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Pre-alpha Metropole node.[1]

Nodes are a pre-set location, wrapped in a zone of influence, in our world that can form into towns of different sizes. These sizes range from a small camp to a sprawling metropolis. The size of the towns depends on the contribution by players and how far they’ve advanced the Node. Players do not create the footprint of a Node, but within that footprint they do have the ability to own land. Players who are part of the government for a specific Node will have the ability to modify building types and services further, but for the most part, a Node will grow along its own specific path (think about this more as NPCs building these towns out, rather than PCs individually putting buildings and walls up). A Node’s contribution area is larger than the actual town itself, allowing for players to adventure while building upon the town. We call the contribution area the Node’s “Zone of Influence,” and it’s the area where players help to advance the Node they are in.[2]

Auf jedem Server befindet sich eine Vielzahl an Entwicklungspunkten, welche Nodes genannt werden.[4]

Nodes are the heart of the world, they create the ebb and flow of life. At their core, Nodes are pre-set points in the world, wrapped in a Zone of Influence and surrounded by geographic areas that change over time based upon player participation. The world map is divided into regions, with each region containing multiple Nodes. As a Node advances, it influences the types of content within itself and the surrounding areas. Players do not create Nodes, but if they are a part of the government for a specific Node, they have the ability to influence diplomacy, and modify building types/construction and services within that Node. There will be 103 Node locations at launch, each with its own impact on the narrative and development of the world.[8]Margaret Krohn

Node types

Nodes exist all throughout the world and the location of said node will determine its type; but this type will be... seen at the first stage of development when the first stage when a node propagates real-time assets in the world; is basically these NPCs, these merchants that come into an area and they offer services and/or you know of stores or whatever the deal may be. You will see the flavor of the node from those merchants. So if it's a military node you'll see military people. If it's... an economic node you'll see merchants. If it's a scientific one you'll see scholars; and if it's a divine one you'll see priests and clerics. So players will have a very firm understanding of which node is which type in order to know how they want to progress.[12]Steven Sharif

Nodes are assigned one of four (4) node types, each of which contain unique specializations.[8]

  • Players will be able to identify the type of a node at its first stage of development (Expedition) based on its NPC population.[12]
Node type.[8] Specialization.[8] NPCs.[8]
Divine nodes Faith and skill/equipment augment focuses Priests
Economic nodes Trade and merchant focuses Merchants
Military nodes Kampf and class training focuses Guards
Scientific nodes Artisan and construction focuses Scholars

Ashes of Creation allows you, the player, to decide the fate of the world around you. With each Node Type, you can change the flow of resources and goods in the world. Will you grow the largest Economic Metropolis and help guide the riches of Verra, or will you choose another path unlocking new stories filled with allies and enemies?[13]

Node types are predetermined and are the same across all servers.[8]

For example, if a level 4 Scientific Node is destroyed, it will become a Level 0 Scientific Node. It will never be any other Node Type other than a Scientific Node. The location of these Types relates to the influences of the area around the Node.[8]Margaret Krohn

Node types affect various services and systems at each level of node advancement.[8]

Node types will be definitive during the Beta testing stages.[14]

Beta testing will require that the node types be definitive; and that's because of how node types are integrated into the relating and corresponding neighboring points of interest and those quest lines. So it's not something we can swap very easily.[14]Steven Sharif

Node benefits

Each node type has a superpower (ultimate ability) that becomes unlocked when the node reaches Level 6 (Metropole stage).[13]

Divine node benefits

Divine nodes at Metropole (Stufe 6) may unlock a procedurally built "mega catacomb" dungeon beneath it that connects to its divine vassal nodes. These may house unique bosses with unique drop tables.[16]

Vorteile eines Wirtschafts-Kontenpunktes

Economic nodes that have reached the metropolis stage unlock the linked economy superpower. Economic nodes with this superpower share their Auction house listings with all others.[13]

Economic Nodes that have reached the Metropolis Stage unlock the Superpower “Linked Economy”. Any Economic Node with this Superpower unlocked shares Auction House listings with all the others, meaning that the items listed in one Linked Economy Node can be bid on from any other Linked Economy Node. Linked Economies also connect a Metropolis and any Vassal Economic Nodes belonging to that Metropolis.[13]

The Linked Economy Superpower has the potential to create a massive market that spans the world. This will allow players to attain and sell goods with ease, providing those who have access to these Economic Nodes a faster path to fortune in the lands of Ashes of Creation.[13]

Military node benefits

Military nodes enable Kopfgeldjäger and reduced duration of corruption.[18][19]

Scientific node benefits

Scientific nodes that have reached the metropolis stage unlock the Teleportation superpower.[20]

  • Citizens of metropolis scientific nodes may teleport between the metropolis and any of its vassal nodes, regardless of the stage of the vassal node, so long as the vassal node is not at war.
  • Citizens of vassal nodes may teleport to their metropolis node and back.
  • If there are multiple scientific metropolises, then an airship will provide faster travel between those scientific metropolises for citizens of those nodes and their vassal nodes, so long as the metropolises are not at war.

This will allow Citizens and Vassals of Scientific Metropolises to do things more quickly than others, as fast travel is limited in the world of Ashes of Creation. They’ll be able to exchange goods and information with ease and get to locations in the world at a quicker speed in order to gather crafting materials to create recipes, as well as participate in limited-time events.[20]

Bürgerschaft des Knotenpunktes

Spielerbehausungen grants the ability to claim citizenship of a node.[22]

  • Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.[23]

We want these places to be populated and people to be attracted to them and so right now we think housing is enough for that. But we don't want to design ourselves into a corner where we don't have any other options, so the hope is that yes citizenship will be only gained through housing; with our caveat that if that doesn't work well we'll change it.[23]Jeffrey Bard

Bürgerschaft can be claimed for Dorf (Stufe 3) nodes or higher.[18]

  • A player can only claim citizenship to one node at a time.[24]
  • Only one citizenship may be declared per account, per server.[25][26][27]
    • This may have changed to one citizenship per account.[28]
  • Citizenship is lost if the node is destroyed. A player can then become citizen of another node.[25]
  • Node citizenship is not tied to membership of a guild. Guilds don't "own" nodes.[25]

Your account is bound to one declared citizenship per server, which means that if you have two alts and your main character on one server you may only be a citizen of one node between those three... If you have an alt on a different server, it could be a citizen of a node as well.[27]Steven Sharif

Changing citizenship has a cooldown of two weeks.[22]

  • This applies to players who renounce their citizenship in a node.[25]

You can declare citizenship to only one node and when you declare that citizenship. Let's say for example, one guild perhaps wanting to kind of take all their members and have them all declare the same citizenship to a location. The longer a node exists the higher the prize it is to take and some systems with regards to crafting progression and/or rewards and bonuses or the reliquary that we haven't really touched on a lot, those systems are going to be so enticing that from an incentive standpoint it will compel other groups to either potentially break alliances or siege the city in order to take the goods that are potentially in it. So, from an incentive standpoint we have that at play. Additionally, we don't have a cap per-se that we've announced yet on the citizenship aspect of being in a node, but we do have soft caps. It becomes costlier the higher number of citizens each time one new person wants to join to be part of a node. So, there is sort of a soft cap on how many citizens one node can have and it might be that not all in the guild can participate in that area. So, there's kind of a natural divide: A pseudo faction, so to speak between who is a part of that node and who is not.[30]Steven Sharif

Players can interact with the node board to get a list of citizens of the node.[31]

A player does not need to declare citizenship of any node. These players won't need to pay taxes but will miss out on benefits of citizenship.[32]

Vorteile der Staatsbürgerschaft

Eine Staatsbürgerschaft bietet eine Vielzahl an Vorteilen.[18]

  • Titel.
  • Ansehen.
  • Ehre.
  • Loyalität.
  • Verdienste.
  • Beteiligung an der Regierung der Node (wählen oder Kandidatur für ein Amt).

