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Respawn locations

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Non-corrupt players always respawn at the closest active respawn point (to their death).[1]

  • Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[2]
  • Events in progress may disable certain respawn points in proximity to those events, which might cause players to respawn further away.[1]

That has to do with the lore behind death and resurrection and what it means to have your soul connected as a conduit of that spark of life given from the Goddess of Creation, being that phoenix type of avatar; and if corruption has moved into an area and an event has started, the access to those kind of ley line oriented respawn points may be obscured- might not be accessible. So that could create some additional distance that needs to be traveled as part of these types of events.[1]Steven Sharif

Respawn lore

Player death animation (WIP).[3]

The lore behind how death and resurrection exists within Ashes of Creation is the concept of this Avatar of the Phoenix being represented of the Goddess of Creation, from which all life on this plane has has come from essentially... Because when you do get reborn it's that connection with your soul to the essence that binds you with the Goddess of Creation that brings that spark of the of that Avatar of the Phoenix back and brings you to life through that manipulation of the essence. So this is a little update on the ash effect.[3]Steven Sharif

As players enter into the world of Verra they are empowered with the spark of life that comes from the Goddess of Creation. This spark houses a portion of what represents their soul and their conduit to The Essence.[3][4][5] When a player dies they disintegrate into ashes, in accordance with the mythology of the cycle of life, death, and rebirth that is associated with the celestial avatar of the Goddess of Creation, the phoenix.[3][4]

  • The ash pile conveys the location of the body, so that the player may be selected for resurrection.[3]
  • The ash pile is also interractible to allow players to loot any dropped items.[3][4]
    • These ash piles are immediately lootable by any player.[4]
    • Player flagging is not triggered by looting.[6]
  • This effect applies to players and not mobs.[3]

The reason for why respawning occurs, as you guys know, the avatar of the Goddess of Creation is the phoenix; and the phoenix obviously has some very stable mythological lore to it with regards to the cycle of life and death and rebirth; and that type of thing. As you enter into the world of Verra you are in a way empowered with the spark of life that comes from the Goddess of Creation herself, and in that sense you're able to house a portion of what that represents in your soul and your... conduit to the essence.[4]Steven Sharif

Death penalties

Player death in an open world dungeon in Alpha-1.[7]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[8]Steven Sharif

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[3][4][9][10][11] These ash piles are immediately lootable by any player.[4] Player flagging is not triggered by looting.[6]

  • A non-combatant (green player) who dies suffers normal penalties, which include:[10]
    When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[14]Steven Sharif
    • Dropping a percentage of carried gatherables and processed goods.[9][10]
      • This also includes a percentage of the certificates a player is carrying.[11]
      • If a player dies there will be a period of time before their mule despawns. Other players must kill that player's mule to be able to loot it.[16]
      • If a player's mule dies its corpse will contain the same percentage of lootable items as the player.[16][17]
  • A combatant (purple player) who dies suffers these same penalties, but at half the rate of a non-combatant.[10]
  • A corrupt (red player) suffers penalties at four times[18] the rate of a non-combatant, and has a chance to drop any carried/equipped items based on their current corruption score. This includes:[18][10]

Experience debt will scale to approximately 2 or 3 percent of the total XP for a max level player. These numbers are subject to change based on testing.[22]

  • As of May 28, 2021, the experience debt in Alpha-1 testing is "completely off mark" and will either be changed or disabled prior to the next spot test.[22]

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[23]

There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[23]Steven Sharif
  • Death penalties do not differ between PvP and PvE, but this is subject to change.[24]

Death by drowning is possible.[25]

See also

References