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Version du 21 novembre 2020 à 18:47

Ashes of Creation logo.[1]

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.[2]Jeffrey Bard

The Phoenix is the celestial avatar of the Goddess of creation. Her sacrifice protected the people of Verra during the apocalypse.[3]Steven Sharif

There are different parts to the Histoire et traditions in Ashes of Creation.[4]

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.[5]Jeffrey Bard

Arcs Narratifs drive one or more storyline quests within the game.[6][7][8][9][4] Story arcs branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[6][7][9]

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.[11]Steven Sharif

Origin

L'histoire de la Création nous parle d'une race d'êtres nommés Les Anciens, créés à l'image de ce que furent jadis Les Dix. Les Dix accordèrent toutes leurs qualités à une race devant avoir l'intendance de toute la Création. La puissance des Anciens grandit et un désaccord apparut au sein des Dix pour contenir leur nouvelle création. Trois parmi les Dix se séparèrent des autres et commencèrent à enseigner aux Anciens les Secrets de l'Essence. Lorsque les Sept apprirent cela, une formidable bataille céleste s'ensuivit. Des éternités passent et vous observez tandis que le combat continue dans le royaume céleste. Certains disent que c'est la bataille qui créa les étoiles et les cieux que nous voyons à présent. À chaque coup entre les Dix naquit une nouvelle étoile. Quand la bataille s'acheva, les autres et les Anciens furent bannis par les Sept dans le Néant. Les Sept trouvèrent l'erreur de leur approche et décidèrent de répartir leurs qualités dans quatre races au lieu d'une seule ; et c'est ainsi que les Humains, Elfes, Orcs et Nains vinrent à être. Vous observez tandis que les Sept créent Verra et placent chacune des races à leur emplacement respectif. Lorsque l'histoire prend fin, une sombre silhouette grandit au loin et se rapproche de vous. Jusqu'à ce que tout ce que vous voyez soit l'obscurité. Et vous vous réveillez en sueur après un cauchemar.[12]Steven Sharif

Pantheon of gods

"Planetarium" concept art par Ryan Richmond.[13]

Les dix déités dans Ashes of Creation forment un panthéon de dieux.[14] Il y a eu une lutte céleste entre les dieux, qui les a fracturés entre le bien et le mal.[10]

Le commencement de la création de l'univers présent dans Ashes of Creation est le résultat d'un groupe d'êtres divins. Ils étaient dix et il y a eu une lutte céleste qui a conduit à une fracture parmi ces dieux. Et il existe au sein de cette histoire deux composantes de bien et de mal.[10]Steven Sharif

Tôt dans la création de l'Univers, le panthéon des dieux a été divisé. Certains dieux influencent le côté corrompu des êtres qui existent dans l'Univers. Il est possible à travers des quêtes et une décision du joueur de rejoindre ou vénérer ces dieux.[15]

  • Les Anciens et les Autres sont les dieux maléfiques qui sont les principaux antagonistes dans l'histoire et qui ont souillé et perverti toute la création.[16]
  • Il est possible pour certains arcs narratifs de se rattacher à un parcours plus sombre/maléfique, si un personnage en fait le choix.[10]

Les dieux dans Ashes of Creation représentent différents aspects de l'Univers, ainsi que des sentiments.[17]

Chaque dieu... possède un domaine spécifique qui le relie au monde et à sa création.[10]Steven Sharif

Nous avons une histoire riche concernant le panthéon des dieux, mais c'est une chose dont je veux être sûr que les joueurs découvrent dans le jeu, pas par des explications.[17]Steven Sharif

The Ancients

A Lieutenant of The Ancients Rendu 3D.[23]

This is one of the lieutenants that exists of the Ancients; and you can see they have an almost alien look to them and that is because they have deviated over such a long period of time from their original creation, which looked something very very different: more akin to the Elven and Human races that we have now. But over time through their manipulation of the Essence and the corruption that has ensued within their race, they have taken the form that you can see.[24]Steven Sharif

Suffering Wanderer Rendu 3D.[25][26]

You're going to see really a dark, more insidious creature that's present as the primary antagonist within the storyline of Ashes of Creation. You know they don't have the typical physical attributes you come to expect from a bipedal species like eyes and a mouth, but more something alien- that exists something that is just not natural in its appearance.[27]Steven Sharif

The Ancients (the original creations of the Ten gods) and The Others (the banished gods) are the primary antagonists in the lore who defiled and perverted all of creation.[23][28][16]

  • The Ancients learned from The Others how to use The Essence to achieve immortality. This was a pure form of immortality, more akin to the godhood that exists among the Pantheon. This immortality prohibited them from encompassing undeath in the manner of King Atrax.[29]

If the Verran races were combined they’d be the ancients.[32]Steven Sharif

  • The Ancients arrived at Verra through the Harbingers, which are comet-like celestial bodies powered by a very strong source of magic that essentially acts as a bridge between The Void and the Material plane where Verra exists.[23][28]

You're going to see lieutenants, captains, generals, and raid bosses and they're all going to take different forms because their whole perversion of Essence through the corruption is to take creation on the material realm, that the Pantheon of good Gods did, and twist and bend it to the corruption that exists within the Essence, because they view that as a more powerful form, a more raw and arcane form of what magic is meant to be used for. There's no point in these false constructs of morality when utilizing and harnessing the power that comes from the Essence. That is a social construct that was created by inferior gods, according to the Others; and it limits the ability of their creation to really capitalize on what the Essence is to be used for in its pure, innate nature.[34]Steven Sharif

  • The Ancients' race exists in a caste-oriented system because the Essence has a profound effect biologically, physically, and visually on the appearance of the creatures that are manipulating it and are corrupted by it.[35][34]
    • Grunts are the peons or soldiers on the front lines who are specifically geared toward combat, or magic utilization, or specific environments or climates.[35][34]
    • Lieutenants have wing structures and more asymmetrical appearances.[35][34]
    • Captains and generals are also ranks in the caste system.[34]
    • Large raid bosses and/or world bosses are monolithic in their appearance and unlike what standard creatures look like. These are huge, imposing creatures.[35][34]

The gods... wanted to represent their qualities, their characteristics, their attributes within creation with the creation of something, so they started with a race that are now known as The Ancients; and they imbued them with all of their qualities. Essentially now that that turned out to be a mistake because with those types of qualities all in one species there was a a pride that happened- a desire to become more; and that led a little bit of conflict between the Ancients; and actually there was a partition created between some of the gods within the pantheon that embraced the idea of introducing the Ancients as part of essentially their plane of existence and teaching them the ways of the Essence, in all of its facets: not just what can be used for good, but also what could be used for evil as well. And three of the gods split off and went against the quorum that was established about not interfering with the Ancients after they started this down this road of learning more of the essence and how to manipulate it; and these three gods are known as The Others. So the others really embraced teaching the Ancients knowledge of the essence that they had learned through their eternal existence; and this caused a celestial battle to occur; and the pantheon of the Seven were able to defeat the others; and they banished the Ancients and the Others from the material plane and from the plane of the gods to the void which is the furthest from being connected to the essence.[28]Steven Sharif

Religion

Il y a six religions principales ainsi qu'une religion de l'Underrealm.[37][38]

