Aus Ashes of Creation Wiki
Zur Navigation springen Zur Suche springen
Volcano area concept art by Ricky Ho.[1] [2]

We are a high fantasy game... That means that outside of the traditional sorts of environments you're going to start seeing some pretty crazy and wild stuff that will also change based on seasons.[3]Jeffrey Bard

Alpha-1 Oasis environment preview.[5]

This is a second one of two of the large water oasis areas that we incorporated into the tropics biome.[6]Michael Bacon

There are approximately 18 biomes (environments) in Ashes of Creation.[6]

We just wanted to represent just about every biome type under the sun really and just have enough diversity over the world that like when you went from area to area , you really just got a contrast of different biome types.[7]Michael Bacon

List of biomes

Node influences

Racial architecture of the same Dorf (Stufe 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 Nicht NDA Bildschirmfoto.

The layout and architecture within a Node’s development area are determined by influential race. For example, a stage 3 Node with the majority of player contribution being Py'rai would have a Py'rai village with Py'rai architecture. Most NPCs would be Py'rai elves, and offer questlines within the Py'rai narrative.[10]Margaret Krohn

Each player’s contributed experience is flagged with their character race and other identifiers. When a Node advances, the race with the highest experience contribution determines the Node’s style and culture. This style and culture change can happen at every Node Stage. For example, if a Node advances to Level 2 - Encampment Stage and 51% of all experience was earned by Ren’Kai players, the Node will be a Level 2 Ren’Kai Node. If that same Node advances to a Level 3 - Village Stage Node, but the Py'Rai contributed 62% of all the experience earned, then the Node will be a Level 3 Py'Rai Node.[11]Margaret Krohn

Node layout and style is determined by several factors:[12][13]

The way that the node system is built is that they can exist across a spread of 18 biomes, but at the same time have to represent the cultural influence of these cultures that are intrinsically a part of a specific biome.[14]Steven Sharif
Currently the way that the platform system is set up, is it's capable of adjusting the topography of the node's footprint, regardless of the surrounding terrain. So the reason for that is we want to have flexibility in the presentation of the node's layout and how it is essentially both from an aesthetic standpoint as well as a mechanical standpoint with node sieges- how it's constructed and that construction should have the ability to take on a variance of different types of topography. So it shouldn't be dependent on the surrounding area. Now that's not to say that the surrounding area isn't going to have some influence over. So for example... we're experimenting a little bit with the platform tech and putting up a node up against the side of a mountain or on the edge of a cliff or something that has a beautiful vista. Those are things that we're going to test out obviously as we continue to work on the node tool and how that platform system works, but the idea is to have the node independent of the surrounding terrain.[15]Steven Sharif
Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor.[13]Jeffrey Bard
All nodes, whether they're associated with a castle or associated with normal node structure, has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[21]Steven Sharif
  • The rest is determined by the node's mayor.[13]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[22]
Q: How long would you say it will take players on average to fill/build up a node completely from wilderness to metropolis?
A: It's one thing to get a node to a certain level: it's another thing to develop the node; and I can't really give you an on-average expectation, because there's a lot of variables at play. There's how many citizens does the node have attracted to it; what's the type of traffic that the node is attracting to it based on things like its tax rates, or the specialization that it chose to spec into, based on the building types it's chosen to build. All of those things are variables that can affect the quote-unquote "average build-out time" of a particular node. So it's difficult to give you an average when there's so many variables along those lines. But the idea is that if there is a particular project that players are interested in in developing based on the node stage, that they would have the ability to complete several of those projects as within a single term of a mayor; and a term of a mayor is one month.[22]Steven Sharif


Einige Gebiete (Biome) haben ein beständiges Klima, andere ein wechselndes.[24]

  • Wetterbedingungen verändern sich mit den Jahreszeiten.[24][3]Jeffrey Bard
  • Es wird dynamisches Wetter geben, welches auch in der Intensität variiert.[25]
    • Zum Beispiel: Nieselregen zu/von Sturm, oder Schneesturm zu/von Schnee.


