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Dungeons in Ashes of Creation will range in size and will be mostly open-world.[4][5]

There are going to be smaller, simpler, linear dungeons. There's going to be bigger, more complex, nonlinear dungeons. So, It's a little bit of both. We want the environment to be a character. In order for the environment to be a character, these places need to be interesting and there needs to be a dynamicism to them.[4]Jeffrey Bard

Half the problem won't just be solving the dungeon, it will be solving other players too.[6]Jeffrey Bard

Dungeon difficulty will increase the further a player ventures into the dungeon.[9]

  • Mobs and mob mechanics will become more difficult.[9]
  • Terrain and environmental dangers will increase.[9]

Deeper darker types of interactions will be found deeper in the dungeon.[9]Steven Sharif

There are approximately 6 or 7 dungeons in Alpha-1.[10]

List of notable dungeons

List of dungeon bosses

Underwater dungeons

Underwater dungeons are part of Ashes of Creation naval content.[12]


Dillia's diary concept art.[13]

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.[14]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.[14]

  • The Ancients and The Others used the Harbingers to travel to Verra, thus beginning the Apocalypse.[14]
  • The Ancients flowed out of the conduits that opened at the center of the Harbingers and began conquering Verra.[15]
  • 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.[16]
    • There are events that lead to the spreading of corruption that players will have to fight back against. Players will need to participate in the events to help fight back the intrusion.[16]

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.[17]


A Lieutenant of The Ancients 3D render.[19]

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.[16]Steven Sharif

Bosses fall into the following types, with increasing levels of difficulty and loot tables, requiring greater numbers of players to kill.[20]

Certain bosses and encounters will feature specific original sound tracks composed by Bear McCreary.[21]

Open world

Alpha-1 open world dungeon entrance.[22]

80% of the content that will exist in Ashes of Creation is open-world and there's a specific reason for that. So because of the way that friendships and or enemies are forged in the game and people have the opportunity to create their own friends or foes. We want that to play out from a contesting standpoint as well. So a lot of these hunting grounds or raid bosses that people are going to have opportunities to kill, they're going to be essentially contested potentially by your your enemies that you've created in the game or you can work together to create alliances in order to defend those contested zones.[23]Steven Sharif

Ashes of Creation will be a seamless open-world experience.[5]

  • No loading time or loading screens between regions.[5]

There will be open world dungeons and raids. The aspiration is to maintain the open world feel while being able to capitalize on the benefits of instanced mechanics.[24]

There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[25]Steven Sharif
  • Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[26] Outside of these and arenas there will not be too much instancing anywhere else.[5]
  • There will be an 80/20 split between open world vs instanced encounters.[23][7][8]
  • There is no instancing in Alpha-1.[27]

We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[5]Jeffrey Bard

The PvP flagging system presents an opportunity for open conflict.[28]

Q: When you reach the bosses in [open world] dungeons can you be jumped?
A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[25]Steven Sharif

Dungeon scale

The intention is that dungeons are going to be "massive" in scale.[30]

  • Massive caverns and open world spaces.[30]
  • Places to suit larger and smaller commitments.[30]
    • Where people with 30 minutes can participate.
  • Dungeons are vast and have room for multiple groups.[31]


Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players.[32][33]

Mentor program

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.[33]

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.[35]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.[34]Steven Sharif

Dungeon locations

Dungeons and other points of interest are located throughout the map in-between the 103 node locations.[20]

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.[36]

Dungeon content

pasted image at 2017 10 26 07 13 pm.png
نقطة إهتمام  جديدة (مثل  الدهاليز  و زعماء العالم) تظهر  بعقد(بشكل) متطور.[39] هذا المحتوي  يتكيف مع  تطور  المناطق الموجودة به.[40]
  • سوف تتغير الكثافة.[40]
  • صعوبة المحتوي سوف تتغير.[40]
  • قد يتغير المحتوي بلكامل , إعتمادا علي ما يتطور وكيف يتطور .[40]
  • أنواع جديدة من الوحوش وإختلاف القصة (المهمات).[40]
  • فقط بعض الدهاليز سوف تصبح متاحة في حالة أن العقد تطور لمراحل معينة .[41]
  • القصة(المهات) داخل الدهليز سوف تعتمد علي قوس المهمة التي تتكون من الطرق المختارة عن طريق نظام العقد.[41]
  • الجوائز في المناطق و الدهاليز سوف تكون مقيدة بتقدم المنقطة الموجودة بها.[41]

