Progresión
Se puede progresar a través de diferentes vías.[1][2]
- El objetivo es proporcionar una progresión tanto vertical como horizontal.[3]
- La repetición no será parte de la progresión en Ashes of Creation.[4]
- Las vías de progresión en Ashes of Creation son por personaje.[5]
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.[1] – 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.[6] – 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.[7] – 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.[8] – Steven Sharif
La subida de nivel
One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[9] – Steven Sharif
La subida de nivel no seguirá el típico camino lineal, aunque si que existen mecánicas clásicas para subir de nivel.[10][11]
- La experiencia (XP) se obtiene a través de una variedad de vías de progresión verticales y horizantes, como Pvp, PvE, exploración, recolección/procesado/crafteo, eventos/misiones, grindeo de enemigos.[10][3][12]
- Se otorgará XP por participar en PvP basado en objetivos de forma decreciente.[13]
- Algunos niveles pueden ofrecer más recompensas que otros.[15]
- 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.[15] – 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.[16] – 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.[18] – 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.[19]
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.[21] – Sarah Flanagan
Nivel máximo
Se espera que el límite de nivel en el lanzamiento sea nivel 50.[22]
- 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.[23][24]
- En la versión Alpha-1 la progresión fue hasta el nivel 15.[25]
- En la Alpha-2 se espera una progresión hasta el nivel 35 (sujeto a cambios).[26]
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.[27]
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.[23] – Steven Sharif
Grindeo
La repetición no será parte de la progresión en Ashes of Creation.[28]
- No habrá misiones de "grindeo".[28]
- No habrá misiones repetitivas a través de una sola mazmorra para obtener equipo.[29]
- La aspiración es tener más cosas que hacer en el juego de las que un jugador tiene tiempo para hacer.[28]
AFK leveling
No habra AFK leveling (conseguir experiencia de manera automática) en Ashes of Creation.[16][17]
Queremos que este juego sea jugado. Si hay cosas que puedas hacer para no jugar y seguir progresando, hemos hecho algo mal.[17] – Jeffrey Bard
Programa de mentores
Habrá un programa de mentores en el que los jugadores de nivel superior podrán beneficiarse de hacer grupo y/o ayudar a los jugadores de nivel inferior y hacer que ubiquen dentro del juego.[20]
- Algunos edificios de nodos y organizaciones ofrecen misiones que pueden ser iniciadas por un mentor para ayudar a los nuevos jugadores. Se ofrecen recompensas tanto para el mentor como para el alumno al completarlas.[30]
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.[31] – 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.[30] – 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.[32][20]
Progresión de clases
- Los jugadores reciben puntos de habilidad a medida que levelean. Estos pueden ser usados para subir de nivel sus habilidades en su árbol de habilidades.[37]
- No será posible subir de nivel todas las habilidades del árbol de habilidades.[37]
- Un jugador deberá elegir un arquetipo secundario cuando alcance nivel 25.[33] La combinación de los arquetipos primario y secundario son conocidas como clases.[33][36][38]
- El segundo arquetipo no otorga habilidades adicionales.[39]
- El segundo arquetipo se podrá cambiar, pero no "al vuelo".[35][40]
- El jugador puede entonces aumentar sus habilidades primarias con los efectos de su arquetipo secundario.[33][34]
- Cada habilidad en el árbol de habilidades tendrá diferentes opciones de aumento del árbol secundario. Este es un ejemplo de progresión horizontal.[34]
- Los aumentos en las habilidades principales pueden básicamente cambiar la forma en la que funcionan - adaptando lo que la habilidad hacía, para incorporar la identidad del arquetipo/clase secundaria.[21]
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.[34]
La progresión de clase no tiene nada que ver con la progresión de artesanía del jugador.[41]
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.[42]
Clases por combinación de arquetipos
Con 8 Arquetipos para combinar, los jugadores pueden elegir entre sesenta y cuatro (64) combinaciones para crear su clase.[33][36][38]
Habilidades de clase

Si elijes uno de los ocho arquetipos secundario, sea cual sea, vas a recibir una selección de aumentos que se relacionan con algunas de las ideas principales de esa clase. Ya sabes, como un tanque se centra en controlar el campo de batalla, en sobrevivir. El mago trata de infligir daño y usar los elementos y habilidades en área. El pícaro se centrará en el sigilo y el daño crítico. Por lo tanto esos aumentos van a jugar con esas identidades.[44] – Steven Sharif
La idea detrás de este sistema, es que estás tratando de bordear la línea de esos aumentos en tu rol, ¿Verdad?. Tenemos la clásica santísima trinidad que está presente en los diseños de las clases para los MMOs y, a menudo, no se desvían en absoluto de ella o bien se desvían completamente. El aumento sirve para ofrecer un equilibrio mediante el cual mantienes la apariencia de ese sistema mientras ofreces la oportunidad de personalizar tu experiencia de juego hacia uno de los otros lados del triángulo..[45] – Steven Sharif
Las habilidades primarias (habilidades de clase) están basadas en el arquetipo del jugador.[34] Los jugadores pueden personalizar sus habilidades primarias con el aumento de un arquetipo secundario[33][34][46]
- The design behind augments is to not just change the flavor so that it reflects the secondary archetype, but it also fundamentally changes the core components of a skill.[47] – Steven Sharif
- Cada arquetipo secundario ofrece cuatro escuelas de aumento diferentes.[48][49][33][50] Cada escuela de aumentos afecta a las habilidades primarias de un arquetipo de forma distinta.[51]
- Por ejemplo: Un Mago ofrece aumentos de teletransportación y escuelas elementales. Estos aumentos afectarán las habilidades primarias de un Luchador de forma distinta que a las de un Clérigo.[33][51]
- Cada aumento tiene un requisito de nivel.[52]
- Los aumentos no tienen un coste en puntos de habilidad.[53] Anteriormente se había afirmado que ciertos aumentos requerirán más puntos de habilidad que otros.[52]
- There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards.[52] – Steven Sharif
- Los aumentos a las habilidades primarias cambiarán fundamentalmente la forma en la que funciona dicha habilidad: Adaptará aquello que la habilidad hacía para incorporar la identidad del arquetipo secundario.[21]
- El sistema de progresión para los aumentos es muy similar al sistema de progresión de clases.[55]
- Para cambiar los aumentos de tus habilidades, deberás ir a un NPC en un nodo de nivel Aldea o mayor.[56]
- Algunos colores y efectos especiales|FX pueden cambiar dependiendo de los aumentos elegidos.[57]
- Las habilidades activas pueden verse completamente diferentes después de que se les ha aplicado un aumento.[58]
- Fuera de las habilidades específicas de cada clase puede haber un subconjunto de habilidades universales, como Bloqueo activo y Esquivar.[59]
Se espera que las habilidades primarias en el Alpha-2 sean muy diferentes a las del Alpha-1.[60]
- The ability list in Alpha One is nowhere near what the ability list will be, especially from like a level/progression standpoint. So you can expect it to be incredibly different.[60] – Steven Sharif
Puntos de habilidades

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.[62] – 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.[63][64][65][37]
- No será posible subir al máximo todas las habilidades de árbol.[37]
- 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.[66]
- Los jugadores pueden resetear y reasignar sus puntos de habilidad.[35]
- Los aumentos no cuestan Puntos de habilidad.[53] Anteriormente se había dicho que algunos aumentos requerirán más gasto en puntos de habilidad.[52]
- 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.[67] – Steven Sharif
Habilidades universales
Además de las habilidades específicas de cada clase, puede haber un subconjunto de habilidades universales, como el bloqueo activo y la esquiva.[59]
- Los desarrolladores probarán el uso de mecánicas de energía independientes para las habilidades universales en el Alpha-2.[68]
- La progresión de las habilidades universales puede alinearse con el árbol de habilidades pasivas del jugador.[59]
- Outside of your class-specific skill tree, there's going to be a subsection of a few skills that are universal, like active block, like dodge; and I think what we're going to do- or at least what we're going to be discussing here- is those universal skills will have progressions that might align with your passive tree; and you can spec skill points into progressing additional features of those universal abilities that you will have access to. So I think that's probably going to be the direction that we're going to take.[59] – Steven Sharif
Gear progression

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[70] – Steven Sharif
Las armas tienen su propio progreso.[71][72]
- Cada tipo de arma tiene su propio árbol de habilidades que ofrece habilidades pasivas y procs así como efectos de estado.[73][74][75][76][77][78][64][65][71][21][79]
- El sistema combinado de las armas determinan los efectos especiales que se activan en función de la progresión del arma.[71][79]
- Procs de efectos secundarios basados en los tipos de encantamientos.[79]
- Se pueden aplicar mejoras de equipos (piedras de poder) para añadir daño de tipo elemental o de energía.[79]
- Las armas duales tendrán su propia progresión según el tipo de arma.[80]
- El "dominio" de las armas (basado en el uso continuado de la misma) no es una característica planificada.[21]
- Q: Are weapons balanced towards a proficiency system (i.e. the longer I use a sword, the better my damage will be), or will it be a normal RPG stat system with no long-term scaling?