Die Staatsbürgerschaft eröffnet dir eine Vielzahl an Vorteilen, darunter Titel, Ansehen, Ehre, Loyalität, Verdienste, und - wahrscheinlich am wichtigsten - die Regierung der Node. Als ein Bürger hast du das Privileg an der Regierung der Node teilzunehmen. Von der Wahl bis zur Kandidatur für ein Amt.[18]


Nodes are pre-set locations, wrapped in a zone of influence (ZOI).[2]

Every Node is given purview over a predefined geographic area called a Zone of Influence (ZoI). No matter where you go in the world, whether you’re questing, gathering, or raiding, you’ll be helping determine which nodes will develop, and what Zones of Influence will expand. Any area that a Node controls is considered its Zone of Influence, including Vassal Nodes, and all Vassal Nodes exist within the Zone of Influence of their Parent Node.[8]Margaret Krohn

Every node is given purview over a predefined geographic area called a Einflussbereich (ZOI). Player activity within the ZOI is weighted and counted toward a particular node’s advancement.[2]

The main thing that differentiates us from other MMOs is that we have a living, breathing, reactive world... Our world is separated into zones, which are then separated into what we call nodes. Nodes are sort of invisible zones of influence that listen to everything that a player does; so as players gain experience from killing things, gain experience from doing quests, gain experience through crafting things, the node is also gaining that experience. Once a node gains enough experience it levels up and then starts to attract NPCs to it .[33]Jeffrey Bard

Each Node can form into towns, but are limited by their neighbors. The Nodes have different levels of advancement. There can only be so many of each level. Think of this as advanced settlements needing more elbow room. Nodes encompass more land as they grow and will require more effort to be sustained. This system is a main driver for change in the world because it creates scarcity. As Nodes advance in stages of growth they will lock out neighboring Nodes from progressing, and will absorb their zones of influence.[2]

There is not a space where you will move in to do something and no node will get that experience.[35]Steven Sharif

Node simulation

Simulation of node interactions.[40]

This representation does show 111 nodes as part of this particular simulation. I'm not sure what the tick frequency is on this video. It might be something on the magnitude of like every second is probably 12 to 24 hours. So over time you start seeing these larger node systems building up to eventually where you might see Cities and Metropolises after some period of time; and what this allows the design team to do from a tools perspective, as they simulate this idea of how the world is going to progress, is it gives an opportunity to kind of see strange happenings or something that we couldn't necessarily predict but was a possible outcome based on the variables present.[40]Steven Sharif

The developers have created a simulation of node interactions in preparation for Alpha-2 deployment of the node system.[40]

You can show the initial territories on the Verran map of what these particular nodes have governance over, or their Zones of Influence as we like to call them... As the simulation of this begins to advance and nodes begin to expand their territory and they begin to take over nearby nodes as a result of their of their growth, you start to see these power level ratings that are applied here on specific nodes that determines what type of takeover power it has and and what it pushes back against for other nodes that are looking to take over new territory as they advance.[40]Steven Sharif

  • It also simulates events, such as NPCs attacking and disabling certain node buildings and services. Failure to successfully respond to these will reduce the node's "health ticker", which will slow down the XP gains from the node.[40]

It also simulates events: So each of these nodes will have a health ticker: when that health ticker is impacted it'll stop gaining power or gaining or slow down in its gaining of experience; and that's because certain events can affect a node by disabling certain services, disabling buildings. Players don't respond to that horde of zombies that have come out of the nearby ravine then those zombies can attack stables, they can attack service buildings, and prevent particular types of quests or activities and services from happening until it's repaired.[40]Steven Sharif

  • Knotenpunkt-Belagerungen are simulated, with successful sieges destroying the nodes, and where unsuccessful sieges won't destroy the node but may result in disabled buildings or services, similar to events.[40]

It simulates the sieges if a particular node has a certain frequency that's set where we want to see randomization of how nodes get affected by sieges. Sometimes they'll be destroyed in the simulation. Sometimes they'll have disabled services again, similar to an event, because they didn't succeed necessarily at sieging the node but they did succeed at disabling some of the buildings as part of that siege.[40]Steven Sharif

  • It simulates what outcomes may happen in the live game as a result of player activity, such as splitting up a particular ZOI across a waterway, or having territories expand out to islands or across continents.[40]

It simulates what players could potentially do as well when the game goes live; and that might include things like splitting up a particular Zone of Influence across a waterway, having your territory expand out to an island, or across continents. These are these are the types of things that we want to see players do eventually obviously but this tool provides the design team the opportunity to see it repetitively and over a fast period of time so they see these different types of outcomes.[40]Steven Sharif

Node stages

Illustration of node advancement from Wildnis (Stufe 0) to Metropole (Stufe 6).

Nodes advance by collecting experience from the actions of players nearby. As players complete content inside of a Node’s Zone of Influence (the area around the node), they contribute that experience toward the Node’s development. The experience given to the Node may then be modified based on certain Events and Accomplishments. When a Node reaches the experience required, it undergoes the process of advancing to the next stage. There are a few exceptions where a Node cannot advance even though it has the required experience - most commonly, a Node can not advance if a Node is a Vassal of another Node and would advance to the same stage as its Parent Node.[41]Margaret Krohn

Nodes have seven (7) stages of advancement, with experience thresholds for each stage. When a Node reaches the experience required for its current stage, it advances to the next stage.[8]

Node stage.[4] Symbol Alternate name.[42] Timeframe to advance.[4] Spielerbehausungen.[43]
0. Wildnis -
1. Expedition Expedition symbol.png Crossroads Few hours -
2. Feldlager Encampment symbol.png Camp Many hours -
3. Village Village symbol.png - Few days Small houses
4. Town - Many days Medium houses
5. City - Few weeks Large houses
6. Metropole Metro Many weeks Mansions

Weiterentwicklung des Knotenpunkts

Die Staatsbürgerschaft sowie Aktivitäten von Nicht-Staatsangehörigen Spielern (Abenteuer, Sammeln, Raiding, etc.) innerhalb der Einflusszone eines Knotenpunkts zählt zu dieser speziellen Weiterentwicklung des Knotenpunkts (Fortschritt).[4] Es gibt sechs Stufen der Weiterentwicklung des Knotenpunkts.

  1. Expedition (Wenige Stunden)
  2. Lager (Viele Stunden)
  3. Dorf (Ein paar Tage)
  4. Stadt (Viele Tage)
  5. Großstadt (Wenige Wochen)
  6. Metropole (Viele Wochen)
Konzeptionelle Illustration. Ein Knotenpunkt der sich im Einflussbereich eines fortgeschritteneren Knotenpunkts befinden, wird durch den fortgeschritteneren Knotenpunkt in seiner Entwicklung begrenzt.[44]

Die Weiterentwicklung eines Knotenpunkts gibt seinen einzigartigen Inhalt frei, was einen wachsenden Ring an benachbarten Knotenpunkten vom Fortschritt auf die nächste Stufe ausschließt.[45]

