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Pre-alpha Brood Queen raid boss.[2]
Pre-alpha PvE gameplay from PAX 2017.[3]
A Lieutenant of The Ancients 3D render.[4]

These particular two models, with alpha one, they will be animated and present as adversaries in some of the dungeon locations within Ashes of Creation.[5]Steven Sharif

Endgegner lassen sich in die folgenden Typen einteilen, je nach Schwierigkeit und Loot-Tabellen, wodurch mehr Spieler benötigt werden, um sie zu töten.[6]

Bestimmte Bosse und Gefechte werden einen von Bear McCreary komponierten, einzigartigen Soundtrack haben.[7]

List of boss mobs


There will be between 12 to 15 raid bosses in the world.[6]

Particular world bosses have stages of progression, such as defeating acolytes, then lieutenants, then generals, then the world boss itself.[9]

  • At each stage there is increasing difficulty.[9]
  • This may be parsed out into different time periods and be behind a wall of development.[9]
  • A single digit percentage of the population will be capable of defeating certain content.[9]

There will be some in-depth raiding that has multiple stages that will be extremely difficult and... It would definitely be in the single digits of population that will be capable of defeating certain content... It doesn't mean that there won't be content available for the larger percentages as well... There should be a tiered level of content that players can constantly strive to accomplish. If there is no ladder of progression and everything is flat and all content can be experienced, then there is no drive to excel.[9]Steven Sharif

List of raid bosses


Tiers of raid difficulty are in accordance with the world's node structure.[10][11]

The more developed a zone the more challenging the content; and we feel that's a good progression when it comes to actual adventuring class, because it will match both world development and it will also continue to allow for participation for new players, if they may go into a zone that's recently been reset by either a siege or some other event.[11]Steven Sharif


When a server downs a legendary boss, I want it to cost time, resources, dedication; and when you do that I want everyone to benefit from it.[13]Steven Sharif

Regional bosses

Regional/world bosses will change based on the types and locations of nodes.[6]

List of world bosses

Dungeon bosses

PvE difficulty

The difficulty of PvE content, such as raids and dungeons will adapt based on the performance of the raid or group against previous bosses in that encounter.[15]

Künstliche Intelligenz

Jermaine Torment of Illwind boss mob.[18]

You can see how we utilize some of the different armor pieces- you've probably seen some of these pieces on different outfits like that toast Corvid Castigator cloak is on him.[18]Margaret Krohn

Ashes of Creation utilizes an adaptive artificial intelligence (AI), which means that different encounters with similar creatures will yield different player experiences.[19]

  • Utilizing new AI technology that hasn't been seen in other MMORPG projects.[20]
  • Bosses are scripted and make decisions dynamically during boss fights.[21]
  • NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[22]
  • Certain AI behaviors might activate based on progress within an encounter.[16]
    • Higher frequency of AoE attacks depending on how many players are participating.[16]
    • Unlock rage, recovery effects and buffs.[16]
    • Additional adds and add classes.[16]

There are AI systems that don't relate to controlling NPCs.[23]

There are some additional AI parameters that are set that don't relate necessarily to controlling NPCs. There are AIs with regards to the development of the borders for nodes in the direction and also the decisions that are made of which lower nodes to enslave as vassal states. There's AI that relates to a little bit of the stock market that's going to be present in the economy. There's some AI systems that are going to be announced also that are pretty innovative I think with regards to the MMORPG genre and that's going to make the triggered event system very interesting I think; and that's you know with regards to how nodes kind of develop and the environment reacts to that development by you know spawning these triggered events of you know a horde of zombies attacking a city or a legendary raid boss coming out of the mountain. I think there's a lot of opportunity for some of the innovations that's been in the AI sector of game development too to come out in Ashes.[23]Steven Sharif


Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players.[24][25]


There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.[25]

There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[27]Steven Sharif

The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[26]Steven Sharif


There will be global (server-wide) announcements/notifications of important events.[28]

Weiterentwicklung des Knotenpunkts notifications will be broadcast depending on the node's stage.[30]

New citizens of a node may be announced in a dedicated node citizen chat channel.[31]

