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Divine gateways

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Эмпирийцы divine gateway concept art.

When you play the MMORPG you're going to be stepping through what are called these divine gateways from a planet called Sanctus and Sanctus was really a safe haven that was forethought by the Goddess of Fate and Creation as a sanctuary to provide the people of Verra who could survive the fall, the apocalypse, the exodus essentially.[1]Steven Sharif

Divine gateways are portals located in the ruined cities of the four ancient races of Верра.[2]

Where players start, they enter this portal from another world called Санктус. Sanctus is a place of no magic, low technology; and players are the first expeditioners that are coming through this portal into the world of Verra.[9]Джеффри Бард

Стартовые зоны

Стартовая зона альфы-1.[10]

Здесь не парк аттракционов, здесь нет сюжетных рельс. Вы вольны выбирать свою собственную судьбу, то есть вам не обязательно следовать сюжетной линии заданий и не обязательно участвовать в событиях или интерактиве в стартовой зоне. Конечно, это может быть более выгодно, полагаю, вокруг этого может выстроиться определённый стандарт, но вы можете отделиться от общего потока и отправиться в другие области и заняться чем-то ещё.[11]Steven Sharif

Стартовые зоны расположены в разрушенных городах четырёх древних рас Верры.[2]

  • Стартовые зоны находятся вблизи от одних из четырёх божественных врат, откуда появляются игроки.[2][12]
    • В стартовой зоне Тульнар нет божественных врат.[13][7] У них, как и у любой другой расы, есть возможность начать игру возле любых божественных врат.[6]
    • Стартовые зоны расположены на удалении друг от друга.[13]
  • В каждой из стартовых зон будут присутствовать небольшие экспедиционные поселения неигровых персонажей, служащие отправными точками первых заданий.[12] С точки зрения лора, это разведчики, которых отправили на Верру перед основными экспедиционными силами.[15]
    • Эти поселения предназначены для того, чтобы познакомить новых игроков с этим миром.[15]
    • Хоть это и может иметь свои преимущества, игрокам не обязательно оставаться и выполнять все задания в стартовой зоне.[11]
  • Стартовые зоны не привязаны к системе узлов.[12]

Проблема многих ММО в том, что их стартовые зоны со временем пустеют, и это печально, потому что самый крутой аспект ММО - сообщество, с которым вы взаимодействуете, поэтому узлы замечательны тем, что это работает с точки зрения привлечения новых игроков, потому что узлы чаще всего начинают развиваться неподалёку от стартовых зон. Игроки возвращаются в эти зоны, если они являются их гражданами и им нужны услуги, доступные в черте города. Поэтому новые игроки будут окружены большим количеством других людей, возвращающихся в крупные узлы.[16]Steven Sharif

Alpha-1 starting area

Alpha-1 preview reworked alpha island starting area.[17]

There's been some significant lighting changes here in this area. There's been some work on the foliage, on the trees that are available, toned down some of the ruins, rearranged some of the tents and it's starting to look pretty good.[17]Steven Sharif

The Alpha-1 starting area is set in the ruins of a Пирийцы divine gateway to the south of alpha island.[18]

Стартовая зона Тульнар

Будут присутствовать важные точки, представляющие строения НИПов-Тульнар. Так же, как в стартовых зонах вокруг божественных врат будут поселения экспедиций НИПов, не привязанные к структурам узлов, а служащие отправными точками для первых квестов.[12]Steven Sharif

У Тульнар есть своя стартовая зона, в которой нет божественных врат.[13]

  • Будут присутствовать важные точки, представляющие строения НИПов-Тульнар, так же, как в стартовых зонах вокруг божественных врат.[12]
  • Тульнар имеют возможность начинать игру возле любых божественных врат, так же, как и любая другая раса.[6]

Тульнар имеют возможность начинать игру возле любых божественных врат. Их цивилизация, хоть и находится в Подземном мире, тоже начала исследовать поверхность.[6]Стивен Шариф

В отличие от других рас, Тульнар возвращаются не на Верру, а на поверхность из Подземного мира, впервые за многие поколения.[19]

World map

Ashes of Creation map.[20] The circles on the map are divine gateways that are located in the ruined cities of the four great races of Верра. The diamonds are the starting settlements for the returning races.[2]

