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Underrealm: Unterschied zwischen den Versionen
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+ | == Bosses at this location == | ||
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+ | |resultsheader = | ||
+ | |category = Bosses | ||
+ | |linksto = {{ROOTPAGENAME}} | ||
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+ | }} | ||
+ | |||
+ | == Mobs at this location == | ||
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+ | {{#dpl: | ||
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+ | |category = Mobs | ||
+ | |linksto = {{ROOTPAGENAME}} | ||
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+ | }} | ||
+ | |||
+ | == NPCs at this location == | ||
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+ | {{#dpl: | ||
+ | |noresultsheader = - None - | ||
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+ | |linksto = {{ROOTPAGENAME}} | ||
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+ | }} | ||
+ | |||
+ | == Quests at this location == | ||
+ | |||
+ | {{#dpl: | ||
+ | |noresultsheader = - None - | ||
+ | |resultsheader = | ||
+ | |category = Quest | ||
+ | |linksto = {{ROOTPAGENAME}} | ||
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+ | |ordermethod = title | ||
+ | |include = {quest}:location:questgiver:xp:steps | ||
+ | |table = class="wikitable sortable",[[Quests|Quest]],Location,[[Quest givers|Quest giver]],[[XP]] reward,Steps | ||
+ | |tablerow = style="width: 200px;"¦%%,style="width: 200px;"¦%%,style="width: 61px;"¦%%,style="width: 10px;"¦%%,style="width: 10px;"¦%%, | ||
+ | }} | ||
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+ | == Dungeons at this location == | ||
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+ | }} | ||
== Underrealm environment == | == Underrealm environment == | ||
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{{Underrealm nodes}} | {{Underrealm nodes}} | ||
+ | |||
+ | == Roads == | ||
+ | |||
+ | {{Roads}} | ||
== Tulnar == | == Tulnar == | ||
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{{Tulnar availability}} | {{Tulnar availability}} | ||
+ | |||
+ | === Tulnar starting area === | ||
+ | |||
+ | {{Tulnar starting area}} | ||
== Lore == | == Lore == | ||
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== World size == | == World size == | ||
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{{World size}} | {{World size}} | ||
− | == | + | == Visuals == |
{{#dpl:category = {{ROOTPAGENAME}} | {{#dpl:category = {{ROOTPAGENAME}} | ||
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+ | |addeditdate = true | ||
+ | |userdateformat = Y-m-d | ||
+ | |format=«gallery»,%PAGE%¦nocontrols¦class="image" link=File:%TITLE%¦«center»%DATE%«/center»\n,,«/gallery» | ||
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}} | }} | ||
− | == See | + | == See also == |
* [[Tulnar]] | * [[Tulnar]] | ||
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<references/> | <references/> | ||
− | [[Category:Engaging and immersive story]][[Category:Environments]] | + | [[Category:Engaging and immersive story]][[Category:Environments]][[Category:Biome]] |
Aktuelle Version vom 17. April 2024, 04:01 Uhr
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.[5]
- The Underrealm is estimated to be not too much bigger than 100 km2 in area.[6][7] It is not contiguous space across the entire map. There will be areas that are obstructed by chasms or other features.[8][9]
- 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.[10] – 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.[6][8][9]
- 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.[8] – 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.[9]
- There will be bodies of water such as rivers and lakes in the Underrealm that house unique species of fish.[11][12]
- There won't be boats and other water vehicles in the Underrealm.[11]
- 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.[11] – Steven Sharif
Bosses at this location
Mobs at this location
NPCs at this location
Quests at this location
- None -
Dungeons at this location
- None -
Umgebung des Unterreichs
Underrealm environments are vast.[13]
- Karawanen should be able to operate as they do above ground.[13]
- If there's insufficient room for Drachen, another mount type may be utilized.[13]
- Burrowing mounts are being considered as an alternative to flying mounts in the Unterreich.[14]
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.[15] – Steven Sharif
Jahreszeiten above ground will affect the Unterreich.[13]
- 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.[13] – Jeffrey Bard
Ressourcen im Unterreich
Ressourcen will be different in the Unterreich, including unique species of fish.[11][12][13]
- This will affect professions such as fishing, farming, and animal husbandry.[11][13]
- Since players may only have one Freehold, they must choose their Artisan specializations accordingly if they wish to place it in the Underrealm.[13]
Unterreich-Nodes
Unterreich-Nodes and nodes directly above them are considered adjacent but do not exist in the same ZOI.[16][17][18]
- There will be "bleed over" between underrealm nodes and surface nodes in terms of influence and interaction.[17]
- There may be visual cues above ground that indicate influence from underrealm nodes in that area.[17]
That might be a little bit of a departure from our design in the past. I know originally like two-plus years ago we were discussing how those would be independent of each other, but I think as we further defined the layout of the world map itself it made more sense for those to have some interaction and influence that's combined.[17] – Steven Sharif
- Caravan routes will go underground.[19]
- Node-Belagerungen occur in the usual manner.[20]
- There will be underrealm Metropolen.[21]
Roads
Roads in Verra are both pre-generated and player influenced.[23]
- The largest roads are referred to as arteries. These are remnants of what was once the ancient highway system of Verra.[23]
- As nodes advance smaller roads, referred to as veins, connect the arteries to the nodes.[23]
- Depending on the stages of node advancement, capillary roads will stem off the node to connect to points of interest.[23]
- Roads or pathways are not worn into the landscape by repeated traffic over the same area.[23]
- The quality, safety, and maximum transportation speed of roads is influenced by node building upgrades, policies, relics, and the level of nearby nodes.[25][26][27]
- Q: Could you upgrade roads in the node to upgrade the roads and speeds of caravans?
