节点

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]
每個伺服都佈置了不同種類且可發展的地點,這些地點稱為據點。[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

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.[10] – Steven Sharif
據點會被分配為四種據點種類的其中一種,不同種類的據點都會有其獨特的專業。[8]
- 玩家能夠在據點發展成第一階段(Expedition)時,透過辨別據點內的NPC從而識別該據點的種類。[10]
據點種類.[8] | 獨有專業[8] | NPCs.[8] |
---|---|---|
神聖據點 | 信仰和技能/裝備強化 | 牧師 |
經濟據點 | 交易和商貿 | 商人 |
軍事據點 | 戰鬥和職業訓練 | 守衛 |
科技據點 | 工匠和建築 | 學者 |
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?[11]
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 governments
- Narrative
- NPCs
- Node buildings and amenities
目录
- 1 Node benefits
- 2 影响区
- 3 Node advancement
- 4 Node layout and style
- 5 Player housing
- 6 Node citizenship
- 7 节点围攻
- 8 Node government
- 9 大篷车
- 10 Underrealm nodes
- 11 Coastal/island nodes
- 12 Underwater nodes
- 13 Patron guilds
- 14 Relics
- 15 Sharemarkets
- 16 Internal conflict
- 17 Artwork
- 18 Community guides
- 19 See also
- 20 引用
Node benefits
Each node type has a superpower (ultimate ability) that becomes unlocked when the node reaches Level 6 (Metropolis stage).[11]
Divine node benefits
Divine node benefits are not known at this time.
Economic node benefits
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.[11]
- Up to two economic metropolises may be linked in this manner.[13]
- Metropolis level economic nodes enable worldwide sale prices for auction houses across Verra.[11]
- Items listed in one linked economic node can be bid on from any other linked economic node.[11]
- Linked economies also connect the economic metropolis and its vassal economic nodes.[11]
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.[11]
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.[11]
Military node benefits
Military nodes enable 赏金猎人 and reduced duration of corruption.[14][15]
Scientific node benefits
Scientific nodes that have reached the metropolis stage unlock the Teleportation superpower.[16]
- 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.[16]
影响区

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 影响区 (ZOI). Player activity within the ZOI is weighted and counted toward a particular node’s advancement.[2]
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]
By undertaking familiar activities, such as questing, gathering and raiding, players have agency in determining which nodes in the world will develop.[17]
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 .[18] – Jeffrey Bard
Up to one fifth of the world will be encompassed within the ZOI of a Metropolis. The many vassal nodes within a ZOI's "border" could end up looking like a country or nation.[19]
Zones of influence connect fully across the world without any gaps.[20]
There is not a space where you will move in to do something and no node will get that experience.[20] – Steven Sharif
Node advancement
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.[21] – Margaret Krohn
Citizen and non-citizen player activity (questing, gathering, raiding, etc.) within a node's ZOI counts toward that particular node’s advancement (progression).[4] 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] | Alternate name.[22] | Timeframe to advance.[4] | Player housing.[23] | |
---|---|---|---|---|
0. | Wilderness | - | ||
1. | Expedition | Crossroads | Few hours | - |
2. | Encampment | Camp | Many hours | - |
3. | Village | - | Few days | Small houses |
4. | Town | - | Many days | Medium houses |
5. | City | - | Few weeks | Large houses |
6. | Metropolis | Metro | Many weeks | Mansions |
The Development Area of a Node is where civilization will appear as the Node advances. As the Node Stage increases, different buildings, NPCs, and services will become available in the Development Area. The higher the Node Stage, the more complex and populated the Development Area becomes. Development Areas will also vary depending on the Node Type - Economic, Military, Scientific, or Divine; we’ll go into further details on each of those Node Types in future posts in this series.[21] – Margaret Krohn

Beginning at Node Stage 3, when a Node advances, it enslaves nearby Nodes and makes them into its Vassals. Vassal Nodes are owned by a Parent Node and must always be at least one Node Stage below the Parent Node. This means that the Vassal Node cannot grow until the Parent Node advances in stage. Vassal Nodes give excess experience to their Parent Node, and are able to have their own Vassals, as long as they fit within the Parent Node’s Zone of Influence. They are subject to the government, alliances, wars, taxes, and trade of their Parent Node, and are able to receive federal aid from them. A Vassal Node cannot declare war on their Parent Node or any of its Vassals. Citizens of Vassals are bound by the diplomatic states of the Parent Node.[8] – Margaret Krohn
The advancement of a node unlocks its unique content, which comes at the cost of locking out an increasing ring of neighboring nodes from progressing to the next stage.[25]
- Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[26]
- The more advanced the node is, the larger its ZOI becomes.[1]
- Less advanced nodes (referred to as vassal nodes) that fall within a more advanced node's ZOI can still gain XP, but must remain at a lower advancement stage than the dominant node.[24]
- The vassal system begins when a node hits stage 3 (village), but neighboring nodes lower than stage 3 also block the growth of their immediate neighbors.[27]
- The territory expansion algorithm takes into account the nearest coast, neighboring nodes, and the heatmap of players in surrounding areas over the last weeks or month.[28]
- Due to the way the progression algorithm calculates territorial (ZOI) expansion during node advancement, there is a small possibility that two nodes of the same stage end up being close to each other.[29]
The way that the algorithm expands the territories takes into account a few things: One it takes into account the coast like where's the closest coast. Two it takes into account the neighboring nodes so it can take over and essentially vassal state those nodes, but what's more important is essentially the initial population based on like how players choose their races. Because we have nine different races and four different starting points that branch out, each server's population density is going to dictate essentially the first few nodes that are highly populated and then that initial seed is what's going to determine the node structure as it moves inland into the into the world essentially; and based on the performance and successes of different sieges will determine which nodes that got locked out from the previous the initial advancements what nodes can now be available to advance further. So I really think that with so many variables that are present in the equation of how nodes advance and stay existing with the more variables you have, the higher likelihood there is for there to be a significant diversion in world progression.[28] – Steven Sharif
Normally the algorithm that's applied to the node territorial expansion will prevent significant nodes from being in close proximity to each other... There could be a perfect storm where all of the algorithmic progression of territory leads to having these nodes very close to each other because there's certain requirements that should that need to be available to satisfy node vassal takeovers; and it's possible that two nodes would never take each other over as vassals and end up kind of close together and spanning their territories in kind of opposite directions: The Tale of Two Cities kind of thing.[29] – Steven Sharif
- A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[24]
- Players are moved to safety if they intersect with newly spawned assets during node advancement.[30]
- Citizens of one node can contribute to the advancement of other nodes.[31]
- The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.[32]