  • La religion est envisagée comme étant une source de motivation et non d'esthétique.[39]
  • Choisir une religion permet au joueur de suivre un chemin lumineux ou sombre.[10]

Nous parlons ici d'un panthéon, pas nécessairement de religions distinctes. Il y a toutes sortes de ramifications sur qui est le meilleur dieu, ou quel est le dieu qui vous correspond le mieux.[10]Jeffrey Bard

Orders of the seven

Les Ordres des Sept sont des organisations religieuses correspondant aux sept grands temples de Verra.[21]

  1. L'Ordre de l'espoir est un ordre des Humains Aelan basé dans la capitale d'Aela. Sa divinité tutélaire est Resna.[21]
  2. L'Ordre du destin est un ordre des Orcs Kaivek dont le siège se trouve dans la capitale de Ren. Sa divinité tutélaire est Norlan.[20]
  3. L'Ordre de la vérité est un ordre des Elfes Pyrian dont le siège se trouve dans la capitale d'Amera. Sa divinité tutélaire est Shol.[22]

Au sein des temples des sept, il existe différents niveaux d'organisations qui ne font appel qu'aux services des disciples les plus dévots. Selon les aptitudes du disciple, les services peuvent signifier de nombreuses choses. Pour ceux parmi les disciples qui détiennent un ensemble d'aptitudes particulier, il y a les ordres des sept. Chaque ordre obéit à une hiérarchie différente au sein des multiples temples des sept que l'on trouve sur l'ensemble de Verra.[21]Steven Sharif

The Lightpact

Cloak of the Broken Pact cosmetic concept art.[40]

This flowing silken mantle of the Lightpact inspired hope in all those that caught a glimpse of them during the terrible final days of Verra. Fighting tirelessly against the pressing darkness, the fluttering capes were often the last rays of light seen before escaping to safety. Tragically, it was only the cloak itself that was recovered after the finishing blows were felled.[40]

The Lightpact was an alliance of the Orders of the Seven, created by the four major races of Verra in order to solve the mystery of the Harbingers.[41]

Even though they have different focuses and reasons why their followers worship specific gods, at the end of the day, they're all a Pantheon of good. So there's a reason for them to work together to subvert the goals and/or aspirations of the Others and the Ancients. And those who seek to pervert what the Essence is capable of through the means of Corruption.[42]Steven Sharif
  • There are key individuals within the Lightpact and within the religions that have a longer objective that ties into the overarching metanarrative, in terms of the reason for the return to Verra.[42]
Standing against the heralds of corruption, the Lightpact once carried the hopes of all Verrans on their shoulders. Their flames would ultimately be dashed on the rocks of betrayal and destruction. Corruption, death, and evil now grasp and consume the light that once led the way. With the re-emergence of the Divine Gates, will the beacon of faith be set ablaze once more?[43]

Races

Eight of the nine races in Ashes of Creation.[44]

Ashes of Creation offre 9 races jouables.[45]

Parent race Races
Aela Humans Kaelar.[45] Vaelune.[45]
Dünzenkell Dwarves Dünir.[45] Niküa.[45]
Kaivek Orcs Ren'Kai.[45] Vek.[45]
Pyrian Elves Empyrean.[45] Py'Rai.[45]
Tulnar.[46]

Verra est un monde aux cultures riches et diverses. Une grande partie de son histoire importante a été dominée par les races principales. Les Humains de la côte et des plaines, les Orcs dans les collines et les marais, les Elfes de la forêt et des rivières, et les estimés Nains des montagnes. Les grandes races ont dominé à travers d'innombrables guerres et escarmouches entre les races mineures de Verra. Des décennies peuvent s'écouler entre ces flambées de violence. Il existe de nombreuses races mineures sur Verra. Certaines races mineures existent dans des villages ou des tribus de fortune, si vous voulez. Certains des principaux villages parmi les races mineures sont composés principalement de géants, de sectes moins réputées d'Humains, de Gnomes et d’Halfelins. Les Halfelins ne sont pas des Halfelins au sens traditionnel mais en fait des sang-mêlés de races différentes..[47]Steven Sharif

Errant dans les endroits les plus sombres du monde se trouvent de véritables abominations sinistres de la création. Les grandes églises de civilisation envoient souvent des héros de l'État pour éliminer ces menaces contre les mortels. Il existe actuellement quatre grandes nations sur Verra. C'est 25 ans à peu près avant la chute: l'Empire Aelan, le Royaume Pyrian, le Protectorat Kaivek et la nation de Dünzenkell. Il n'y a pas toujours eu seulement quatre grandes nations. Il y a longtemps, les races étaient davantage divisées en plusieurs nations et cités-états.[48]Steven Sharif

Au cours des 7 000 ans d'histoire attestée, des guerres après guerres ont été menées. Certaines pour la terre, d'autres pour les ressources, beaucoup pour les croyances. Les maisons royales se sont levées et sont tombées au fil des ans. Certaines sont désormais dépourvues de seigneurie. De nombreuses cités-États existent à Verra. Certaines semblables à des bastions autogérés de la démocratie et des républiques. D'autres sont des États vassaux à l'ordre de leurs bienfaiteurs.[49]Steven Sharif

Aela humans

Les Humains Aelans sont divisés en deux races : les Kaelar et les Vaelune.[51]

L'Empire Aelan est le plus récent successeur de l'ancienne grande maison de Lyneth. Pendant plus de mille ans, la maison de Lyneth régna sur l'Aela. Un âge d'or perdura pendant la plus grande partie de son règne. C'est seulement à l'aube du [dernier siècle avant la chute], lors de la Grande Guerre des Immortels, que la maison chuta. Sans aucun héritier approprié pour le trône de Lyneth, le pays tomba dans le chaos. Ce qui a émergé est la fragile république que nous voyons aujourd'hui. Elle a administrée par l'Empereur élu par le Conseil des Cinq : les cinq qui gouvernent les plus grandes villes de l'Empire. L'Empire Aelan est de loin le plus vaste pays de Verra, avec une population de plus de huit millions d'âmes. Les Aelans représentent également la plus grande population de Verra. Ses frontières bordent toutes les autres nations; et avec leurs intérêts d'expansion sur les mers de Verra, ils peuvent déployer leurs armées largement redoutées sur n'importe quel rivage. L'Empire utilise cette peur pour intimider de nombreuses cités-États et les plier à sa volonté. Ceux qui nient la volonté de l'Empire se retrouvent souvent au bout d'un glaive.[52]Steven Sharif

Doren Greyshore

Doren Greyshore was a famous Aelan explorer who founded The Greyshore Company.[53]

Hundreds of years before the first Harbinger appeared in the Verran sky, under the rule of King Fentis Lyneth VIII, there lived a great Aelan explorer named Doren Greyshore. Doren sailed the first ships to the shores of Erinthia, where he established one of the wealthiest guilds the 10 seas had ever seen: The Greyshore Company. Their motto - to this day - still holds true: "The sails of diplomacy are driven by the winds of trade, within the seas of opportunity."[53]

Dünzenkell dwarves

Les Nains Dünzenkell sont divisés en deux races: Dünir et Niküa.[54]

