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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]

Les Quêtes dans Ashes of Creation sont divisées en trois catégories : Événements, Tâches et quêtes narratives.[3][4][5]

Nous allons diviser ce qui est traditionnellement appelé « quêtes » en trois différentes catégories : les quêtes narratives, événements, et tâches. Nous voulons éviter d'aller dans une direction qui tente de forcer la part narrative dans le système de jeu là où cela n'est pas vraiment adapté (i.e. du contenu de remplissage qui n'a pas réellement de lien avec ce qui se passe dans le monde).[5]


Evénements are things that happen in Ashes of Creation as the result of development in the world.[6] They can take the form of quests, pop-up triggered quests or other story lines that happen throughout the world.[7] Events are public quests that are scaled to fit local, regional, and global needs.[5]

  • Events that are taken care of successfully have positive consequences.[5]
  • Events that reach a fail condition have negative consequences,[5] such as natural disasters.[8]
  • There may be one-off events.[9]
  • If events don't occur within a certain time period, they could occur randomly.[6]

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.[9]

Harbingers that exist on Verra as dungeons are where The Ancients are capable of pushing into the material plane. They can continue to do so under the guise of the effects of corruption as it spreads. There are events that lead to the spreading of corruption that players will have to fight back against. When these events that occur players will need to participate to keep the intrusion on the material plane back.[10]

Event types

Ashes of Creation will have seasonal events, quests, and holidays.[11]

Monster coin events

Pièces de Monstres 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.[13]

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.[14]

Monster coin events are system spawned events.[15]

  • They are structured in a way to prevent groups from gaming the system.[15]
  • 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.[16]
  • Server messages appear for players in the vicinity of these dynamic events.[17]
  • Drop tables are disabled for player controlled monsters.[18]
  • The Ancients are not going to be part of the monster coin system.[19]

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.[20]Steven Sharif


Tâches are quests without excessive amounts of text.[21]

  • Tasks refer to node-based objectives that are narrative based.[21]
  • Tasks come and go in regional areas; and react to events in the world.[21]

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]

Quêtes narratives

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]

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.[22]

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.[9]

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.[23]Steven Sharif

Arcs Narratifs

Arcs Narratifs drive one or more quest lines in Ashes of Creation.[24]

  • 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.[25]Jeffrey Bard

The overarching narrative is that players are the returning children of Verra. They will not be characterized individually as "saviors".[26]

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.[25]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.[27]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.[28]

Quêtes d'histoire

Les Quêtes d'histoire peuvent avoir de multiples étapes. Ces étapes de quêtes peuvent être échouées.[29]

Il y aura beaucoup de quêtes différentes qui auront des étapes dans l'histoire ; et ces étapes peuvent être éventuellement échouées. Vous pouvez franchement rater une histoire ; ce qui n'est pas terrible quand on y pense, mais en même temps ce risque rend votre investissement beaucoup plus important.[29]Steven Sharif

Epic/legendary quests

Epic and Légendaire quests affect the narrative of the game.[4] These quests will unlock gated content.[31]

There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[32]

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.[34]Steven Sharif

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.[35]Steven Sharif

Discovery of legendary items will unlock further chapters of the Histoire et traditions.[37]

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.[38]

A legendary weapon is easily distinguished by its visual appearance.[35]

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.[35]Steven Sharif

Legendary items are not intended to be temporary.[39]

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.[39]Steven Sharif

Server history

L'histoire de chaque serveur sera suivie et visible par les joueurs.[41]

Nous allons garder la trace de l'histoire du monde afin de pouvoir raconter aux gens le récit jusqu'à ce jour. Un tout nouveau joueur, qui arrive après six mois, peut jeter un œil à chaque serveur, ce que chaque serveur a réalisé, comment le serveur a abordé l'intrigue ; et ils peuvent décider par eux-mêmes quelle communauté ils veulent rejoindre, à quelle version du monde ils veulent prendre part.[41]Jeffrey Bard

Daily quests

Daily quests will not be the same as past experiences.[42]

  • There will not be an obligation to log each day.[42]
  • Will likely not be RNG based.[42]
  • Focused around how changes in the world relate to a player's opportunities.[42]
  • Location matters due to the lack of fast travel.[42]

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.[42]Steven Sharif


Repetition will not be part of progression in Ashes of Creation.[43]

  • There will be no "grindy" quests.[43]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[44]
  • The aspiration is to have more things to do in the game than a player has time to do.[43]

Quêtes raciales

Les Quests peuvent être basées sur la race d'un personnage.[45]

Différentes quêtes peuvent être en relation avec la culture qui aura contribué le plus dans un Nœud. Cela ne verrouillera pas le contenu, mais au contraire ajoutera de la saveur aux quêtes.[45]