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.[32] – Steven Sharif
Vassal nodes
Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[8][27]
- Vassal nodes must remain at least one node stage below their parent node.[8]
- Neighboring nodes lower than stage 3 also block the growth of their immediate neighbors. This is intended to be tested in Alpha-1.[27]
- Vassal nodes first apply any experience earned to their own deficit (see Node atrophy). It then applies excess experience earned to its parent node.[21]
- If the parent node advances, the vassal is once again able to advance.[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.[21]
- 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.[21] – Margaret Krohn
Zones and progression
地牢, 袭击, 世界老板, Mobs, 任务, Events, Resources, 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.[33][34][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.[35] – Steven Sharif
World manager
The World manager is an algorithm in 创造的灰烬 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.[36]
- Prices of hunting certificates.[37]
- A heatmap of experience being gained to apply to node advancement.[37]
- Transit of resources and goods between regions to drive quest rewards for nodes.[37]
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.[37] – Steven Sharif
Node atrophy
Nodes can delevel based on node atrophy.[21]
- 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.[29]
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.[29] – 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.[21]
- Mayors 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.[38]
- These quests can be used to bring in material components to help combat node atrophy.[38]
- 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.[21]
- A node cannot delevel more than a single level at a time.[21]
- When a Node delevels it enters a safe period, during which the deficit is temporarily reduced to 0.[21]
- It may be possible through node atrophy for two nodes of the same stage to be adjacent to each other.[29]
Deleveled nodes return to their previous stage.[21]
- Deleveled nodes may lose their vassal nodes.[21]
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.[21] – Margaret Krohn
Storyline quests
Storyline quests can have multiple stages. These quest stages can actually be failed.[39]
- The ability to retry a failed quest depends on Node progression.[39]
- 任务 involving citizens from multiple nodes are unlocked based on the alliances and other relationships between the nodes and their progression.[40]
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.[39] – Steven Sharif
Trophy park
Trophy park is an area within Town, City or Metropolis 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.[41]
- Server announcements and achievements are designed to encourage groups to experience new content.[41]
Reliquary

This is not the Staff of the Ancients per-se, it's a staff... Here in the curvature and design of this staff you'll see that it has a very specific and unique looking type of mold so-to-speak. So there could be some relationship between these designs of the staves and/or weapons that you'll see, which are used to harness or focus the use of the Essence, or magic; and how perhaps those structures relate to the types of magic that those creatures are using.[42] – Steven Sharif

Each city has what's called a reliquary and the reliquary begins to spawn unique items for the citizens to take advantage of based on the performance, progression and achievements that those citizens have within the world. So if your citizens are part of downing a world boss or completing a dungeon in a record time or crafting a legendary item or whatever: all of these different types of progression paths for the cities could result in the production of a relic that exists within the reliquary.[44] – Steven Sharif
Relics are achievements for a node that unlock over time. They allow node citizens to craft certain legendary items and progress in certain legendary quest lines.[45]
- Relics include the four ancient artifacts of Verra that were originally discovered by King Atrax in his pursuit of the power of The Essence.[46][47] These artifacts were in close alignment to the Essence on Verra due to their proximity to the ley lines of Essence spread across the world.[48] These artifacts were originally housed in the vault of Fallow's Hold, which is one of the great dungeons of 创造的灰烬, located near the capital city of the ancient Toren empire, Torall.[48]
- The Golden Chalice was believed to bring everlasting life but was actually allowing the corruption of manipulating The Essence to enter the soul through the physical representation of drinking something.[46]
- The Crown represented a direct link The Ancients had into the thought process of King Atrax that the Ancients were able to manipulate.[46]
- The Sword brought unusual power through manipulation of the evil side of the Essence, which is how Atrax maintained his dominance over his people: through physical might, essentially striking down any foe that opposed him among his administration.[46]
- The Staff enabled Atrax to project his magic across great distances, which enabled him to extend his power and manipulation throughout the lands of Verra and allowed him to maintain vigilance over his realm.[46]
- Relics are placed in a node's reliquary.[44]
- Limited access to the relics stored in a node's reliquary are granted to registered attackers after successfully destroying that node in a node siege.[44]
Node layout and style

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.[50] – Jeffrey Bard

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.[21] – Margaret Krohn
Node layout and style is determined by several factors:[50][52]
- Environment and location of the node.[50][52]
- Node type.[52]
- Race that contributed most to the node's advancement.[50][52][53]
- Racial appearance of a node's buildings and NPCs.[54][53]
- This applies to all nodes, including castle nodes.[55]
- The rest is determined by the node's mayor.[52]
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.[52] – 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.[55] – Steven Sharif
Cultural influences bring more than just the aesthetic and storyline changes - benefits are granted to the dominant culture within that node's 影响区.[21]
- There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.[56]
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.[56] – Steven Sharif
Node buildings
Constructible node buildings
Node governments decide the location and types of constructible node buildings to be constructed within sectors of a node.[59][60][61]
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.[62] – 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).[59]
The government decides how to specialize their node. Once they choose certain things they won't be able to choose other things.[59]
Different governments may change the buildings within a node.[59]
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.[59]
Pre-defined parameters limit the number of buildings at in-node locations.[60]
Unique node buildings
Each node type has a unique node building associated with it that can be activated at the Village stage of node advancement. The unique building plays a central role in the progress of civilization for a server.[11]
Racial quests
任务 may be based on a character's race.[64]
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.[64]
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.[64] – 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.[56] – Steven Sharif
任务 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.[65]
Player housing

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.[67]
Player housing comes in the form of Static housing, 公寓 and 不动产.[1]
A player may own up to 1 of each type of housing simultaneously.[69] Static housing and 公寓 are one per server; 不动产 are one per account.
