Quests

Wiki созданная сообществом Ashes of Creation
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Alpha-1 early quest user interface.[1]

Questing in our world combines the best elements of traditional MMO’s as well as the introduction of our unique player driven experiences. Ashes of Creation offers area quests, public quests, and quest chains that change dynamically and in real time based on the player’s experiences and choices. Players will have the ability to directly alter world events and change the landscape through their actions, as an individual and as a community. Server quests will allow political rivals to compete for the fate of the world.[2]

Alpha-2 quest journal user interface early preview.[3]

We actually used the journal as one of our test cases for the style guide because it's a very complex screen. There's a lot of things that are going on, where we have different tiers of story arcs that might be available for players; and so we wanted to make sure the color denoted different information for them. We also have iconography to support that as well; and we have a little bit of a twist on what a traditional quest system would be like. With these story arcs we wanted to make sure that it was organized in a familiar way, but also something that supported all of the designs needs.[4]Colby Marchi

Quests in Ashes of Creation are divided into three main categories: Events, Commissions, and Сюжетные задания.[5][6][7][8]

  • The various questing systems are intended to direct player activity toward content that affects the development of the world.[10]
Nodes act as a hub; and one of the ways they direct player traffic is obviously through the commissions, the buy orders, things that essentially are supplying that demand of activity or action from the player; and then what the players choose to do is essentially the agency that's provided in helping to dictate how the world state will change.[10]Steven Sharif
  • Every type of quest can be shared with other players in the same party. This may be tuned based on Alpha-2 testing.[11][12]
Q: Will dialogue choices have any impact on the quests in regards to how NPCs respond to you or the overall outcome of that quest, or is it more just a role-playing perspective without any major impact?
A: No. The dialogue choices are intended to provide an impact, both with the response of the NPC, it might also serve as predicates for other systems. If there are certain paths chosen within the dialogue tree it might unlock different side arcs and story lines that other players may not experience. The dialogue trees are not meaningless. They're meant to provide gameplay related context.[14]Steven Sharif

Events

The world of Verra is a dynamic and ever-changing landscape filled with wonder, adventure, and danger. One of the many mechanics that allow us to achieve this adaptability is Events. Events are one of the primary ways that players will experience content. Events focus on delivering a reactive world that keeps players on their toes while changing up gameplay in a fun and unique way, providing challenges, and shaping the world around them. Players will encounter events throughout their entire time on Verra - from early progression to high-level dungeons and raids.[17]Peter Bisulca

Corrupted area in Alpha-1, design by Mia DelCasino.[18]

I think Ashes' whole premise is to incorporate events and changes and evolution that not only represents player activity but also incorporates random story driven interruptions to the normal flow of the world; and whether that be through blocking off specific roadways that are the lifeblood of a particular node's incoming resources, or having random raid boss appear in a zone that never traditionally they did before; and as a result it incurs a complete change of climate that's now affecting crop rotations; and only specific crop can come from that zone; and now the whole economy of the world has been thrown into chaos because no one's been able to down this boss yet, we can't get the corn we need in order to build the reagents on the alchemical side to create this craft- That's the type of domino effect system or event you want that appears in a natural non-injunction way, but it presents a problem to the players to that they have to accomplish something at least if they want to change it back to the status quo. Those I think are compelling events and those I think are ways that the world can introduce an element of randomness that reflects what we experience in the real world.[19]Steven Sharif

Events are things that happen in Ashes of Creation as the result of development in the world.[19][20] There are several different types of events that are triggered due to certain conditions (predicates) being met.[21][22][17][23] Events are scaled to fit local, regional, and global needs.[24][8]

