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Guild castle Alpha-1 early preview.[1]

With five Castles in the world, and each having been owned by different civilizations from the far-flung past of Verra, you can expect that each Castle has its own character. Different terrains and different layouts will result in each Castle having its own advantages and disadvantages. Just because you have managed to take one Castle will not mean that your strategies will pan out in the next. Commanders will have to take into consideration the lay of the land, time of day, weather, and even seasons into account when forming their battle plans.[2]

These Castles are occupied when players arrive on Verra, and their current inhabitants will have to be removed before any player can claim them. Castles will be dangerous and high-level raid zones until they can be cleared, and the first group of players to do so will gain the Castle as their reward.[2]

Five guild castles exist in Ashes of Creation.[2][3] Castles will initially be occupied by an NPC adversary. These are the primary antagonists in the storyline.[4]

Castle regions

Castles have direct power over the Nodes that belong to it, but also have soft power across the entire region it belongs to. All Nodes belonging to that region pay fealty to the Castle in the form of taxes paid directly to the Castle. The Monarch sets the rate, and can use those proceeds to upgrade defenses, maintain the Castle’s direct Nodes, or provide buffs and benefits to the citizens of that region, as the magnanimous ruler that you are.[2]

Guild castles influence a castle region around them.[10]

Guild castles impose a tax on all revenue for the nodes within its region.[15][16]

Castles have the ability to allocate taxes collected from nodes under them toward certain benefits that go back to the node. Or they can be more selfishly governed that treasury more towards the guild that owns it and that obviously is going to have some political implications, because it could- if you're not using it for the benefit of the people in the region they might rise up and help take you out from that that position of owning that castle.[15]Steven Sharif

Economic regions

We want our players to have a reason to explore the wilderness, to travel with purpose, and much of that will be driven by our resource system. Transporting these goods might just be more difficult than gathering them. Our regional market system allows players to participate in creating pocket economies that will reinforce the stability of goods in particular regions. Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[22]

Economic regions are static areas defined by geographic points of interest.[23][24]

  • Castle regions are larger and encompass multiple economic regions.[23]
  • Nodes are the glue that hold castle and economic regions together in potential synergy or chaos.[25]
    • Node ZOIs are fluid and change their area based on the progression of the node and its neighbors.[23]
  • Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[13]

The whole map would be under the influence of 1 of 5 castle regions. However, castle regions aren't the only TYPE of region - there are also economic regions, among other things.[24]Sarah Flanagan

Benefits of guild castles

Guild castle concept art.[2]

It's a reciprocal relationship between the castle and its nodes essentially. There are benefits granted to citizens of the castle; and the longer that the castle remains in the hands of its incumbent guild, the stronger the benefits become overall. But at the same time that represents a greater incentive to attack the castle because the rewards will get greater over time also.[1]Steven Sharif

Guild castles provide benefits and trophies for guilds that capture and control them.[1][26]

  • These benefits increase the longer a guild holds its castle.[1]

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.[27]Steven Sharif

Guild castles exert a King or Queen's presence over nodes within their region.[1][27][28]


Should you be deft enough to take a Castle, you’ll now be responsible for managing it. Castles will have their own Nodes associated with them, and developing and defending those Nodes will determine the state of your Castle during the next siege. If you’ve done a good job managing your kingdom, then you’ll have more and better options available for deployment during the next siege. If you let your populace fall to ruin, you may have to rely solely on your own devices.[2]

Siege preparation.[29]

Gildenburgen haben drei benachbarte Knotenpunkte in unmittelbarer Nähe.[3][30]

Burg-Knotenpunkte steigen durch Abenteuer auf, die von der besetzenden Gilde oder Allianz durchgeführt werden.[30]

  • Verglichen mit regulären Knotenpunkten, ist das Leveln von Burg-Knotenpunkten ein beschleunigter Prozess.[4]
  • In den Wochen vor einer Burgbelagerung werden Karawanen verwendet, um Vorräte zu transportieren.[33]
  • Das Abschließen dieser Quests entsperrt nützliche Dienstleistungen und Funktionen für die besetzende Gilde und deren Verbündeten, und verstärkt zusätzlich die Verteidigung der Burg.
  • Rivalisierende Gilden sollten Nachschubs-Karawanen zerstören, um das Aufsteigen der Burg und den umliegenden Knotenpunkten zu verhindern.