- A: We will not be using a proficiency system as described, but players will have passives available in their skill tree that will increase effectiveness of certain weapons. Becoming a master of swords will be something that is possible, just not in that particular manner.[21] – Sarah Flanagan
Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[79] – Steven Sharif
Gear enhancement
Las mejoras de equipo (piedras o runas de poder) se pueden aplicar a armas para añadir elementos o tipos de daño.[79][81]
- Las mejoras de equipo no aumentan el requisito de nivel del objeto .[82]
We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that thing.[81] – Jeffrey Bard
- La progresión en varios sistemas Pvp desbloqueará piedras de mejora que otorgan al equipo beneficios temporales centrados en PvP (mediante un sistema de engarce).[83] El rendimito se mide en temporadas PvP de 6 meses.[84]
It's not as though you're going to necessarily acquire these once and then you're set for your PvP enchantments, but instead you'll have to continually perform month after month in order to keep having those slotted enchantments.[83] – Steven Sharif
Enchanting
Enchanting is not an artisan profession in its own right. Escribas create scrolls that can be utilized by different professions to create enchantments relating to that profession.[85][86]
- Enchantment scrolls can be sold on the open market.[85][87]
- Enchanting does not increase an item's level requirement.[82]
- You don't really push a particular item's level requirement or the identity of that item. You can enhance it, you can add enchantments to it, but it's still the item it is.[82] – Steven Sharif
Escalada de poder
Los desarrolladores pretenden limitar el aumento de poder mediante la degradación de objetos, la falta de vinculación de equipo, y la ausencia de pay-to-win o pay-to-convenience.[70]
Progresión de mascotas
Las mascotas de combate se podrán subir de nivel y dispondrán de equipo.[88][89]
- Las mascotas de combate incorporarán parte del poder de su dueño de forma que la progresión de poder sea horizontal.[90][91][92]
- El poder se presta a la mascota cuando es invocada y se devuelve al jugador inmediatamente cuando la mascota desaparece.[93]
Las invocaciones del invocador (Mascotas de invocador) si que añaden poder al invocador cuando son invocadas.[90]
Combat pets, which can be acquired by any archetype- and this is essentially an item that exists within your backpack- you cast the item to summon your pet. When it is summoned it's not intended to be a vertical gain of power, because when you make combat pets a vertical power gain, then it becomes a no choice solution: you must have a combat pet if you want to play efficiently- you must have a combat pet; and I wanted to steer clear of that because the way I wanted to approach combat pets was more of a horizontal power choice; meaning: depending on the type of encounter you're facing, depending on the threat assessment you have, a combat pet might be relevant, or it might not. One combat combat pet might be more relevant than another combat pet and that's part of your gear acquisition, your item chase to attain this more comprehensive selection of combat pets that you can have available to you and can be summoned in the event that you want to engage an encounter with a different aspect of your power curve: Not vertical, but horizontal.[90] – Steven Sharif
Progresión de las profesiones
Dentro de cada una de las tres vías de artesanía (Recolección, procesado y Elaboración) hay diferentes profesiones. Un personaje sólo puede dominar una de estas dos vías principales y hasta dos (2) profesiones dentro de esta clase de artesanía (sujeto a pruebas).[94][95][96][97]
- When it comes to complete mastery, we're really identifying around two or three right now, but that's something that gets play tested- something gets iterated upon.[95] – Steven Sharif
- Un personaje podrá alcanzar una competencia de nivel 3 o 4 en las profesiones que no domine.[95][98] – Steven Sharif
- Players will have the opportunity to dabble in all of the professions at a very beginners level and then that gives them an understanding of what that profession feels like and then allows them to pinpoint the direction that they want to go in to master particular professions.[98] – Steven Sharif
- En función de las pruebas, se puede decidir limitar los certificados de dominio de una profesión a un valor máximo.[99][100]
- Becoming a master Crafter or a master Processor or a master Gatherer should be a significant time investment and resource investment; and because of that it should also be something that when you achieve that status it's like people on the server know who you are.[101] – Steven Sharif
- El dominio de estas profesiones no se limita a fabricar un objeto. Conceden muchas cosas como titulos, acceso a objetos, rebajas y misiones. [102]
- Previamente se decía que, con un esfuerzo considerable, un jugador podía dominar todas las profesiones dentro de una clase de artesanía. [103][104] Esto se cambió más tarde para que un jugador pudiera dominar algunas, pero no todas las profesiones dentro de esta clase de artesanía.[105][106] Esto se cambió para poder dominar hasta dos o tres profesiones dentro de una clase de artesanía que se domine (sujeto a pruebas).[95] La postura actual es poder dominar hasta dos profesiones.[94]
La progresión de artesanías dentro del árbol de habilidades, se basa en la experiencia (repetición de tareas) dentro de una rama, así como de la realización de ciertos hitos dentro de cada rama.[107]
- Elegir una de estas vías específicas dentro del árbol de habilidades, da al jugador la oportunidad de especializarse en un área determinada. Esto fomenta la inter-dependencia del jugador, mejorando la experencia en la artesanía.[108]
- When we reference not being masters of all that doesn't mean you're not a master within your own one of the three artisan types, which is crafter or gatherer, processor. You will be a master of one of those, you will not be master of the other two.[96] – Steven Sharif
Artisan mastery
A character may only ever master one of the three parent artisan paths (Recolección, Procesado or Elaboración (Crafting)).[94][95][96][97]
- That character may then master up to two professions within this mastered path (subject to testing).[94][95][96][97]
- A character will be able to achieve up to tier 3 or tier 4 proficiency in professions that are not mastered.[95][98]
- Players will have the opportunity to dabble in all of the professions at a very beginners level and then that gives them an understanding of what that profession feels like and then allows them to pinpoint the direction that they want to go in to master particular professions.[98] – Steven Sharif
- Based on testing, it may be decided to limit profession mastery certificates to a capped value.[99][100]
- Becoming a master Crafter or a master Processor or a master Gatherer should be a significant time investment and resource investment; and because of that it should also be something that when you achieve that status it's like people on the server know who you are.[101] – Steven Sharif
- Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [102]
- Previously it was stated that with considerable effort a player can master all professions within a mastered parent artisan class.[103][104] This was later changed to a player being able to master some but not all professions within a mastered parent artisan class.[105][106] This was changed to being able to master up to two or three professions within a mastered parent artisan class (subject to testing).[95] The current stance is being able to master up to two professions.[94]
- Q: What would be the daily activities for someone at level 50 with a maxed out artisan tree?
