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Alpha-1 early quest user interface.[1]

Questing in our world combines the best elements of traditional MMO’s as well as the introduction of our unique player driven experiences. Ashes of Creation offers area quests, public quests, and quest chains that change dynamically and in real time based on the player’s experiences and choices. Players will have the ability to directly alter world events and change the landscape through their actions, as an individual and as a community. Server quests will allow political rivals to compete for the fate of the world.[2]

Placeholder quest log. Alpha-1 captura de pantalla. Credito de imagen: Guild:Overlord

Misiones in Ashes of Creation are divided into three categories: Events, Tareas and Narrative quests.[3][4][5]

We’re going to be breaking up what is traditionally called ‘questing’ into three different categories: Narratives, Events, and Tasks. We want to avoid going down the path of trying to force narrative into gameplay where it doesn’t really fit (ie: filler stuff that doesn’t really relate to what’s happening in the world).[5]

Questing will be placeholder until Alpha-2.[7][8]

List of quests

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.
Quest Location Quest giver XP reward Steps
A Mountain Hike Winstead Sir Jansen 5,200 7
A New World Alpha-1 starting area Given by default 10 1
A Place Like No Other Alpha-1 starting area Sergeant Landry 1,700 2
Aiding the Order Alpha-1 starting area Jhal 350 2
Arrows to the Corporal Alpha-1 starting area Lieutenant Griori 10 3
Becoming Skilled Alpha-1 starting area Lieutenant Griori 10 2
Cave Survey Alpha-1 starting area Corporal Cuhlum 4,000 4
Crafting a Sword Alpha-1 starting area Blacksmith 3,000 8
Crafting a Wand Alpha-1 starting area Blacksmith 3,000 8
Finding a Foothold Alpha-1 starting area Given by default 65 3
Gather Nightbloom Alpha-1 starting area Eswyn 4,000 6
Hidden Inferno Alpha-1 starting area Lieutenant Griori 18,600 10
Honoring Ancestors Alpha-1 starting area Attendant Wynden 3,000 3
Lesson One: Zoology Alpha-1 starting area Scholar Rhea 2,400 7
Lesson Two: Botany Alpha-1 starting area Scholar Rhea 2,400 5
Magical Ice Alpha-1 starting area Olexia Fobrasna 18,600 4
Meet the Headmaster Alpha-1 starting area Lieutenant Griori 1,700 1
Narrative: A Burden to Bear, part I Winstead Mysterious Corpse 7,700 2
Narrative: A Burden to Bear, part II Na'ala Changeling Girl 7,700 4
Prepare to Craft Alpha-1 starting area Blacksmith 10 2
Seeping Poison Alpha-1 starting area Headmaster Varus 18,600 3
Talking Shop Alpha-1 starting area Merchant 10 2
Task: Perimeter Patrols Alpha-1 starting area Lieutenant Griori 1,700 4
Task: Predator or Prey? Alpha-1 starting area Lieutenant Griori 1,700 2
The Apparition Alpha-1 starting area Location based 18,600 10
The Final Lesson Alpha-1 starting area Scholar Lodi 3,000 9
The Warrior's Prayer Alpha-1 starting area Attendant Wynden 3,000 5

List of quest givers

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

List of quest rewards

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.
Item Icon Item type Rarity Level requirement Set
Frayed Cloth Gloves b58531bc-dfc5-4ffe-b945-57106ce799ba-0.png Gloves Common 7 Frayed
Iron Longsword GreatswordIcon.png Sword Common 1 Iron
Iron Wand 45180dea-dd3e-497e-94ae-93af57b2e6b7-0.png Wand Common 1 Iron
Lava Forged One-Handed Sword d8097cb1-34c8-4312-933f-3040305645b6-0.png Sword Rare 12 Lava Forged
Lava Forged Wand d36dda14-5a9e-4744-8715-9f7c471b0105-0.png Wand Rare 8 Lava Forged
Refurbished Plate Gauntlets f6bab455-aaf6-43c2-8de3-298312e484b1-0.png Gloves Common 7 Refurbished
Sharpened One-Handed Sword 77226313-9678-43f1-8fd8-e298344dfcaa-0.png Sword Uncommon 5
Tiller 7a088b0d-ff65-40ad-9ce3-2d0e6eaa77ff-0.png Tool Uncommon 1
Tome Of The Tundra SpellbookIcon.png Spellbook Epic 15