Player housing | Type. | Availability. | Limit. |
---|---|---|---|
公寓 | Instanced.[1] | Village stage and higher.[70] | One per server.[71] |
不动产 | Open world.[1] | Village stage and higher.[1] | One per account.[71] |
Static housing | In-node.[1] | Village stage and higher.[1] | One per server.[71] |
Static housing
Static housing provides non-instanced player accommodation within a node, also known as in-node housing.[1]
- Players are able to purchase small one room houses (cottages) starting at the Village stage (Node stage 3).[1][73]
- There will be 8 cottages available for purchase at the village stage.[73]
- The amount of static housing increases as a normal part of node advancement.[70]
- The architecture of static housing is predetermined by the racial influence of the Node layout and style.[59]
- Taverns and Player shops are not tied to in-node housing.[74]
公寓
公寓 are internal only (instanced) spaces within a node that offer some housing functionality.[1] There will be an initial 50 apartments available for purchase when a node advances to a Village (stage 3). Additional apartment buildings can be built at Town (stage 4) if the mayor chooses to construct them and if there is an available plot to do so.[73][70]
- The number of available apartments increases as a normal part of node advancement.[70]
- It was previously stated that apartments would be available at Town (stage 4) or above.[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.[70] – Steven Sharif
不动产

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.[77] – Jeffrey Bard
不动产 are sizable player housing plots that can be situated within the 影响区 (ZOI) of a Village (stage 3 node) or higher.[1]
- Freeholds are limited to one per account.[71]
- Freeholds are approximately half an acre in size.[79]
- The footprint of a freehold does not change with node progression.[80]
- Expansions and upgrades become available as node progression allows.[79]
- Freeholds may not be sold to other players.[81]
The freehold system interacts with multiple other systems in-game.[82]
Buying and selling (Real estate)
Players buy the deeds for housing from the node itself.[14] Players can also buy and sell properties from other players.[1]
- Housing will have a base price that scales with the number of citizens in the node.[83]
- In-node housing will be at a premium, and is expected to be hotly contested.[1]
- The more apartments that have been purchased in a node, the higher the price scales.[75]
- The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[84]
- Static housing and apartments can be listed and sold to other players.[81][85]
- There is no cap on the price of player-originated housing sales.[74]
- Player housing that is destroyed during a node siege can no longer be sold.[86]
- 不动产 may not be sold to other players.[81] This is subject to change based on testing.[87]
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.[74] – Steven Sharif
- Housing ownership can default back to the node if the owner fails to pay their property taxes. A balance and penalties will be charged to the new purchaser of the home in the manner of a "foreclosure process".[83]
- Players will not be able to exceed their allotment of housing in the game.[88]
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.[88] – Steven Sharif
Rental and leasing concepts are currently under consideration.[88]
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.[88] – Steven Sharif
Node citizenship
Player housing grants the ability to claim citizenship of a node.[90]
- Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.[91]
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.[91] – Jeffrey Bard
Citizenship can be claimed for Village (level 3) nodes or higher.[14]
- A player can only claim citizenship to one node at a time.[92]
- Only one citizenship may be declared per account, per server.[93][94][95]
- This may have changed to one citizenship per account.[96]
- Citizenship is lost if the node is destroyed. A player can then become citizen of another node.[93]
- Node citizenship is not tied to membership of a guild. Guilds don't "own" nodes.[93]
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.[95] – Steven Sharif
Changing citizenship has a cooldown of two weeks.[90]
- This applies to players who renounce their citizenship in a node.[93]
- Player housing ownership is not affected by citizenship changes.[97]
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.[98] – Steven Sharif
Players can interact with the node board to get a list of citizens of the node.[99]
- Clicking on a citizen will reveal information about their guild, society, religion, and property ownership.[99]
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.[100]
节点围攻
As some areas in the world grow, others will fall. This is the foundation of the living, breathing world that is Ashes of Creation, where players will have the ability to make important decisions that matter in the longevity of an area becoming a city, or whether to siege a rival town. Rise above the ashes, create the world around you, and be a part of the story that unfolds because of your actions and decisions.[21] – Margaret Krohn
节点围攻 enable players to destroy nodes.[21] This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.[4]
Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[4]
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![102] – Steven Sharif
Nodes can delevel based on node atrophy.[21]
Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[103]
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.[50] – Jeffrey Bard
Nodes can be destroyed starting at level 3 (Village), and are destroyed through sieges.[21]
- A successful siege will destroy the node.[21]
- Destroyed nodes revert to stage 0 (wilderness) after a successful siege.[104]
- Any modified terrain will revert back to its original state.[105]
- A portion of all Materials (crafting components) and Gatherables that were stored in the destroyed node will become lootable to the victors of the siege as spoils of war.[106][107][108]