Events... can be local, regional or global, and consist of boons or banes. They’re triggered based on a lot of different variables, and some may be one-off Events that occur once, and never again. If an Event is handled successfully, then something good happens to the local, regional, or global area. If it fails, then something bad befalls the local, regional or global area. They’ll relate to the overall Narrative, but don’t fall into its overall structure (for the most part). These are the things that will be written into history, and we imagine that as time grows, each server’s history will diverge more and more.[25]
  • Some events incorporate random story-driven interruptions to the normal flow of the world, such as blocking off specific roadways, having a random raid boss or mobs appear unexpectedly in a zone. Some may lead to wider consequences, such as climate change, plagues, volcanic eruptions, forest fires, or other natural disasters.[26][19][27][28][29]
    • There are events that lead to the spreading of corruption that players will have to fight back against. When these events occur players will need to participate to keep the intrusion on the material plane back.[30][31][32]
  • Events that are taken care of successfully have positive consequences and provide rewards based on the contribution of players during the event.[33][8]
There are certain effects that can happen in a world that does not have a proper response from the player population and that's the whole idea behind these events that can happen; that feel like these are natural world progression events if corruption starts to show itself as a response- as a push back to the player's development of nodes in the world itself.[30]Steven Sharif
There is the ability to fail. I know that is a strange concept for a lot of us nowadays playing more modern games, but there is absolutely a way to fail.[34]Steven Sharif
  • Events have cooldowns in addition to the predicates that are required to trigger them.[34]
Events absolutely do have cooldowns that cannot be forced to spawn repeatedly over and over again. Those cooldowns are not just something that's based on a timer, they're also predicated on certain actions occurring within the world.[35]Steven Sharif
  • If events are not triggered within a certain time period, they could occur randomly.[20]
  • There may be one-off events.[25]

Event types

There are a variety of different types of events that are triggered due to certain conditions (predicates) being met.[21][22][17][23]

Monster coin events

Monster coin concept art.[17]

Let's say for example you have an event- that is the predicate for this event kicking off was that a raid boss was killed in a nearby dungeon; and it was killed for the 50th time, or it was killed by some particular storyline end or whatever the predicate system is in the world state to say "hey kick this event off". Well, when that event kicks off a number of spawners activate around the node and NPCs start moving towards a node. The node is notified, like "hey there's something happening here, you guys should put up your defenses focus on this thing"; and those with monster coins who are within the area and are not a citizen of the node or an affiliated node can choose to activate the monster coin to become one of the monster types that exist within that event; and that event has a number of targets; and let's say for this particular story arc the thing was we need to find artifacts and better weapons in order to defeat these bosses at the bottom of this dungeon; and a lot of players went through that process they found those weapons and whatnot. Well those things might be stored in three buildings that exist within the node. They might be stored within the armory; they might be stored within the barracks; and they might be stored at a workshop that has access to a workbench that they've chosen to build and that could also potentially serve as a predicate; and when you become the monster those are your three objectives; and you don't need to destroy all three. You potentially just need to destroy one, or you destroy as many as you can if it's a time selected event; and you might have targets that are NPC-related as well, such as the blacksmith that's at the workbench, or the captain of the guard who's at the barracks, or whatever who's at the armory; and you get to go in and you get to kill other players potentially during this who are helping to defend the city; and you can also make it to the objectives and potentially help in destroying the building, or killing the NPCs. That is the type of objectives that would exist within a monster coin system for an event.[46]Steven Sharif

Pre-alpha monster coin system.[47]

Sometimes the disturbed beings could take the form of packs of dire wolves, hordes of zombies roused from their graveyard, or even, rarely, an epic-tier dragon flying out of a volcano once a node reaches its maximum level. In any case, the disturbed monsters have to tackle a series of destructive objectives, which can either be handled by the AI or, more interestingly, by a player. The player in turn would attempt to complete all those actions much as in a multi-objective quest, hopefully before other players brought him or her down.[48]

Monster coins enable players to play as monsters within the monster coin event system. This ranges from playing as a horde of zombies, to becoming a massive dragon.[49][42][43]

During a Monster Coin Event, players will be able to activate Monster Coins, allowing them to become monsters and wreak havoc! These Events can be triggered in a variety of different ways, and in some cases they may even provide cosmetic rewards.[17]

Monster coin events are system spawned events.[42][50]

  • They are structured in a way to prevent groups from gaming the system.[50]
  • Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.[51]
  • Server messages appear for players in the vicinity of these dynamic events.[52]
  • The player will have a number of potential objectives they can choose to attack during the event. This may include node buildings, points-of-interest, dungeon, NPC, or other open-world objective.[46]
When you're playing as a as a monster from the monster coin use as part of an NPC event that might be targeting a node, or other some other open-world objective or POI, or dungeon, you get to participate as a monster and your focus is completing objectives that have already been prescribed as part of the event.[46]Steven Sharif

Древние are not going to be part of the monster coin system.[55]

Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they're not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses. They haven't quite gotten there, and who knows if they ever will, but that attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[56]Steven Sharif

Tasks

Template:Tasks

Narrative quests

Narrative quests will focus on gameplay that reflects the story and won't contain "filler".[8]