The world of Verra is a dynamic and ever-changing landscape filled with wonder, adventure, and danger. One of the many mechanics that allow us to achieve this adaptability is Events. Events are one of the primary ways that players will experience content. Events focus on delivering a reactive world that keeps players on their toes while changing up gameplay in a fun and unique way, providing challenges, and shaping the world around them. Players will encounter events throughout their entire time on Verra - from early progression to high-level dungeons and raids.[9]Peter Bisulca

Corrupted area in Alpha-1, design by Mia DelCasino.[10]

I think Ashes' whole premise is to incorporate events and changes and evolution that not only represents player activity but also incorporates random story driven interruptions to the normal flow of the world; and whether that be through blocking off specific roadways that are the lifeblood of a particular node's incoming resources, or having random raid boss appear in a zone that never traditionally they did before; and as a result it incurs a complete change of climate that's now affecting crop rotations; and only specific crop can come from that zone; and now the whole economy of the world has been thrown into chaos because no one's been able to down this boss yet, we can't get the corn we need in order to build the reagents on the alchemical side to create this craft- That's the type of domino effect system or event you want that appears in a natural non-injunction way, but it presents a problem to the players to that they have to accomplish something at least if they want to change it back to the status quo. Those I think are compelling events and those I think are ways that the world can introduce an element of randomness that reflects what we experience in the real world.[11]Steven Sharif

Events are things that happen in Ashes of Creation as the result of development in the world.[11][12] They can take the form of quests, pop-up triggered events or other narratives that happen throughout the world.[9][13] Events are scaled to fit local, regional, and global needs.[14][5]

Events are where you’ll find your public quests, though these will be scaled to fit local, regional, and global needs. They’ll also have consequences locally, regionally, and globally, for good (if they’re taken care of successfully) or for ill (if a fail condition is reached).[5]
Events... can be local, regional or global, and consist of boons or banes. They’re triggered based on a lot of different variables, and some may be one-off Events that occur once, and never again. If an Event is handled successfully, then something good happens to the local, regional, or global area. If it fails, then something bad befalls the local, regional or global area. They’ll relate to the overall Narrative, but don’t fall into its overall structure (for the most part). These are the things that will be written into history, and we imagine that as time grows, each server’s history will diverge more and more.[19]
Some of the events that spawn have consequences that lead to node attacks; and enemies have a particular type of hate list on certain buildings that a node may have access to when they attack during an event; and that hate list might relate to- or that building choice might relate to something that is indicative of the storyline for that particular event; or it could be something that is more pivotal to the defense of the city. If the city doesn't respond to these types of things that might weaken them for potential player attacks afterwards.[22]Steven Sharif
  • There are events that lead to the spreading of corruption that players will have to fight back against. When these events occur players will need to participate to keep the intrusion on the material plane back.[20][26][27]
There are certain effects that can happen in a world that does not have a proper response from the player population and that's the whole idea behind these events that can happen; that you know feel like these are natural world progression events if corruption starts to show itself as a response- as a push back to the player's development of nodes in the world itself.[20]Steven Sharif
  • If events don't occur within a certain time period, they could occur randomly.[12]
  • There may be one-off events.[19]

Events do not directly impact class effectiveness but there may be ancillary effects in terms of availability of equipment, enchantments or tattoos.[28]

Event types

There are a variety of different types of events that occur based on random chance and other interdependencies.[9]

Monster coin events

Monster coin concept art.[9]

