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Alpha-1 early iteration of the level-up effect by Jim Sanders.[1]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[1]Steven Sharif

Leveling won't follow a traditional linear path, although classic mechanics for leveling exist.[2][3]

Leveling: the act of of going out and adventuring, of killing monsters, and combat in general is the most tactile and moment-to-moment type of gameplay that you're going to experience in Ashes of Creation; and I think at every step of the way in that adventure it should be fun, and it should be something that you enjoy doing, and it should be something that's rewarding, and it should be something that teaches you more about the immersive world that you're in and allows you to follow a compelling storyline.[4]Steven Sharif
  • Some levels may offer more rewards than others.[11]
I think you can emphasize some levels more than others and that's a great way to do progression. But I think ultimately that you should see a reward for your progress or effort spent.[11]Steven Sharif
As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[12]Steven Sharif
If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[14]Steven Sharif
  • A player could in theory level to max level at a single node, providing that node was at a high-enough stage, but it would not be the most effective means of leveling.[15]

Максимальный уровень

The level cap at launch is expected to be level 50.[16][17]

Lower level characters will have usefulness in mass combat (such as Осады узлов) that is not directly dependent on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[22]

The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[18]Steven Sharif

Пропорциональное изменение уровня

Уровни, характеристики и навыки игроков не будут меняться пропорционально уровню событий, чтобы позволять игрокам низкого уровня участвовать в тех же событиях, что и игроки высокого уровня.[23][24]


Experience (XP) is gained through a variety of vertical and horizontal progression paths, such as PvP, PvE, Exploration, Добыча ресурсов/Обработка/Ремесло, and Events/Quests.[7][8]

  • Experience gained from killing mobs and bosses when in a group is divided by the number of party members based on damage done by the group (compared to any other parties attacking that mob or boss).[25]
    • A multiplier is then applied that increases with the number of party members.[26] The multiplier is between 1.3 and 1.4 (approximately).[27]
    • Experience gained also takes into account the difference between the party's highest and lowest level characters.[26]
    • Experience gained from quest rewards is not shared with other party members.[27]
  • Experience gained is not affected by looting rights.[25]
  • Experience will be awarded for participating in objective-based PvP on a diminishing returns basis.[9]

Rested experience

Taverns offer rested experience (rested XP) for those who rent rooms or spend time as patrons of the tavern.[28][29]

  • Rested experience allows players to gain experience at a faster rate for a period of time.[29]
  • There are no current plans to replace rested experience with another bonus for max-level players.[30]
  • Rested experience increases the rate that experience debt is paid back.[31]

Skill points

Alpha-1 preview skills user interface.[32]

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[33]Steven Sharif

Players receive skill points at specific points as they level.[34] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[35][36][37][38]

  • Skill points will accrue at specific XP milestones, such as 1/4, 1/2, 3/4 progress through the level, so as to avoid creating an imbalance with experience debt.[34]
We do have this concept of experience debt that does accrue and we don't want to create an imbalance between skill points acquired versus experience, so we're going to predicate your skill points acquisition based on benchmarks you reach when leveling through a level. So these are going to be at specific points in the level, like one quarter progress, to half progress, to three quarters progress: you're going to get an influx of skill points and then you'll be able to allocate them into your skill tree.[34]Steven Sharif
  • It will not be possible to max all skills in a skill tree.[38]
  • In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[39]
  • Players are able to reset and reallocate their skill points.[40]
  • Augments do not cost skill points.[41] It was previously stated that certain augments will have more expense required on the skill point side.[42]
Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[43]Steven Sharif


Развитие occurs through a variety of pathways.[44][45]