What you find in the Narratives category is where you’ll find most of what you might call traditional quests. Because we’re jettisoning filler, we’ll have the resources to craft a really excellent story, with gameplay that reflects the scope of that story.[8]

One of the major goals I feel like we have is to allow player decisions to have consequences and to have meaningful results from the decisions that they make, so it seems like people can really create their own stories.[57]Aimi Watanabe

The world of Верра will be the same on each server, but Узлы will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[58]

We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[25]

It redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, it's incumbent upon you to manifest that in the game.[60]Steven Sharif

Сюжетные арки

Alpha-2 early preview of the story arc UI.[61]

Story arcs are like a pre-packaged tabletop campaign. They contain all of the NPCs and quests and monsters- all the things you need to make a cool fantasy story. They're not procedurally generated... We write all the dialogue and we construct all the narrative beats and everything like that, but they will enter the world dynamically depending on the state that the world is currently in; how players have built up specific nodes, what races control various nodes. We have plans to include lots of different things on top of that, but we don't have any quest hubs or anything like that in this game, because players build up all the cities. So we had to get a system that looks at what players are doing and can inject content into the world that makes sense for what they're doing.[62]Skott B

The Blood Still Due story arc unlocking at The Tower of Carphin.[63]

When story arcs come online, they change a lot the environment. They update what monsters are in the world. They create quest NPCs... and then new Pathways can open up through the environment.[64]Skott B

Сюжетные арки are unlocked by multiple types of player activity within each server.[65][63][62][66]

Every stage a node develops it's unlocking narratives, storylines, it's changing the spawn population of the area around it, changing what bosses exist, it's triggering events where you may have legendary dragons attack the city. It's basically writing the story of the server based on the actions and determination of the players. So, you may experience a dungeon one month earlier and have a completely different story that relates to this location the next month, because something has changed either geopolitically or from the node standpoint.[66]Steven Sharif
Even player driven mechanics will still have story components. There will be a reason why the player driven mechanic is available or required of the player; so every system that's created touches a story.[74]Steven Sharif
  • If there are too many other major arcs happening at the same time in the same zone, a story arc may need to wait its turn, even if conditions are right for it to be unlocked.[65]
  • There will be a variety of different types of story arc content at different scales, with different cooldowns to suit different types of players in the game.[80]
We must provide enough of this content at varying scales such that it isn't worthwhile or economical to control every single story arc in the world. Some will be smaller in scale and production value, and thus, will move faster and have shorter cooldowns before they're reintroduced.[80]Skott B
info-orange.pngНекоторая из приведенной ниже информации не была подтверждена разработчиками и может не входить в текущую дорожную карту разработки.

Certain story arcs can be unlocked through the bulletin board system. Certain requirements would need to be met in order to access story arc quests.[84]

#REDIRECT MediaWiki:Story arc quests/ru

Сюжетные задания (Storyline quests/Narrative quests) contain objectives for each chapter of a story arc.[76][77][78][79][69][8]

  • Players can progress each chapter by completing story arc quests within the timeframe that each chapter is active.[78]
    • Phase timers are shown (in the quest UI) to indicate how much real-world time is available to complete the quests in each phase.[77]
    • If the player completes all quests in a particular chapter, they will need to wait until the next chapter to obtain further quests.[36]
  • Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[76][77][79]
You can't really farm the quests in any meaningful way, because once you've done the quests in a chapter, that's it until the next chapter. Whether 1000 people participate or 10, the chapters will stay active for the same length of time, and as long as you participate in the clearly-marked time frame in your quest journal, you're good. The only thing that a concentrated effort can help with is influencing the narrative paths through the arcs.[36]Skott B
  • These quests stages can be failed. The ability to retry a failed quest depends on Node progression.[79]
There will be many different quests that actually have stages of the storyline; and these stages can actually be failed. You can actually fail a storyline; which sucks when you think about it, but at the same time that risk makes your investment that much more important.[79]Steven Sharif

Эпические/легендарные задания

Эпический and Легендарный quests affect the narrative of the game.[7] These quests will unlock gated content.[87]

There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[88]

At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[90]Steven Sharif

The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[91]Steven Sharif

Certain legendary items may be limited to one per server at any given time.[94][95]

  • If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[94]

There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[95]

A legendary weapon is easily distinguished by its visual appearance.[91]

It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[91]Steven Sharif

Legendary items are not intended to be temporary.[96]

The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[96]Steven Sharif

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Discovery of legendary items will unlock further chapters of the История мира.[98]