Let's say for example you have an event- that is the predicate for this event kicking off was that a raid boss was killed in a nearby dungeon; and it was killed for the 50th time, or it was killed by some particular storyline end or whatever the predicate system is in the world state to say "hey kick this event off". Well, when that event kicks off a number of spawners activate around the node and NPCs start moving towards a node. The node is notified, like "hey there's something happening here, you guys should put up your defenses focus on this thing"; and those with monster coins who are within the area and are not a citizen of the node or an affiliated node can choose to activate the monster coin to become one of the monster types that exist within that event; and that event has a number of targets; and let's say for this particular story arc the thing was we need to find artifacts and better weapons in order to defeat these bosses at the bottom of this dungeon; and a lot of players went through that process they found those weapons and whatnot. Well those things might be stored in three buildings that exist within the node. They might be stored within the armory; they might be stored within the barracks; and they might be stored at a workshop that has access to a workbench that they've chosen to build and that could also potentially serve as a predicate; and when you become the monster those are your three objectives; and you don't need to destroy all three. You potentially just need to destroy one, or you destroy as many as you can if it's a time selected event; and you might have targets that are NPC-related as well, such as the blacksmith that's at the workbench, or the captain of the guard who's at the barracks, or whatever who's at the armory; and you get to go in and you get to kill other players potentially during this who are helping to defend the city; and you can also make it to the objectives and potentially help in destroying the building, or killing the NPCs. That is the type of objectives that would exist within a monster coin system for an event.[34]Steven Sharif

Pre-alpha monster coin system.[35]

Sometimes the disturbed beings could take the form of packs of dire wolves, hordes of zombies roused from their graveyard, or even, rarely, an epic-tier dragon flying out of a volcano once a node reaches its maximum level. In any case, the disturbed monsters have to tackle a series of destructive objectives, which can either be handled by the the AI or, more interestingly, by a player. The player in turn would attempt to complete all those actions much as in a multi-objective quest, hopefully before other players brought him or her down.[36]

Monster Coins enable players to play as monsters within the monster coin event system. This ranges from playing as a horde of zombies, to becoming a massive dragon.[22][25]

During a Monster Coin Event, players will be able to activate Monster Coins, allowing them to become monsters and wreak havoc! These Events can be triggered in a variety of different ways, and in some cases they may even provide cosmetic rewards.[9]

Monster coin events are system spawned events.[22][24]

  • They are structured in a way to prevent groups from gaming the system.[24]
  • Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.[37]
  • Server messages appear for players in the vicinity of these dynamic events.[38]
  • The player will have a number of potential objectives they can choose to attack during the event. This may include node buildings, points-of-interest, dungeon, NPC, or other open-world objective.[34]
When you're playing as a as a monster from the monster coin use as part of an NPC event that might be targeting a node, or other some other open-world objective or POI, or dungeon, you get to participate as a monster and your focus is completing objectives that have already been prescribed as part of the event.[34]Steven Sharif

Los Antiguos are not going to be part of the monster coin system.[41]

Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they're not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses. They haven't quite gotten there, and who knows if they ever will, but that kind of attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[42]Steven Sharif


Tareas are quests without excessive amounts of text.[43]

  • Tasks refer to node-based objectives that are narrative based.[43]
  • Tasks come and go in regional areas; and react to events in the world.[43]

Tasks are hyper-local to individual Nodes, and will be centered around developing the Node that they belong to. If you want to go kill five wolves, this is where you’d do it. You can kill five wolves on your own, and that will count toward Node progression, but if a Task is offered to kill five wolves, then both the Node and your character will get bonus XP when that task is completed. Tasks will be numerous and varied, and will reflect the different gameplay styles that players can engage in within Ashes – there will be crafting, exploration, combat, and gathering oriented tasks (among many others).[5]

Narrative quests

Narrative quests will focus on gameplay that reflects the story and won't contain "filler".[5]