Ashes of Creation Jahreszeiten in the Riverlands.[26]

Seasons affect much more than just the world around you on Verra. They will also change a variety of mechanics from skills and abilities to crops and gatherables.[26]

Jahreszeiten affect different zones (environments/biomes) based on their location in the world.[27][28]

Winter might have a spawner that activates on a road that spawns at large fallen tree and players who see that will have an opportunity to go up and exert some type of one-time action that helps in removing that tree and it might require X number of people to do that before the tree gets removed; and that as an example is not beneficial for the transit of goods because as caravans require- well they don't require but they move better on roads and if that tree were present let's say blocking a road that led to a bridge per-se that they would have to off-road.[28]Steven Sharif
  • Different seasons may affect access to various roads.[20][31][28]
    • Pathways that are open during summer may be closed during winter.[28]
    • Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[20][31][34]
    • Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[28]
      • Ice will make roads bumpy and slippery.[35]
    • Seasonal flooding is something the developers are talking about internally, but will not be present in Alpha-2.[36]

Seasonal changes

Right now we're getting some rain which will usher in springtime and so you'll see all the flora that's growing up right now out of the ground.[37]Brian Gans

Seasons change on a regular basis, but may also be triggered or elongated by certain events.[38][39][40]

  • Each season will be approximately one or two IRL weeks long.[38][39][40]
They might last longer if you don't deal with the dragon, or if you keep that relic active, but these on a cycle on a cyclical perspective as a normal season transition might be exist within a one week timeframe right and then it transitions over a period of hours.[39]Steven Sharif
  • The final duration of seasonal cycles is subject to testing during Alpha-2.[41]
The weather systems, the season systems, that's going to be a obvious point of testing for Alpha 2 of course. We're going to play around with the different cycles and and times and how they impact the economy, the rotation of resources, the movement of goods: all of those things play into the purpose- one of the purposes of having seasonal systems. So that is something that we are going to play with during our Alpha 2 testing and will land on what feels both most comfortable- is visually appealing, but also has the impact on the economy that we desire to see on the design side.[41]Steven Sharif
  • Environmental seasons are not to be confused with PvP seasons, which last for six months.[42]
In Ashes of Creation the world will change on a regular basis. Zones will progress in a seasonal cycle, which will alter the very nature of the environment around you. Snow may block pathways that are accessible in warmer months, spring may encourage creatures otherwise unseen to come to the surface, and fall might be the only time that certain crops thrive. This cycle can then take in the state of the world’s Nodes and shift depending on their progression.[34]


Es gibt einen Tag/Nacht-Zyklus in Ashes of Creation.[44]

  • Verschiedene Monster werden zu unterschiedlichen Zeiten spawnen.[45]
  • NPCs und Mobs können zu verschiedenen Tageszeiten wach sein.[44]
  • Verschiedene Strahlungseffekte (Leuchteffekte) können bei Nachtlebewesen stärker verbreitet sein.[44]

Fünfzehn Minuten können im Spiel eine Stunde sein.[46]


Pre-alpha Mage's detection utility skill casts light and reveals magical explosive hazards.[47]

Dunkelheit, als ein umweltbedingtes Hindernis, wird als ein Teil der Spielmechanik angesehen.[48]

Wie sehr wir das vertiefen, hängt davon ab, wie viel Spaß es tatsächlich macht; wir sind noch dabei, das herauszufinden. Sofern wir ein paar interessante Mechaniken finden, und es nicht frustrierender als spaßig ist, solltest du auf jeden Fall deine eigene Fackel mitbringen.

Artistic style

Ashes of Creation wird eine höhere grafische Treue haben als die meisten westlichen Spiele. Es wird nicht zu stilisiert oder "cartoonisiert" sein.[49]

We can push the limits a little bit on the graphical fidelity, especially using Unreal Engine 4... My desire was not to see very cartoony games. I'm not a big fan of highly stylized art.[49]Steven Sharif


200 foot tall Pyrian statues in Alpha-1.[51]

Wahrzeichen are scattered throughout the world, allowing players to judge their position on the map.[51]

From a lore perspective these statues have been around for a long time; and they are representative of the civilizations that existed once on this world before.[51]Steven Sharif

Major visual landmarks. You can look all the way across the horizon have an idea where you're going or where to meet friends or where to meet just based on these huge landmarks in the world.[51]Mat Broome


Unterreich node concept art.[52]

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.[53]Steven Sharif

Alpha-0 Underrealm Sharptooth cat mob concept art.[54]

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.[55]Steven Sharif

The Unterreich 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.[56]

