Beruflich Dokumente
Kultur Dokumente
Assassin’s Creed
Empire
Version 1.0
Created: Aug 13, 2016
Last Updated: Aug 27, 2016
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Table of Contents:
1: Project Overview
2: Game Overview
2.1 Overview 3
2.2 Story 3
2.3 Characters 8
2.4 World 10
2.5 Missions 14
2.6 Weapons, Armor, and Upgrades 15
2.7 Collectibles 23
2.8 Currency 24
3: Gameplay
3.1 Combat 25
3.2 Abilities 27
3.3 Skills and Leveling 33
3.4 Notoriety 36
3.5 Brotherhood 37
3.6 Conquest 38
3.7 Multiplayer 38
4: Menu Layout
5: Game Layout
Assassin’s Creed Empire seeks to revitalize the series using new mechanics, story-telling, and
approach to the entry by giving more freedom to the player.
Assassin’s Creed has three main gameplay systems: Stealth, Combat, and Parkour. Players can
crouch and snap to cover. Alternatively they can hide in rooftop gardens and bales of hay. With th
e
proper skill point allocation players can hide within crowds as well. Combat is based on the use o
f
a weapon and the player’s ability to parry, attack, use strong attack, break defense, and use
combos. Over time the players can unlock new weapons and moves to fight with. Parkour is a
simple parkour up and parkour down like Assassin’s Creed Unity. Players are able to climb up an
d
down while running across rooftops and able to easily jump over and under obstacles.
1.3 Genre
Assassin’s Creed Empire is a historical action sandbox set in Lower Egypt, Greece, and Rome
during the Greco-Persian Wars.
1.4 Writer
This was entirely written by Noah M Stavish as a fan piece for the speculated Assassin’s Creed
Empire. This would not normally be present, but the Assassin’s Creed IP does not belong to Noah
Stavish. Furthermore, due to this game not being in development, a target audience section was
excluded.
2: Game Overview
2.1 Overview
Assassin’s Creed Empire takes place over a twenty six year period during the Greco-Persian Wars
from 486 BCE to 460 BCE. Players have access to a wide variety of weapons and tools to
complete their objectives using stealth, combat, and parkour.
2.2 Story
● Darius with the other assassins fall back with the people to Salamis.
● Xerxes and Hamilcar lead an attack on Salamis. With the three assassins and Athenian
general Thermistocles, the battle goes in favor of Athens. During it, Darius uses the
confusion to kill Hamilcar. Xerxes withdraws and leaves Mardonius in charge.
● James comes out of the animus slightly before expected and overhears Sophia and Alan
Rikkin talking. They know James has been having doubts, and Alan believes it’d be easie
r
to kill the boy than try to keep control of him, given his lineage.
● James gets some rest, uneasy about what he heard. And re-enters the animus when he
awakes.
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and free.
● Arno departs from Paris to Cairo after learning that Napoleon will be raging his war nearb
y
in search of the apple with Al-Mualim. There, the American Mentor Connor is to take it
to
America.
● Arno arrives at the Assassin Bureau to find Al-Mualim dead. (murder mystery)
● This will lead Arno to discovering a large Templar presence in the area.
● With Connor, Arno will discover that the Templars were paid by Napoleon to help retrieve
the apple.
● After killing the Templar leaders and liberating the area, it’s revealed that Shay Cormac is
leading the group.
● Arno and Connor enter a temple and find Shay waiting for Napoleon.
● Shay uses the apple to kill Connor and Arno manages to kill Shay.
● Arno leaves the Temple and finds Napoleon about to enter. Napoleon thanks his friend for
finding the apple and asks for it.
● Arno attempts to use the apple on Napoleon, but he laughs it off and takes it from Arno
and leaves Cairo, ready to become the First Consul of France.
2.3 Characters
MODERN DAY:
James M. – T/A – Son of Desmond, player in modern day, has been in Templar Care for 10 years
Sophia Rikkin – T – Daughter of Alan, oversees James and calls him Son (very close).
Alan Rikkin – T – Grandmaster of Templars and cares little about James, believing he has too
much assassin heritage.
William Miles – A – Grandfather of James, and de-facto leader of the Assassins since 2000.
Shaun Hastings – A – Historian and Assassin. He becomes leader after William Dies.
Galina Voronina – A – Best Assassin there is, and has a personal vendetta for Otso Berg.
Alvaro Gramatica – T – Mad scientist trying to revive a body for Juno
Bishop – A – The descendent of Eve and the only one who can stop Juno
Rebecca Crane – A – Assassin and techie who runs the Assassin’s animus (with Bishop)
Otso Berg – T – Leader of Sigma Team and is hoping to bring James onboard
Hamilcar Barca – T – Carthaginian leader backed by Xerxes who came to Greece to tell Xerxes h
e
failed to take Sicily
Mardonius - T – Athenian Ruler that used the apple of Eden in Thesally (Athens) for Xerxes
Aelius – T - Roman Slaver and thief
Jalal – T - Persian General that leads Immortals
King Xerxes 1 of Persia –T - Persian King
Publius Valerius Publicola – T - Roman Consul that worked for Achaemenes
Lucius Cornelius Maluginensis – T - Tusculum Dictator and Slaver working for Persia
Achaemenes – T - Xerxes Brother and Grandmaster of Templar Order
ALEXANDRIA CHARACTERS
Amunet – A – Assassin who hunts Cleopatra and Mark Antony for stealing the Ankh
Cleopatra – T – Templar who fled Rome with her love Mark after stealing the Ankh
Mark Antony – T – Templar who fled with his love Cleopatra after stealing the Ankh
Octavian – A – Leader of the Roman Assassins who contacted Amunet about the couple
ROME CHARACTERS
Aquilus – A – Son of Lucius and a fiercely loyal Assassin
Accipter – A – Cousin of Aquilus and a very clever and sly young man
Caius Fulvus Vultur – A/T – “Ally” of the Assassins who betrays them for power
General Gracchus - T – Roman General and grandmaster that hates Aquilus for being an Assassin
Valeria – N – The wife of Aquilus who works with Accipter to raise Aquilus.