  • Die Knotenpunkte gelangen schnell auf die erste Stufe. Dies ermöglicht Dienstleistungen von NSCs wie Verkauf oder Banknutzung zum Lagern von Gegenständen.[46]
  • Je weiter der Knotenpunkt fortgeschritten ist, desto größer wird seine Einflusszone.[1]
  • Weniger fortgeschrittene Knotenpunkte (genannt Vassalen Knotenpunkt), die in den Einflussbereich eines fortgeschritteneren Knotenpunkts fallen, können immer noch XP gewinnen, müssen aber in einem niedrigeren Fortschrittsstadium bleiben als das des dominanten Knotenpunkts.[44]
  • Ein Knotenpunkt erhält XP von den Knotenpunkten innerhalb seines Einflussbereichs erst, wenn diese Knotenpunkte ihre Obergrenze erreicht haben.[44]
  • Spieler werden in Sicherheit gebracht, wenn sie sich während des Ausbaus der Knotenpunkte mit neu angelegten Objekten überschneiden.[47]
  • Bürger eines Knotenpunkts können zur Weiterentwicklung anderer Knotenpunkte beitragen.[48]
  • Der genaue Prozentsatz des Fortschritts durch den Erhalt von Gegenständen oder das Töten von Monstern wird nicht explizit bekannt sein, um ein "Ausspielen" des Systems zu vermeiden.[49]

Different people have different resources invested in nodes progressing and it would be a little "gamey" if you could know exactly what was necessary at that point because that would disincentivize people from participating.[49]Steven Sharif


Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[8][50]

  • Vassal nodes must remain at least one node stage below their parent node.[8]
  • Vassal nodes give excess experience to their parent node and may have their own vassals; so long as they fall within the parent node’s zone of influence.[8]
    • If a node is capped and is both a vassal and has its own vassals, any experience earned from itself or its Vassals is first applied to its own deficit. Experience beyond that is then sent to its parent node.[41]
  • Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[8]
  • Vassal nodes cannot declare war on their parent node or any of their vassals.[8]
  • Citizens of vassals are bound by the diplomatic states of the parent node.[8]

If a Node is a Vassal Node and is capped from advancing further, it first applies any experience earned to its own deficit (see Node Atrophy section), and then applies excess experience earned to its Parent Node. If the Parent Node advances and the Vassal is able to grow, it becomes uncapped. If a Node is capped and is both a Vassal and has its own Vassals, any experience earned from itself or its Vassals is first applied to their own deficit. Any experience beyond that is then sent to its Parent Node.[41]Margaret Krohn

Adjacent/Neighboring nodes

Adjacent nodes (Neighboring nodes) starting from Expedition (Stufe 1) will block (lockout) the growth of their immediate neighbors.[51][50]

Zonen und Entwicklung

Dungeons, Schlachtzüge, Weltbosse, Mobs, Abenteuer, Events, Ressourcen, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.[52][53][8]

We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[54]Steven Sharif

World manager

The World manager is an algorithm in Ashes of Creation that controls dynamic world elements. It acts as both a throttle and an incentive system for various activities to ensure certain parameters are within acceptable thresholds.[55]

For example if you know iron is being used as a raw resource for a specific crafting path that might drive up the price of mithril or silver; and that will incentivize the market to course correct a little bit. The idea is to provide soft incentives that help to alleviate the demand and also to prop up the supply that might not be present from the economic systems.[56]Steven Sharif

Atrophie des Knotenpunkts

Nodes can delevel based on node atrophy.[41]

  • This is a preliminary design and may change based on testing. This may be changed to an atrophy points system, where accumulated points will progressively disable services within a node. The node may be destroyed (instead of deleveling) if a significant points threshold is reached.[58]

There are intrinsic problems with reducing a nodes level as opposed to removing the node and it may be possible I'm just gonna say now that we don't actually atrophy nodes to delevel but rather accrue atrophy points that must be replenished over time; and if not it begins to disable services and further compound the atrophy problem; at which point when it reaches a certain atrophy point then the node would just disappear.[58]Steven Sharif

  • Nodes accumulate an experience deficit each day based on the node's level. The deficit is subtracted from any experience earned that day. If any deficit remains, then this is subtracted from the node’s experience pool.[41]
  • Bürgermeister are able to initiate quest-driven systems that non-citizens can participate in. The mayor can use a portion of the node's treasury or goods as rewards for quest completion. Players will be able to interface with the node to view the quests that are available to them.[59]
  • Certain flags will appear to notify node citizens if their node has dropped below the required experience for its current stage. After a short period, if the atrophy is not addressed, the Node will then delevel.[41]
  • A node cannot delevel more than a single level at a time.[41]
    • When a Node delevels it enters a safe period, during which the deficit is temporarily reduced to 0.[41]
  • It may be possible through node atrophy for two nodes of the same stage to be adjacent to each other.[58]

Deleveled nodes return to their previous stage.[41]

If a Node delevels, it returns to the previous Stage, but keeps the racial style it had before deleveling. A Node cannot delevel more than a single level at a time. For example, a Level 2 Node would become a Level 1, or a Level 1 Node would become a Level 0. If deleveling would cause a Node to lose its Vassals, it does so. When a Node delevels it enters a “safe period,” during which the deficit is temporarily reduced to 0. Once the safe period expires, the Node can once again begin losing experience based on its deficit.[41]Margaret Krohn

Node governments

Alpha-1 winner of Mayoral election.[60]

Node governments are chosen from a node's citizenry when a node reaches stage 3 (Dorf).[18]

Positions within a node's government are attained through titles that grant special access to NPCs in the node.[61]

There are a lot of things that you can strive for within [a node] that grant you that special treatment.[61]Steven Sharif


Bürgermeister are leaders of a node's government who control the development of that node.[62]

  • Coordinate the transfer of needed supplies with citizens operating caravans.[65]
    • Mayors must communicate what resources are necessary for a particular node then motivate the citizens to fulfill those needs.[65]

Only node citizens may be elected mayor.[26]

You may only ever be a citizen of a single node at a time.[26]Steven Sharif

Bürgermeister gain new powers and responsibilities as their node advances.[8]

Node elections

Once a node has reached Dorf stage there will be a one week cooldown period before node elections begin.[67]

  • This cooldown period allows players to establish citizenship at the village; which may require them to relinquish previous citizenship at another node.[67]
  • Following the initial cooldown, there will be a one week election process, then from that point on, elections will follow a monthly cadence.[67]
  • Knotenpunkt-Belagerungen may not be declared for 21 days following a node advancing to any stage.[68]
    • This was previously stated to apply only to nodes advancing to Dorf (Stufe 3), not higher stages.[69]

The village stage is a unique stage because that's when the government system comes online and all other stages past village there will have already been a cadence for the election system and it will follow that cadence, but after the initial village stage is completed there will be a one week period where players have an opportunity to establish citizenship at the village that also provides for the cooldown time that is- that would be present on players leaving another node to kind of participate in in this particular node leveling up. But that after that one week period then there will be a one-week election process and then from that point moving forward will be the one month cadence that the node experiences elections on.[67]Steven Sharif

Node elections occur on a monthly basis.[67][70]

Node governments and mayors are chosen through different methods according to the node's type.[1][8]


Depiction of a mayor.[78]

Government officials have wide-ranging leadership powers.[79]

  • Declare war on another node and rally citizens to the cause.[80]
  • Enter into trade agreements.[80]
  • Directing assets.[18]
  • Bürgermeister are able to initiate quest-driven systems that non-citizens can participate in. The mayor can use a portion of the node's treasury or goods as rewards for quest completion. Players will be able to interface with the node to view the quests that are available to them.[59]
  • Governments may be able to choose a node name from a predetermined list.[83][84]

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.[18]

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.[85]Steven Sharif

Gilden do not control nodes.[86][87] Guild leaders (kings and queens) can become mayors of nodes.[26]

  • Guilds hold separate roles in the direction of the node than the roles held by private citizens.[18]
  • Only a certain number of guilds may participate in these roles.[18]
  • Separate guild roles are reserved for small, medium and large guilds.[18]

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.[18]


Bürgermeister/Node governments allocate resources, taxes, and quests to help develop node defenses.[64]

