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When a server downs a legendary boss, I want it to cost time, resources, dedication; and when you do that I want everyone to benefit from it.[2]Steven Sharif

Regional/world bosses will change based on the types and locations of nodes.[3]

List of world bosses

Boss mechanics

袭击 contain intricate combat mechanics.[4]

  • Multiple phase boss fights.
  • Adds.
  • Random oriented skill usage.
  • Telegraphed animations, but no obvious telegraphed templates on the ground.
  • Fights will require location, mobility and strategy.

Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet.[4]Steven Sharif


In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[5]

  • Animation tells.
  • Templates.


Pre-alpha Brood Queen raid boss.[7]
Pre-alpha PvE gameplay from PAX 2017.[8]


PvE difficulty

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.[9]

  • Higher performance in earlier phases will increase the difficulty of subsequent phases of the encounter.[9]
  • The higher the difficulty, the better the loot tables will be.[9]
  • Bosses and mobs will not auto-scale based on group size.[10]


创造的灰烬 intends to use traditional loot rules, selected by the party or raid leader.[12][13][14]

Whoever is first to loot gets the loot.[12]
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.[14]
With round-robin looting, party members take turns looting.[14]
Need before greed
This is a traditional need before greed system based on dice rolls.[14]
Since there is very little gear binding in 创造的灰烬, it's left to the party to deal with players who excessively roll Need on loot.[15]
Bidding system
Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[14]
  • The highest bidder wins the item.[14]
  • The gold then goes into a pool that is split among the rest of the party members.[14]

Loot tables

Monsters drop hunting certificates, 项目 and crafting materials rather than gold.[17][18]

A wolf is not going to be carrying a sack of gold. It may instead drop "pelts" that can be traded for gold.[18]
  • Hunting certificates will also drop on a character's death.[17]
  • Hunting certificates can be traded with hunter NPCs within nodes.[17]
    • The level of the node and the distance of the node from the drop will determine the value of the certificate. Certificates redeemed from distant economic regions via the caravan system will provide higher returns (4 to 5 times greater in some cases) than certificates collected from the same region.[19][17]
    • The value of the certificates are also calculated (by the world manager algorithm) based on the volume of certificates being redeemed in each region.[19]
  • Hunting certificates can also be stored within node warehouses.[17]

Loot tables of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[20][21]

Loot tables are disabled for player controlled monsters.[26]

Experience debt decreases the drop rate percentages from monsters.[27]

Players drop hunting certificates and other items upon death, based on their applicable death penalties.[28][29][30][17]

Loot tagging

Looting rights (also known as Loot tagging) is based on a tag and DPS (damage) system.[13]

  • The first party to obtain a tag (on a mob or boss) will require approximately 40% or more of the total DPS to be granted looting rights.[13]
  • Parties who do not have the first tag will be required to do more than approximately 60% of the total DPS to quality for looting rights.[13]

Gatherers may have the ability to "spoil" a boss' loot.[31]

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.[31] Steven Sharif


See also