الدهاليز المحيطة و النقط الاخري حول الخريطة سوف تتأثر بتطور العقد. فقط بعض الدهاليز سوف تصبح متاحة إذا طورنا العقد إلي مستوي معين. القصة(المهات) داخل الدهليز سوف تعتمد علي قوس المهمة التي تتكون من الطرق المختارة عن طريق نظام العقد الجوائزفي المناطق و الدهاليز سوف تكون مقيدة بتقدم المنقطة الموجودة بها . علي سبيل المثال لنفترض أن البشر طورو عقد في المنقطة ج, و أصبحت مجموعة من المهمات متاحة مما يقود اللاعبين إلي أكتشاف دهاليز المناطق المجاورة .ولنفترض أن هذا العقد تم تطويره في منقطة صناعية… قبل تطور العقد , كان هذا الدهليز متاح… ولكن الأن نفس الدهليز أصبح يمتلك وحوش جديدة و تغيرت جوائزه لتصبح جوائز تستعمل للصناعة بسبب تطور العقد . وربما , قد يظهر زعيم جديد في غرف مختلفة من الدهليز التي سوف تحتوي علي مغامرة مختلفة و مهمات مختلفة , مثل شئ غامض مع مهمة للحصول عليه والمهمة يمكن فقط قبولها إذا تطور العقد إلي نقطة معينة في منطقة معينة , حول العالم . نظامنا واسع جدا, بما يتعلق ب الترابط و كيف يتأثر العالم بللاعبين.[41]

Raid strategies

تاراغلا will have elements that can be pre-planned.[42]

  • Required composition of DPS, healers and support.[42]
  • Key positioning.[42]

Raids will also have dynamic elements that can change from session to session.[42]

One of the design elements that we're implementing into our raids is that the raid will not be exactly the same every single time. You're going to have variables that can't necessarily be pre-planned out for. You can pre-plan out for a lot of the raid like how many DPS do you need and healers and support; where the key position and all that kind of stuff; but I think the compelling aspect of Ashes raiding will be the difficulty in achieving this content and having that content change from session to session as well. We want there to be variables that get manifested by you know what type of node got developed elsewhere. Is he going to have acolytes or cultists? What will the acolytes have skills [available] to them? What kit is the boss gonna have? What available skill repertoire will the boss be able to [wield]? ... A lot of those systems are influenced obviously by world development. So the raid kind of takes into account at what stage has the world developed: Are there two metropolises now available in the world? Okay well let's activate this skill in this skill. Now you have five metropolises, well now all these skills have been activated. Are there are they all economic nodes? Are they all military nodes? That we can change things based on that stuff. And it really is a threat assessment from the environment against the players.[42]Steven Sharif

Group sizes

The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[43]Steven Sharif

Ashes of Creation is designed for solo players as well as large and small groups.[44][45]

The idea behind an 8-person group is to allow us to really amplify party roles, and to create a need for each of the archetypes in every party.[46]

Content isn't locked behind guilds.[51]

  • Mechanics exist within larger conflicts for small groups and even solo players to impact the battle.[52]
  • This includes systems that will likely focus on single group sized participants while the larger battle is occurring.[52]

Ashes of Creation Apocalypse group sizes

Group sizes in Ashes of Creation Apocalypse.[53]

There will be an option in the lobby where you are capable of joining a guild based match that you can link parties together up to a maximum of twenty individuals.[53]Steven Sharif

Loot tables

Monsters drop hunting certificates, رصانعلا and crafting materials rather than gold.[54][55]

A wolf is not going to be carrying a sack of gold. It may instead drop "pelts" that can be traded for gold.[55]
  • Hunting certificates will also drop on a character's death.[54]
  • Hunting certificates can be traded with hunter NPCs within nodes.[54]
    • 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.[56][54]
    • The value of the certificates are also calculated (by the world manager algorithm) based on the volume of certificates being redeemed in each region.[56]
  • Hunting certificates can also be stored within node warehouses.[54]