  • Tax money only goes toward funding node development.[89]
  • Taxation rates scale based on when a player joined a node as a citizen. The goal is to exert financial pressure on node populations by making taxes increasingly expensive as nodes advance, rather than putting in place hard population caps.[90]

Parent nodes take a cut of all taxes from the housing and any services that occur within their ZOI.[91]

  • This tax doesn't necessarily impact the individual citizen, because citizen's tax levels are determined by their node, but the node's finances are affected by the taxation levied by its parent nodes.[91]

Node wars

Node governments may declare war on another node and rally citizens to the cause.[80]

We have conditions that you can set between nodes with regards to either nodes being friendly with each other and acting trade alliances, or they can declare war on nodes similar to how guild wars may function in different games, where those citizens become hostile to each other based on the player government that's elected in the particular node. So those systems all kind of cater to allowing a conflict that's meaningful and that also provides a non-imbalanced relationship between stronger guilds and not as strong guilds.[30]Steven Sharif

Interne Konflikte

There won't be a civil war mechanic within nodes but there will be scope for internal political conflicts; such as undermining the current leadership and disrupting trade.[93]

We want consequences to matter and if that person got elected then you need to work within the means of the mechanics to get them unelected.[94]Steven Sharif


Ashes of Creation bietet diverse Inhalte, die sich um Allianzen drehen.[95]

Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those you know channels of bonding between the different guilds or players, the more sustainable that relationship.[95]Steven Sharif

Node quests

Storyline quests can have multiple stages. These quest stages can actually be failed.[96]

There will be many different quests that actually have stages of the storyline; and these stages can actually be failed. You can actually fail a storyline; which sucks when you think about it, but at the same time that risk makes your investment that much more important.[96]Steven Sharif

Rassenspezifische Quests

Abenteuer may be based on a character's race.[99]

Different quests may relate to who the primary cultural contributor is to a node. This won't lock out content, but will add flavor to the quests.[99]

There might even be different directories of the quest that exist for specific races, and even though you're sharing a quest to kill a boss, if you're human and I'm an elf, I will have a different arc potentially that leads in a different direction than you, even though we took the same quest; and this can relate to who the primary cultural contributor is to a node unlocking different arcs for cultures that share the primary culture of a node - not that locks out content but it gives a flavor in a different direction so that not everything is so cookie cutter.[99]Steven Sharif

Race matters because narratives have paths that also are influenced based on the primary contributing culture to the node... If you're a Niküa and you have you're in a Niküa node that's predominantly Niküa, you're going to have certain services and/or abilities as a member of the Niküa race that other races may not have access to... They may have alternative quest lines, but they won't have specific ones. Now those specific Niküa quests will then relate to the meta-narrative that's present in the world and they'll start to direct some of that meta-narrative; and that'll be beneficial for your kind because it will unlock certain content for your race that other races haven't unlocked yet. So there is an incentive there to see progression along that line now in order to curb the progress of a dominant race.[100]Steven Sharif

Abenteuer that are race specific, title specific, or guild specific will likely be less than 10% of the total number of quests. 90% of quests should be able to be shared by everybody.[101]

Mayoral quests

Bürgermeister are able to initiate quest-driven systems that non-citizens can participate in. The mayor can use a portion of their node's treasury or goods as rewards for quest completion. Players will be able to interface with the node to view the quests that are available to them.[59]


Node layout and style

Racial architecture of the same Dorf (Stufe 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Screenshot from non-NDA Alpha-1 preview weekend testing.

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.[8]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.[41]Margaret Krohn

Node layout and style is determined by several factors:[102][103]

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.[105]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.[103]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.[85]Steven Sharif

Racial influences

Alpha-1 Dorf node layout.[110]

What has kind of been unlocked is the ability to do things more dynamically and more procedurally so that when a node spawns there is the opportunity to have different layouts and have different buildings and have different architectures; and each node starts to feel like its own place, so it's not the same node over and over again. Now we've got a node that kind of evolves and changes depending on where it's at and what the environment is and what race has procced it.[102]Jeffrey Bard

Cultural influences bring more than just the aesthetic and storyline changes - benefits are granted to the dominant culture within that node's Einflussbereich.[111][41]

  • These benefits apply to citizens of the dominant culture but they also apply to mechanics of the node and can also be of benefit to members of other races.[111]
  • There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.[100]

There is an attrition and that attrition on experience and influence is heightened based on the performance of the race in the world. So if all these nodes are Orc nodes then their attrition rate is very high to compete with the cultural establishment of new nodes because they have more influence in the world and a popular opinion is against them in their outlying regions that they do not have influence in.[100]Steven Sharif

Constructible node buildings

Node governments decide the location and types of constructible node buildings to be constructed within sectors of a node.[114][115][116]

These are buildings that the mayor has agency over determining whether or not they should be a constructed project. Constructible buildings can be selected at open plots that are gained as the node advances. If they elect to begin construction of one of these types of buildings- one of which is the marketplace- it'll grant certain trade benefits as well as some stalls that the citizens may participate in.[117]Steven Sharif

When the building types are determined, the community will then need to bring resources into the node (using caravans) and come together to construct the buildings (via quests and the like).[114]

  • Materialien contributed toward building a node building are lost if the mayor decides to scrap the project.[118]

The government decides how to specialize their node. Once they choose certain things they won't be able to choose other things.[114]

And there could be regime change... If somebody doesn't like the fact that a market was built and they want to re-elect a new government next cycle, they can do so... and that market could be destroyed and a new building take its place.[114]

Unique node buildings

Each node type has a unique node building associated with it that can be activated at the Dorf stage of node advancement. The unique building plays a central role in the progress of civilization for a server.[13]


Kontenpunkt-Relikt.[120] Dies ist ein schützendes Relikt, das vor einem Angriff schützt. Einmal gestohlen, ermöglicht es eine Belagerung der Metropole.[121]

Relikte sind Errungenschaften für einen Knotenpunkt, die im Laufe der Zeit freigeschaltet werden. Sie ermöglichen es den Bürgern des Knotenpunkts, bestimmte legendäre Gegenstände herzustellen und Fortschritte in bestimmten legendären Questreihen zu erzielen.[122]


Kontenpunkt-Relikt.[120] Dies ist ein schützendes Relikt, das vor einem Angriff schützt. Einmal gestohlen, ermöglicht es eine Belagerung der Metropole.[121]

Relikte sind Errungenschaften für einen Knotenpunkt, die im Laufe der Zeit freigeschaltet werden. Sie ermöglichen es den Bürgern des Knotenpunkts, bestimmte legendäre Gegenstände herzustellen und Fortschritte in bestimmten legendären Questreihen zu erzielen.[122]


Trophäen-Park is an area within Stadt, Großstadt or Metropole nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.[123]

  • Server announcements and achievements are designed to encourage groups to experience new content.[123]


Pre-alpha Empyrean freehold homestead.[124]

Players will have the ability to survey and develop land anywhere in the world. Be a pioneer deep in the wilderness, build the home of your dreams, and work the land to cultivate resources and supplies. Alternatively, stick with civilization and safety in numbers – purchase a home within the confines of a village and watch your investment grow as that village turns into a city. Homeowners in our game will have the ability to develop their plot of land as they see fit. Focus on farming, animal husbandry, or own your very own smithy. You’ll be able to specialize your land to maximize your profits or your comfort – be sure to choose wisely.[125]

Spielerbehausungen comes in the form of Statische Behausungen, Apartments and Grundbesitz.[1]

A player may own up to 1 of each type of housing simultaneously.[127] Statische Behausungen and Apartments are one per server; Grundbesitz are one per account.