Sollten sie es in den drei vorangegangenen Wochen nicht schaffen, das Level der Burg zu erhöhen oder die Quests abzuschließen, wird die Burg einen Nachteil haben.[30]Steven Sharif

Als Mitglied der besetzenden Gilde wirst du automatisch zur Garnison der Burg-Knotenpunkten und der Burg selbst.[3]

  • Ausschließlich die Mitglieder der besetzenden Gilde sind Bürger dieses Knotenpunktes.[34]
  • Diese Staatsbürgerschaft unterscheidet sich von der normalen Knotenpunkt-Staatsbürgerschaft. Burg-Knotenpunkte funktionieren anders als normale Knotenpunkte.


The guild leader of a castle can grant the use of flying undermounts (such as wyrmlings) to guild officers during a castle siege.[36][37][38][39]

  • These may only be granted if the castle nodes are successfully established prior to the siege.[39]
    • Node A grants 1 undermount, Node B grants 2 undermounts, and Node C grants 2 undermounts.[40]
  • This system is subject to change during testing.[40]

Little wyrmlings that you can grant to officers if you're a castle owner, and they can fly around too.[37]Steven Sharif

Node layout and style

Racial architecture styles in an Alpha-0 village node. Empyrean Elven influence (top). Kaelar Human influence (bottom).[41]

The layout and architecture within a Node’s development area are determined by influential race. For example, a stage 3 Node with the majority of player contribution being Py’rai would have a Py’rai village with Py’rai architecture. Most NPCs would be Py’rai elves, and offer questlines within the Py’rai narrative.[42]Margaret Krohn

Each player’s contributed experience is flagged with their character race and other identifiers. When a Node advances, the race with the highest experience contribution determines the Node’s style and culture. This style and culture change can happen at every Node Stage. For example, if a Node advances to Level 2 - Encampment Stage and 51% of all experience was earned by Ren’Kai players, the Node will be a Level 2 Ren’Kai Node. If that same Node advances to a Level 3 - Village Stage Node, but the Py’Rai contributed 62% of all the experience earned, then the Node will be a Level 3 Py’Rai Node.[43]Margaret Krohn

Node layout and style is determined by several factors:[44][45]

Currently the way that the platform system is set up, is it's capable of adjusting the topography of the node's footprint, regardless of the surrounding terrain. So the reason for that is we want to have flexibility in the presentation of the node's layout and how it is essentially both from an aesthetic standpoint as well as a mechanical standpoint with node sieges- how it's constructed and that construction should have the ability to take on a variance of different types of topography. So it shouldn't be dependent on the surrounding area. Now that's not to say that the surrounding area isn't going to have some influence over. So for example... we're experimenting a little bit with the platform tech and putting up a node up against the side of a mountain or on the edge of a cliff or something that has a beautiful vista. Those are things that we're going to test out obviously as we continue to work on the node tool and how that platform system works, but the idea is to have the node independent of the surrounding terrain.[47]Steven Sharif

Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor.[45]Jeffrey Bard

All nodes whether they're associated with a castle or associated with normal node structure has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[27]Steven Sharif

  • The rest is determined by the node's mayor.[45]

Castle sieges

Castle Sieges are intended to be massive events with hundreds of people involved in a single Siege. One of the reasons that Ashes of Creation Apocalypse exists is so we can address the challenges in ramping up the number of bodies that we can handle simultaneously. With our latest test hitting over 200 simultaneous players, we’re ready to push that number even further. Our goal is to have the largest organized PVP battles of any MMORPG.[2]

Gilden participate in Castle sieges in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[3]

Each week leading up to the siege week... is a week that's dedicated to one of the three castle dedicated nodes. So around the castle there are three nodes. They represent week, one, two, and three; and then the fourth week is the siege against the castle. Those can only be elevated up to stage three. We've discussed this in the past and there's definitely information out there on the community ran wiki.[55]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[55][4]

  • In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to Dorf stage through questing.[55][4]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[4][34]
  • The fourth week is declaration week, where other guilds have the opportunity to lay down their declaration flag or to sign up as a defender of the castle.[55][4]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[4][34]
  • Different siege weaponry will grant the attackers the ability to destroy walls, doors and sections of the castle in order to gain access to the inner keep area.[30]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[21]

There will be benefits to attracting people... even if they're not in your guild or alliance – kind of a feudal like system, where you can attract other players who are just independent of this whole politic. They will have things to do there - benefits to receive - and there will be a reciprocal relationship between who you can attract, what they do for you; and how that benefits you and them.[4]Steven Sharif