Il pourrait même exister différents répertoires de quêtes qui existent pour des races spécifiques, et même si vous partagez une quête pour tuer un boss, si vous êtes humain et que je suis un elfe, j'aurais un arc narratif différent qui me dirigera potentiellement dans une direction différente de la vôtre, même si on a pris exactement la même quête ; et cela peut être en rapport avec la culture qui aura contribué le plus dans un nœud déverrouillant différents arcs pour les cultures qui partagent la culture principale d'un nœud - Cela ne verrouillera pas le contenu, mais au contraire ajoutera de la saveur dans une direction différente pour ne pas donner la sensation que tout est préfabriqué.[45]Steven Sharif

La race est importante car les histoires ont des chemins qui sont également influencés par la culture qui aura contribué le plus dans un nœud... Si vous êtes un Niküa et que vous vous trouvez dans un nœud Niküa qui est principalement composés de Niküa, vous obtiendrez certains services et/ou compétences en tant que membre de la race Niküa auxquels les autres races n'auront pas forcément accès... Ils auront peut-être des suites de quêtes alternatives, mais ils n'auront pas les quêtes spécifiques. Pour ce qui est des quêtes spécifiques aux Niküa elles seront en rapport à la méta-narration qui sera présente dans le monde et elles commenceront à diriger une partie de cette méta-narration ; et ça sera bénéfique pour votre race car ça débloquera certains contenus pour votre race que d'autres races n'ont pas encore débloqués. Donc il y a une forme de motivation présente pour progresser de cette manière pour atténuer le progrès d'une race dominante.[46]Steven Sharif

Les Quests qui sont spécifiques aux Races, Titres, ou aux Guildes composeront sans doute moins de 10% du total de quêtes. 90% des quêtes devront être partageables par tout le monde.[47]

NPC race

Les PNJs vont réagir différemment aux différentes balises d'un personnage.[45]

  • Par exemple, les PNJs elfes pourront interagir différemment avec les Humains qu'avec les Elfes.

Quest driven caravans

Quest driven caravans are used for trade routes between nodes. These caravans are system driven.[48]

  • These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[49]
  • 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.[2]
  • 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).[50]

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.[49]Steven Sharif

Mayoral caravans

Mayoral caravans are launched by Maires.[51]

Quêtes de maire

Les Maires sont capables d'initier des systèmes de quête auxquels les non citoyens peuvent participer. Le maire peut utiliser une portion de la trésorerie de son Nœud ou des produits en récompense pour la complétion d'une quête. Les joueurs seront en mesure d'interagir avec le nœud pour voir quelles quêtes ils peuvent entreprendre.[52]

Soloable quests

Questing may be individual and group oriented.[2]

Collection quests

There will be collection quests.[53]

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 PNJs 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]

Quest markers

Il y aura des moyens subtils par lesquels les joueurs vont acquérir la connaissance que quelque chose est à faire dans un zone.[54]

  • Il n'y aura pas de marqueurs de quête flagrants tels que des points d'interrogation ou d'exclamation pour dire aux joueurs où tourner.

Quest sponsorship

Players can sponsor quests on a bulletin board.[55]

Removing player corruption

Concept art de cimetière par Tad Ehrlich.[56]

Le principal moyen de retirer la corruption est par la mort. De multiples morts peuvent être nécessaires pour ôter toute la corruption.

  • Mourir retire une part significative du score de corruption du joueur.[57]
  • Gagner de l'expérience réduira également lentement le score de corruption du joueur.[58]
    Cela crée une expérience plutôt amusante pour les chasseurs de primes qui tentent de vous capturer tandis que vous être en train de la perdre.[58]Steven Sharif
  • Une quête peut être utilisée pour réduire le compte de player kill (PK) d'un joueur corrompu, afin qu'il accumule moins de corruption dans le futur.[59][57]
    • Il s'agit d'un changement de design d'un quête religieuse utilisée pour réduire directement le score de corruption.[60]
  • La durée de la corruption est réduite dans les noeuds militaires.[61]


Il n'y aura pas de mécanique de vol (pickpocket) dans Ashes of Creation pour ce qui est des joueurs vivants.[62]

Il n'y a pas de mécanique de vol pour que vous puissiez vous approcher d'un joueur vivant et dérober quelque chose.[62]Steven Sharif

Histoire et traditions

Ashes of Creation logo.[63]

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.[64]Jeffrey Bard

The Phoenix is the celestial avatar of the Goddess of creation. Her sacrifice protected the people of Verra during the apocalypse.[65]Steven Sharif

There are different parts to the Histoire et traditions in Ashes of Creation.[24]

These story arcs drive one or more quest lines.[24]

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.[67]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.[68]Jeffrey Bard