- This includes gatherables and processed goods that were stored in in-node housing and apartment storage chests. These do not become lootable if the node survives the siege- even if the housing buildings are destroyed or damaged during the siege.[106]
- Players are prohibited from moving goods out of depositories within the node following a siege declaration against that node.[107]
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.[21] – Margaret Krohn
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.[109]
Destructible environments

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.[110] – Michael Bacon
Destructible environments will be a core element of how players interact with the world, in both Ashes of Creation Apocalypse and Ashes of Creation the MMORPG.[113]
We want destruction to be a very core element of how players make their way through the world.[113] – Steven Sharif
- Attackers may not be capable of destroying a node during a siege. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.[114]
- Node buildings (including player housing) have hit points and can be damaged during sieges. If buildings suffer more than approximately 25% damage, any NPCs or services offered by that building will not be available until the building is repaired.[106]
- If the node still exists after the siege has ended, citizens will need to obtain the resources needed to repair and rebuild any damaged infrastructure.[106][115]
- Larger more advanced buildings will require more resources to repair them. In-node housing will likely require the least resources to repair.[116]
- Player housing that is destroyed during a node siege can no longer be sold.[86]
- Furnishing and decorations are retained and can be placed again later.[86][117][118]
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.[114] – Steven Sharif
Impact on player housing
Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[117][118]
- Blueprints are mailed to the player to utilize for future placement.[21]
- Destroyed freeholds are subject to material loss.[21]
- Certificates will track major milestones (such as Furnaces and Homesteads, for example).[117][118]
- A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[119]
Impact on in-node housing
Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[117]
- 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
公寓 may be destroyed in the following circumstances:[117]
- If their building was destroyed during a node siege, even if the siege was not successful.
- If the Node delevels below stage 3 (Village) as a result of being destroyed or through node atrophy.
- If a mayor built extra Apartment buildings during Node advancement at Stage 4 or higher and the Node deleveled below that stage.
Impact on freeholds
不动产 may be attacked by any player[120] for a period of two hours[21] following a successful siege against its parent node.[121]
- Players and their allies may defend their freehold for this period of time.[121]
- Structures and guards may be obtained to defend freeholds during this period.[121]
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.[120][21]
- The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[120]
- At the end of the grace period, if the freehold does not reside within the ZOI of a stage three (Village) node or above, it will be destroyed.[122]
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.[21] – Margaret Krohn
Node redevelopment
A node that was successfully sieged may develop differently due to the following influences:[50][123]
- Different races becoming primary contributors.[50][123]
- Design elements determined by different governments.[50][123]
- Reactions and interactions with other nodes in the world.[50][123]
Node government
Node governments are chosen from a node's citizenry when a node reaches stage 3 (Village).[14]
Positions within a node's government are attained through titles that grant special access to NPCs in the node.[125]
- Mayor.[126]
- Priests, bishops or acolytes in certain temples.[127][125]
- Patron guild leader.[125]
- Chief bounty hunter.[125]
There are a lot of things that you can strive for within [a node] that grant you that special treatment.[125] – Steven Sharif
Mayors
Mayors are leaders of a node's government who control the development of that node.[126]
- Other leadership powers.[126]
Only node citizens may be elected mayor.[94]
- Only one citizenship may be declared per account, per server.[94][95]
- This may have changed to one citizenship per account.[96]
- A king or queen can also become a mayor.[94]
You may only ever be a citizen of a single node at a time.[94] – Steven Sharif
Mayors gain new powers and responsibilities as their node advances.[8]
Node elections
Once a node has reached Village stage there will be a one week cooldown period before node elections begin.[131]
- This cooldown period allows players to establish citizenship at the village; which may require them to relinquish previous citizenship at another node.[131]
- Following the initial cooldown, there will be a one week election process, then from that point on, elections will follow a monthly cadence.[131]
- 节点围攻 may not be declared for 21 days following a node advancing to Village (stage 3). This does not apply to nodes at higher stages.[132]
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.[131] – Steven Sharif
Node elections occur on a monthly basis.[131][133]
- Election notices will be mailed to the accounts of citizens.[99]
- Only citizens of a node may participate in its elections.[14]
- Only node citizens may be elected mayor.[94]
- A king or queen can also become a mayor.[94]
Node governments and mayors are chosen through different methods according to the node's type.[1][8]
- Divine node governments are chosen from citizens via service oriented quests that prove faith and dedication to the node.[134][1]
- Economic node governments are able to be bought and sold by citizens with the most money.[134][1]
