Please note that we will be mostly waiting for the full NDA drop before we post updated information on Alpha-1, but we will continue to post information that has specific citeable sources from Intrepid.


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Nodes are pre-set locations, wrapped in a zone of influence (ZOI).[1]

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.[2]Margaret Krohn

Every node is given purview over a predefined geographic area called a Zone of influence (ZOI). Player activity within the ZOI is weighted and counted toward a particular node’s advancement.[1]

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 .[3]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.[1]

There is not a space where you will move in to do something and no node will get that experience.[5]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.[10]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.[2]

Node stage.[11] Alternate name.[12] Timeframe to advance.[11] Spielerbehausungen.[13]
0. Wildnis -
1. Expedition Crossroads Few hours -
2. Feldlager Camp Many hours -
3. Village - 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).[11] 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.[14]

Die Weiterentwicklung eines Knotenpunkts gibt seinen einzigartigen Inhalt frei, was einen wachsenden Ring an benachbarten Knotenpunkten vom Fortschritt auf die nächste Stufe ausschließt.[15]

  • Die Knotenpunkte gelangen schnell auf die erste Stufe. Dies ermöglicht Dienstleistungen von NSCs wie Verkauf oder Banknutzung zum Lagern von Gegenständen.[16]
  • Je weiter der Knotenpunkt fortgeschritten ist, desto größer wird seine Einflusszone.[17]
  • 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.[14]
  • Ein Knotenpunkt erhält XP von den Knotenpunkten innerhalb seines Einflussbereichs erst, wenn diese Knotenpunkte ihre Obergrenze erreicht haben.[14]
  • Spieler werden in Sicherheit gebracht, wenn sie sich während des Ausbaus der Knotenpunkte mit neu angelegten Objekten überschneiden.[18]
  • Bürger eines Knotenpunkts können zur Weiterentwicklung anderer Knotenpunkte beitragen.[19]
  • 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.[20]

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.[20]Steven Sharif

Adjacent/Neighboring nodes

Adjacent nodes (Neighboring nodes) starting from Expedition (Stufe 1) will block (lockout) the growth of their immediate neighbors.[21][22]


Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[2][22]

  • Vassal nodes must remain at least one node stage below their parent node.[2]
  • 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.[2]
    • 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.[10]
  • Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[2]
  • Vassal nodes cannot declare war on their parent node or any of their vassals.[2]
  • Citizens of vassals are bound by the diplomatic states of the parent node.[2]

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.[10]Margaret Krohn

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.[23][24][2]

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.[25]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.[26]

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.[27]Steven Sharif


Unterreich-Knotenpunkte and nodes directly above them are considered adjacent but do not exist in the same ZOI.[6][7][8]

  • There will be "bleed over" between underrealm nodes and surface nodes in terms of influence and interaction.[7]
    • There may be visual queues above ground that indicate influence from underrealm nodes in that area.[7]

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.[7]Steven Sharif

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.[33]

Gildenschlösser influence a castle region around them.[34]

Gildenschlösser impose a tax on all revenue for the nodes within its region.[39][40]

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.[39]Steven Sharif

Größe der Welt

480 km2 (square kilometers) is the approximate world size at launch.[47] This includes water and land content.[48]

  • Water area is considered playable area, but the exact area of land versus water is not known at this time.[49]

I don't know the exact the exact amount that is land versus water but the water is playable area as well and it's gonna have content...[49]Steven Sharif

480 square kilometers; which is pretty large comparatively to other MMORPGs out there. Now that does not include the lapped spaces: So that is the Underrealm and the portion of the world that it encompasses, which could probably easily take up an additional hundredish square kilometers I would imagine.[50]Steven Sharif

  • It is anticipated that a mounted player can traverse the entire map in a matter of hours.[51]

The Alpha One map will be many islands and mainland area, roughly 100sqkm.[56]Steven Sharif

Siehe auch


  1. 1.0 1.1 1.2 Node series part I
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 Blog - Know Your Nodes - The Basics.
  3. Interview, 2018-04-20 (7:22).
  4. Ashes of Creation FAQ.
  5. 5.0 5.1 Liveübertragung, 2018-07-09 (39:32).
  6. 6.0 6.1 Liveübertragung, 2019-03-29 (58:14).
  7. 7.0 7.1 7.2 7.3 7.4 Liveübertragung, 2019-03-29 (29:17).
  8. 8.0 8.1 Liveübertragung, 2017-05-05 (37:52).
  9. Interview, 2018-05-11 (55:16).
  10. 10.0 10.1 10.2 10.3 Blog - Know Your Nodes - Advance and Destroy.
  11. 11.0 11.1 11.2 A reactive world - Nodes. Referenzfehler: Ungültiges <ref>-Tag. Der Name „“ wurde mehrere Male mit einem unterschiedlichen Inhalt definiert.
  12. Liveübertragung, 2018-12-12 (14:48).
  13. Interview, 2020-07-20 (3:45).
  14. 14.0 14.1 14.2 Liveübertragung, 2017-10-16 (50:20).
  15. Video, 2017-04-20 (0:02).
  16. Npc vending.jpg
  17. Node series part II – the Metropolis.
  18. Liveübertragung, 2017-11-17 (55:27).
  19. node xp.png
  20. 20.0 20.1 Liveübertragung, 2017-05-26 (28:16).
  21. 21.0 21.1 21.2 steven-quote-neighboring-nodes.png
  22. 22.0 22.1 22.2 22.3 jahlon-steven-vassal-nodes-quote.png
  23. Interview, 2020-07-19 (19:35).
  24. Liveübertragung, 2017-05-15 (30:53).
  25. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  26. Interview, 2020-07-19 (1:10:55).
  27. 27.0 27.1 27.2 27.3 Interview, 2020-07-19 (1:08:22).
  28. Interview, 2020-07-18 (10:04).
  29. Interview, 2020-07-08 (1:00:15).
  30. Liveübertragung, 2017-05-26 (31:44).
  31. Liveübertragung, 2017-05-26 (42:45).
  32. Liveübertragung, 2017-05-24 (31:39).
  33. Blog: 10 facts about castle sieges in the MMORPG.
  34. castle-influence.png
  35. castle-taxes2.png
  36. 36.0 36.1 castle-region.png
  37. region-overlap.png
  38. castle-metro.png
  39. 39.0 39.1 39.2 39.3 Liveübertragung, 2021-04-30 (1:01:10).
  40. castle-taxes.png
  41. Liveübertragung, 2020-08-28 (1:39:02).
  42. castle-power.png
  43. castle-resources.png
  44. castle-taxes3.png
  45. castle-taxes4.png
  46. castle-taxes5.png
  47. world size.png
  48. waterlandsize.png
  49. 49.0 49.1 Liveübertragung, 2020-01-30 (1:18:12).
  50. 50.0 50.1 Interview, 2018-08-17 (10:43).
  51. February 8, 2019 - Questions and Answers.
  52. Liveübertragung, 2017-10-31 (24:00).
  53. Liveübertragung, 2018-09-27 (9:08).
  54. Forest of Erinthia.png
  55. 55.0 55.1 Liveübertragung, 2020-11-30 (22:43).
  56. 56.0 56.1 alpha-1-map-size.png
  57. Interview, 2020-07-19 (1:21:49).
  58. Podcast, 2021-04-11 (53:01).
  59. Liveübertragung, 2020-11-30 (25:45).