  • The Underrealm is estimated to be not too much bigger than 100 km2 in area.[57][58] It is not contiguous space across the entire map. There will be areas that are obstructed by chasms or other features.[59][60]
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.[61]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.[57][59][60]
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.[59]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.[60]
  • There will be bodies of water such as rivers and lakes in the Underrealm that house unique species of fish.[62][63]
    • There won't be boats and other water vehicles in the Underrealm.[62]
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.[62]Steven Sharif


Alpha-0 Unterreich environment.[54]

Underrealm environments are vast.[64]

  • Karawanen should be able to operate as they do above ground.[64]
  • If there's insufficient room for Drachen, another mount type may be utilized.[64]
  • Burrowing mounts are being considered as an alternative to flying mounts in the Unterreich.[65]

One of the important aspects of color play is going to be the distinguishing factor between different Underrealms and the regions that exist in the world: Their color influences set them apart from different regions.[66]Steven Sharif

Jahreszeiten above ground will affect the Unterreich.[64]

  • This will not be a one-to-one correlation: for example, it won't snow in the Underrealm.
  • Tunnel flooding and other effects will be related to the weather above ground.

The seasons above ground will inform what happens underneath. I mean, it's not going to be a direct one-to-one correlation right, not like it's going to be raining in the underworld, but you will see the effects from above happen down below: You might find tunnels being flooded.[64]Jeffrey Bard

Coastal and island nodes

Es wird Nodes entlang der Küste und auf Inseln geben.[68]

  • Diese Nodes werden wasserorientierte Einflüsse haben. Zudem stehen Fähigkeiten, Dienstleistungen, und Questlinien zur Verfügung, welche in Verbindung mit der See stehen.[68]
  • Küsten-Nodes verändern die Spawntabellen des umliegenden Wasser-Contents und können auch bestimmte Events auslösen.[69]
  • Häfen in Küsten-Nodes werden Questlinien haben, welche sich auf den Ozean und nahe gelegenen Inseln beziehen.[69]
  • Es könnte möglich sein, eine Küstenstadt über den Seeweg zu belagern.[70]

Inselketten sind ein Teil des Ashes of Creation See-Inhalts.[71][72]


Der Zugang zu Unterwasser-Inhalten soll einfach sein.[74]


Unterwasser-Sehenswürdigkeiten mit NPC Strukturen können wie Städte aussehen, werden aber keine Knotenpunkte sein.[75]

  • Es wird keine Knotenpunkte unter Wasser, oder im Wasser geben.[68]


Foliage 3D renders.[76]

Biomes really need to have a fairly eclectic selection of plant life, of vegetation, of foliage. These help to create the atmosphere that you are really immersed in this different climate zone and that that's obviously something that we as players enjoy when we get to see a significant diversity of plant life, because it does lend itself to the immersive nature of the world.[77]Steven Sharif

Bloomeria 3D turntable.[78]

Foul and ravenous spirits have been bound to these stinking flowers[78]

  • There will be player collision with foliage.[79]
    As you move through a plant you're not just gonna go straight through the plant. It will move around on the client for you: you'll see that plant move because you intersected with it and passed through it. So there's collision with foliage there; but I'm not sure if it's going to be as granular on blades of grass. We do have footprints and footsteps... you can see them on the dirt surfaces; you can see them on the snow surfaces.[79]Steven Sharif
    • Different growth states will have different collision profiles.[80]
    For example as for trees, sapling stage requires no collision, but the young stage will have a collision that you can no longer go through.[80]Alex Khudoliy
  • Later stages of game polish will address quality-of-life issues, such as foliage blocking the player's camera.[83]
Q: Folks were wondering about foliage as it seems like it could hide your character from your own camera. Can it do something like turn transparent to you, so you... don't lose yourself in the grass?
A: Absolutely. Those are literal higher fidelity types of polish that we get around to when we're out of guts of building core systems and abilities and archetypes. So, part of watching our game in development is understanding that a lot of the quality-of-life or polish-oriented features that you would typically see in a launched game are not yet worked on from our perspective. We're very much still on the core aspects of our feature development.[83]Steven Sharif

Zerstörbare Umgebung

Zerstörbare Burg.[84]

This is the castle siege destruction props. It's variable areas of exploded stuff. You can't completely destroy the castle or you wouldn't be able to get to the top of it.[84]Michael Bacon

Zerstörbare Umgebung wird ein Kernelement dessen sein, wie Spieler mit der Welt interagieren werden. Sowohl in Ashes of Creation Apocalypse als auch in dem Ashes of Creation MMORPG.[87]