- Mayors of military nodes are chosen from citizens through last man standing (gladiatorial arena style) combat.[134][135][136]
- An idea currently under consideration is to have players build out a champion that they can then fight in the arena, rather then using their regular characters. These champions can be equipped with gear and skills via quests, along with materials and gold to make the champion stronger.[137]
- The reason for the champion idea is because the game isn't balanced for 1v1 Pvp. Utilizing champions makes arena combat more of a level playing ground.[137]
- Arena style combat is instanced but spectators may be possible through an interface.[138]
- Scientific node governments are elected democratically.[134][1] Records of who voted for who are not published.[99]
Mayoral quests
Mayors 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.[38]
- These quests can be used to bring in material components to help combat node atrophy.[38]
Leadership powers
Government officials have wide-ranging leadership powers.[139]
- Enter into trade agreements.[140]
- Directing assets.[14]
- Mayors are able to allocate treasury funding to hire mercenary NPCs to defend their node during sieges.[142][14]
- Mayors 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.[38]
- These quests can be used to bring in material components to help combat node atrophy.[38]
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.[14]
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.[55] – Steven Sharif
行会 do not control nodes.[145][146] Guild leaders (kings and queens) can become mayors of nodes.[94]
- Guilds hold separate roles in the direction of the node than the roles held by private citizens.[14]
- Only a certain number of guilds may participate in these roles.[14]
- Separate guild roles are reserved for small, medium and large guilds.[14]
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.[14]
Node taxes
Mayors/Node governments allocate resources, taxes, and quests to help develop node defenses.[128]
- Tax money only goes toward funding node development.[148]
- 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.[149]
Parent nodes take a cut of all taxes from the housing and any services that occur within their ZOI.[150]
- 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.[150]
Node wars
Node governments may declare war on another node and rally citizens to the cause.[140]
- This mutually flags the citizens of the warring nodes, including their allies, as combatants.[151]
- Vassal nodes cannot declare a node war on their parent node or any of their vassals.[8]
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.[98] – Steven Sharif
Alliances
创造的灰烬 may have specific content that revolves around Alliances.[152]
- 进展 pathways within alliances.[152]
- 行会 sharing common services with alliance members.[152]
- Alliances can toggle relationships with nodes.[152]
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.[152] – Steven Sharif
大篷车
The caravan system is an open world PvP system that revolves around opportunity and risk. 大篷车 facilitate the transfer of goods for players wishing to turn a profit.[67]
- Caravans are for transfer of personal goods and quests as well as supplies for castles and nodes.[155]
- Caravans can transport goods for more than one player.[157]
Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[103]
Caravan types
There are different types of 大篷车 in 创造的灰烬.[160][161]
The caravan system is another very big part of the node system. They are the main driver of economic activity and there is a bunch of different types of caravan.[161] – Jeffrey Bard
Caravan PvP
大篷车 create an open PvP zone that flags players for combat (purple).[163]
- Players will be able to state their intentions to attack, defend or ignore via a user interface window.[164][165][166]
- The proximity that the UI window appears is determined by the player's performance as either a defender or an attacker in previous raids.[164]
- A group will be required to successfully attack a caravan.[155][167]
- A caravan will persist in the world for a period of 5 to 10 minutes from the time its owner logs out or is disconnected from the server.[168]
It's still intended from a design standpoint to be a window that is presented to the player based on proximity; and that proximity it can be greater depending on your performance as either a defender or an attacker in previous raids.[164] – Steven Sharif
Caravan destruction
If a caravan is destroyed (becomes a wreckage) it will drop a portion of the goods it was transporting.[155][169][170]
- Caravan components may also drop when a caravan is destroyed. These components may be salvageable by the caravan owner or by other players, in the case of high grade components.[171]
- Caravans drop certificates for heavy goods that are redeemable at the origin node for a portion of the goods.[172][170]
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.[170] – Steven Sharif
Underrealm nodes
Underrealm nodes and nodes directly above them are related but do not exist in the same ZOI.[173]
- Caravan routes will go underground.[174]
- 节点围攻 occur in the usual manner.[175]
- There will be underrealm Metropolises.[176]
Coastal/island nodes
There will be nodes along the coast and on islands.[178]
- These nodes will have specific water oriented influences and abilities, services, questlines, that relate to the seas.[178]
- Coastal nodes change the spawn tables of the nearby water content and can also trigger specific events.[179]
- Harbors in coastal nodes will have quest lines that relate to the ocean and nearby islands.[179]
- It may be possible to siege a coastal city by sea.[180]
Island chains are part of 创造的灰烬 naval content.[181][182]
Underwater nodes
Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[183]
- There won't be nodes underwater or in the water.[178]
Patron guilds
Whether an organization is the patron of their node means it contributes the most amount of work to the node from its members.[184]
Patron guilds unlock the following benefits for their members.[185]
