遊戲介面

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Alpha-1 早期預覽技能介面[1]

遊戲介面將是高度客制化的,無論是大小、位置還是顏色,玩家將可以把介面調較成不同風格。我們希望有一個非常紮實的介面系統,設計成讓玩家可以根據喜好更改,而不是為求以單一設計來嘗試滿足所有人。[2]Steven Sharif

Ashes of Creation 玩家介面 (UI) 採取給予玩家客制化的設計,而不是追求適合所有人的單一設計。[2][4] 玩家將:

遊戲介面將可以因應不同遊玩風格進行修改。[8]Steven Sharif

Alpha-1介面都是暫時性的,正式版本於 Alpha-2 才會推出。[5][9]

請謹記你不會於第一次 Alpha 測試看到完善的介面,這是因為介面仍然在開發中,目前的都是暫時性的。[5]Steven Sharif

角色

Alpha-1 早期概念角色介面[10]

角色數值和屬性[11][12]

數值 基礎數值 等級 1 牧師 等級 1 法師 等級 1 坦克
生命力[13][14] 生命力 224
法力[13] 法力 293
力量[13][11][12] 力量 10
敏捷[13][11][12] 敏捷 10
體質[13][11][12] 體質 10
意志[13] 意志 12
智慧[13][11][12] 智慧 14
精神[13][11][12] 精神 13
追加物理傷害[13] 力量 13
物理失效修正[13] 力量 12
追加物理爆擊傷害[13] 力量 12
物理技能冷卻.[13] 敏捷 6
追加物理爆擊率.[13] 敏捷 6
追加物理閃避.[13] 敏捷 7
物理命中.[13] 敏捷 192
生命力恢復.[13] 體質 3
物理防禦.[13] 體質 7
物理失效防禦 體質 7
物理格擋率.[11][12][15] 體質 17
法術傷害.[11][12] 意志 24
法術爆擊傷害 意志 23
法術失效率 意志 13
法術施放速度 智慧 6
法術冷卻修正 智慧 7
法術爆擊率[15] 智慧 7
法術命中 智慧 8
法力恢復 精神 3
法術防禦 精神 8
法術失效防禦 精神 8
法術格檔率[11][12][15] 精神 18

特定數值的效益將受遞減影響,但不設有上限。[16]

Most stats are contested, which means you're kind of testing your rating versus other people's ratings. So you kind of figure out what the end result is... but we're not going to go for like hard caps for sure.[16]Jeffrey Bard

角色名條

角色名條 會顯示在角色頭上。[17]

  • 名條會顯示角色的名字,也可以選擇同時顯示姓氏。[17]
  • 公會名稱會顯示在角色名稱旁。[18]
  • 角色名條會逐漸消褪,顯示已受傷害量。[19][14][20]
  • 名條上會有標記,顯示角色職業[21]
  • 將鼠標懸停在名條上會顯示不同資訊,例如等級、職業名稱及原型組合。[21]
  • 名條上會有增益標記,顯示角色裝備品質和種類。[21][22][23]

召喚師的召喚獸種類會顯示在其名條上,而且不可以被玩家更改。[24]

角色頁面

網上角色頁面將於正式上市後緊接推出,展示:[25]

每個角色都將有一個獨自的主頁,玩家將可以隨心所慾設計展示不同資料。這將是遊戲外一個角色扮演的小要素,讓你可以建立角色背景、人格特質之類。[27]Steven Sharif

網上角色頁面將能透過遊戲內的瀏覽器介面查閱。[26]

我們對於角色頁面的願望之一是希望能透過遊戲內的瀏覽器打開頁面,讓玩家可以查閱其他角色的日誌,了解他們的背景歷史,而這些都是玩家自行決定與他人分享與否的。從角色扮演的角度來說,我們希望玩家投入沈浸於自己的角色。[26]Steven Sharif

玩家可以自行決定在頁面中展示的資料。[25]

介面設定

User interface general settings.Screenshot from non-NDA Alpha-1 preview weekend testing.
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

UI settings are able to be saved locally.[28]

  • User interface scale adjustments should be possible in Alpha-1.[29]
  • Adjusting or disabling screen shake may be possible.[30]

Various display elements can be toggled on or off:

技能欄

玩家可以把想要的主動技能放在技能欄中。[34][35]

  • 可以放在技能欄中的技能數量有限 (少於30)。[36]
  • 將有選項添加多個技能欄[37][35]
  • 例如一個鬥士將會因為選擇了不同主動技能,而與其他鬥士不同。[36]
  • 透過選擇不同技能,玩家可以專注於Tab 鍵鎖定技能、動作指向技能或兩者混合,塑造自己的戰鬥體驗。[38]
  • 角色升級時不會習得新技能,玩家需要自行選擇想要習得的技能。[39]
  • 技能數量不會多得令人措手不及。[40]

