World map
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.[4][5] 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.[6]
- When we talk about fog-of-war in general, it's meant to represent your current knowledge of the world. So, it's revealed as you explore, but again we're a dynamic world, so there's a chance that areas that you've explored will become re-fogged as the situation changes and you have to go in and and discover what those changes are on your own. So the intent is for that to happen in in dungeons as well as the overworld.[4] – Bill Trost
- Information about the world will be presented directly to players through the world map UI as it is gathered.[7][8] Previously, detailed information about the world was only available through the Library unique node building.[9]
- Node tax rates will be visible on the world map by hovering over a node location on the UI.[10]
- The map UI will potentially incorporate player created location markers that are visible by other party members.[11]
- Not every server realm will share the same map, as player decisions will vary between servers.[12][13][8]
- The map will have geographical choke points caused by non-traversable obstacles (such as Mountains).[14][15][16]
- 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.[15] – Steven Sharif
- Zones in Ashes of Creation will cater to all levels.[17]
Verra
The name of the Ashes of Creation world is Verra.[20]
- Verra exists in the material plane.[19]
- There are constellations and multiple moons in the night sky of Verra.[21][22]
- Players start in Verra a few short months after the very first expeditionaries were sent through the divine gateways when they opened from Sanctus.[23]
Shape of Verra
The world of Verra is not flat,[24] but it cannot be circumnavigated.[25][26]
- The Verran planet is not flat. You may not see a curvature on the horizon in this, but from a lore perspective the universe in Verra does adhere to some basic physics and laws of physics that we experience in the real world, which means it is not flat.[24] – Steven Sharif
- There will not be world wrapping in Ashes of Creation.[26] – Steven Sharif
Biomes
There are approximately 18 biomes (environments) planned for Ashes of Creation.[33][32]
- The Riverlands biome is the test bed used by the developers to build the tools and content pipelines required to create the other biomes in the game.[34][35][36]
- Give us time over the course of phase one and phase two especially; and when we get into phase three you're going to see a lot of those different biomes come up in a very quick amount of time; and the reason for that is because we very much so establish our development tools through the process of creating the Riverlands, the Tropics, and the Desert, so that... when we are ready to scale into production of the additional biomes, all of those pipelines, those processes, those tools are ready to go.[34] – Steven Sharif
- Q: How do you plan to feasibly deliver the other biomes before launch? We first saw the Riverlands in May 2022 and when Alpha-2 starts in October it will be the only biome properly in the game, as Desert and Tropics do not have any nodes planned for phase 1. You have said in the past that it gets quicker to create biomes as you go on, but even the phase 3 slide only had five of the 20 planned zones.
- A: As you prepare the tools and define the needs and what goes into creating a biome, the Riverlands is very much the Alpha-2 test bed of what it took to stand up our node tool, our pop tool, all the services associated with those things that developers become familiar with as they're generating content to put into the game; and as that thing starts to expand and become extensible and we start proving that model out and moving forward with that we've defined what each of these biome needs and takes; and how much time it generally takes to stand up a particular point of interest, or a particular NPC type, to curate the encounter design: all of those things are something that becomes now rooted as a production path for us to follow. We can also then start to refine our outsource potential as a studio as well, because obviously we have the ability to leverage our internal teams, but as we're talking about content creation, whether that be asset production, VFX requirements, animations: all the things that go into expanding the content of the game become now pipelines that we can extense out to outsource studios as well as we move forward in the games production.[35] – Steven Sharif
- Q: Is there a ballpark figure of what you think it will take to make a biome from beginning to finish state and how many people will it take to do so?
- A: The short story is, we need to find nice ways to build awesome content quickly; and I will talk about our approach to Alpha-2 a little bit in the answer of this question, because we've made conscious decisions and commitments to build the Riverlands to the place that we felt could represent what our core loops look like: Our combat loop, our crafting loop, our node loop, our artisanship loop; and we've been very very focused on continuing to push that; and by doing that we committed to a single place to push. And I know you're probably sick of seeing the Riverlands in these. I get it. Me too. Doesn't mean the other ones aren't being worked on. Doesn't mean the other ones aren't in flight, but our commitment has been to build this vertical slice and that's been a nice experience for me in the past with other games, because if we could put all of our core loops and all of our features into a place to prove that the vision stands on its own, to find the fun, to iterate on that, to work with you guys on that, and to listen to you on that, then when it comes time to build the biomes, I'm less concerned about building biomes and more concerned about building it right the first time. It's been a while since we started making this game and here we are. And trying to make good decisions now about implementing things we can ship now has been a guiding light for us. It's what's led us here. It's the reason we worked our butts off this year so far. We're not done yet, but we've been after it for reasons and it delivered us this day. I feel super good about being here on October 25th and not being here in February or March or December. This feels really good to me and I guess that's a long winded answer to how to build a biome, but I wanted to provide a little context.[37] – Jacob Beucler
World size
1,200 km2 (square kilometers) is the expected total world size of Verra at launch, including land (480 km2) and water/ocean (750 km2), but excluding the size of the Underrealm.[40][2]
- This has increased from the previously stated total size of 480 km2 including land and water/ocean[41][42][43]; but excluding an additional ~100 km2 of Underrealm.[44]
- The Underrealm did not increase "too much" in size.[45]
- The reason given for expanding the map size was to better accommodate Naval content and to reduce the overall content density in the world.[2]
- The purpose of it becoming bigger is as I said to make sure that density isn't overwhelming: that it isn't everywhere I look there is immediately something. I have no opportunity to see areas of the world that are expansive and are just wanderlust adventure feeling. Everything was sitting on top of you, POIs and nodes and houses and everything. It was like an urban area everywhere. But we wanted to expand that because a large portion of the game is a sandbox element; it's coupled with a lot of curated content but it's that sandbox element.[2] – Steven Sharif
- Alpha-2 phase-1 will include 55+ km2 (square kilometers) of The Western and Eastern Aelan Riverlands, Sandsquall Desert & Vandagar Tropics.[46]
- The shape of the continents has also changed and two new large islands have been introduced.[2]
Estimated travel times
Travel objective | Running.[14] | Mounted.[14] |
---|---|---|
From one end of a Metropolis (stage 6) node to the other | 2.83 minutes | 1.67 minutes |
From the center of a node to the center of its direct neighbor | 5 minutes | 3.5 minutes |
From the northernmost to southernmost points of a continent | 75 minutes | 50 minutes |
Historical map sizes
Testing phase | Map size (approximate) |
---|---|
Alpha-0 | 16 km2.[49] |
Ashes of Creation Apocalypse battle royale | 6.25 km2.[50] |
Ashes of Creation Apocalypse battle royale Forest of Erinthia | 1.25 km2.[51] |
Alpha-1 | 70 km2.[52] |
Alpha-2 | 220 km2.[52] |
Launch (original estimate) | 480 km2 [41][42][43] |
Launch (new estimate) | 1,200 km2 [2] |
Exploration
Players will be rewarded for exploring.[56][57][58]
- Exploration is a huge part of the game and there are a lot of systems that are dedicated to rewarding exploration..[57] – Steven Sharif
- Utility skills exist that can help players discover hidden paths and entrances and may lead to discovering hidden quests.[57]
- Certain relics can only be discovered through exploration.[57]
- Constellations may only be seen at certain times at specific locations.[57]
- It's widespread how exploration can affect many different progression paths within the game; and it's not just about visiting an area once and never coming back, because timing matters as well.[57] – Steven Sharif
- Travel times are important in Verra, but it will be easy to get lost or distracted by threats and opportunities.[56][59]
- Threats can come in the form of monsters, events, and Open-world PvP.[56][60][61]
- Opportunities include resources (gathering, transporting, storing, and trading), points-of-interest, achievements, and treasures.[56][57]
- It'll be easy for you to get lost in AoC. That is our goal from an exploration standpoint.[59] – Steven Sharif
- Q: Since travel times are important, what is there to discover that will distract you from going straight to your initial destination? What makes traveling adventurous in Verra?