Au plus profond des montagnes de Verra, la légende parle d'une forge créée par les dieux, de laquelle tous les nains sont originaires. Imaginée comme étant la première des quatre races majeurs créées, on raconte que les nains sont arrivés sur le continent à bord de bateaux fait de pierres et d'acier. Les forgerons et artisans nains se trouvent aux quatre coins de Verra. Le centre de la race Naine est la nation de Dünzenkell, se trouvant profondément dans les montagnes du nord. La société naine a tendance à être principalement matriarcale et les clans sont sous le contrôle des plus anciennes matriarches. Les Nains sont liés les uns aux autres par des alliances forgées entre les guildes familiales. L'enfant Nain est marqué très jeune avec le sceau de sa guilde. Certains nains bannis de Dünzenkell ou ayant choisis de prendre la route seuls auront généralement leur sceau effacé par le feu.[55]Steven Sharif

La nation de Dünzenkell, enfui profondément dans les montagnes de Verra est la plus ancienne nation du monde. Les Dünzenkell sont connus par bien des noms au fil des ages, mais seulement un nom fut accordé à la plus haute montagne dans laquelle leur capitale se tient depuis les balbutiement de l'histoire: Dün. Les Nains de Dünzenkell règnent au travers d'un conseil de guildes. Une famille royale est choisie une fois tous les 200 ans par ce conseil pour régner. Actuellement le droit de régner incombe au roi Grimlay. Cela fait presque 400 ans depuis que le roi a mené les Dünzenkell. traditionnellement ce rôle incombe à la matriarche de la famille. Des expéditions sont régulièrement envoyée dans l'Underrealm depuis Dün; et nombreux sont ceux qui pense que c'est là que se trouve la source des secrets entourant les Nains et leur réussite dans la maitrise de l'artisanat. Une magie innommable existe dans les profondeurs de Verra. Sa source inconnue de beaucoup. Dünzenkell a pourtant longtemps bénéficié de cette source. Elle a nourrie les expansions des royaumes nains partout dans les montagnes du Nord.[56]Steven Sharif

Dünheim history

During the great calamity that befell Verra, the inhabitants of Dünheim elected to remain in their mountain keep. This didn't work out well for them. In the wake of the destruction many artifacts and treasures were left behind.[57]

Dillia's diary.[59]

I was a child when they first appeared in the night’s sky. At first there were three distinct lights. Not quite the brightest in the sky, but they were bright enough. My mother told me that they were a sign from the Gods, that the world was about to change. She had a sense for these types of things. A long line of women in my mother’s family were Oracles. Written on one of the many tablets in the Great Halls of King Grimlaey, is the story of my Great-Grandmother, the Royal Court’s Regent Oracle, and how she foretold the rise of the Undying during the Great War.

As the days grew to months, and months into years, the lights in the night’s sky grew in number. The priests in the temples began to refer to the lights as Harbingers. Upon my graduation from the Master Stonecutters University, the lights numbered 16. Each passing month, the lights grew in brightness and size.

It didn’t take long for things to change in Dünheim. Families that I had grown up with, began to move away from the city in the heart of the Mountain. Travelers became less common, and temple services were filled every day with new converts seeking answers about the Harbingers and what they meant. My mother wanted to leave the city as well, but my father wouldn’t hear it. His auction house is what kept food on the table, and my brothers were both in the Council Guard. There was no way my father was going to be seen leaving the mountain. Honor and respect meant more than life itself, and my father had great pride in my brothers. Despite my mother’s persistence to leave the city, we stayed.

Read more...

Kaivek orcs

Les Orcs Kaivek sont divisés en deux races : les Ren'Kai et les Vek.[60]

Les Kaivek ont toujours respecté un code de loyauté tribale strict... Environ treize siècles [avant la chute], un chef nommé Ran'Kal unifia les clans dans une nation appelée le Protectorat Kaivek. Kal enseignait que tous les Orcs s'engagent envers la protection de l'ordre divin. Cet enseignement exprimait la croyance que la volonté des dieux était que les Orcs aient la supériorité sur les autres nations de Verra. Car c'était uniquement par l'union des clans que les habitants de Verra seraient conduits à l'illumination. Ce furent les enseignements de Kal qui conduisirent les Kaivek à mener des campagnes de conquêtes à travers les terres de Verra. Tandis que les Orcs étaient nomades et divisés avant Kal, ils devinrent sous son commandement une nation puissante, unie dans la conquête. Des trophées de chacune des villes conquises se trouvent dans la capitale de Ren. [Juste avant la chute], le Protectorat Kaivek a adopté une politique de coexistence pacifique avec ses voisins. Ayant enduré des siècles de conflit, des chefs se sont levés parmi eux pour faire écho à ces enseignements de paix. Ces récentes réformes ont une fois encore conduit à une rupture dans le Protectorat. De l'agitation parmi les clans a nécessité l'élimination de ceux indignes de la protection de l'ordre divin.[61]Steven Sharif

Pyrian elves

Les Elfes Pyrian sont divisés en deux races : les Empyrean et les Py'Rai.[64] Les Pyrian sont la race elfe mère d'une époque lointaine :[65] les anciens Elfes.[66]

Pour plus de 4 000 ans, la famille royale Pyrian de Eradal a perduré. Les frontières du royaume incluent la grande forêt d'Erinthia. La capitale Amera est parmi les plus anciennes et plus belles villes du monde. Ses familles royales peuvent retracer leurs lignées jusqu'à l'époque des Feux Sombres. Les universités Pyrian d'études magiques et martiales sont inégalées dans les terres de Verra. De nombreux citoyens du Royaume s'aventurent dans les terres de Verra avec le souhait de transmettre leur connaissance de l'art et de la science aux autres Verrans. Ces expéditions sont souvent financées par les maisons royales de Pyria avec l'espoir de favoriser de meilleures relations avec leurs voisins Humains. Autrefois un proche allié d'Aela et de la maison de Lyneth, le Royaume Pyrian et l'Empire Aelean ont mis fin à l'une des guerres les plus sanglantes de l'histoire Verran. Quatre-vingts ans ont passé depuis la dernière effusion de sang, et bien que les tensions se sont calmées parmi les citoyens des deux nations, il reste niveau de défiance accru entre les nouveaux dirigeants de l'Empire et la famille royale de Pyria.[22]Steven Sharif

La race elfe est plutôt secrète, éxistant au sein du royaume Pyréen. Société principalement patriarcale, les Elfes tendent à demeurer à l'intérieur des frontières naturelles de leurs forêts. C'est seulement depuis le dernier millénaire qu'on voit l'existence des colonies elfes dans le Riverlands. Les érudits elfes, dignitaires et pionniers, peuvent souvent être vus dans les nombreuses citées humaines: bien que leur présence se fasse rarement autre-part que sur des sites archéologiques, académiques ou diplomatiques. Les rumeurs abondent dans les plus sombres cercles de Verra qu'une lignée particulière d'elfes existe dans l'Underrealm de Verra.[67]Steven Sharif

Toren empire

The Toren empire, it's equitable to what the Roman empire was on Earth in the sense that this was one of the first major civilizations; and partially the reason why the area you're in currently is considered the badlands or the frontier and is riddled with ruins during this time in Verra before the actual Apocalypse.[68]Steven Sharif

