Guild castles

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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.[1]

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.[1]

Five guild castles exist in Ashes of Creation.[2] Castles will initially be occupied by an NPC adversary. These are the primary antagonists in the storyline.[3]

  • Guilds have a period of time to level up in order to siege these castles.
  • These castles will be very difficult to take from the NPCs.
  • Castle nodes around NPC run castles will not be present.

Castle regions

Castles have direct power over the Nodes that belong to it, but also have soft power across the entire region it belongs to. All Nodes belonging to that region pay fealty to the Castle in the form of taxes paid directly to the Castle. The Monarch sets the rate, and can use those proceeds to upgrade defenses, maintain the Castle’s direct Nodes, or provide buffs and benefits to the citizens of that region, as the magnanimous ruler that you are.[1]

Guild castles influence a castle region around them.[4]

Guild castles impose a tax on all revenue for the nodes within its region.[9]

  • In addition to taxes, Castles also influence crop yields, resources and events within its region.[10]
  • Part of the tax and resources gathered are applied to the castle for improvements.[11][12]
  • The remainder of tax income can be used by the guild for whatever they want.[13]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[14]

Economic regions

Economic regions are static areas defined by geographic points of interest.[15][16]

  • Castle regions are larger and encompass multiple economic regions.[15]
  • Узлы are the glue that hold castle and economic regions together in potential synergy or chaos.[17]
    • Node ZOIs are fluid and change their area based on the progression of the node and its neighbors.[15]
  • Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[7]

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.[16]Sarah Flanagan

Benefits of guild castles

Guild castles exert influence over nodes within their domain, including:[18]

Most benefits and features of a guild castle will be housed solely to the members of the guild that controls it.[19]

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.[20]Стивен Шариф

Castle nodes

Should you be deft enough to take a Castle, you’ll now be responsible for managing it. Castles will have their own Nodes associated with them, and developing and defending those Nodes will determine the state of your Castle during the next siege. If you’ve done a good job managing your kingdom, then you’ll have more and better options available for deployment during the next siege. If you let your populace fall to ruin, you may have to rely solely on your own devices.[1]

Siege preparation. [21]

Guild castles have three adjacent nodes in close proximity.[2][22]

  • Castle nodes exist outside of the node system. They are independent of anything that's happening outside in the world with other nodes shutting off certain nodes from progressing.[22]
  • Castle nodes do not have Citizenship, Zones of Influence, Freeholds, Node governments, or Social organizations.[23]
  • Castle nodes cannot exceed stage 3 (Village).[22]
  • Castle nodes are always military node types.[2]
  • Each of the dedicated castle nodes is barren at the start of the castle ownership period.[3]
  • The guild must develop those nodes to enhance the defenses of the castle.[2]
    • It will be possible, but very difficult for a single guild to fully develop these nodes. They will likely need assistance from the broader community.[24]

Castle nodes are leveled through questing by the owning guild or alliance guilds.[22]

  • Levelling castle nodes is a hastened process compared to regular nodes.[3]
  • Using caravans to move supplies during the weeks before a castle siege.[25]
  • Completing these quests unlocks services and functions that are useful to the occupying guild and its allies as well as boosting the defenses the castle.
  • Rival guilds will want to destroy supply caravans to prevent them from leveling up the castle and its dedicated nodes.

If they fail to to level up those nodes or complete those quests within the three prior weeks before the declaration week, then the castle will be at a disadvantage.[22]Стивен Шариф

Being a member of the occupying guild automatically makes you a garrison of the castle nodes and castle itself.[2]

  • Only members of the occupying guild are citizens of these nodes.[26]
  • This citizenship is different to normal node citizenship. Castle nodes don't operate like normal nodes.