- A: Aside from threat and opportunity, which are probably the two biggest distractions that you can encounter while traveling through Verra- those come in different forms: Threat. in the form of monsters and events. Opportunities, in the forms of resources and POIs. There's also achievements that are based around exploration. There's treasure maps that can be found. There's a lot of different things that intersect with travel: The movement of resources. The storage of those resources. In which locations, what are available to be sold and purchased at different locations. They might make you detour for. All of those things contribute to why I would go somewhere and instead change my direction.[56] – Steven Sharif
Treasure hunting
- Treasure maps are used to help to pinpoint the location of hidden treasures throughout the world to enable players to reap unique rewards from exploration.[62][63][64][56][57][65][66][67]
- Treasures may exist at multiple locations in the world, and finding them may be timed, depending on the rarity of the map: Common to Legendary.[62][63]
- Treasure maps require a consumable Excavation Kit in order to dig them up.[62][63][64]
- Treasures include a variety of material components.[68] Some treasures have RNG loot tables.[63]
- Treasure maps are tradeable.[63]
- Treasures may also be obtained through fishing and by exploring naval content.[69][70]
- Treasure maps were released in Alpha-2 phase-1.[63][71]
- Treasure hunting content was released in Alpha-2 phase-2.[62][72][73]
- Treasure hunting is "way of life" rather than a profession.[62][72][66]
- You acquire these treasure maps. They have points within the world that you need to find. There might be multiple points and the treasure might exist at one of those multiple points. You might be timed for depending on the rarity of the treasure map in order to accurately find that location. And you'll be required to have consumable items within your inventory in order to dig the treasure up; and then when you do dig that treasure up, you're going to roll on a loot table and sometimes there might be a eureka moment of a lottery hit and that's super cool, depending on the quality of the treasure map that you receive; and treasure maps are tradable. So that's the barebone implementation of it and we have a lot of plans for it going forward.[63] – Steven Sharif
Item | Icon | Type | Set | Rarity | Level requirement | Source | Cost |
---|---|---|---|---|---|---|---|
Excavation Kit | Consumable | Common−Legendary | Crafted items,Vendor | 36 |
- The more treasure a player finds the better maps they can create.[67]
- Hints are given through rumor mills, interaction with different NPCs, and gaining access to potential dig sites.[67]
Nodes
There will be 85 regular node locations at launch with 15 additional castle nodes (5 castles x 3 castle nodes each)[74][75][76] for a total of 100 nodes.[77]
- Previously the developers estimated 103 regular node locations with 15 additional castle nodes for a total of 118 nodes.[78][79][74][75][76]
- This decrease in node count does not affect the amount of available player housing, or the estimated server capacity.[80][81]
- Node footprints have not changed as a result of the decreased node count.[82]
- We have moved from a 103 nodes to 85 nodes; and there's a few reasons for that. One, when we were doing the calculations behind how- in Alpha 2 and in the game- we want these vassal structures to exist, we had more nodes than what felt meaningful and we wanted to condense some of that those curated story arcs and hooks into the environment and realm around the areas to be more bountiful at a lesser node value: meaning bringing down the node count so that we can increase the richness of each of those nodes more than what was at 103.[77] – Steven Sharif
- There were 9 node locations in Alpha-1.[83]
- Node locations are subject to change prior to Beta-1.[83]
Node locations
Node | Thumbnail | Type | Location |
---|---|---|---|
Aithanahr | Desert | ||
Azmaran | Desert | ||
Halcyon | Riverlands | ||
Joeva | Riverlands | ||
Miraleth | Riverlands | ||
New Aela | Riverlands | ||
Sunhaven | Desert | ||
Windansea | Riverlands | ||
Winstead | Riverlands |
Node maps
Players will have access to a node map UI that will show a node's building plot locations.[84]
Node simulation
The developers have created a simulation of node interactions in preparation for Alpha-2 deployment of the node system.[85]
- This simulates how nodes advance and expand their zones of influence over surrounding nodes.[85]
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.[85] – 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.[85]
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.[85] – Steven Sharif
- Node sieges 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.[85]
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.[85] – 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.[85]
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.[85] – Steven Sharif
Economic regions
Economic regions are static areas defined by geographic points of interest.[87][88][89]
- Castle regions are larger and encompass multiple economic regions.[87]
- Nodes are the glue that hold castle and economic regions together in potential synergy or chaos.[90]
- Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[91]
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.[88] – Sarah Flanagan
Castle regions
Guild castles influence a castle region around them.[92]
- A castle's region is 1/5th the game world.[93]
- Castle regions, Economic regions, and node ZOI (Zones of Influence) can overlap.[94][97][91]
- A castle could have a metropolis beside it.[98]
- There can be multiple metropolises within a castle's economic region.[94]
- Because castles exert tax pressure over nodes within their economic region; and if you had two metropolises within the economic region, boy would that castle will be making a shit ton of money.[94] – Steven Sharif
- Castle region boundaries are static.[97]
Roads
Roads in Verra are both pre-generated and player influenced.[100]
- The largest roads are referred to as arteries. These are remnants of what was once the ancient highway system of Verra.[100]
- As nodes advance smaller roads, referred to as veins, connect the arteries to the nodes.[100]
- Depending on the stages of node advancement, capillary roads will stem off the node to connect to points of interest.[100]
- Roads or pathways are not worn into the landscape by repeated traffic over the same area.[100]
- The quality, safety, and maximum transportation speed of roads is influenced by node building upgrades, policies, relics, and the level of nearby nodes.[102][103][104]
- Q: Could you upgrade roads in the node to upgrade the roads and speeds of caravans?