We want destruction to be a very core element of how players make their way through the world.[87]Steven Sharif

  • Möglicherweise schaffen es Angreifer nicht eine Node während ihrer Belagerung zu zerstören. Stattdessen führen sie vielleicht gezielte Angriffe durch, um spezielle Service-Gebäude in der Node außer Betrieb zu setzen. Diese Gebäude können mit Belagerungswaffen und Bomben angegriffen werden.[88]
  • Node-Gebäude (inklusive Player Housing) haben Lebenspunkte und können während Belagerungen beschädigt werden. Wenn Gebäude mehr als ungefähr 25% Schaden nehmen, sind jegliche NPCs oder Services von diesem Gebäude nicht verfügbar, bis dieser Schaden repariert wurde.[89]
  • Wenn die Node eine Belagerung überstehen sollte, müssen die Einwohner die nötigen Ressourcen beschaffen um beschädigte Infrastruktur wieder aufzubauen und zu reparieren.[89][90]
    • Große und weiter fortgeschrittene Gebäufe benätigen mehr Ressourcen um diese zu reparieren. In-Node Housing wird vermutlich die geringste Menge an Ressourcen für die Reparatur benötigen.[91]
  • Spielerbehausungen, die während einer Belagerung zerstört wurden, können nicht mehr verkauft werden.[92]

You could be more precision oriented in the decision to attack a city. Let's say it's a rival node that's trying to reach a node stage five or something and you want to disable their ability for the religious system to progress so you target the temple during the attack, or you want to disable their scholars academy from reaching a higher level so that your nodes can; or you want to disable multiple buildings that allow for experience and quests to be undertaken by its citizenship, which prevents them from keeping up in pace of experience gained with your node. These can be more precision oriented and don't have to effectualize an actual takeover of the node.[88]Steven Sharif



