Aus Ashes of Creation Wiki
Zur Navigation springen Zur Suche springen
Elite monster 3D render.[1]

It's a really big dude and the idea behind him is you're gonna see big monsters- I think that the character comes up to like his elbow maybe, or just beneath the elbow I'm not sure- but you're going to see these big elites kind of just roaming and wandering through the world. They're not assigned any to to any particular hunting ground, they just kind of roam; and I think that component is pretty cool especially when you have an open world where you can see something unique that's not matching the monsters you're hunting in a certain area but just strolls by.[1]Steven Sharif

Goblin 3D render by Chris Atkins.[2]

There are going to be different types of "Goblinesque" creatures; and this one has not skipped out on his leg or arm day, which is a good thing for him because he's probably going to be in a lot of fights.[3]Steven Sharif

There will be a mix of different monsters and difficulty levels throughout the world that are tied to the development of nearby nodes. As nodes advance, mobs will present new and increasing dangers that players can participate in.[4]

In the world naturally there will be locations that are going to have a mix of different levels of monsters and difficulty levels; and then those spawn tables relate to the development of nearby nodes. So as nodes develop they'll be changing the spawn tables around them to reflect their further development in the world, presenting new and more difficult dangers that the players can participate in.[4]Steven Sharif

We will have flying monsters but essentially what that means is there's going to be rotations either in the behavior tree that might make them inaccessible to targets, or they might do some like swooping attacks; they might come and land on the ground and fight you. But generally monsters are going to be accessible from on the ground, so we're not creating content for the limited number of individuals who are going to have access to a flying mount.[5]Steven Sharif

Mob types

NPC variants

There will be variants of the monthly cosmetics for NPCs and Mobs.[7][8]

We've mentioned this before about what the cosmetics do, but all of those [pre-order pack] items allow us to create the world. They're the NPCs in the world. They help us make NPC variants. The clothing and costumes are costumes that we'll be putting on NPCs. You're actually helping us create the world.[9]Margaret Krohn

Zones and mob levels

Dungeons, Schlachtzüge, Weltbosse, Mobs, Abenteuer, Events, Ressourcen, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.[10][11][12]

We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[13]Steven Sharif

NPC perception

There are different perception modes for different NPCs.[14]

  • NPCs in certain encounters may be aware of their local environment and can seek cover behind obstacles, for example; but this will not be prevalent in general AI designs.[15]

The best was Final Fantasy 11 back in the day where you had scent, you had sight, you had magic. Like there's all sorts of different things that you had to like protect yourself against so that certain mobs couldn't see you; and you could maintain that ability to like kind of sneak past easily... It made those monsters unique and gave them character outside of just how much damage they did to me.[14]Jeffrey Bard

Künstliche Intelligenz

Jermaine Torment of Illwind boss mob.[16]

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.[16]Margaret Krohn

Ashes of Creation utilizes an adaptive artificial intelligence (AI), which means that different encounters with similar creatures will yield different player experiences.[17]

  • Utilizing new AI technology that hasn't been seen in other MMORPG projects.[18]
  • Bosse are scripted and make decisions dynamically during boss fights.[19]
  • NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[20]
  • Certain AI behaviors might activate based on progress within an encounter.[21]
    • Higher frequency of AoE attacks depending on how many players are participating.[21]
    • Unlock rage, recovery effects and buffs.[21]
    • Additional adds and add classes.[21]
  • NPCs in certain encounters may be aware of their local environment and can seek cover behind obstacles, for example; but this will not be prevalent in general AI designs.[15]

There are AI systems that don't relate to controlling NPCs.[22]

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.[22]Steven Sharif

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.[23] Dieser Content passt sich an die Entwicklung der Zone an, in der er sich befindet.[24]

  • Die Population wird sich verändern.[24]
  • Die Schwierigkeit des Contents wird sich ändern.[24]
  • Der Content ändert sich vielleicht Grundlegend, abhängig davon, was sich wie entwickelt.[24]
  • Verschiedene Arten von Antagonisten mit verschiedenen Storylines.[24]
  • Manche Dungeons werden nur freigeschaltet, wenn sich Nodes zu einer bestimmten Stufe entwickeln.[25]
  • Die Ziele einer Storyline innerhalb von Dungeons hängen davon ab, welche Story Arcs durch das Node System gewählt wurden.[25]
  • Drop Tables in Gebieten und Dungeons werden in die Fortschritt von bestimmten Gebieten eingebunden sein.[25]

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.[25]


Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[27][28][29]

Whoever is first to loot gets the loot.[27]
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.[29]
With round-robin looting, party members take turns looting.[29]
Need before greed
This is a traditional need before greed system based on dice rolls.[29]
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.[30]
Bidding system
Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[29]
  • The highest bidder wins the item.[29]
  • The gold then goes into a pool that is split among the rest of the party members.[29]


Beute-Tabellen of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[32][33] Monster drop hunting certificates, Gegenstände and crafting materials rather than gold.[34][35]


Jagdscheine is a term that covers items, such as Pelts that house the value of a mob's death. These certificates are specific to an economic region.[43] These are intended as an alternative mechanic to acquire gold.[44][34][35]

A wolf is not going to be carrying a sack of gold. It may instead drop "pelts" that can be traded for gold.[35]

Players drop hunting certificates and other items upon death, based on their applicable death penalties.[45][46][47][34]


In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[48]

  • Animation tells.
  • Templates.