- A: Absolutely. So that buff that you saw is a buff that can be changed in the world based on the world state. Some of those world state interactions include certain types of relics that the nodes which govern your area might have access to and might be actively employing. Some of it might have to do with policies: You might be able to extend the guard influences across the road radius further out for certain nodes if you have certain policies. You might be able to enhance and empower those guards through itemization choices that are granted by building upgrades that the node selects to build.[102] – Steven Sharif
Different seasons and events may affect access to various roads.[105][106][107][108]
- Pathways that are open during summer may be closed during winter.[105][108]
- Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[105][106][107][109]
- Caravan events can cause roadways to be blocked off or hostile mobs to spawn to attack the caravan.[99][106]
- Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[108]
- Ice will make roads bumpy and slippery.[110]
Underrealm routes will open or close dynamically (based on node states).[16]
- The location of Underrealm entrances throughout the world is focused around natural geographic choke-points that exist above ground. This provides alternate subterranean routes that can be used by caravans, raids, and other player activities.[111][14][16]
- Not all entrances to the Underrealm will be open at the same time. This can shift dynamically (based on node states) that cause different routes to open up, which may be more or less advantageous than other routes.[16]
Caravan components can be utilized to improve on-road or off-road speeds of caravans.[112]
- You will travel faster over roads, but that obviously comes with the increased risk of running into other players or monsters that are blocking the road.[112] – Chris Justo
Freeholds may not be placed in close proximity to roads.[113]
Points of interest
New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[115][54] This content adapts to the node progression of the zone it is in.[114][116]
- Additional buildings will spawn.[114]
- Additional mobs will spawn.[114]
- Different antagonists/leaders with different story lines.[114][116]
- Populations will change.[116]
- Content difficulty will change.[116]
- The content may be different altogether.[116]
- Additional quest hooks.[114]
- Dungeons will be unlocked when certain nodes advance to certain stages.[8]
- Drop tables in areas and dungeons will be tied into the progression of certain areas.[8]
- POI events are events that relate to specific points-of-interest (POI).[120]
- The location of points of interest will be the same on each server realm, but some servers may have limited or no access to them.[121]
- 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 academic 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.[8]
Dungeon locations
Dungeons and other points of interest are located throughout the map in-between the 85 node locations.[119]
- As nodes advance and expand they will influence nearby points-of-interest such as dungeon bosses, regional bosses and Raid bosses.[119]
- Multiple nearby nodes may collectively influence larger POIs.[117]
- 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.[117] – Steven Sharif
- The difficulty level and loot tables of these encounters will change based on this influence.[118][119]
Corrupted areas
Corrupted areas (zones/points of interest) can dynamically evolve with the progression of nodes and story arcs.[123][124][125][126][127][128][115]
- 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.[129]
- These are sources of NPC events that players need to address before they grow out of hand.[123][130][128]
- Players need to participate in these events to stop the spread of corruption and hold back the intrusion on the material plane.[123][129]
- 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.[131]
- 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.[131] – Steven Sharif
- Corrupted areas do not confer corruption onto a player. Only PvP related activities lead to player corruption (in the flagging system).[132][133]
- 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.[132] – 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 a season.[134] – Steven Sharif
- Corrupted areas will spawn variations of mobs and resources.[123]
- Corrupted resources are only available in corrupted areas or during certain story arcs.[123][124][135][136][137]
Landmarks
Landmarks are scattered throughout the world, allowing players to judge their position on the map.[138]
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.[138] – 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.[138] – Mat Broome
Notable landmarks
- ???
- Aela
- Ambush Island
- Ambush Isle
- Ancient Ruins
- Aristad Archives
- Arlo's Rest
- Ashen Flame Eastern Camp
- Ashen Flame Southern Camp
- Ashen Flame Western Camp
- Atop the Tower
- Bandit Ambush
- Baneswood Cemetary
- Before the Gaze
- Beneath the Burning Tree
- Big Tree
- Bone Collection Camp
- Briarmoor Great Oak
- Camp with a Cold Firepit
- Campgrounds
- Candor's Kettle
- Caravan Wreckage
- Cargo Wreckage
- Carlin's Cache
- Carphin Island
- Carphin Isle
- Chompers Fight Pit
- Citadel Center
- Cliffside Cache
- CookhouseDock
- Daragal Manor
- Daragal Mill
- Daragal Warehouse
- Daragal Well
- Death's Pulpit
- Demon's Horn
- Dig Site
- Dunik's Dunk
- East Carphin Shore
- Eastern Stone Circle
- Essop Manor
- Explore Gryphon's Nest
- Explore Lake Nerimeda Overlook
- Feiann Mausoleum
- Fisherman's Shack
- Flame and Formula
- Floating Crystal
- Foothill Thicket
- Gates of Warhelm
- Grave of the Forgotten
- Great Stone Arch
- Grubfiddle's Camp
- Grubfuddle
- Harrower's Spine
- Haunted Lake
- Head Crater
- Hideworks Great Oak
- Highwaymen Hills Outskirts
- Highwaymen Tower
- Hillsfolk Campsite
- Hilltop Monument
- Hippodrome
- Honorsworn Tower
- Hunters Hill
- Impact Site
- Inquisition Chamber
- Jayna's Hideaway
- Korra'Loch Altar
- Korra'Loch Overlook
- Kyron'Dun
- Lakeside Cache
- Last Seen
- Lionhold Gates
- Lonely Oak Creek
- Lowlands Abbey
- Lyneth Hall
- Lyneth Isle
- Memorial Site
- Minotaur Camp Site
- Mother's Rest
- Nika'Brae
- Northern Minotaur Camp
- Paragon Ranch
- Patch of WIld Thistles
- Pathway to Lionhold
- Pillars of Unrest
- Point Banner Guard
- Point Phalanx
- Point Rearguard
- Point Vanguard
- Retrace the guard's steps.