Spielerbehausungen Art. Verfügbartkeit. Limit.
Apartments Instanziert.[1] Dorf Stufe und höher.[128] Eines pro Server.[129]
Grundbesitz Open World.[1] Dorf Stufe und höher.[1] Einer pro Account.[129]
Statische Behausungen In-Node.[1] Dorf Stufe und höher.[1] Eine per Server.[129]

Statische Behausungen

Statische Behausungen provides non-instanced player accommodation within a node, also known as in-node housing.[1]


Apartments sind (instanzierte) Wohnungen in Gebäuden innerhalb einer Node, die eine Housing-Funktion bieten.[1] Es werden zu Beginn 50 Apartments zum Verkauf stehen, sobald eine Node sich zu einem Dorf (Stufe 3) entwickelt. Weitere Apartment-Gebäude können in einer Stadt (Stufe 4) gebaut werden, wenn der/die Bürgermeister/in sich entscheidet diese auf einem verfügbaren Baugebiet zu errichten.[131][128]

  • Die Anzahl der verfügbaren Apartments erhöht sich automatisch während der Node-Weiterentwicklung.[128]
  • Zu einem früheren Zeitpunkt wurde bekannt gegeben, dass Apartments erst ab der Stufe Stadt (Stufe 4) oder höher verfügbar wären .[1]

The mayor may additionally construct apartment buildings when the node hits stage 4 at one of the building plots in the node, along with cities gaining additional static housing and apartments by default as a normal part of the leveling process.[128]Steven Sharif


Grundbesitz in Alpha-1.[134]

The whole goal of the freehold system is to give everything a purpose and not just have it be like "oh this is my pretty design", but it's a design towards something for your character- towards something for the world.[135]Jeffrey Bard

Grundbesitz are sizable player housing plots that can be situated within the Einflussbereich (ZOI) of a Dorf (Stufe 3) or higher.[1]

The freehold system interacts with multiple other systems in-game.[140]

An- und Verkauf (Immobilien)

Spieler kaufen die Rechte für Spielerbehausungen direkt von der Node.[18] Spieler können Immobilien auch mit anderen Spielern handeln.[1]

  • Behausungen werden einen Grundpreis haben, der mit der Anzahl der Bürger in der Node skaliert.[141]
  • Die entwickler wägen eine auktionsbasierte Methode ab, um neue Immobilien zum Verkauf zu stellen, wenn eine Node sich entwickelt.[142]
    • Es wird einen Zeitpuffer geben, bis die Behausungen zur Auktion zur verfügung stehen.[142]
    • Die akzeptierten Startgebote werden bei einem Mindestpreis starten, der sich an der Anzahl der Bürger orientiert.[142]
    • Am Ende der Auktion gewinnt der Höchstbietende das Haus.[142]
  • Statische Behausungen und Apartments können von anderen Spielern gelistet und verkauft werden.[139][143]
    • Es gibt keine Höchstgrenze für wie viel der Verkauf eines Gebäudes von Spielern einbringen kann.[132]
    • Spielerbehausungen, die während einer Nodebelagerung zerstört werden, können nicht mehr verkauft werden.[144]
    • Grundbesitz kann nicht an andere Spieler verkauft werden.[139] Das kann sich möglicherweise im Verlauf der Testphase noch ändern.[145]

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.[132]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.[141]
  • Spieler werden das Limit für die Anzahl ihrer Spielerbehausungen nicht überschreiten können.[146]

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.[146]Steven Sharif

Miete- und Leasingkonzepte befinden sich aktuell in der Begutachtungsphase.[146]

Some concepts that we have is going to be rental or leases that could be had allowing players to kind of 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 kind of stuff.[146]Steven Sharif


Knotenpunkt-Belagerungen ermöglichen es Spielern, einen Knotenpunkt zurück zu setzen, seine Knotenpunkt-Entwicklung umzukehren und ihn letztendlich vollständig zu zerstören. Dies ebnet den Weg für die Neuentwicklung und den Zugriff auf die gesperrten Inhalte in den umliegenden Knotenpunkten. Aufgrund dieser Dynamik spielen politische Konflikte und Intrigen eine wichtige Rolle in der Struktur der Welt.[4]

Belagerte Knotenpunkte werden für die Angreifer keine leichte Herausforderung darstellen. Städte und Metropolen werden einen erheblichen Abwehrvorteil haben. [4] Automatische PvE Belagerungen können gegen Knoten eingeleitet werden, die aber nicht kontinuierlich aktiv sind. [148]

If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![149]Steven Sharif


Node destruction

When a node levels up it maintains the same feeling. So it feels like it's growing out from its city center; and it has this identity that it kind of evolves; and people get to understand it. But then when it gets destroyed and it starts over again and people re-level it, it's completely different the next time.[102]Jeffrey Bard

Nodes can be destroyed starting at Dorf (Stufe 3) and are destroyed through sieges.[41]

After a node is destroyed there will be a debris field containing spoils that are lootable to the victors of the siege.[152][153][154][155]

  • The stables debris might contain mount certificates that can be added to caravans in the future or sold on the auction house.[152]
What happens when the node gets destroyed is there will be stockpiles of spoils... A whole host of what is centralized within a regional economy like the node system becomes- a portion of that becomes available to the attackers who participated in the siege and they can go and interact with those with those debris fields and attempt to claim things.[152]Steven Sharif
  • Players are prohibited from moving goods out of depositories within the node following a siege declaration against that node.[154]
Nodes can be destroyed starting at Level 3 - Village Stage, and are destroyed through sieges. Sieges are started via an item which is acquired through a quest that scales in difficulty with respect to the level of the Node which is being targeted for the siege. Once the item is brought to the Node and is activated, the declaration period begins and a countdown is initiated for players in the region to see. This countdown runs for a number of days equal to the level of the Node being sieged. Once the countdown is complete, the siege begins. There is a cooldown between sieges, and players must wait a certain amount of time after an unsuccessful siege before a new siege can be declared. The higher the Node level, the longer the cooldown between sieges. 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.[41]Margaret Krohn
  • Attackers who participated in the siege will have exclusive looting rights for period of time following the node's destruction.[158]
    • Any loot remaining after this period will be open for anyone to loot.[158]
The looting rights have a period of time in which the attackers have loot rights essentially. So these are people who participated in the attack- they were flagged attackers during the siege and they have first dibs; and then if after that period of time... that looting right dissipates then it becomes open..[158]Steven Sharif

Siege aftermath

We’re working on a destruction engine that should help us to make a Castle Siege that feels cinematic and visceral. Having shards of the walls tumble to the ground after a trebuchet scores a hit will feel satisfying in a way no other Castle Siege has been able to offer in an MMORPG like this. Maybe you don’t need to take down the whole wall, maybe if you blow open a big enough hole, that’ll be enough to turn the tides.[5]

Rubble will be visible for a period of time following a successful castle siege. This will likely persist until the incumbent guild develops the first defensive node.[159]

Zerstörbare Umgebung

Zerstörbare Burg.[160]

This is the castle siege destruction props. It's variable areas of exploded stuff. You can't completely destroy the castle or you wouldn't be able to get to the top of it.[160]Michael Bacon

Zerstörbare Umgebung wird ein Kernelement dessen sein, wie Spieler mit der Welt interagieren werden. Sowohl in Ashes of Creation Apocalypse als auch in dem Ashes of Creation MMORPG.[163]

We want destruction to be a very core element of how players make their way through the world.[163]Steven Sharif

