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Freehold in Alpha-1.[1]

Three main purposes that freeholds provide are allowing players an opportunity to express themselves in a highly customizable fashion. So these are plots of lands that you have access to. You can build different types of buildings on. You can create housing and place furniture; and you can grow livestock and you can just own this piece of land. And one unique thing about allowing the players express themselves through this manner in Ashes of Creation is that it's in the open-world, so it's not an instance or a phase location that you are customizing. You're actually leaving a mark on the world that's representative of you as a player, as a character. Something you can you can roleplay. But importantly enough, when it comes to the economy, freeholds also provide the highest level of processing that's available; and processing is one of three primary branches that exist within the artisanship system. Processing is the intermediary step between what you gather in the wild and what you eventually craft via recipes. The the other primary purpose of freeholds is that they allow you to offer certain types of business services, because we don't just want to make freeholds delegated to the individual owner. We want it to have capabilities to interact with other players as they're walking past your freehold- as they're going to these hunting grounds and participating in quests or events that might be existing around; and that means that location matters for the freehold, because it's important to the business.[2]Steven Sharif

Alpha-2 freehold walkthrough.[3]

We got some sheep; we got some cows and pigs; and we got some chickens back there; and we have a lot of space for different farmables. So we have a wheat here, corn, and then tomatoes over there as well.[3]John Collins

Grundbesitz are sizable player housing plots that can be situated in baronies within the Einflussbereich (ZOI) of a Dorf (Stufe 3) or higher node, including the ZOI of any of its vassal nodes.[4][5][6][7][8][9][10][11]

The idea is that we're not reserving freeholds for the top 10 percent of levelers, we're reserving freeholds for the top 10 percent across the multiple different play paths that exist within the game; and this spreads out that ownership across different playstyles.[19]Steven Sharif
Housing takes several forms in the world of Verra. However, Freeholds are the highest tier of player housing available. Acquiring a Freehold is a major accomplishment, and it will take a large amount of effort and strategy to get a Freehold of your own. Since there is a limited amount of space available to place Freeholds in each node’s region, these are symbols of prestige for those who are able to acquire and maintain their Freeholds.[4]
  • The developers are expecting the number of freehold plots on each server to be in "the low thousands" depending on world state.[4][25][26][27]
The number of Freeholds on a server will vary on a number of factors, such as how player actions advance nodes. At the moment we are targeting the low thousands for Freeholds on a server, but as we continue to test these systems during Alpha Two, we anticipate making adjustments.[4]
  • Blueprints are required for the construction of the freehold buildings that are used to process resources into crafting materials.[29][30][31][32][33]
    • The best processing can only be carried out on freeholds, so obtaining a freehold will require a large amount of effort.[34]
    If a player wants to achieve a freehold they can achieve the freehold, however the amount of effort resources and time that's required in order to achieve that freehold is a large amount. It is something that is a monumental achievement for you to to get that freehold; and the reason why is because freeholds tie in very heavily to the processing artisanship aspect. Some processing can be done in nodes, but the best processing is done on freeholds; and we want to make sure that there's a little bit of a throttle or gate on the amount of effort that's necessary to achieve that influence over the processing market.[34]Steven Sharif
    Just because the freehold is very difficult to attain doesn't mean that you don't have a space for housing and furniture that you can achieve through our apartment system or an inn or the static in-node housing. Those are alternate methods as well but they do not have that aspect of the best processing is done on the freehold.[29]Steven Sharif
  • Events do not target personal belongings such as freeholds.[36]
  • The spread of corruption in the world does not impact the freehold system.[37]
  • Players are not able to adjust the terrain of their freeholds. Sloped terrain will result in stilts beneath placeable structures (to keep them level).[38]
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.

