[2][3]

  • Algunos niveles pueden ofrecer más recompensas que otros.[8]
I think you can emphasize some levels more than others and that's a great way to do progression. But I think ultimately that you should see a reward for your progress or effort spent.[8]Steven Sharif
As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[9]Steven Sharif
If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[11]Steven Sharif
  • Un jugador podría, en teoría, subir a máximo nivel en un único nodo, siempre que ese nodo estuviera en un nivel lo suficientemente alto, aunque no sería el medio más eficaz para subir de nivel.[12]

Nivel máximo

Se espera que el límite de nivel en el lanzamiento sea nivel 50.[13]

  • En el momento del lanzamiento, los desarrolladores prevén que el nivel máximo se podrá alcanzar en unos 45 días si se juega entre 4 y 6 horas al día.[14][15]
  • En la versión Alpha-1 la progresión fue hasta el nivel 15.[16]
  • En la Alpha-2 se espera una progresión hasta el nivel 35 (sujeto a cambios).[17]

Los personajes de nivel inferior tendrán una utilidad en los combates masivos (como los asedios a los nodos) que no depende directamente de su nivel, como por ejemplo manejar armas de asedio, ayudar a reparar fortificaciones, aportar buffs basados en la proximidad de posiciones clave, usar el sigilo o escalar muros. Este tipo de cosas son relevantes en el fragor de la batalla y no requieren que el jugador sea de nivel máximo o tengas uans estadísticas de combate elevadas.[18]

The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[14]Steven Sharif

Escalado por nivel

Los niveles, las estadísticas, o las habilidades no se escalarán para que los jugadores de bajo nivel puedan participar en encuentros con jugadores de mayor nivel.[19][20]


Experience (XP) is gained through a variety of vertical and horizontal progression paths, such as Pvp, PvE, Exploración, Recolección/Procesado/Elaboración (Crafting), Events/Misiones, Grinding mobs.[21][2][6][5]

  • XP will be awarded for participating in objective-based PvP on a diminishing returns basis.[6]
  • Experience gained from killing mobs and bosses when in a group is divided by the number of party members based on damage done by the group (compared to any other parties attacking that mob or boss).[22]
    • A multiplier is then applied that increases with the number of party members.[23] The multiplier is between 1.3 and 1.4 (approximately).[24]
    • Experience gained also takes into account the difference between the party's highest and lowest level characters.[23]
    • Experience gained from quest rewards is not shared with other party members.[24]
  • Experience gained is not affected by looting rights.[22]

Rested experience

Taberna offer rested experience (rested XP) for those who rent rooms or spend time as patrons of the tavern.[25][26]

  • Rested experience allows players to gain experience at a faster rate for a period of time.[26]
  • There are no current plans to replace rested experience with another bonus for max-level players.[27]
  • Rested experience increases the rate that experience debt is paid back.[28]

Puntos de habilidades

Alpha-1 preview skills user interface.[29]

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[30]Steven Sharif

Los jugadores obtienen puntos de habilidad conforme suben de nivel. Estos pueden ser usados para mejorar habilidades (subir su rango) ya sea en el árbol de habilidades activas, pasivas o de combate/armas.[31][32][33][34]

  • No será posible subir al máximo todas las habilidades de árbol.[34]
  • En cuanto a la progresión de habilidades, los jugadores pueden elegir entre "ir horizontal" y conseguir una serie de habilidades diferentes, o "ir vertical" con unas pocas habilidades específicas.[35]
  • Los jugadores pueden resetear y reasignar sus puntos de habilidad.[36]
  • Los aumentos no cuestan Puntos de habilidad.[37] Anteriormente se había dicho que algunos aumentos requerirán más gasto en puntos de habilidad.[38]
Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[39]Steven Sharif


Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[40][36]

I am still conflicted on whether or not I want to allow respecs on-the-fly. I believe that respecing should be done at a particular location that requires a bit of transit and some strategic thinking ahead of time about the encounters that you're expecting, but respecing your class should be relatively easier obviously with that constraint of being at a particular location.[40]Steven Sharif
  • Swapping between multiple saved specs may be able to be done after a suitable cooldown period.[41][42]
  • Respeccing artisan skills is going to be more difficult than respeccing adventuring skills.[40]