Lucius – A – Father of Aquilus and lifelong assassin and Mentor
Senator Caius - N – Paid by the Templars after finding location of Ankh. Neutral and scared
General Titus – T – Templar that kills Senator Caius and knows the location of the Ankh
Faustinus – A/T – Assassin agent working for Caius Vultur that sold out Aquilus
Weke – N - Lucius’ house keeper
CAIRO CHARACTERS
Arno Dorian – A – Master Assassin and friend of Napoleon. Despite friendship, he puts duty first
Connor Kenway – A – American Mentor and freedom fighter in the colonies
Shay Patrick Cormac –T– Former assassin turned Templar, hired by Napoleon to deliver the apple
Al-Mualim – A – Assassin Master in Cairo that held the apple in secret for years
Napoleon Bonaparte – N – A brilliant leader that seeks power and order.
ENEMIES
Archetypes:
Normal – Basic sword and shield. Normal armor
Agile – Faster than the normal, can tackle the player and run faster, uses just a dagger, least
amount of armor
Brute – Slowest Archetype, carries battle ax or mace sometimes with shield. Lots of armor
Archer – Similar speed to normal, less armor, uses bow and arrow with great distance and
accuracy
Lancer – more armor than the normal and a little slower using a spear and shield
Immortal – Usually carries a Spear, Shield, and Sword, most armor, fastest archetype, cannot be
normal poisoned
Chariot Driver – Generally just has a whip and dagger. Fairly little armor and normal speed.
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UNDERGROUND
Mercenaries – A group of men carrying heavy weapons that will attack any enemy you want for
500 darics
Prostitutes – A group of scantily clad women that will distract guards for 250 darics
Thieves – A group of swift climbers and thieves who will help in combat, a bit, with knives. They
can also distract groups and steal some money for you for 350 darics.
Assassin – A single assassin who will swiftly and covertly take out any target or enter any fight to
help you out.
ANIMALS
Hippo – wild - hunting
Crocodile – wild - hunting
Elephant – tamed – riding
Horse – tamed – riding
Camel – tamed –riding
Fox – wild – hunting
Deer – wild - hunting
Bear – wild - hunting
Elk – wild – hunting
Lynx – wild – hunting
Wolf – wild – hunting
Cat – tamed – domestic
Dog – tamed – domestic
Boar – wild – hunting
Hare – wild – hunting
Caracal – wild – hunting
2.4: World
The world is split into several distinct maps of Egypt, Greece, and Rome. The maps will be laid
out like Assassin’s Creed Unity (3D world to look around).
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Egypt contains a couple larger cities of Memphis, Heliopolis, Merimida, Sais, Xios, Damietta,
Tanis, and Naukratis with the Wadi Natrun and several smaller oases in the west and small towns
littering the Nile River Delta. The Map only goes as far east as Pelusium, as far south as
Herakleopolis, and as far west as “t” in “Libyan Desert” from the picture above.
The map of Greece is inside the box there, with Thermopylae in the North and Sparta in the south
.
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This is the center of Rome which will have the appropriate wall around it. To the north of Rome is
Aequi, to the east is Veii, and to the south is Tusculum. Rome is the smallest map.
Rift Rome however will be much larger as shown here and will also include the city of Lugdunu
m
to the north with a military encampment in the center.
(Lugdunum)
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pyramids (Giza) to the west, Heliopolis just to the north, Helwan just south, a military
encampment to the east, and at the bottom of the map is Edfu which has a well with the Scepter o
f
Aset in a box shaped like an Ankh in it.
2.5: Missions
Instead of going through every single mission in the game, this will outline the different mission
types that will be played. All missions are blackbox missions where the player is not automaticall
y
desynchronized for being detected, but instead now has to complete the mission in a new way.
Optional objectives will be available for full sync in all scripted missions. Radiant quests don’t
count for sync but do offer extra rewards for optional objectives.
STORY
Story missions can combine multiple mission types. See Story for basic idea of missions
and gameplay
LIBERATION
General Assassination
Hideout Takedown
Transport Raid
Slave Freedom
Riot
Civilian Protection
Hideout Destruction
COOP
Assassination
Heist
Story Based Mission
FACTION QUESTS
Assassin kill x
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Assassin investigation
Assassin Recruit
Prostitute Tail
Prostitute Steal
Prostitute beat
Thief Heist
Thief Raid
Thief race
Mercenary Fights
Mercenary Battle
Hunter kill x
Hunter find beast
Hunter Mystery
CYRUS ARMOR QUESTS
Pyramid (Egypt)
Pompeii (Rome)
Temple of Juno (Rome)
Troy (Greece)
Mt Olympus (Greece)
Caves of Petra (Egypt)
SIDE QUESTS
Crime Mystery
Fetch Quest
Defend Citizen
Kill Quest
Beat Quest
Delivery Quest
Races (chariot, horse, boat, elephant, foot, camel)
RADIANT QUESTS (all can be coop) (randomized and infinite)
Random Crime
Tax Collection
Assassin Targets
Defend Citizen
Raid
Delivery Quest
Investigations
Races (chariot, horse, boat, elephant, foot, camel)
Weapons are on a scale of 1-10 with damage, parry, speed, and range and can be upgraded once
for a price. The bow and arrow, guns (shooting), darts, throwing knives, and smoke bombs are no
t
included in this list because they cannot be upgraded and are all secondary weapons.
Bow and Arrow are instant kill in head, and do 10 damage everywhere ese (guns are the same)
Poison darts do as they instruct (Poison, slow kill, go berserk, or make them fall asleep (Non
lethal)
Throwing Knives are instant kill for all but Immortals with headshot, and do 5 damage elsewhere.
They are also louder than the bow and arrow, but much quieter than guns
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Smoke bombs briefly put up a cloud of smoke that enemies can’t see through and are stunned by.