Freehold placement

Alpha-2 freehold placement.[13][7]

There'll be a variety of predetermined parcels of land in each node's zone of influence; and once players acquire their freehold permit they'll be able to lay claim to any available parcel in the issuing node's region so- and by region we mean... the total combined territory of a node and all of its vassal nodes. So, if you acquire a freehold permit in the metropolis of a huge region, almost 20% of the map, you'll be able to lay a claim to an available parcel anywhere within that region. So it gives you a lot of freedom if you're able to acquire the permit from a metropolis.[6]John Collins

Freehold plots require a bound deed (permit/certificate) from the parent Dorf (Stufe 3) or higher node in order to place the plot.[4][13][7][8][14][10]

That was for a time a lively debate on our design team about whether or not there should be a level gate essentially from even preventing the potential for ownership. The reason why I chose to keep it at level 50 for now is because there are alternate systems that provide access at lower levels through permission setting. So it's one thing to own the home, it's is another thing to access the contents and to continue progression. Let's say, in the processing profession, you might want to gain mastery in: that mastery process leaves the nodes at around level 30 in the leveling experience for a processing profession; and so one of the debates on the design team was whether or not we should reduce the level requirement down to level 30 so that there's a seamless transition from node-based processing progression and the Freehold capability of progression.[15]Steven Sharif
You're going to see a little bit of change and this is one of the first ones: that these are predetermined locations that exist around the node or under its vassal structure that you will have the ability to bid on; and to give you a sense there, this allows us to customize a bit of those predetermined parcels, like a Sherwood Forest type of example.[6]Steven Sharif
  • A deed holder who has won an estate auction may then claim the estate from within a barony in that node's ZOI, including the ZOI of any of its vassal nodes. Placement of the plot is enabled by using the deed item in a player's inventory to get a top-down view of the estate, then selecting the desired location for the plot.[4][41]
    • Players can manipulate the orientation of their freehold plot.[43]
    • Successful placement of a deed gives the player access to their empty freehold plot and shed.[4][44][41]
It'll basically be an item in your bag; and once you get to your parcel, you claim that piece of land and then once it's claimed you'll be able to use the item to go into top-down view and layout actually exactly where your freehold will go on that parcel of land. You'll have a lot of freedom, so a lot that will be going through looking at your whole area of land you now own claim to and then deciding where the best spot to put your freehold in there would be.[41]Kory Rice
  • Collections of freeholds placed in close proximity are still considered part of their parent node and do not become a separate node, other than via roleplay.[53]


Miraleth node baronies illustration.[4]

In the region around each node, there are parcels of land that are reserved specifically for the Freehold and Guildhall systems which we call Baronies. A Barony is a predetermined area of land near a node, or in that node’s vassal structure. It can be helpful to think about these Baronies as counties where many Freeholds will be placed. These Baronies may contain a single Guildhall which are similar to Freeholds, but may only be obtained by Guilds. Within each Barony, several Estates exist that may be bid on by individual players. After you’ve successfully bid on an Estate, your Freehold Deed will be available to place within the boundary of the successfully purchased Estate. Once the Deed has been placed, this will start your Freehold, and gives you access to the shed. Bringing materials to your Freehold can be stored in your shed as you prepare to build your home and other buildings.[4]

Baronies are large designated swaths of land in the ZOI of a Dorf (Stufe 3) or above node, including the ZOI of any of its vassal nodes.[4][45][5][6][7][8]

Each zone of influence in the world has designated large swaths of land that act as these parcels that can be catered to specific points of interest or thematically relevant; and you might want to bid on that almost county-sized area, where you then get to place your freehold. And once you have bid on that area at the node, then you can acquire the freehold plot and you go out into that zone- that section that you have bid on and acquired, and you place your freehold footprint, which previously we had set the freehold size to about a half an acre; however recently that's changed, well not recently a while ago that changed, to be one and a half acres or roughly 100 by 60.[5]Steven Sharif
Imagine the parcel as more like a county that exists around the node; and so if you have a node in the center and you have its zone of influence around it, that's a mass group of land. And then, if you were to take a county line marker and create counties around essentially the node, that is what you would be bidding on. And then once you've achieved the parcel's certificate for that county, then you go out with your... footprint of your freehold, and you get to place the freehold within that county wherever you want- that's not obstructed by some other, road, or POI, or very large feature terrain.[45]Steven Sharif
  • There is a minimum distance between Baronies in addition to the minimum distance between freehold plots.[49]

