List of dungeon bosses
|This section contains information from Alpha-1 testing. It will be updated when new information is made available.|
Dungeons in Ashes of Creation will range in size and will be mostly open-world.
- Open world dungeons will be populated to facilitate multiple groups within the dungeon.
- Instanced dungeons will also be present and will cater for solo and group questlines.
Different tiers and types of dungeon content will be more or less relevant to specific groups or class compositions.
- 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. – Jeffrey Bard
Dungeon difficulty will increase the further a player ventures into the dungeon.
- Mobs and mob mechanics will become more difficult.
- Terrain and environmental dangers will increase.
- Deeper darker types of interactions will be found deeper in the dungeon. – Steven Sharif
There were 13 dungeons in Alpha-1. Originally this was estimated to be 6 or 7.
The intention is that dungeons are going to be "massive" in scale.
- Massive caverns and open world spaces.
- Places to suit larger and smaller commitments.
- Where people with 30 minutes can participate.
- Dungeons are vast and have room for multiple groups.
Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players.
Ashes of Creation will be a seamless open-world experience.
There will be an approximately 80/20 split between open world vs instanced encounters.
- Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.
- In situations where we want to contain a particular type of raid, we will utilize instancing; and that can protect certain engagements with certain bosses. But that's really more on the 20% of the scenarios will have instancing protection like that. Around 80% of the content is open-world, where competition is- healthy competition is an instigator for soft player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. So that's an intended part of the PvX design of Ashes. It's a core philosophical point. And just to be clear, that is not for everyone. We are not trying to make a product that appeals to every MMO gamer. That's impossible; and so we've been very upfront and forthright with what we are trying to accomplish and what our core pillars of philosophical design are. – Steven Sharif
- Castle and node sieges may contain instanced locations where specific groups can participate in certain objective-based waypoints.
- Dungeons and raids will maintain an open world feel while also capitalizing on the benefits of instanced mechanics. Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal. Outside of these and arenas there will not be too much instancing anywhere else.
- 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. – Steven Sharif
- 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. – Jeffrey Bard
The PvP flagging and corruption system is in place to safeguard against griefing without limiting opportunities for open conflict.
- Healthy competition is seen as an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.
- This friction presents an opportunity to engage in the political aspects of the game, which is the lifeblood of what keeps players interested and invested in the game.
- 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. – Steven Sharif
- Q: In an open world dungeon, what prevents others from just waiting until you're at the boss and then killing you and taking your boss's loot? What prevents mega guilds from just owning an area and preventing you from accessing or enjoying it?
- A: In a majority of cases, we do not want to prevent another group from engaging potentially in PvP. We disincentivize it by creating safeguards within the flagging system that make that decision very concerning for the people that might go corrupt; and if you're in the large enough group of numbers I doubt you're going to experience that unless there's some rivalry between guilds. In which case there's apparatuses like Guild Wars that are more opt-in. You can drop guild tag if you want. But anyways, the competitive nature of this environment is a PvX element. – Steven Sharif
Dungeons and other points of interest are located throughout the map in-between the 85 node locations.
- As nodes advance and expand they will influence nearby points-of-interest such as dungeon bosses, regional bosses and Raid bosses.
- Multiple nearby nodes may collectively influence larger POIs.
- POIs of this size do not normally attach to just a single node. Usually there are multiple nodes that can potentially influence a large POI. The theming within the node occurs around storylines or NPC spawns and events. – Steven Sharif
- The difficulty level and loot tables of these encounters will change based on this influence.
List of notable dungeons
|This section contains information from Alpha-1 testing. It will be updated when new information is made available.|
- Breaker's Penitentiary
- Cerulean Grotto
- Deepheart Cove
- Drythorne Gulch
- Dünzenkell Crypt
- Fallow's Hold
- Hungering Maw
- Illwind Ruins
- Manaspring Hollow
- Ruins of Restless Spirits
- Sporelight Caverns
- The Tower of Carphin
- The Underroost
- Underrealm Entrance
- Volcano dungeon
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.
- The Ancients and The Others used the Harbingers to travel to Verra, thus beginning the Apocalypse.
- Harbingers exist on Verra as dungeons that the Ancients use to push their influence into the material plane under the guise of the effects of corruption as it spreads.
- The worst thing the Harbingers bought to Verra was corruption, which twists and distorts everything it touches.
- 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.
Bosses fall into the following types, with increasing levels of difficulty and loot tables, requiring greater numbers of players to kill.
- Hunting ground bosses.
- Dungeon bosses.
- Raid bosses.
- Regional/world bosses.
- Boss respawn timers will be randomized within certain windows.