Se puede progresar a través de diferentes vías.[43][44]

The way that Ashes is constructed is there are multiple paths of progression from a from a PvX perspective, a wide net perspective that players have interest in; and you're not going to be able to become the master of everything. So you're going to have to pick and choose, but even picking and choosing that gives you a place within that aspect of the world at a place that's going to be something that you can build up a reputation around.[43]Steven Sharif

The game hosts a wide array of progression paths, and some of those paths will grant additional paths to augmenting your threat generation. This can be in the form of enchantments and stats ... and even in the form of augments granted from societies and religions. Gear and skills choice are also a big component.[47]Steven Sharif

Multiple playstyles should be relevant and viable. Additionally, you have a spread between casual players and hard-core players; and most of us exist somewhere on that spectrum. The progression path in a society or religion is more conducive to the time we have to play. Whereas, someone else may be playing several hours a day, and they have a better opportunity for the raid/level progression that might require some more dedication. So we want to have these different progression paths available to accommodate the different times in our lives that we have to play the game. And all of those types of progressions will make us relevant in some way shape or form to the general world.[48]Steven Sharif

Having the ability to gain power at a sacrifice... That's a way to reach a horizontal type of progression. It may not be entirely, because there could potentially be a meta if balancing isn't done correctly; but the objective there is to make sure we have both vertical and horizontal progression in the game.[49]Steven Sharif

Progresión de clases

Si un luchador eligiese ser mago como arquetipo secundario, el luchador se convertiría en "Spellsword". Ésta combinación crea aumentos que pueden ser aplicados en habilidades de su árbol de habilidades primario. Los luchadores tienen la habilidad Embestida que les permite embestir a sus objetivos; y una vez los alcanzan, infligirles una cierta cantidad de daño con una posibilidad de derribarlos. Un aumento en destello puede ser aplicado a la habilidad embestida, lo que teleportará al jugador al objetivo; eliminando así el tiempo de la carga de la habilidad.[51]

La progresión de clase no tiene nada que ver con la progresión de artesanía del jugador.[57]

Los eventos del mundo no afectan directamente a la eficacioa de la clase pero puede haber efectos secundarios en términos de disponibilidad de equipo, encantamientos o tatuajes.[58]

Las zonas y su progresión

Las mazmorras, raids, jefes de mundo, enemigos, misiones, eventos, recursos, narrativa y cualquier otro contenido dentro de la ZOI de un nodo tendrán un nivel de dificultad variable; pero escalará con el avance de ese nodo y de su influencia racial.[59][60][61]

We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[62]Steven Sharif

End game

No tendremos el típico end-game en Ashes of Creation.[20]

Part of the whole experience with nodes is that there is no real end-game, in that the world is constantly shifting every day. Month one is going to be really different from month two; and that's for the level 50s and level 1s.[20]Jeffrey Bard

We want the game to be a living game, which means that all content should be relevant at all times. I’d say that we try to make as little distinction between the leveling up experience and the end game experience as possible. The whole journey is important to us, in order to maximize the fun people have during different stages of the game.[56]Sarah Flanagan


La repetición no será parte de la progresión en Ashes of Creation.[63]

  • No habrá misiones de "grindeo".[63]
  • No habrá misiones repetitivas a través de una sola mazmorra para obtener equipo.[64]
  • La aspiración es tener más cosas que hacer en el juego de las que un jugador tiene tiempo para hacer.[63]

AFK leveling

No habra AFK leveling (conseguir experiencia de manera automática) en Ashes of Creation.[9][10]

Queremos que este juego sea jugado. Si hay cosas que puedas hacer para no jugar y seguir progresando, hemos hecho algo mal.[10]Jeffrey Bard