Zones et progression

Donjons, Raids, Bosses d'extérieur, Monstres, Quests, 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.[69][70][71]

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.[9]Steven Sharif


Voir également

Les références

  1. 1.0 1.1 Vidéo, 2020-05-31 (6:25).
  2. 2.0 2.1 2.2 About Ashes of Creation.
  3. 3.0 3.1 3.2 3.3 Vidéo, 2020-05-31 (5:25).
  4. 4.0 4.1 Direct, 2017-05-15 (20:58).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 MMOGames interview, January 2017
  6. 6.0 6.1 Direct, 2017-05-03 (46:18).
  7. kickstarter events.png
  8. Direct, 2020-01-30 (1:32:12).
  9. 9.0 9.1 9.2 9.3 Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  10. Direct, 2020-11-08 (12:47).
  11. Direct, 2017-05-05 (40:36).
  12. Vidéo, 2017-05-25 (0:02).
  13. kickstarter monster coins.png
  14. IGN: Ashes of Creation first look: An MMO that lets you be the boss.
  15. 15.0 15.1 monster event spawned.png
  16. Direct, 2017-05-26 (22:19).
  17. Direct, 2017-05-03 (36:25).
  18. Direct, 2017-05-03 (35:25).
  19. Podcast, 2020-11-15 (47:12).
  20. Podcast, 2020-11-15 (51:22).
  21. 21.0 21.1 21.2 Direct, 2017-05-12 (42:17).
  22. Direct, 2017-05-19 (37:03).
  23. Direct, 2017-05-22 (28:02).
  24. 24.0 24.1 24.2 24.3 24.4 24.5 Direct, 2018-01-18 (39:08).
  25. 25.0 25.1 Direct, 2019-05-30 (1:18:16).
  26. Direct, 2019-12-17 (1:10:30).
  27. Vidéo, 2018-04-05 (35:01).
  28. Direct, 2017-10-31 (29:50).
  29. 29.0 29.1 29.2 Entrevue, 2018-10-20 (2:36:25).
  30. Direct, 2020-07-25 (1:50:20).
  31. Direct, 2017-05-08 (50:32).
  32. Entrevue, 2020-07-18 (1:00:15).
  33. Entrevue, 2020-07-19 (8:43).
  34. 34.0 34.1 34.2 34.3 34.4 Entrevue, 2020-07-20 (21:57).
  35. 35.0 35.1 35.2 35.3 Direct, 8 April 2018 (PM) (55:49).
  36. Direct, 2020-07-25 (46:08).
  37. Direct, 2017-05-19 (44:18).
  38. Direct, 2017-05-15 (38:08).
  39. 39.0 39.1 Direct, 2018-07-09 (25:34).
  40. Direct, 8 April 2018 (PM) (51:49).
  41. 41.0 41.1 Entrevue, 2018-04-20 (9:20).
  42. 42.0 42.1 42.2 42.3 42.4 42.5 Entrevue, 2018-08-17 (23:47).
  43. 43.0 43.1 43.2 Direct, 2017-05-15 (26:13).
  44. Entrevue, 2018-08-24 (4:15).
  45. 45.0 45.1 45.2 45.3 Podcast, 2018-04-23 (29:56).
  46. Entrevue, 2018-05-11 (1:00:19).
  47. Direct, 2019-07-26 (1:13:23).
  48. Direct, 2017-07-28 (19:43).
  49. 49.0 49.1 caravan zerg.png
  50. Direct, 2018-02-09 (45:48).
  51. 51.0 51.1 51.2 51.3 Vidéo, 2019-07-15 (2:12).
  52. 52.0 52.1 Entrevue, 2020-07-08 (1:04:05).
  53. Direct, 2017-05-26 (48:48).
  54. Direct, 2017-05-22 (52:39).
  55. Direct, 2017-10-31 (30:34).
  56. Direct, 2018-07-09 (20:41).
  57. 57.0 57.1 Entrevue, 2020-07-19 (30:51).
  58. 58.0 58.1 Entrevue, 2020-07-18 (44:35).
  59. steven-removing-corruption.png
  60. Direct, 2018-06-04 (2:18).
  61. pvp corruption duration.png
  62. 62.0 62.1 Podcast, 2017-05-05 (43:05).
  63. Ashes of Creation Press Kit.
  64. Interview, 7 December 2016.
  65. steven-phoenix.png
  66. Direct, 2017-05-26 (15:37).
  67. Vidéo, 2018-04-05 (37:50).
  68. Vidéo, 2018-04-05 (37:13).
  69. Entrevue, 2020-07-19 (19:35).
  70. Direct, 2017-05-15 (30:53).
  71. Blog - Know Your Nodes - The Basics.