- A: The daily activity might be something along the lines of, depending on what type of profession or processor you are, of interacting with fellow artisanship individuals to wheel and deal on supply and demand chains; orchestrating and participating and caravan roads that move materials across the world so that you can satisfy buy orders and/or commission requests. Participating in unique trades and/or dungeon experiences that have the opportunity to acquire unique crafting materials so that you can create the dragon's legendary sword and sell that potentially. Finding unique harvestable materials in remote parts of the world or engaging in treasure map finding for again unique materials and/or processing things. There's a whole host of different intents that are loops for the players to participate in that again are situationally relevant based on the world state.[109] – Steven Sharif
Gathering tools
La recolección requiere la creación y el uso de herramientas de recolección que permiten recolectar recursos.[111][112][113]
- La progresión en la clase de artesano de recolector desbloquea herramientas de recolección de mayor nivel que permiten recolectar recursos de mayor nivel.[114][115]
- La progresión de artesano desbloquea herramientas de topografía de nivel superior que permiten una mejor identificación de los recursos recolectables en un lugar.[115]
- Un mayor nivel de progresión también puede acelerar los tiempos de recolección y el rendimiento de los recursos. También puede permitir el acceso a recursos en etapas de crecimiento más tempranas.[116]
- Cuando un recolector alcanza la máxima maestría desbloqueará herramientas de maestro que le darán acceso a los materiales de mayor calidad.[9]
- Las herramientas tendrán durabilidad y vida útil.[9][117]
- Los artesanos no necesitarán recurrir a otros árboles para fabricar sus herramientas.[112]
- Tools do advance within the artisan tree, so your ability to either gather, process or craft will require the equivalent tools necessary at that stage of crafting in order to accomplish the task at hand. So, you could not mine copper and mithril with the same tool.[113] – Steven Sharif
- Los desarrolladores están considerando la posibilidad de introducir herramientas de recolección que requieran dos jugadores, como sierras para dos personas que puedan talar árboles más grandes.[114]
- Your progression within the profession will take account what tools you can use. There might even be some opportunity to do some gathering with other players that . Typically in other games that I play you usually do the gathering alone. You're venturing around alone; and we wanted to take a look at maybe having a friend to help you with a two person saw on a larger tree. Maybe there's some panning that you could do as opposed to just hitting with the pickaxe. So, we'll have other tools that are part of that progression path and other activities that players can do if they would like to gather together.[113] – Kory Rice
Las herramientas de recolección para minería, herboristería, tala y pesca están asociadas a un nivel de recurso.[114][111] Por ejemplo: Un hacha de nivel 2 podrá recolectar madera madera de nivel 1 y 2, y no superior.[118]
Herramientas rareza | Nivel de recurso | Precio en el vendedor | Ubicación del vendedor |
---|---|---|---|
Común | 1 | 10g | Zona de inicio del Alfa-1 |
Poco común | 1 - 2 | 100g | Expedición (escenario 1) nodos |
Raro | 1 - 3 | 500g | Campamento (escenario 2) nodos |
Épico | 1 - 4 | 2000g | Aldea (escenario 3) nodos |
Objetos legendarios
Hay una pequeña probabilidad (RNG) de saquear objetos raros y legendarios o materiales de artesanía (crafting) de los enemigos en función del nivel, el estado y el tipo de enemigo. Esto también se aplica a la obtención de recursos con una profesión de recolección.[119]
- Hay muchas más probabilidades de que caigan materiales y recetas únicas que puedan usarse para fabricar objetos de valor equitativo.[120][121][122]
- El equipo legendario solo se obtiene de los jefes de mundo legendarios.[123]
- El equipo legendario tendrá una mejora aproximada de entre el 6 y el 12% en las estadísticas básicas, sujeta a pruebas y equilibrado..[124]
At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[121] – Steven Sharif
- Los recolectores deben tener herramientas de alta calidad para recolectar recursos raros .[121]
- Los procesadores deben tener edificios de procesamiento de alto nivel en sus parcelas (freehold) para producir materiales raros.[121]
- Los artesanos también deben cumplir ciertos requisitos para fabricar equipo legendario .[121]
The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[122] – Steven Sharif
Algunos objetos legendarios pueden estar limitados a uno por servidor en todo momento.[125][126]
- Si el personaje del jugador abandona el servidor, el objeto volverá a estar disponible para su adquisición a través de cualquier medio por el que se adquirió anteriormente.[125]
There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[126]
Un arma legendaria se distingue facilmente por su estética visual.[122]
It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[122] – Steven Sharif
Los objetos legendarios no están diseñados para ser temporales.[127]
- Una excepción destacable son las monturas reales.[128]
The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[127] – Steven Sharif
El descubrimiento de objetos legendarios desbloqueará más capítulos del Lore.[129]
Progresión de las religiones
Hay vías de progresion de los jugadores dentro de una religión.[130][131]
- Los jugadores solo pueden seguir a una religión a la vez.[130][131]
- La progresión de las religiones se basa en misiones que sólo se ofrecen a los seguidores de esa religión.[130]
- Las religiones tienen un sistema de clasificación basado en el rendimiento del jugador en estas misiones, así como en el número de misiones completadas.[130][132]
- Al cambiar de religión se perderá el progreso en la religión anterior del jugador.[130][131]
It depends on their dedication to the religion itself; their performance when it comes to certain religion's religious objectives; their contribution to the development of that religion within the world. There's a lot of different markers that we use at each stage to determine how they progress within the religion.[133] – Steven Sharif
Las clases de marinero (también denominadas artesanía de barcos, habilidades de marinero o naútica) poseen diferentes árboles de habilidades similares a los árboles de habilidades de las clases de artesanías. A medida que un jugador gana experiencia en este tipo de habilidades, se vuelve más hábil en su uso.[134][135]
- Uso de diferentes accesorios, como la artillería.[134][135]
- Pilotaje de un barco.[134][135]
- Navegación del barco.[134][135]
- Usar los componentes del barco, como enrollar las velas.[134][136]
- Reparación del barco, como la velocidad y cantidad de salud restaurada.[134][135]
- Habilidades defensivas.[135]
- Habilidades basadas en la utilidad.[135]
- The benefits of having Mariner expertise is not just related to activities you can do on the ships, but will also incorporate skills that become available when you're piloting ships as well. There's a few things that Mariner classes provide: interaction with attachments on the ship, driving the ship itself, utilizing the ship's components—like furling the sails or not—as well as repairing ships when damage is taken—the speed at which you can do it, the health you regenerate when you do it.[134] – Steven Sharif
Nivel de los eventos
El nivel de un evento en particular puede basarse en el nivel del elemento que lo desencadena, o puede ajustarse en un nivel superior para impulsar el interés hacia zonas de nivel inferior.[137]
- For example, if the event takes place in a zone that has a base population of let's say average level 25, then one of the trigger conditions might be that 10 monsters of level 25 have been killed recently in that zone and the level 25 event will now spawn additional content designed for level 25 players. So these events aren't always going to be end-game they're going to be obviously appropriate based on the content in which the predicate system is informing, but they also could be something completely top level that is introduced at a lower-level area and brings population traffic of the players back to those types of things.[137] – Steven Sharif
Fases de los nodos
Nodes advance by collecting experience from the actions of players nearby. As players complete content inside of a Node’s Zone of Influence (the area around the node), they contribute that experience toward the Node’s development. The experience given to the Node may then be modified based on certain Events and Accomplishments. When a Node reaches the experience required, it undergoes the process of advancing to the next stage. There are a few exceptions where a Node cannot advance even though it has the required experience - most commonly, a Node can not advance if a Node is a Vassal of another Node and would advance to the same stage as its Parent Node.[138] – Margaret Krohn
Los nodos disponen de siete (7) fases de avance, con niveles de experiencia para cada una de ellas. Cuando un nodo alcanza la experiencia requerida de la fase en la que se encuentra, avanza a la siguiente fase.[139]
Fase del nodo.[140] | Símbolo | Nombre alternativo.[141] | Tiempo estimado de avance.[140] | Sistema de alojamiento.[142] | |
---|---|---|---|---|---|
0. | Naturaleza | - | |||
1. | Expedición | ![]() |
Encrucijada | Algunas horas | - |
2. | Campamento | ![]() |
Refugio | Bastantes horas | - |
3. | Aldea | ![]() |
- | Algunos días | Casas pequeñas |
4. | Pueblo | - | Bastantes días | Casas medianas | |
5. | Ciudad | - | Algunas semanas | Casas grandes | |
6. | Metrópolis | Metro | Bastantes semanas | Mansiones |
Node progression
La actividad de los jugadores, ciudadanos y no ciudadanos, como (questear, recolectar, raids, etc.) dentro de la ZOI de un nodo contabiliza para el avance de ese nodo en particular (progresión) a una fase superior.[138][140]
El avance de un nodo desbloquea sus ventajas únicas, aunque puede bloquear el avance de los nodos vecinos hacia sus siguientes fases, al incrementar su anillo de influencia.[143]
- Los nodos avanzan hacia su primera fase muy rápido. Esto habilita algunos PNJs como vendedores o el almacenamiento de objetos.[144]
- Cuanto más avanza el nodo, más ámplia se vuelve su ZOI.[145]
- Los nodos menos evolucionados (conocidos como nodos vasallos) que entran dentro de la ZOI de otros nodos pueden seguir ganando experiencia, pero siempre permanecerán en una fase inferior a la del nodo dominante.[146]
