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Alpha-1 preview pirate themed dynamic point of interest.[1]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is kind of its final state.[1]Jeffrey Bard

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[2][3] This content adapts to the node progression of the zone it is in.[1][4]

Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[5]

List of notable points of interest

info-orange.png本节包含来自 Alpha-1 测试的信息。当有新信息可用时,它将被更新。


Updated Ashes of Creation map.[11][12]

The new world map in all its 1,200 square kilometer glory. So you're gonna see some names here- a little bit of a reveal of some of these locations in these areas- and you're also of course seeing similar biomes that are present as well. But more importantly what you are seeing is the orientation of these continents and these islands that are facilitating specific types of inter-continental trade gameplay; and they support the relevance of these caravans moving across the land mass to locations that will now incorporate these harbor areas, which aren't identified on the map here... But the important part was providing a lot of coastal naval gameplay between these zones and trade routes between land base.[12]Steven Sharif

Alpha-2 work-in-progress map UI.[13]

The world of Verra features an in-game viewable world map. This map is not randomly generated, and begins covered in a fog of war.[14] Players will not be able to see the world until they have explored it or gathered information about it. The world is also full of imperfect information, which will require the player to act on it for verification.[15]

For example, you may hear a rumor in a tavern that tells you the location of a cave full of weak Kobolds, but this was not accurate as the rumor was started by well-equipped bandits in order to waylay overconfident adventurers.[15]

When information is gathered, or the player has successfully explored an area, points of interest are marked on the map.[5]

  • These points of interest are determined by Node progression; and not every server will share the same map, as player decisions will vary server to server.[5]
  • The map UI will potentially incorporate player created location markers that are visible by other party members.[16]

In addition to node progression being a factor on map generation, zones in Ashes of Creation will cater to all levels.[17]

The map will have geographical choke points caused by non-traversable obstacles (such as Mountains).[18][19][20]

Even though we're an open-world that doesn't mean that from a design perspective, especially with the way our economic systems work, that we will want to create Geographic choke points.[19]Steven Sharif


Verran map scroll.[21]

Verra was created to house four separate... divine races and they're called divine races because the remaining seven gods imbued their characteristics within each of these different races. They didn't put all of them into one and make the same mistake. They had focuses really that these races took essentially.[22]Steven Sharif

The name of the Ashes of Creation world is Verra.[23]

Verran continents and locations:

Verran oceans:

  • The Fortunic Ocean.[21]
  • The Umbral Sea.[21]
  • Tradewind Sea.[21]
  • The Avaric Ocean.[21]


Alpha-1 early preview starting area.[27]

There is no railroaded driven theme park experience here. You will have the opportunity to create your own destiny in that regard, which means you don't have to necessarily follow the quest line nor do you have to participate in events or experiences around the starting area. Now it may be more beneficial to do that; and in that regard I guess there could be a meta around doing that, but you could branch out proceed to other areas and do different content.[28]Steven Sharif

起始地區 (starting zones) are located in the ruined cities of the four ancient races of Verra.[29]

  • Starting areas include expeditionary NPC settlements that serve as initial quest origination points.[30] 世界觀-wise, these settlements represent scouts that were sent ahead of the main expedition back to Verra.[36]
    • These settlements are designed to acclimatize new players entering the world.[36]
    • While it may be advantageous to do so, there is no requirement for players to play through any specific starter zone content.[28]

A problem that a lot of MMOs have is that those starting areas become just kind of vacant of players and it's so sad because the greatest aspect of an MMO is that community that you get to experience, so one of the great things about the node system is that it really works from new player acquisition standpoint, where these nodes tend to develop larger near the starting location areas around the world; and it brings these players back to those locations if they're citizens and want services within those cities. So, as new players enter the world they're going to actually be surrounded most likely by more population because people are coming back to those larger nodes.[37]Steven Sharif

Alpha-1 starting area

Alpha-1 alpha island starting area.[38]

There's been some significant lighting changes here in this area. There's been some work on the foliage, on the trees that are available, toned down some of the ruins, rearranged some of the tents and it's starting to look pretty good.[38]Steven Sharif

The Alpha-1 starting area was set in the ruins of a Pyrian divine gateway to the south of alpha island.[39]