What you find in the Narratives category is where you’ll find most of what you might call traditional quests. Because we’re jettisoning filler, we’ll have the resources to craft a really excellent story, with gameplay that reflects the scope of that story.[5]

El mundo de Verra será el mismo en cada servidor, pero los Nodos se desarrollarán de forma diferente. Cada servidor tendrá diferentes narrativas. Las cosas que sucedan en un servidor pueden no suceder en otro.[44]

We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[19]

It kind of redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you know you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, you know it's incumbent upon you to manifest that in the game.[46]Steven Sharif

Arcos argumentales

Los arcos argumentales impulsan la narrativa que se desarrolla en un servidor en concreto. Dentro de estos arcos argumentales hay puntos específicos que pueden cambiar para contar diferentes historias basadas en los parámetros del mundo.[47][48][49]

Within the context of these story arcs, there are specific points that they can pivot to tell a different story. That different story can be based on predicates that are in the world: from a player decision standpoint, from a cultural representation standpoint, from situational to which node gets developed. There's a lot of different components that interact with the way the dialogue and narratives play out on a particular server; and what that means is- and I've said this from the beginning many sandbox MMORPGS, they do not create as much curated content as theme-park MMORPGS; and their excuse for doing that is because they incorporate player-driven mechanics. But that's a bit of a cop-out and it's the opposite approach that we've taken with Ashes of Creation; and the reason for that is, if you give the player a door and there's nothing behind that door then opening the door is meaningless. So what we have to do is we have to create a very functional story arc system that provides content in many different ways, but is behind a door of world progress or world development that is then executed by the player population. And that's how we construct our narrative systems.[48]Steven Sharif
Even player driven mechanics will still have story components. There will be a reason why the player driven mechanic is available or required of the player; so you know every system that's created touches a story.[50]Steven Sharif
Every stage a node develops it's unlocking narratives, storylines, it's changing the spawn population of the area around it, changing what bosses exist, it's triggering events where you may have legendary dragons attack the city. It's basically writing the story of the server based on the actions and determination of the players. So, you may experience a dungeon one month earlier and have a completely different story that relates to this location the next month, because something has changed either geopolitically or from the node standpoint.[52]Steven Sharif
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

Algunos arcos argumentales se pueden desbloquear a través del sistema de tablón de anuncios.Para poder acceder a las misiones de los arcos argumentales será necesario cumplir ciertos requisitos.[53]

Misiones de la historia

Las líneas de misiones pueden tener varias fases. Estas fases de cada misión pueden terminar en fallo.[54]

There will be many different quests that actually have stages of the storyline; and these stages can actually be failed. You can actually fail a storyline; which sucks when you think about it, but at the same time that risk makes your investment that much more important.[54]Steven Sharif

Epic/legendary quests

Las misiones épicas y legendarias impactan directamente en la narrativa del juego.[4] Estas misiones desbloquearán contenido bloqueado.[57]

Historia en el servidor

El historial de cada servidor será registrado y se encontrará visible para los jugadores en la biblioteca de los nodos.[59][60]

We're gonna keep track of the history of the world so that we can tell people the story up to the current day. A player who's brand new, who's come in at the six-month mark can take a look at each server, what each server has done, how each server has tackled the storyline; and they can decide for themselves what community they want to join; what version of the world that they want to take part in.[60]Jeffrey Bard
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.
  • Los escribas pueden recopilar y registrar información sobre los acontecimientos del mundo tal y como los han vivido y desde su punto de vista.[61]

Daily quests

Daily quests will not be the same as past experiences.[62]

I don't think those will be RNG based. Those will be probably- you will see the reward structure for those types of quests. Will they be dailies? No they won't be in the sense of what we've experienced dailies in the past where you feel so obligated to log in and like you'll miss these things. It's more gonna be focused around like how the world is changing and how the changes in the world relate to your opportunities; and then you know if your location's gonna matter because fast travel is not a thing, where you're located at is going to determine your you know the risk versus reward opportunities that are present; and then depending on the time that those occur.[62]Steven Sharif