Having the ability to gain power at a sacrifice... That's a way to reach a horizontal type of progression. It may not be entirely, because there could potentially be a meta if balancing isn't done correctly; but the objective there is to make sure we have both vertical and horizontal progression in the game.[6]Steven Sharif
Multiple playstyles should be relevant and viable. Additionally, you have a spread between casual players and hard-core players; and most of us exist somewhere on that spectrum. The progression path in a society or religion is more conducive to the time we have to play. Whereas, someone else may be playing several hours a day, and they have a better opportunity for the raid/level progression that might require some more dedication. So we want to have these different progression paths available to accommodate the different times in our lives that we have to play the game. And all of those types of progressions will make us relevant in some way shape or form to the general world.[47]Steven Sharif
The way that Ashes is constructed is there are multiple paths of progression from a from a PvX perspective, a wide net perspective that players have interest in; and you're not going to be able to become the master of everything. So you're going to have to pick and choose, but even picking and choosing that gives you a place within that aspect of the world at a place that's going to be something that you can build up a reputation around.[44]Steven Sharif
  • The ratio that various progression systems influence player power will evolve over time. In the early game adventuring level may be the dominant influence on player power. Снаряжение may become more influential on player power closer toward endgame.[49]
Q: Could you explain in detail what you mean by 50% of player power when talking about gear influence on player power?
A: That's just a general allocation of what players can expect to pursue when enhancing their player character power. Now obviously, the distribution and ratio of those types of influences, whether it be itemization, whether it be level, whether it be, augments choices, and/or skill tree choices: those influences and ratios change through the leveling curve. So, at lower levels your character level is going to be more influential over character power than itemization will be, but at endgame or higher levels, or at the end of the adventuring level progression, that's when itemization really gets an emphasis for its ratio of player power.[49]Steven Sharif
The game hosts a wide array of progression paths, and some of those paths will grant additional paths to augmenting your threat generation. This can be in the form of enchantments and stats ... and even in the form of augments granted from societies and religions. Gear and skills choice are also a big component.[51]Steven Sharif

Прокачка класса

  • Игроки получают очки умений по мере повышения уровня. Их можно тратить на повышение уровней умений в дереве умений.[38]
    • Повысить до максимума все умения в дереве умений будет невозможно.[38]

Если Файтер выбрал Мага в качестве второго архетипа, файтер станет Spellsword. Эта комбинация открывает дополнения, которые можно назначить умениям в первичном дереве умений. У файтеров есть Rush - умение, которое позволяет им делать рывок к цели, а при достижении цели - наносить урон с шансом сбить цель с ног. К этому умению можно добавить дополнение Mage's escape, благодаря которому умение станет телепортировать игрока к цели, снижая время, которое тратилось на рывок.[53]

Развитие класса не связано с развитием ремесленной профессии игрока.[59]

Мировые события не влияют напрямую на эффективность класса, но могут иметь дополнительные эффекты с точки зрения доступности снаряжения, чар или татуировок.[60]

Зоны и развитие

Подземелья, рейды, мировые боссы, мобы, квесты, события, ресурсы, сюжет и другой контент в зоне влияния узла будет иметь различающийся уровень, растущий с развитием данного узла и расвого влияния.[61][62][63]

У нас нет просто «зоны 25-го уровня». Вместо этого, в зоне могут быть немного существ 10-го уровня возле дороги, немного существ 20-го уровня глубоко в лесу и немного существ 30-го уровня в горах. Соотношение количества созданий будет меняться в зависимости от узла, на территории которого они живут, становясь более опасными с его развитием. Все цивилизации привлекают внимание Того-что-не-должно-существовать. Это не означает, что необжитые места безопасны. Некоторые могут быть безопаснее, но вас везде могут подстерегать опасности, которых следует опасаться даже опытным путешественникам.[64]Steven Sharif

End game

В Ashes of Creation не будет типичного эндгейма.[24]

Последствием узлов будет то, что в игре нету настоящего эндгейма, так как мир постоянно изменяется каждый день. Один месяц будет значительно отличаться от другого; как для 50ых, так и для 1ых уровней.[24]Jeffrey Bard

Мы хотим, чтобы игра была живой игрой, а это значит, что весь контент должен быть актуальным во все времена. Я бы сказал, что мы пытаемся сделать как можно меньше различий между процессом повышения уровня и конечным игровым процессом. Для нас важно путешествие в целом, чтобы максимизировать удовольствие, которое люди получают на разных этапах игры. [58]Sarah Flanagan


Повторяемость не будет частью прокачки в Ashes of Creation.[65]


В Ashes of Creation не будет AFK-прокачки.[12][13]