Weapons Type Da Pa Sp Ra Unloc co Upg U U U U U
ma rr ee ng k st rad Da Pa Sp Ra Le
ge y d e e ma rr ee ng ve
ge y d e l
Basic Norm 1 1 2 1 start fre 500 1 2 2 1 2
Sword al e
Blade
Whip range 2 1 2 2 seque fre 100 3 2 2 3 2
d nce 9 e 00
Wooden heavy 2 1 1 4 seque 10 250 3 2 1 6 6
Hammer nce 2 00 0
Wooden long 1 1 1 2 seque 15 300 2 1 2 3 3
Spear nce 2 00 0
Wooden small 1 1 1 1 seque 10 100 1 1 2 1 2
Dagger nce 2 00 0
Copper Norm 2 2 1 1 seque 20 300 2 2 2 1 2
Short al nce 3 00 0
Sword Blade
Wooden heavy 2 1 2 2 seque 25 400 3 2 2 2 2
club nce 3 00 0
Wooden long 2 2 1 2 seque 30 500 2 2 2 3 3
Staff nce 3 00 0
Copper small 1 2 2 1 seque 50 500 2 2 2 1 2
Sagris nce 4 00 0
Copper heavy 3 2 2 1 seque 50 750 3 2 2 2 3
Ax nce 4 00 0
Copper long 2 2 2 3 seque 75 100 3 2 2 3 3
Spear nce 4 00 00
Copper Norm 2 2 3 2 seque 10 125 2 3 3 2 3
Akinakes al nce 5 00 00
Blade 0
Copper heavy 3 3 2 1 seque 12 150 3 3 2 2 3
Mace nce 6 50 00
0
Copper long 4 1 1 4 seque 13 150 4 2 2 4 4
Long nce 6 00 00
Maul 0
Copper Norm 3 2 3 2 seque 15 200 4 2 3 2 4
Kopis al nce 6 00 00
Blade 0
Copper small 3 2 3 1 seque 15 175 3 3 3 1 3
Dagger nce 7 00 00
0
Copper Norm 4 2 3 2 seque 17 200 4 3 4 2 4
Gladius al nce 7 50 00
Blade 0
17
Steel Ax
Bronze Heav 84 62 62 42 seque 42
17 440
250 85 73 62 53 85
Battle Ax y nce 12
7 50
00 00
0
Steel Long
Bronze long 74 62 62 84 Seque
seque 18
42 445
225 84 83 84 95 84
Spear
Maul nce 12
8 50 00
0
Steel
Bronze Norm 74 73 82 42 seque 20
43 450
200 84 74 84 53 84
Akinakes al nce 12
8 00 00
Blade 0
Steel
Bronze small
heavy 94 83 74 41 seque 20
43 455
250 94 84 84 52 95
sagris
Mace nce 13
8 00
50 00
0
Steel
Bronze small
Norm 75 64 94 23 seque 22
44 465
250 85 84 95 23 95
Gladius
Sagris al nce 13
9 50
00 00
Blade 0
Steel
Bronze long 85 73 73 95 seque 25
44 470
250 95 74 84 95 95
Long
Spear nce 13
9 00
50 00
Maul 0
Bronze
Steel Norm 86 94 85 4 seque 25
45 475
300 96 85 95 5 96
Kopis al nce 13
9 00 00
Blade 0
Steel
Bronze small 85 74 95 2 seque 30
45 475
350 85 95 96 2 96
dagger
Dagger nce 14
10 00 00
0
Sword
Iron Axof Norm
heavy 96 4
10 94 4 liberat
seque 30
50 100
350 6
10 5
10 4
10 54 6
10
the al ence 10 00 00
000
Immortals Blade Egypt 0
Iron Long
Leonidas' long 95 94 94 6
10 seque
liberat 32
50 100
350 6
10 4
10 4
10 6
10 6
10
Maul
Spear ence 10 50
00 00
000
Greec 0
Iron Norm 6 4 5 4 eseque 37 400 6 6 6 4 7
Akinakes
Slaver's al
heavy 10 9 9 4 nce 10
liberat 50 00
100 10 10 10 5 10
Mace Blade e 0
00 000
Iron Mace heavy 7 4 4 4 Rome
seque 035 400 7 5 5 4 7
Assassin small 9 9 10 2 nce 11
Kill 00
50 00
100 10 10 10 2 10
Bone all 0
00 000
Dagger
Iron small 6 4 6 2 Gener
seque 035 400 6 4 7 2 7
Sagris als
nce 11 00 00
Basic small 2 1 1 1 Alexa 0
fre 100 2 1 2 1 2
Dagger
Iron Spear long 6 5 5 7 ndria
seque e40 0425 6 6 5 7 7
Copper small 4 2 2 2 nce 11
Alexa 00
25 00
250 4 3 3 2 4
dagger ndria 0
00 0
Iron Kopis
Bronze small
Norm 6 46 47 2/4 seque
Alexa 40
10 435
150 67 6 67 24 68
Dagger al nce 11
ndria 00 00
Blade 0
Iron small 87 6 67 2 Alexa
seque 41
25 250
435 87 87 87 2 8
Dagger nce 12
ndria 50
00 00
0
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Armor is for the head, chest (linothorax), arms (bracers), and feet (boots). It can be bought at
stores and cannot be upgraded. Armor is based on a 1-5 system. Damage resistance is the amount
of resistance the armor has before breaking. 5 cannot break. Health addition will give the player
more health from their starting 5.
Linothorax – 4 hides
Hood – 1 hide
Egyptian armor needs – hare, caracal, or crocodile
Roman armor needs – wolf, deer, fox
Greek armor needs – lynx, bear, elk
Immortal Armor needs – crocodile, hippo, boar
The player must have the required number of hides from any of the required animals.
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(Armor of Cyrus)
There is no armor for the Rift Sequences. Instead, hunting will provide crafting options for bag
upgrades while health is bought with skill points. Weapons must still be bought normally though.
On top of armor customization, players can also equip different outfits or dye their robes different
colors. Outfits include:
Assassin Outfit (normal)
Master Assassin Outfit
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Slave Outfit
King’s Outfit
Legacy Outfits
Altair
Ezio (ACB)
Shao Jun
Edward
Haytham
Shay’s Master Templar Robes
Aveline
Connor
Arno’s Master Outfit
Arbaaz Mir
Jacob’s Master Assassin
Evie’s Master Assassin
Nikolai Orlev
Aquilus Outfit
Amunet Outfit
Armor of Caesar
Roman Legionary Outfit
French Army Outfit
Daniel Cross
Desmond Miles
Dyes include
Assassin White
Egyptian Ivory
Roman Red
Greek Green
Persian Gold
French Blue
Templar Black
Regal Purple
2.7: Collectibles
MODERN DAY
Tablets
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Tablets left around will give info on modern day characters, motivations, and
factions
Sticky Note
These tell the story of Juno leaving the gray and Desmond and Clay trying to stop
her.