  • Möglicherweise schaffen es Angreifer nicht eine Node während ihrer Belagerung zu zerstören. Stattdessen führen sie vielleicht gezielte Angriffe durch, um spezielle Service-Gebäude in der Node außer Betrieb zu setzen. Diese Gebäude können mit Belagerungswaffen und Bomben angegriffen werden.[164]
  • Node-Gebäude (inklusive Player Housing) haben Lebenspunkte und können während Belagerungen beschädigt werden. Wenn Gebäude mehr als ungefähr 25% Schaden nehmen, sind jegliche NPCs oder Services von diesem Gebäude nicht verfügbar, bis dieser Schaden repariert wurde.[153]
  • Wenn die Node eine Belagerung überstehen sollte, müssen die Einwohner die nötigen Ressourcen beschaffen um beschädigte Infrastruktur wieder aufzubauen und zu reparieren.[153][165]
    • Große und weiter fortgeschrittene Gebäufe benätigen mehr Ressourcen um diese zu reparieren. In-Node Housing wird vermutlich die geringste Menge an Ressourcen für die Reparatur benötigen.[166]
  • Spielerbehausungen, die während einer Belagerung zerstört wurden, können nicht mehr verkauft werden.[144]

You could be more precision oriented in the decision to attack a city. Let's say it's a rival node that's trying to reach you know a node stage five or something and you want to disable their ability for the religious system to progress so you target the temple during the attack, or you want to disable their scholars academy from reaching a higher level so that your nodes can; or you want to disable multiple buildings that allow for experience and quests to be undertaken by its citizenship, which prevents them from keeping up in pace of experience gained with your node. These can be more precision oriented and don't have to effectualize an actual takeover of the node.[164]Steven Sharif

Impact on player housing

Spielerbehausungen designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[167][168]

  • Blueprints are mailed to the player to utilize for future placement.[41]
  • Destroyed freeholds are subject to material loss.[41]
  • Certificates will track major milestones (such as Furnaces and Homesteads, for example).[167][168]
  • A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[169]

Impact on in-node housing

Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[167]

  • If the housing was purchased at a higher advancement than the node currently is then it will be destroyed, otherwise the housing will be scaled back.

Impact on apartments

Apartments können unter den folgenden Umständen zerstört werden:[167]

  • Falls das Gebäude während einer Belagerung zerstört wurde, selbst wenn die Belagerung nicht erfolgreich war.
  • Falls die Node durch die Belagerung unter Stufe 4 (Stadt) fällt.

Impact on freeholds

Grundbesitz may be attacked by any player[170] for a period of two hours[41] following a successful siege against its parent node.[171]

  • Players and their allies may defend their freehold for this period of time.[171]
  • Structures and guards may be obtained to defend freeholds during this period.[171]

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.[170][41]

  • The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[170]
  • At the end of the grace period, if the freehold does not reside within the ZOI of a stage three (Dorf) node or above, it will be destroyed.[172]
  • Players who are registered as a defenders of their node cannot loot their own destroyed freeholds.[173]

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.[41]Margaret Krohn

Node redevelopment

A node that was successfully sieged may develop differently due to the following influences:[102][174]


Karawanen facilitate the transfer of goods for players wishing to turn a profit.[125]

Das Karawanen-System ist ein PvP-System in der offenen Welt, das sich um Chancen und Risiken dreht. Karawanen erleichtern den Warentransfer für Spieler, die mit Gütern Gewinn erzielen möchten.[125]

  • Karawanen können nur von Knotenpunkten mit (mindestens) Dorf-Stufe versandt, und in Empfang genommen werden.[178]
  • Karawanen können Güter von mehreren Spielern transportieren.[179]


Es gibt verschiedene Arten von Karawanen in Ashes of Creation.[182][183]

Das Karawanen-System ist ein weiter, sehr großer Teil des Kontenpunkt-Systems. Sie haben den größten Einfluss auf die Aktivität der Wirtschaft und es gibt eine Reihe an verschiedene Arten von Karawanen.[183]Jeffrey Bard


Karawanen erzeugen eine offene PvP-Zone, welche Spieler für den Kampf markiert (lila).[185]

  • Durch eine Benutzeroberfläche können Spieler auswählen, ob sie die Karawane angreifen, verteidigen oder ignorieren möchten.[186][187]
  • Um eine Karawane erfolgreich anzugreifen, wird eine Gruppe benötigt.[177][188]
  • Die Karawane bleibt für einen Zeitraum von 5 bis 10 Minuten in der Welt, sollte sich ihr Besitzer abmelden oder die Verbindung zum Server trennen.[189]

Zerstörung der Karawane

Wenn eine Karawane zerstört wird (ein Wrack wird), lässt sie einen Teil der Waren fallen, die sie transportiert hat.[177][190][191]

  • Es können auch Karawanen-Komponenten fallen gelassen werden, wenn die Karawane zerstört wird. Handelt es sich um höherwertige Komponenten, können diese vom Besitzer der Karawane, oder von anderen Spielern geborgen & wiederverwertet werden.[192]
  • Für schwere Güter lassen Karawanen Zertifikate fallen, welche bei der Ausgangs-Node für einen Teil der Güter eingetauscht werden können.[193][191]

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.[191]Steven Sharif


Unterreich-Knotenpunkte and nodes directly above them are considered adjacent but do not exist in the same ZOI.[36][37][38]

  • There will be "bleed over" between underrealm nodes and surface nodes in terms of influence and interaction.[37]
    • There may be visual queues above ground that indicate influence from underrealm nodes in that area.[37]

That might be a little bit of a departure from our design in the past. I know originally you know like two-plus years ago we were discussing how those would be independent of each other, but I think as we further defined the layout of the world map itself you know it made more sense for those to have some interaction and influence that's combined.[37]Steven Sharif


Es wird Nodes entlang der Küste und auf Inseln geben.[198]

  • Diese Nodes werden wasserorientierte Einflüsse haben. Zudem stehen Fähigkeiten, Dienstleistungen, und Questlinien zur Verfügung, welche in Verbindung mit der See stehen.[198]
  • Küsten-Nodes verändern die Spawntabellen des umliegenden Wasser-Contents und können auch bestimmte Events auslösen.[199]
  • Häfen in Küsten-Nodes werden Questlinien haben, welche sich auf den Ozean und nahe gelegenen Inseln beziehen.[199]
  • Es könnte möglich sein, eine Küstenstadt über den Seeweg zu belagern.[200]

Inselketten sind ein Teil des Ashes of Creation See-Inhalts.[201][202]


Unterwasser-Sehenswürdigkeiten mit NPC Strukturen können wie Städte aussehen, werden aber keine Knotenpunkte sein.[203]

  • Es wird keine Knotenpunkte unter Wasser, oder im Wasser geben.[198]


Eine Gilde wird zum Beschützer ihres Knotenpunktes, wenn sie die grösste Menge an Arbeit (von den Mitgliedern) zum Wachstum des Knotenpunktes beiträgt.[204]

Beschützergilde schalten die Folgenden Vorteile für ihre Mitglieder frei:[205]

Eine beliebige Anzahl Gilden kann sich in einem Knotenpunkt aufhalten, aber die Anzahl an Beschützergilden ist limitiert. Knotenpunktstufen bestimmen, wieviele Beschützergilden in einem Knotenpunkt gleichzeitig existieren können.[206]


As nodes develop, player governments may open a Stock exchange (also called Stock markets and Sharemarkets) where players can buy and sell shares in Nodes, Gilden and Soziale Organisationen.[207][208]

  • There is no regulatory commission to restrict the purchase and sale of stocks.[209]