Freehold auctions

A node's freehold estates (parcels of land) become available to be bid for at auction on a regular cadence.[4][59]

Bidding on an Estate is done through an auction system. Nodes have a limited number of Freehold Deeds available based on that node’s level. A player may only bid on an Estate if they own an unplaced Freehold Deed. Once you have successfully acquired your Estate, the next step is choosing a location within that Estate to lay down your Freehold Deed’s footprint.[4]
The most common denominator of availability for freeholds through the auction is going to be through gold. However, there will be a sub select of freehold options that are available in each node, based on the node type, that will correspond to one of those bound currencies in addition to gold. So what we do there is we spread out the availability of freeholds to different playstyles and different focuses so the player that might rush to level 50- they might have an advantage when bidding on gold-based freeholds, but they may not have the advantage of the Favor player or the Honor player, who is going to be progressing within those playstyles.[19]Steven Sharif
  • The cadence of freehold auctions is system-driven and can't be affected by mayors or other players.[60]
The intent of the auction system is to provide players a non-land rush type system. Auctions will be held for each parcel that allows families to pool together their resources to acquire a deed, and gives some prep time to individuals to prepare their resources to bid as well.[61]Steven Sharif

Freehold benefits

Homestead size dictates how much furniture can be placed on a freehold.[7]

Grundbesitz offer the following benefits in addition to other player housing benefits.[7]

Gebäude auf dem Grundbesitz

Freehold building types.[66][7]

After you build your house, you can build other buildings on your Freehold. Each building needs the blueprint to start the process. If you have a cosmetic skin you want to use on a building, this is used after placing the blueprint. Once this has been placed, the building will be shown in a non-functional, construction state. Players will need to provide the required materials needed to complete the building construction, for each building on their Freehold. No Freehold has room for every possible option, so players will need to choose how to develop their Freehold by choosing to build specific artisan buildings, business buildings, and creating room for livestock and crops.[4]

Gebäude auf dem Grundbesitz that can be placed on a freehold plot serve three main purposes.[4][7][67][11][68]

Freehold buildings require blueprints and materials to construct.[4][14]

  • Sheds are present on empty freehold plots to provide storage for materials needed to construct freehold buildings.[44]
  • Some freehold buildings have multiple tiers, with different footprint sizes.[7][23]
  • Upgrading a tier will not change the size of the building in terms of footprint, but may increase in height.[23]
  • Basements in freehold buildings are to be decided.[70]

Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[4][71][72][28][73]

  • Buildings that require permits will have additional upkeep costs.[4]

Freehold building architecture is based on the blueprint for the building.[7][74]

The way we look at it is the freehold is your space so we want you to be able to make it look the way you want it to.[74]Jeffrey Bard

Freehold building placement

Alpha-2 freehold concept.[79][7]

On the left we have some farmable animals- some livestock here in pens; and then we have in the middle there's a bunch of crop rows of farmable crops the players can have; and then there's a couple different examples of different freehold buildings you could have on your freehold: one of which is the house on the right and then some other freehold buildings as well, like it looks like there's a mill in the back there as well.[79]Kory Rice

Gebäude auf dem Grundbesitz and other items/props can be placed on freehold plots (by the land owner).[67][80][24][11][68]

  • Currently freeholds have a combined maximum total of six artisan and business buildings that can be placed in addition to a homestead.[4][82]
    • The number and type of buildings that can be placed on the freehold and the way these buildings get placed are subject to change based on testing and iteration during Alpha-2.[82][67]
On a Freehold you can have your house, and up to six additional buildings. The additional buildings can be artisan and/or business buildings. Larger buildings may take up more room, reducing the total number of buildings that can be built on a single Freehold.[4]
  • Space that is not used for freehold buildings can be utilized for other purposes, such as livestock and crop placements.[81]
  • Players can manipulate the orientation of freehold buildings and items being placed on their freehold plot.[43]
  • Players are not able to adjust the terrain of their freeholds. Sloped terrain will result in stilts beneath placeable structures (to keep them level).[38]