PERSIAN EMPIRE
Chests
Contain money
Hunting Supplies
Gains from hunting and can be sold for money
Animus Fragments
Unlock database files
Rift Fragments
Unlock rifts
Pages of History
Chasing pages throughout the world. Unlocks a special weapon
Feathers
Unlocks a color for customization
ALEXANDRIA
Chests
Contain money
Animus Fragments
Unlock database entries
Rings
Unlock a special outfit
ROME
Chests
Contain money
Animus Fragments
Unlock database entries
War Letters
Unlock a special outfit
CAIRO
Animal Native Egyp Greec Rom Chests
t$ e$ e$ Contain money
Hippo Egypt 2500 3000 5000 Animus Fragments
Crocodil Egypt 1500 2500 3000 Unlock Datbase Entri
e es
Fox Greece, Rome 150 100 100 Napoleon Bicorne
Deer Greece, Rome 250 150 150 Unlock a special outf
Bear Greece 1000 750 1000 it
Elk Greece 500 250 500
Lynx Greece 200 125 200 Viewpoints (synchronize and fill up
Wolf Greece, Rome 250 100 100 map)
Boar Egypt, Greece 150 150 250
Hare Egypt, Greece, 50 50 50 Maps can be bought to find collectib
Rome les in all areas.
Caracal Egypt 125 200 200
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2.8: Currency
In the main game (486BCE-460BCE), the entire world uses the Daric, a gold coin with Xerxes on
it. In Alexandria the currency is a similar gold coin (pentadrachm) with Cleopatra’s likeness on it.
Rome in 259 CE uses the golden Aureus. Finally in Cairo the player will have basic gold coins.
Money can be used to buy weapons, upgrades, and armor as indicated above, along with dying
your robes (normal robes only), and buying lockpicks (25), medicine (75), instant heal (50),
berserk darts (150), poison darts (100), sleep darts (125), arrows (75), fire arrows (300), and
throwing knives (30). In some time rifts, money can also buy smoke bombs (500), phantom blade
s
(100), berserk phantom blade (250), and bullets (75).
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3.1: Combat
Combat is much more free form now than ever before. Previously, locking onto an enemy would
narrow you movement and camera angles to always face the enemy, but now locking on will not
do that. The player can still run away from combat, but remain locked on to an enemy (provided
they’re within 25m). It also allows for the player to more easily move around to fight different
enemies during multiple enemy encounters, and more easily look at what the other enemies are
doing.
Once the player has entered a fight (by agitating guards or civilians), the player has a few options:
Use primary weapon
Use secondary weapon
Run away
Throughout the game the player can carry a primary weapon and secondary weapon. These
weapons include swords, hammers, axes, poles, spears, daggers, throwing knives, medicine, fists,
hidden blade (rifts and past sequence 11), bow and arrow, poison darts, berserk darts, sleep darts,
whip (past sequence 9), and money (can be thrown on ground). Only one sword, hammer, ax, or
spear can be carried at a time (along with one dagger and hidden blade). Only daggers and swords
can be disarmed.
A normal attack is done by pressing the attack button. Holding the attack button will cause a
heavy attack, which are harder to block/parry.
A combo attack is done by using a special combination of keys. Combos change based on the
primary and secondary weapon equipped. Combos will instantly deal a killing blow or put the
enemy in a nearly dead state. Combos are:
● Attack + attack + attack = very strong attack
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Finishers are performed on enemies that are nearly dead, but still standing. If several enemies are
still standing, a multi-finisher can be performed. Finishers can also be performed with secondary
weapons like throwing knives.
Break defense can be done in a variety of ways. An easy way is to hit the break defense button,
which will cause the player to kick the enemy to lower their defense. With the proper skill point
allocation, the player can also grab a nearby enemy and use it as a human shield from an incomin
g
ranged attack (arrows, darts, knives, bullets, bombs). Using the break defense button several time
s
quickly will cause the player to trip the enemy (combo). If there is no enemy aiming at the player,
holding the break defense button could also make them throw sand/dirt at the enemies’ face
temporarily blinding them. Another combo that can be done with break defense (and then parry) i
s
grabbing the enemy, allowing for the player to beat them or throw them (this must be with fists
and not weapons).
Parry is a move that allows the player to block an attack including normal attacks, heavy attacks,
roll overs, and grabs. If the player presses the parry button at the right time before an attack
(indicated by a gold icon instead of the normal red), they will perfectly parry, causing some
damage to the enemy. Alternatively, the player can dodge by pressing the run button and parry
button at the same time. The Parry is not a counter attack, and while it is possible to “counter
attack” this is not the same as Assassin’s Creed 1 – 4 counter attack. Parrying simply pushes the
enemy back away a little bit.
Heavy attacks from Heavy weapons done on small weapons and normal weapons have a chance t
o
disarm the player if the player does not perform a perfect parry or dodge. New weapons can be
picked up off the ground though.
Secondary weapons can be easily used with the tap of a button, however, they can also be more
carefully aimed towards targets using the aiming button.
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8
Throwing darts will automatically kill any enemy they hit in the head, however do much less
damage anywhere else. Immortals will take several headshots. Alternatively, they can be used as a
distraction by hitting a wall or ground instead of enemy.
Arrows can be easily shot after aiming by pressing the secondary weapon button. Holding the
button will make you shoot 2 or 3 arrows (dependent on time held).
Medicine can be equipped and used in battle, however, instead of just a button press, the player
has to hold the button to drink the medicine which will slowly refill your health over a period of
time. One bottle will refill the player’s health to the max, no matter what. If a drink is the bottle of
medicine is considered full and the player keeps the health. Once the player hits max health
though, the bottle is considered empty. The player can hold several bottle of medicine at once.
The Blow Pipe is more accurate after being aimed for several seconds and will transmit a status
effect onto the enemy that’s hit based on the type of dart used. Poison darts will kill enemies,
berserk darts will cause them to attack everything they see, and sleep darts make them fall asleep.
Smoke Bombs – Can throw a smoke bomb anywhere the player can reach, including at enemies.
The smoke will briefly blind and confuse them. Upon clearing up, they will search for the player
though.
ANIMAL
The player can equip their animal as their secondary weapon and briefly take control of them.