Alpha-2 starting area

You'll be seeing more as we get closer to Alpha Two but this will give you a little bit of insight to the capital city of the Aelan empire prior to the Exodus. This is one of the starting areas that players enter into. This will be this one of the starting areas in alpha 2.[40]Steven Sharif


阿尔法-1 早期预览道路.[42]

我们在游戏中的道路系统基本上是由预先设置的路线驱动的,这些路线通向曾经是维拉古代公路系统的大动脉;从那里开始,当节点前进时,有一些道路会显现出来;我们称这些为静脉。它们来自于主干道,然后随着节点的推进,有一些兴趣点,正如杰夫之前讨论的那样。这些存在于世界各地的兴趣点,其中一些与多个节点共享覆盖范围,但取决于哪个节点推进到激活兴趣点的阶段,它将创建这些小路,可以说,然后从节点本身出发。因此,你从大动脉古道--那种贯穿不同区域的古道--分解成通向特定营地和村镇的静脉,然后从独立的小路中衍生出来,通向这些地区的兴趣点。 到这些地区的兴趣点,是狩猎场。这些都是最初没有显现的,随着玩家们在世界范围内的推进,它们也会上线。.[43]Steven Sharif


  • 最大的道路被称为动脉。这些都是曾经的维拉古代公路系统的遗迹。[43]
  • 随着节点推进较小的道路,被称为静脉,连接动脉和节点。[43]
    • 道路会随着节点的推进而升级。
    • 道路将随着节点的推进而升级。不同的道路将决定所需的大篷车速度和类型(非公路与公路)。[44]
  • 根据节点推进的阶段,小路会从节点上干出,连接到兴趣点.[43]
  • 道路或小路不会因为在同一地区的反复交通而被磨损成普通的地面。[43]


  • 夏季开放的路径在冬季可能会关闭。[47]
  • 季节性影响可能会对通过大篷车运输货物造成障碍或堵塞。[45][46][48]
    • 一些事件可能会导致特定的道路被封锁。[45]
    • 障碍物可能会在道路上出现障碍,玩家必须清除这些障碍物以允许货物过境。[47]
  • 水在冬天会变成冰,使玩家能够在水面上行走,但却阻挡了玩家进入水面下的东西。[47]
    • 冰会使道路颠簸和湿滑。[49]

地下世界 路线 将动态地打开或关闭 (基于节点状态).[20]

自由领地 不可以放在接近于 道路.[50]

Dungeon locations

地下城 and other points of interest are located throughout the map in-between the 85 node locations.[8]

POIs of this size do not normally attach to just a single node. Usually there are multiple nodes that can potentially influence a large POI. The theming within the node occurs around storylines or NPC spawns and events.[6]Steven Sharif
  • The difficulty level and loot tables of these encounters will change based on this influence.[7][8]

List of notable dungeons

info-orange.png本节包含来自 Alpha-1 测试的信息。当有新信息可用时,它将被更新。


200 foot tall Pyrian statues in Alpha-1.[51]

Landmarks are scattered throughout the world, allowing players to judge their position on the map.[51]

From a lore perspective these statues have been around for a long time; and they are representative of the civilizations that existed once on this world before.[51]Steven Sharif

Major visual landmarks. You can look all the way across the horizon have an idea where you're going or where to meet friends or where to meet just based on these huge landmarks in the world.[51]Mat Broome

Notable landmarks

Corrupted areas

Work-in-progress Alpha-1 preview corrupted area on Alpha island by Mia DelCasino.[2]

How the world kind of reacts and changes to the nodes, you see these intrusions of corruption beginning to pervert and infest the lands; and these are obviously going to be sources by which NPC events are driven based on player progression within the world. And these sources of evil need to be addressed by the players, or else they'll grow out of hand.[52]Steven Sharif

Corrupted areas (zones/points of interest) can dynamically evolve with the progression of nodes and story arcs.[53][54][55][52][2]