The ancient capital city of Torall... was the center of one of the greatest and first civilizations of Verra. This was actually a very rare civilization known as the Toren empire. The Torens were essentially half elves. They were a mixture of what was once the predecessor to the Aelan kingdom- the humans, and the Pyrian elves.[33]Steven Sharif

The Toren empire was the greatest and first civilizations of Verra. Its capital city was Torall.[33]

  • The Torens were half-elves: A mixture of what was once the predecessor to the Aelan kingdom- the humans, and the Pyrian elves.[33]
  • King Atrax was the last and longest serving ruler of the Toren empire.[33]

King Atrax

A staff of the Ancients Rendu 3D.[69] [70]

A glorious staff of the Ancients that we revealed during November's development update![70]

The last ruling house of the Toren empire, which oversaw its downfall was the house of Atrax. King Atrax was actually its longest ruler, also its last ruler, and he was a very powerful and advanced wizard for his time. He dedicated the vast majority of his early rule to seeking out artifacts, knowledge, the focal points of essence; and he discovered its purpose as it becomes the manipulating matter behind exploiting magic for any means. He became obsessed with the pursuit of that knowledge as a very accomplished wizard and one of the ways he pursued that ever-longing learning was to try and achieve immortality; and in his pursuit of immortality he discovered that manipulating the life-force of a soul essentially is to greater increase your ability to focus the essence, because each person's soul acts as, in some way shape or form, a conduit of the essence across the plains. So that's essentially how the gods are capable of reaching into the material plane- one of the ways- is through the souls of their divine beings, which are the four great races and their descendants. In his pursuit of immortality he came across some more dark applications of the essence and in doing so- discovering these artifacts along the ley lines that are in Verra- he came into contact with forces that existed outside of the material plane in the void itself. Now these were unbeknownst to him The Ancients as well The Others and manipulating that contact.[33]Steven Sharif

King Atrax began to manipulate the essence in a way that was trying to capitalize on everlasting life, on immortality. So in doing so he came into contact with the ancients; and the Ancients took advantage of this- was their first contact with any of the divine races actually- and this is what led the Ancients to begin their pursuit of Verra: to start that process of the Harbingers eventually finding Verra and coming to the planet to pervert what the gods- the seven gods- had created through their second creation. Now the Ancients created this contact with Atrax through summoning rituals that Atrax had learned through manipulating the essence; and it was through these contact rituals that Atrax learned how to achieve immortality. But the Ancients were deceptive in actually not informing Atrax how this would deform his conduit, his soul essentially that exists with the Essence. So he underwent a process of essentially lichdom where he was the first lich and the first undead on Verra; and it was from him and his pursuit of immortality that undeath became a reality on Verra; and it was his subjects that suffered as a result of his desire to become immortal. So he began different rituals on his subjects, which allowed the undeath to propagate across the world in his population over time. So he would- before he became a lich he experimented on his citizens; and that's what really was the origin of the undead and this undead the Ancients- one of the unique things about the Ancients was in their first discovery of how they could use the Essence and what the Others taught them was they became immortal themselves. But they became immortal in a more pure form, essentially akin to the godhood that exists among the Pantheon; and that prohibited them from encompassing this undeath component. But they did not teach that to King Atrax. So that talks a little bit about the origins of the undeath on Verra and undeath in general.[29]Steven Sharif

King Atrax was the last and longest serving ruler of the ancient Toren empire, which was one of the greatest and first civilizations of Verra.[33]

  • King Atrax was a powerful and advanced wizard for his time who dedicated the majority of his rule to seeking out artifacts, knowledge, the focal points of The Essence. He discovered its purpose, manipulating matter and exploiting magic for any means.[33]
  • His goal was to achieve immortality; and in this pursuit he discovered that manipulating the life-force of a soul essentially increases one's ability to focus the Essence, as each person's soul acts as a conduit of the essence across the planes of existence.[33][29]
  • In his pursuit of immortality he came across other dark applications of the Essence and in doing so he came into contact with forces that existed outside of the material plane: in The Void itself. Unbeknownst to him these were The Ancients and The Others who began manipulating that contact through summoning rituals that Atrax had learned in his studies of the Essence.[29][33]
    • This contact prompted the Ancients to begin their pursuit of Verra, which started the process of the Harbingers eventually finding Verra and coming to the planet to pervert what The Seven gods had created (in their second creation).[29]
  • Through his summoning rituals Atrax finally learned how to achieve immortality. But the Ancients were deceptive in actually not informing him how this would deform his conduit (his soul) that exists with the Essence. Atrax eventually underwent a process of becoming first Lich and first undead on Verra.[29]
    • It was from this pursuit of immortality that undeath became a reality on Verra: Atrax had begun different rituals on his subjects, which allowed the undeath to propagate across the world, causing suffering amongst his subjects.[29]
    • The Ancients had previously learned from The Others how to use the Essence to achieve immortality themselves. Unlike Atrax, they became immortal in a pure form, more akin to the godhood that exists among the Pantheon, which prohibited them from encompassing this undeath component themselves. This pure form of immortality was not taught to King Atrax.[29]
  • After his lichdom was achieved Atrax continued to enslave his undead subjects, having them procure ancient artifacts from around the world so that he could further pursue his manipulation of the Essence and magic.[71]
  • Following The Great War of the Undying with King Atrax, the Aelan people would form the Aelan Empire.[72][52]

Fallow's Hold

Fallow's Hold is one of the great dungeons of Ashes of Creation located near the capital city of the ancient Toren empire, Torall.[71]

  • Fallow's Hold was commissioned by King Atrax and built by the master builders of the Dünzenkell dwarves with whom he was affiliated.[71]
  • Fallow's Hold was originally built as a great vault to house powerful ancient artifacts that were procured from around the world by Atrax's undead slaves so that he could further pursue his manipulation of The Essence and magic.[71]
  • Fallow's hold is a very dangerous dungeon with many constantly changing traps.[71]

The ancient civilization of the Torren empire and their capital city of Torall, which houses one of the great dungeons of Ashes of Creation; which is the Fallow's Hold. Fallow's Hold is essentially where many of the artifacts that had a close alignment to the Essence on Verra because of their proximity to these ley lines and these sites that exist throughout the world: They were all brought here to King Atrax even after his lichdom was achieved, because he continued to enslave his subjects, the undead essentially, to procure these artifacts from around the world so that he can continue even in his immortality to learn about the use of Essence and magic and manipulation of it; and he constructed a great vault here through his affiliation with the master builders essentially of the Dünzenkell dwarves to create a massive complex underground from the city of the capital of Torall. Now Fallows hold is a very dangerous dungeon and there are constantly changing traps that exist.[71]Steven Sharif

Ancient artifacts (Relics)

Concept art du Reliquaire .[73]

Chaque Cité possède ce qu'on appelle un reliquaire et ce reliquaire fera apparaître des objets uniques dont les citoyens pourront tirer avantage en fonction des performances, progression et hauts faits que ces citoyens ont accompli à travers le monde. Donc si vos citoyens ont participé à la chute d'un boss d'extérieur ou ont complété un donjon en un temps record ou encore ont fabriqué un objet légendaire ou peu importe : tous ces différents types de chemin de progressions pour les cités pourront contribuer à la création d'une relique qui existera à l'intérieur du reliquaire.[74]Steven Sharif