Kings and Queens

Leaders of guilds that occupy guild castles are referred to as Kings and Queens.[57]

Ashes of Creation Apocalypse castles

Ashes of Creation Apocalypse castle sieges take place on a 1km2 (one square kilometer) map.[60]

Five castles are intended for the Ashes of Creation MMORPG. It's likely that eventually there will also be five castle maps on Ashes of Creation Apocalypse castle sieges.[61]

On January 11, 2019, we showcased our sneak peek of two siege map designs coming to Ashes of Creation Apocalypse soon - Castle Korgan previously owned by the Aelan humans and Castle Milnar constructed by the great Dünzenkell dwarves. These great castles of Verra were the cornerstone of defense for the Empires that owned them. Once home to legendary battles that turned the tides of power and influence on Verra. Now abandoned by the great powers that have fled Verra through the Divine Gateways, these great pillars of civilization are battlefields in the Apocalypse.[60]Margaret Krohn

Ashes of Creation Apocalypse castle sieges

Ashes of Creation Apocalypse castle sieges are a planned Ashes of Creation Apocalypse testing mode that aims to test castle siege mechanics.[66]

The Castle Siege mode is another example of a playable slice of the MMORPG that Apocalypse is providing early testing for. While it’s a somewhat smaller scale experience than the one you’ll have in the MMO, the overall flow of taking and defending a castle will remain similar. There’s some additional systems you’ll see in the final product, like the influence of Nodes over the available defensive emplacements, the crafting and deploying of custom siege weapons, and the summoning of siege monsters. These are all things that we’ll be adding on top of this mode upon our release of Ashes of Creation.[60]Margaret Krohn

A potential Alpha-1 implementation of Castle sieges in the MMORPG is based on Ashes of Creation Apocalypse castle sieges.[8]

Ashes of Creation Apocalypse castle siege mechanics

Dünzenkell Dwarven and Aelan Human objective torches.[71]
Ashes of Creation Apocalypse castle siege objective torch. The bowl fills with flames colored to match the team that captures the objective.[71]
Reliquary concept art.[72]

The Attacking Team’s victory condition is to take the Defending Team’s Relic which is the final Control Point in the castle.They will also have several Control Points located in their camp to encourage Defenders to skirmish outside the castle walls. These will also act as spawn locations for the Attacking Team.[60]Margaret Krohn

Ashes of Creation Apocalypse castle sieges will be objective-based.[66]

A player elects to be either an attacker or defender.[61][60]

  • The matchmaker will attempt to assign a player their selected side (referred to as role in the article) but it may allocate another side so as to shorten queue times.[60]
  • Once in the match, a player's side will not change.[60]

Players select one of the six classes prior to battle.[61]

  • Players can see the numbers of players in their raid who have selected each class.[73]
  • Players will have a limited amount of time to lock in their class choice. If they miss the window, the least selected class choice will be automatically chosen for them.[60]
  • There is no limit to the number of a specific class that may be on a team, however the developers note that composition will be important from a strategic perspective.[60]
  • Classes cannot be swapped during a match, but this may change based on testing.[60]

There will be a timeframe for preparation where attackers and defenders take positions and prepare weaponry.[61]

  • Siege weaponry will include ballistas, trebuchets, battering rams and potentially traps and "powder keg" type weapons.[61]

When you join into the castle siege in Apocalypse you're going to be able to select one of six classes. Right and upon selecting those classes then you're going to be placed on your starting side, whether it be the attacker or defenders; and then you're going to be able to start preparations. It's gonna be a little bit of a loading time where you have selected those classes. You're going to take positions perhaps and whatnot; and there are siege weaponry that's going to be present there as you see here some ballistas, some trebuchets, a battering ram and maybe some traps and some powder keg kind of stuff available to destroy some things.[61]Steven Sharif

Attacking team

In the first phase of battle the attackers attempt to penetrate the walls and gates to gain access to the inside of the castle.[61][74]

  • Siege weapons available to the attacking side include Trebuchets and Battering Rams.[60]

There will be a variety of siege weapons available to the Attacking side including Trebuchets and Battering Rams. Trebuchets’ range will be long enough to reach the enemy ballistas from their initial placement points. These placement points will be out of player character’s weapon range from the castle walls, but within ballista range, and scattered on the battlefield.[60]Margaret Krohn