Naming buildings

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Gebäude will be able to be named. The custom name will appear as floating text when it is targeted.[84]

Freehold building skins

Themenbezogene Freehold-Skins wurden als Kickstarter und Sommer-Crowdfunding Belohnungen angeboten und werden über den Kosmetikladen verkauft. [.[85][86]

Ich hatte neulich ein Treffen mit dem Designteam (da sie an weiteren Details für das Freehold-System arbeiten), um bei der Klärung einiger Antworten auf die Fragen zu helfen, die ihr alle gestellt habt, und sie werden mir Informationen schicken. Sobald ich diese erhalten habe, werde ich an einem Inhaltsupdate arbeiten, um diese Informationen widerzuspiegeln, und in Zukunft werden wir diese Details zu jedem einzelnen kosmetischen Gegenstand bereitstellen. Die Aktualisierung aller früheren Gegenstände, um mehr Klarheit darüber zu schaffen, auf welchen Arten von Gegenständen im Spiel Sie die Kosmetika platzieren können, wird einige Zeit in Anspruch nehmen, sobald dieser Prozess beginnt. Bitte lassen Sie uns also wissen, wie wir von gegenwärtigen zu früheren Gegenständen beginnen und deren Informationen aktualisieren.[87]Margaret Krohn

List of freehold building skins

Berufe auf dem Grundbesitz

Processing stations

Lumbersmiths processing station.[7]

Processing stations are of course a necessary component of taking gatherables into usable crafted goods essentially to fulfill what recipes require in order to make items.[67]Steven Sharif

Alpha-2 metalworking processing station in action.[88]

We're trying to marry the visuals with what's actually going on with the station. So, if you have a job queued and you're trying to do errands throughout the node, or in your freehold or whatever, [you] should be able to look at the station and know what's going on with it: So you know he's there working and once he's done he's going to stop and you can be like, okay there's stuff ready to pick up and have some visuals associated with that. So, as much as we can have stuff rooted in world instead of throwing a bunch of UI in the player's face, that's something that we're trying to do and is important to us.[89]Kory Rice

Processing stations are workstations that are used to process raw materials into processed goods (crafting materials) at nodes or on freeholds.[4][90][67][34][31]