Node development

Racial architecture styles in an Alpha-0 village node. Empyrean Elven influence (top). Kaelar Human influence (bottom).[27]

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.[28]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. Cultural influences bring more than just the aesthetic and storyline changes - benefits are granted to the dominant culture within that Node’s Zone of Influence.[29]Margaret Krohn

Node layout and style is determined by several factors:[30]

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.[30]Джеффри Бард

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.[20]Стивен Шариф

There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.[33]

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.[33]Стивен Шариф

Castle sieges

Castle Sieges are intended to be massive events with hundreds of people involved in a single Siege. One of the reasons that Ashes of Creation Apocalypse exists is so we can address the challenges in ramping up the number of bodies that we can handle simultaneously. With our latest test hitting over 200 simultaneous players, we’re ready to push that number even further. Our goal is to have the largest organized PVP battles of any MMORPG.[1]

Guilds participate in Castle sieges in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[2]

  • Sieges occur once a month.[2]
  • The minimum goal is for 250x250 players to be on a single battlefield. It is hoped that this can be increased to 500x500 over time.[35]

A guild that captures a castle will own that castle for a month before it is sieged again.[3]

  • In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to Village stage through questing.[3]
  • The fourth week is declaration week, where other guilds have the opportunity to lay down their declaration flag or to sign up as a defender of the castle.[3]
  • Depending on how well the guild defends the castle nodes results in better defenses for the castle.[26]
  • Different siege weaponry will grant the attackers the ability to destroy walls, doors and sections of the castle in order to gain access to the inner keep area.[22]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[14]

There will be benefits to attracting people... even if they're not in your guild or alliance – kind of a feudal like system, where you can attract other players who are just independent of this whole politic. They will have things to do there - benefits to receive - and there will be a reciprocal relationship between who you can attract, what they do for you; and how that benefits you and them.[3]Стивен Шариф


Kings and Queens

Leaders of guilds that occupy guild castles are referred to as Kings and Queens.[37]

Ashes of Creation Apocalypse castles

Ashes of Creation Apocalypse castle sieges take place on a 1km2 (one square kilometer) map.[39]

Five castles are intended for the Ashes of Creation MMORPG. It's likely that eventually there will also be five castle maps on Ashes of Creation Apocalypse castle sieges.[40]

On January 11, 2019, we showcased our sneak peek of two siege map designs coming to Ashes of Creation Apocalypse soon - Castle Korgan previously owned by the Aelan humans and Castle Milnar constructed by the great Dünzenkell dwarves. These great castles of Verra were the cornerstone of defense for the Empires that owned them. Once home to legendary battles that turned the tides of power and influence on Verra. Now abandoned by the great powers that have fled Verra through the Divine Gateways, these great pillars of civilization are battlefields in the Apocalypse.[39]Margaret Krohn

Ashes of Creation Apocalypse castle sieges

Ashes of Creation Apocalypse castle sieges are an Ashes of Creation Apocalypse testing mode that aims to test castle siege mechanics.[44]

The Castle Siege mode is another example of a playable slice of the MMORPG that Apocalypse is providing early testing for. While it’s a somewhat smaller scale experience than the one you’ll have in the MMO, the overall flow of taking and defending a castle will remain similar. There’s some additional systems you’ll see in the final product, like the influence of Nodes over the available defensive emplacements, the crafting and deploying of custom siege weapons, and the summoning of siege monsters. These are all things that we’ll be adding on top of this mode upon our release of Ashes of Creation.[39]Margaret Krohn

Ashes of Creation Apocalypse castle siege mechanics

Dünzenkell Dwarven and Alean Human objective torches.[49]
Ashes of Creation Apocalypse castle siege objective torch. The bowl fills with flames colored to match the team that captures the objective.[49]
Reliquary concept art.[50]

The Attacking Team’s victory condition is to take the Defending Team’s Relic which is the final Control Point in the castle.They will also have several Control Points located in their camp to encourage Defenders to skirmish outside the castle walls. These will also act as spawn locations for the Attacking Team.[39]Margaret Krohn

Ashes of Creation Apocalypse castle sieges will be objective-based.[44]

A player elects to be either an attacker or defender.[40][39]

  • The matchmaker will attempt to assign a player their selected side (referred to as role in the article) but it may allocate another side so as to shorten queue times.[39]
  • Once in the match, a player's side will not change.[39]

Players select one of the six classes prior to battle.[40]

