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Pre-alpha Mage accepting a quest.[2]

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

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).[4]


Events are things that happen in Ashes of Creation as the result of development in the world.[5] They can take the form of quests, pop-up triggered quests or other story lines that happen throughout the world.[6] Events are public quests that are scaled to fit local, regional, and global needs.[4]

  • Events that are taken care of successfully have positive consequences.[4]
  • Events that reach a fail condition have negative consequences.[4]
  • There may be one-off events.[7]
  • If events don't occur within a certain time period, they could occur randomly.[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).[4]

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.[7]

Event types

Ashes of Creation will have seasonal events, quests, and holidays.[8]

Monster coin events

Pièces de Monster enable players to play as monsters within the event system. This ranges from playing friends as a horde of zombies, to becoming a massive dragon.[10]

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.[11]

Monster coin events are system spawned events.[12]

  • They are structured in a way to prevent groups from gaming the system.[12]
  • 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.[13]
  • Server messages appear for players in the vicinity of these dynamic events.[14]
  • Drop tables are disabled for player controlled monsters.[15]


Tâches are quests without excessive amounts of text.[16]

  • Tasks refer to node-based objectives that are narrative based.[16]
  • Tasks come and go in regional areas; and react to events in the world.[16]

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).[4]

Narrative quests

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.[4]

The world of Verra will be the same on each server, but Nœuds will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[17]

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.[7]

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.[18]Steven Sharif

Story arcs

Story arcs drive one or more quest lines in Ashes of Creation.[19]

  • Personal quest lines.
  • Cultural quest lines.
  • Regional quest lines.

All of the events are based around storytelling. All of the the narrative quests are based around storytelling. All the organizational quests are based around storytelling. You know the game is built from a story basically, so we want to make sure that there's context and relevancy for all of the actions that you're doing in the game.[20]Jeffrey Bard

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.[20]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.[21]Steven Sharif

Certain story arcs can be unlocked through the bulletin board system. Certain requirements would need to be met in order to access story arc quests.[22]

Storyline quests

Storyline quests can have multiple stages. These quest stages can actually be failed.[23]

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.[23]Steven Sharif

Epic/legendary quests

Epic and Legendary quests affect the narrative of the game.[3] These quests will unlock gated content.[24]

Discovery of legendary items will unlock further chapters of the Lore.[25]

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.[26]

A legendary weapon is easily distinguished by its visual appearance.[27]

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, you know 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.[27]Steven Sharif

Obtaining a legendary item will not be RNG based. It will entail obtaining construction components from various progression pathways.[27]

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.[27]Steven Sharif

Legendary items are not intended to be temporary.[28]

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.[28]Steven Sharif

Server history

The history of each server will be tracked and visible to players.[30]

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.[30]Jeffrey Bard

Daily quests

Daily quests will not be the same as past experiences.[31]

  • There will not be an obligation to log each day.[31]
  • Will likely not be RNG based.[31]
  • Focused around how changes in the world relate to a player's opportunities.[31]
  • Location matters due to the lack of fast travel.[31]

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.[31]Steven Sharif


Repetition will not be part of progression in Ashes of Creation.[32]

  • There will be no "grindy" quests.[32]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[33]
  • The aspiration is to have more things to do in the game than a player has time to do.[32]

Racial quests

Quests may be based on a character's race.[34]

Different quests may relate to who the primary cultural contributor is to a node. This won't lock out content, but will add flavor to the quests.[34]

There might even be different directories of the quest that exist for specific races, and even though you're sharing a quest to kill a boss, if you're human and I'm an elf, I will have a different arc potentially that leads in a different direction than you, even though we took the same quest; and this can relate to who the primary cultural contributor is to a node unlocking different arcs for cultures that share the primary culture of a node - not that locks out content but it gives a flavor in a different direction so that not everything is so cookie cutter.[34]Steven Sharif

Race matters because narratives have paths that also are influenced based on the primary contributing culture to the node... If you're a Niküa and you have you're in a Niküa node that's predominantly Niküa, you're going to have certain services and/or abilities as a member of the Niküa race that other races may not have access to... They may have alternative quest lines, but they won't have specific ones. Now those specific Niküa quests will then relate to the meta-narrative that's present in the world and they'll start to direct some of that meta-narrative; and that'll be beneficial for your kind because it will unlock certain content for your race that other races haven't unlocked yet. So there is an incentive there to see progression along that line now in order to curb the progress of a dominant race.[35]Steven Sharif

Quests that are race specific, title specific, or guild specific will likely be less than 10% of the total number of quests. 90% of quests should be able to be shared by everybody.[36]

NPC race

NPCs are going to react differently to different tags on a character.[34]

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

Quest driven caravans

Quest driven caravans are used for trade routes between nodes. These caravans are system driven.[37]

  • These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[38]
  • Initiating a caravan from one node to another will create a PvP objective that players will need to defend while it moves along its chosen route to the selected destination.[39]
  • Node-based caravan stats and capabilities scale with their node's advancement.
  • Roads will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[40]

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.[38]Steven Sharif

Mayoral caravans

Mayoral caravans are launched by Mayors.[41]