- Ruined Manors
- Sabah's Camp
- Scholar's Academy Caravan
- Scout Camp
- Search Gravepeak
- Search Oakenbane
- Seek Petrah's Compatriots
- Seeker's Rest
- Sehmi's Camp
- Sephillion Canals
- Sephillion Church
- Sephillion Gate
- Sephillion Pavilion
- Shipment Caravan
- Siege Construction
- Sighted Camps
- Sillasin's Tower
- Slay Grem
- Slay Rot Hounds outside Samia's Hope
- Smuggler's Dock
- Sneak into the Citadel Infirmary
- Spire Pond
- Stone Circle Cave
- Stoneworks Great Oak
- Thanalas
- The Academy of Scholars
- The Aela Damn
- The Arcadium
- The Ardent Anvil
- The Armory
- The Ashen Pyre
- The Astral Tower
- The Backdoor to Nika'Brae
- The Barracks
- The Court of Five
- The Eye of the Needle
- The Gates of Steel Bloom
- The Gates of Warhelm
- The Gemspring Fount
- The Harrowers March
- The Hornersharp Claim
- The Point of Entry
- The Pool of Persea
- The Ring of Mourning
- The Royal Rockworks
- The Ruins of Thanalas
- The Safehouse
- The Second Sword Outpost
- The Skip
- The Sky Hall
- The Tower of Baratta
- The Undying Rock
- The War Room
- The Wreckless
- Three Pillars
- Timberclaw Mill
- Tomb of the Radiant
- Troupe Camp
- Tura'Loch
- Tura'Madu
- Vantage Point
- Wagon Wreck
- Within the Ring
- Wooded Cache
- Woodshop Overlook
- Zephyr Winds Camp
Procedural generation
Ashes of Creation will predominantly have curated content, but procedural mechanics will be leveraged in a places where they don't appear to be 'procedural'.[139]
- Verra's map will not be procedurally generated, but starting resource points may be different on each server realm.[140][13]
- Node locations and types are predefined and are the same on each server realm but they will develop differently on each and drive different narratives and storylines.[78][13][141]
- Node layout and style is determined by several factors, such as Environment (biome) and location, Node type, and Race.[142][143]
- Roads are both pre-generated and player influenced.[139][100]
Wherever we can leverage procedural mechanics in such a way that does not appear procedural we should. There's a healthy blend between the things that we do in having defined parameters for it and then incorporating a procedural component; and in that sense it will be perceived well, but where we the predominance of what we're implementing should be curated or by design.[139] – Steven Sharif
Resource locations
Resource locations vary by zone, tier, and type of resource.[144][145][146][147][148][149][150][89][86]
- A very key feature of the economic systems in Ashes is that resources respect locales and that is in part why our harvestable system is so complex, because each of these harvestable resource nodes that you see are part of a broader ecosystem of artisanship nodes that populate based off of tier of resources, and type of resource; and they have specific locales in which those resources get spawned; and that's influenced by the harvest rate in those locales as well: which is basically our land management score. So, if resources get harvested too early in their lifecycle, that can have a more profound effect on the land management system. If they're continuously depleted, it can have a more profound effect. And certain types of resources spawn in certain locations, so as to create this ebb-and-flow of supply and demand that then puts the agency on players to move those resources through systems like the caravan system and merchant trade ships; and there then becomes a new opportunity for player friction as well as those resources can be very lucrative.[151] – Steven Sharif
- Gatherable resources shift locations as they're exhausted to encourage players to move about the world.[152][153][146][147][148][150][89]
- Resources as they spawn throughout the world, their location can change, which obviously instigates players to move resources so that they can sell them relevant to the crafting locations and workbenches that are available in nodes.[153] – Steven Sharif
- The location a resource is found can affect its benefits, bonuses, and other characteristics of that resource.[154] Lower level resources will be abundant. Higher level resources that are gatherable by Apprentice level or higher artisans will spawn randomly but in places that make sense for that type of resource. Surveying is a mechanic that solo or group players can utilize to track these resources down.[145][147][148][150]
- Some resources exist as a clusters (also called vein gatherables). These last until the full resource is depleted.[146][147][148][150][89]
- Like a large mine that's present and has a vein of mithril ore in it, or a herd of some type of animal that you can collect fur or wool from.[148] – Steven Sharif
- Once a vein resource is depleted from one location it may respawn in the same location or somewhere else, depending on the type of resource.[148][150][149]
- There will be moving resources such as herds of animals that are constantly moving around the world.[146][149]
- Herds are a source of certain types of wild gatherables but they're in animal form and they're animated; and they exist in a group of the golden fleece sheep that might only spawn very rarely in certain hillsides; and only during spring. And if you can find that vein so to speak of resource you can interact with the herd and you can gather from them.[146] – Steven Sharif
- Q: Will there be gatherable hot zones in PvP areas to encourage PvP for higher tier and density resource gathering?
- A: Absolutely 100%. The important thing to keep in mind about resource gathering and this idea of player conflict is that we also have a zone known as the Open Seas, which is a good example I think of your question, as to having certain cross-sections of the Artisanship resource table, or commodity resource table intersecting with areas of the world that can be more dangerous.[155] – Steven Sharif
- Corrupted areas house corrupted resources that are necessary components for certain crafting recipes.[135][136]
- Certain types of resources will have a corrupt state... We have a Spirit Bloom, which is a harvestable herbalism plant, but when a Zone becomes corrupt you can potentially yield Corrupted Spirit Blooms; and those are necessary components of certain crafting recipes.[135] – Steven Sharif
- Resources respawn on a cooldown basis.[150]
- Resources won't be locked to the node system.[150]
- Starting resource points may be different on each server realm.[140][13]
Mini map
There is an in-game minimap and compass user interface in Ashes of Creation.[157][158][159]
Battle maps
Battle maps allow players to strategize, gain bonuses on planned attacks, and see the blueprints of attackable points. Whether attacking a node or castle, players will be able to discern defenses, analyze possible weak points and gain tactical advantages before the battle begins.[6]
- Battle maps might not fit into lower level or smaller sized taverns.
