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Caravans facilitate the transfer of goods for players wishing to turn a profit.[1]

The caravan system is an open world PvP system that revolves around opportunity and risk. Caravans facilitate the transfer of goods for players wishing to turn a profit.[1]

  • Caravans can transport goods for more than one player.[5]

Caravan types

There are different types of Caravans in Ashes of Creation.[8][9]

The caravan system is another very big part of the node system. They are the main driver of economic activity and there is a bunch of different types of caravan.[9]Jeffrey Bard

Mayoral caravans

Mayoral caravans are launched by Mayors.[9]

Quest driven caravans

Quest driven caravans are used for trade routes between nodes. These caravans are system driven.[8]

  • These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[10]
  • Initiating a caravan from one node to another will create a PvP objective that players will need to defend while it moves along its chosen route to the selected destination.[1]
  • Node-based caravan stats and capabilities scale with their node's advancement.
  • Roads will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[11]

The caravan system is designed to be initiated by the player. Which means, information of the caravans launch time and route, should be a closely guarded secret. Routes will also be diverse, and the world is large, so it might behoove you to scout the route ahead before a launch. Fast travel in our game is also limited, which means unless the guild had knowledge of your plans before hand, it is likely that they will be unable to organize and travel to a location. As far as mass guilds securing trade routes, there is always a bigger fish in the pond. Also caravans will have limitations on carrying capacity and launch windows that will segment mulitiple caravans by several minutes, which would space out the caravans, making it difficult to "zerg" a defense.[10]Steven Sharif

Self-directed caravans

Self-directed (player driven/personal) caravans are able to be spawned by players in proximity to an origin location.[8]

  • These caravans can be launched from any point of storage.[12]
  • These are currently designed for a single driver.[13]


Storage points exist at Warehouses within nodes and within freeholds.[14]

  • Access permissions can be set to allow others to access a player's personal storage devices.[15]
  • Warehouses may enable a player to transfer non-material goods between alts. This excludes resources, materials or anything that relies on the caravan system.[16]

Caravan inventory

Personal inventory space (weight limit) is tied to a backpack. Caravans and Mules are intended to be the primary mode of transportation of goods.[18]

  • Mules can carry roughly 10 times more than backpacks. Caravans can carry roughly 10 times more than mules.[19]
  • Caravans will have carrying capacity limits and customizable stats, such as defensive points, speed and number of hired NPC guards.[20]

Komponenten für Karawanen

Certificates to create a caravan are issued by certain NPCs within nodes or at certain points of interest in the world. These certificates are comprised of multiple components:[22]

Caravan components obtained from crafters will have stats according to the skill of each artisan.[22]

Initiating caravans

Players initiate a caravan (via a NPC) with the following parameters.[23]

When you initiate a caravan you're going to be able to determine the resources of the caravan is going to have in it. You're going to be able to determine whether or not this caravan has been initiated for a specific quest in a nearby node. You're going to be able to deliver goods for trade or to just warehouse in a new region, so that you have access to that local market.[23]Steven Sharif

When you're in a nearby node that you need to drive caravan to... you're going to have an option from the NPC within a nearby node to dictate the caravan launch as a recipient of the temple yeah.[23]Steven Sharif


Mayors are leaders of a node's government who control the development of that node.[25]

  • Coordinate the transfer of needed supplies with citizens operating caravans.[23]
    • Mayors must communicate what resources are necessary for a particular node then motivate the citizens to fulfill those needs.[23]

Mayors gain new powers and responsibilities as their node advances.[27]


Government officials have wide-ranging leadership powers.[28]

  • Declare war on another node and rally citizens to the cause.[29]
  • Enter into trade agreements.[29]
  • Directing assets.[31]
  • Defensive ability.[31]
  • Governments may be able to choose a node name from a predetermined list.[32][33]

The government has a lot of say in the direction of the nodes development. Directing assets, building projects, tax allocation, defensive ability etc. Players have the ability to not only create these cities, but they have the right of self-governance.[31]

There are levers and dials that are present to both the owners of Castles as well as the elected officials of Nodes that during their administration they have the ability to impact and influence the region around them.[34]Steven Sharif

Guilds do not control nodes. Guild leaders will likely not be able to be mayors of nodes.[35][36]

  • Guilds hold separate roles in the direction of the node than the roles held by private citizens.[31]
  • Only a certain number of guilds may participate in these roles.[31]
  • Separate guild roles are reserved for small, medium and large guilds.[31]

Guild’s also hold separate roles in the direction of the node, than the roles held by private citizens, and only a certain number of guilds may participate in these roles. Separate guild roles are reserved for Small size guilds, medium size guilds and large size guilds.[31]

Caravan PvP

Caravans create an open PvP zone that flags players for combat (purple).[38]

  • Players will be able to state their intentions to attack, defend or ignore via a user interface.[39][40]
  • A group will be required to successfully attack a caravan.[3][20]

Caravan destruction

If a caravan is destroyed (becomes a wreckage) it will drop a portion of the goods it was transporting.[3][41][42]

  • Komponenten für Karawanen may also drop when a caravan is destroyed. These components may be salvagable by the caravan owner or by other players, in the case of high grade components.[43]
  • Caravans drop certificates for heavy goods that are redeemable at the origin node for a portion of the goods.[44][42]

The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to kind of game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to you know that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region.[42]Steven Sharif

Handwerkliche Lieferkette

AshesOfCreation Screenshot 009.jpg

Artisans within Ashes of Creation must choose a path in their artisan skill tree. This inter-dependency establishes a supply chain from raw materials to finished product.[45] Each stage of the chain may require caravans to transport goods from one artisan to another.[46]

  1. Obtaining raw materials:[47]
  2. Refining the raw materials with the Verarbeitung profession.[45]
  3. Handwerkskunst the finished product using its crafting recipe.