Siehe auch


  1. Liveübertragung, 2021-09-24 (1:08:43).
  2. steven-volcano-guy-quote.png
  3. 3.0 3.1 Liveübertragung, 2017-06-01 (29:33).
  4. verran-environments.png
  5. Liveübertragung, 2021-06-25 (55:39).
  6. 6.0 6.1 Liveübertragung, 2021-01-29 (21:55).
  7. Liveübertragung, 2021-06-25 (53:15).
  8. Liveübertragung, 2021-05-28 (1:40:47).
  9. Liveübertragung, 2021-09-24 (29:33).
  10. Blog - Know Your Nodes - The Basics.
  11. 11.0 11.1 11.2 Blog - Know Your Nodes - Advance and Destroy.
  12. 12.0 12.1 12.2 Liveübertragung, 2020-10-30 (39:17).
  13. 13.0 13.1 13.2 13.3 13.4 13.5 Liveübertragung, 2018-09-27 (53:06).
  14. 14.0 14.1 Liveübertragung, 2022-02-25 (41:00).
  15. 15.0 15.1 Liveübertragung, 2021-02-26 (1:12:18).
  16. Liveübertragung, 2022-03-31 (4:57).
  17. Podcast, 2021-04-11 (29:47).
  18. Interview, 2018-05-11 (54:34).
  19. Liveübertragung, 2017-05-26 (21:23).
  20. 20.0 20.1 20.2 20.3 20.4 Podcast, 2021-04-11 (23:36).
  21. 21.0 21.1 Interview, 2018-05-11 (47:27).
  22. 22.0 22.1 Liveübertragung, 2022-07-29 (1:13:09).
  23. Video, 2017-05-30 (0:01).
  24. 24.0 24.1 24.2 Liveübertragung, 2017-07-18 (36:47).
  25. Liveübertragung, 2017-07-28 (41:25).
  26. 26.0 26.1 Twitter - Seasons.
  27. 27.0 27.1 27.2 Liveübertragung, 2022-04-29 (56:24).
  28. 28.0 28.1 28.2 28.3 28.4 28.5 28.6 Liveübertragung, 2017-05-08 (20:27).
  29. Liveübertragung, 2023-03-31 (58:27).
  30. 30.0 30.1 Liveübertragung, 2018-09-27 (41:33).
  31. 31.0 31.1 31.2 Liveübertragung, 2020-06-26 (1:29:06).
  32. Liveübertragung, 2019-07-26 (1:32:40).
  33. Liveübertragung, 2022-09-30 (1:25:56).
  34. 34.0 34.1 Our immersive world - Environments.
  35. frosty-roads.png
  36. Liveübertragung, 2022-06-30 (1:10:19).
  37. Video, 2022-05-27 (6:33).
  38. 38.0 38.1 Liveübertragung, 2022-05-27 (1:13:39).
  39. 39.0 39.1 39.2 Video, 2022-05-27 (12:50).
  40. 40.0 40.1 seasons.png
  41. 41.0 41.1 Liveübertragung, 2022-06-30 (2:57).
  42. Interview, 2020-07-18 (16:34).
  43. Ashes of Creation - Screenshots.
  44. 44.0 44.1 44.2 Liveübertragung, 2017-05-12 (57:41).
  45. day cycle.jpg
  46. time.jpg
  47. Video, 2017-02-07 (0:02).
  48. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  49. 49.0 49.1 Interview, 20. Oktober 2018 (2:17:43).
  50. Interview, 20. Oktober 2018 (2:28:08).
  51. 51.0 51.1 51.2 51.3 Liveübertragung, 2018-08-17 (10:01).
  52. Forums: Dev Discussion - Dream Nodes.
  53. Interview, 2018-10-31 (6:00).
  54. 54.0 54.1 Ashes of Creation - The visuals.
  55. A chat with Ashes of Creation's Steven Sharif, 2017-06-7.
  56. Kickstarter $1,750,000 Stretch Goal Unlocked, 13 May 2017.
  57. 57.0 57.1 Liveübertragung, 2023-04-07 (22:48).
  58. Interview, 2018-08-17 (10:43).
  59. 59.0 59.1 59.2 Liveübertragung, 2022-08-26 (53:26).
  60. 60.0 60.1 60.2 Liveübertragung, 2020-10-30 (1:19:13).
  61. Interview, 2018-10-31 (5:43).
  62. 62.0 62.1 62.2 Liveübertragung, 2023-04-07 (27:30).
  63. Abschrift, 2022-11-05 (10:46:47).
  64. 64.0 64.1 64.2 64.3 64.4 Liveübertragung, 2017-06-01 (24:30).
  65. Interview, 2018-08-17 (8:57).
  66. Liveübertragung, 2018-01-18 (14:00).
  67. Liveübertragung, 2018-08-17 (58:53).
  68. 68.0 68.1 68.2 Liveübertragung, 2018-04-8 (PM) (1:01:28).
  69. 69.0 69.1 Interview, 2020-07-19 (48:05).
  70. Liveübertragung, 2017-05-19 (37:51).
  71. Liveübertragung, 2017-05-17 (30:53).
  72. Kickstarter - We Just Broke $1,500,000!
  73. 73.0 73.1 Liveübertragung, 2020-07-31 (1:42:41).
  74. Liveübertragung, 2017-05-19 (38:46).
  75. Liveübertragung, 2018-04-8 (AM) (18:29).
  76. Liveübertragung, 2020-07-31 (1:39:00).
  77. Liveübertragung, 2020-10-30 (43:01).
  78. 78.0 78.1 Twitter: Foul and ravenous spirits have been bound to these stinking flowers!
  79. 79.0 79.1 Liveübertragung, 2022-05-27 (1:01:45).
  80. 80.0 80.1 Video, 2022-10-28 (3:49).
  81. Video, 2022-10-28 (19:10).
  82. Liveübertragung, 2022-05-27 (54:49).
  83. 83.0 83.1 Liveübertragung, 2023-04-28 (53:09).
  84. 84.0 84.1 Liveübertragung, 2019-10-31 (36:20).
  85. Ashes of Creation Apocalypse Early Access.
  86. Video, 2019-09-24 (0:10).
  87. 87.0 87.1 Liveübertragung, 2019-06-28 (31:15).
  88. 88.0 88.1 Liveübertragung, 2019-11-22 (16:56).
  89. 89.0 89.1 Interview, 2020-07-08 (57:46).
  90. Liveübertragung, 2019-11-22 (17:59).
  91. Interview, 2020-07-08 (59:38).
  92. 92.0 92.1 Liveübertragung, 2020-06-26 (1:02:12).
  93. Liveübertragung, 2017-07-18 (40:14).
  94. Liveübertragung, 2017-11-17 (47:10).