  • Harbingers that exist on Verra as dungeons are where The Ancients are capable of pushing into the material plane. They can continue to do so under the guise of the effects of corruption as it spreads.[56]
  • These are sources of NPC events that players need to address before they grow out of hand.[57][52]
    • Players need to participate in these events to stop the spread of corruption and hold back the intrusion on the material plane.[56]
    • If players fail to address these corrupted areas, the frequency of NPC events against their node will increase. These can lead to node buildings and services being disabled, increasing the node's vulnerability to node sieges.[58]
It can be a very detrimental thing if corruption is not addressed; and that's the intent of corruption, is to present a challenge to the players that if not addressed it becomes exacerbated and a problem over time.[58]Steven Sharif
To degree your mortal coil, as we call it, or what some might consider a soul from your character's perspective within this story- can be influenced and can be changed into a shape that's more in tune with corruption; and that's through doing PvP things you can accomplish that.[59]Steven Sharif
When it enters the corruption state outside of weather, in that corrupt state, you will probably see a little bit less of the influence of the season because really it's adopting that corruption, which in-and-of-itself is kind of a season.[61]Steven Sharif


Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[62]

  • There won't be nodes underwater or in the water.[63]

Economic regions

We want our players to have a reason to explore the wilderness, to travel with purpose, and much of that will be driven by our resource system. Transporting these goods might just be more difficult than gathering them. Our regional market system allows players to participate in creating pocket economies that will reinforce the stability of goods in particular regions. Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[64]

Economic regions are static areas defined by geographic points of interest.[65][66]

  • Castle regions are larger and encompass multiple economic regions.[65]
  • 節點 are the glue that hold castle and economic regions together in potential synergy or chaos.[67]
    • Node ZOIs are fluid and change their area based on the progression of the node and its neighbors.[65]
  • Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[68]

The whole map would be under the influence of 1 of 5 castle regions. However, castle regions aren't the only TYPE of region - there are also economic regions, among other things.[66]Sarah Flanagan

Castle regions


公会城堡 influence a castle region around them.[69]


地下城, 大型副本, 世界頭目, Mobs, 任務, Events, 資源, 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.[75][17][76]

  • Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[77]
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.[78]Steven Sharif

Event levels

The level of a particular event can be based on the level of the content that triggers it, or it can be set to a higher level in order to drive traffic back to lower level zones.[79]

For example, if the event takes place in a zone that has a base population of let's say average level 25, then one of the trigger conditions might be that 10 monsters of level 25 have been killed recently in that zone and the level 25 event will now spawn additional content designed for level 25 players. So these events aren't always going to be end-game they're going to be obviously appropriate based on the content in which the predicate system is informing, but they also could be something completely top level that is introduced at a lower-level area and brings population traffic of the players back to those types of things.[79]Steven Sharif

Node simulation

Simulation of node interactions.[80]

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.[80]Steven Sharif

The developers have created a simulation of node interactions in preparation for Alpha-2 deployment of the node system.[80]

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.[80]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.[80]

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.[80]Steven Sharif

  • 節點戰 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.[80]

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.[80]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.[80]

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.[80]Steven Sharif


戰場是在開放世界進行的 PvP 戰鬥。[81] 遊戲內有開放世界 PvP 區域,區域內的玩家會被標記戰鬥員 (purple)[82]

非戰鬥員 (綠色)玩家進入開放世界戰場時,會自動被標記成戰鬥員。標記在離開戰場後仍會持續一定時間。[5]

死亡懲罰將不適用於存在特定目標的活動 (例如商隊公會戰節點戰)。[88]

Our castle system, our sieges against nodes, the caravan system, battlegrounds that exist, guild wars: We want there to be a meaning to this conflict. We want players to actually have some skin in the game when it comes to participating in PvP.[89]Steven Sharif




