Please note that we will be mostly waiting for the full NDA drop before we post updated information on Alpha-1, but we will continue to post information that has specific citeable sources from Intrepid.


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

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

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

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

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

As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[5]Steven Sharif

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

If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[6]Steven Sharif

Level cap

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

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

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

The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because you know the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[8]Steven Sharif


  • Experience gained from killing mobs and bosses when in a group is divided by the number of party members based on damage done by the group (compared to any other parties attacking that mob or boss).[12]
    • A multiplier is then applied that increases with the number of party members. The multiplier is between 1.3 and 1.4 (approximately).[13]
    • Experience gained is not affected by looting rights.[12]
  • Experience gained from quest rewards is not shared with other party members.[13]

Skill points

Alpha-1 early preview skills UI.[14]

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[14]Steven Sharif

Les joueurs recoivent des points de compétences en gagnant des niveaux. Ceux-ci peuvent être utilisés pour augmenter le niveau de leurs arbres de compétences actives, passives ou de combat/d'armes.[15][16][17][18]

  • Il ne sera pas possible de monter au niveau maximum chaque compétence d'un arbre.[18]
  • En ce qui concerne la progression des compétences, les joueurs pourront voir large et obtenir un nombre de compétences différentes, ou aller "en profondeur" dans un petit nombre de compétences spécifiques.[19]
  • Les joueurs auront la possibilité de réinitialiser et redistribuer leurs points de compétences.[20]

Rendre les compétences actives capable de recevoir des points supplémentaires et débloquer des fonctionnalités supplémentaires, pour que du point de vue de la distribution du joueur il sera a vous de décider si vous voulez être plus diversifié mais moins profond - plus large mais pas plus grand, dans certains de ces choix de compétences ou si vous voulez être très très grand, ça sera quelque chose que le joueur choisira.[21]Steven Sharif

End game

There is not going to be a typical end-game in Ashes of Creation.[22]

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.[22]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.[23]Sarah Flanagan


Repetition will not be part of progression in Ashes of Creation.[24]

  • There will be no "grindy" quests.[24]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[25]
  • The aspiration is to have more things to do in the game than a player has time to do.[24]

Mentor program

There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.[22]

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.[27]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.[26]Steven Sharif

Level scaling

Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players.[28][22]

AFK leveling

Il n'y aura pas d'AFK leveling dans Ashes of Creation.[29]

Nous voulons que ce jeu soit joué. S'il y a des choses que vous pouvez faire pour ne pas jouer au jeu et continuer à progresser, nous avons mal fait quelque chose. [29]Jeffrey Bard

Class progression

Lors de la Progression d'un joueur avec son Archétype principal, il aura la possibilité d'en choisir un secondaire pour améliorer ses compétences principales avec les effets de son archétype secondaire.[30][31] La combinaison des archétypes principal et secondaire défini comme classe.[30][32][33]

  • Un joueur pourra choisir son archétype secondaire lorsqu'il atteindra le niveau 25.[30]

Si un Fighter choisit Mage comme archétype secondaire, le fighter deviendra un Spellsword. cette combinaison débloquera des améliorations qui pourront être appliquées à ses compétences dans l'arbre de compétences principal. Les fighters ont la compétence rush qui leur permet de foncer sur leur cible; et en l'atteignant, lui inflige un montant de dégâts avec une chance de la faire tomber. L'amélioration de téléportation pourrait être appliquée à rush, qui téléporterai le joueur à la cible et éliminerai le temps de charge sur la compétence. [31]

Chaque compétences dans l'arbre principal aura plusieurs possibilités d'améliorations dans le secondaire. c'est un exemple de progression horizontale.[31]

  • Les améliorations aux compétences principales changeront de manière fondamentale leur façon de fonctionner - adaptant ce que faisait la compétence faisait pour y inclure l'identité de l'archétype ou la classe secondaire.[23]
  • Une classe secondaire de fournit pas de compétences supplémentaires.[34]

Les joueurs reçoivent des Points de compétence Lorsqu'ils gagnent en niveau. Ceux-ci peuvent être utilisés pour améliorer leurs compétences dans leur arbre de compétences.[18]

  • Il ne sera pas possible d'atteindre le niveau maximum dans chaque compétences de l'arbre.[18]

La progression de classe n'est pas liée à la progression d'artisanat.[35]

Zones et progression

Donjons, Raids, Bosses d'extérieur, Monstres, Quêtes, Événements, Ressources, Narration et tout autre contenu à l'intérieur d'une ZI d'un nœud auront des niveaux divers et variés ; mais avanceront en même temps que l'avancement de ce nœud et seront dépendants de l'influence raciale.[36][37][38]