Es gibt einen Tag/Nacht-Zyklus in Ashes of Creation.[50]

  • Verschiedene Monster werden zu unterschiedlichen Zeiten spawnen.[51]
  • NPCs und Mobs können zu verschiedenen Tageszeiten wach sein.[50]
  • Verschiedene Strahlungseffekte (Leuchteffekte) können bei Nachtlebewesen stärker verbreitet sein.[50]

Fünfzehn Minuten können im Spiel eine Stunde sein.[52]

Tamable creatures

Reittiere and combat pets can be found in the wild and tamed.[53][54][55]

For example: A wolf or a dog may look different but may be balanced to the same templated behavior.[56]


Siehe auch


  1. 1.0 1.1 1.2 1.3 Liveübertragung, 2021-03-26 (54:26).
  2. Liveübertragung, 2020-07-31 (1:45:40).
  3. Liveübertragung, 2020-06-26 (1:14:42).
  4. 4.0 4.1 Liveübertragung, 2017-05-26 (24:33).
  5. 5.0 5.1 Liveübertragung, 2021-06-25 (1:28:02).
  6. 6.0 6.1 Liveübertragung, 2021-05-28 (1:49:24).
  7. steven-cosmetic-variants.png
  8. steven-cosmetics.png
  9. Liveübertragung, 2021-04-30 (6:46).
  10. Interview, 2020-07-19 (19:35).
  11. Liveübertragung, 2017-05-15 (30:53).
  12. Blog - Know Your Nodes - The Basics.
  13. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  14. 14.0 14.1 Liveübertragung, 2018-06-04 (29:28).
  15. 15.0 15.1 Liveübertragung, 2022-02-25 (1:03:32s).
  16. 16.0 16.1 Liveübertragung, 2021-06-25 (21:24).
  17. About Ashes of Creation.
  18. Liveübertragung, 2017-05-05 (11:55).
  19. Liveübertragung, 2017-07-28 (43:57).
  20. Liveübertragung, 8 April 2018 (PM) (3:56).
  21. 21.0 21.1 21.2 21.3 Interview, 2021-06-13 (22:20).
  22. 22.0 22.1 22.2 22.3 22.4 Podcast, 2018-05-11 (24:23).
  23. Liveübertragung, 2017-11-17 (36:22).
  24. 24.0 24.1 24.2 24.3 24.4 Liveübertragung, 2017-11-17 (18:29).
  25. 25.0 25.1 25.2 25.3 MMOGames interview, January 2017
  26. Liveübertragung, 2021-03-26 (26:40).
  27. 27.0 27.1 Liveübertragung, 2020-11-30 (1:01:40).
  28. Liveübertragung, 2020-07-25 (1:24:56).
  29. 29.0 29.1 29.2 29.3 29.4 29.5 29.6 Group dynamics blog.
  30. Liveübertragung, 2020-11-30 (1:12:03).
  31. dungeons-leak.png
  32. 32.0 32.1 Interview, 2020-07-19 (8:43).
  33. February 8, 2019 - Questions and Answers.
  34. 34.0 34.1 34.2 34.3 34.4 34.5 34.6 Interview, 2020-07-18 (27:11).
  35. 35.0 35.1 35.2 Liveübertragung, 2017-05-24 (44:14).
  36. Interview, 2020-07-20 (21:57).
  37. Liveübertragung, 8 April 2018 (PM) (55:49).
  38. Interview, 2020-07-18 (1:00:15).
  39. Liveübertragung, 2020-07-25 (46:08).
  40. Liveübertragung, 2020-12-22 (1:15:01).
  41. Liveübertragung, 2017-05-03 (35:25).
  42. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  43. 43.0 43.1 43.2 Interview, 2020-07-19 (1:08:22).
  44. 44.0 44.1 44.2 Liveübertragung, 2021-10-29 (1:06:31).
  45. Liveübertragung, 2021-03-26 (1:07:33).
  46. a419c5398b542a713545e4f393d67215.png
  47. Podcast, 2017-05-05 (43:05).
  48. Liveübertragung, 2017-05-22 (49:38).
  49. Ashes of Creation - Screenshots.
  50. 50.0 50.1 50.2 Liveübertragung, 2017-05-12 (57:41).
  51. day cycle.jpg
  52. time.jpg
  53. racial mounts.jpg
  54. Liveübertragung, 2018-01-18 (33:09).
  55. Liveübertragung, 2018-01-18 (34:08).
  56. 56.0 56.1 Liveübertragung, 2018-01-18 (33:07).