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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

Leveling won't follow a traditional linear path, although classic mechanics for leveling exist.[2] Experience (XP) is gained through a variety of activities:[3]

A character's level will be visible to other players.[4]

There will not be level boosts or auto-leveling.[5]

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.[5]Steven Sharif

There won't be any damage dampening due to differences in levels in either Pvp or PvE.[6]

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.[6]Steven Sharif

Level cap

The level cap at launch is expected to be approximately level 50.[7]

  • The developers anticipate max level should be attainable in approximately 45 days if you play roughly 4-6 hours per day.[8][9]
  • Alpha-1 has progression to level 15.[10]

Lower level characters will have usefulness in mass combat (such as Asedios de nodos) that is not directly dependent on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[11]

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 you know 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.[8]Steven Sharif


  • 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).[12]
    • A multiplier is then applied that increases with the number of party members. The multiplier is between 1.3 and 1.4 (approximately).[13]
    • Experience gained is not affected by looting rights.[12]
  • Experience gained from quest rewards is not shared with other party members.[13]

Skill points

Alpha-1 preview skills user interface.[14]

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.[15]Steven Sharif

Players receive skill points as they level. These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[16][17][18][19]

  • It will not be possible to max all skills in a skill tree.[19]
  • In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[20]
  • Players are able to reset and reallocate their skill points.[21]

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.[22]Steven Sharif

End game

No va a haber un típico end-game en Ashes of Creation.[23]

Parte de toda la experiencia con los nodos es que no existe un "end-game" real, ya que el mundo cambia constantemente todos los días. El primer mes va a ser muy diferente al segundo mes; y eso es para los niveles 50 y 1.[23]Jeffrey Bard

Queremos que el juego sea un juego vivo, lo que significa que todo el contenido debe ser relevante en todo momento. Diría que intentamos hacer la menor distinción posible entre la experiencia de subir de nivel y la experiencia del juego final. Todo el viaje es importante para nosotros, con el fin de maximizar la diversión de las personas durante las diferentes etapas del juego.[24]Sarah Flanagan


La repetición no será parte de la progresión en Ashes of Creation.[25]

  • No habrá misiones "grindy".[25]
  • No habrá misiones repetitivas a través de una sola mazmorra para obtener equipo.[26]
  • La aspiración es tener más cosas que hacer en el juego de las que un jugador tiene tiempo para hacer.[25]

Mentor program

There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.[23]

There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[28]Steven Sharif

The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[27]Steven Sharif

Level scaling

Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players.[29][23]

AFK leveling

No habra AFK leveling en Ashes of Creation.[30]

Queremos que este juego sea jugado. Si hay cosas que puedas hacer para no jugar y seguir progresando, hemos hecho algo mal. [30]Jeffrey Bard

Class progression

A medida que un jugador progresa con su arquetipo primario (clase primaria), tendrán la oportunidad de elegir un segundo arquetipo para aumentar sus habilidades primarias con habilidades de su segundo arquetipo (clase secundaria).[31] La combinación de los arquetipos primario y secundario es conocido como una clase.[32][33]

  • Un jugador puede elegir su segundo arquetipo cuando alcanze el Nivel 25.[34]

Si un Luchador eligiese ser Mago como arquetipo secundario, el fighter se convertiría en Spellsword. Ésta combinación crea aumentos que pueden ser aplicados en habilidades de su arbol de habilidades primario. Fighters tienen la habilidad Rush que les permite embestir a sus objetivos; y una vez los alcanzan, infligirles una cierta cantidad de daño con una posibilidad de derribarlos. El aumento Mage's escape puede ser aplicado a la habilidad de Rush, la cual teletransportaría al jugador hasta su objetivo; eliminando el tiempo de embestida en la habilidad.[31]

Cada habilidad en el árbol primario tendrá varias opciones de aumentos del árbol secundario. Este es un ejemplo de progresión horizontal.[31]

  • Aumentos en las habilidades primarias cambiarán fundamentalmente la manera en la que la habilidad funciona adaptando lo que la habilidad hacía antes para incorporar la nueva identidad del segundo arquetipo/clase.[24]
  • Una clase secundaria no proporciona habilidades adicionales.[35]

Los jugadores reciben puntos de habilidad a medida que suben de nivel. Éstos pueden ser usados para subir las habilidades en el árbol de habilidades.[19]

  • No es posible maximizar todas las habilidades en un árbol de habilidades.[19]

Progresión de Clase no se relaciona con Progesión Artesanal.[36]

Zones and progression

Mazmorras, Incursiones, Jefes de mundo, Mobs, Misiones, Events, Recursos, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.[37][38][39]

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.[40]Steven Sharif

Elite monster 3D render.[41]

It's a really big dude and the idea behind him is you're gonna see big monsters- I think that the character comes up to like his elbow maybe, or just beneath the elbow I'm not sure- but you're going to see these big elites kind of just roaming and wandering through the world. They're not assigned any to to any particular hunting ground, they just kind of roam; and I think that component is pretty cool especially when you have an open world where you can see something unique that's not matching the monsters you're hunting in a certain area but just strolls by.[41]Steven Sharif