  • Election notices will be mailed to the accounts of citizens.[31]

Local node events, such as Karawanen will not be announced. These will rely on player word-of-mouth.[28]

Whether it be like a siege or a triggered event against a city or like a unique dungeon opportunity... those types of things are going to involve notifications. Especially to the citizens of the city; where you'll be informed of an impending event. Basically it will give you time.[29]Steven Sharif


Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[33][34][35]

Whoever is first to loot gets the loot.[33]
A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.[35]
With round-robin looting, party members take turns looting.[35]
Need before greed
This is a traditional need before greed system based on dice rolls.[35]
Since there is very little gear binding in Ashes of Creation, it's left to the party to deal with players who excessively roll Need on loot.[36]
Bidding system
Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[35]
  • The highest bidder wins the item.[35]
  • The gold then goes into a pool that is split among the rest of the party members.[35]


Monster drop hunting certificates, Items and crafting materials rather than gold.[38][39]

A wolf is not going to be carrying a sack of gold. It may instead drop "pelts" that can be traded for gold.[39]
  • Hunting certificates will also drop on a character's death.[38]
  • Hunting certificates can be traded with hunter NPCs within nodes.[38]
    • The level of the node and the distance of the node from the drop will determine the value of the certificate. Certificates redeemed from distant economic regions via the caravan system will provide higher returns (4 to 5 times greater in some cases) than certificates collected from the same region.[40][38]
    • The value of the certificates are also calculated (by the world manager algorithm) based on the volume of certificates being redeemed in each region.[40]
  • Hunting certificates can also be stored within node warehouses.[38]

Beute-Tabellen of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[41][42]

Loot tables are disabled for player controlled monsters.[47]

Experience debt decreases the drop rate percentages from monsters.[48]

Players drop hunting certificates and other items upon death, based on their applicable death penalties.[49][50][51][38]


Looting rights (also known as Loot tagging) is based on a tag and DPS (damage) system.[34]

  • The first party to obtain a tag (on a mob or boss) will require approximately 40% or more of the total DPS to be granted looting rights.[34]
  • Parties who do not have the first tag will be required to do more than approximately 60% of the total DPS to quality for looting rights.[34]

Gatherers may have the ability to "spoil" a boss' loot.[52]

If you want to be able to get those mats from the boss, they're just not going to drop for anybody. They will only drop for a master gatherer who is capable of extracting those resources from the creature itself... The reason why we say there's a lot of interdependencies between the crafters of the world and the raiders of the world and our PvPers of the world is because we don't want to house the capability to attain these things all within the adventuring class. We want there to be an influence necessary from the craftsmen's guild to come in to either come and participate and spoil the boss and gather the goods or something along those lines.[52] Steven Sharif

Hergestellte Gegenstände

Hergestellte Gegenstände will be on par with best in slot items.[53]

That plays into our crafting system in and of itself right. The idea is for those stats to be variables that can be kind of dictated based on the mastery level of the particular crafter; and the higher they become a master of those professions, whether it be for armor or for weapons or for accessories, they're going to have some agency and put their mark on essentially what items they're introducing into the economy.[46]Steven Sharif

Crafters are able to influence what their crafted items will look like.[55][58]

We believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[19]

Crafting and World Bosses will be the main way to obtain high-level gear. There are some exceptions to this in the form of Legendary items (single server drops or discoveries), and other equipment that may drop wholesale, but we want Artisans and top tier raiding to produce the lion’s share of high level, high effectiveness equipment.[42]Sarah Flanagan

Reit- und Haustier-Beute

Mounts and pets are dropped by world bosses on a very rare basis.[61]

Temporäre Reittiere

Temporäre Reittiere that drop from bosses will age and eventually die.[62]

Adaptive Inhalte

pasted image at 2017 10 26 07 13 pm.png

Neue Points of Interest (wie z.B. Dungeons und World Bosse) spawnen, wenn sich Nodes entwicklen.[63] Dieser Content passt sich an die Entwicklung der Zone an, in der er sich befindet.[64]