Relique de nœud.[75] Ceci est une relique protectrice qui peut prévenir une attaque. Une fois volée, cela permettra d'assiéger la Métropole.[76]

Les Reliques sont une forme de Succès pour un nœud qui se déverrouillent dans le temps. Elles permettent aux citoyens de nœuds de fabriquer certains Articles Légendaires et de progresser à l'intérieur de certaines Quêtes légendaires.[77]

  • Les Reliques sont placées dans un Reliquaire à l'intérieur d'un nœud .[74]
  • Un accès limité aux reliques contenues dans un reliquaire de nœud est accordé aux attaquants inscrits après qu'ils ont détruit avec succès ce nœud lors d'un Sièges de Nœuds.[74]

The fall

Le monde dans Ashes est resté dépourvu de civilisation durant des siècles.[78]

Le monde dans Ashes est resté dépourvu de civilisation durant des siècles. Jusqu'à maintenant.[78]

Harbingers

Dillia's diary concept art.[59]

The Ancients and The Others they found their way to Verra at some point and they came through what we call the Harbingers, which are essentially these celestial bodies- these almost comet-like structures that were traveling through space to find the location of the new creation; and within those harbingers is a very strong source of magic that essentially acts as a bridge between the Void and the Material plane where Verra exists.[28]Steven Sharif

The Harbingers are comet-like celestial bodies powered by a very strong source of magic that essentially acts as a bridge between The Void and the Material plane where Verra exists.[28]

  • The worst thing the Harbingers bought to Verra was corruption, which twists and distorts everything it touches.[80]
The worst thing that the Harbingers brought was not the Others, but the corruption that they spread. It twists and distorts everything it touches. It whispers in the ears of men, and guides their hands toward terrible ends. There does not seem a means to stop it - our prayers do nothing, our spells are ineffectual. The awful truth is that the Others could simply watch as we burned Verra to ash ourselves.[80]

Read more...

Sanctus

Sanctus est le monde dans lequel les habitants de Verra trouvèrent leur sanctuaire.[81]

Il y a très très longtemps, tout le monde vivait sur une planète appelée Verra. Un événement cataclysmique a eu lieu et a forcé les gens de ce monde-ci vers un autre, appelé Sanctus. Verra est un monde avec beaucoup de magie. Sanctus est un endroit sans aucune magie. Les habitants se sont échappés à travers ces portails vers le monde de Sanctus. Ils ont dû redécouvrir la technologie, car beaucoup de leur technologie d'alors était basée sur la magie, donc ils ont été obligés de comprendre comment interagir avec ce monde. Des milliers et des milliers d'années s'écoulent. Un long âge de ténèbres passe. L'histoire que je viens de vous raconter tombe dans les mythes et légendes. Une fois cette période révolue, les portails s'ouvrent de nouveau et les joueurs vont se joindre aux gens passant une fois encore à travers ces portails pour revenir dans le monde de Verra et redécouvrir cette magie, redécouvrir leur histoire et tenter de comprendre ce qui est arrivé à ce monde, les forçant à le quitter.[82]Jeffrey Bard

The Verdant Keeper

Shadeless Tree Tavern pre-order pack cosmetic freehold building skin.[83]

While many families have humble gatherings amongst themselves during this time of the year, the Shadeless Tree is an ancient, venerated establishment that wishes to spread this joy to weary travelers. Here, merchants, adventurers, and citizens bereft of a place to be for the Verdant Keeper's feast may stay, exchanging stories, singing songs, and making friends. Though an already lively place to be, during the Keeper's celebrations the tavern is especially alight with joy and many are urged to join in the festivities - provided they do not rock the tavern, so to speak.[83]

The Verdant Keeper... are a sect of people that keep track of all the things that are necessary to have successful crops and to grow things and to make sure that the cultivation of these things allows a society or civilization to keep growing. So in the transition from Verra to Sanctus these people had to relearn how to grow things without magic. There were druid like people before and now we have to go to this place where there's no magic to support those things. So they spend their time learning about the world and learning about it in sort of a scientific way and keeping track of all of these seasons of the different years, of the decades, of the centuries that go by to sort of create a map for themselves and for the civilizations that they support: Kind of a means to be successful in growing crops and keeping people healthy and happy.[84]Jeffrey Bard

As the months come and go, and the hand of winter looms over the land, various farmers of Verra take time to celebrate the fortune granted to them by the Verdant Keeper. Hearths are stoked, candles are lit, and fragrant delicacies are prepared. A massive celebration of food and drink takes place, marking the culmination of their hard work and preparation for the harsh, cold months to come. Should the celebrations go well, they say the Keeper will bless the next spring with a brand new harvest, ready to be plucked.[85]

Ashes of Creation Apocalypse lore

Divine gateway in the Ashes of Creation Apocalypse battle royale (BR mode) staging area.[86]

This lobby area where you see players load into- this is unfinished- but this will be one of the capital cities that you are about to enter through the great divine gateways... You're trying to flee; and in this particular game mode you are a part of some unlucky few who didn't quite make it out. And unfortunately after entering the great divine gateway fell back to the planet.[86]Steven Sharif

Ashes of Creation Apocalypse lore takes place during the exodus from Verra.[86][87][88]

  • Some unlucky citizens didn't quite make it through the gateways in time and fell back to the planet to fight for survival.[86] This underpins the battle royale mode.[87]
  • Certain citizens are fighting for control over Castles that they believe to be last bastions of defense against the forces of corruption. This underpins the castle siege mode.[87]
  • The last stand against the forces of corruption takes place in the horde mode.[87]

Initially you're playing the Battle Royale you're a part of the last group of survivors to try to leave Verra. And as you're leaving you get cut off. The slipstream ends and you start falling back to the planet. Now the activities that occur and the fighting amongst yourselves is a result of the influence of corruption: Corrupting your soul basically; and as we move into the Castle Siege mode that's where you see the survivors now trying to seek refuge in some of the last defendable bastions of of society. So you're fighting over those for your families and your friends to get into that keep to try to ride out the storm so to say; and that's what the Castle Siege is predicated on. Then moving into the Hordes is this is now the final showdown. How long can you last? And that's the narrative behind Apocalypse as a whole.[89]Steven Sharif

Ashes of Creation Apocalypse lore is split into chapters.[89]

  • Chapter 1 is called The Exodus. It takes part in the initial stages of the fall and sets the scene for upcoming chapters.[89]

What happened before you came back? What did your ancestors have to go through? What did these civilizations have to endure? ... You get to experience the world of Ashes of Creation. You get to take a peek under the hood of the art assets and the style that that art will be when you play the game; and at the same time while you're doing all of that and we're hitting the servers with as many people as possible, we are continuing production and implementing new art; and we are updating those those chapters of this story; and that's what each season so speak is called for us is a chapter. In fact the first chapter of Apocalypse will be titled the Exodus. So chapter one is the Exodus and players will have an opportunity to earn unique rewards in each chapter. So that chapter's period of time is roughly ten weeks- between eight and twelve. We'll see how those go, but right now it's set for ten weeks; and every ten weeks you're going to see an introduction of new content.[89]Steven Sharif

Read more...