История серверов

История каждого сервера будет отслеживаться и будет видна игрокам в библиотеке узлов.[100][101]

  • Писарь имеет возможность собирать и записывать информацию о событиях мира со своей точки зрения.[102]
Мы будем записывать историю мира для того, чтобы иметь возможность рассказать людям историю до сегодняшнего дня. Новый игрок, присоединившийся спустя полгода после старта, сможет посмотреть на каждый сервер, чего он достиг, в какую сторону двигался сюжет на сервере; и они смогут сами решить, к какому сообществу им присоединиться; в какой версии мира они хотели бы поучаствовать.[101]Jeffrey Bard

Daily quests

Daily quests will not be prevalent in Ashes of Creation.[103][104]

We don't really have dailies.[103]Steven Sharif
I don't think those will be RNG based. Those will be probably- you will see the reward structure for those types of quests. Will they be dailies? No they won't be in the sense of what we've experienced dailies in the past where you feel so obligated to log in and like you'll miss these things. It's more gonna be focused around like how the world is changing and how the changes in the world relate to your opportunities; and then if your location's gonna matter because fast travel is not a thing, where you're located at is going to determine your the risk versus reward opportunities that are present; and then depending on the time that those occur.[104]Steven Sharif

Гринд

Повторяемость не будет частью прокачки в Ashes of Creation.[106]

Расовые задания

Задания могут основываться на расе персонажа.[108]

Различные задания могут выдаваться той расой, чей вклад в опыт узла оказался наибольшим. Это не значит, что какой-то контент окажется заблокированным, просто задания будут иметь разные тона.[108]

Могут быть даже разные направления одного задания для разных рас, и даже пусть вы делитесь заданием убить босса, если вы играете за человека, а я - за эльфа, у меня потенциально может иметься альтернативная сюжетная линия задания, ведущая в ином направлении, чем у вас, хоть мы и взяли одно задание. Это может зависеть от того, чья культура привнесла больший вклад в развитие узла, разблокировав различные сюжетные линии для культур одной основной культуры узла - это не будет закрывать доступ к контенту, а создаст различные тона и различные направления, чтобы кругом не было сплошных шаблонов.[108]Стивен Шариф

Раса имеет значение, потому что у повествования есть ветви, на которые влияет культура, внёсшая больший вклад в развитие узла... Если вы Никюа и вы находитесь в узле, принадлежащем преимущественно Никюа, вам как представителю этой расы будут доступны определённые услуги и/или способности, доступа к которым может не быть у других рас... У них могут быть альтернативные линейки заданий, но конкретно ваши им доступны не будут. Потом эти характерные для Никюа задания окажут влияние на мета-повествование, существующее в мире, и они станут его направлять. Это будет преимуществом для вашей расы, поскольку разблокирует определённый контент, который прочие расы ещё не разблокировали. Так что есть смысл развиваться в этом направлении, чтобы сдержать прогресс доминирующей расы.[109]Стивен Шариф

Задания, характерные для определённых расы, титула или гильдии скорее всего будут составлять менее 10% от общего количества заданий. 90% заданий смогут взять все игроки.[110]

Расы неигровых персонажей

Template:NPC race

Quest driven caravans

System driven caravans (also referred to as Quest driven caravans) are system spawned caravans that are used for trade routes between nodes.[111][112][113]

info-orange.pngНекоторая из приведенной ниже информации не была подтверждена разработчиками и может не входить в текущую дорожную карту разработки.
  • These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[114]
  • Initiating a caravan from one node to another will create a PvP objective that players will need to defend while it moves along its chosen route to the selected destination.[2]
  • Дороги will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[115]
The caravan system is designed to be initiated by the player. Which means, information of the caravans launch time and route, should be a closely guarded secret. Routes will also be diverse, and the world is large, so it might behoove you to scout the route ahead before a launch. Fast travel in our game is also limited, which means unless the guild had knowledge of your plans before hand, it is likely that they will be unable to organize and travel to a location. As far as mass guilds securing trade routes, there is always a bigger fish in the pond. Also caravans will have limitations on carrying capacity and launch windows that will segment mulitiple caravans by several minutes, which would space out the caravans, making it difficult to "zerg" a defense.[114]Steven Sharif

Mayoral caravans

Mayoral caravans (also referred to as Trade caravans) are launched by Mayors to obtain needed resources from other nodes.[21][111][112]