  • Players can see the numbers of players in their raid who have selected each class.[51]
  • Players will have a limited amount of time to lock in their class choice. If they miss the window, the least selected class choice will be automatically chosen for them.[39]
  • There is no limit to the number of a specific class that may be on a team, however the developers note that composition will be important from a strategic perspective.[39]
  • Classes cannot be swapped during a match, but this may change based on testing.[39]

There will be a timeframe for preparation where attackers and defenders take positions and prepare weaponry.[40]

  • Siege weaponry will include ballistas, trebuchets, battering rams and potentially traps and "powder keg" type weapons.[40]

When you join into the castle siege in Apocalypse you're going to be able to select one of six classes. Right and upon selecting those classes then you're going to be placed on your starting side, whether it be the attacker or defenders; and then you're going to be able to start preparations. It's gonna be a little bit of a loading time where you have selected those classes. You're going to take positions perhaps and whatnot; and there are siege weaponry that's going to be present there as you see here some ballistas, some trebuchets, a battering ram and maybe some traps and some powder keg kind of stuff available to destroy some things.[40]Стивен Шариф

Attacking team

In the first phase of battle the attackers attempt to penetrate the walls and gates to gain access to the inside of the castle.[40][52]

  • Siege weapons available to the attacking side include Trebuchets and Battering Rams.[39]

There will be a variety of siege weapons available to the Attacking side including Trebuchets and Battering Rams. Trebuchets’ range will be long enough to reach the enemy ballistas from their initial placement points. These placement points will be out of player character’s weapon range from the castle walls, but within ballista range, and scattered on the battlefield.[39]Margaret Krohn

Once inside the castle, the attackers need to hold objectives.[40]

  • There are objectives within the castle, such as killing guard captains.[44]
  • Attackers must destroy key strategic objectives to swing the battle in their favor.[45]
  • Defenders must protect key strategic objectives to maintain advantage.[45]
  • Holding capture points increase or decrease the duration of the map, change the opposing side's respawn times and give buffs to the side that holds them.[40][44]
    • Players can also respawn on capture points that they hold.[40]

The ultimate objective of the attackers is to reach the center keep of the castle to channel on the final relic that's present in order to achieve victory.[52]

Defending team

The defenders are attempting to hold out as long as possible, but they can also rush the field to the enemy encampment or headquarters to attempt to damage their ability to siege.[52]

  • Attempt to take out attacker's siege weapons.[52]
  • Attempt to capture attacker's control points to increase their spawn time and decrease the total match time.[52]

If a Defender captures an Attacker’s Control Point, the total match time decreases, the Attacker Teams’ respawn time increases, and it also provides a temporary morale buff to the entire Defender’s side. Defenders will also be able to teleport to any Control Points that have been taken.[39]Margaret Krohn

Siege weapons available to the defending side include Ballistas and Traps.[39]

Ballistas will have fixed positions on castle towers. Traps will be placeable items that the Defending Team can use to damage and crowd control their enemies. Note that these items are destructible by the Attacking Team.[39]Margaret Krohn


Players have infinite lives in castle siege mode.[39]

  • Upon death, players join a respawn queue shared with their teammates.[39]

Royal stables

Royal stables are a type of building in Ashes of Creation.[53]

  • Castles come with a royal stables.[53]
  • Mayors can choose to build royal stables within their node. Once chosen, the community will need to build the stables through quests.[53]
  • Royal mounts must be mounted in a royal stables in order to fly.[53]

The royal mounts will be the only class of mounts that can fully fly in the world; and they are will be needed to be mounted while in a royal stables. Royal stables are a building that can be built in a node if elected to be built by the mayor and supported by the community building it up through the quests to do so; and castles come with a royal stable as well. So once you have a royal stable and you become that Mayor or King or Queen, you may then mount the creature there and then take it wherever you wish.[53]Стивен Шариф

Guild housing

The term "guild housing" refers to guild buildings and not guild owned player housing.[54]

Guild halls

Guild halls serve as a focal point for a guild, offering a host of benefits and customization options.[56]

Guildhalls are the ultimate expression of a guild's power! In Ashes these structures will serve as focal points for a guild, offering any guilds who construct them a whole host of benefits as well as customization options.[56]