Tulnar

Underrealm concept art.[90]

La société Tulnar a davantage un système proche des castes, où les caractéristiques physiques que vous présentez, où la situation de vos ancêtres et de votre lignée entre les races qui se sont associées pour créer les Tulnar, déterminent dans une certaine mesure votre ordre dans le système de castes. Donc quand les joueurs vont créer leurs personnages et déterminer s'ils vont avoir de fortes influences reptiliennes, mammifères ou humanoïdes ; c'est ce qui va en quelque sorte déterminer leur accueil par les différents PNJs autant que quand ils interagissent avec les PJs Tulnar.[91]Steven Sharif

Les Tulnar sont une race jouable dans Ashes of Creation.[92][46] Les Tulnar ont fui vers l'Underrealm pour échapper à la Corruption qui a frappé Verra.[93]

  • Les Tulnars sont une combinaison des quatre races principales et de plusieurs races mineures abandonnées sur Verra après l'apocalypse.[94][95][46]
    • Il avait précédemment été indiqué de trois races différentes.[96]
  • Tulnar signifie « Les Oubliés ».[46]
  • Les Tulnar ne sont pas limités à l'Underrealm (il n'y a pas de factions).[97]
  • Les Tulnar mangent beaucoup de choses ![98]
  • Les Tulnar ne sont pas un résultat de la corruption.[99]

Les Tulnar furent-ils le résultat de la corruption dans leur création, ou était-ce purement une sorte de croisement entre les multiples races mineures et majeures qui existaient dans l'Underrealm après l'apocalypse ? Ils ne sont pas un résultat de la corruption. Donc il n'y a pas de corruption qui a été prise en compte durant leur création.[99]Steven Sharif

The Underrealm

Underrealm node concept art.[100]

One of the aspects of the Lore behind the Tulnar was that in the pantheon of gods that exist- having foretold the future through the Goddess of Fate to the Goddess of Creation- these areas in the Underrealm were created in to allow for refuge for which the gods knew would be left behind that couldn't make it to Sanctus. So that was a pre-thought there in the creation of the Underrealm to facilitate that realm where refugees could seek.[19]Steven Sharif

Alpha-0 Underrealm Sharptooth cat mob concept art.[101]

We plan to have the Underrealm really pervasive throughout the game itself, a part of the open world. It will introduce some unique elements such as the type of monsters you see, the type of crops you can grow and houses you can have.[102]Steven Sharif

The Underrealm is a rich environment where bio-luminescence abounds in the fauna and flora that exist here. These deep caverns and underground valleys provide new destinations for civilization to develop. Bringing the node system into the depths of the world may awaken darker creatures than the surface.[90]

  • The Underrealm is estimated to be not too much bigger than 100 km2 in area.[103][104] It is not contiguous space across the entire map. There will be areas that are obstructed by chasms or other features.[105][106]
The expansiveness of the Underrealm itself is quite large. It does persist across across a lot of the playable game area that's above ground. So there are alternatives in the Underrealm for passages and traversal throughout the world.[107]Steven Sharif
  • The location of Underrealm entrances throughout the world is focused around natural geographic choke-points that exist above ground. This provides alternate subterranean routes that can be used by caravans, raids, and other player activities.[103][105][106]
The Underrealm is intending to be bespoke segments of Underrealm territory that are available around areas of choke-point in the world map that are above ground, which are provided for caravan transit across the world. So those caravans as they're approaching these choke-points on land, they will have alternate route options to go down into the Underrealm and to try to traverse that space, as opposed to the choke-points.[105]Steven Sharif
  • Not all entrances to the Underrealm will be open at the same time. This can shift dynamically (based on node states) that cause different routes to open up, which may be more or less advantageous than other routes.[106]
  • There will be bodies of water such as rivers and lakes in the Underrealm that house unique species of fish.[108][109]
    • There won't be boats and other water vehicles in the Underrealm.[108]
There will absolutely be Underrealm lakes and rivers. Those will be locations and very important ones for unique material goods like certain types of fish that players will be able to go down and fish with. But there will not be the use of boats and vehicles within the water- water vehicles of the Underrealm, at least not for launch.[108]Steven Sharif

The return

Adventurers arrive on Verra through great divine gateways.[110]

For those of you who are unaware of the lore of how you get into the world of Ashes of Creation, essentially actually Verra was your ancestral home and when you play the MMORPG you're going to be stepping through what are called these Divine Gateways from a planet called Sanctus; and Sanctus was really a safe haven that was forethought by the Goddess of Fate and Creation as a sanctuary to provide the people of Verra who could survive the fall- the apocalypse- the exodus, essentially.[28]Steven Sharif

The return began with the divine gateways reigniting in Sanctus back to the four capital cities of Verra, which have laid in ruins for centuries following The Apocalypse.[18][110][78]

You are returning to a world that has essentially been destroyed and left untouched for many millennia, and as a result those old capital cities are essentially the ruins of which you're returning to; and the new cities that you are developing- the node structures that exist- these are brand new cities. They might be couched within ruins of old empires so to speak, but they will not be representative of the old capital cities.[111]Steven Sharif
Ancient evils lie in wait for hapless adventurers.[110]

The Ancients exist within the Void until there is a conduit that opens for them to enter into the material plane, so a lot of the Harbingers that still exist on Verra as dungeons essentially is where the Ancients are capable of pushing into the material plane; and they can continue to do so under the guise of the effects of corruption as it spreads; and there are events that lead to the spreading of corruption that players will have to fight back against. These events that occur, players are going to need to participate to keep the intrusion on the material plane back.[27]Steven Sharif

Vast expeditions were sent through the gateways to discover this beautiful and perilous magical realm.[110] Players arrive in Verra to explore, rebuild and repopulate their place of origin. Ancient treasures and wondrous adventures await those who dare to disturb the dark remnants of evil that inhabit this land.[110]

The Ancients have been on Verra for a long time prior to your return; and it's important to note that players who are starting in the world of Verra, they're coming in actually a few short months after the very first expeditionaries were sent through the Divine gateways when they opened from Sanctus. And the early days on Verra with the return were not super easy. They were difficult. There were struggles with the food supplies. There were a little bit of mutinies that occurred. There were certain artifacts that were found by some of these NPCs that were your predecessors in the return; and some of them decided that they would be better off on their own, or that they had a more powerful thing or creature that they could follow and be rewarded from.[112]Steven Sharif
  • 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 occur, players will need to participate to keep the intrusion on the material plane back.[27]
  • From now on, the choices of these adventurers will influence how the story unfolds.[113]
I heard a lot of people asking was, from a technological standpoint where do the people returning stand in relation to what their civilization was before the fall; and I think that in some regards they haven't quite even attained what their people were able to achieve before the exodus.[114]Steven Sharif

Divine gateways

Les passerelles divines sont des portails dans les zones de départ où les joueurs arrivent d'abord à Verra.[115]

Là où les joueurs débutent, ils passent par ce portail depuis un autre monde nommé Sanctus. Sanctus est un endroit sans magie et avec une technologie minime ; et les joueurs sont les premiers membres d'expéditions qui viennent à travers ce portail dans le monde de Verra.[82]Jeffrey Bard

The Sladeborne

Pre-alpha Sladeborne NPC race. This was a once-beautiful race of cloud-dwelling bird people who were struck by the great calamity long ago.[117]

Sladeborne are a corrupted NPC avian race in Ashes of Creation.[118][117]

  • The Sladeborne were first revealed as a mob in Alpha-0.[117]
  • When the Apocalypse occurred, the sentient avian races didn't think to go into the Underrealm. Their first inclination was to take to the sky. The Sladeborne race is indicative of what happened to those who chose not to take refuge in the Underrealm.[119]
  • Sladeborne tribes.