Once inside the castle, the attackers need to hold objectives.[61]

  • There are objectives within the castle, such as killing guard captains.[66]
  • Attackers must destroy key strategic objectives to swing the battle in their favor.[67]
  • Defenders must protect key strategic objectives to maintain advantage.[67]
  • Holding capture points increase or decrease the duration of the map, change the opposing side's respawn times and give buffs to the side that holds them.[61][66]
    • Players can also respawn on capture points that they hold.[61]

The ultimate objective of the attackers is to reach the center keep of the castle to channel on the final relic that's present in order to achieve victory.[74]

Defending team

The defenders are attempting to hold out as long as possible, but they can also rush the field to the enemy encampment or headquarters to attempt to damage their ability to siege.[74]

  • Attempt to take out attacker's siege weapons.[74]
  • Attempt to capture attacker's control points to increase their spawn time and decrease the total match time.[74]

If a Defender captures an Attacker’s Control Point, the total match time decreases, the Attacker Teams’ respawn time increases, and it also provides a temporary morale buff to the entire Defender’s side. Defenders will also be able to teleport to any Control Points that have been taken.[60]Margaret Krohn

Siege weapons available to the defending side include Ballistas and Traps.[60]

Ballistas will have fixed positions on castle towers. Traps will be placeable items that the Defending Team can use to damage and crowd control their enemies. Note that these items are destructible by the Attacking Team.[60]Margaret Krohn


Players have infinite lives in castle siege mode.[60]

  • Upon death, players join a respawn queue shared with their teammates.[60]

Royal stables

Royal stables are a type of building in Ashes of Creation.[75]

The royal mounts will be the only class of mounts that can fully fly in the world; and they are will be needed to be mounted while in a royal stables. Royal stables are a building that can be built in a node if elected to be built by the mayor and supported by the community building it up through the quests to do so; and castles come with a royal stable as well. So once you have a royal stable and you become that Mayor or King or Queen, you may then mount the creature there and then take it wherever you wish.[75]Steven Sharif


Der begriff "Gildenhaus" bezieht sich auf Gildengebäude, nicht Spielerhäuser, die der Gilde gehören.[76]


Gildenhallen serve as a focal point for a guild, offering a host of benefits and customization options.[78]

  • Guild halls may be placed on guild freeholds or within nodes.[79][80][81]
    • In-node guild halls may only be claimed by patron guilds of that node. These have different perks and benefits to halls placed on freehold plots.[81]
    • When a guild reaches a certain level, its guild master is granted a guild freehold certificate to enable placement of a guild hall.[79]
  • A guild hall only houses a single guild.[84]

Guildhalls are the ultimate expression of a guild's power! In Ashes these structures will serve as focal points for a guild, offering any guilds who construct them a whole host of benefits as well as customization options.[78]


Gildenhallen unlock actions a guild can perform within a node.[85]


Gildenfestungen sind belagerbare Gildenhallen in Ashes of Creation. Diese unterscheiden sich von Knotenpunkten und Gildenschlössern.[83]