Ver además


  1. 1.0 1.1 Transmisión en vivo, 2020-07-31 (1:05:58).
  2. 2.0 2.1 2.2 Transmisión en vivo, 2022-10-14 (23:15).
  3. leveling.png
  4. 4.0 4.1 Entrevista, 2018-10-20 (1:55).
  5. 5.0 5.1 Transmisión en vivo, 2017-05-24 (46:27).
  6. 6.0 6.1 6.2 Transmisión en vivo, 2022-05-27 (1:11:10).
  7. Transmisión en vivo, 2020-07-25 (1:33:37).
  8. 8.0 8.1 Transmisión en vivo, 2022-07-29 (1:24:58).
  9. 9.0 9.1 9.2 Entrevista, 2021-06-13 (48:27).
  10. 10.0 10.1 10.2 Transmisión en vivo, 2018-09-27 (52:41).
  11. 11.0 11.1 Transmisión en vivo, 2020-07-25 (1:34:55).
  12. Transmisión en vivo, 2022-04-29 (1:06:34).
  13. Transmisión en vivo, 2017-12-15 (58:48).
  14. 14.0 14.1 Entrevista, 2020-07-08 (1:07:59).
  15. Transmisión en vivo, 2017-05-24 (19:25).
  16. Transmisión en vivo, 2021-04-30 (41:18).
  17. Transmisión en vivo, 2022-01-28 (15:35).
  18. Entrevista, 2020-07-08 (1:12:51).
  19. Entrevista, 2021-06-13 (24:14).
  20. 20.0 20.1 20.2 Vídeo, 2018-04-05 (40:08).
  21. Pódcast, 2023-12-03 (15:05).
  22. 22.0 22.1 Transmisión en vivo, 2020-07-31 (1:22:23).
  23. 23.0 23.1 Vídeo, 2023-01-27 (30:00).
  24. 24.0 24.1 Transmisión en vivo, 2020-07-25 (44:46).
  25. Transmisión en vivo, 2023-06-30 (27:52).
  26. 26.0 26.1 The mighty beard!
  27. Transmisión en vivo, 2023-06-30 (1:22:32).
  28. Transmisión en vivo, 2023-09-29 (1:18:04).
  29. Transmisión en vivo, 2021-06-25 (23:08).
  30. Transmisión en vivo, 2020-08-28 (1:12:50).
  31. Entrevista, 2020-07-29 (55:44).
  32. Entrevista, 2020-07-19 (53:59).
  33. Entrevista, 2020-07-18 (1:07:51).
  34. 34.0 34.1 34.2 34.3 Transmisión en vivo, 2017-07-28 (19:05).
  35. Transmisión en vivo, 2017-11-16 (30:02).
  36. 36.0 36.1 36.2 36.3 Entrevista, 2020-07-29 (54:44).
  37. Forums - Livestream Q&A 2022-08-26.
  38. Entrevista, 2020-07-18 (1:07:06).
  39. Transmisión en vivo, 2020-08-28 (1:19:24).
  40. 40.0 40.1 40.2 Transmisión en vivo, 2023-12-19 (1:46:12).
  41. Transmisión en vivo, 2022-09-30 (1:20:46).
  42. Transmisión en vivo, 2020-10-30 (1:06:53).
  43. 43.0 43.1 Transmisión en vivo, 2021-12-23 (1:32:10).
  44. Transmisión en vivo, 2017-05-19 (51:52).
  45. Transmisión en vivo, 2017-05-12 (42:17).
  46. Transmisión en vivo, 2021-04-30 (1:17:40).
  47. Official Livestream - May 4th @ 3 PM PST - Q&A
  48. Transmisión en vivo, 2018-04-8 (PM) (28:38).
  49. Entrevista, 2018-10-20 (2:53:53).
  50. 50.0 50.1 50.2 50.3 Entrevista, 2020-07-18 (1:05:04).
  51. 51.0 51.1 51.2 51.3 progression.png
  52. 52.0 52.1 Ashes of Creation class list.
  53. archetypeclass.png
  54. Transmisión en vivo, 2017-05-03 (50:50).
  55. Transmisión en vivo, 2017-07-18 (37:43).
  56. 56.0 56.1 February 8, 2019 - Questions and Answers.
  57. Transmisión en vivo, 2020-07-31 (1:31:11).
  58. Pódcast, 2021-04-11 (54:35).
  59. Entrevista, 2020-07-19 (19:35).
  60. Transmisión en vivo, 2017-05-15 (30:53).
  61. Blog - Know Your Nodes - The Basics.
  62. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  63. 63.0 63.1 63.2 Transmisión en vivo, 2017-05-15 (26:13).
  64. Entrevista, 2018-08-24 (4:15).