Each processing profession will have four stations; and the stations will come online as you progress through the profession. Each one of those stations will make goods that are immediately useful to the economy, to crafters, to other processors; and each processing station will build on itself and into the other stations.[91]Kory Rice
  • Processing stations require fuel to process the required grade of materials.[93][7][92][30]
    • Players can mix and match different fuels to fulfill the fuel requirements of a recipe.[93][7]
Processing as it stands for Alpha-2's implementation is that there is a certain amount of prep work that's required first for the industry-specific component, which is the building. That prep work might be finding a certain amount of lumber to light the fire in kiln or whatever, to a certain temperature in order for you to process a certain grade of ore; and that grade of ore being malleable then into an ingot; and that produces that ingot so-to-speak. Now, in that process there's a gathering component, there's a preparatory phase, there is a time-related component.[30]Steven Sharif
  • Processing stations have queue slots that allow jobs to be queued at that station.[94] Processing jobs are processed sequentially for all players in freeholds. Processing jobs in nodes are processed sequentially per player, but concurrently with other player's jobs.[95]
    • Processing animations in freeholds are visible to all players (as there is a single shared processing queue). Processing station animations in nodes relate to the processing activity of each player individually, as each queue is personalized per player.[89]
Q: Can you provide more details in regards to the design philosophy behind why it's a queue system for freeholds but not for nodes?
A: On the freehold, processing can achieve the highest levels of processing. That's where the highest levels of processing occur. Nodes can only go up to a certain level of processing. Now we want to be able to throttle the amount of resources that can be processed at any given time in response to the fluctuation and flows of the economy. So, we want to make sure that the economy is a bigger ship when turning than being able to immediately start processing everything at once and get new resources out as the flow of supply and demand changes within the world. And because- again that's at the highest levels of processing; and you're sharing the available queues that exist at those stations. It's going to take time and it's going to take a long time for the higher level materials.[96]Steven Sharif
There's also possibilities that the machine you're using itself has some type of gameplay layer- should the kiln get overheated, and you have to throw some water on it or something. There are elements there in that process that we want to mimic this gameplay opportunity for players to interact; and not just be a time-sink. But time-sink is also a component of it as well, because that's the throttle for the introduction of processed materials from raw gatherables into the economy.[30]Steven Sharif
That's going to be very important as you get to very late game processed materials that are required. Because some of these things might have days to process within a station, but if you have spent the time and done the work to advance that processing station you could cut that down considerably, perhaps even greater than 50 percent; and that's going to have a significant impact on your ability to either control markets or to create goods.[31]Steven Sharif
  • The developers are considering a decay system for processing stations similar to item decay for gear.[72]
Q: Do processing stations wear out over time? Do they have to be repaired?
A: That's something that we're still discussing internally. It is coded in such a way where it's an easy variable for us to change that. There are material components that are necessary to feed the machines to keep them up and running, or it could be based on how you interact with the fuel components. If you overheat- overcharge with fuel, that can create like a system degrade similar to your armor decay, which then you have to feed materials in order to rebuild maintenance-wise. Right now it is not implemented. With that in mind, the only maintenance required is going to be through taxation. And depending on the number of permits that you have placed on the freehold will increase the amount of taxes that are necessary to be paid for the freehold.[72]Steven Sharif

Entwicklung des Grundbesitzes

Durch denEntwicklung des Grundbesitzes werden neue Boni, Fähigkeiten und Möglichkeiten für freeholds freigeschaltet.[98]

Wir möchten, dass es in vielen Systemen einen Fortschritt gibt, und ein Teil des Freehold-Fortschritts besteht darin, dass, wenn ihr diese Basisgebäude errichtet, je länger und produktiver ihr mit diesem Freehold seid und mit diesem Freehold existiert, desto mehr Möglichkeiten haben, diese Gebäude aufzusteigen und Neues anzubieten Boni, neue Fähigkeiten, neue Fähigkeiten; Und schon allein das Überleben in dieser Welt ist eine Leistung für sich, daher wird sie dadurch belohnt, dass man Fortschritte in diesen Dingen ermöglicht.[98]Steven Sharif


Ich sehe keinen Grund, weshalb du deinen Namen nicht an jemanden lizenzieren könntest, der ebenfalls einen Freehold und ein Gasthaus hat, um mit ihm dann zusammenzuarbeiten.[99]Jeffrey Bard


Je länger eine Taverne in Betrieb ist und je mehr Gäste bedient werden, desto schneller steigt eine Taverne auf.[100][101]

Q: Welche Vorteile erhalten Spieler, wenn sie die Rolle eines Tavernenbesitzers übernehmen?
A: Sie werden mit den Kreationen auffallen, weil dies den Charakteren angezeigt wird, die diese Dinge konsumieren. Darüber hinaus können sie abhängig von der Anzahl der Kunden, die bedient werden, bestimmte Arten von Einzelpostenprämien erhalten. Sie können auch wirtschaftliche Belohnungen erhalten, beispielsweise Gold aus dem Gasthaus, in dem die Waren verkauft werden. Und dann können bestimmte Arten von Rezepten und/oder Anbietern freischaltet werden, basierend auf der Reputationsstufe, die in dieser bestimmten Node aufgebaut wurde[100]Steven Sharif
  • Tavernen verfügen über Technologiebäume die es dem Tavernenbesitzer ermöglichen, bestimmte Boni und Dienstleistungen des Unternehmens zu spezialisieren und zu verbessern. [102][101]
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.
  • Möglicherweise gibt es Aufträge die nur in Tavernen im Besitz des Spielers gesammelt werden können.[101]