While controlling the animal, the player can scout areas and attack/distract enemies. The Eagle
will violently peck enemies while the asp will poison a target. They do have limited health though
,
and once knocked out, cannot be used for a minute. They also cannot be controlled in the middle
of a fight, but can be called upon for some limited help.
3.2: Abilities
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Assassinations
The player is also in charge of the brotherhood, liberation, notoriety, and their skills (discussed
later).
BLENDING
Players can easily hide in plain sight by blending. Blending is simply social stealth by using
crowds to your advantage. While walking normally, the player can walk into a group of people
and join in the activity they’re doing (talking, walking, drinking, sitting, or other mundane tasks).
While in the group of people, the player can move around and see where the boundaries are. If th
e
player is blending with a moving group, they will automatically walk with the group (or person)
and will not need to move forward manually, unless they want to. Blending can also be done with
people on benches or leaning against walls. While guards will not detect the player while
blending, guards are able to break up groups of people, which will allow them to detect the player
.
The player is also able to hide in wells, bales of hay, and rooftop gardens, all of which also stop
the guards from detecting you (unless they check those areas specifically).
PET CONTROL
Controls for the pets will be similar to normal movement with the player being able to use the
camera to point where to fly and movement button(s) to move up, down, left, and right. Players
can press the secondary weapon button to return, the attack button to attack, eagle vision button
for eagle vision, and finally the action button to land (which pauses the use timer). The snake can
slither faster and move forward, backwards, left, and right and also change camera directions. Th
e
attack button will use the poison, and the snake can still use eagle vision and be recalled with the
secondary weapon button. The wolf can use eagle vision, crouch down (and run while crouched),
bite with the attack and recall with the secondary weapon button. The Caracal functions the same
way as the wolf, who has the same controls as the player (without parkour).
To take control of the pet, you must “equip” it to the secondary weapon and use it.
EAGLE VISION
Eagle vision allows the player to find and track NPCs with “ill intentions”. While using eagle
vision, everything will go gray and certain things will glow different colors.
White: Hiding Spot
Blue: Friendly
Red: Hostile
Gold: Target
Looking around in eagle vision allows players to also see walk patterns of hostiles and targets, tag
hostiles and targets (allowing them to be tracked through walls), and will be used in a 25m radius.
The player cannot sprint while using eagle vision and will only track tagged hostiles through
walls, and will not allow you to find new targets to tag through walls. Tags will stay lit up even
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outside of Eagle Vision until they die, the player leaves the 25m zone, or 90 seconds has passed.
LOCKPICKING
Players are able to lockpick (with proper skill point allocation) by using lockpicks to push
tumblers up in a similar minigame to Assassin’s Creed Unity’s lockpicking minigame. Players wil
l
press the action button at the right moment as the tumbler moves up and down. Locks with more
tumblers will be much faster and take more skill points to slow them down.
PICKPOCKETING
Players can steal money from civilians by holding the pickpocket button. Upgrades in the skill tre
e
allow for the player to pickpocket a single person up to five times. If a civilian realizes the player
has robbed them, they will fight the player. Guards who see you pickpocketing will immediately
fight you.
LOOTING
Players can loot dead bodies using the loot button. Doing so will give similar rewards to
pickpocketing, but also yield ammunition and medicine. Looting bodies will provoke civilians an
d
guards, if seen.
HIDING
In a normal zone, guards who see you will likely not detect the player unless the player are in
High Profile (using high profile button or combat).
Restricted zones (red) means that guards who see you will detect the player very quickly.
Objective zones (green) – is an area that the player’s objective will be in.
Players can increase their chance of being detected by going behind stationary guards who are
guarding an area, standing near bodies, being in a restricted zone, or being in high profile.
While the player is not watched by enemies, the player is able to hide by snapping to cover behin
d
an object, hiding in hay, hiding in wells, hiding in rooftop gardens, social stealth, or hiding in tall
grass and ferns. Snapping to cover is done by just walking up to it,
If the player is near a dead body, they can pick up the body and hide it in any tall grass, wells,
gardens, or bales of hay. Utilizing these hiding areas is key to navigating restricted zones without
constantly entering fights.
WHISTLE
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While hiding in gardens, bales of hay, grass, and behind cover, the player is able to whistle to
bring nearby enemies closer by pressing the whistle button. When the player whistles, a small
expanding ring is shown to help indicate which enemies can be affected by the whistle.
PARKOUR
Flat Running
Parkour Up
Parkour Down
Flat running is done on flat land or small slopes and is done by holding the run button only.
Holding this towards an object that the player can slide over or under will automatically make the
player do so if they are just holding the parkour (run) button. The player will also automatically
jump to other objects in the pathway if they are close enough. If no similar height
Holding Parkour plus the parkour up button makes the player climb up walls and steep slopes
where possible. Holding the parkour up at a ledge will make the player jump (regardless of what’s
on the other side).
Holding Parkour down will only do something if the player is near an edge. When near an edge,
holding parkour down will make the player descend in a controlled matter, very quickly.
Parkour is mainly done on buildings, however, it can also be done in some trees and along rock
faces. The player is also able to swim, swim faster, and dive for 30 seconds. Finally, the player ca
n
do a leap of faith into a bale of hay from a higher location. These are marked by birds and eagles.
TRANSPORTATION USAGE
Throughout the Empire and rifts, players will have several methods of transportation:
Players can hijack all forms of transportation by killing the previous user or pressing the hijack
button on Horses, Camels, Chariots, and Boats.
HORSES
These move the fastest on dirt, grass, and walk, and can gallop up to 25 mph normally, and 30mp
h
when spurred. However, horses normally do 10 mph in sand, and 13 when spurred. They have 10
units of health Standard Controls apply. Player will can use normal and secondary weapons from
horses.
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CAMELS
These move about 35 mph in easy terrain and do 40 when spurred. In sand, Camels do about 30
and spurred do 35. They have 12 Units of health. Standard controls apply. Player can use normal
and secondary weapon from camel.
ELEPHANTS
These generally move about 12 mph in all terrain and can be spurred to do 15 mph. Elephants,
unlike camels and horses can carry more than 2 people at once and will often be outfitted with
some armaments. The size and tusks also can be used in combat. Players can only use secondary
weapons while driving elephants. If they are pulled up to armament (or is sitting up there), the
player can use any weapon. Standard controls apply. The normal attack with an elephant is tusk
swing.