If you have tuned into our live streams and update videos, you may have caught glimpses of Verra. The world is very large and meant to hold around 10,000 concurrent players. With elaborate trade routes and sea-play, the Verran landscapes must provide complex obstacles and intricate passages between its regions. Alpha One will be the first test phase in the actual world map of Verra. For the first time ever, our community will step foot on the world we hope you'll call home.[20]Steven Sharif

The original Ashes map from my pathfinder world of Ashes made 10 years ago. Obviously some adjustments had to be made for the mmorpg. But the main two continents and their points of interest have a lot of the same.[21]Steven Sharif

The world of Верра features an in-game viewable world map. This map is not randomly generated, and begins covered in a fog of war.[22] Players will not be able to see the world until they have explored it or gathered information about it. The world is also full of imperfect information, which will require the player to act on it for verification.[23]

For example, you may hear a rumor in a tavern that tells you the location of a cave full of weak Kobolds, but this was not accurate as the rumor was started by well-equipped bandits in order to waylay overconfident adventurers.[23]

When information is gathered, or the player has successfully explored an area, points of interest are marked on the map.[24]

  • These points of interest are determined by Node progression; and not every server will share the same map, as player decisions will vary server to server.[24]

In addition to node progression being a factor on map generation, zones in Ashes of Creation will cater to all levels.[25]

The map will have geographical choke points (such as Mountains) that are not traversable by players.[26]

Even though we're an open-world that doesn't mean that from a design perspective, especially with the way our economic systems work, that we will want to create Geographic choke points.[26]Steven Sharif

Санктус

Кэлар divine gateway concept art.

When this creation of Verra occurred, the Goddess of Fate and the Goddess of Creation were very close; and the Goddess of Fate essentially warned the Goddess of Creation- only the Goddess of Creation- that the Ancients and the Others- that they had not seen the last of them; and that there would be a time essentially when those forces would seek out and try to pervert the new creation as essentially a way to thumb their noses at the other gods in retribution for their defeat. So the Goddess of Creation created a separate planet Sanctus that she knew she could bridge with these Divine Gateways at a time when it was necessary for the descendants of Verra to escape their destruction.[1]Steven Sharif

Санктус is the world where the people of Верра found their sanctuary.[27]

A long long long time ago, everybody lived on a planet called Verra. Something cataclysmic happened that forced people from that world to another world called Sanctus. Verra is a place of really high magic. Sanctus is a place with no magic whatsoever. People escaped through these portals into the world of Sanctus. They had to rediscover technology, because so much of their current technology was based on magic, so they had to figure out how to interact with the world. Thousands and thousands of years go by. A long dark age passes. This history that I just told you falls into myth and legend. After this time passes, these portals reopen and the players are going to take the part of people who are coming through those portals once again back to the world of Verra to rediscover that magic, rediscover their history, and try to figure out what happened to this world to force them out of it.[9]Джеффри Бард

Sanctus is a key story arc, that will likely have very little revealed about it prior to the Betas.[28]Steven Sharif

Лор

История создания рассказывает нам о расе существ, известных как Древние, созданных по образу и подобию бывших Десятерых. Десятеро наделили одну расу всеми своими качествами и велели присматривать за сотворёнными существами. Древние набирались сил, и среди Десятерых рос раскол в отношении того, что делать с их новым творением. Трое из Десятерых отделились от остальных и решили передать Древним секрет эссенции. Когда Семеро узнали об этом, разразилась великая небесная война. Вы наблюдаете за тысячелетиями непрекращающихся битв в небесном королевстве. Говорят, именно эта война и создала звёзды и небесные просторы, которые мы видим сегодня. Каждый удар, которыми обменивались Десятеро, давал жизнь новой звезде. Когда битва завершилась, Иные и Древние оказались изгнаны Семерыми в Пустоту. Семеро осознали свою ошибку и решили разделить свои качества на четыре расы вместо одной. Так появились люди, эльфы, орки и гномы. Вы наблюдаете за тем, как Семеро сотворили Верру и поместили каждую из рас на свою территорию. История подходит к концу, и вы замечаете вдалеке тёмный силуэт, приближающийся к вам до тех пор, пока чернота не заполняет всё ваше поле зрения. Вы просыпаетесь в холодном поту, как после кошмара.[29]Стивен Шариф