- Battle maps are not currently on the official roadmap for launch.[162]
Usage
Battle maps offer an interactive command map instead of the standard World map. The system would be accessed through City hall or battle planning center. Battle maps work similar to a Risk board, with the node siege map laid out with moveable pieces that would represent defenses. Moving pieces would create buff zones that would give active siege players access to special items or perks. The map does not show the currently active battle: pieces will have to be moved before the battle commences. The idea is to make sieges more strategic and avoid simple zerg tactics.[162]
Bounty hunter maps
Corrupted players with a high enough corruption score will be visible on the world and mini maps. These players will have markers posted on the map by an NPC from a Military node of at least stage 4 (Town), and will only be granted to players who have the Bounty hunter title.[163][164] The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[165]
Taverns are one of the locations that bounties will be posted. As players gain corruption, taverns may offer bounties to eliminate those players; or have a specific area cleared of problem players, thus giving a POI (point of interest) on the world map.[6]
Bounty hunter Pathfinding ability
Skill | Icon | Origin | Description |
---|---|---|---|
Pathfinding | Bounty hunter | Reveals corrupted player locations on the bounty hunter's map.[163][166] Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[163] The pathfinding ability can be toggled on or off.[163][167] |
Starting areas
Starting areas (starting zones) are located in the ruined cities of the four ancient races of Verra.[170][171]
- Starting areas are located near each of the four divine gateways where players spawn into the world.[170][171][172]
- Starting areas are not part of the node system.[176][172]
- Each race has its own starting area.[170][177]
- Starting areas include expeditionary NPC settlements that serve as initial quest origination points.[170][172] Lore-wise, these settlements represent scouts that were sent ahead of the main expedition back to Verra.[179]
- A problem that a lot of MMOs have is that those starting areas become just 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.[180] – Steven Sharif
- The developers have not yet finalized the type and extent of anti-griefing protection that will be present in starting areas, but there will be systems in place in starting areas at the beginning of Alpha-2.[181]
- The starting experience is designed to funnel players in different directions across the map based on their chosen race, narratives, and quests to aid with reduction of player density. Further performance improvements are enabled by the backend, which can dynamically adjust the server replication and mob spawn tables as necessary.[170]
- Q: How do you preserve the starting experience in terms of connectivity, performance, rendering, mob spawning, etc?
- A: We have some intended solutions that aren't yet all online; however, the way that we've architected our backend is in a way where we can custom define certain replication values within zones that we define. Now, one of those zones that's going to be obviously very important are the starting zones; and there are four intended starting zones for the map; and in order to satisfy the way that player movement throughout the world is going to be different and unique, we don't want a cookie-cutter approach so that we simulate the same node progression across all realms. We want it to be something that is unique per realm; and in order to achieve that, what we do is we bifurcate immediately the player movement; and we do that through certain narrative systems. We have multiple forward operating bases: two per starting location. So, for example in the Riverlands, we have Samia's Hope, which isn't quite yet finished construction yet, and we have Lionhold for the Kaelar and the Vaelune. So, immediately we're starting to funnel players in different directions predicated on race, on narrative systems, on kill quests: There are a number of things that start to bifurcate the player base. Now, when we talk about performance, as I said we have certain approaches on the backend that we can custom define how many replicated clients there are within a region. We can custom define the respawn rate of certain spawners within that region that are predicated on number of available monsters at a given time in order to alleviate some of those issues.[170] – Steven Sharif
Alpha-1 starting area
The Alpha-1 starting area was set in the ruins of a Pyrian divine gateway to the south of alpha island.[183]
Alpha-2 starting area
The Aelan ruins in the Riverlands biome houses the Aelan divine gateway in Alpha-2.[184]
- From there, players can choose to travel to the Kaelar starting area Lionhold, or the Vaelune starting area Samia's Hope.[185]
Divine gateways
Divine gateways are portals located in the ruined cities of the four ancient races of Verra where new players spawn into Ashes of Creation.[187][186][171][188]
- Each divine gateway is in close proximity to two starting areas.[187][171]
- Players can choose their starting gateway regardless of their choice of race.[178][173]
- Tulnar characters have the same option of starting at any of the divine gateways as other races.[175][173][174]
- The divine gateways were created by the Goddess of Creation in response to a warning from the Goddess of Fate that The Ancients and The Others would return from exile and seek retribution for their defeat at the hands of The Seven gods.[19][189]
Zones of influence
Every node is given purview over a predefined geographic area called a Zone of influence (ZOI). Player activity within the ZOI is weighted and counted toward a particular node’s advancement.[190]
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 .[191] – Jeffrey Bard
- By undertaking familiar activities, such as questing, gathering and raiding, players have agency in determining which nodes in the world will develop.[192]
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.[190]
- Zones of influence connect fully across the world without any gaps.[193]
There is not a space where you will move in to do something and no node will get that experience.[193] – Steven Sharif
- Underrealm nodes and nodes directly above them are considered adjacent but do not exist in the same ZOI.[194][195][196]
- 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.[197]
Zones and progression
Dungeons, Raids, World bosses, Mobs, Quests, 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.[198][17][78]