CHARIOTS
Chariots have 2 horses and 20 health. If both horses die or the chariot loses its health, the chariot i
s
destroyed. Standard controls apply. Players can use ranged secondary weapons while driving
chariots only. While on a chariot, players can also dislodge a horse and jump onto it, instead of
continuing on the chariot.
BOATS
On boats, the player can press the row button to move faster and aim using the camera and
movement. Only secondary weapons can be used on boats unless an enemy boards it and tries to
attack (which can be fought using the primary weapon). To slow down, press the slow button.
Ships will make an appearance, but will not be usable, especially outside the main mission they’re
in.
INTERROGATION
Interrogations are performed to learn information about targets. Performing multiple interrogation
s
may unlock more ways to kill and approach the target. Interrogations for all targets, radiant, side,
and main, are primarily randomized (radiant). No interrogations must be completed to find a
target, but they will generally make targets easier to kill and find. There are multiple ways to
perform an interrogation:
Pickpocket
Eavesdrop
Tail
Chase
Intimidate
Thief Smear Campaign
Prostitute Intel
Mercenary Takedowns
Protect Whistleblower
All of the listed ways of interrogation are blackbox style missions, meaning that if a tail fails, it
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can turn into a beat up event, or you can kill the tail, and loot the information.
Pickpockets – follow and steal information from someone without them noticing
Eavesdrop – listen in on conversations by staying incognito. The Player may have to tail or stay
stationary to learn more.
Chase – chase an NPC and tackle them before they reach their destination
Thief Smear Campaign – hire thieves to lead a smear campaign against target, leading to someone
speaking out against target who has information who must be bribed.
Prostitute intel – hire prostitutes and have them spend time with a public official who will leak
information. A Prostitute intelligence icon will appear ten minutes later wherever you had them
lead the public official away.
Mercenary Takedown – Work with Mercenaries to kill groups of the player’s target’s agents,
weakening his grasp. Whistle Blowers are more likely as a result.
Protect Whistleblowers – protect an NPC for several waves of enemies so that they can relay
information about the player’s target.
ASSASSINATIONS
The player is able to assassinate enemies in both high and low profile.
To knock out enemies player must have fists equipped as primary weapon. Any other weapon will
lead to a kill.
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Players are able to earn experience by completing actions like disarming alarm bells, killing
enemies, stylish finishers, avoiding enemies, successfully getting away from fights, and
completing missions. Once the player earns enough experience, they gain a skill point. The player
is able to earn 50 skill points by gaining experience. Another 22 skill points can be found as
collectibles and mission rewards. In the skill menu, there will be a readout on the number of skill
points left to earn, find, and gain as a reward. Within the skills the player has 3 branches to choos
e
from: Movement, combat, and stealth. Gaining 7 skills will level the player up once.
DARIUS SKILLS
MOVEMENT (72)
● Freerunning
o Speed (x/5)
o Jump Distance (x/2)
o Less damage on fall (3 stories and higher) (x/5)
o Roll on fall (1-3 stories) (x/1)
o Use of whip on poles to swing across (x/1)
o Crouch sprint (x/1)
● Climbing
o Speed (x/5)
o Grab Ledge (x/1)
o Jump to higher ledge (x/1)
o Side Jump (running up wall then jumping to the side or back) (x/1)
● Horse
o Speed (x/3)
o Number of spurs horse can take (x/3)
o Speed in sand (x/5)
o Health (x/3)
● Camel
o Speed (x/3)
o Number of spurs camel can take (x/3)
o Health (x/3)
● Chariot
o Speed (x/3)
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STEALTH (72)
● Assassinations
o Air Assassination (x/1)
o Double Assassination (x/1)
o Double air assassination (x/1)
o Hiding spot assassination (x/1)
o Ledge assassination (x/1)
o Assassination noise reduction (x/2)
o Corner assassination (x/1)
o Bench Blend Assassination (x/1)
● Normal Movement
o Movement noise reduction (x/4)
o Longer period to detect you as killer (x/3)
o Longer period to attack you on rooftops (x/4)
o Longer period to be seen in shadow (x/3)
o Longer period to get angry at climbing walls (x/3)
● Stealth Movement
o Reduced noise while crouched (x/2)
o Less likely to be seen in shadow (x/3)
o Less likely to be seen around corner (x/3)
o Guards less likely to check a non-social hiding spot (x/1)
● Thievery
o Pickpocket (x/5)
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In the rifts, the player has 15 skills to choose from (per character) and will only earn 10 skill
points (per character) only by earning them with experience. Each skill is subsequently worth one
level for that character. Skills do not carry over between characters, though each of the rift
characters will know all assassinations, blending forms, and basic movement combos from the
start. Skills for rifts are:
Each of the maps is separated into sections that have enemies that have levels like the player
(1-10) and will have equipment that is equal to their level. As a result, a Level 1 player will have
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3.4 Notoriety
Notoriety will be shown around the player’s current status icon. It’s on a scale of 0-100%. At
100% the player is notorious and hostiles will recognize the player and start combat almost
immediately. At 0-99% the player is anonymous and hostiles will react normally. All restricted
zones make the player’s notoriety automatically 100%, and cannot be lowered except by leaving
the restricted zone. Illegal activities in the restricted zone will not raise the player’s notoriety in
non-restricted zones. Once the player is at 100% notoriety, to become “anonymous” the player
must reach 0% notoriety.
The player is able to lower their notoriety in a variety of ways which are:
Destroy Posters = -25%
Kill Public Officials = -75%
Bribe Public Speakers = -50%
Bribe Poster Creators = -50%
3.5: Brotherhood
Throughout the game, the player is able to conquer boroughs allowing for the player to recruit ne
w
assassins. Multiple boroughs must be conquered to gain a spot for another assassin. There can be
up 15 assassins in the player’s brotherhood that they can call on. Assassins can be called on by
pressing the Call Assassin Button. The player can only call assassins when they have the assassin
skill charged. The skill will lose charge when the player calls assassins (2 max per call) and will
take one minute to fill back up, per section, once the assassins run away. Multiple sections can
charge at once if the player has called assassins multiple times (3 sections, so 3 calls, meaning 6
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assassins). Even if the player has more than 6 assassins, they cannot do more than 3 calls. If the
player holds the button instead they will have their assassins send an “arrow volley” which will
kill up to 10 enemies near you. This will completely drain the call assassin skill, and the sections
will all charge as a single entity, instead of each section charging independently.