- El sistema de vasallaje comienza cuando un nodo alcanza la fase de Aldea (escenario 3), sin embargo, los nodos vecinos a partir de la fase Expedición (escenario 1)también bloquean el avance de sus propios nodos vecinos.[147][148]
- El algoritmo de expansión de territorio tiene en cuenta la costa más cercana, los nodos vecinos y el "mapa de calor" de los jugadores en las zonas circundantes durante las últimas semanas y meses.[149]
- Debido la forma en la que el algoritmo calcula la expansión del territorio (ZOI) durante el avance del nodo, hay una pequeña posibilidad de que nodos nodos en la misma fase terminen estando el uno cerca del otro.[150]
- The way that the algorithm expands the territories takes into account a few things: One it takes into account the coast like where's the closest coast. Two it takes into account the neighboring nodes so it can take over and essentially vassal state those nodes, but what's more important is essentially the initial population based on like how players choose their races. Because we have nine different races and four different starting points that branch out, each server's population density is going to dictate essentially the first few nodes that are highly populated and then that initial seed is what's going to determine the node structure as it moves inland into the into the world essentially; and based on the performance and successes of different sieges will determine which nodes that got locked out from the previous the initial advancements what nodes can now be available to advance further. So I really think that with so many variables that are present in the equation of how nodes advance and stay existing with the more variables you have, the higher likelihood there is for there to be a significant diversion in world progression.[149] – Steven Sharif
- Normally the algorithm that's applied to the node territorial expansion will prevent significant nodes from being in close proximity to each other... There could be a perfect storm where all of the algorithmic progression of territory leads to having these nodes very close to each other because there's certain requirements that should that need to be available to satisfy node vassal takeovers; and it's possible that two nodes would never take each other over as vassals and end up close together and spanning their territories in opposite directions: The Tale of Two Cities thing.[150] – Steven Sharif
- Un nodo no recibirá experiencia de los nodos dentro de su ZOI hasta que ese nodo no haya alcanzado su límite.[146]
- Los ciudadanos de un nodo pueden contribuir al avance de otros.[151]
- El porcentaje de experiencia que ganan los nodos será equitativa entre los cuatro tipos de nodo.[152]
- Different people have different resources invested in nodes progressing and it would be a little "gamey" if you could know exactly what was necessary at that point because that would disincentivize people from participating.[153] – Steven Sharif
La mejora del nodo mostrará una serie de animaciones y efectos visuales (dentro del área del nodo).[154][138]
- Los jugadores serán desplazados a zonas seguras si se cruzan con nuevos objetos generados durante el avance del nodo.[154][155]
- Los recursos aparecerán al rededor del nodo y el sistema mostrará una serie de caravanas llegando al nodo con esos recursos. Estas caravanas no podrán ser atacadas.[154]
- Algunos PNJs comenzarán con actividades de construcción.[154]
- Los jugadores fuera del nodo podrán ver como el aspecto del nodo va cambiando a medida que avanza hacia su nuevo nivel.[154]
- The Development Area of a Node is where civilization will appear as the Node advances. As the Node Stage increases, different buildings, NPCs, and services will become available in the Development Area. The higher the Node Stage, the more complex and populated the Development Area becomes. Development Areas will also vary depending on the Node Type - Economic, Military, Scientific, or Divine.[138] – Margaret Krohn
Nodos vasallos

This vassal mode structure tells you what it looks like for a sovereign at a level six metropolis stage; and what it can control at a maximum vassal network is two level five nodes, of which a level five node can control one level four and one level three as direct vassals; and then the four can control a three; and every three can control a one or a two. Now if the three gets removed through siege, the one or the two is removed as well. So that's an important distinction between the three's vassals, which technically isn't really a vassal relationship because there's no citizenships possible. Those vassals don't exist between three and X, but they do exist between four and three, five and four, and six and five. And what this also allows is that because there are 85 nodes that are within the world, we have a buffer zone of about 20 nodes that lives in a max server state. So if you had maximum five metropolises form in a world, you will have a number about 20 nodes that can live alongside those metropolis networks; and when or if a metropolis falls, that extra cushion of nodes around the five metropolis structures allows for the map to be redistricted in a way that is unique. It doesn't mean that one of the fives is just going to pick up where the last six left off and form the same exact metropolis structure. From a territory perspective it has ancillary nodes to play with and expand towards that redistricts the map, so that if a metropolis falls there's a significant difference in the layout of the world and the layout of these almost nation-like territories.[156] – Steven Sharif
Los nodos de nivel aldeas (fase 3) o superior subyugan a los nodos cercanos, convirtiéndolos en nodos vasallos.[139][148]
- Una Metropolis (escenario 6) puede tener bajo control hasta dos nodos Ciudad (escenario 5). Un Ciudad (escenario 5) puede controlar una Pueblo (escenario 4) y un nodo Aldea (escenario 3). Un Aldea (escenario 3) puede controlar un Campamento (escenario 2) o unaExpedición (escenario 1). Si la Aldea (escenario 3) es destruída a causa de un asedio, sus "vasallos" también son destruídos.[156]
- Los nodos vasallos obtienen beneficios de su nodo soberano (nodo padre) incluso si el tipo de nodo padre es diferente al vasallo.[158]
- It is not a bad thing to be vasseled, it is a good thing to be vasseled. It brings many benefits from the Sovereign, which is the ultimate parent of that vassal network down to the vassal node itself; and it allows that vassal node to even live outside of its normal mechanics. You get to adopt some of the benefits that the node type of your sovereign is, even if your node type as a vassal node isn't the same.[158] – Steven Sharif
- Los nodos soberanos recogen impuestos de los nodos vasallos. Estos impuestos no pueden ser cogidos por el alcalde u otros jugadores.[159]
- Los nodos vasallos deben permanecer, al menos, una fase de nodo por debajo de su nodo padre.[139]
- Los nodos vecinos/adyacentes a un nodo de Expedición (escenario 1) bloquean el avance de sus vecinos adyacentes. Esto iba a ser probado durante la fase de test de Alpha-1.[147][148]
- Los nodos vasallos aplican primero cualquier experiencia obtenida para compensar su propio déficit (ver debilitamiento de los nodos). Una vez completa, aplican el exceso de experiencia ganada a su nodo padre.[138]
- Si el nodo padre avanza, el nodo vasallo puede avanzar también.[139]
- Los nodos vasallos dan su exceso de experiencia a su nodo padre, y pueden tener sus propios nodos vasallos; siempre y cuando estén dentro de la zona de influencia del nodo padre.[159][139]
- Si un nodo está bloqueado, y ademas de ser un nodo vasallo tiene sus propios nodos vasallos, cualquier experiencia ganada por el propio nodo o sus vasallos se aplica primero a su propio déficit. La experiencia sobrante a partir de ahí se manda al nodo padre.[138]
- When the vassal reaches its cap it overflows experience up to the parent; and so it can be very good early on for parents to get vassal nodes that are very productive- that have a lot of traffic.[159] – Steven Sharif
- Los nodos vasallos están supeditados al gobierno, alianzas, guerras, impuestos, y al comercio de su nodo padre, y pueden recibir ayuda "federal" del mismo.[139]
- Los nodos vasallos no pueden declarar la guerra a su nodo padre o a cualquiera de sus vasallos.[139]
- Los ciudadanos de los nodos vasallos están vinculados a las condiciones diplomáticas de su nodo padre.[139]
If a Node is a Vassal Node and is capped from advancing further, it first applies any experience earned to its own deficit (see Node Atrophy section), and then applies excess experience earned to its Parent Node. If the Parent Node advances and the Vassal is able to grow, it becomes uncapped. If a Node is capped and is both a Vassal and has its own Vassals, any experience earned from itself or its Vassals is first applied to their own deficit. Any experience beyond that is then sent to its Parent Node.[138] – Margaret Krohn
Nodos adyacentes/vecinos
Los nodos adyacentes (nodos vecinos), comenzando por los que estén en fase de Expedición (escenario 1), bloquearán el crecimiento de sus vecinos cercanos.[147][148]
- Los nodos vasallos deben permanecer al menos un nivel por debajo de su nodo madre.[139]
- Los nodosCampamento (escenario 2) y Expedición (escenario 1) tecnicamente no son nodos vasallos puesto que no permiten ciudadanía. Si su nodo madre, Aldea (escenario 3), es destruido a causa de un asedio, estos nodos también serán destruidos.[156]
Estilo y diseño de los nodos

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.[139] – 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.[138] – Margaret Krohn
El diseño de un nodo y su estilo es determinado por varios factores:[160]
- La localización y el entorno (bioma) del nodo.[161][162][160]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[161] – Steven Sharif
- Los nodos ajustarán la topografía local para adaptarse a los requisitos estéticos y mecánicos del nodo.[163]
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.[163] – 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.[160] – Jeffrey Bard
- La raza que contribuya con el porcentaje más alto al avance del nodo modificará la apariencia racial de sus edificios, NPCs y objetos.[164][162][138][160][165][166]
- Las razas relacionadas entre ellas no combinan sus influencias culturales. Por ejemplo, los Py'Rai y los Empyrean cuentan como culturas diferentes. Su raza madre, los Pyrian, ya no existen.[167]