- A: Absolutely. So that buff that you saw is a buff that can be changed in the world based on the world state. Some of those world state interactions include certain types of relics that the nodes which govern your area might have access to and might be actively employing. Some of it might have to do with policies: You might be able to extend the guard influences across the road radius further out for certain nodes if you have certain policies. You might be able to enhance and empower those guards through itemization choices that are granted by building upgrades that the node selects to build.[25] – Steven Sharif
Different seasons and events may affect access to various roads.[28][29][30][31]
- Pathways that are open during summer may be closed during winter.[28][31]
- Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[28][29][30][32]
- Caravan events can cause roadways to be blocked off or hostile mobs to spawn to attack the caravan.[22][29]
- Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[31]
- Ice will make roads bumpy and slippery.[33]
Unterreich routes will open or close dynamically (based on node states).[9]
- 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.[8][9]
- 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.[9]
Komponenten für Karawanen can be utilized to improve on-road or off-road speeds of caravans.[34]
- You will travel faster over roads, but that obviously comes with the increased risk of running into other players or monsters that are blocking the road.[34] – Chris Justo
Grundbesitz may not be placed in close proximity to roads.[35]
Tulnar
Die Tulnar (gesprochen Tull-nar[39][40]) sind eines der spielbaren Völker in Ashes of Creation.[41][42] Die (Vorfahren der) Tulnar sind in das Unterreich geflohen, um der Verderbnis zu entkommen die über Verra hereingebrochen war.[43]
- Die Tulnar sind eine Vermischung aus den vier großen Völkern und vieler kleinerer Völker, die nach der Apokalypse auf Verra zurückgelassen wurden.[44][45][46][42]
- Sie sind eine Vermischung aus den zurückgelassen Völkern, nicht nur aus den zurückgelassenen großen Völkern, sondern auch aus den zurückgelassenen kleineren Völkern, und das gibt ihnen Merkmale, die bestienartig, reptilienartig oder humanoid sind, und deren visuelle Ausprägung die Spieler mit Reglern anpassen können. Aber auch ihre kulturellen Charakteristika sind eine Kombination aus verschiedenen Einflüssen, so dass ihre Kultur ganz anders aufgebaut ist als die der anderen acht Rassen.[44] – Steven Sharif
- Das Wort Tulnar bedeutet übersetzt "Die Vergessenen".[42]
- Die Tulnar sind nicht nur auf das Unterreich beschränkt (es gibt keine Fraktion).[47]
- Die Tulnar verspeisen die verschiedensten Sachen![48]
- Die Religion der Tulnar ist eine Vermischung aus den Religionen der großen Völker und den heidnischen Glaubensvorstellungen der kleineren Völker, die entstanden ist in der Zeit in der diese Völker zusammen im Unterreich gelebt haben.[49]
- Die Tulnar sind die Nachfahren der göttlichen Völker.[50] Sie besitzen alle eine Seele und diese Seelen dienen als Kanäle für die Essenz.[51]
- Die Tulnar sind nicht das Resultat der Verderbnis. [52]
- Hat die Verderbnis ein Rolle bei der Entstehung der Tulnar gespielt oder sind sie alleine durch die Vermischung der großen und kleineren Völker entstanden, die nach der Apokalypse zusammen im Unterreich gelebt haben? Die Verderbnis hatte keinen Einfluss auf ihre Entstehung. Die Verderbnis wurde bei ihrer Entstehung nicht berücksichtige.[52] – Steven Sharif
The Tulnar race is expected to be in place for Alpha-2.[53]
- Konzeptkunst was released July, 2022.[54]
- 3D models may be released in 2023.[55]
Startgebiet der Tulnar
Im Startgebiet der Tulnar gibt es keine göttlichen Tore.[57]
- Es gibt Sehenswürdigkeiten die die Bauten der Tulnar repräsentieren, die ähnlich zu den göttlichen Tore in den Startgebiete sind.[56]