There will be multiple hot-bars that you obviously have available, because you're going to have consumables, you're going to have active skills and whatnot. But the number of active skills are not going to overwhelm necessarily the character and be irrelevant especially at certain stages.[37]Steven Sharif

目標鎖定模式

Alpha-1 early hybrid combat demo.[41]

You'll notice as I go into action mode, I have my reticle and when my reticle hovers over an enemy target, it'll turn red, essentially showing like "hey we know you have a valid target hit" that you can see; and when you press 'Q' you can lock on to that target. You can also hold tab to alternate between targets. So like that's an important aspect of the combat that we're trying to incorporate, which is mixing and meshing between tab and action, so you still have that action component but also are available to use some of your tab targeted skills.[42]Steven Sharif

混合戰鬥是指玩家在遊戲中可以選擇以 Tab 鍵鎖定無鎖定模式進行戰鬥[42][38]

  • 點擊 Z 鍵 (預設快捷鍵是 Z,玩家可以設置成其他快捷鍵) 讓玩家切換至無鎖定或 Tab 鍵鎖定戰鬥模式。[43][44][41][45]
  • 無鎖定模式設有準星,與第三人稱動作遊戲相似。[42][41][45][46]
    • 玩家無須處於準星模式來施放無鎖定技能。[47]
    施放指向性無鎖定技能,玩家無須處於準星模式。技能會自動判定準星的位置施放。因此如果玩家使用 Tab鍵鏡頭模式憑感覺瞄準,也可以使用無鎖定技能。[47]Steven Sharif
    • The reticle will highlight/change color (to red) to indicate if the current target is able to be hit with the currently prepared skill.[42][41]
    • Action combat abilities will not have a lock-on feature but pressing Q while in action mode will lock on to the current target to enable the use of tab-oriented skills in action mode.[43][42]
    Action combat abilities will not have a lock-on feature so to speak. Some of those are going to be skill shot only. However because you can have a mix and match of tab abilities that require a target, you will be able to target lock in action mode as well. Right now that's delegated to the Q key as default, but you can obviously set that up you could put it on you know your left mouse button, or you could put it wherever you want; and when your reticle hovers over a target, it rapidly swaps your target ability and when you press your target lock it will then lock that target; and if you have tab-oriented skills, you can use your tab oriented skills and they will be used against that target.[43]Steven Sharif
    • Holding Tab while in action mode will alternate between targets.[42]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[41]
    • The action camera is tied to the to player's reticle. There will likely be a hotkey that when held down will allow free camera movement.[48]
    • In future the user will have the ability to choose from different reticle appearances.[6]
  • The tab mode (MMO mode) facilitates tab targeted combat.[41][45] A tab-targeted ability requires a target in order to utilize that skill.[43][46]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[41]
    • There will be a "target of target" capability on the user interface.[49]

Hybrid combat is being tested in Alpha-1.[42][50]

  • Targeting modes are able to be achieved through choice of skills/abilities.[43][50][51]
    • It may not be possible to be able to fully spec into just action or tab targeted skills. There might be a 75% cap on choosing skills from any one type.[51]
    • Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[1]

Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[51]Steven Sharif

Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[52]

  • Damage.[52]
  • Charge up time.[52]
  • CC effects.[52]
  • Cooldown.[53]
  • Energy consumption.[53]
  • Cost to spec.[53]
  • Attack range will likely remain the same; as it is driven by the weapon or skill itself.[54]

As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage. [52]Steven Sharif

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[53]

  • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[53][51]
  • Softer CC's would be housed in tab-targeted abilities.[53]

命中判定模型

The developers are testing different approaches to accommodate varying hitboxes between the races.[55]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[55]

More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to kind of just making it smaller for one and not the other.[55]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[55]

We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[55]Steven Sharif

控制設定

Alpha-1 default keybindings.[56]

Players will be able to customize their keyboard control scheme in Ashes of Creation.[57]

巨集

The issue with macros is that from an anti cheat metric perspective it's difficult to define what a macro is against a script. And in order to catch all scripts sometimes you have to prevent the macro usage. So really that's a that's a data issue. If we allow for macros then we lose our ability to precisely ban script users, botters.[61]Steven Sharif

控制器

The Ashes of Creation MMO is not designed around controller support.[63]

Controller support will likely be something we work on closer to launch.[65]Steven Sharif

鏡頭設定

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

The aim is to provide a variety of camera options in Ashes of Creation.[66]