- Este cambio de estilo y cultura ocurre en cada etapa del nodo.[138]
- Esto aplica para todos los nodos, incluso los nodos de castillo.[168]
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.[168] – Steven Sharif
- El resto es determinado por el alcalde del nodo.[160]
- Debería ser posible completar varios proyectos de construcción en un nodo durante el mes en el que el alcalde ostenta su cargo.[169]
- 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.[169] – Steven Sharif
Influencia racial

We have essentially sets that exist across all races; and each race that dons those armor sets is going to have their own racial influence on the presentation of those particular sets. So that's something that's unique in how each of the races get diversified. Additionally, the more that one particular race contributes to a node's development, it's going to manifest in that particular node's architectural influences. You're going to see the architectures of those races become manifest within the nodes as well: That's another way that we diversify each race and we present each race's culture in the game as through those architectures, through those props that exist, through the tailoring of the armor sets that the NPC might wear, to the different factions that exist. Factions will have their own affiliation with different races as well. Each race will also have some different nomenclature when it comes to the lore, or comes to locations in the world. They're going to have their own language influences as well: The way they speak is something that's going to be distinct between races; when you have dialogue trees with particular NPCs. So all of those things really go into setting an immersive world where the cultures have their own identity.[171] – Steven Sharif
La influencia cultural se manifiesta diferentes formas, desde la estética de los nodos y el equipo hasta en el lenguaje de los PNJ y el lore.[171][172][138]
- La apariencia del equipo de ciertos sets de armaduras viene influenciada por la raza del jugador.[171]
- El diseño y estilo del nodo está influenciado por la raza que más contribuye ha ese nodo.[171]
- Los beneficios puede que apliquen a los ciudadanos de la cultura dominante, pero también aplica a las mecánicas del nodo, lo que podrá ser beneficioso también a los miembros de otras razas.[172]
- Hay una mecánica de desgaste, que afecta a la experiencia y a la influencia para evitar que una sola raza domine el mundo entero.[173]
- Los PNJs reaccionarán de forma diferente dependiendo de la raza del personaje.[174]
- Los idiomas serán diferentes según la raza del PNJ y en el lore.[171]
There is an attrition and that attrition on experience and influence is heightened based on the performance of the race in the world. So if all these nodes are Orc nodes then their attrition rate is very high to compete with the cultural establishment of new nodes because they have more influence in the world and a popular opinion is against them in their outlying regions that they do not have influence in.[173] – Steven Sharif
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.[175][176][139]
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.[177] – Steven Sharif
Progresión de gremios

As you're leveling up the guild and you're getting these points to either allocate towards expanding the guilds member count or allocate towards adding certain passive abilities that your guild members can gain by being guild members. You're also going to see as you're leveling up the guild through different type of quest-based, participation-based, node-based, organization-based systems and ways that those quests hook into the world. You're also going to see perhaps some augment abilities at the upper tiers of the guild levels become unlocked for certain members that have a classification of officer or knight, will have access to those different types of augment abilities that might get unlocked should you go down the non expansive member lane; and the idea there is to offer these benefits to smaller groups.[178] – Steven Sharif
La progresión de los gremios se consigue miediante la participación en diferentes sistemas.[178]
- Misiones.[178][179]
- Nodos.[178]
- Organizaciones sociales.[178]
- Elaboración (Crafting) de determinados objetos.[179]
- Eventos.[179]
Cuando el gremio progresa, se otorgan puntos de habilidad que el gremio puede asignar para desbloquear aspectos de su árbol de habilidades, como habilidades pasivas, aumentos y número de miembros.[178][180][181]
- Las habilidades pasivas aumentan determinadas estadísticas relacionadas con la capacidad de un miembro del gremio en el combate u otros aspectos del mismo, como puede ser la economía.[178]
- Los aumentos pueden aplicarse en los niveles superiores de la progresión del gremio.[178]
- Los miembros del gremio no necesitan ser ciudadanos del mismo nodo para beneficiarse de las habilidades pasivas y de los aumentos.[182]
- El tamaño del gremio puede ser reemplazado por la progresión del gremio.[178][183]
- Cuanto mayor sea el límite de miembros del gremio, menos opciones de habilidades estarán disponibles para ese gremio.[184]
- Las alianzas de gremios pueden ser una parte clave para crear un "gremio" más grande.[183]
- La sala del gremio se puede desbloquear en una determinada etapa de avance del gremio.[180]
- Los gremios no pueden reajustar sus puntos de habilidad una vez asignados. Esto está sujeto a pruebas.[185]
- It's not always going to be combat. You could have an economic focus guild. You could have a trade oriented guild; and there's all sorts of things that you can put together and give your guild its own identity.[178] – Jeffrey Bard
Progresión de las organizaciones sociales
Un jugador progresa en una organización social cumpliendo tareas o misiones.[186] Existen rutas jerárquicas que pertenecen a líneas de misiones específicas para la temática de la organización.[186] Estas misiones pueden ser cooperativas o enfrentadas contra otros nodos en función del estado de guerra de los nodos.[187]
- Sabotaje.[188]
- Espionaje.[188]
- Intriga.[188]
- Por ejemplo, un gremio de ladrones puede tener objetivos y misiones para conseguir un determinado objeto que permita a los jugadores avanzar dentro de la organización.[186]
Social organizations are going to have questlines that players participate in which some will include sabotage, espionage, intrigue... While it's not necessarily player versus player in the combat sense, it is player versus player in pitting communities in those organizations against each other in a competitive atmosphere, where only some things can be accomplished by certain communities; and not everybody can succeed at a particular task. So, I think that that's a unique way to involve meaningful conflict that doesn't necessarily have to relate to PvP, because obviously we have a lot of PvP systems in the game and and there are many ways for players to participate in player versus player combat; but we also want to make sure that from a progression standpoint, from a system standpoint there are going to be abilities of individuals to follow these questlines, these tasks that will pit organizations against each other, specifically from an organizational standpoint.[188] – Steven Sharif
- Las organizaciones sociales desbloquean aumentos.
You're gonna see augments being used a lot throughout a lot of our systems. When we're talking about the guild system, when we're talking about social organizations, when we're talking about religions. A lot of those things are going to affect how and what you have available to augment your skills with.[189] – Jeffrey Bard
Aumentos de organizaciones sociales.
Organizaciones sociales unlock Up to 3 or 4 augments based on:[48][49][190][189]
- Whether the organization is the patron of their node: Meaning it contributes the most amount of work to the node from its members.[190]
- A player's progression within that organization.[190]
- You're gonna see augments being used a lot throughout a lot of our systems. When we're talking about the guild system, when we're talking about social organizations, when we're talking about religions. A lot of those things are going to affect how and what you have available to augment your skills with.[189] – Jeffrey Bard
Progresión de las alianzas
Ashes of Creation podrá tener contenido específico que gire entonrno a las alianzas.[191]
- Rutas de progresión para alianzas.[191]
- Servicios comunes compartidos de Clanes entre miembros de una alianza.[191]
- Las alianzas pueden cambiar sus relaciones con los nodos.[191]
Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those channels of bonding between the different guilds or players, the more sustainable that relationship.[191] – Steven Sharif
Progresión de las parcelas (Freehold)
Los edificios del freehold pueden subir de nivel en función de la duración y productividad del mismo freehold.[192]
- La progresión del freehold desbloquea nuevas bonificaciones, habilidades y capacidades.[192]
We want there to be progression in many systems and part of the freehold progression is that when you establish these base buildings the longer and more productive you are and exist with that freehold, the more opportunity those buildings will have to both level up: offering new bonuses, new abilities, new capabilities; and just surviving in this world is a feat in and of itself, so it's rewarded by allowing progression with those things.[192] – Steven Sharif
Profesiones de parcelas (Freehold)
- Profesiones como agricultura y pesca.[193][194]
- Los edificios de parcela o freeholds se pueden usar para procesar recursos recoletados en bienes procesados, como cría de animales y metalurgia.[195][196][197][112][198][194]
- Las estaciones de artesanía (crafteo) pueden colocarse en las parcelas (freeholds).[199]
- Los negocios de los que los jugadores sean propietarios, como las tabernas, pueden colocarse en las zonas libres de las parcelas (freeholds).[174]
Tavern progression
Las tabernas ofrecen servicios por niveles.[174]
- Misiones que solo pueden recogerse en tabernas que sean propiedad de jugadores.[174]
- Comidas que otorgan bufos durante un período de tiempo desde que el jugador se marche.[174]
- Recetas que podrán venderse a jugadores con profesiones de cocina y que solo pueden obtenerse de un negocio propiedad de un jugador en un área concreta.[200][174]
Cuanto más tiempo esté la taberna en funcionamiento, y más clientes atienda, más rápido subirá de nivel.[200][174]
- Q: What benefits do players receive for taking on the role of a tavern owner?