Goblin 3D render by Chris Atkins.[42]

There are going to be different types of "Goblinesque" creatures; and this one has not skipped out on his leg or arm day, which is a good thing for him because he's probably going to be in a lot of fights.[43]Steven Sharif

There will be a mix of different monsters and difficulty levels throughout the world that are tied to the development of nearby nodes. As nodes advance, mobs will present new and increasing dangers that players can participate in.[44]

In the world naturally there will be locations that are going to have a mix of different levels of monsters and difficulty levels; and then those spawn tables relate to the development of nearby nodes. So as nodes develop they'll be changing the spawn tables around them to reflect their further development in the world, presenting new and more difficult dangers that the players can participate in.[44]Steven Sharif

We will have flying monsters but essentially what that means is there's going to be rotations either in the behavior tree that might make them inaccessible to targets, or they might do some like swooping attacks; they might come and land on the ground and fight you. But generally monsters are going to be accessible from on the ground, so we're not creating content for the limited number of individuals who are going to have access to a flying mount.[45]Steven Sharif

Rested experience

Taverns offer rested experience (rested XP) for those who rent rooms or spend time as patrons of the tavern.[46]

  • Rested experience allows players to gain experience at a faster rate for a period of time.

Pet progression

Combat pets will be levelable and will have gear available to them.[47][48]

See also


  1. 1.0 1.1 Transmisión en vivo, 2020-07-31 (1:05:58).
  2. leveling.png
  3. Transmisión en vivo, 2017-05-24 (46:27).
  4. Transmisión en vivo, 2020-07-25 (1:33:37).
  5. 5.0 5.1 Entrevista, 2021-06-13 (48:27).
  6. 6.0 6.1 Transmisión en vivo, 2020-07-25 (1:34:55).
  7. Transmisión en vivo, 2017-12-15 (58:48).
  8. 8.0 8.1 Entrevista, 2020-07-08 (1:07:59).
  9. Transmisión en vivo, 2017-05-24 (19:25).
  10. Transmisión en vivo, 2021-04-30 (41:18).
  11. Entrevista, 2020-07-08 (1:12:51).
  12. 12.0 12.1 Transmisión en vivo, 2020-07-31 (1:22:23).
  13. 13.0 13.1 Transmisión en vivo, 2020-07-25 (44:46).
  14. Transmisión en vivo, 2021-06-25 (23:08).
  15. Transmisión en vivo, 2020-08-28 (1:12:50).
  16. Entrevista, 2020-07-29 (55:44).
  17. Entrevista, 2020-07-19 (53:59).
  18. Entrevista, 2020-07-18 (1:07:51).
  19. 19.0 19.1 19.2 19.3 Transmisión en vivo, 2017-07-28 (19:05).
  20. Transmisión en vivo, 2017-11-16 (30:02).
  21. Entrevista, 2020-07-29 (54:44).
  22. Transmisión en vivo, 2020-08-28 (1:19:24).
  23. 23.0 23.1 23.2 23.3 Vídeo, 2018-04-05 (40:08).
  24. 24.0 24.1 February 8, 2019 - Questions and Answers.
  25. 25.0 25.1 25.2 Transmisión en vivo, 2017-05-15 (26:13).
  26. Entrevista, 2018-08-24 (4:15).
  27. 27.0 27.1 27.2 27.3 27.4 Transmisión en vivo, 2020-09-30 (1:07:22).
  28. Entrevista, 2018-08-24 (8:52).
  29. Entrevista, 2021-06-13 (24:14).
  30. 30.0 30.1 Transmisión en vivo, 2018-09-27 (52:41).
  31. 31.0 31.1 31.2 progression.png
  32. Ashes of Creation class list.
  33. archetypeclass.png
  34. Entrevista, 2020-07-18 (1:05:04).
  35. Transmisión en vivo, 2017-05-03 (50:50).
  36. Transmisión en vivo, 2020-07-31 (1:31:11).
  37. Entrevista, 2020-07-19 (19:35).
  38. Transmisión en vivo, 2017-05-15 (30:53).
  39. Blog - Know Your Nodes - The Basics.
  40. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  41. 41.0 41.1 41.2 Transmisión en vivo, 2021-03-26 (54:26).
  42. Transmisión en vivo, 2020-07-31 (1:45:40).
  43. Transmisión en vivo, 2020-06-26 (1:14:42).
  44. 44.0 44.1 Transmisión en vivo, 2017-05-26 (24:33).
  45. 45.0 45.1 Transmisión en vivo, 2021-06-25 (1:28:02).
  46. The mighty beard!
  47. 47.0 47.1 Transmisión en vivo, 2020-11-30 (1:26:00).
  48. Pets.jpg
  49. Transmisión en vivo, 2019-06-28 (1:24:27).