There are bastions that existed of the avian-like races in AoC on Verra before the Apocalypse and before the remaining major and minor races fled to the Underrealm, that held out for a period of time. But there's specific reason why in A0 one of the first races you experienced as monsters or NPCs was an almost humanesque avian bird race. This particular race is I think indicative to what happened to those races because they chose not to go to the Underrealm and there are specific war reasons as to the leaders of those minor races that chose not to do so, which will be revealed in future stories and questlines.[119]Steven Sharif

Player driven narrative

One of the major goals I feel like we have is to allow player decisions to have consequences and to have meaningful results from the decisions that they make, so it seems like people can really create their own stories.[120]Aimi Watanabe

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.[121]

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.[123]

It 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'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, it's incumbent upon you to manifest that in the game.[124]Steven Sharif

#REDIRECT MediaWiki:Story arc quests/fr

Les Quêtes d'histoire peuvent avoir de multiples étapes. Ces étapes de quêtes peuvent être échouées.[9]

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.[9]Steven Sharif

Arcs Narratifs

Alpha-2 early preview of the story arc UI.[126]

Story arcs are like a pre-packaged tabletop campaign. They contain all of the NPCs and quests and monsters- all the things you need to make a cool fantasy story. They're not procedurally generated... We write all the dialogue and we construct all the narrative beats and everything like that, but they will enter the world dynamically depending on the state that the world is currently in; how players have built up specific nodes, what races control various nodes. We have plans to include lots of different things on top of that, but we don't have any quest hubs or anything like that in this game, because players build up all the cities. So we had to get a system that looks at what players are doing and can inject content into the world that makes sense for what they're doing.[127]Skott B

The Blood Still Due story arc unlocking at The Tower of Carphin.[128]

When story arcs come online, they change a lot the environment. They update what monsters are in the world. They create quest NPCs... and then new Pathways can open up through the environment.[129]Skott B

Arcs Narratifs are unlocked by multiple types of player activity within each server.[130][128][127][131]

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.[131]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 every system that's created touches a story.[138]Steven Sharif
  • If there are too many other major arcs happening at the same time in the same zone, a story arc may need to wait its turn, even if conditions are right for it to be unlocked.[130]
  • Arcs Narratifs drive one or more storyline quests within the game.[6][7][8][9][4]
    • Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[6][7]
    • The developers will try to ensure that story arcs in future expansions flow on from existing story arcs, regardless of the different possible outcomes.[6]
  • There will be a variety of different types of story arc content at different scales, with different cooldowns to suit different types of players in the game.[141]
We must provide enough of this content at varying scales such that it isn't worthwhile or economical to control every single story arc in the world. Some will be smaller in scale and production value, and thus, will move faster and have shorter cooldowns before they're reintroduced.[141]Skott B
info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

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.[145]

Quêtes raciales

Les Quêtes peuvent être basées sur la race d'un personnage.[146]

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.[146]

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.[146]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.[147]Steven Sharif

Les Quêtes 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.[148]

Legendary items

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.[149]

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.[151]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.[152]Steven Sharif

Certain legendary items may be limited to one per server at any given time.[155][156]

  • If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[155]

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.[156]

A legendary weapon is easily distinguished by its visual appearance.[152]

It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[152]Steven Sharif

Legendary items are not intended to be temporary.[157]

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.[157]Steven Sharif

info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

Discovery of legendary items will unlock further chapters of the Histoire et traditions.[159]

Universities

At Ville (organiser 5) the Scientific node’s unique building becomes the Université. In addition to the abilities that the Bibliothèque and Collège offer, the University adds even more services, including (but not limited to):[161]

There are several great universities across the world of Verra during this time period in particular [25 years before the fall]. Most of them convene a Council of Knowledge, they call it. The Council of Knowledge consists of the greatest minds from each nation. They really don't recognize borders or politics for the most part. Unless their governments try to meddle in their affairs of their pursuit of knowledge. The greatest and most respected elders in the ways of magic - which is basically learning how to manipulate what's called the Essence: That's from where all magic flows - and understanding how the Essence exists in parity with your Life Spark and the world around you: The Universe itself. The greatest of these wizards are found in the Pyrian kingdom; and they are solely in pursuit of knowledge as we read earlier with regards to the Pyrian Elves.[162]Steven Sharif

The Essence is present in all magic: Divine, corrupt, it doesn't really matter. You can pervert the Essence to bring about types of magic that are not divine.[163]Steven Sharif

Scribes

Desk Rendu 3D.[164]

A few different professions participate in the creation of enchantment scrolls. Those enchantment scrolls are primarily going to be interfaced on the profession side with scribe.[165]Steven Sharif

Scribing is a crafting profession in Ashes of Creation.[166][165][167]

info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.
They want to be able to collect information about the events of the world as they see it from their point of view. For instance: Nodes leveling up, they want to be able to take that information down and be the one to distribute it.[167]

World history

L'histoire de chaque serveur sera suivie et visible par les joueurs.[169]

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.[169]Jeffrey Bard

Languages

Languages in Ashes of Creation may refer to:

Libraries

At Village (organiser 3) the scientific node's unique building is the Bibliothèque.[161]

In the past we talked about having a library that was capable of facilitating players exchanging information for map data like that, but we've moved a little bit more in a direction of just presenting that information up front to the player, because travel is such a meaningful portion of the game and we don't have fast travel. So, I think that for Alpha-2 what's planned is that we're going to be showcasing the intricate details of services offered at these node locations from just a UI presentation standpoint within the map.[173]Steven Sharif
info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

Players can use the Library to access information, including (but not limited to) the following:[161]

Jeu de rôle

Backpack sockets (slots).[174]

A big component of the MMORPG that - half of that acronym is RPG role-playing game. And in order to role-play you need to be able to represent what your character is doing in that world and part of what animation is doing is creating these sockets on the let's say the belt or the back that can plug in certain types of props or items that are created by the character team, like Carson, might be a scroll tube, it might be a potion, it might be whatever: Those players will have the ability as we've discussed in the past will have the ability to select what they want to be represented in those sockets and then animation will make sure that jibe well in movement.[174]Steven Sharif

Il y a plusieurs systèmes qui permettent de conter des histoires dans Ashes of Creation.[175]

Un MMO vit et respire grâce à sa communauté et nous ne voulons laisser de côté aucun de ces types. Tous sont importants : les amateurs de jeu de rôle sont importants, les gens qui veulent simplement passer du temps dans l'Auberge et parler sont importants, chacun apporte quelque chose au jeu et donc nous voulons nous assurer que nous prenons soin de tous... Vous pouvez tenir un commerce basé sur le jeu de rôle.[177]Jeffrey Bard