Loot tables of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[57][48]

Loot tables are disabled for player controlled monsters.[62]

Experience debt decreases the drop rate percentages from monsters.[63]

Players drop hunting certificates and other items upon death, based on their applicable death penalties.[64][65][66][54]


For every play, there should be a counterplay. We often see Castle Sieges turn into zerg-fests, which really doesn’t capture the epic, back-and-forth battles we wish to see in Ashes of Creation. One of our key pillars is that Choice Matters[67], and that applies to tactics and strategy as well. A well-formulated battle plan should win out over stat sheets and bodies. Zergs will generally be difficult to pull off, and will be eminently counterable through siege weapons, traps, and other battlefield tricks.[68]

Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[69]

Encounters are designed to have meaning in terms of how boss skills and abilities relate to group compositions, tactics and strategies. Zerging is not experiencing content.[70] There are different ways to make a fight more difficult for larger sized groups without relying solely on stat buffs or making the boss a "damage sponge".[71]

  • Raid and dungeon bosses have specific mechanics and abilities that players need to learn and react to.[71] Zergs that are not aware of these mechanics or react to them appropriately will be wiped.[70]
  • There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[71]
  • There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.[72]

We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[72]Steven Sharif

Mechanics that encourage political intrigue will play a role in destabilizing zergs.[73]

The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We kind of want that political intrigue to be present in the game.[73]Steven Sharif

Objective-based game play helps to balance the zerg mentality.[74]

I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create you know bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[74]Steven Sharif

Leader boards

There will be dungeon and raid leader boards.[75]

Jumping mechanics

Jumping puzzles will occasionally feature in the world.[78]


There will be global (server-wide) announcements/notifications of important events.[80]

Node advancement notifications will be broadcast depending on the node's stage.[82]

New citizens of a node may be announced in a dedicated node citizen chat channel.[83]

  • Election notices will be mailed to the accounts of citizens.[83]

Local node events, such as لفاوقلا will not be announced. These will rely on player word-of-mouth.[80]