  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 直播, 2021-03-26 (50:33).
  2. 2.0 2.1 2.2 直播, 2021-03-26 (22:53).
  3. 直播, 2017-11-17 (36:22).
  4. 4.0 4.1 4.2 4.3 4.4 直播, 2017-11-17 (18:29).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 MMOGames interview, January 2017
  6. 6.0 6.1 6.2 steven-pois.png
  7. 7.0 7.1 steven-dungeons.png
  8. 8.0 8.1 8.2 8.3 直播, 2020-07-25 (46:08).
  9. 直播, 2022-04-29 (40:21).
  10. jindrack-pois.png
  11. Blog - Development Update with New Map and Feature Discussions.
  12. 12.0 12.1 直播, 2022-08-26 (46:52).
  13. 影片, 2023-01-27 (4:39).
  14. 訪談, 2017-05-22 (22:54).
  15. 15.0 15.1 The mighty beard!
  16. 直播, 2022-05-27 (2:33).
  17. 17.0 17.1 直播, 2017-05-15 (30:53).
  18. 直播, 2022-08-26 (53:26).
  19. 19.0 19.1 直播, 2020-06-26 (1:25:11).
  20. 20.0 20.1 直播, 2020-10-30 (1:19:13).
  21. 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 直播, 2022-08-26 (50:40).
  22. 22.0 22.1 直播, 2020-11-08 (0:00:00).
  23. 影片, 2017-09-04 (1:16).
  24. 影片, 2022-12-02 (11:11).
  25. 直播, 2022-02-25 (1:15:50).
  26. 直播, 2022-12-02 (1:16:19).
  27. 直播, 2020-03-28 (32:30).
  28. 28.0 28.1 直播, 2020-07-25 (1:03:03).
  29. 29.0 29.1 mapportals.png
  30. 30.0 30.1 30.2 30.3 steven-tulnar-pois.png
  31. 31.0 31.1 31.2 直播, 2017-10-16 (53:58).
  32. underrealm-gateway.png
  33. tulnar-gateway.png
  34. 直播, 2017-05-19 (29:25).
  35. starting gateway.png
  36. 36.0 36.1 直播, 2017-07-28 (25:20).
  37. 影片, 2018-04-05 (40:08).
  38. 38.0 38.1 直播, 2021-03-26 (17:23).
  39. 直播, 2021-03-26 (16:05).
  40. 直播, 2022-05-27 (1:04:29).
  41. 影片, 2022-05-27 (3:46).
  42. 直播, 2021-01-29 (55:44).
  43. 43.0 43.1 43.2 43.3 43.4 43.5 直播, 2021-01-29 (1:13:04).
  44. 直播, 2018-02-09 (45:48).
  45. 45.0 45.1 45.2 Podcast, 2021-04-11 (23:36).
  46. 46.0 46.1 直播, 2020-06-26 (1:29:06).
  47. 47.0 47.1 47.2 47.3 直播, 2017-05-08 (20:27).
  48. Our immersive world - Environments.
  49. frosty-roads.png
  50. 直播, 2017-05-19 (32:23).
  51. 51.0 51.1 51.2 51.3 直播, 2018-08-17 (10:01).
  52. 52.0 52.1 52.2 直播, 2021-03-26 (50:03).
  53. skotty-story-arc-2.png
  54. 影片, 2023-03-31 (1:22).
  55. 影片, 2023-03-31 (3:32).
  56. 56.0 56.1 直播, 2020-11-08 (12:47).
  57. 直播, 2021-06-25 (1:13:30).
  58. 58.0 58.1 直播, 2022-01-28 (1:17:12).
  59. 59.0 59.1 直播, 2023-03-31 (54:22).
  60. 直播, 2021-06-25 (1:32:24).
  61. 61.0 61.1 直播, 2023-03-31 (58:27).
  62. 直播, 2018-04-8 (AM) (18:29).
  63. 直播, 2018-04-8 (PM) (1:01:28).
  64. About Ashes of Creation.
  65. 65.0 65.1 65.2 economic-regions.png
  66. 66.0 66.1 economic-regions1.png
  67. economic-regions-static.png
  68. 68.0 68.1 region-overlap.png
  69. castle-influence.png
  70. castle-taxes2.png
  71. 71.0 71.1 castle-region.png
  72. castle-metro.png
  73. 直播, 2021-04-30 (1:01:10).
  74. castle-taxes.png
  75. 訪談, 2020-07-19 (19:35).
  76. Blog - Know Your Nodes - The Basics.
  77. 直播, 2022-08-26 (1:28:50).
  78. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  79. 79.0 79.1 直播, 2022-04-29 (44:13).
  80. 80.00 80.01 80.02 80.03 80.04 80.05 80.06 80.07 80.08 80.09 80.10 直播, 2021-09-24 (30:26).
  81. 81.0 81.1 81.2 81.3 81.4 直播, 2017-05-05 (14:26).
  82. 直播, 2017-05-19 (45:14).
  83. 83.0 83.1 Podcast, 2021-04-11 (49:40).
  84. steven-siege-zone.png
  85. 直播, 2021-04-30 (41:18).
  86. Blog: Creative Director's Letter, April 14 2021
  87. 直播, 2017-11-17 (45:19).
  88. 直播, 2020-12-22 (1:13:51).
  89. 影片, 2017-04-30 (5:31).