Q: What kind of camera distance is Intrepid using for fights? (WoW vs FF14)
A: Closer to FF14. We want people to have a wide range of view, especially since our battles will be very large. We want people to be able to visually access their surroundings.[70]Margaret Krohn

We don't have the first-person zoom in because when you get into first-person there's a different animation set required for the holding of the weapon: The hands that you see in front of you; and we don't have those animations. So we're really focusing on third-person.[69]Steven Sharif

世界地圖

Ashes of Creation map.[71] The circles on the map are divine gateways that are located in the ruined cities of the four great races of Verra. The diamonds are the starting settlements for the returning races.[72]

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.[71]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.[73]Steven Sharif

The world of Verra features an in-game viewable world map. This map is not randomly generated, and begins covered in a fog of war.[74] 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.[75]

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.[75]

When information is gathered, or the player has successfully explored an area, points of interest are marked on the map.[76]

  • 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.[76]

In addition to node progression being a factor on map generation, zones in Ashes of Creation will cater to all levels.[77]

The map will have geographical choke points (such as Mountains) that are not traversable by players.[78]

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.[78]Steven Sharif

小地圖

]

There is an in-game mini map and compass user interface in Alpha-1.[79][80]

  • The goal is to allow pings and other forms of communication tools via the mini-map.[81]

角色創建

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
Alpha-1 launcher/character selection.[3]

The character creator (or character customization screen) allows players to define the look of their character in Ashes of Creation.[84]

We're gonna have a wide array of character customization.[85]Steven Sharif

The goal is to have a character creator that is on par with if not much better than what BDO provided.[86]

If I had to give a comparison, I would use BDO as an example of what our Character Creation is going for.[87]Steven Sharif

A character's voice may be able to be selected from preset options.[88]

There is a chance that the character creator will be released early.[86][89]

角色外表

Vaelune character appearance options.[90]

There is a great variation that's going to be available from a character standpoint when creating your character, especially around the face. Whether it be the shape of the jawline, the cheeks, the ears, the nose, the lips. You know we want to provide a lot of options and an agency to the player to customize their character appearance.[90]Steven Sharif

So many options coming down the road. Our character team continues to refine our customization options![91]Steven Sharif

Vaelune beard appearance options.[93]

We want there to be a lot of room for people to manifest their own identity, to role play how they want to from an appearance standpoint. There's going to be parameters within which you will be able to customize a character. We want the culture and the identity of the races to exist in a range that makes them easily identifiable from other players and other cultures. So, because of that, we have to have a spectrum you can exist on. There will be a lot of hair variants you can do, body art tattoos that you can apply. You'll be able to play with the scales of the facial structure, the bones, the height, width, the body fat percentage. You'll be able to add body hair on different parts of the body. If you want to have hair on your feet, you can dial that up.[94]Steven Sharif

角色外表 can be customized in the character creator (CC)[95] and via in-game salons/barbershops.[96]

  • 角色 models are focused on realism.[97]
  • A player will see a generic character before customization.[98]
  • Character designs will have influences from a wide range of cultures, such as European, African and Asian.[99]
  • Lolis will not be in the game.[100][101]
There's going to be constraints to the sliders, so that was one of those big questions as work began on the character creator: How much agency do you want to allow pulling like the lower lip all the way down in this weird deformed look, or having like [an] offset cheek that's just asymmetrical to the side of the face. There's not going to be the ability or agency to create those types of weird character things. However you will have the ability to move, slide, change, grow, decrease all those components, but they'll be kept in a more reasonable and presented way in the same sense you won't be able to change the appearance of the dwarven, nor the Dünir or the Niküan races to, in my opinion, create what would be traditionally considered a Loli character.[100]Steven Sharif

Sliders will offer flexibility in customization.[102] There will be limits to the amount of deformation possible for a character based on their race.[100][103]

  • Body type.[104][103]
    • Overweight, skinny, muscular.[105]
    • Body fat percentage.[94]
    • Bone structure.[94]
    • Height.[94]
      • You can't have a one inch tall character.[106]
    • Width.[94]
    • There will be "boobie sliders".[86][106]
      • The scale is not going to be ridiculous.[104]
    • Facial structure.[85][94]
      • Shape of the jawline/chin, cheeks, ears, nose, lips.[104][90]

Adjustments will allow a character to appear more feminine or masculine.[104]

  • These are relative to the character's race.[104]
    • Female Dwarven beards will not match that of the male. It will be more of a braided option that is not as voluminous.[94]

角色外表 is able to be saved to hard disc.[108]

A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[109][110][111]