Assassin recruits are able to die (and stay dead) and gain new weapons and gear just like the
player. They gain experience by fighting enemies when called on, using the assassin arrow volley,
and being sent on assassin missions (during which they will be unavailable). The player can
allocate assassin skill points (earned by that assassin leveling up) to Armor or Weapons. Armor
will increase health and speed. Weapons will increase weapon damage and weapon speed. Players
can also customize the assassins to fit different niches by changing weapons (bow and arrow,
heavy weapon, long weapon, short weapon, normal weapon), head garb, and robes. Upon reachin
g
level 10, the player can complete a special Recruit Mission with them, and keep a district
protected from coming under Templar control again and stop that assassin from dying.
These same rules apply in the rifts, other than the fact that there can only be 5 assassin recruits in
the rifts (rather than 15).
3.6: Conquest
In the game, multiple economic zones will need to be conquered and liberated from Templar
Control. To liberate a zone, it must be completely cleared from Templar control. The different
missions that can spawn are:
General Assassination = -25% T (cannot randomly spawn)
Hideout Takedown = -10% T (cannot spawn randomly)
Transport Raid = -10% T (can spawn randomly)
Slave Freedom = -5% (can spawn randomly)
Riot = -15% (can spawn randomly)
Civilian Protection = -10% T (can spawn randomly)
Hideout Destruction = - 20% T (cannot spawn randomly)
If the player reduces Templar control to 0%, Templars can reestablish control if a Persian General
still lives in that economic zone. The zone will stay in Assassin control unless it reaches 100%
Templar control. While a zone is in Assassin control, Darius is able to buy shops (tailors, doctors,
armorers), renovate buildings, and buy landmarks, which will then go into the economy and give
the player back money through a regular salary that’s deposited every 20 minutes at the hideout
(which can also be upgraded). If the economic zone switches control, the shops that the player
opened will not close. The player is able to find a Templar siege, trying to take back a district and
stop it before it happens.
3.7: Multiplayer
Multiplayer can be accessed through the main menu or in the hideout’s lobbies. Within the animu
s,
multiplayer is described as technicians working with James to help train with other people. Points
awarded in game equal experience that the player uses to level up (max 50) to gain character
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FREEROAM
In this, players will just team up (2-4) and explore the world together, being able to revive each
other and complete radiant missions. Replayable co-op missions will also spawn in the world.
This
can also be done in all rifts.
MISSIONS
In this, 2-4 players will be paired together to take on different Co-op only missions, generally
being assassinations or heists. This can be done in all rifts as well. Missions can be started in the
main world, and the player(s) will be returned to the same spot they were in prior to starting the
mission.
1V1
Unlike other multiplayer modes, 2 players can actually fight each other. Both players choose what
weapon they want (all level 10), and will be given full (20) health. Players are able to use shields,
and know the different combat movement skills, (all other skills are disabled). Several modes are
available, including a chariot race/battle, ranged combat enabled, range combat disabled, and fists
only. Medicine will not be available.
HUNTER
In this, the two players will be in an arena (same start as listed in 1v1) attempting to gain points b
y
killing enemies. Stylish kills, chain kills, and higher combos are all awarded with points. The
player with more points wins. If a player dies, they lose half their points, but are able to keep
playing. This mode lasts 5 minutes.
WOLFPACK
Players must work alone or with others (up to five players) to assassinate non-player characters
over the course of 25 sequences, each becoming more difficult than the last. The main goal is to
end each sequence with as many points as possible. There are several types of objectives:
Assassination – Kill all targets (1 per player) to win, you lose if you don’t complete this in time.
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Defense – Stop looters from looting 3-5 chests. Lose if they loot all chests.
Infection – Find infection poison (max 3) and kill the infected before they kill the players. Loss if
all players die.
Sync Kill – Find targets and have it highlighted before entering sync area. All players must
assassinate at the same time. Detection equal failure.
Several secondary objectives (randomized) will give bonuses at the end of the sequence if
completed. These include:
Hidden (stay hidden entire sequence)
Incognito (kill the target while incognito)
Multi Kill
Assist
Focus (find right target first try)
Enemies will have variations in health, reaction to detecting player, alertness, abilities, and perks.
Enemies include:
Envoy
Soldier
Mole
Lookout
Tracker
Legionnaire
Spy
Scout
Lieutenant
Captain
Recruit
Hunter
(This can be expanded upon in future iterations, but is lacking for now due to the status of the
project).
DEATHMATCH
Deathmatch is an eight player free-for-all mode where each player must find and kill their
assigned target while avoiding pursuers in a small area with limited stealth options. Killing a targe
t
makes you take their target. Last person alive wins. Quality boosts score.
WANTED
Similar to deathmatch, eight players must kill their targets while avoiding pursuers. However the
maps are slightly larger and provide stealth options. Respawns also occur. The last person to
assassinate a player is now that player’s target. If seven players are looking for the same player,
the targets are randomized. If a player’s target dies, not by them, their target is randomized.
Round lasts 10 minutes each. Stylish kills give more points.
DOMINATION
Domination is a 5v5 team based mode that has two teams of players capturing and defending
capture zones. Capture Zones provide 1 point per second. The team that first reaches the required
number of points wins. Personal points are recorded for experience gains based on kills and time
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MANHUNT
Manhunt is a 4v4 team based gamemode where one team of 4 is given targets on the other team t
o
kill (no respawn), while the second team must work together to defend themselves and stun the
enemies. Every 3 minutes the teams switch. More stylish kills give more points. Whichever team
has more points in the end wins. A tie is decided by a game of team deathmatch. There are 4
rounds lasting 3 minutes each.
ARTIFACT ASSAULT
Artifact Assault is a take on capture the flag, however the maps are divided into 2 zones, Team A,
and Team B. Players in the wrong team zone (Team B in Team A Zone) cannot attack, only stun
while players in the right zone (Team A in Team A Zone) can attack intruders. The players must
get into the other team zone and steal their 3 artifacts. Artifacts can be stolen back though. The
first side to get all 6 artifacts is the winner. If there is no winner at the end of the time limit (15
minutes), the side with the most artifacts wins. A tie breaker is the team that manages to steal the
next artifact first. More stylish kills lead to better scores for the players.