Community guides

Siehe auch


  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 Node series part II – the Metropolis.
  2. 2.0 2.1 2.2 2.3 Node series part I
  3. Ashes of Creation - Screenshots.
  4. 4.0 4.1 4.2 4.3 4.4 4.5 A reactive world - Nodes. Referenzfehler: Ungültiges <ref>-Tag. Der Name „“ wurde mehrere Male mit einem unterschiedlichen Inhalt definiert. Referenzfehler: Ungültiges <ref>-Tag. Der Name „“ wurde mehrere Male mit einem unterschiedlichen Inhalt definiert. Referenzfehler: Ungültiges <ref>-Tag. Der Name „“ wurde mehrere Male mit einem unterschiedlichen Inhalt definiert.
  5. 5.0 5.1 Blog: 10 facts about castle sieges in the MMORPG.
  6. castle nodes.png
  7. Podcast, 2018-04-23 (15:14).
  8. 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 8.12 8.13 8.14 8.15 8.16 8.17 8.18 8.19 8.20 8.21 8.22 8.23 8.24 Blog - Know Your Nodes - The Basics.
  9. Interview, 2018-08-24 (3:44).
  10. 10.0 10.1 Liveübertragung, 2020-11-30 (37:16).
  11. alpha-1-nodes.png
  12. 12.0 12.1 Liveübertragung, 2017-05-04 (15:15).
  13. 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 13.8 Know Your Nodes: Economic Node Type.
  14. 14.0 14.1 Liveübertragung, 2021-08-27 (1:19:43).
  15. Blog: Creative Director's Letter
  16. Interview, 2021-06-13 (56:35).
  17. economic-metro-linking.png
  18. 18.00 18.01 18.02 18.03 18.04 18.05 18.06 18.07 18.08 18.09 18.10 18.11 18.12 18.13 18.14 18.15 MMOGames interview, January 2017
  19. pvp corruption duration.png
  20. 20.0 20.1 Blog: Know Your Nodes - Scientific Node Type
  21. Liveübertragung, 2020-03-28 (1:02:56).
  22. 22.0 22.1 Citizenship.png
  23. 23.0 23.1 Liveübertragung, 2018-07-09 (27:12).
  24. Liveübertragung, 2017-05-19 (53:24).
  25. 25.0 25.1 25.2 25.3 Interview, 2020-07-29 (17:26).
  26. 26.0 26.1 26.2 26.3 26.4 26.5 26.6 26.7 26.8 steven-kings-and-mayors.png
  27. 27.0 27.1 27.2 27.3 Interview, 2018-05-11 (50:05).
  28. 28.0 28.1 Interview, 2018-10-20 (2:36).
  29. citizenship.jpg
  30. 30.0 30.1 Video, 2018-04-05 (41:48).
  31. 31.0 31.1 31.2 31.3 Liveübertragung, 2020-10-30 (1:01:00).
  32. Liveübertragung, 2017-05-26 (44:52).
  33. Interview, 2018-04-20 (7:22).
  34. Ashes of Creation FAQ.
  35. 35.0 35.1 Liveübertragung, 2018-07-09 (39:32).
  36. 36.0 36.1 Liveübertragung, 2019-03-29 (58:14).
  37. 37.0 37.1 37.2 37.3 37.4 Liveübertragung, 2019-03-29 (29:17).
  38. 38.0 38.1 Liveübertragung, 2017-05-05 (37:52).
  39. Interview, 2018-05-11 (55:16).
  40. 40.00 40.01 40.02 40.03 40.04 40.05 40.06 40.07 40.08 40.09 40.10 Liveübertragung, 2021-09-24 (30:26).
  41. 41.00 41.01 41.02 41.03 41.04 41.05 41.06 41.07 41.08 41.09 41.10 41.11 41.12 41.13 41.14 41.15 41.16 41.17 41.18 41.19 41.20 41.21 41.22 41.23 41.24 Blog - Know Your Nodes - Advance and Destroy.
  42. 42.0 42.1 Liveübertragung, 2018-12-12 (14:48).
  43. Interview, 2020-07-20 (3:45).
  44. 44.0 44.1 44.2 Liveübertragung, 2017-10-16 (50:20).
  45. Video, 2017-04-20 (0:02).
  46. Npc vending.jpg
  47. Liveübertragung, 2017-11-17 (55:27).
  48. node xp.png
  49. 49.0 49.1 Liveübertragung, 2017-05-26 (28:16).
  50. 50.0 50.1 50.2 50.3 jahlon-steven-vassal-nodes-quote.png
  51. 51.0 51.1 51.2 steven-quote-neighboring-nodes.png
  52. Interview, 2020-07-19 (19:35).
  53. Liveübertragung, 2017-05-15 (30:53).
  54. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  55. Interview, 2020-07-19 (1:10:55).
  56. 56.0 56.1 56.2 56.3 Interview, 2020-07-19 (1:08:22).
  57. Interview, 2020-07-18 (10:04).
  58. 58.0 58.1 58.2 58.3 Interview, 2020-07-08 (1:00:15).
  59. 59.0 59.1 59.2 59.3 59.4 59.5 Interview, 2020-07-08 (1:04:05).
  60. Liveübertragung, 2020-03-28 (1:02:46).
  61. 61.0 61.1 61.2 61.3 61.4 Liveübertragung, 2019-07-26 (1:20:48).
  62. 62.0 62.1 62.2 Liveübertragung, 2017-11-17 (9:49).
  63. 63.0 63.1 Liveübertragung, 2020-07-25 (1:52:45).
  64. 64.0 64.1 siege equipment.png
  65. 65.0 65.1 Liveübertragung, 2017-06-30 (53:57).
  66. Liveübertragung, 2020-03-28 (1:01:34).
  67. 67.0 67.1 67.2 67.3 67.4 Interview, 2020-03-27 (6:03).
  68. steven-siege-lockouts.png
  69. steven-mayoral-siege-cooldown.png
  70. Government2.jpg
  71. 71.0 71.1 71.2 71.3 Interview, 2020-07-19 (26:54).
  72. Liveübertragung, 2021-03-26 (1:18:26).
  73. gladiators.jpg
  74. Podcast, 2018-05-11 (52:20).
  75. 75.0 75.1 Interview, 2020-03-27 (09:05).
  76. Interview, 2020-03-27 (11:04).
  77. Liveübertragung, 2021-03-26 (1:17:20).
  78. mayor-tweet.png
  79. government.jpeg
  80. 80.0 80.1 80.2 80.3 City hall.
  81. assassination.jpg
  82. Liveübertragung, 2020-06-26 (59:11).
  83. node naming.png
  84. Liveübertragung, 2017-05-19 (36:05).
  85. 85.0 85.1 85.2 Interview, 2018-05-11 (47:27).
  86. Liveübertragung, 2017-05-19 (36:09).
  87. steven guild leader mayor.JPG
  88. Liveübertragung, 2020-03-28 (1:03:38).
  89. Tax spending.png
  90. Interview, 2020-03-27 (0:30).
  91. 91.0 91.1 Interview, 2018-05-11 (57:02).
  92. 92.0 92.1 Interview, 2020-07-19 (24:34).
  93. Liveübertragung, 2017-05-24 (40:50).
  94. 94.0 94.1 Liveübertragung, 2019-06-28 (1:26:14).
  95. 95.0 95.1 95.2 95.3 95.4 Podcast, 2018-05-11 (21:07).
  96. 96.0 96.1 96.2 Interview, 2018-10-20 (2:36:25).
  97. Liveübertragung, 2020-07-25 (1:50:20).
  98. Liveübertragung, 2021-03-26 (1:12:51).
  99. 99.0 99.1 99.2 Podcast, 2018-04-23 (29:56).
  100. 100.0 100.1 100.2 Interview, 2018-05-11 (1:00:19).
  101. Liveübertragung, 2019-07-26 (1:13:23).