- Emblems can be applied to guild armor that can be purchased from the node.[185]
- Participation in the node's stock market.[185]
- Ability to participate in specific guild-based missions that will progress the guild's leveling and development.[185]
- Allocation of guild points to unlock specific node abilities for guild members.[185]
- Ability to claim an in-node guild hall. These have different perks and benefits to halls placed on freehold plots.[185]
Any number of guilds can be in a node, but the number of patron guilds within a node is limited by node stage.[186]
- Villages and lower do not have patron guilds.[186]
- Towns can have up to 1 patron guild.[186]
- Cities can have up to 2 patron guilds.[186]
- Metropolises can have up to 3 patron guilds.[186]
Relics

This is not the Staff of the Ancients per-se, it's a staff... Here in the curvature and design of this staff you'll see that it has a very specific and unique looking type of mold so-to-speak. So there could be some relationship between these designs of the staves and/or weapons that you'll see, which are used to harness or focus the use of the Essence, or magic; and how perhaps those structures relate to the types of magic that those creatures are using.[42] – Steven Sharif

Each city has what's called a reliquary and the reliquary begins to spawn unique items for the citizens to take advantage of based on the performance, progression and achievements that those citizens have within the world. So if your citizens are part of downing a world boss or completing a dungeon in a record time or crafting a legendary item or whatever: all of these different types of progression paths for the cities could result in the production of a relic that exists within the reliquary.[44] – Steven Sharif
Relics are achievements for a node that unlock over time. They allow node citizens to craft certain legendary items and progress in certain legendary quest lines.[45]
- Relics include the four ancient artifacts of Verra that were originally discovered by King Atrax in his pursuit of the power of The Essence.[46][47] These artifacts were in close alignment to the Essence on Verra due to their proximity to the ley lines of Essence spread across the world.[48] These artifacts were originally housed in the vault of Fallow's Hold, which is one of the great dungeons of 创造的灰烬, located near the capital city of the ancient Toren empire, Torall.[48]
- The Golden Chalice was believed to bring everlasting life but was actually allowing the corruption of manipulating The Essence to enter the soul through the physical representation of drinking something.[46]
- The Crown represented a direct link The Ancients had into the thought process of King Atrax that the Ancients were able to manipulate.[46]
- The Sword brought unusual power through manipulation of the evil side of the Essence, which is how Atrax maintained his dominance over his people: through physical might, essentially striking down any foe that opposed him among his administration.[46]
- The Staff enabled Atrax to project his magic across great distances, which enabled him to extend his power and manipulation throughout the lands of Verra and allowed him to maintain vigilance over his realm.[46]
- Relics are placed in a node's reliquary.[44]
- Limited access to the relics stored in a node's reliquary are granted to registered attackers after successfully destroying that node in a node siege.[44]
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, 行会 and 社会组织.[187][188]
- The value of stocks is influenced by world events and the performance of nodes, 社会组织 or guilds.[189]
- Hard metrics, such as quest lines, nearby resources, citizen progression, and purchases of local real estate, will determine the value of purchasable shares.[188]
- There is no regulatory commission to restrict the purchase and sale of stocks.[189]
Internal conflict
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.[190]
- The only way to remove an elected mayor prior to the end of their term is by destroying the node.[191]
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.[191] – Steven Sharif
Artwork
2017-10-24 2017-10-12
Community guides
See also
引用
- ↑ 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.
- ↑ 2.0 2.1 2.2 2.3 Node series part I
- ↑ Ashes of Creation - Screenshots.
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 A reactive world - Nodes.
- ↑ 5.0 5.1 Blog: 10 facts about castle sieges in the MMORPG.
- ↑
- ↑ Podcast, 2018-04-23 (15:14).
- ↑ 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.
- ↑ Interview, 2018-08-24 (3:44).
- ↑ 10.0 10.1 Livestream, 2017-05-04 (15:15).
- ↑ 11.0 11.1 11.2 11.3 11.4 11.5 11.6 11.7 11.8 Know Your Nodes: Economic Node Type.
- ↑ Blog: Creative Director's Letter
- ↑
- ↑ 14.00 14.01 14.02 14.03 14.04 14.05 14.06 14.07 14.08 14.09 14.10 14.11 14.12 14.13 MMOGames interview, January 2017
- ↑
- ↑ 16.0 16.1 Blog: Know Your Nodes - Scientific Node Type
- ↑ Ashes of Creation FAQ.
- ↑ Interview, 2018-04-20 (7:22).
- ↑ Interview, 2018-05-11 (55:16).
- ↑ 20.0 20.1 Livestream, 2018-07-09 (39:32).
- ↑ 21.00 21.01 21.02 21.03 21.04 21.05 21.06 21.07 21.08 21.09 21.10 21.11 21.12 21.13 21.14 21.15 21.16 21.17 21.18 21.19 21.20 21.21 21.22 21.23 21.24 21.25 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 22.0 22.1 Livestream, 2018-12-12 (14:48).
- ↑ Interview, 2020-07-20 (3:45).
- ↑ 24.0 24.1 24.2 Livestream, 2017-10-16 (50:20).
- ↑ Video, 2017-04-20 (0:02).
- ↑
- ↑ 27.0 27.1 27.2
- ↑ 28.0 28.1 Interview, 2020-07-18 (10:04).
- ↑ 29.0 29.1 29.2 29.3 29.4 Interview, 2020-07-08 (1:00:15).
- ↑ Livestream, 2017-11-17 (55:27).
- ↑
- ↑ 32.0 32.1 Livestream, 2017-05-26 (28:16).
- ↑ Interview, 2020-07-19 (19:35).
- ↑ Livestream, 2017-05-15 (30:53).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
- ↑ Interview, 2020-07-19 (1:10:55).
- ↑ 37.0 37.1 37.2 37.3 Interview, 2020-07-19 (1:08:22).
- ↑ 38.0 38.1 38.2 38.3 38.4 38.5 Interview, 2020-07-08 (1:04:05).
- ↑ 39.0 39.1 39.2 Interview, 2018-10-20 (2:36:25).