WINGMAN
Four sets of two player teams compete in a deathmatch. Last team with player(s) standing wins.
More stylish kills earn more points.
CHARACTERS
Several multiplayer characters will be present with different move and skill sets. These would
include:
Soldier
Archer
Escaped Slave
Pharaoh
Spartan
Immortal
Roman Legionnaire
(Like the enemies, these could be fleshed out more in the future, but are not currently due to the
nature of this project).
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4.0: Menu Layout
4.1: Color Scheme
Color Scheme for the menus will be largely white and light blue, much like the original Animus
and early Animus 2.0 to maintain the Abstergo look.
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The title screen will be similar to past entries, with a stylish moving background and the title:
“ASSASSIN’S CREED EMPIRE” will be in the center, and a “press start” icon underneath.
Similar to the Unity opening:
I own nothing. This IP belongs to Ubisoft and anyone else with rights to as agreed upon by
Ubisoft. This would likely be shown at the end credits or in a separate menu, but it never will be
shown, because I own nothing. Any likeness between this and future and projects is due to
similarities in IP and pure speculation on my part based on current leaks.
The main menu will appear after pressing start on the title screen. A row of options will be presen
t
in a list format similar to previous games, and will have a similar moving background to the start
screen. Pressing one of the options will likely open a new list of buttons. Full explanations and
options can be listed in future iterations.
Story Mode
Save 1
Save 2
Save 3
(player can save up to 3 different playthroughs of the story with the ability to delete them)
Multiplayer
Modes with different choose-able characters only.
Options
Game Options
Brightness
Time of Day
Blood FX
Active Monitor(s) – PC Only
Window Mode – PC Only
Aspect Ratio – PC Only
Resolution – PC Only
Refresh Rate – PC Only
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VSYNC – PC Only
Graphics – All PC Only
Graphic Preset
Environment Quality
Texture Quality
Shadows Quality
Ambient Occlusion
Anti-Aliasing
Sound Options
Music Volume
Sound FX Volume
Voice Volume
Spoken Language
Subtitle Language
Subtitles
HUD Options
HUD Presets
Conflict
Mini-Map
Mission Log
Tutorials
Updates
Weapon Indicator
Puppeteer
High Ground Icons
Controls
Y axis sensitivity
X axis sensitivity
Y axis inverted
X axis inverted
Y axis aiming inverted
X axis aiming inverted
Vibration
Credits
Restore Defaults
Extras
Friends
(for finding if friends are online and playing to join games)
Uplay
PAUSE MENU
Resume
Skip Cinematic (contextual)
Restart
Mission
From Last Checkpoint
(game saves automatically in certain areas of missions and whenever an action is
done (skinning animal, finding chest, decreasing notoriety))
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Progress Tracker
Main Story
Insert sequences 1-14
Alexandria Story
Roman Empire Story
Cairo Story
Co-op
Heists
Assassinations
Side Missions
Assassin Missions
Prostitute Missions
Thief Missions
Mercenary Missions
Hunter Missions
Races
Mystery
Character Quest
Mini-Quest
Alexandria Missions
Roman Empire Missions
Cairo Story
Miscellaneous
Chests
Animus Fragments
Persia Collectibles
Alexandria Collectibles
Cairo Collectibles
Roman Empire Collectibles
Viewpoints
Egypt Liberation
Rome Liberation
Greece Liberation
Alexandria Liberation
Roman Empire Liberation
Cairo Liberation
Map
Database
Historical
Unlocks by witnessing events, unlocking pages, animus fragments, or finding
locations
Modern Day
Unlocked through events, animus fragments, locations, and collectibles
Tutorials
Unlocked through actions
Options
See above options
Quit
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The pause menu will also offer information on the current mission (objective, secondary objective
,
and fulfilment of secondary objectives).
4.5: Tutorials
Tutorials will appear on screen in small boxes the first time the player can do something new. If
the player needs to find something again, they can find it in the database under Tutorials.
4.6: HUD
The player will have a rounded mini-map in the bottom left corner. On the right is a progress bar
for experience, on the bottom is the player’s level, and to the left is the player’s health (segmented
bar (0-20 rather than it being as low as it is here). The right bottom corner has the puppeteer
controls, showing what different buttons will do. The upper left hand corner will display current
objectives when they are updated or after the player resumes the game after pausing.
4.7: Game Over Screen
If the player dies, kills 3 civilians within five minutes of each other, is detected when they can’t b
e
detected, or any situation where they lose, they will be told that they have been “desynchronized”
.
This will show be shown by it briefly flashing on the screen, as the player loses control of the
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camera which zooms out and flashes into the loading screen (the stylized white room that the
player can walk around in). The player will then respawn in the last place they had a checkpoint.
All missions can be replayed by accessing the Progress Tracker in the pause menu and selecting a
mission from there. Prior to selecting a mission, highest synchronization levels can be seen along
with what’s required for optional objectives.
The camera will always be in third person. The player can rotate the camera with full motion up,
down, and around the character. The default position is behind the character as shown below.
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5.2 Controls
Controls are separated into several different modes. Low Profile, High Profile, Combat, and
Transportation. The controls for Xbox One (and subsequently PS4) are shown below. Controls for
the PC are similar and mapped around WASD for movement, left click being primary attack, and
right click being secondary weapon. Buttons can be remapped for PC players.
LOW PROFILE
HIGH PROFILE
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COMBAT
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TRANSPORTATION
5.3: Game Mode(s) and Player Count
Story – 1 Player
Freeroam – 1 – 4 players
Co-op Missions – 2 – 4 players
1v1 – 2 players
Hunter – 2 players
Wolfpack – 1 – 5 players
Deathmatch – 8 players
Wanted – 8 players
Domination – 10 Players
Manhunt – 8 players
Artifact Assault – 10 players
Wingman – 8 players
The game should be between 50 and 80 hours in length to complete 100% for single player and
co-op per playthrough. 75% of this should be played as Darius (37.5 – 60 hours) while 25%
should be played as James, Amunet, Aquilus, and Arno (12.5 – 20 hours). Multiplayer gameplay
can last for hundreds of hours.
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