  • Die Population wird sich verändern.[64]
  • Die Schwierigkeit des Contents wird sich ändern.[64]
  • Der Content ändert sich vielleicht Grundlegend, abhängig davon, was sich wie entwickelt.[64]
  • Verschiedene Arten von Antagonisten mit verschiedenen Storylines.[64]
  • Manche Dungeons werden nur freigeschaltet, wenn sich Nodes zu einer bestimmten Stufe entwickeln.[65]
  • Die Ziele einer Storyline innerhalb von Dungeons hängen davon ab, welche Story Arcs durch das Node System gewählt wurden.[65]
  • Drop Tables in Gebieten und Dungeons werden in die Fortschritt von bestimmten Gebieten eingebunden sein.[65]

Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[65]

Spielergetriebene Erzählung

The world of Verra will be the same on each server, but Nodes will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[66]

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.[67]

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.[68]Steven Sharif

Legendäre Gegenstände

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.[45]

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.[43]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.[44]Steven Sharif

Discovery of legendary items will unlock further chapters of the Überlieferungen.[70]

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.[71]

A legendary weapon is easily distinguished by its visual appearance.[44]

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.[44]Steven Sharif

Legendary items are not intended to be temporary.[72]

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.[72]Steven Sharif


Monstermünzen 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.[75]

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.[76]

Monster coin events are system spawned events.[77]

  • They are structured in a way to prevent groups from gaming the system.[77]
  • 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.[78]
  • Server messages appear for players in the vicinity of these dynamic events.[79]
  • Drop tables are disabled for player controlled monsters.[47]
  • The Ancients are not going to be part of the monster coin system.[80]
  • Monster coins only allow a character to participate in events on their own server.[81]

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.[82]Steven Sharif

Auswirkung auf Knotenpunkte

Monster coin events (Bosses) cannot destroy or delevel nodes.[83] They can disable certain buildings, services and NPCs within a node.[84][79]

Knotenpunkt-Belagerungen are the chief mechanic for destroying nodes.[83]


Es gibt einen Tag/Nacht-Zyklus in Ashes of Creation.[88]

  • Verschiedene Monster werden zu unterschiedlichen Zeiten spawnen.[89]
  • NPCs und Mobs können zu verschiedenen Tageszeiten wach sein.[88]
  • Verschiedene Strahlungseffekte (Leuchteffekte) können bei Nachtlebewesen stärker verbreitet sein.[88]

Fünfzehn Minuten können im Spiel eine Stunde sein.[90]

Ashes of Creation Apocalypse horde mode

Ashes of Creation Apocalypse horde mode is an Ashes of Creation Apocalypse testing mode where 50 players defend a city against waves of incoming NPCs and player controlled monsters.[91][92][93]

  • Each wave is more difficult than the last.[93]
  • Between waves, players collect experience, money and weapons to take back to their hold to defend against the next wave.[94]
  • Monstermünzen enable players to join the game as part of the horde.[93]

Horde mode will include adaptive AI boss mechanics.[92] Rewards are obtained dependent on progress against these NPCs.[95]

Horde mode will absolutely include boss mechanics, so some of the ideas behind that is going to have a wave mode of a variety of NPCs will likely include some achievable cosmetics as well in that mode depending on how far you can get and those cosmetics will include pets of the NPCs that you face, so like a little miniature version of the NPC's and we'll update those as well, that you'll have in the MMO.[95]Steven Sharif

Horde mode is specifically for testing.[95]

It's a way that we thought it would be kind of fun to implement AI mechanics that we're looking to implement. Testing the you know the blackboard for the AI. Being able to have variable types of NPCs that have roles whether it be like a sniper, ranged, melee, boss, heroic you know kind of different AI focuses for those monsters during interesting situations.[95]Steven Sharif


Siehe auch


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  7. Interview, 2021-06-13 (11:15).
  8. Video, 2021-05-28 (5:40).
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  14. Liveübertragung, 2017-05-22 (1:53:32).
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  19. 19.0 19.1 About Ashes of Creation.
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  22. Liveübertragung, 8 April 2018 (PM) (3:56).
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