Freehold farms

Alpha-1 freehold farm.[103]

Crops are intended in Ashes to be a rotational profession that is dependent on having the appropriate seedlings and/or any of the necessary tools.[104]Steven Sharif

Freehold farms are workstation plots available for farming crops and livestock on freeholds.[105][105][106][107][24][108][109]

If farming and raising animals is important to you, then know that having room for this on your Freehold is a balancing act. Since Freeholds have space constraints, players will need to make choices about how much room they want to set aside for buildings, and where they want to do things like crop placement and rotation, and where to put livestock animals.[4]
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  • Artisan freehold features are also affected by adjacent terrain features. For example: building next to a river provides a nearby source of clean freshwater, and will have a positive effect on crops.[110]


Alpha-1 Fishery on a freehold plot.[103]

You actually see there a small pond, which is actually another type of farmable area that we're going to have available on the freehold system, which is essentially a fishery so to speak. So fish play an important role from a raw gatherables a standpoint, but also again because a lot of the components of the freehold system are intended to be processing of raw materials, the fishery allows for a focus on specific type of fish gatherables that may only be gathered through the fishery blueprint.[104]Steven Sharif

A fishery is a farmable workstation that can be placed on a freehold plot. A fishery allows gathering of fish that are unique to the fishery blueprint.[104]

Freehold security

Ein Rechte-System wird dem Eigentümer ermöglichen Zugriff auf bestimmte Bereiche ihres Heims zu vergeben.[111][112][113]

  • Die Erlaubnis die Türe zu öffnen und das Heim zu betreten.[112][113]
  • Zugang zu Pflanzen.[112]
  • Die Möglichkeit Items in das Lager zu legen oder heraus zu nehmen.[112][114][115]
  • Erlaubnis zu dekorieren, jedoch nicht etwas aus dem Haus zu entfernen.[112]
  • Die Immobilie hat immer nur einen Eigentümer.[111]
    • Zugangslisten können genutzt werden um einen gemeinsamen Besitz zu simulieren.[113]
    • Das Zahlen von Steuern kann dann über eine Abmachung unter den Spielern aufgeteilt werden.[116]
  • Bürgermeister haben die Möglichkeit aus der Stadtkasse NPC Söldner anzuheuern um ihre Node während einer Belagerung zu verteidigen.[117]

It'll be a single owner based system for those types of properties- for properties in general, but it doesn't prevent players obviously from collaborating and pooling resources in order to achieve certain achievements in the game.[111]Steven Sharif

Freehold owners are able to set permissions that grant access to their artisan and business buildings' services.[4][118][35][119][7]

Freehold ownership is designated by one account only and then the family system is the system that facilitates multiple accounts having permission basis within that freehold.[120]Steven Sharif
  • Freehold permissions are intended to work with the family and guild systems.[4][118][35]
    • It is still not determined if freehold permissions will be able to be granted to individuals outside those social structures.[118]
    • Freehold permissions may only apply to battalions/micro-structures within a guild.[121]
    • Interaction with the guild system will be tested in Alpha-2.[122]
Permissions to help manage your home are handled through affiliations like your Guild and family system. When setting permissions for your Freehold to do things like enter the house, interact with furniture, access Freehold storage, interact with crafting and processing stations, and harvesting gatherables on a Freehold, you can set if your Guild or family members should be able to do these things.[4]

Players cannot steal from a freehold under normal circumstances.[4][124][125][126]

  • Items stored in a freehold become lootable after a successful siege against their parent node.[127][4][126] It has not been decided which players get to loot the debris field during this period.[127]
Only players given permission to do so will be able to do things like access your Freehold storage, and harvest crops and animals on your Freehold. These permissions are capable of being individually assigned per interaction. Note that if the node associated with your Freehold is successfully destroyed during a siege event, attackers will be able to assault Freeholds, and have a chance to pillage them for their resources.[4]