- ↑ Livestream, 2020-07-25 (1:50:20).
- ↑ 41.0 41.1 Podcast, 2018-08-04 (1:35:58).
- ↑ 42.0 42.1 42.2 42.3 Livestream, 2020-11-30 (52:56).
- ↑ 43.0 43.1
- ↑ 44.0 44.1 44.2 44.3 44.4 44.5 Interview, 2020-07-18 (56:11).
- ↑ 45.0 45.1 Livestream, 2018-02-09 (29:26).
- ↑ 46.0 46.1 46.2 46.3 46.4 46.5 46.6 46.7 46.8 46.9 Livestream, 2020-11-08 (15:-1).
- ↑ 47.0 47.1 Livestream, 2020-11-08 (00:49).
- ↑ 48.0 48.1 48.2 48.3 Livestream, 2020-11-08 (07:58).
- ↑ Livestream, 2020-06-26 (45:32).
- ↑ 50.0 50.1 50.2 50.3 50.4 50.5 50.6 50.7 50.8 Livestream, 2020-10-30 (39:17).
- ↑ Livestream, 2018-02-09 (33:50).
- ↑ 52.0 52.1 52.2 52.3 52.4 52.5 Livestream, 2018-09-27 (53:06).
- ↑ 53.0 53.1 Interview, 2018-05-11 (54:34).
- ↑ Livestream, 2017-05-26 (21:23).
- ↑ 55.0 55.1 55.2 Interview, 2018-05-11 (47:27).
- ↑ 56.0 56.1 56.2 Interview, 2018-05-11 (1:00:19).
- ↑ Livestream, 2020-03-28 (1:16:03).
- ↑ Video, 2020-03-23 (0:24).
- ↑ 59.0 59.1 59.2 59.3 59.4 59.5 Livestream, 2017-05-19 (33:57).
- ↑ 60.0 60.1 Livestream, 2018-01-20 (38:17).
- ↑ Livestream, 8 April 2018 (PM) (51:49).
- ↑ Interview, 2020-07-08 (55:05).
- ↑ Livestream, 2018-09-01 (36:28).
- ↑ 64.0 64.1 64.2 Podcast, 2018-04-23 (29:56).
- ↑ Livestream, 2019-07-26 (1:13:23).
- ↑ Video, 2017-05-25 (1:07).
- ↑ 67.0 67.1 67.2 About Ashes of Creation.
- ↑ Livestream, 2018-05-04 (32:46).
- ↑
- ↑ 70.0 70.1 70.2 70.3 70.4 Steven Sharif - Clarification points from today’s stream.
- ↑ 71.0 71.1 71.2 71.3 Interview, 2018-05-11 (50:47).
- ↑ Video, 2020-05-31 (38:50).
- ↑ 73.0 73.1 73.2
- ↑ 74.0 74.1 74.2 Interview, 2020-07-08 (33:34).
- ↑ 75.0 75.1 Livestream, 2017-05-12 (52:01).
- ↑ Livestream, 2020-05-29 (36:29).
- ↑ Livestream, 2020-05-29 (42:01).
- ↑ Livestream, 2020-05-29 (35:36).
- ↑ 79.0 79.1 Livestream, 2017-10-16 (56:42).
- ↑ Interview, 2020-07-08 (45:23).
- ↑ 81.0 81.1 81.2 Livestream, 2020-06-26 (47:32).
- ↑ 82.0 82.1 82.2 82.3 82.4 82.5 Livestream, 2017-10-16 (56:38).
- ↑ 83.0 83.1 Livestream, 2020-06-26 (53:41).
- ↑ 84.0 84.1 84.2 84.3 Livestream, 2017-05-12 (55:01).
- ↑ Livestream, 2020-06-26 (54:03).
- ↑ 86.0 86.1 86.2 Livestream, 2020-06-26 (1:02:12).
- ↑ Livestream, 2020-06-26 (56:08).
- ↑ 88.0 88.1 88.2 88.3 Livestream, 2019-05-30 (1:23:41).
- ↑ Livestream, 2020-03-28 (1:02:56).
- ↑ 90.0 90.1
- ↑ 91.0 91.1 Livestream, 2018-07-09 (27:12).
- ↑ Livestream, 2017-05-19 (53:24).
- ↑ 93.0 93.1 93.2 93.3 Interview, 2020-07-29 (17:26).
- ↑ 94.0 94.1 94.2 94.3 94.4 94.5 94.6 94.7 94.8
- ↑ 95.0 95.1 95.2 95.3 Interview, 2018-05-11 (50:05).
- ↑ 96.0 96.1 Interview, 2018-10-20 (2:36).
- ↑
- ↑ 98.0 98.1 Video, 2018-04-05 (41:48).
- ↑ 99.0 99.1 99.2 99.3 Livestream, 2020-10-30 (1:01:00).
- ↑ Livestream, 2017-05-26 (44:52).
- ↑ Video, 2016-12-04 (0:02).
- ↑ Video, 2017-04-30 (5:31).
- ↑ 103.0 103.1 Livestream, 2020-12-22 (1:13:51).
- ↑
- ↑ Livestream, 2020-06-26 (1:48:43).
- ↑ 106.0 106.1 106.2 106.3 Interview, 2020-07-08 (57:46).
- ↑ 107.0 107.1 Livestream, 2020-04-30 (1:14:44).
- ↑
- ↑ Livestream, 2018-07-09 (42:48).