Respawn lore

Il y a un arc narratif qui porte sur comment et pourquoi les personnages ressuscitent ainsi que les lieux dans lesquels ils ressuscitent. Ceci sera révélé tandis que les joueurs explorent le jeu.[179]

Lore videos

Voir également

Les références

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  2. Interview, 2016-12-7.
  3. steven-phoenix.png
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 Direct, 2018-01-18 (39:08).
  5. Vidéo, 2018-04-05 (37:13).
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  8. 8.0 8.1 Vidéo, 2023-03-31 (12:47).
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  10. 10.0 10.1 10.2 10.3 10.4 10.5 10.6 Direct, 2017-05-26 (15:37).
  11. Vidéo, 2018-04-05 (37:50).
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  15. Direct, 2018-04-8 (AM) (16:50).
  16. 16.0 16.1 Entrevue, 2020-07-19 (50:10).
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  18. 18.0 18.1 18.2 Entrevue, 2020-07-20 (13:33).
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  26. Blog: Creative Director's Letter, January 2021.
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  29. 29.0 29.1 29.2 29.3 29.4 29.5 29.6 29.7 29.8 Direct, 2020-11-08 (05:31).
  30. steven-ancients-1.png
  31. steven-ancients-2.png
  32. 32.0 32.1 steven-ancients-3.png
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  36. Node series part II – the Metropolis.
  37. Entrevue, 2020-07-19 (23:15).
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  39. Direct, 2017-05-08 (44:51).
  40. 40.0 40.1 Ashes of Creation Store: Lore.
  41. Week 2, entry 1.
  42. 42.0 42.1 42.2 Podcast, 2020-11-15 (25:27).
  43. Ashes of Creation Store: October cosmetics.
  44. Ashes of Creation Kickstarter.
  45. 45.0 45.1 45.2 45.3 45.4 45.5 45.6 45.7 45.8 Ashes of Creation race breakdown.
  46. 46.0 46.1 46.2 46.3 Kickstarter $2,500,000 New Player Race Achieved.
  47. Direct, 2018-11-03 (0:00:54).
  48. Direct, 2018-11-03 (0:01:57).
  49. Direct, 2018-11-03 (0:02:35).
  50. Newsletter, 2018-08-7
  51. Aela Humans.png
  52. 52.0 52.1 Direct, 2018-11-03 (0:05:24).
  53. 53.0 53.1 Know Your Nodes: Economic Node Type.
  54. Dunzenkell Dwarves.png
  55. Direct, 2018-11-03 (0:00:28).
  56. Direct, 2018-11-03 (0:01:29).
  57. Direct, 2018-02-09 (13:47).
  58. Direct, 2018-01-18 (21:18).
  59. 59.0 59.1 Dillias diary.
  60. Kaivek Orcs.png
  61. Direct, 2018-11-03 (0:02:36).
  62. Direct, 2018-05-04 (34:30).
  63. 63.0 63.1 Pyrian university quote.png
  64. Pyrian Elves.png
  65. Pyrian race.png
  66. Pyrian ancient.png
  67. Direct, 2018-11-03 (0:00:10).
  68. Direct, 2020-11-08 (04:57).
  69. Direct, 2020-11-30 (52:56).
  70. 70.0 70.1 A glorious staff of the Ancients.
  71. 71.0 71.1 71.2 71.3 71.4 71.5 71.6 Direct, 2020-11-08 (07:58).
  72. Vidéo, 2023-03-31 (12:19).
  73. reliquary-concept.png
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  75. Direct, 2017-05-10 (28:09).
  76. Direct, 2017-05-12 (49:50).
  77. Direct, 2018-02-09 (29:26).
  78. 78.0 78.1 78.2 Ashes of Creation - A world with consequences.
  79. Vidéo, 2023-03-31 (7:41).
  80. 80.0 80.1 Week 1, entry 1.
  81. Official Livestream - May 4th @ 3 PM PST - Q&A
  82. 82.0 82.1 Entrevue, 2018-04-20 (5:46).
  83. 83.0 83.1 Ashes of Creation Store: Shadeless Tree Tavern.
  84. Direct, 2019-10-31 (14:13).
  85. Blog: Bounties of the Verdant Keeper.
  86. 86.0 86.1 86.2 86.3 Direct, 2018-09-27 (6:22).
  87. 87.0 87.1 87.2 87.3 Direct, 2018-10-31 (36:59).
  88. Direct, 2018-12-06 (14:32).
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  90. 90.0 90.1 Kickstarter $1,750,000 Stretch Goal Unlocked, 13 May 2017.
  91. Entrevue, 2018-10-31 (5:03).
  92. Direct, 2017-05-30 (16:51).
  93. Direct, 2017-05-17 (5:49).
  94. Entrevue, 2020-07-20 (15:18).
  95. Direct, 2018-04-08 (23:04).
  96. Direct, 2017-07-28 (20:17).
  97. Direct, 2017-05-26 (39:34).
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  99. 99.0 99.1 Direct, 2019-11-22 (24:33).
  100. Forums: Dev Discussion - Dream Nodes.
  101. Ashes of Creation - The visuals.
  102. A chat with Ashes of Creation's Steven Sharif, 2017-06-7.
  103. 103.0 103.1 Direct, 2023-04-07 (22:48).
  104. Entrevue, 2018-08-17 (10:43).
  105. 105.0 105.1 105.2 Direct, 2022-08-26 (53:26).
  106. 106.0 106.1 106.2 Direct, 2020-10-30 (1:19:13).
  107. Entrevue, 2018-10-31 (5:43).
  108. 108.0 108.1 108.2 Direct, 2023-04-07 (27:30).
  109. Transcription, 2022-11-05 (10:46:47).
  110. 110.0 110.1 110.2 110.3 110.4 Unreal Engine Interview, 23 May 2017.
  111. Direct, 2022-03-31 (1:18:49).
  112. 112.0 112.1 Direct, 2022-12-02 (1:16:19).
  113. A reactive world - Nodes.
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  115. Direct, 2017-05-19 (29:25).
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  121. Direct, 2017-05-19 (37:03).
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  123. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
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  125. Direct, 2020-07-25 (1:50:20).
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  142. Entrevue, 2023-07-09 (47:05).
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  149. Entrevue, 2020-07-18 (1:00:15).
  150. Entrevue, 2020-07-19 (8:43).
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  160. 2018-05-01 Newsletter
  161. 161.00 161.01 161.02 161.03 161.04 161.05 161.06 161.07 161.08 161.09 161.10 161.11 161.12 161.13 161.14 161.15 Blog: Know Your Nodes - Scientific Node Type
  162. Direct, 2018-11-03 (0:00:51).
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  164. Direct, 2021-06-25 (48:08).
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  169. 169.0 169.1 Entrevue, 2018-04-20 (9:20).
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  171. steven-lore-languages.png
  172. What languages will Ashes of Creation be in?
  173. 173.0 173.1 Direct, 2023-09-29 (1:14:29).
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  177. 177.0 177.1 Vidéo, 2018-04-05 (44:06).
  178. Ashes of Creation Store: Death's Bastion.
  179. Podcast, 2018-05-11 (51:39).