Players cannot PvP while inside the footprint of a freehold homestead even if the doors are unlocked.[4][128] This does not apply for a period of two hours following a successful siege against its parent node.[129][130][131][132]

Your home building is safe from PvP. While on the footprint of your home, you can not be harmed by damage from other players.[4]
  • NPC-Wachen may be available for hire to defend freeholds after a successful node siege.[132] NPC guards that permanently exist on a freehold are not a planned feature.[133]

Freehold destructibility

Grundbesitz may be attacked by any player for a period of two hours following a successful siege against its parent node.[129][130][131][132] Freeholds can also be lost by foreclosure for not paying property taxes or other fees.[4]

  • Players and their allies may defend their freehold for this period of time.[132]
  • Structures and guards may be obtained to defend freeholds during this period.[132]
When it comes to losing Freeholds like this, one person’s loss is another person’s gain. While there aren’t enough Freeholds in the world for everyone to have one at the same time, this cycle of players losing Freeholds creates opportunities for other players to acquire one.[4]

After the two hour period of open combat following a successful node siege, any remaining freeholds will exist under a grace period for roughly 1 week where another node may take over the zone of influence of the freehold.[130][131]

  • The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[130]
  • At the end of the grace period, if the freehold does not reside within the ZOI of a Dorf (Stufe 3) node or above, it will be destroyed.[4][131][130][135]
If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen. Freeholds within the Zone of Influence are subject to a period of vulnerability. These Freeholds can be destroyed by other players during a period of roughly 2 hours after a successful siege. Destroyed Freeholds are subject to material loss, and blueprints for them are mailed to the player to utilize for future placement in order to allow the player to keep their Freehold’s layout and structure. Once the vulnerability period is complete, any remaining Freeholds will exist under a grace period for roughly 1 week where another Node may take over the Zone of Influence of the Freehold.[131]Margaret Krohn
Q: How many times a year do you suspect that most players will be moving residence based on nodes being eliminated from sieges?
A: There are a lot of variables that influence that answer. I'm not sure I can give an average, but what I would say is that depending on the political dynamic of a server: if a server tends to have more combat and/or sieges against nodes, that is going to increase the amount of opportunity for freeholds to be removed from the world and then replaced. I'm not sure I have an average. what I will say is that it is very important to remember that Ashes is not a PvP game and it is not a PvE game. It is a PvX game and that has a very specific meaning. It means that as these systems are developed as they are designed and they are integrated with each other: they are done so from a competitive viewpoint and how that system relates to both PvE and PvP. Freeholds are one of those systems very much so and it's because of the cyclical nature that we're attempting to achieve with the development of nodes and the destruction of nodes, the world is a rapidly and dynamically changing place really. So it's intended to be something that is constantly recycling and is leaking out different types of content and new content that revitalizes the player interest and stimulates new points of conflict or cooperation.[136]Steven Sharif

Housing designs

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[4][137][138]

Guild freeholds

Sobald eine Gilde ein bestimmtes Level erreicht, erhält der Gildenmeister ein Gilden-Grundbesitz-Zertifikat, welches ihm die Platzierung einer Gildenhalle ermöglicht.[140]

Underrealm freeholds

Ressourcen will be different in the Unterreich, including unique species of fish.[141][142][143]


Spielerbehausungen Art. Verfügbartkeit. Limit.
Apartments Instanziert.[11] Dorf Stufe und höher.[144] Eines pro Server.[22]
Grundbesitz Open World.[11] Dorf Stufe und höher.[11] Einer pro Account.[22]
Statische Behausungen In-Node.[11] Dorf Stufe und höher.[11] Eine per Server.[22]


Spieler kaufen die Rechte für Spielerbehausungen direkt von der Node.[145] Spieler können Immobilien auch mit anderen Spielern handeln.[11]