La repetición no será parte de la progresión en Ashes of Creation.[64]

  • No habrá misiones de "grindeo".[64]
  • No habrá misiones repetitivas a través de una sola mazmorra para obtener equipo.[65]
  • La aspiración es tener más cosas que hacer en el juego de las que un jugador tiene tiempo para hacer.[64]

Misiones raciales

Varias misiones se basarán en la raza de un personaje.[66]

Distintas misiones podrían estar relacionadas con el principal contribuyente cultural de un nodo. Esto no bloqueará contenido, sino que añadirá sazón a las misiones.[66]

Es posible que hayan distintas versiones de la misión que existe para razas específicas; e incluso si se comparte una misión para eliminar un jefe, si tú eres humano y yo soy un elfo, yo podría tener un arco de misión que me lleva en una dirección distinta del tuyo, aunque hayamos tomado la misma misión. Y dependiendo de quién sea el principal contribuyente cultural del nodo, se abrirán nuevos arcos para las culturas que compartan raza con estos contribuyentes. No es que queramos bloquear contenido, sino que queremos darle más sabor a las misiones para que no sean todas iguales.[66]Steven Sharif

La raza importa porque las distintas narrativas del juego se ven influenciadas por la cultura de los principales contribuyentes de un nodo... Si eres un Niküa y te encuentras en un nodo predominantemente Niküa, tendrás acceso a ciertos servicios o habilidades que los miembros de las otras razas no. Ellos podrían tener misiones alternativas, pero no específicas para su raza. Las misiones específicas de los Niküa estarán relacionadas a la meta-narrativa presente en el mundo y ellos podrán dirigir parte de esa narrativa. Esto será beneficioso para su raza, porque podrán desbloquear cierto contenido al cual las demás razas no tendrán acceso aún. Así que hay un fuerte incentivo de progresión por esa línea.[67]Steven Sharif

Las misiones específicas para razas, títulos, o gremios probablemente no sean más del 10% de las misiones totales. El otro 90% estarán disponibles para todos.[68]

NPC races

NPCs are going to react differently to different tags on a character.[66]

  • For example, Elven NPCs may interact differently with Humans compared to Elves.[66]

Misiones específicas de clase

Habrá misiones específicas de clase en Ashes of Creation.[69]

There's going to be a lot of shared quests but there's also going to be class-specific quests; and the reason for that is that some classes are better at others than doing certain things and that'll play itself out through the general community quests. That's fine, but there are certain periods from a designer's perspective where you want to make an encounter be the antithesis of what a player is good at. It also gives them perspective because we have a more fluid class combination system where you can play the line in your traditional role by adding a secondary class that's different from your primary classes role. The benefit of having these class-specific quests early on especially in an archetype is that you can come to a determination and have greater experience for the things you're not good at. So you know how to progress your class in the future with the things you have access to that are different from what you're good at.'[69]Steven Sharif

So you want to give them storyline that's relevant and make sense for them to their class progression. If I'm a fighter I should be going to a barracks and learning from this dude early on. Later on if I want to take on that mage secondary and I'm more arcane in the things I do, or more based in the essence, then yeah it makes sense for my also again for a catered quest to me that lets me focus on that route in the narrative.[70]Steven Sharif

Solo quests

Ashes of Creation ofrece opciones de juego para los jugadores en solitario.[72]

For those solo players who don't really care about finding a community to play with but they want to have one when they need it, there's going to be a lot of opportunities from a dialogue perspective, in-game chat options; you can join as part of citizenships: there's a lot of pseudo factions there- social organizations that give you an in to other players without the strong bonds that typically come with guild-oriented organizations; and I think that that's a comfortable medium between the two.[72]Steven Sharif
  • Ciertas líneas de misiones y zonas de caza están dedicadas a jugadores en solitario.[72]
  • La ciudadanía de los nodos y las organizaciones sociales ofrecen la posibilidad de interactuar sin los fuertes lazos que suelen acompañar a las guilds.[72][73]
  • Dentro de los grandes conflictos existen mecánicas para que los grupos pequeños y los jugadores en solitario puedan influir en la batalla.[74]
    • Esto incluye sistemas que probablemente se centrarán en participantes que forman un solo grupo mientras se desarrolla la batalla más grande.[74]