角色名字

Characters will have a first-name and an optional surname (last name).[112]

  • There is a minimum length of three for a character name.[113]

Character names will appear on the character sheet and optionally on the character website page.[17]

  • In-game a character's name is displayed above their head. This can be the first or last name.[17]

好友名單

A character may add another character to their friends list.[114]

  • In the future there may be a web-based or launcher-based capability to add an account as a friend, but this is not definite.[114]

無障礙設定

将有一些设置来帮助色盲玩家。[115][116]

  • 用户界面除了颜色之外,内容/要素 将利用纹理和图标来区分它们.[115]

娛樂軟件分級

Dead bodies in a Pre-alpha raid encounter.[117]

The aim is for Ashes of Creation to have a T for Teen rating, but it may end up having a M for Mature rating.[118]

  • There may be an option to turn off blood and gore in the game.[119]
  • There probably won't be swearing in quests.[120]

The antagonists in this game are definitely dark... We're not going grimdark at all, but there are parts of it that get that way.[120]Jeffrey Bard

插件/模組

My decision is not to allow DPS meters nor add-ons. I feel we have adequate measures in place to prevent a majority of potential third party trackers. I know this subject has passionate voices on both sides and I respect the various opinions and positions many of you have expressed.[121]Steven Sharif

Addons and DPS meters will not be allowed.[121][4]

  • The developers don't want addons/mods to be necessary to experience the game.[122]
  • The design of the game API is still under consideration.[123]
  • There will be integrations available for streaming services such as Twitch and a few other services, but it's not something that will be exposed through an API just yet.[124]
  • The developers believe that parsers (DPS meters) can have negative effects.[125][4]

The idea is to make a one-stop-shop from the company when it comes to in-game systems... We don't really want to have addons in my opinion.[122]Steven Sharif

There will be leader boards.[126]

戰鬥記錄

There are combat logs in Ashes of Creation.[127]

We will be providing combat data for individual players in their chat window, that players can filter and analyze for themselves. The goal is to mitigate and make the practice less prevalent through the ease that DPS meters provide. Also to place actionable enforcement for players who attempt to circumvent the decision by use of 3rd party programs, for which we will be monitoring.[128]Steven Sharif

遊戲聊天頻道

文字聊天頻頻

Alpha-1 work-in-progress chat interface.[129]

We are working on a new chat log! The new log includes tabs for general, party, siege, guild, and more![129]

In-game text chat channels include:

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

語音聊天

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

In-game voice (VOIP) channels include:[136]

Voice chat is not proximity based.[136]

  • Has fully functional mute/chat preferences.[136]

聊天氣泡

聊天氣泡 will be able to be toggled on or off by players. There will be options to manage the bubbles to reduce visual clutter.[138][139]

We do want to include chat bubbles. We do want to include a host of options that will allow you to manage those bubbles so you can turn them on, you don't see just a field of bubbles.[139]Jeffrey Bard

語音控制

Raid leaders are able to control Voice chat.[140]

  • Toggle (global) mute on the entire raid.[140]
  • Define who has global speech capacity across the entire raid.[141]

If you are joined in raid where you have multiple squads that have connected into a raid for the castle sieges, the leaders of those squads will be able to communicate across all members of squad. So let's say you have five teams of four, for a total of twenty people within a particular raid... there are five that have global speech capacity; and then in those individual parties they'll also have their own inter-voice communication. So party leader will be able to hear their party members and the party members will hear each other, but they'll also be able to hear other party leaders speak as well.[141]Steven Sharif

酒館聊天

酒館 offer private chat and voice communications for all patrons within the building.[75]

在地化

Ashes of Creation 起初將支持英文、法文、德文和俄文。[142][143]

  • 意大利文、波蘭文和西班牙文將於稍後時間追加。[143]
    • 西班牙文將於近期追加。[144]
  • 官方正考慮追加其他語言。[142]

選擇伺服器將不受語言限制。[145]

There's localization that will be present in the German and French Russian languages to start; and then we intend to also localize in Italian, Polish and Spanish. So servers will be allocated within the region as being one of those language type servers. So it's not going to be per country per se as it might be per language.[143]Steven Sharif

官方將致力翻譯 Ashes of Creation 成多種語言[145][146]

紋章、標誌、符號設計器

官方正考慮加入玩家自製圖像的匯入功能。[149] 此前未曾有這樣的考慮。[150]

I know previously we had spoken about not allowing custom user images in the game, however I think we're leaning more now in the direction of allowing for custom user images. Absolutely well what it will be is the fact that we're a subscription game and if you want to jeopardize your account by doing the wrong thing with regards to custom users [images] then by all means you may do so and we'll have stringent practices in place to prevent that from actually being an issue.[149]Steven Sharif