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.[81]Steven Sharif

ويديفلا هطرشا


See also


  1. البث المباشر, 2018-01-18 (16:34).
  2. البث المباشر, 2018-02-09 (4:42).
  3. 3.0 3.1 dungeons-leak.png
  4. 4.0 4.1 البث المباشر, 2017-06-01 (39:21).
  5. 5.0 5.1 5.2 5.3 5.4 البث المباشر, 2017-05-22 (20:59).
  6. 6.0 6.1 6.2 البث المباشر, 2018-09-27 (43:21).
  7. 7.0 7.1 7.2 openworldinstancedsplit.png
  8. 8.0 8.1 8.2 البث المباشر, 2020-03-28 (1:48:36).
  9. 9.0 9.1 9.2 9.3 البث المباشر, 2020-04-30 (1:32:06).
  10. 10.0 10.1 البث المباشر, 2021-03-26 (39:08).
  11. steven-underwater-dungeon-leak.png
  12. البث المباشر, 2017-05-17 (30:53).
  13. Dillias diary.
  14. 14.0 14.1 14.2 البث المباشر, 2020-11-08 (0:00:00).
  15. البث المباشر, 2020-11-08 (11:48).
  16. 16.0 16.1 16.2 البث المباشر, 2020-11-08 (12:47).
  17. Week 1, entry 1.
  18. البث المباشر, 2020-03-28 (1:58:18).
  19. البث المباشر, 2020-11-08 (12:40).
  20. 20.0 20.1 20.2 20.3 20.4 20.5 20.6 20.7 20.8 البث المباشر, 2020-07-25 (46:08).
  21. مقابلة, 2021-06-13 (11:15).
  22. البث المباشر, 2020-04-30 (1:05:34).
  23. 23.0 23.1 مقابلة, 2020-07-19 (11:04).
  24. dungeon open.png
  25. 25.0 25.1 Podcast, 2021-09-29 (35:17).
  26. Podcast, 2021-09-29 (34:11).
  27. steven-siege-zone.png
  28. البث المباشر, 2017-05-19 (24:17).
  29. البث المباشر, 2020-03-28 (1:53:18).
  30. 30.0 30.1 30.2 البث المباشر, 2017-05-19 (23:00).
  31. البث المباشر, 2018-02-09 (45:30).
  32. مقابلة, 2021-06-13 (24:14).
  33. 33.0 33.1 فيديو, 2018-04-05 (40:08).
  34. 34.0 34.1 34.2 34.3 34.4 البث المباشر, 2020-09-30 (1:07:22).
  35. مقابلة, 2018-08-24 (8:52).
  36. 36.0 36.1 36.2 مقابلة, 2020-07-19 (14:51).
  37. مقابلة, 2021-06-13 (22:20).
  38. مقابلة, 2020-07-19 (17:12).
  39. البث المباشر, 2017-11-17 (36:22).
  40. 40.0 40.1 40.2 40.3 40.4 البث المباشر, 2017-11-17 (18:29).
  41. 41.0 41.1 41.2 41.3 MMOGames interview, January 2017
  42. 42.0 42.1 42.2 42.3 42.4 42.5 Podcast, 2018-07-09 (22:24).
  43. 43.0 43.1 castle-siege-scale.png
  44. البث المباشر, 2020-11-30 (1:20:25).
  45. solo2.png
  46. 46.0 46.1 Group dynamics blog.
  47. البث المباشر, 2017-05-09 (34:38).
  48. 48.0 48.1 February 8, 2019 - Questions and Answers.
  49. partysize.png
  50. البث المباشر, 2017-05-26 (48:12).
  51. البث المباشر, 2017-05-08 (28:48).
  52. 52.0 52.1 solo.png
  53. 53.0 53.1 53.2 53.3 53.4 53.5 مقابلة, 2018-08-17 (18:53).
  54. 54.0 54.1 54.2 54.3 54.4 54.5 مقابلة, 2020-07-18 (27:11).
  55. 55.0 55.1 البث المباشر, 2017-05-24 (44:14).
  56. 56.0 56.1 56.2 مقابلة, 2020-07-19 (1:08:22).
  57. 57.0 57.1 مقابلة, 2020-07-19 (8:43).
  58. مقابلة, 2020-07-20 (21:57).
  59. البث المباشر, 8 April 2018 (PM) (55:49).
  60. مقابلة, 2020-07-18 (1:00:15).
  61. البث المباشر, 2020-12-22 (1:15:01).
  62. البث المباشر, 2017-05-03 (35:25).
  63. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  64. البث المباشر, 2021-03-26 (1:07:33).
  65. a419c5398b542a713545e4f393d67215.png
  66. Podcast, 2017-05-05 (43:05).
  67. pillars-confusion.png
  68. Blog: 10 facts about castle sieges in the MMORPG.
  69. البث المباشر, 2017-05-05 (23:26).
  70. 70.0 70.1 البث المباشر, 2017-05-19 (25:18).
  71. 71.0 71.1 71.2 البث المباشر, 2020-11-30 (1:16:09).
  72. 72.0 72.1 البث المباشر, 2017-05-22 (57:37).
  73. 73.0 73.1 مقابلة, 2018-05-11 (44:20).
  74. 74.0 74.1 مقابلة, 2018-08-08 (11:52).
  75. البث المباشر, 2017-07-18 (58:50).
  76. البث المباشر, 2017-05-15 (44:10).
  77. 77.0 77.1 فيديو, 2020-05-31 (26:42).
  78. البث المباشر, 2017-07-28 (39:49).
  79. البث المباشر, 2018-02-09 (10:42).
  80. 80.0 80.1 80.2 80.3 80.4 البث المباشر, 2018-05-04 (48:14).
  81. 81.0 81.1 81.2 مقابلة, 2018-08-17 (24:48).
  82. 82.0 82.1 82.2 82.3 البث المباشر, 2021-04-30 (1:01:10).
  83. 83.0 83.1 البث المباشر, 2020-10-30 (1:01:00).