As a crafter you're going to want to know where certain recipes can be fulfilled; which nodes have the capability of creating what you've processed material that you've gathered for; and then you're going to want to plan out your route to either transit the goods there or make sure that you're situated in the area so that you can go out collect and build in that area as well. So there's a lot of planning that's going to be necessary.[50]Steven Sharif


Trade ships (Naval caravans) are part of Ashes of Creation naval content.[51] Handelsschiffe allow the transportation of trading goods.[52]

We are toying with the idea right now of having a caravan transform through the use of an ability – and some delay period – into a trade ship at the coast should you wish to move into the water.[52]Steven Sharif

Entführung von Schiffen

Certain ships can be hijacked. Handelsschiffe can not be hijacked. The cargo on a trade ship will be similar to caravans in that the ship must be destroyed in order to capture the loot from its wreckage.[53]

Caravan skins

Caravan skins ("Pimp my caravan") are available in the cash shop (cosmetic store).[54]

List of caravan skins


For every play, there should be a counterplay. We often see Castle Sieges turn into zerg-fests, which really doesn’t capture the epic, back-and-forth battles we wish to see in Ashes of Creation. One of our key pillars is that Choice Matters[55], and that applies to tactics and strategy as well. A well-formulated battle plan should win out over stat sheets and bodies. Zergs will generally be difficult to pull off, and will be eminently counterable through siege weapons, traps, and other battlefield tricks.[56]

Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[57]

Encounters are designed to have meaning in terms of how boss skills and abilities relate to group compositions, tactics and strategies. Zerging is not experiencing content.[58]

  • Raid and dungeon bosses have specific mechanics that players need to learn and react to. Zergs that are not aware of these mechanics or react to them appropriately will be wiped.
  • There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.[59]

We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[59]Steven Sharif

Mechanics that encourage political intrigue will play a role in destabilizing zergs.[60]

The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We kind of want that political intrigue to be present in the game.[60]Steven Sharif

Objective-based game play helps to balance the zerg mentality.[61]

I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create you know bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[61]Steven Sharif


Siehe auch


  1. 1.0 1.1 1.2 About Ashes of Creation.
  2. Video, 16 July 2019 (0:00s).
  3. 3.0 3.1 3.2 Livestream, 15 May 2017 (45:20).
  4. Interview, 20 January 2017 (4:19).
  5. Interview, 11 May 2018 (28:21).
  6. flagging.jpg
  7. Ashes of Creation Store: Ramstone Hauler.
  8. 8.0 8.1 8.2 8.3 8.4 Livestream, 28 July 2017 (19:43).
  9. 9.0 9.1 9.2 9.3 9.4 9.5 9.6 Video, 15 July 2019 (2:12).
  10. 10.0 10.1 caravan zerg.png
  11. Livestream, 9 February 2018 (45:48).
  12. personal caravan launch points.png
  13. caravan-driver.png
  14. Interview, 6 December 2018 (20:30).
  15. Livestream, 28 June 2019 (1:23:31).
  16. Livestream, 8 April 2018 (AM) (23:18).
  17. Livestream, 28 March 2020 (53:06).
  18. carrying capacity.png
  19. Livestream, 18 July 2017 (44:57).
  20. 20.0 20.1 20.2 20.3 20.4 Livestream, 22 May 2017 (40:41).
  21. Know Your Nodes: Economic Node Type.
  22. 22.0 22.1 22.2 22.3 22.4 22.5 22.6 Livestream, 28 July 2017 (20:56).
  23. 23.0 23.1 23.2 23.3 23.4 23.5 23.6 23.7 23.8 Livestream, 30 June 2017 (53:57).
  24. Livestream, 12 December 2018 (14:48).
  25. Livestream, 17 November 2017 (9:49).
  26. siege equipment.png
  27. Blog - Know Your Nodes - The Basics.
  28. government.jpeg
  29. 29.0 29.1 29.2 City hall.
  30. assassination.jpg
  31. 31.0 31.1 31.2 31.3 31.4 31.5 31.6 31.7 31.8 MMOGames interview, January 2017
  32. node naming.png
  33. Livestream, 19 May 2017 (36:05).
  34. Interview, 11 May 2018 (47:27).
  35. Livestream, 19 May 2017 (36:09).
  36. steven guild leader mayor.JPG
  37. Livestream, 28 March 2020 (1:27:28).
  38. caravan zone.png
  39. caravan UI.png
  40. Livestream, 22 May 2017 (40:40).
  41. Livestream, 15 December 2017 (1:04:25).
  42. 42.0 42.1 42.2 Interview, 15 April 2019 (26:59).
  43. Interview, 15 April 2019 (28:28).
  44. Certificates.jpg
  45. 45.0 45.1 Livestream, 5 May 2017 (8:22).
  46. Livestream, 5 May 2017 (6:12).
  47. Livestream, 8 May 2017 (20:41).
  48. Livestream, 18 July 2017 (38:30).
  49. Livestream, 26 May 2017 (26:00).
  50. Interview, 11 May 2018 (24:18).
  51. Livestream, 23 August 2017 (28:22).
  52. 52.0 52.1 Livestream, 8 April 2018 (AM) (15:46).
  53. Livestream, 8 April 2018 (PM) (1:20:03).
  54. Pimp your caravan.jpg
  55. pillars-confusion.png
  56. Blog: 10 facts about castle sieges in the MMORPG.
  57. Livestream, 5 May 2017 (23:26).
  58. Livestream, 19 May 2017 (25:18).
  59. 59.0 59.1 Livestream, 22 May 2017 (57:37).
  60. 60.0 60.1 Interview, 11 May 2018 (44:20).
  61. 61.0 61.1 Interview, 8 August 2018 (11:52).