Voces de PNJs

Los PNJs tendrán locuciones de saludos narradas.[75][76]

  • Actualmente no está previsto que las misiones sean narradas.[75]
  • Añadir locuciones al juego más adelante es un cambio bastante cosmético.[75]

Is it difficult to add voice acting later? No, it's definitely not... It's a fairly cosmetic change.[75]Steven Sharif

Voice acting is a fun luxury to have, but it is not only a costly one, but it is also one that takes a lot of logistics.[77]Steven Sharif

Caravanas basadas en misiones

Las caravanas basadas en misiones son utilizas para rutas comerciales entre nodos. Estas caravanas son "manejadas" por el sistema[78]

  • Estas son iniciadas por jugadores con una elección de rutas y periodos de tiempo variables, dificultando la aparición de "zergs".[79]
  • Iniciar una caravana de un nodo a otro creará un objetivo PvP que los jugadores deberán defender mientras avanza por la ruta elegida hasta el destino seleccionado.[2]
  • Las estadísticas y capacidades de las caravanas de los nodos escalan con el avance de nodo.
  • Las carreteras mejorarán a medida que avancen los nodos. Las diferentes carreteras dictarán la velocidad y el tipo de caravana requerida (fuera de la carretera vs dentro de la carretera).[80]

The caravan system is designed to be initiated by the player. Which means, information of the caravans launch time and route, should be a closely guarded secret. Routes will also be diverse, and the world is large, so it might behoove you to scout the route ahead before a launch. Fast travel in our game is also limited, which means unless the guild had knowledge of your plans before hand, it is likely that they will be unable to organize and travel to a location. As far as mass guilds securing trade routes, there is always a bigger fish in the pond. Also caravans will have limitations on carrying capacity and launch windows that will segment mulitiple caravans by several minutes, which would space out the caravans, making it difficult to "zerg" a defense.[79]Steven Sharif

Caravanas consistoriales

Las caravanas consistoriales son activadas por los alcaldes.[81]

Misiones de los alcaldes

Los alcaldes pueden iniciar un sistema de misiones en el que los no ciudadanos puedan participar. El alcalde puede usar una parte de la tesorería o de los bienes del nodo como recompensa por completar la misión. Los jugadores podrán interactuar con el nodo para ver las misiones que hay disponibles para ellos.[82]

Escort quests

Escort quests will require different movement speeds based on the challenges being faced.[83]

There are going to be different speeds that are going to be utilized. So you might be walking through one area and then they might start running and you might have to keep up and that might be time for certain ambushes that are intended along the design path. If you don't address that ambush in a quick manner your escortee has already started running off to the next thing and now he's getting ambushed by the next thing.[83]Steven Sharif

Quests and reputation

Acciones como participar en la construcción de los nodos, pueden implicar que el personaje gane reputación en el nodo positiva. Acciones como fallar determinadas misiones, pueden desembocar en obtener mala reputación. Esta reputación se gana o se puerde a nivel de nodo.[83]

  • Los PNJs pueden reaccionar de forma diferente en función de la reputación del personaje.[83][84]
    • Esto puede implicar precios más altos (para productos o servicios vendidos en el nodo).[83]
    • Los guardias PNJs matarán a los jugadores corruptos que vean.[85]
    • Los PNJs añadiran a los jugadores a su "lista negra" si ese jugador cura, bufa o asiste de cualquier forma a un jugador que ya tenga en su "lista negra".[86]
  • Una reputación negativa puede abrir líneas de misiones en las que el lado más oscuro y sórdido del mundo pueda estar interesado.[83]
  • Una excesiva reputación negativa puede provocar que un personaje sea marcado como "enemigo del estado" de un nodo.[83]