  • Players can participate in helping to defend the caravan if they wish.[111]
Mayors who need certain resources that either they don't have enough of, or that they're prospectively investing in: they will initiate a mayor request, and any node that sees that request on the mayoral caravan drop-down menu will have an opportunity to attempt to fulfill the trade request. In order to fulfill a trade request, a node must have a certain level of relationship with that requesting node. At a minimum it has to be a trade agreement relationship; and then there's a limited number of those trade relationships that you can have; and that scales up to eventually alliance perspective. And then, once the node requesting mayor accepts a potential fill order, then a system spawned caravan is generated and the transit is completed. Players can participate in helping to defend that or not.[111]Steven Sharif

Soloable quests

Template:Soloable quests

Collection quests

There will be collection quests.[117]

Quest markers

There are not going to be obvious quest markers, such as question marks and exclamation marks telling players where to turn.[118]

  • There will be subtle ways that players will acquire knowledge that something is to be done in an area.[118]

Quest sponsorship

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Players can sponsor quests on a bulletin board.[119]

Removing player corruption

Концепт-арт кладбища за авторством Tad Ehrlich.[120]

Основным способом снятия скверны является смерть. Для того, чтобы сбросить всю скверну, может потребоваться несколько смертей.[121][122]

  • Смерть игрового персонажа снимает с него значительную часть значения уровня скверны.[123]
  • Получение опыта также постепенно снижает значение скверны игрока.[121]
    Это даёт охотникам за головами забавный опыт, когда они пытаются поймать игрока, пока тот занят сбросом с себя скверны.[121]Steven Sharif
  • Для снижения счёта убитых игроков осквернённого игрока может использоваться определённое задание, чтобы в будущем их уровень скверны накапливался медленнее.[124][123]
    • Изначально планировалось, что будет иметься возможность непосредственного снижения уровня скверны при помощи задания, связанного с религией.[125]
  • В военных узлах длительность действия скверны будет снижена.[126]

Ashes of Creation Apocalypse quests

Questing in Ashes of Creation Apocalypse contains lore that gives insight to the happenings on Верра during the fall.[128]

Ashes of Creation Apocalypse progression

The first chapter of Apocalypse is The Exodus. It takes part in the initial stages of the fall and sets the scene for upcoming chapters.[128]

You're going to have an adventuring path and that adventuring path is going to come with weekly quests and daily quests that you can participate in that will be available for the Castle sieges for the Horde and for the Battle Royale; and as you complete these quests you're going to gain experience; and right now you have up to 50 levels, which matches the intended cap for Ashes of Creation. Fifty levels of the adventure path that you can advance in; and as you advance in each of these levels you're going to be unlocking certain assets, such as these weapon skins. Now the great thing about player's progress in Apocalypse is that you will share the same account from Apocalypse to Ashes of Creation the MMORPG and anything that you earn in Apocalypse will be in Ashes of Creation the MMORPG- a unique as a skin exactly: A skin that you will have access to for helping us test write Apocalypse and preparing these different Alpha and Beta stages for Ashes of Creation.[130]Steven Sharif

История мира

Ashes of Creation логотип.[134]

Название Ashes of Creation является прямой отсылкой к сюжету. Не выдавая слишком многого, феникс будет постоянным символом во время первой фазы сюжета, и мир в котором будут обитать игроки давно утерян в результате страшной катастрофы.[135]Jeffrey Bard

Феникс — небесное воплощение богини творения. Ее жертва защитила жителей Верры во время апокалипсиса.[136]Steven Sharif

История мира Ashes of Creation состоит из нескольких частей.[69]

Эти сюжетные арки продвигают одну или несколько линий квестов.[69]

Мы принимаем историю мира очень близко к сердцу, потому что она очень богата. Она разнообразна. Она будет иметь применение и помимо MMORPG. Мы собираемся повести ее значительно дальше, но я хочу чтобы это было чем-то таким что игроки открывают сами, а не просто выдается игроку и становится неинтересным. При испытании истории игроки должны ощущать что она относится к ним на личном уровне.[138]Steven Sharif

История про мифологию и открытие правды о которой говорят мифы и выяснение того что на самом деле случилось в этом мире давным-давно; это часть процесса исследования; и мы хотим чтобы игроки ощущали это всю игру, причем не только касаемо истории мира, но и собственно самого мира.[139]Jeffrey Bard

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.[140][141][142]

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.[25]Steven Sharif

Screenshots

Смотрите также

Ссылки

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