- ↑ 110.0 110.1 Livestream, 2019-10-31 (36:20).
- ↑ Ashes of Creation Apocalypse Early Access.
- ↑ Video, 2019-09-24 (0:10).
- ↑ 113.0 113.1 Livestream, 2019-06-28 (31:15).
- ↑ 114.0 114.1 Livestream, 2019-11-22 (16:56).
- ↑ Livestream, 2019-11-22 (17:59).
- ↑ Interview, 2020-07-08 (59:38).
- ↑ 117.0 117.1 117.2 117.3 117.4 Livestream, 2017-07-18 (40:14).
- ↑ 118.0 118.1 118.2 Livestream, 2017-11-17 (47:10).
- ↑ Livestream, 2020-06-26 (1:00:57).
- ↑ 120.0 120.1 120.2 Livestream, 2020-08-28 (2:04:00).
- ↑ 121.0 121.1 121.2 Livestream, 2017-05-19 (28:04).
- ↑ Livestream, 2017-05-19 (29:34).
- ↑ 123.0 123.1 123.2 123.3 Livestream, 2017-05-24 (52:39).
- ↑ Livestream, 2020-03-28 (1:02:46).
- ↑ 125.0 125.1 125.2 125.3 125.4 Livestream, 2019-07-26 (1:20:48).
- ↑ 126.0 126.1 126.2 Livestream, 2017-11-17 (9:49).
- ↑ 127.0 127.1 Livestream, 2020-07-25 (1:52:45).
- ↑ 128.0 128.1
- ↑ 129.0 129.1 Livestream, 2017-06-30 (53:57).
- ↑ Livestream, 2020-03-28 (1:01:34).
- ↑ 131.0 131.1 131.2 131.3 131.4 Interview, 2020-03-27 (6:03).
- ↑
- ↑
- ↑ 134.0 134.1 134.2 134.3 Interview, 2020-07-19 (26:54).
- ↑
- ↑ Podcast, 2018-05-11 (52:20).
- ↑ 137.0 137.1 Interview, 2020-03-27 (09:05).
- ↑ Interview, 2020-03-27 (11:04).
- ↑
- ↑ 140.0 140.1 140.2 140.3 City hall.
- ↑
- ↑ Livestream, 2020-06-26 (59:11).
- ↑
- ↑ Livestream, 2017-05-19 (36:05).
- ↑ Livestream, 2017-05-19 (36:09).
- ↑
- ↑ Livestream, 2020-03-28 (1:03:38).
- ↑
- ↑ Interview, 2020-03-27 (0:30).
- ↑ 150.0 150.1 Interview, 2018-05-11 (57:02).
- ↑ 151.0 151.1 Interview, 2020-07-19 (24:34).
- ↑ 152.0 152.1 152.2 152.3 152.4 Podcast, 2018-05-11 (21:07).
- ↑ Livestream, 2020-05-29 (1:03:35).
- ↑ Video, 2019-07-16 (0:00s).
- ↑ 155.0 155.1 155.2 Livestream, 2017-05-15 (45:20).
- ↑ Interview, 2017-01-20 (4:19).
- ↑ Interview, 2018-05-11 (28:21).
- ↑
- ↑ Ashes of Creation Store: Ramstone Hauler.
- ↑ 160.0 160.1 160.2 Livestream, 2017-07-28 (19:43).
- ↑ 161.0 161.1 161.2 Video, 2019-07-15 (2:12).
- ↑ Livestream, 2020-03-28 (1:27:28).
- ↑
- ↑ 164.0 164.1 164.2 Interview, 2020-03-27 (16:19).
- ↑
- ↑ Livestream, 2017-05-22 (40:40).
- ↑ Livestream, 2017-05-22 (40:41).
- ↑ Livestream, 2020-07-25 (55:32).
- ↑ Livestream, 2017-12-15 (1:04:25).
- ↑ 170.0 170.1 170.2 Interview, 2019-04-15 (26:59).
- ↑ Interview, 2019-04-15 (28:28).
- ↑
- ↑ Livestream, 2017-05-05 (37:52).
- ↑ Livestream, 2017-05-26 (31:44).
- ↑ Livestream, 2017-05-26 (42:45).
- ↑ Livestream, 2017-05-24 (31:39).
- ↑ Livestream, 2018-08-17 (58:53).
- ↑ 178.0 178.1 178.2 Livestream, 8 April 2018 (PM) (1:01:28).
- ↑ 179.0 179.1 Interview, 2020-07-19 (48:05).
- ↑ Livestream, 2017-05-19 (37:51).
- ↑ Livestream, 2017-05-17 (30:53).
- ↑ Kickstarter - We Just Broke $1,500,000!
- ↑ Livestream, 8 April 2018 (AM) (18:29).
- ↑ Podcast, 2018-04-23 (24:47).
- ↑ 185.0 185.1 185.2 185.3 185.4 185.5 Livestream, 2020-02-28 (1:06:51).
- ↑ 186.0 186.1 186.2 186.3 186.4 Livestream, 2019-06-28 (1:27:23).
- ↑ 187.0 187.1 Livestream, 2017-05-17 (11:27).
- ↑ 188.0 188.1
- ↑ 189.0 189.1 Interview, 2018-10-20 (5:51).
- ↑ Livestream, 2017-05-24 (40:50).
- ↑ 191.0 191.1 Livestream, 2019-06-28 (1:26:14).