- Approximately 50-60% of the spawn tables for mobs and resources are static and other portions are dynamic and adapt to node development.[199][200]
- 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.[201] – Steven Sharif
Coastal nodes
There will be nodes along the coast and on islands.[204]
- These nodes will have specific water oriented influences, services, and questlines, that relate to the seas.[204]
- The open sea does not contribute to the advancement of coastal nodes, even if it falls within the ZOI of the node. This is subject to change during Alpha-2 testing.[205]
- Coastal nodes change the spawn tables of the nearby water content and can also trigger specific events.[206]
- Coastal nodes are not directly siegeable by sea. Instead, harbors offer objective-based naval gameplay during node sieges.[207][208][209]
- We've gone back and forth a little bit on whether or not the design intent for sieging of nodes is intended to include, for certain nodes, the naval component. The concern there was that it would be a difficult thing to balance around that particular node having accessibility from the water for those types of defenses. So what we've presented as an opportunity where harbors are the focal point of those naval interactions; and during sieges you are aware that nodes have certain objectives, which have ramifications and can influence the outcome and/or the ongoings of a particular against a node. And if one of those objectives is a naval objective, because that node might own a harbor, which is a point of interest that gets adopted by a node which advances far enough around it. So you might have one harbor and five nodes that can own that harbor. And the first to hit the village stage adopts the harbor. Then that can become an objective point during a siege that has naval interaction. So that's the direction we've moved towards, rather than allowing the naval component to interact directly with sieging the node itself as opposed to being a part of the objective-based gameplay that exists for a node siege.[207] – Steven Sharif
- Island chains are part of Ashes of Creation naval content.[210][211]
Ashes of Creation Apocalypse map
Forest of Erinthia map
Ashes of Creation Apocalypse battle royale Forest of Erinthia map locations.[212]
- Breakwater Quarry
- Chillmouth Outpost
- Coldwind Township
- Dream Spire
- Erinthia's Shame
- Glimmerbrook
- Hallowed Vale
- Icebound Lookout
- Icecap Thicket
- The Spirit Vault
- Winstead
Original map
Ashes of Creation Apocalypse battle royale locations.[213]
- Brighthold
- City of Alerynn
- City of Gant
- Creation's Rest
- Crystal Canyons
- Farstrider Outpost
- Fionne Vale
- Fort Ryll
- Harbinger
- Karthmere Keep
- La'sai Village
- Nyliann Academy
- Rotweald Forest
- Sa'kaan Fens
- Sky Mesa
- Spire of Eremus
- Stoneharbor
- Town of Grimsale
- Town of Valenn
- Underrealm
Climate
Some environments (Biomes) have fixed climates and others are variable.[216][217][29] Dynamic weather of varying intensity can be triggered by certain events.[215][216][106][218]
- During those weather events, the area of effect that the event is occurring in will likely have its climate descriptor overridden by whatever the event is specifically. So tornadoes might be windy, blizzards might be cold. And if an arctic dragon comes into a temperate climate it brings the cold weather with it; and that can be interacting with skills and abilities or other functions like farms.[219] – Steven Sharif
- Certain abilities and also professions (such as Farming) may be enhanced or hindered during certain climates and seasonal weather events.[220][221][216][219][222] For example: lightning might be stronger in the rain.[220]
- There are climate effects that occur from a buff standpoint. They can also affect skills like, let's say you're using a frost bolt in a winter climate. There's the ability for those effects to be enhanced and/or stronger in those climates.[222] – Steven Sharif
- Weather conditions affect mob spawning, side quests, gatherables, vehicles, mounts, ships, resistances, targeting, and boss mechanics.[215][221][216]
- Access to dungeons and raids may also be hindered or blocked by changes in climate.[221]
- It was later stated that loot tables will likely not be affected by weather conditions.[221]
- They affect crops and gatherables, vehicles, and mounts, ships, creatures; and loot tables change: their behaviors might change. Resistances and weaknesses or synergies might be relevant in certain seasons or weather systems. Targeting might change the AoE radius might grow for a fire effect if you're in the middle of summer, or it might shrink if you're in the middle of a storm.[223] – Steven Sharif
- Weather events and encounters themselves can include hazards that can appear and shake things up. They can also help too, if you can kite enemies into the lightning strikes or whatever.[214] – Skott B
Visuals
2024-03-01 2024-03-01 2022-04-28 2021-09-25 2019-01-12
Community guides
See also
References
- ↑ Blog - Development Update with New Map and Feature Discussions.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Livestream, August 26, 2022 (46:52).
- ↑ Video, January 27, 2023 (4:39).
- ↑ 4.0 4.1 4.2 Livestream, September 27, 2024 (2:07:22).
- ↑ Interview, May 22, 2017 (22:54).
- ↑ 6.0 6.1 6.2 The mighty beard!
- ↑ Livestream, September 29, 2023 (1:14:29).
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 MMOGames interview, January 2017
- ↑ Blog: Know Your Nodes - Scientific Node Type
- ↑ Livestream, September 29, 2023 (1:11:22).
- ↑ Livestream, May 27, 2022 (2:33).
- ↑
- ↑ 13.0 13.1 13.2 13.3 Livestream, May 19, 2017 (37:03).
- ↑ 14.0 14.1 14.2 14.3 Livestream, August 26, 2022 (53:26).
- ↑ 15.0 15.1 Livestream, June 26, 2020 (1:25:11).
- ↑ 16.0 16.1 16.2 16.3 Livestream, October 30, 2020 (1:19:13).
- ↑ 17.0 17.1 Livestream, May 15, 2017 (30:53).
- ↑ Livestream, August 26, 2022 (50:40).
- ↑ 19.0 19.1 19.2 19.3 Livestream, November 8, 2020 (0:00:00).
- ↑ Video, September 4, 2017 (1:16).
- ↑ Video, December 2, 2022 (11:11).
- ↑ Livestream, February 25, 2022 (1:15:50).
- ↑ Livestream, December 2, 2022 (1:16:19).
- ↑ 24.0 24.1 Livestream, November 30, 2020 (44:51).
- ↑ 26.0 26.1 Livestream, September 30, 2020 (55:15).
- ↑ Livestream, September 24, 2021 (1:08:43).
- ↑
- ↑ 29.0 29.1 Livestream, June 1, 2017 (29:33).
- ↑
- ↑ Livestream, June 25, 2021 (55:39).
- ↑ 32.0 32.1 Livestream, January 29, 2021 (21:55).
- ↑ 33.0 33.1 Podcast, October 12, 2024 (12:23).
- ↑ 34.0 34.1 Livestream, October 25, 2024 (31:39).
- ↑ 35.0 35.1 Livestream, September 27, 2024 (2:12:44).
- ↑ Livestream, April 7, 2023 (13:35).
- ↑ Livestream, October 25, 2024 (1:00:27).