  102. 102.0 102.1 102.2 102.3 102.4 102.5 102.6 102.7 102.8 Liveübertragung, 2020-10-30 (39:17).
  103. 103.0 103.1 103.2 103.3 103.4 103.5 Liveübertragung, 2018-09-27 (53:06).
  104. Liveübertragung, 2021-02-26 (1:10:28).
  105. 105.0 105.1 Liveübertragung, 2021-02-26 (1:12:18).
  106. Podcast, 2021-04-11 (29:47).
  107. Interview, 2018-05-11 (54:34).
  108. Liveübertragung, 2017-05-26 (21:23).
  109. Podcast, 2021-04-11 (23:36).
  110. Liveübertragung, 2020-06-26 (45:32).
  111. 111.0 111.1 Interview, 2021-02-07 (33:00).
  112. Liveübertragung, 2020-03-28 (1:16:03).
  113. Video, 2020-03-23 (0:24).
  114. 114.0 114.1 114.2 114.3 114.4 114.5 Liveübertragung, 2017-05-19 (33:57).
  115. 115.0 115.1 Liveübertragung, 2018-01-20 (38:17).
  116. Liveübertragung, 8 April 2018 (PM) (51:49).
  117. Interview, 2020-07-08 (55:05).
  118. Liveübertragung, 2021-07-30 (1:10:09).
  119. Liveübertragung, 2018-09-01 (36:28).
  120. 120.0 120.1 Liveübertragung, 5. Mai 2017 (28:09).
  121. 121.0 121.1 Liveübertragung, 12. Mai 2017 (49:50).
  122. 122.0 122.1 Liveübertragung, 9. Februar 2018 (29:26).
  123. 123.0 123.1 Podcast, 2018-08-04 (1:35:58).
  124. Video, 2017-05-25 (1:07).
  125. 125.0 125.1 125.2 About Ashes of Creation.
  126. Liveübertragung, 2018-05-04 (32:46).
  127. player housing limits.png
  128. 128.0 128.1 128.2 128.3 128.4 Steven Sharif - Clarification points from today’s stream.
  129. 129.0 129.1 129.2 129.3 Interview, 2018-05-11 (50:47).
  130. Video, 2020-05-31 (38:50).
  131. 131.0 131.1 131.2 steven-housing-numbers.png
  132. 132.0 132.1 132.2 Interview, 2020-07-08 (33:34).
  133. 133.0 133.1 Liveübertragung, 2017-05-12 (52:01).
  134. Liveübertragung, 2020-05-29 (36:29).
  135. Liveübertragung, 2020-05-29 (42:01).
  136. Liveübertragung, 2020-05-29 (35:36).
  137. 137.0 137.1 Liveübertragung, 2017-10-16 (56:42).
  138. Interview, 2020-07-08 (45:23).
  139. 139.0 139.1 139.2 Liveübertragung, 2020-06-26 (47:32).
  140. 140.0 140.1 140.2 140.3 140.4 140.5 Liveübertragung, 2017-10-16 (56:38).
  141. 141.0 141.1 Liveübertragung, 2020-06-26 (53:41).
  142. 142.0 142.1 142.2 142.3 Liveübertragung, 2017-05-12 (55:01).
  143. Liveübertragung, 2020-06-26 (54:03).
  144. 144.0 144.1 144.2 Liveübertragung, 2020-06-26 (1:02:12).
  145. Liveübertragung, 2020-06-26 (56:08).
  146. 146.0 146.1 146.2 146.3 Liveübertragung, 2019-05-30 (1:23:41).
  147. Video, 2016-12-04 (0:02).
  148. node atrophy.png
  149. Video, 2017-04-30 (5:31).
  150. nodes-delevel-to-zero.png
  151. Liveübertragung, 2020-06-26 (1:48:43).
  152. 152.0 152.1 152.2 152.3 152.4 152.5 Podcast, 2021-09-29 (14:21).
  153. 153.0 153.1 153.2 153.3 153.4 Interview, 2020-07-08 (57:46).
  154. 154.0 154.1 154.2 Liveübertragung, 2020-04-30 (1:14:44).
  155. 155.0 155.1 siege spoils.png
  156. Podcast, 2021-09-29 (10:49).
  157. Interview, 2020-07-18 (56:11).
  158. 158.0 158.1 158.2 Podcast, 2021-09-29 (15:46).
  159. Liveübertragung, 2018-07-09 (42:48).
  160. 160.0 160.1 Liveübertragung, 2019-10-31 (36:20).
  161. Ashes of Creation Apocalypse Early Access.
  162. Video, 2019-09-24 (0:10).
  163. 163.0 163.1 Liveübertragung, 2019-06-28 (31:15).
  164. 164.0 164.1 Liveübertragung, 2019-11-22 (16:56).
  165. Liveübertragung, 2019-11-22 (17:59).
  166. Interview, 2020-07-08 (59:38).
  167. 167.0 167.1 167.2 167.3 167.4 Liveübertragung, 2017-07-18 (40:14).
  168. 168.0 168.1 168.2 Liveübertragung, 2017-11-17 (47:10).
  169. Liveübertragung, 2020-06-26 (1:00:57).
  170. 170.0 170.1 170.2 Liveübertragung, 2020-08-28 (2:04:00).
  171. 171.0 171.1 171.2 Liveübertragung, 2017-05-19 (28:04).
  172. Liveübertragung, 2017-05-19 (29:34).
  173. Liveübertragung, 2021-02-26 (1:11:13).
  174. 174.0 174.1 174.2 174.3 Liveübertragung, 2017-05-24 (52:39).
  175. Liveübertragung, 2020-05-29 (1:03:35).
  176. Video, 2019-07-16 (0:00s).
  177. 177.0 177.1 177.2 Liveübertragung, 2017-05-15 (45:20).
  178. Interview, 2017-01-20 (4:19).
  179. Interview, 2018-05-11 (28:21).
  180. flagging.jpg
  181. Ashes of Creation Store: Ramstone Hauler.
  182. 182.0 182.1 182.2 Liveübertragung, 2017-07-28 (19:43).
  183. 183.0 183.1 183.2 Video, 2019-07-15 (2:12).
  184. Liveübertragung, 2020-03-28 (1:27:28).
  185. caravan zone.png
  186. caravan UI.png
  187. Liveübertragung, 2017-05-22 (40:40).
  188. Liveübertragung, 2017-05-22 (40:41).
  189. Liveübertragung, 2020-07-25 (55:32).
  190. Liveübertragung, 2017-12-15 (1:04:25).
  191. 191.0 191.1 191.2 Interview, 2019-04-15 (26:59).
  192. Interview, 2019-04-15 (28:28).
  193. Certificates.jpg
  194. Liveübertragung, 2017-05-26 (31:44).
  195. Liveübertragung, 2017-05-26 (42:45).
  196. Liveübertragung, 2017-05-24 (31:39).
  197. Liveübertragung, 2018-08-17 (58:53).
  198. 198.0 198.1 198.2 Liveübertragung, 8 April 2018 (PM) (1:01:28).
  199. 199.0 199.1 Interview, 2020-07-19 (48:05).
  200. Liveübertragung, 2017-05-19 (37:51).
  201. Liveübertragung, 2017-05-17 (30:53).
  202. Kickstarter - We Just Broke $1,500,000!
  203. Liveübertragung, 8 April 2018 (AM) (18:29).
  204. Podcast, 2018-04-23 (24:47).
  205. 205.0 205.1 205.2 205.3 205.4 205.5 Liveübertragung, 2020-02-28 (1:06:51).
  206. 206.0 206.1 206.2 206.3 206.4 Liveübertragung, 2019-06-28 (1:27:23).
  207. 207.0 207.1 Liveübertragung, 2017-05-17 (11:27).
  208. 208.0 208.1 Stock Exchange.jpg
  209. 209.0 209.1 Interview, 2018-10-20 (5:51).