The essence is a stream that exists across all planes of existence, but it exists at different levels of strength essentially at different levels that can be utilized; and the void is the furthest... There is a very minute amount of essence that can be found within the void. However the planes of existence that are in Ashes of Creation- they are connected across bridges created by the essence. So these ley-lines in a sense that exist within the different planes provide conduits of access and on Verra, which was a planet that was made after the ancient- the celestial battle.[1]Steven Sharif

The Essence is a metaphysical energy or life-force (Chi) that can be manipulated to create what could be viewed as magic. There are different planes of existence (realms) with varying degrees of strength (of magic), determined by their proximity to the Essence. The planes of existence in Ashes of Creation are connected across bridges created by the Essence.[30][1]

  • The Gods exist on the plane of the gods, which is the most connected to the Essence.[1]
  • The material plane is not the highest in terms of proximity to the Essence. Верра exists in the material plane.[1]
  • The Void is the plane that is the furthest from being connected to the Essence. Only a minute amount of essence can be found within the Void.[1]
  • There hasn't been a definitive understanding of how many planes of existence there are.[30]

Souls acting as conduits is a very integral component of some broader features in the storyline. If you think about souls being a conduit for Essence and you think of the gods as masters of the Essence: If you think of the Essence being separate from the Gods- let's say they're parallel to eachother- one didn't create the other, but they coexist in this almost symbiotic form with one another; almost to the point where their manipulation of the Essence is perfection: They can perfectly manipulate it and lesser beings; and I say 'lesser' in a sense of their alignment or closeness to Essence. They're still perfecting that manipulation and some never achieve perfection almost to the degree of ascendency or enlightenment- Essence being that sort of Chi that exists. In that regard, when a perfect being such as the gods- and I'm not saying 'perfect' as the correlation between sin and not sin, I'm thinking perfect in the sense of how you can control and manipulate the Essence: That control is perfection for them.[30]Steven Sharif

When you think about souls being a conduit, what are conduits used for? Conduits are passages; they're methods by which Essence can travel between realms, between planes. And there hasn't been any definitive understanding of just how many planes exist. We understand that there is a disparity between the planes when it comes to their connection to the Essence, and because Essence is so powerful; and it flows through these planes almost like a river. You can think that conduits help to maintain that flow and/or even exaggerate the flow; and there might be something at play, that I don't wanna touch necessarily, as to why one would want to create these types of conduits, these souls, this creation on the material plane: Something of significance.[30]Steven Sharif

Souls are the conduits for The Essence to travel between the different planes of existence. This idea is an integral component of the broader features in the storyline.[30]

  • The gods are masters of the Essence, but they are separate from it. One didn't create the other, but they exist together in a symbiotic form; where the gods have achieved an almost perfect manipulation of the Essence and of "lesser beings" who exist further from the Essence.[30]
  • The Essence is so powerful it flows through the planes almost like a river. Soul conduits help to maintain or even exaggerate this flow. Detail surrounding this has not yet been revealed but is said to have some significance in the story.[30]
  • Король Атракс was the first ruler of Верра to discover the purpose of The Essence, allowing the manipulation of matter and exploitation of magic for any means.[31]
  • The Тульнар have souls and these souls act as conduits for the Essence.[32]

During the Apocalypse, Древние created monstrosities and perverted nature with corruption, which is the negative aspect of The Essence.[33]

  • Shape-shifting (changeling) is done so through the Essence by focusing on that specific type of magic.[34]
Any form of changeling or shape shifting that's capable is done so through the Essence. There’s a few ways that a soul can become attuned to a specific type of magic in manipulating the Essence; and overtime as you manipulate the Essence in the same way, your soul can start to develop a tendency to gravitate towards that type of magic. So in that sense- those shape shifters and/or changelings that are capable of changing their form- they do so because they have mastered to a degree that type of magic; and their souls have become attuned to that type of magic.[34]Steven Sharif
  • Древние themselves are more sedentary in their physical form and less capable of instantaneous shapeshifting. Their physical manifestations as Lieutenants, captains, generals, and raid bosses were honed over time due to their perversion of the Essence through corruption.[34]
They are literally bred into a role and that role has perfected over time because through the delineation of specific subsects of the soul of the conduit that this race has, those different castes become attuned to different roles. That's why they are traditionally in a caste society.[34]Steven Sharif

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