- ↑ Livestream, May 28, 2021 (1:40:47).
- ↑ Livestream, September 24, 2021 (29:33).
- ↑ Interview, November 10, 2024 (1:49:26).
- ↑ 41.0 41.1 Livestream, January 30, 2020 (1:18:12).
- ↑ 42.0 42.1
- ↑ 43.0 43.1
- ↑ Interview, August 17, 2018 (10:43).
- ↑ Livestream, April 7, 2023 (22:48).
- ↑ Livestream, August 16, 2024 (49:14).
- ↑ Livestream, August 26, 2022 (57:28).
- ↑
- ↑ Livestream, October 31, 2017 (24:00).
- ↑ Livestream, September 27, 2018 (9:08).
- ↑
- ↑ 52.0 52.1 Interview, January 14, 2022 (3:50).
- ↑
- ↑ 54.0 54.1 Livestream, November 17, 2017 (36:22).
- ↑ Ashes of Creation wallpapers - April 2022.
- ↑ 56.0 56.1 56.2 56.3 56.4 56.5 Livestream, May 31, 2023 (1:09:04).
- ↑ 57.0 57.1 57.2 57.3 57.4 57.5 57.6 57.7 Livestream, February 24, 2023 (6:51).
- ↑
- ↑ 59.0 59.1 Livestream, July 9, 2018 (1:00:00).
- ↑ Livestream, October 28, 2022 (24:28).
- ↑
- ↑ 62.0 62.1 62.2 62.3 62.4 Livestream, November 27, 2024 (22:40).
- ↑ 63.0 63.1 63.2 63.3 63.4 63.5 63.6 Livestream, September 27, 2024 (2:10:05).
- ↑ 64.0 64.1
- ↑ Livestream, July 18, 2017 (53:52).
- ↑ 66.0 66.1 Livestream, May 4, 2018 (39:05).
- ↑ 67.0 67.1 67.2 Livestream, December 6, 2018 (40:46).
- ↑ Livestream, November 27, 2024 (27:50).
- ↑ Podcast, April 11, 2021 (36:43).
- ↑
- ↑ Livestream, August 16, 2024 (1:00:10).
- ↑ 72.0 72.1 2024-11-27 - Development Update with Alpha Two Giants and Demons.
- ↑ Livestream, August 16, 2024 (1:04:13).
- ↑ 74.0 74.1 Blog: 10 facts about castle sieges in the MMORPG.
- ↑ 75.0 75.1
- ↑ 76.0 76.1 Podcast, April 23, 2018 (15:14).
- ↑ 77.0 77.1 Livestream, August 26, 2022 (1:05:47).
- ↑ 78.0 78.1 78.2 78.3 Blog - Know Your Nodes - The Basics.
- ↑ Interview, August 24, 2018 (3:44).
- ↑ Livestream, August 26, 2022 (1:18:54).
- ↑ Livestream, August 26, 2022 (1:06:42).
- ↑ Podcast, October 12, 2024 (16:48).
- ↑ 83.0 83.1 Livestream, November 30, 2020 (37:16).
- ↑ Livestream, August 31, 2023 (2:11:54).
- ↑ 85.00 85.01 85.02 85.03 85.04 85.05 85.06 85.07 85.08 85.09 85.10 Livestream, September 24, 2021 (30:26).
- ↑ 86.0 86.1 About Ashes of Creation.
- ↑ 87.0 87.1 87.2
- ↑ 88.0 88.1
- ↑ 89.0 89.1 89.2 89.3 Unreal Engine Interview, 2017-05-23.
- ↑
- ↑ 91.0 91.1
- ↑
- ↑
- ↑ 94.0 94.1 94.2 94.3 Podcast, October 12, 2024 (25:55).
- ↑ Livestream, April 30, 2021 (1:02:10).
- ↑
- ↑ 97.0 97.1
- ↑
- ↑ 99.0 99.1 99.2 Video, October 31, 2023 (34:12).
- ↑ 100.0 100.1 100.2 100.3 100.4 100.5 100.6 Livestream, January 29, 2021 (1:13:04).
- ↑ 101.0 101.1 Livestream, January 28, 2022 (33:25).
- ↑ 102.0 102.1 Livestream, October 31, 2023 (1:16:34).
- ↑ Video, October 31, 2023 (28:06).
- ↑ Livestream, February 9, 2018 (45:48).
- ↑ 105.0 105.1 105.2 105.3 Video, May 27, 2022 (15:50).
- ↑ 106.0 106.1 106.2 106.3 Podcast, April 11, 2021 (23:36).
- ↑ 107.0 107.1 Livestream, June 26, 2020 (1:29:06).
- ↑ 108.0 108.1 108.2 108.3 Livestream, May 8, 2017 (20:27).
- ↑ Our immersive world - Environments.
- ↑
- ↑ Interview, November 10, 2024 (1:55:53).
- ↑ 112.0 112.1 Video, October 31, 2023 (20:17).
- ↑ Livestream, May 19, 2017 (32:23).
- ↑ 114.0 114.1 114.2 114.3 114.4 114.5 114.6 Livestream, March 26, 2021 (50:33).
- ↑ 115.0 115.1 Livestream, March 26, 2021 (22:53).
- ↑ 116.0 116.1 116.2 116.3 116.4 Livestream, November 17, 2017 (18:29).
- ↑ 117.0 117.1 117.2
- ↑ 118.0 118.1
- ↑ 119.0 119.1 119.2 119.3 Livestream, July 25, 2020 (46:08).
- ↑ Livestream, April 29, 2022 (40:21).
- ↑
- ↑ Video, November 30, 2023 (29:26).
- ↑ 123.0 123.1 123.2 123.3 123.4 123.5 Video, November 30, 2023 (32:36).
- ↑ 124.0 124.1 Interview, July 9, 2023 (47:05).
- ↑
- ↑ Video, March 31, 2023 (1:22).
- ↑ Video, March 31, 2023 (3:32).
- ↑ 128.0 128.1 Livestream, March 26, 2021 (50:03).
- ↑ 129.0 129.1 Livestream, November 8, 2020 (12:47).
- ↑ Livestream, June 25, 2021 (1:13:30).
- ↑ 131.0 131.1 Livestream, January 28, 2022 (1:17:12).