Community guides

Siehe auch


  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 Liveübertragung, 2020-08-28 (1:39:02).
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Blog: 10 facts about castle sieges in the MMORPG.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 castle nodes.png
  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 Podcast, 2018-04-23 (21:55).
  5. 5.0 5.1 5.2 5.3 Podcast, 2021-04-11 (49:40).
  6. 6.0 6.1 steven-siege-zone.png
  7. 7.0 7.1 Liveübertragung, 2021-04-30 (41:18).
  8. 8.0 8.1 8.2 Blog: Creative Director's Letter, April 14 2021
  9. 9.0 9.1 Liveübertragung, 2020-08-28 (1:31:11).
  10. castle-influence.png
  11. castle-taxes2.png
  12. 12.0 12.1 castle-region.png
  13. 13.0 13.1 region-overlap.png
  14. castle-metro.png
  15. 15.0 15.1 15.2 15.3 Liveübertragung, 2021-04-30 (1:01:10).
  16. castle-taxes.png
  17. castle-power.png
  18. castle-resources.png
  19. castle-taxes3.png
  20. castle-taxes4.png
  21. 21.0 21.1 castle-taxes5.png
  22. About Ashes of Creation.
  23. 23.0 23.1 23.2 economic-regions.png
  24. 24.0 24.1 economic-regions1.png
  25. economic-regions-static.png
  26. Liveübertragung, 2017-11-17 (49:30).
  27. 27.0 27.1 27.2 27.3 Interview, 2018-05-11 (47:27).
  28. 28.0 28.1 28.2 28.3 Podcast, 2017-05-05 (52:32).
  29. Video, 2017-04-20 (8:20).
  30. 30.0 30.1 30.2 30.3 30.4 30.5 Podcast, 2018-04-23 (15:14).
  31. castle-systems.png
  32. Liveübertragung, 2019-07-26 (1:29:00).
  33. castle-node-caravans.png
  34. 34.0 34.1 34.2 Liveübertragung, 2017-08-23 (23:00).
  35. Ashes of Creation Store: Ochre Legion Wyrmling.
  36. Interview, 2020-07-19 (1:05:41).
  37. 37.0 37.1 Liveübertragung, 2019-07-26 (56:06).
  38. wyrmlings1.png
  39. 39.0 39.1 wyrmlings2.png
  40. 40.0 40.1 wyrmlings3.png
  41. Liveübertragung, 2018-02-09 (33:50).
  42. Blog - Know Your Nodes - The Basics.
  43. 43.0 43.1 43.2 Blog - Know Your Nodes - Advance and Destroy.
  44. 44.0 44.1 44.2 Liveübertragung, 2020-10-30 (39:17).
  45. 45.0 45.1 45.2 45.3 45.4 45.5 Liveübertragung, 2018-09-27 (53:06).
  46. Liveübertragung, 2021-02-26 (1:10:28).
  47. 47.0 47.1 Liveübertragung, 2021-02-26 (1:12:18).
  48. Podcast, 2021-04-11 (29:47).
  49. Interview, 2018-05-11 (54:34).
  50. Liveübertragung, 2017-05-26 (21:23).
  51. Podcast, 2021-04-11 (23:36).
  52. Interview, 2020-07-29 (31:05).
  53. Interview, 2020-07-18 (13:13).
  54. castle-siege-scale.png
  55. 55.0 55.1 55.2 55.3 Liveübertragung, 2020-08-28 (1:43:03).
  56. Ashes of Creation - The visuals.
  57. Liveübertragung, 2017-05-26 (37:17).
  58. steven-kings-and-mayors.png
  59. Video, 2019-01-11 (0:00).
  60. 60.00 60.01 60.02 60.03 60.04 60.05 60.06 60.07 60.08 60.09 60.10 60.11 60.12 60.13 60.14 60.15 60.16 60.17 60.18 60.19 60.20 Castle Siege Overview.
  61. 61.00 61.01 61.02 61.03 61.04 61.05 61.06 61.07 61.08 61.09 61.10 Liveübertragung, 2019-01-11 (35:44).
  62. 62.0 62.1 Liveübertragung, 2019-01-11 (34:26).
  63. Video, 2019-03-08 (0:00).
  64. Liveübertragung, 2019-10-31 (11:05).
  65. steven-a1-leak-3.png
  66. 66.0 66.1 66.2 66.3 66.4 Liveübertragung, 2018-08-17 (30:29).
  67. 67.0 67.1 67.2 67.3 Liveübertragung, 2018-09-01 (54:06).
  68. Interview, 2018-08-24 (13:17).
  69. Interview, 2018-08-17 (8:16).
  70. Interview, 2018-12-06 (38:10).
  71. 71.0 71.1 objective-torch.png
  72. reliquary-concept.png
  73. Liveübertragung, 2019-01-11 (56:11).
  74. 74.0 74.1 74.2 74.3 74.4 Liveübertragung, 2019-01-11 (37:45).
  75. 75.0 75.1 75.2 75.3 75.4 Liveübertragung, 8 April 2018 (PM) (51:49).
  76. Liveübertragung, 2017-07-28 (18:07).
  77. Summer Leader of Men.png
  78. 78.0 78.1 kickstarter guild halls.png
  79. 79.0 79.1 79.2 Interview, 2019-04-21 (45:45).
  80. Podcast, 2018-08-18 (1:12:34).
  81. 81.0 81.1 Liveübertragung, 2020-02-28 (1:06:51).
  82. 82.0 82.1 82.2 Podcast, 2018-08-04 (1:54:15).
  83. 83.0 83.1 kickstarter fortress.png
  84. Liveübertragung, 2017-05-22 (56:48).
  85. Liveübertragung, 2017-05-19 (51:20).