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Some environments (Biomes) have fixed climates and others are variable.[2]

  • There will be dynamic weather that varies in intensity.[5]
    • For example: Drizzle to/from storm, or Blizzard to/from snow.

There are climate effects that occur from a buff standpoint. They can also affect skills like, let's say you're using a frost bolt in a winter climate. There's the ability for those effects to be enhanced and/or stronger in those climates.[6]Steven Sharif


Ashes of Creation Seasons – First Look (Pre-alpha).[7]

We want to really make the environment immersive and actually affect gameplay.[8]Steven Sharif

Seasons affect different zones (environments/biomes) based on their location in the world.[8]

  • There will be regions of the map with seasons that are less (or more) temperate.[11]
    For example: Northern, Southern and Tropical regions.[11]
  • Events may radically change the current season a zone is in, or elongate it.[4][12]
  • There will also be magical seasons where you might be in a tropical zone and suddenly it's snowing.[11]
  • Items, crops, buildings, and crafting mechanics might gain certain buffs or debuffs in certain seasons.[13]

Winter might have a spawner that activates on a road that spawns at large fallen tree and players who see that will have an opportunity to go up and exert some type of one-time action that helps in removing that tree and it might require you know X number of people to do that before the tree gets removed; and that you know as an example is not beneficial for the transit of goods because as you know caravans require- well they don't require but they move better on roads and if that tree were present let's say blocking you know a road that led to a bridge per-se that they would have to off-road.[8]Steven Sharif

Different seasons may affect access to various roads.[4][12][8]

  • Pathways that are open during summer may be closed during winter.[8]
  • Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[4][12][14]
  • Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[8]
    • Ice will make roads bumpy and slippery.[15]

Seasons change on a weekly basis during scheduled downtime.[16]

  • Each month in real-life will effectively be a full seasonal rotation in the game.[16]
  • Environmental seasons are not to be confused with PvP seasons, which last for six months.[17]

In Ashes of Creation the world will change on a regular basis. Zones will progress in a seasonal cycle, which will alter the very nature of the environment around you. Snow may block pathways that are accessible in warmer months, spring may encourage creatures otherwise unseen to come to the surface, and fall might be the only time that certain crops thrive. This cycle can then take in the state of the world’s Nodes and shift depending on their progression.[14]


There will be elements (such as Air, Fire, Water, Lightning) in Ashes of Creation each with their own resistances.[18][19][20]

  • Other elemental influences may include Darkness, Light and Planar.[20]
  • Elements may have more influence in certain seasons and climates. For example, frost abilities may be stronger in winter. This affects both PvE and PvP.[6][21]
  • There may be ley lines and strong magical places in the world that change or alter the way spells work.[22]

We've discussed a little bit about how the seasons and biomes will react with different types of skills. Like if you have a fireball and it's summer it might be a little bit different. If it's winter and you have a frost ability it might be different.[21]Steven Sharif

We want to get a nice spread of abilities that that are influenced by what's going on your zone.[21]Jeffrey Bard

Day and night cycle

Early Alpha-1 dynamic lighting example.[23]

This has been some of the work done on the dynamic aspect of not just the clouds and the skyline, but also the different times of days that will be experienced through the world... We are not going with a 'baked' lighting aspect; we're going with a dynamic lighting aspect. So it can be a little bit costlier, but at the same time it really adds a type of mood that you would come to expect with the aesthetic you are seeing here in a game like Ashes of Creation.[24]Steven Sharif

There is a day/night cycle in Ashes of Creation.[26][27]

Fifteen minutes may be one hour in game time.[30]


Pre-alpha Mage's detection utility skill casts light and reveals magical explosive hazards.[31]

Darkness as an environmental obstacle is being considered as part of the game mechanics.[32]

How deeply we take this though is really going to come down to how much fun it actually is, which we’re still in the process of discovering. As long as we can nail some interesting mechanics, and it’s not more frustrating than fun, make sure you bring your torch.


Waves on a beach by Michael Bacon.[33]

There won't be tidal patterns in the ocean, but the ocean will not be static content all the time. Unique content will be represented at certain times with regards to certain climates.[34]

See also