Nous n'avons pas de zone de niveau 25 à strictement parler. A la place, cette zone pourra avoir des créatures de niveau 10 près de la route, des créatures de niveau 20 au plus profond de la forêt, et d'autres créatures de niveau 30 en haut de la montagne. Ces ratios changeront en fonction des informations reçues par leurs Nœuds, devenant en général plus dangereux tandis que le nœud évolue. Toute cette civilisation attire l'attention de Choses-Qui-Ne-Devraient-Pas-Être. Cela ne veut pas dire que les zones sauvages sont sans danger, en aucun cas. Certaines seront moins dangereuse, mais toutes auront des dangers que même le voyageur le plus expérimenté devra surveiller.[39]Steven Sharif

Elite monster Rendu 3D.[40]

It's a really big dude and the idea behind him is you're gonna see big monsters- I think that the character comes up to like his elbow maybe, or just beneath the elbow I'm not sure- but you're going to see these big elites kind of just roaming and wandering through the world. They're not assigned any to to any particular hunting ground, they just kind of roam; and I think that component is pretty cool especially when you have an open world where you can see something unique that's not matching the monsters you're hunting in a certain area but just strolls by.[40]Steven Sharif

Goblin Rendu 3D by Chris Atkins.[41]

There are going to be different types of "Goblinesque" creatures; and this one has not skipped out on his leg or arm day, which is a good thing for him because he's probably going to be in a lot of fights.[42]Steven Sharif

There will be a mix of different monsters and difficulty levels throughout the world that are tied to the development of nearby nodes. As nodes advance, mobs will present new and increasing dangers that players can participate in.[43]

  • Certain elite monsters that are not assigned any to to any particular hunting ground roam throughout the world.[40]

In the world naturally there will be locations that are going to have a mix of different levels of monsters and difficulty levels; and then those spawn tables relate to the development of nearby nodes. So as nodes develop they'll be changing the spawn tables around them to reflect their further development in the world, presenting new and more difficult dangers that the players can participate in.[43]Steven Sharif

Rested experience

Tavernes offer rested experience (rested XP) for those who rent rooms or spend time as patrons of the tavern.[44]

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

Pet progression

Combat pets will be levelable and will have gear available to them.[45][46]

Voir également

Les références

  1. 1.0 1.1 Direct, 2020-07-31 (1:05:58).
  2. leveling.png
  3. Direct, 2017-05-24 (46:27).
  4. Direct, 2020-07-25 (1:33:37).
  5. 5.0 5.1 Entrevue, 2021-06-13 (48:27).
  6. 6.0 6.1 Direct, 2020-07-25 (1:34:55).
  7. Direct, 2017-12-15 (58:48).
  8. 8.0 8.1 Entrevue, 2020-07-08 (1:07:59).
  9. Direct, 2017-05-24 (19:25).
  10. Direct, 2021-04-30 (41:18).
  11. Entrevue, 2020-07-08 (1:12:51).
  12. 12.0 12.1 Direct, 2020-07-31 (1:22:23).
  13. 13.0 13.1 Direct, 2020-07-25 (44:46).
  14. 14.0 14.1 Direct, 2020-08-28 (1:12:50).
  15. Entrevue, 2020-07-29 (55:44).
  16. Entrevue, 2020-07-19 (53:59).
  17. Entrevue, 2020-07-18 (1:07:51).
  18. 18.0 18.1 18.2 18.3 Direct, 2017-07-28 (19:05).
  19. Direct, 2017-11-16 (30:02).
  20. Entrevue, 2020-07-29 (54:44).
  21. Direct, 2020-08-28 (1:19:24).
  22. 22.0 22.1 22.2 22.3 Vidéo, 2018-04-05 (40:08).
  23. 23.0 23.1 February 8, 2019 - Questions and Answers.
  24. 24.0 24.1 24.2 Direct, 2017-05-15 (26:13).
  25. Entrevue, 2018-08-24 (4:15).
  26. 26.0 26.1 26.2 26.3 26.4 Direct, 2020-09-30 (1:07:22).
  27. Entrevue, 2018-08-24 (8:52).
  28. Entrevue, 2021-06-13 (24:14).
  29. 29.0 29.1 Direct, 2018-09-27 (52:41).
  30. 30.0 30.1 30.2 Entrevue, 2020-07-18 (1:05:04).
  31. 31.0 31.1 31.2 progression.png
  32. Ashes of Creation class list.
  33. archetypeclass.png
  34. Direct, 2017-05-03 (50:50).
  35. Direct, 2020-07-31 (1:31:11).
  36. Entrevue, 2020-07-19 (19:35).
  37. Direct, 2017-05-15 (30:53).
  38. Blog - Know Your Nodes - The Basics.
  39. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  40. 40.0 40.1 40.2 Direct, 2021-03-26 (54:26).
  41. Direct, 2020-07-31 (1:45:40).
  42. Direct, 2020-06-26 (1:14:42).
  43. 43.0 43.1 Direct, 2017-05-26 (24:33).
  44. The mighty beard!
  45. 45.0 45.1 Direct, 2020-11-30 (1:26:00).
  46. Pets.jpg
  47. Direct, 2019-06-28 (1:24:27).