- A: You will get noticeability with regards to your creations because that will be displayed to the characters that consume those things; but, in addition, you can get certain types of itemization rewards depending on the number of patrons that you serve. You can also reap economic rewards, such as gold from the inn that you are selling your goods at. And then you can unlock access to certain types of recipes and or vendors based on the level of reputation you build up in that particular node.[200] – Steven Sharif
Progresión de las monedas de monstruo
Existe un sistema de progresión que nivela las habilidades de monstruo de un jugador en función de las frecuencia con la que participa en eventos de monstruo.[201]
In Ashes of Creation a large portion of world events revolve around the environment reacting to the player. This means that as players are exploring the world and developing civilization around them the environment is responding to this encroachment by spawning dynamic events and creatures to attack those developing cities. These events occur in 3 different types: the Legion level the Elite level and the Epic level.[202] – Steven Sharif
Conforme los nodos avanzan, también lo hace el nivel de los monstruos.[203] Hay niveles de eventos, que definen el nivel de los monstruos que se generan.[204]
- El nivel de la moneda de monstruo determina lo poderoso que es el monstruo.[205]
Ashes of Creation Apocalypse progression
The first chapter of Apocalypse is The Exodus. It takes part in the initial stages of the fall and sets the scene for upcoming chapters.[207]
- Between 15 and 20 cosmetic rewards are earnable in every chapter.[208]
- Daily and weekly quests will allow players to gain up to 50 levels (matching the intended level cap for the Ashes of Creation MMORPG).[209]
- Advancing through these levels allows players to unlock unique cosmetic rewards, such as weapon skins.[206][209]
You're going to have an adventuring path and that adventuring path is going to come with weekly quests and daily quests that you can participate in that will be available for the Castle sieges for the Horde and for the Battle Royale; and as you complete these quests you're going to gain experience; and right now you have up to 50 levels, which matches the intended cap for Ashes of Creation. Fifty levels of the adventure path that you can advance in; and as you advance in each of these levels you're going to be unlocking certain assets, such as these weapon skins. Now the great thing about player's progress in Apocalypse is that you will share the same account from Apocalypse to Ashes of Creation the MMORPG and anything that you earn in Apocalypse will be in Ashes of Creation the MMORPG- a unique as a skin exactly: A skin that you will have access to for helping us test write Apocalypse and preparing these different Alpha and Beta stages for Ashes of Creation.[209] – Steven Sharif
Ashes of Creation Apocalypse adventure paths
There are adventure paths (also known as Compendiums) in Ashes of Creation Apocalypse (Battle royale, Castle sieges, Horde mode).[206][209]
- The first chapter of Apocalypse is The Exodus. Between 15 and 20 cosmetic rewards are earnable in every chapter.[208]
- There will be an optional Legendary Path that players can purchase for USD $10 per 10 weeks.[206][208]
- The Legendary Path offers over 50 cosmetic rewards.[211][208]
- Alpha-1 backers and Intrepid pre-order pack owners will be granted a lifetime compendium (battle pass) to the Legendary path.[206][208][211][212]
- Alpha-2, Beta-1 and Beta-2 backers will have access to the first chapter's Legendary path, with over 50 cosmetics available to earn.[206][208]
- Other Kickstarter, summer backers and pre-order pack owners will receive the first chapter of the legendary path for free for 70 days. 71 different cosmetic rewards can be earned starting from December 18th.[211]
- The Legendary path will also have a shop for one-off cosmetics.[211]
- Embers can be used in Ashes of Creation Apocalypse to purchase unique cosmetics or to purchase the Legendary adventure path.[213]
- All Adventure paths in Ashes of Creation Apocalypse allow players to earn embers just for playing. Those embers will carry over into the MMORPG.[213]
Ashes of Creation Apocalypse cosmetic rewards

Progression and experience tracking for participation in Ashes of Creation Apocalypse testing entitled players to earn unique cosmetic rewards. These earned rewards will carry over in player's accounts to live launch of the MMORPG.[215][216]
- Armor appearances.[216]
- Costumes.[215][208]
- Emotes.[215]
- Freehold building skins.[215]
- Furniture.[215]
- Hairstyles.[208]
- Monturas.[215][208]
- Pets.[217]
- Weapon skins.[215][208][206][209]
One of the ways we want to give back to the Community in participating in this testing is allowing for progress, quests, achievements rewards to be gained in Apocalypse... You will have rewards and quests and achievements that you and your participation and your performance in that game, whether it be the Castle Siege, the Horde Mode or the Battle Royale will earn you cosmetics. There will be costumes. There will be mounts to earn. There will be housing and furniture. There will be emotes. There will be weapon variants. A lot of these are what we have in production for our project Ashes of Creation, we apply some variants and skins for and make them only available through participating in helping us test these different game modes. And they will carry over to your account on the MMORPG.[215] – Steven Sharif
The account used for Apocalypse is the same account used for the MMORPG. Unique skins earned in Apocalypse will be added to the MMORPG as rewards for helping to prepare for the Alpha and Beta stages of Ashes of Creation.[209]
- Cosmetic skins are only be able to be applied to things that have already been earned, crafted or found within the Ashes of Creation MMORPG.[218]
- Skins earned in Apocalypse will be available to apply at certain tiers, levels and/or access points within the MMORPG.[218]
So it's not that you'll be able to equip necessarily an item at level one. These are all cosmetic skins. Again we are not about the pay-to-win or pay-to-convenience life. What we want to do instead is as you earn, craft, or find equipment in the MMORPG, these skins that you've earned in Apocalypse will be available at certain tiers, levels and/or access points. So for example, we have different grades of mounts right. We have the base one land mounts. We have the Royal mounts. We have the flying mounts if you're a mayor or King or Queen. We have legendary mounts. These classes of mounts will have available skins associated with those particular classes... If you have the Ramstider skin that you've earned from Apocalypse, you'll be able to apply that to your first land mount, which will probably be earned within the first five levels you'll earn a land mount. However if you have let's say for example the Gryphon, which will be a glideable mount. I'm sorry what's the name of the what's the name of the night one. The midnight- is the midnight bird or something like? The Nighthunter Gryphon. I think that's it. If you have that skin you'll only be able to apply that skin to a Royal mount so you'll still have to earn these things. Remember our position is that of: You need to earn these things in Ashes first. They're not purchasable or earned outside in Apocalypse and you're granted that immediately. These are skins that you apply to the things you earn in Ashes.[218] – Steven Sharif
These cosmetics reflect the lore of Ashes of Creation Apocalypse, which is set before the fall.[216]
- Armor appearances will reflect the ancient cultures of Verra.[216]
One thing that we announced to our alpha one backers that I know they love clarity on is that we'll also be including progression and experience tracking for participation and testing that will entitle them to some unique cosmetics as well that reflect on the lore of this setting, which is before the fall. So you'll be able to acquire some armors that reflect some of the ancient cultures of Verra that you will earn and hold for live launch.[216] – Steven Sharif
It would be like your ancestors kept these curios for you.[216] – Jeffrey Bard
Examples of some Kickstarter rewards will be included in Ashes of Creation Apocalypse.[219]
![]() |
![]() |
![]() |
![]() |
![]() |
Basic axe.[220] | Hallowed Bronze Axe.[221][222] | Arcanic Bronze Axe.[223][222] | Pyroclastic Bronze Axe.[224][222] | Eldritch Bronze Axe.[225][222] |
![]() |
![]() |
![]() |
![]() |
![]() |
Thundering Mace.[226] | Hallowed Mace.[227][228] | Arcanic Mace.[229][228] | Pyroclastic Mace.[230][228] | Eldritch Mace.[231][228] |
Ver además
Referencias
- ↑ 1.0 1.1 Transmisión en vivo, 2021-12-23 (1:32:10).
- ↑ Transmisión en vivo, 2017-05-19 (51:52).
- ↑ 3.0 3.1 Entrevista, 2018-10-20 (1:55).
- ↑ Transmisión en vivo, 2017-05-12 (42:17).
- ↑ Transmisión en vivo, 2021-04-30 (1:17:40).
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ Transmisión en vivo, 2018-04-8 (PM) (28:38).
- ↑ Entrevista, 2018-10-20 (2:53:53).
- ↑ 9.0 9.1 9.2 9.3 9.4 Transmisión en vivo, 2020-07-31 (1:05:58).
- ↑ 10.0 10.1 Transmisión en vivo, 2022-10-14 (23:15).
- ↑
- ↑ Transmisión en vivo, 2017-05-24 (46:27).
- ↑ Transmisión en vivo, 2022-05-27 (1:11:10).
- ↑ Transmisión en vivo, 2020-07-25 (1:33:37).