With regards to this UCC question, I think when you have an active an active GM team that you know you are you have directed to care take the product you're going to mitigate a lot of that functionality you don't want to see out of this custom image system. People who look to let's say meme the system are going to be met with the type of enforcement that they don't want to have on their account; and being a subscription-based product and being a risk versus reward and maybe a more old-school approach to character development and progression I think they're gonna take a significant risk in doing things that we don't want them to do, which will result in the jeopardy of their account. So I think that is not going to deter a hundred percent of things- I don't think you ever can deter a hundred percent of things unless we go away from custom images- but I think that we can achieve some parity of essentially enforcement versus infraction ratio that's going to be liveable for everybody.[151]Steven Sharif

玩家將可以透過遊戲內的介面設計紋章、標誌、以及符號。[150][152][153]

紋章設計功能暫時計劃於第二次 Alpha 測試中推出。[153]

登出

玩家將需要經過一定時間後才可以登出,防止玩家戰鬥時可以立即登出。[155]

多開

The current policy on multi-boxing (multi client) is that players are allowed to own multiple accounts, but may not launch multiple game clients from the same computer. Players may not use any software to automate character actions or mimic keystrokes.[156][157]

  • This was previously stated to be: If a user has a legitimate account and is not botting or using complex scripting then multi-boxing will be permitted.[158][159][160][161]

Multiple accounts and multi-boxing, that's a little bit difficult for me because it could be conceived as pay-to-win, because you can progress on a second character and you can then gift that progression to your primary character. In that scenario yes I can see the argument. However if the character progresses with the same amount of effort and time needed by the person who's playing and they maintain that progression on that character, then I don't consider it pay-to-win. I consider it a second account. So initially what I'm going to say is having multi-boxing capability will be allowed within Ashes of Creation. There are a few safety nets that I put in place that kind of restrict the ability for abuses that we've seen in other games.[160]Steven Sharif

手機/網頁程式

A companion app (mobile app/web interface) allows players who are not logged into the game to have authority over certain services and mechanics.[162][163] Some functionality may come post-launch.[164]

Specific dates that you can have running as reminders in your guild UI, this will also be something that I would like to be available on the mobile companion app as well. So essentially you can receive notifications via a calendar update on guild events that the leaders or the officers have the ability to pin within the game will also give you notifications on the mobile app as well. That's my intention at least.[168]Steven Sharif

Some of it may come post-launch... but we do want people to interact with the game on their phones when they're away from the computer; and we're going to do as much as we can to make that cool.[164]Jeffrey Bard

農場工人及 NPC 助手

根據節點種類發展進度,玩家將可以聘請農場工人 NPC個人土地屋農場工作。玩家將可以在遊戲內,或透過手機程式或網頁命令工人。[165][163]

  • 輪作管理。
  • 種植或收割特定農作物。
  • 售賣食物或農作物。

市政廳

市政廳節點內的政府建築[169]

我們希望市政廳是玩家為節點做重大決定的地方,是「統治階級」聚首一堂做決定的地方 (這些決定同時可以迅速讓他們成為「前統治階級」)。

市長節點政府可以透過市政廳構想和控制節點內的活動。這些功能同時可以在手機或網頁上使用。[166]

玩家可以透過節點告示板查閱市民列表。[135]

角色頁面

網上角色頁面將於正式上市後緊接推出,展示:[25]

每個角色都將有一個獨自的主頁,玩家將可以隨心所慾設計展示不同資料。這將是遊戲外一個角色扮演的小要素,讓你可以建立角色背景、人格特質之類。[27]Steven Sharif

網上角色頁面將能透過遊戲內的瀏覽器介面查閱。[26]

我們對於角色頁面的願望之一是希望能透過遊戲內的瀏覽器打開頁面,讓玩家可以查閱其他角色的日誌,了解他們的背景歷史,而這些都是玩家自行決定與他人分享與否的。從角色扮演的角度來說,我們希望玩家投入沈浸於自己的角色。[26]Steven Sharif

玩家可以自行決定在頁面中展示的資料。[25]

告示板

節點[171]和玩家酒館內設有告示板[75]

物品銷毀

從玩家物品欄拖出的物品將被銷毀。[177]

介面指令

Command Function
/say 聊天指令[130]
/party 聊天指令[130]
/yell 聊天指令[130]
/global 聊天指令[130]
/tell (playername) 聊天指令[130]
/roll 模擬擲骰子[179]
邀請角色加入你的公會[180]
加入角色到你的好友列表[180]

截圖

其他

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