  • Behausungen werden einen Grundpreis haben, der mit der Anzahl der Bürger in der Node skaliert.[146]
  • Die entwickler wägen eine auktionsbasierte Methode ab, um neue Immobilien zum Verkauf zu stellen, wenn eine Node sich entwickelt.[148]
    • Es wird einen Zeitpuffer geben, bis die Behausungen zur Auktion zur verfügung stehen.[148]
    • Die akzeptierten Startgebote werden bei einem Mindestpreis starten, der sich an der Anzahl der Bürger orientiert.[148]
    • Am Ende der Auktion gewinnt der Höchstbietende das Haus.[148]
  • Statische Behausungen und Apartments können von anderen Spielern gelistet und verkauft werden.[149][150]
    • Es gibt keine Höchstgrenze für wie viel der Verkauf eines Gebäudes von Spielern einbringen kann.[151]
    • Spielerbehausungen, die während einer Nodebelagerung zerstört werden, können nicht mehr verkauft werden.[152]
    • Grundbesitz kann nicht an andere Spieler verkauft werden.[149] Das kann sich möglicherweise im Verlauf der Testphase noch ändern.[153]

There's no cap essentially in player originated sales. Those are determined essentially by supply and demand as it is within the game and there's no artificial barrier to how high that demand can go.[151]Steven Sharif

  • Der Hausbesitz kann wieder an die Node zurückgehen, wenn der Besitzer es versäumt seine Gebäude-Steuern zu zahlen. Die Steuerschulden und Strafgebühren werden dem neuen Besitzer im Rahmen einer Zwangsvollstreckung in Rechnung gestellt.[146]
  • Spieler werden das Limit für die Anzahl ihrer Spielerbehausungen nicht überschreiten können.[154]

This will allow players to transfer real property goods. This includes ... static housing, this includes apartments that they may own; and they can sell those because those will have a limited and finite quantity.[154]Steven Sharif

Miete- und Leasingkonzepte befinden sich aktuell in der Begutachtungsphase.[154]

Some concepts that we have is going to be rental or leases that could be had allowing players to lease a property for a period of time where they will have control rights over utilizing storage based on the area, controlling the furniture or access point; all that stuff.[154]Steven Sharif

Housing taxes

When a node reaches stage 3 (Dorf) and a player run government has formed, all player housing will pay taxes.[155]

Maintaining businesses requires licensing and payments to the node your Freehold is associated with. This permitting system allows for a certain number of buildings to be constructed on a Freehold. Permits can be obtained from the same node the Freehold was certified from, and buildings that require permits will have an additional upkeep cost.[4]

Housing foreclosures

Housing foreclosures result from failing to pay property taxes or other fees.[156][4]

  • Non-payment of taxes will put the housing into a default status. The player will have a period of time to settle the debt before the housing is foreclosed.[156]
  • The developers are considering allowing pre-payment of housing taxes and/or allowing auto deduction of tax from a designated location, such as their personal inventory or warehouse.[157]
If you don’t pay taxes and other fines, your Freehold property will be foreclosed. When a Freehold is foreclosed on, stored and placed props like furniture are returned to the previous owner. Materials that were stored on a Freehold will be included in the auction for the Deed to that Freehold.[4]


Siehe auch


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  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 4.15 4.16 4.17 4.18 4.19 4.20 4.21 4.22 4.23 4.24 4.25 4.26 4.27 4.28 4.29 4.30 4.31 4.32 4.33 4.34 4.35 4.36 4.37 4.38 4.39 4.40 4.41 4.42 4.43 4.44 4.45 4.46 4.47 4.48 4.49 4.50 4.51 4.52 4.53 4.54 4.55 4.56 4.57 4.58 4.59 Blog: Exploring the Boundless Opportunities of Freeholds.
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  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 6.9 Liveübertragung, 2023-06-30 (14:09).
  7. 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 7.11 7.12 7.13 7.14 7.15 7.16 7.17 7.18 7.19 7.20 7.21 7.22 7.23 7.24 7.25 7.26 7.27 7.28 7.29 7.30 Development Update with Freehold Preview.
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