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Tulnar

来自Ashes of Creation Wiki
Lex讨论 | 贡献2017年10月14日 (六) 17:10的版本 (Edit link)

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File:Tulnar.jpg
Tul'nar concept art. It is a Race that includes some beast like qualities.[1]

The Tul'nar fled to the underrealm to escape the Corruption that befell Verra.[1]

  • This race is a combination of different races that were left behind on Verra.
  • Tul'nar is the only race that does not have subtypes.
  • Tul'nar stands for "the forgotten".[ 需要引用 ]
  • Players will be able to control dials to alter which attributes come to the forefront of their character's design. There will be reptilian, mammalian, humanoid and other attributes in the character creator to play with.[ 需要引用 ]

Underrealm

Unlike the other races, the Tul'nar won’t be returning to the world, instead they will be returning to the surface for the first time in centuries.[2]

Underrealm node concept art.[3]

One of the aspects of the Lore behind the Tulnar was that in the pantheon of gods that exist- having foretold the future through the Goddess of Fate to the Goddess of Creation- these areas in the Underrealm were created in to allow for refuge for which the gods knew would be left behind that couldn't make it to Sanctus. So that was a pre-thought there in the creation of the Underrealm to facilitate that realm where refugees could seek.[4]Steven Sharif

Alpha-0 Underrealm Sharptooth cat mob concept art.[5]

We plan to have the Underrealm really pervasive throughout the game itself, a part of the open world. It will introduce some unique elements such as the type of monsters you see, the type of crops you can grow and houses you can have.[6]Steven Sharif

The Underrealm is a rich environment where bio-luminescence abounds in the fauna and flora that exist here. These deep caverns and underground valleys provide new destinations for civilization to develop. Bringing the node system into the depths of the world may awaken darker creatures than the surface.[7]

  • The Underrealm is estimated to be not too much bigger than 100 km2 in area.[8][9] It is not contiguous space across the entire map. There will be areas that are obstructed by chasms or other features.[10][11]
The expansiveness of the Underrealm itself is quite large. It does persist across across a lot of the playable game area that's above ground. So there are alternatives in the Underrealm for passages and traversal throughout the world.[12]Steven Sharif
  • The location of Underrealm entrances throughout the world is focused around natural geographic choke-points that exist above ground. This provides alternate subterranean routes that can be used by caravans, raids, and other player activities.[8][10][11]
The Underrealm is intending to be bespoke segments of Underrealm territory that are available around areas of choke-point in the world map that are above ground, which are provided for caravan transit across the world. So those caravans as they're approaching these choke-points on land, they will have alternate route options to go down into the Underrealm and to try to traverse that space, as opposed to the choke-points.[10]Steven Sharif
  • Not all entrances to the Underrealm will be open at the same time. This can shift dynamically (based on node states) that cause different routes to open up, which may be more or less advantageous than other routes.[11]
  • There will be bodies of water such as rivers and lakes in the Underrealm that house unique species of fish.[13][14]
    • There won't be boats and other water vehicles in the Underrealm.[13]
There will absolutely be Underrealm lakes and rivers. Those will be locations and very important ones for unique material goods like certain types of fish that players will be able to go down and fish with. But there will not be the use of boats and vehicles within the water- water vehicles of the Underrealm, at least not for launch.[13]Steven Sharif

其他

Notes