Guild halls unlock actions a guild can perform within a node.[60]

Guild fortresses

Guild fortresses are siegable guild halls within Ashes of Creation. These are different from nodes and castles.[61]


Смотрите также


  1. 1.0 1.1 1.2 1.3 1.4 Blog: 10 facts about castle sieges in the MMORPG.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 castle nodes.png
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Подкаст, 23 April 2018 (21:55).
  4. castle-influence.png
  5. castle-taxes2.png
  6. 6.0 6.1 castle-region.png
  7. 7.0 7.1 region-overlap.png
  8. castle-metro.png
  9. castle-taxes.png
  10. castle-power.png
  11. castle-resources.png
  12. castle-taxes3.png
  13. castle-taxes4.png
  14. 14.0 14.1 castle-taxes5.png
  15. 15.0 15.1 15.2 economic-regions.png
  16. 16.0 16.1 economic-regions1.png
  17. economic-regions-static.png
  18. Подкаст, 5 May 2017 (52:32).
  19. Стрим, 17 November 2017 (49:30).
  20. 20.0 20.1 20.2 Интервью, 11 May 2018 (47:27).
  21. Видео, 20 April 2017 (8:20).
  22. 22.0 22.1 22.2 22.3 22.4 22.5 Подкаст, 23 April 2018 (15:14).
  23. castle-systems.png
  24. Стрим, 26 July 2019 (1:29:00).
  25. castle-node-caravans.png
  26. 26.0 26.1 Стрим, 23 August 2017 (23:00).
  27. Стрим, 9 February 2018 (33:50).
  28. Blog - Know Your Nodes - The Basics.
  29. Blog - Know Your Nodes - Advance and Destroy.
  30. 30.0 30.1 30.2 30.3 30.4 30.5 Стрим, 27 September 2018 (53:06).
  31. 31.0 31.1 Интервью, 11 May 2018 (54:34).
  32. Стрим, 26 May 2017 (21:23).
  33. 33.0 33.1 Интервью, 11 May 2018 (1:00:19).
  34. Стрим, 4 June 2018 (58:19).
  35. castle-siege-scale.png
  36. Ashes of Creation - The visuals.
  37. Стрим, 26 May 2017 (37:17).
  38. Видео, 11 January 2019 (0:00).
  39. 39.00 39.01 39.02 39.03 39.04 39.05 39.06 39.07 39.08 39.09 39.10 39.11 39.12 39.13 39.14 39.15 39.16 39.17 39.18 39.19 39.20 Castle Siege Overview.
  40. 40.00 40.01 40.02 40.03 40.04 40.05 40.06 40.07 40.08 40.09 40.10 Стрим, 11 January 2019 (35:44).
  41. 41.0 41.1 Стрим, 11 January 2019 (34:26).
  42. Видео, 8 March 2019 (0:00).
  43. steven-a1-leak-3.png
  44. 44.0 44.1 44.2 44.3 44.4 Стрим, 17 August 2018 (30:29).
  45. 45.0 45.1 45.2 45.3 Стрим, 1 September 2018 (54:06).
  46. Интервью, 24 August 2018 (13:17).
  47. Интервью, 17 August 2018 (8:16).
  48. Интервью, 6 December 2018 (38:10).
  49. 49.0 49.1 objective-torch.png
  50. reliquary-concept.png
  51. Стрим, 11 January 2019 (56:11).
  52. 52.0 52.1 52.2 52.3 52.4 Стрим, 11 January 2019 (37:45).
  53. 53.0 53.1 53.2 53.3 53.4 Стрим, 8 April 2018 (PM) (51:49).
  54. Стрим, 28 July 2017 (18:07).
  55. Summer Leader of Men.png
  56. 56.0 56.1 kickstarter guild halls.png
  57. Стрим, 22 May 2017 (56:48).
  58. 58.0 58.1 Подкаст, 4 August 2018 (1:54:15).
  59. Подкаст, 18 August 20189 (1:12:34).
  60. Стрим, 19 May 2017 (51:20).
  61. kickstarter fortress.png