- ↑ 15.0 15.1 Transmisión en vivo, 2022-07-29 (1:24:58).
- ↑ 16.0 16.1 16.2 Entrevista, 2021-06-13 (48:27).
- ↑ 17.0 17.1 17.2 Transmisión en vivo, 2018-09-27 (52:41).
- ↑ 18.0 18.1 Transmisión en vivo, 2020-07-25 (1:34:55).
- ↑ Transmisión en vivo, 2022-04-29 (1:06:34).
- ↑ 20.0 20.1 20.2 20.3 Vídeo, 2018-04-05 (40:08).
- ↑ 21.0 21.1 21.2 21.3 21.4 21.5 February 8, 2019 - Questions and Answers.
- ↑ Transmisión en vivo, 2017-12-15 (58:48).
- ↑ 23.0 23.1 Entrevista, 2020-07-08 (1:07:59).
- ↑ Transmisión en vivo, 2017-05-24 (19:25).
- ↑ Transmisión en vivo, 2021-04-30 (41:18).
- ↑ Transmisión en vivo, 2022-01-28 (15:35).
- ↑ Entrevista, 2020-07-08 (1:12:51).
- ↑ 28.0 28.1 28.2 Transmisión en vivo, 2017-05-15 (26:13).
- ↑ Entrevista, 2018-08-24 (4:15).
- ↑ 30.0 30.1 30.2 30.3 30.4 Transmisión en vivo, 2020-09-30 (1:07:22).
- ↑ Entrevista, 2018-08-24 (8:52).
- ↑ Entrevista, 2021-06-13 (24:14).
- ↑ 33.0 33.1 33.2 33.3 33.4 33.5 33.6 33.7 Entrevista, 2020-07-18 (1:05:04).
- ↑ 34.0 34.1 34.2 34.3 34.4 34.5
- ↑ 35.0 35.1 35.2 Entrevista, 2020-07-29 (54:44).
- ↑ 36.0 36.1 36.2 Ashes of Creation class list.
- ↑ 37.0 37.1 37.2 37.3 Transmisión en vivo, 2017-07-28 (19:05).
- ↑ 38.0 38.1
- ↑ Transmisión en vivo, 2017-05-03 (50:50).
- ↑ Transmisión en vivo, 2017-07-18 (37:43).
- ↑ Transmisión en vivo, 2020-07-31 (1:31:11).
- ↑ Pódcast, 2021-04-11 (54:35).
- ↑
- ↑ Transmisión en vivo, 2017-10-16 (1:00:44).
- ↑ Entrevista, 2018-08-08 (22:27).
- ↑
- ↑ Transmisión en vivo, 2020-07-25 (1:47:55).
- ↑ 48.0 48.1 Pódcast, 2021-09-29 (30:04).
- ↑ 49.0 49.1 Transmisión en vivo, 2021-06-25 (1:05:01).
- ↑ Transmisión en vivo, 2018-02-09 (41:56).
- ↑ 51.0 51.1 Transmisión en vivo, 2019-12-17 (1:13:14).
- ↑ 52.0 52.1 52.2 52.3 Entrevista, 2020-07-18 (1:07:06).
- ↑ 53.0 53.1 Forums - Livestream Q&A 2022-08-26.
- ↑
- ↑ Transmisión en vivo, 2019-07-26 (1:09:22).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (20:45).
- ↑
- ↑ Entrevista, 2018-05-11 (53:15).
- ↑ 59.0 59.1 59.2 59.3 Transmisión en vivo, 2021-11-19 (50:38).
- ↑ 60.0 60.1 Transmisión en vivo, 2021-09-24 (1:18:06).
- ↑ Transmisión en vivo, 2021-06-25 (23:08).
- ↑ Transmisión en vivo, 2020-08-28 (1:12:50).
- ↑ Entrevista, 2020-07-29 (55:44).
- ↑ 64.0 64.1 Entrevista, 2020-07-19 (53:59).
- ↑ 65.0 65.1 Entrevista, 2020-07-18 (1:07:51).
- ↑ Transmisión en vivo, 2017-11-16 (30:02).
- ↑ Transmisión en vivo, 2020-08-28 (1:19:24).
- ↑ Transmisión en vivo, 2022-12-02 (1:05:08).
- ↑ Transmisión en vivo, 2021-04-30 (53:08).
- ↑ 70.0 70.1 Entrevista, 2018-10-20 (2:53:52).
- ↑ 71.0 71.1 71.2 Transmisión en vivo, 2020-01-30 (1:28:40).
- ↑ Transmisión en vivo, 2018-05-04 (45:37).
- ↑ Transmisión en vivo, 2022-06-30 (1:12:38).
- ↑ Transmisión en vivo, 2022-09-30 (53:15).
- ↑ Transmisión en vivo, 2022-09-30 (43:45).
- ↑ Vídeo, 2022-09-30 (24:49).
- ↑ Pódcast, 2021-09-29 (47:57).
- ↑ Entrevista, 2021-02-07 (49:18).
- ↑ 79.0 79.1 79.2 79.3 79.4 79.5 Transmisión en vivo, 2018-06-04 (1:11:19).
- ↑ Transmisión en vivo, 2021-06-25 (1:29:39).
- ↑ 81.0 81.1 Transmisión en vivo, 2018-06-04 (21:37).
- ↑ 82.0 82.1 82.2 Transmisión en vivo, 2021-03-26 (1:15:57).
- ↑ 83.0 83.1 83.2 83.3 83.4 Entrevista, 2020-07-18 (14:22).
- ↑ Entrevista, 2020-07-18 (16:34).
- ↑ 85.0 85.1 Transmisión en vivo, 2022-05-27 (1:20:00).
- ↑ Transmisión en vivo, 2017-05-26 (51:37).
- ↑ Transmisión en vivo, 2017-05-17 (58:55).
- ↑ 88.0 88.1 Transmisión en vivo, 2020-11-30 (1:26:00).
- ↑
- ↑ 90.0 90.1 90.2 Entrevista, 2022-01-14 (42:18).
- ↑ Transmisión en vivo, 2020-10-30 (1:21:14).
- ↑ Transmisión en vivo, 2019-06-28 (1:24:27).
- ↑ Transmisión en vivo, 2021-07-30 (1:15:29).
- ↑ 94.0 94.1 94.2 94.3 94.4
- ↑ 95.0 95.1 95.2 95.3 95.4 95.5 95.6 95.7 Transmisión en vivo, 2022-04-29 (1:13:00).
- ↑ 96.0 96.1 96.2 96.3 Transmisión en vivo, 2019-07-26 (1:09:46).
- ↑ 97.0 97.1 97.2 Transmisión en vivo, 2017-05-24 (32:07).
- ↑ 98.0 98.1 98.2 98.3 Entrevista, 2020-03-27 (5:25).
- ↑ 99.0 99.1
- ↑ 100.0 100.1
- ↑ 101.0 101.1 Entrevista, 2020-07-20 (18:47).
- ↑ 102.0 102.1
- ↑ 103.0 103.1
- ↑ 104.0 104.1
- ↑ 105.0 105.1
- ↑ 106.0 106.1
- ↑ Entrevista, 2021-02-07 (36:38).
- ↑ Transmisión en vivo, 2017-05-10 (6:12).
- ↑ Entrevista, 2023-07-09 (42:51).
- ↑ Vídeo, 2022-10-28 (19:10).
- ↑ 111.0 111.1 Transmisión en vivo, 2022-10-14 (32:38).
- ↑ 112.0 112.1 112.2 Entrevista, 2020-03-27 (9:00).
- ↑ 113.0 113.1 113.2 Entrevista, 2018-05-11 (38:25).
- ↑ 114.0 114.1 114.2 Vídeo, 2022-10-28 (25:11).
- ↑ 115.0 115.1 Transmisión en vivo, 2020-04-30 (53:11).
- ↑ Vídeo, 2022-10-28 (26:14).
- ↑ 117.0 117.1
- ↑ Alpha-1 screenshot.
- ↑ Entrevista, 2020-07-18 (1:00:15).
- ↑ Entrevista, 2020-07-19 (8:43).
- ↑ 121.0 121.1 121.2 121.3 121.4 Entrevista, 2020-07-20 (21:57).
- ↑ 122.0 122.1 122.2 122.3 Transmisión en vivo, 2018-04-8 (PM) (55:49).
- ↑ Transmisión en vivo, 2020-07-25 (46:08).
- ↑ Transmisión en vivo, 2021-03-26 (1:02:06).
- ↑ 125.0 125.1 Transmisión en vivo, 2022-03-31 (1:15:02).