The more good aligned or civilization building aligned tasks that you complete, you get higher positive reputation. But if you get low or bad reputation you could be deemed enemy of the state of a node. You could be deemed kind of a bad actor and it might raise prices for you, but it also might open up certain quest lines that the darker, seedier side of the world are interested in.[83]Steven Sharif

Soloable quests

Questing may be individual and group oriented.[2]

Collection quests

There will be collection quests.[89]

Quest givers

Alpha-1 early quest giver nameplate indicator.[1]

As opposed to what we may be used to in other MMOs where you see giant question marks or exclamation points, we've gone a little bit more subtle with the way that certain NPCs reflect their dialogue or quest availability. There's a slight shimmer that exists over the name and their color: Green represents quest logs- quest paths and then the gold represents the shops.[3]Steven Sharif

Quest giver NPCs in Ashes of Creation have subtle indicators rather than obvious question marks or exclamation marks.[3]

  • Quest givers are identified by a green shimmer on their nameplates.[3]
  • Not every quest/quest-giver will originate from within a node.[90]

Quest markers

There are not going to be obvious quest markers, such as question marks and exclamation marks telling players where to turn.[91]

  • There will be subtle ways that players will acquire knowledge that something is to be done in an area.[91]

Quest sponsorship

info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

Players can sponsor quests on a bulletin board.[92]

Removing player corruption

The primary means to remove corruption is through death. Multiple deaths may be necessary to remove all corruption.[94][95]

  • Dying removes a significant portion of a player's corruption score.[96]
  • Gaining experience will also slowly reduce a player's corruption score.[97][94]
    That creates a fun kind of experience for the bounty hunters to try to catch you while you're working it off.[94]Steven Sharif
  • A quest may be utilized to reduce the player kill (PK) count of a corrupt player in order for them to accumulate less corruption score in the future.[98][96]
    • This is a design shift from a religious quest being used to directly reduce the corruption score.[99]
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

Adaptive content

Alpha-1 preview pirate themed dynamic point of interest.[101]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is kind of its final state.[101]Jeffrey Bard

Los nuevos puntos de interés (como las mazmorras, jefes de mundo, y zonas corruptas) aparecen conforme los nodos se desarrollan.[102][103]Este contenido se adapta a la progresión del nodo de la zone donde se encuentra.[101][104]

Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[5]

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.[105][106][107]

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.[19]Steven Sharif


Ashes of Creation logo.[108]

Ashes of Creation es una referencia directa a la historia. Sin revelar demasiado, el fénix será un símbolo persistente a lo largo de la primera fase de la historia, y el mundo que habitarán los jugadores es un mundo perdido hace mucho tiempo que ha sufrido una calamidad devastadora.[109]Jeffrey Bard

El Fénix es el avatar celestial de la Diosa de la creación. Su sacrificio protegió a la gente de Verra durante el apocalipsis.[110]Steven Sharif

Hay diferentes partes del Lore en Ashes of Creation.[49]

Estos arcos narrativos conducen a uno o más arcos de misiones.[49]

  • Es posible que algunas historias estén relacionadas con un camino más oscuro o malvado, si un personaje así lo elige.[111]

We're keeping lore very close to the chest and the reason for that is because it is very rich. It is diverse. It will have applications outside of just the MMORPG. We intend to take it much further, but I want it to be something that the players get to reveal themselves, that's not just handed to them and then the experience is lost. They should feel when they're experiencing this that it relates to them on a personal level.[112]Steven Sharif

It is about mythology and discovering what truths mythologies are talking about and finding out what really happened on this world so long ago; and that's part of that discovery process; and we want people to feel that throughout the game, not just in terms of lore but in terms of the world itself.[113]Jeffrey Bard


Ver también


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  2. 2.0 2.1 2.2 About Ashes of Creation.
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