Soloable quests

Questing may be individual and group oriented.[39]

Collection quests

There will be collection quests.[42]

Quest markers

There will be subtle ways that players will acquire knowledge that something is to be done in an area.[43]

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

Quest sponsorship

Players can sponsor quests on a bulletin board.[44]

Removing player corruption

The primary means to remove corruption is through death. Multiple deaths may be necessary to remove all corruption.[45]

  • An alternate way to remove corruption is through religious quests. These quests are considered time sinks.[46]

It's not going to be easy or quick but it is probably going to be the only other way to get rid of corruption other than dying.[46]Jeffrey Bard

Ashes of Creation Apocalypse quests

Questing in Ashes of Creation Apocalypse contains lore that gives insight to the happenings on Verra during the fall.[49]

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.[49]

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.[51]Steven Sharif


Ashes of Creation logo.[55]

Ashes of Creation is a direct reference to the storyline. Without giving too much away, the phoenix is going to be a persistent symbol throughout the first phase of the storyline, and the world that the players will be inhabiting is a long-lost world that has suffered devastating calamity.[56]Jeffrey Bard

There are different parts to the Lore in Ashes of Creation.[19]

These story arcs drive one or more quest lines.[19]

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.[57]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 .[58]Jeffrey Bard

Zones and progression

Donjons, Raids, Patrons du monde, Mobs, Quests, Events, Resources, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and it's racial influence.[59][60]

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.[7]


See also

Les références

  1. Livestream, 13 December 2018 (12:30).
  2. Video, 30 May 2017 (1:38).
  3. 3.0 3.1 Livestream, 15 May 2017 (20:58).
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 MMOGames interview, January 2017
  5. 5.0 5.1 Livestream, 3 May 2017 (46:18).
  6. kickstarter events.png
  7. 7.0 7.1 7.2 7.3 Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  8. Livestream, 5 May 2017 (40:36).
  9. Video, 25 May 2017 (0:02).
  10. kickstarter monster coins.png
  11. IGN: Ashes of Creation first look: An MMO that lets you be the boss.
  12. 12.0 12.1 monster event spawned.png
  13. Livestream, 26 May 2017 (22:19).
  14. Livestream, 3 May 2017 (36:25).
  15. Livestream, 3 May 2017 (35:25).
  16. 16.0 16.1 16.2 Livestream, 12 May 2017 (42:17).
  17. Livestream, 19 May 2017 (37:03).
  18. Livestream, 22 May 2017 (28:02).
  19. 19.0 19.1 19.2 Livestream, 18 January 2018 (39:08).
  20. 20.0 20.1 Livestream, 30 May 2019 (1:18:16).
  21. Video, 5 April 2018 (35:01).
  22. Livestream, 31 October 2017 (29:50).
  23. 23.0 23.1 23.2 Interview, 20 October 2018 (2:36:25).
  24. Livestream, 8 May 2017 (50:32).
  25. Livestream, 19 May 2017 (44:18).
  26. Livestream, 15 May 2017 (38:08).
  27. 27.0 27.1 27.2 27.3 Livestream, 8 April 2018 (PM) (55:49).
  28. 28.0 28.1 Livestream, 9 July 2018 (25:34).
  29. Livestream, 8 April 2018 (PM) (51:49).
  30. 30.0 30.1 Interview, 20 April 2018 (9:20).
  31. 31.0 31.1 31.2 31.3 31.4 31.5 Interview, 17 August 2018 (23:47).
  32. 32.0 32.1 32.2 Livestream, 15 May 2017 (26:13).
  33. Interview, 24 August 2018 (4:15).
  34. 34.0 34.1 34.2 34.3 Podcast, 23 April 2018 (29:56).
  35. Interview, 11 May 2018 (1:00:19).
  36. Livestream, 26 July 2019 (1:13:23).
  37. Livestream, 28 July 2017 (19:43).
  38. 38.0 38.1 caravan zerg.png
  39. 39.0 39.1 About Ashes of Creation.
  40. Livestream, 9 February 2018 (45:48).
  41. 41.0 41.1 41.2 41.3 Video, 15 July 2019 (2:12).
  42. Livestream, 26 May 2017 (48:48).
  43. Livestream, 22 May 2017 (52:39).
  44. Livestream, 31 October 2017 (30:34).
  45. Interview, 27 April 2017 (0:17).
  46. 46.0 46.1 Livestream, 4 June 2018 (2:18).
  47. pvp corruption duration.png
  48. Livestream, 30 September 2019 (55:33).
  49. 49.0 49.1 49.2 Livestream, 6 December 2018 (28:45).
  50. 50.0 50.1 50.2 50.3 50.4 2018-12-08 Newsletter.
  51. 51.0 51.1 51.2 51.3 Livestream, 6 December 2018 (26:12).
  52. Weekly.PNG
  53. weekly2.png
  54. Livestream, 6 December 2018 (33:55).
  55. Ashes of Creation Press Kit.
  56. Interview, 7 December 2016.
  57. Video, 5 April 2018 (37:50).
  58. Video, 5 April 2018 (37:13).
  59. Livestream, 15 May 2017 (30:53).
  60. Blog - Know Your Nodes - The Basics.