- Generally in my experiences, when you have a fixed respawn time, you run into the potential situations where the powerhouses of the server can keep a particular boss on lockdown; and you don't want to create that type of a situation; and so one of the ways that we can help to alleviate that is by having windows of respawn times- and we've all experienced this in the MMOs that we've played. It's not necessarily known when exactly to coordinate with your large guild who needs to be online when; and this can give a little bit of a leg up on the competitive advantage front for other guilds that might be more smaller knit, or more niche to organize quickly in response to the time window of a respawn. – Steven Sharif
Certain bosses and encounters will feature specific original sound tracks composed by Bear McCreary.
Named mobs/bosses will usually have a unique character appearance.
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.
- Higher performance in earlier phases will increase the difficulty of subsequent phases of the encounter.
- Certain AI behaviors might activate based on progress within an encounter.
- Bosses and mobs will not auto-scale based on group size, but AI behaviors may dynamically adapt to the number and types of combattants in proximity to the encounter.
- Raid bosses are aware of the number of combatants within an area in proximity to them and that awareness is part of an indicator to which behaviors they're going to utilize as part of their behavior tree. So as it's assessing the types of combatants that are facing it, the number of those combatants, the position of those combatants, the abilities and totals of those combatants, it weighs certain actions in its behavior tree and then it acts on those actions; and in the scenario where you're bringing overwhelming odds to a particular fight, that might weigh heavier the AoE options that the boss has access to, where they're utilizing a lot more AoE abilities during an engagement due to that overage of of players. So in that sense it's a bit adaptive. It's a bit dynamic based on the encounter scenario. – Steven Sharif
- The higher the difficulty, the better the loot tables will be.
- Q: How challenging will raid boss mechanics be given the given that players may need to simultaneously fight other players while also fighting the boss?
- A: It depends. The great thing about our encounter system is that it has a wide scalability from encounters that some might consider easy given their composition to encounters that some might consider impossible until they get their gear level to a certain stage. The level of interaction with other players is really predicated on the encounter itself. We may have some encounters that are in instances although the predominant portion of those will be in the open world, in which case they do have the potential being contested; and these encounters, especially the big ones that might land in contention, are giving some of the best-in-slot gear you can get in the game. So it's important that they are contested because it is a significant victory point; and one of our core pillars is risk versus reward: and the higher that risk the higher that reward should be. So those two things seem fitting and then in addition we do have the concept of winners and losers. Not everybody in Ashes of Creation is going to be a winner; and that sucks if you're not I guess, but there is opportunity for you to continue to excel and become one. But it gives much more meaning to an achievement when not everybody gets the achievement. That's our philosophy. – Steven Sharif
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.
- Group loot rules are defined on a per-rarity basis.
- A majority of party members must vote to approve any changes to group loot allocation changes.
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.
- There won't be auto-looting pets.
- Whoever is first to loot gets the loot.
- A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.
- With round-robin looting, party members take turns looting.
- This is a traditional need before greed system based on dice rolls.
- Since there is very little gear binding in Ashes of Creation, it's left to the party to deal with players who excessively roll Need on loot.
- Bidding system.
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.
Loot tables (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items). Monsters drop hunting certificates, Items and crafting materials rather than gold.
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.
- 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.
- Crafted gear is the best gear in Ashes of Creation.
- Legendary equipment is only dropped by Legendary world bosses.
- Stats on dropped items will vary based on the rarity of the item.
- Loot tables are disabled for player controlled monsters.
- Experience debt decreases the drop rate percentages from monsters.
- Loot tables will likely not be affected by weather conditions. This was previously listed as a possible effect.
Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.
- The first party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.
- These numbers will be balanced based on testing.
- At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.
- We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights – Steven Sharif
- Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
- A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15. – Steven Sharif
Master gatherers may have the ability to "spoil" a boss' loot.
- If you want to be able to get those mats from the boss, they're just not going to drop for anybody. They will only drop for a master gatherer who is capable of extracting those resources from the creature itself... The reason why we say there's a lot of interdependencies between the crafters of the world and the raiders of the world and our PvPers of the world is because we don't want to house the capability to attain these things all within the adventuring class. We want there to be an influence necessary from the craftsmen's guild to come in to either come and participate and spoil the boss and gather the goods or something along those lines. – Steven Sharif
- ↑ Livestream, May 22, 2017 (1:53:32).
- ↑ Twitter - The way is shut! Trapped in this dwarven crypt.
- ↑ 3.0 3.1 3.2 Livestream, September 27, 2018 (43:21).
- ↑ Livestream, January 18, 2018 (16:34).
- ↑ Livestream, February 9, 2018 (4:42).