- ↑ 132.0 132.1 Livestream, March 31, 2023 (54:22).
- ↑ Livestream, June 25, 2021 (1:32:24).
- ↑ 134.0 134.1 Livestream, March 31, 2023 (58:27).
- ↑ 135.0 135.1 135.2 Livestream, March 31, 2023 (59:10).
- ↑ 136.0 136.1 Video, March 31, 2023 (16:42).
- ↑
- ↑ 138.0 138.1 138.2 138.3 Livestream, August 17, 2018 (10:01).
- ↑ 139.0 139.1 139.2 Livestream, February 25, 2022 (1:07:36).
- ↑ 140.0 140.1
- ↑ A reactive world - Nodes.
- ↑ Livestream, October 30, 2020 (39:17).
- ↑ Livestream, September 27, 2018 (53:06).
- ↑ Livestream, January 3, 2025 (1:061:24).
- ↑ 145.0 145.1 Video, November 30, 2023 (28:22).
- ↑ 146.0 146.1 146.2 146.3 146.4 Livestream, May 27, 2022 (1:00:23).
- ↑ 147.0 147.1 147.2 147.3 Livestream, July 31, 2020 (1:05:58).
- ↑ 148.0 148.1 148.2 148.3 148.4 148.5 Livestream, July 25, 2020 (1:04:50).
- ↑ 149.0 149.1 149.2 Livestream, December 17, 2019 (1:14:42).
- ↑ 150.0 150.1 150.2 150.3 150.4 150.5 150.6 Livestream, May 8, 2017 (54:26).
- ↑ Livestream, January 3, 2025 (1:06:24).
- ↑ Interview, January 19, 2025 (23:46).
- ↑ 153.0 153.1 Interview, November 10, 2024 (1:20:08).
- ↑ Livestream, April 28, 2023 (1:24:36).
- ↑ 155.0 155.1 Livestream, January 3, 2025 (1:10:22).
- ↑
- ↑ 157.0 157.1 Video, November 30, 2023 (16:58).
- ↑
- ↑ Livestream, December 15, 2017 (1:09:36).
- ↑ Livestream, July 3, 2024 (2:00:15).
- ↑ Livestream, January 29, 2021 (1:23:23).
- ↑ 162.0 162.1 Livestream, October 31, 2017 (33:28).
- ↑ 163.0 163.1 163.2 163.3
- ↑ Interview, January 20, 2017 (06:12).
- ↑ Livestream, May 24, 2017 (48:00).
- ↑ Interview, April 27, 2017 (9:28).
- ↑
- ↑ Blog - Guide to Alpha Two.
- ↑ 169.0 169.1 Livestream, July 25, 2020 (1:03:03).
- ↑ 170.0 170.1 170.2 170.3 170.4 170.5 Podcast, October 12, 2024 (27:49).
- ↑ 171.0 171.1 171.2 171.3
- ↑ 172.0 172.1 172.2 172.3
- ↑ 173.0 173.1 173.2 173.3 173.4 Livestream, October 16, 2017 (53:58).
- ↑ 174.0 174.1
- ↑ 175.0 175.1
- ↑ Livestream, August 31, 2023 (15:51).
- ↑ Livestream, May 19, 2017 (29:25).
- ↑ 178.0 178.1
- ↑ 179.0 179.1 Livestream, July 28, 2017 (25:20).
- ↑ Video, April 5, 2018 (40:08).
- ↑ Podcast, October 12, 2024 (23:34).
- ↑ 182.0 182.1 Livestream, March 26, 2021 (17:23).
- ↑ Livestream, March 26, 2021 (16:05).
- ↑ Video, May 27, 2022 (3:46).
- ↑ Video, September 27, 2024 (16:56).
- ↑ 186.0 186.1 Video, September 27, 2024 (0:49).
- ↑ 187.0 187.1 Livestream, January 3, 2025 (30:45).
- ↑ Livestream, May 19, 2017 (29:25).
- ↑ Interview, July 20, 2020 (13:33).
- ↑ 190.0 190.1 190.2 Node series part I
- ↑ Interview, April 20, 2018 (7:22).
- ↑ Ashes of Creation FAQ.
- ↑ 193.0 193.1 Livestream, July 9, 2018 (39:32).
- ↑ Livestream, March 29, 2019 (58:14).
- ↑ Livestream, March 29, 2019 (29:17).
- ↑ Livestream, May 5, 2017 (37:52).
- ↑ Interview, May 11, 2018 (55:16).
- ↑ Interview, July 19, 2020 (19:35).
- ↑ Interview, November 10, 2024 (1:18:03).
- ↑ Livestream, August 26, 2022 (1:28:50).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ Livestream, August 17, 2018 (58:53).
- ↑ 203.0 203.1
- ↑ 204.0 204.1 Livestream, 2018-04-8 (PM) (1:01:28).
- ↑ Livestream, March 29, 2024 (2:26:40).
- ↑ Interview, July 19, 2020 (48:05).
- ↑ 207.0 207.1 Interview, July 9, 2023 (1:18:49).
- ↑ Livestream, October 14, 2022 (58:46).
- ↑ Livestream, May 19, 2017 (37:51).
- ↑ Livestream, May 17, 2017 (30:53).
- ↑ Kickstarter - We Just Broke $1,500,000!
- ↑ Ashes of Creation Apocalypse Forest of Erinthia locations.
- ↑ Ashes of Creation Apocalypse locations.
- ↑ 214.0 214.1 214.2 Video, February 29, 2024 (16:34).
- ↑ 215.0 215.1 215.2 Video, February 29, 2024 (16:09).
- ↑ 216.0 216.1 216.2 216.3 Video, May 27, 2022 (2:21).
- ↑ Livestream, July 18, 2017 (36:47).
- ↑ Livestream, July 28, 2017 (41:25).
- ↑ 219.0 219.1 Livestream, February 25, 2022 (1:05:37).
- ↑ 220.0 220.1 Livestream, February 29, 2024 (55:34).
- ↑ 221.0 221.1 221.2 221.3 Livestream, May 27, 2022 (1:14:46).
- ↑ 222.0 222.1 Livestream, September 30, 2020 (1:04:56).
- ↑ Video, May 27, 2022 (9:34).