Kings and Queens

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Leaders of guilds that occupy guild castles are referred to as Kings and Queens.[2]

Guild castles

Guild castle Alpha-1 early preview.[4]

With five Castles in the world, and each having been owned by different civilizations from the far-flung past of Verra, you can expect that each Castle has its own character. Different terrains and different layouts will result in each Castle having its own advantages and disadvantages. Just because you have managed to take one Castle will not mean that your strategies will pan out in the next. Commanders will have to take into consideration the lay of the land, time of day, weather, and even seasons into account when forming their battle plans.[5]

These Castles are occupied when players arrive on Verra, and their current inhabitants will have to be removed before any player can claim them. Castles will be dangerous and high-level raid zones until they can be cleared, and the first group of players to do so will gain the Castle as their reward.[5]

Five guild castles exist in Ashes of Creation.[5][6] Castles will initially be occupied by an NPC adversary. These are the primary antagonists in the storyline.[7]

  • Guilds have a period of time to level up in order to siege these castles.[7]
  • The attacking guilds need to fight the NPCs and kill a raid boss at the center of the castle.[8][7]
  • There will not be a relic to capture, instead whichever guild had highest contributing DPS against the raid boss will capture the castle.[8]
  • Castle nodes around NPC run castles will not be present.[7]

Benefits of guild castles

Guild castle concept art.[5]

It's a reciprocal relationship between the castle and its nodes essentially. There are benefits granted to citizens of the castle; and the longer that the castle remains in the hands of its incumbent guild, the stronger the benefits become overall. But at the same time that represents a greater incentive to attack the castle because the rewards will get greater over time also.[4]Steven Sharif

Guild castles provide benefits and trophies for guilds that capture and control them.[4][9]

  • These benefits increase the longer a guild holds its castle.[4]

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.[10]Steven Sharif

Guild castles exert a King or Queen's presence over nodes within their region.[4][10][11]


Dragons (sometimes referred to as Wyrmlings) are able to be used as mounts, others will serve as NPCs: Some will be bosses or monsters that players can fight.[16]

We reserved it to very very few people per server, which is also going to make it a lot more meaningful when those flying dragons come into play for certain events.[2]Steven Sharif


The guild leader of a castle can grant the use of flying undermounts (such as wyrmlings) to guild officers during a castle siege.[24][25][26][27]

  • These may only be granted if the castle nodes are successfully established prior to the siege.[27]
    • Node A grants 1 undermount, Node B grants 2 undermounts, and Node C grants 2 undermounts.[28]
  • This system is subject to change during testing.[28]

Little wyrmlings that you can grant to officers if you're a castle owner, and they can fly around too.[25]Steven Sharif

See also