- Die Tulnar haben auch die Möglichkeit, wie die anderen Völker, an einem der göttlichen Tore zu starten.[58]
- Die Tulnar haben die gleiche Möglichkeit, an einem der göttlichen Tore zu beginnen. Ihre Zivilisation lebt zwar im Unterreich, hat aber auch begonnen, die Oberfläche zu erforschen.[58] – Steven Sharif
Im Gegensatz zu den anderen Völker, kehren die Tulnar nicht nach Verra zurück. Sondern sie verlassen zum ersten Mal seit Generation das Unterreich und betreten die Oberfläche.[43]
- Im Unterreich gibt es kein göttliches Tor.[59]
Überlieferungen
Vor langer Zeit wurde die Welt von Verra von einer großen Katastrophe heimgesucht (auch der Untergang, die Apokalypse und der Exodus genannt), die von den Hauptantagonisten der Welt verursacht wurde: Die Uralten und Die Anderen.[61][62]
- Die Apokalypse begann mit der Ankunft von kometenähnlichen Himmelskörpern namens Vorboten (Harbingers) auf Verra. Die Uralten strömten aus den Kanälen, die sich im Zentrum der Harbinger öffneten, und begannen, den Planeten zu erobern.[61]
- Ihr Wunsch war es, die Schöpfung der Götter (die Sieben) als Angriff auf ihre Vorhaben zu pervertieren, und so schufen sie Monstrositäten, indem sie die Natur mit Verderbnis manipulierten, was den negativen Aspekt der Essenz darstellt.[61][63]
Dank des göttlichen Einschreitens der Göttin der Schöpfung[64] konnte ein Großteil der Bevölkerung von Verra durch gewaltige Tore fliehen und fand Zuflucht in einer Welt, in der keine Magie existierte.[60] The world of Sanctus.[65]
- Einige glücklose Bürger haben es nicht rechtzeitig durch die Tore geschafft und sind auf den Planeten zurückgeblieben, um dort ums Überleben zu kämpfen.[66] Dies war die Grundlage für die Geschichte des Battle-Royale-Modus "Ashes of Creation Apocalypse".[67]
Kurz nach dem Exodus verdunkelten sich die Tore und erstarrten. Jahrhunderte wurden zu Jahrtausenden und begruben sie unter zahllosen Katastrophen. Im Laufe der Äonen wurde die Geschichte zur Legende, und selbst die großen Legenden gerieten schließlich in Vergessenheit.[60]
Die Tulnar sind eine Mischung aus den vier großen Rassen und vielen kleineren Völkern, die nach der Apokalypse auf Verra zurückgeblieben sind.[45][46][42]
Größe der Welt
1,200 km2 (square kilometers) is the expected total world size of Verra at launch, including land (480 km2) and water/ocean (750 km2), but excluding the size of the Unterreich.[68]
- This has increased from the previously stated total size of 480 km2 including land and water/ocean[69][70][71]; but excluding an additional ~100 km2 of Unterreich.[7]
- The Underrealm did not increase "too much" in size.[6]
- The reason given for expanding the map size was to better accommodate Zur See content and to reduce the overall content density in the world.[68]
- The purpose of it becoming bigger is as I said to make sure that density isn't overwhelming: that it isn't everywhere I look there is immediately something. I have no opportunity to see areas of the world that are expansive and are just wanderlust adventure feeling. Everything was sitting on top of you, POIs and nodes and houses and everything. It was like an urban area everywhere. But we wanted to expand that because a large portion of the game is a sandbox element; it's coupled with a lot of curated content but it's that sandbox element.[68] – Steven Sharif
- The shape of the continents has also changed and two new large islands have been introduced.[68]
Bildmaterial
2018-03-13
Siehe auch
Einzelnachweise
- ↑ Forums: Dev Discussion - Dream Nodes.
- ↑ Interview, 2018-10-31 (6:00).
- ↑ 3.0 3.1 Ashes of Creation - The visuals.
- ↑ A chat with Ashes of Creation's Steven Sharif, 2017-06-7.
- ↑ 5.0 5.1 Kickstarter $1,750,000 Stretch Goal Unlocked, 13 May 2017.
- ↑ 6.0 6.1 6.2 Liveübertragung, 2023-04-07 (22:48).