- ↑ 6.0 6.1 Livestream, June 1, 2017 (39:21).
- ↑ 7.0 7.1 7.2 7.3 7.4 Livestream, May 22, 2017 (20:59).
- ↑ 8.0 8.1 8.2
- ↑ 9.0 9.1 9.2 Livestream, March 28, 2020 (1:48:36).
- ↑ Livestream, April 28, 2023 (1:15:22).
- ↑ 11.0 11.1 11.2 11.3 Livestream, April 30, 2020 (1:32:06).
- ↑ Alpha-1 map.
- ↑ Livestream, March 26, 2021 (39:08).
- ↑ Livestream, March 28, 2020 (1:53:18).
- ↑ 15.0 15.1 15.2 Livestream, May 19, 2017 (23:00).
- ↑ Livestream, February 9, 2018 (45:30).
- ↑ Interview, June 13, 2021 (24:14).
- ↑ Video, April 5, 2018 (40:08).
- ↑ Livestream, April 30, 2020 (1:05:34).
- ↑ 20.0 20.1 Interview, July 19, 2020 (11:04).
- ↑ 21.0 21.1 21.2 21.3 21.4 21.5 21.6 21.7 Livestream, March 31, 2023 (1:00:16).
- ↑ Livestream, January 28, 2022 (17:50).
- ↑ Podcast, September 29, 2021 (34:11).
- ↑ 25.0 25.1 25.2 Podcast, September 29, 2021 (35:17).
- ↑ 27.0 27.1 27.2 Livestream, April 28, 2023 (2:06).
- ↑ Livestream, May 19, 2017 (24:17).
- ↑ 29.0 29.1 29.2 29.3 29.4 29.5 29.6 29.7 29.8 Livestream, July 25, 2020 (46:08).
- ↑ 30.0 30.1
- ↑ Dillias diary.
- ↑ 33.0 33.1 33.2 Livestream, November 8, 2020 (0:00:00).
- ↑ Livestream, November 8, 2020 (11:48).
- ↑ Video, March 31, 2023 (7:41).
- ↑ 36.0 36.1 Livestream, November 8, 2020 (12:47).
- ↑ 37.0 37.1 Week 1, entry 1.
- ↑ Livestream, March 28, 2020 (1:58:18).
- ↑ Livestream, November 8, 2020 (12:40).
- ↑ 40.0 40.1 40.2 40.3 40.4 40.5 40.6 Livestream, January 27, 2023 (1:10:12).
- ↑ 41.0 41.1 41.2 Livestream, March 31, 2023 (1:20:41).
- ↑ Interview, June 13, 2021 (11:15).
- ↑ 43.0 43.1 43.2 Interview, July 19, 2020 (14:51).
- ↑ 44.0 44.1 44.2 Livestream, January 27, 2023 (1:34:06).
- ↑ Interview, June 13, 2021 (22:20).
- ↑ Interview, July 19, 2020 (17:12).
- ↑ Livestream, May 27, 2022 (1:20:35).
- ↑ 48.0 48.1 48.2 48.3 48.4 48.5 48.6 Video, January 27, 2023 (16:44).
- ↑ 49.0 49.1 Video, January 27, 2023 (32:01).
- ↑ 50.0 50.1 Livestream, November 30, 2020 (1:01:40).
- ↑ 51.0 51.1 51.2 51.3 Livestream, July 25, 2020 (1:24:56).
- ↑ 52.00 52.01 52.02 52.03 52.04 52.05 52.06 52.07 52.08 52.09 52.10 52.11 Group dynamics blog.
- ↑ Livestream, January 27, 2023 (1:08:06).
- ↑ Livestream, April 29, 2022 (1:04:52).
- ↑ Livestream, November 30, 2020 (1:12:03).
- ↑ 56.0 56.1 Interview, July 19, 2020 (8:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ Interview, July 18, 2020 (27:11).
- ↑ Livestream, May 24, 2017 (44:14).
- ↑ Interview, July 20, 2020 (21:57).
- ↑ Livestream, 2018-04-8 (PM) (55:49).
- ↑ Interview, July 18, 2020 (1:00:15).
- ↑ Livestream, June 30, 2022 (1:18:55).
- ↑ Livestream, December 22, 2020 (1:15:01).
- ↑ Livestream, May 3, 2017 (35:25).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ Livestream, May 27, 2022 (1:14:46).
- ↑ Video, May 27, 2022 (2:21).
- ↑ 69.0 69.1 69.2 69.3 69.4 Livestream, March 31, 2022 (1:23:06).
- ↑ Livestream, June 30, 2022 (1:16:22).
- ↑ 71.0 71.1 Podcast, August 4, 2018 (1:44:54).