- ↑ 126.0 126.1 Transmisión en vivo, 2017-05-15 (38:08).
- ↑ 127.0 127.1 Transmisión en vivo, 2018-07-09 (25:34).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (51:49).
- ↑ Transmisión en vivo, 2017-05-19 (44:18).
- ↑ 130.0 130.1 130.2 130.3 130.4 Transmisión en vivo, 2020-07-25 (57:02).
- ↑ 131.0 131.1 131.2 Transmisión en vivo, 2017-05-08 (44:51).
- ↑
- ↑ Transmisión en vivo, 2017-06-01 (33:40).
- ↑ 134.0 134.1 134.2 134.3 134.4 134.5 134.6 Transmisión en vivo, 2022-09-30 (1:24:54).
- ↑ 135.0 135.1 135.2 135.3 135.4 135.5 135.6 Transmisión en vivo, 2018-07-09 (36:05).
- ↑ Transmisión en vivo, 2018-07-09 (36:05).
- ↑ 137.0 137.1 Transmisión en vivo, 2022-04-29 (44:13).
- ↑ 138.00 138.01 138.02 138.03 138.04 138.05 138.06 138.07 138.08 138.09 138.10 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 139.00 139.01 139.02 139.03 139.04 139.05 139.06 139.07 139.08 139.09 139.10 Blog - Know Your Nodes - The Basics.
- ↑ 140.0 140.1 140.2 A reactive world - Nodes.
- ↑ Transmisión en vivo, 2018-12-12 (14:48).
- ↑ Entrevista, 2020-07-20 (3:45).
- ↑ Vídeo, 2017-04-20 (0:02).
- ↑
- ↑ Node series part II – the Metropolis.
- ↑ 146.0 146.1 Transmisión en vivo, 2017-10-16 (50:20).
- ↑ 147.0 147.1 147.2
- ↑ 148.0 148.1 148.2 148.3
- ↑ 149.0 149.1 Entrevista, 2020-07-18 (10:04).
- ↑ 150.0 150.1 Entrevista, 2020-07-08 (1:00:15).
- ↑
- ↑ Transmisión en vivo, 2021-09-24 (1:21:23).
- ↑ 153.0 153.1 Transmisión en vivo, 2017-05-26 (28:16).
- ↑ 154.0 154.1 154.2 154.3 154.4 Transmisión en vivo, 2022-10-14 (55:13).
- ↑ Transmisión en vivo, 2017-11-17 (55:27).
- ↑ 156.0 156.1 156.2 156.3 Transmisión en vivo, 2022-08-26 (1:07:34).
- ↑
- ↑ 158.0 158.1 Transmisión en vivo, 2022-08-26 (1:04:35).
- ↑ 159.0 159.1 159.2 Transmisión en vivo, 2022-08-26 (1:10:16).
- ↑ 160.0 160.1 160.2 160.3 160.4 160.5 Transmisión en vivo, 2018-09-27 (53:06).
- ↑ 161.0 161.1 Transmisión en vivo, 2022-02-25 (41:00).
- ↑ 162.0 162.1 Transmisión en vivo, 2020-10-30 (39:17).
- ↑ 163.0 163.1 Transmisión en vivo, 2021-02-26 (1:12:18).
- ↑ Pódcast, 2021-04-11 (29:47).
- ↑ Entrevista, 2018-05-11 (54:34).
- ↑ Transmisión en vivo, 2017-05-26 (21:23).
- ↑ Pódcast, 2021-04-11 (23:36).
- ↑ 168.0 168.1 Entrevista, 2018-05-11 (47:27).
- ↑ 169.0 169.1 Transmisión en vivo, 2022-07-29 (1:13:09).
- ↑ Transmisión en vivo, 2020-06-26 (45:32).
- ↑ 171.0 171.1 171.2 171.3 171.4 Transmisión en vivo, 2022-03-31 (4:57).
- ↑ 172.0 172.1 Entrevista, 2021-02-07 (33:00).
- ↑ 173.0 173.1 Entrevista, 2018-05-11 (1:00:19).
- ↑ 174.0 174.1 174.2 174.3 174.4 174.5 174.6 Pódcast, 2018-04-23 (29:56).
- ↑ Entrevista, 2020-07-19 (19:35).
- ↑ Transmisión en vivo, 2017-05-15 (30:53).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ 178.00 178.01 178.02 178.03 178.04 178.05 178.06 178.07 178.08 178.09 178.10 178.11 Transmisión en vivo, 2018-09-27 (55:39).
- ↑ 179.0 179.1 179.2 Transmisión en vivo, 2017-05-19 (22:10).
- ↑ 180.0 180.1 Entrevista, 2020-07-19 (36:07).
- ↑
- ↑ Transmisión en vivo, 2020-06-26 (1:31:53).
- ↑ 183.0 183.1 Transmisión en vivo, 2017-05-05 (23:26).
- ↑ Entrevista, 2018-08-08 (9:36).
- ↑ Transmisión en vivo, 2020-10-30 (1:11:13).
- ↑ 186.0 186.1 186.2 Transmisión en vivo, 2017-05-17 (7:27).
- ↑ Entrevista, 2020-07-19 (24:34).
- ↑ 188.0 188.1 188.2 188.3 Pódcast, 2018-05-11 (18:52).
- ↑ 189.0 189.1 189.2 Transmisión en vivo, 2017-06-01 (31:47).
- ↑ 190.0 190.1 190.2 Pódcast, 2018-04-23 (24:47).
- ↑ 191.0 191.1 191.2 191.3 191.4 Pódcast, 2018-05-11 (21:07).
- ↑ 192.0 192.1 192.2 Pódcast, 2018-05-11 (48:29).
- ↑ Transmisión en vivo, 2020-05-29 (39:47).
- ↑ 194.0 194.1 Transmisión en vivo, 2017-06-01 (24:30).
- ↑ Transmisión en vivo, 2022-02-25 (1:12:27).
- ↑ Pódcast, 2021-04-11 (40:20).
- ↑ Entrevista, 2020-07-18 (41:03).
- ↑ Transmisión en vivo, 2017-05-05 (34:15).
- ↑ Transmisión en vivo, 2017-05-12 (1:00:18).
- ↑ 200.0 200.1 200.2 Transmisión en vivo, 2022-12-02 (1:22:30).
- ↑
- ↑ Transmisión en vivo, 2017-05-03 (31:46).
- ↑ Transmisión en vivo, 2017-05-03 (36:25).
- ↑
- ↑
- ↑ 206.0 206.1 206.2 206.3 206.4 206.5 206.6 2018-12-08 Newsletter.
- ↑ Transmisión en vivo, 2018-12-06 (28:45).
- ↑ 208.0 208.1 208.2 208.3 208.4 208.5 208.6 208.7 208.8 208.9 Transmisión en vivo, 2018-12-06 (33:55).
- ↑ 209.0 209.1 209.2 209.3 209.4 209.5 Transmisión en vivo, 2018-12-06 (26:12).
- ↑ Transmisión en vivo, 2019-09-30 (1:34:34).
- ↑ 211.0 211.1 211.2 211.3 Transmisión en vivo, 2018-12-06 (51:20).
- ↑
- ↑ 213.0 213.1 Transmisión en vivo, 2018-12-06 (1:00:52).
- ↑ Blog: October Giveaway - Free Armor of the Autumn Knight.
- ↑ 215.0 215.1 215.2 215.3 215.4 215.5 215.6 215.7 Transmisión en vivo, 2018-10-31 (38:47).
- ↑ 216.0 216.1 216.2 216.3 216.4 216.5 Transmisión en vivo, 2018-09-27 (27:27).
- ↑
- ↑ 218.0 218.1 218.2 Transmisión en vivo, 2018-12-06 (41:43).
- ↑
- ↑ Transmisión en vivo, 2018-12-06 (26:03).
- ↑ Transmisión en vivo, 2018-12-06 (26:23).
- ↑ 222.0 222.1 222.2 222.3 Bronze Axe Skins.
- ↑ Transmisión en vivo, 2018-12-06 (28:08).
- ↑ Transmisión en vivo, 2018-12-06 (28:12).
- ↑ Transmisión en vivo, 2018-12-06 (28:19).
- ↑ Transmisión en vivo, 2018-12-06 (28:30).
- ↑ Transmisión en vivo, 2018-12-06 (28:37).
- ↑ 228.0 228.1 228.2 228.3 Thundering Mace Skins.
- ↑ Transmisión en vivo, 2018-12-06 (28:43).
- ↑ Transmisión en vivo, 2018-12-06 (28:47).
- ↑ Transmisión en vivo, 2018-12-06 (28:51).