Мы хотим, чтобы в эту игру играли. Если можно делать что-то, что позволяет не играть в игру и при этом развиваться, мы сделали что-то не так.[13]Jeffrey Bard

Смотрите также


  1. 1.0 1.1 Прямая трансляция, 2020-07-31 (1:05:58).
  2. 2.0 2.1 2.2 2.3 Прямая трансляция, 2022-10-14 (23:15).
  3. leveling.png
  4. Прямая трансляция, 2023-10-31 (5:27).
  5. 5.0 5.1 Подкаст, 2023-07-15 (13:51).
  6. 6.0 6.1 6.2 Интервью, 2018-10-20 (2:53:53).
  7. 7.0 7.1 7.2 7.3 Интервью, 2018-10-20 (1:55).
  8. 8.0 8.1 Прямая трансляция, 2017-05-24 (46:27).
  9. 9.0 9.1 Прямая трансляция, 2022-05-27 (1:11:10).
  10. Прямая трансляция, 2020-07-25 (1:33:37).
  11. 11.0 11.1 Прямая трансляция, 2022-07-29 (1:24:58).
  12. 12.0 12.1 12.2 Интервью, 2021-06-13 (48:27).
  13. 13.0 13.1 13.2 Прямая трансляция, 2018-09-27 (52:41).
  14. 14.0 14.1 Прямая трансляция, 2020-07-25 (1:34:55).
  15. Прямая трансляция, 2022-04-29 (1:06:34).
  16. 16.0 16.1 Подкаст, 2023-07-15 (11:21).
  17. Прямая трансляция, 2017-12-15 (58:48).
  18. 18.0 18.1 Интервью, 2020-07-08 (1:07:59).
  19. Прямая трансляция, 2017-05-24 (19:25).
  20. Прямая трансляция, 2021-04-30 (41:18).
  21. Прямая трансляция, 2022-01-28 (15:35).
  22. Интервью, 2020-07-08 (1:12:51).
  23. Интервью, 2021-06-13 (24:14).
  24. 24.0 24.1 24.2 Видео, 2018-04-05 (40:08).
  25. 25.0 25.1 Прямая трансляция, 2020-07-31 (1:22:23).
  26. 26.0 26.1 Видео, 2023-01-27 (30:00).
  27. 27.0 27.1 Прямая трансляция, 2020-07-25 (44:46).
  28. Прямая трансляция, 2023-06-30 (27:52).
  29. 29.0 29.1 The mighty beard!
  30. Прямая трансляция, 2023-06-30 (1:22:32).
  31. Прямая трансляция, 2023-09-29 (1:18:04).
  32. Прямая трансляция, 2021-06-25 (23:08).
  33. Прямая трансляция, 2020-08-28 (1:12:50).
  34. 34.0 34.1 34.2 Прямая трансляция, 2023-07-28 (1:03:27).
  35. Интервью, 2020-07-29 (55:44).
  36. Интервью, 2020-07-19 (53:59).
  37. Интервью, 2020-07-18 (1:07:51).
  38. 38.0 38.1 38.2 38.3 Прямая трансляция, 2017-07-28 (19:05).
  39. Прямая трансляция, 2017-11-16 (30:02).
  40. 40.0 40.1 40.2 Интервью, 2020-07-29 (54:44).
  41. Forums - Livestream Q&A 2022-08-26.
  42. Интервью, 2020-07-18 (1:07:06).
  43. Прямая трансляция, 2020-08-28 (1:19:24).
  44. 44.0 44.1 44.2 Прямая трансляция, 2021-12-23 (1:32:10).
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  46. Подкаст, 2021-04-11 (18:35).
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  51. Official Livestream - May 4th @ 3 PM PST - Q&A
  52. 52.0 52.1 52.2 52.3 Интервью, 2020-07-18 (1:05:04).
  53. 53.0 53.1 53.2 53.3 progression.png
  54. 54.0 54.1 Ashes of Creation class list.
  55. archetypeclass.png
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  62. Прямая трансляция, 2017-05-15 (30:53).
  63. Blog - Know Your Nodes - The Basics.
  64. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  65. 65.0 65.1 65.2 Прямая трансляция, 15 Мая 2017 (26:13).
  66. Интервью, 24 Августа 2018 (4:15).