- ↑ 7.0 7.1 Interview, 2018-08-17 (10:43).
- ↑ 8.0 8.1 8.2 8.3 Liveübertragung, 2022-08-26 (53:26).
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5 Liveübertragung, 2020-10-30 (1:19:13).
- ↑ Interview, 2018-10-31 (5:43).
- ↑ 11.0 11.1 11.2 11.3 11.4 Liveübertragung, 2023-04-07 (27:30).
- ↑ 12.0 12.1 Abschrift, 2022-11-05 (10:46:47).
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 Liveübertragung, 2017-06-01 (24:30).
- ↑ Interview, 2018-08-17 (8:57).
- ↑ Liveübertragung, 2018-01-18 (14:00).
- ↑ Liveübertragung, 2019-03-29 (58:14).
- ↑ 17.0 17.1 17.2 17.3 Liveübertragung, 2019-03-29 (29:17).
- ↑ Liveübertragung, 2017-05-05 (37:52).
- ↑ Liveübertragung, 2017-05-26 (31:44).
- ↑ Liveübertragung, 2017-05-26 (42:45).
- ↑ Liveübertragung, 2017-05-24 (31:39).
- ↑ 22.0 22.1 22.2 Video, 2023-10-31 (34:12).
- ↑ 23.0 23.1 23.2 23.3 23.4 23.5 Liveübertragung, 2021-01-29 (1:13:04).
- ↑ 24.0 24.1 Liveübertragung, 2022-01-28 (33:25).
- ↑ 25.0 25.1 Liveübertragung, 2023-10-31 (1:16:34).
- ↑ Video, 2023-10-31 (28:06).
- ↑ Liveübertragung, 2018-02-09 (45:48).
- ↑ 28.0 28.1 28.2 28.3 Video, 2022-05-27 (15:50).
- ↑ 29.0 29.1 29.2 Podcast, 2021-04-11 (23:36).
- ↑ 30.0 30.1 Liveübertragung, 2020-06-26 (1:29:06).
- ↑ 31.0 31.1 31.2 31.3 Liveübertragung, 2017-05-08 (20:27).
- ↑ Our immersive world - Environments.
- ↑
- ↑ 34.0 34.1 Video, 2023-10-31 (20:17).
- ↑ Liveübertragung, 2017-05-19 (32:23).
- ↑ Liveübertragung, 2022-07-29 (59:00).
- ↑ Interview, 2018-10-31 (5:03).
- ↑ Liveübertragung, 2023-04-07 (1:17:59).
- ↑
- ↑ Liveübertragung, 2022-03-31 (1:06:54).
- ↑ Liveübertragung, 2017-05-30 (16:51).
- ↑ 42.0 42.1 42.2 42.3 Kickstarter $2,500,000 New Player Race Achieved.
- ↑ 43.0 43.1 Liveübertragung, 2017-05-17 (5:49).
- ↑ 44.0 44.1 Podcast, 2021-09-29 (16:51).
- ↑ 45.0 45.1 Interview, 2020-07-20 (15:18).
- ↑ 46.0 46.1 Liveübertragung, 2018-04-08 (23:04).
- ↑ Liveübertragung, 2017-05-26 (39:34).
- ↑
- ↑ Podcast, 2020-11-15 (31:13).
- ↑ Liveübertragung, 2023-04-28 (1:23:33).
- ↑ Podcast, 2020-11-15 (40:24).
- ↑ 52.0 52.1 Liveübertragung, 2019-11-22 (24:33).
- ↑ Liveübertragung, 2018-04-8 (AM) (2:17).
- ↑ Liveübertragung, 2022-07-29 (59:00).
- ↑ Interview, 2023-07-09 (1:06:53).
- ↑ 56.0 56.1
- ↑ Liveübertragung, 2017-10-16 (53:58).
- ↑ 58.0 58.1
- ↑
- ↑ 60.0 60.1 60.2 Unreal Engine Interview, 23 May 2017.
- ↑ 61.0 61.1 61.2 61.3 Liveübertragung, 2020-11-08 (9:51).
- ↑ Interview, 2020-07-19 (50:10).
- ↑ Ashes of Creation - A world with consequences.
- ↑ Interview, 2020-07-20 (13:33).
- ↑ Interview, 2018-04-20 (5:46).
- ↑ Liveübertragung, 2018-09-27 (6:22).
- ↑ Liveübertragung, 2018-10-31 (36:59).
- ↑ 68.0 68.1 68.2 68.3 Liveübertragung, 2022-08-26 (46:52).
- ↑ Liveübertragung, 2020-01-30 (1:18:12).
- ↑
- ↑