World map

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Ashes of Creation map.[1] The circles on the map are divine gateways that are located in the ruined cities of the four great races of Верра. The diamonds are the starting settlements for the returning races.[2]

If you have tuned into our live streams and update videos, you may have caught glimpses of Verra. The world is very large and meant to hold around 10,000 concurrent players. With elaborate trade routes and sea-play, the Verran landscapes must provide complex obstacles and intricate passages between its regions. Alpha One will be the first test phase in the actual world map of Verra. For the first time ever, our community will step foot on the world we hope you'll call home.[1]Steven Sharif

The original Ashes map from my pathfinder world of Ashes made 10 years ago. Obviously some adjustments had to be made for the mmorpg. But the main two continents and their points of interest have a lot of the same.[3]Steven Sharif

The world of Верра features an in-game viewable world map. This map is not randomly generated, and begins covered in a fog of war.[4] 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.[5]

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.[5]

When information is gathered, or the player has successfully explored an area, points of interest are marked on the map.[6]

  • 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.[6]

In addition to node progression being a factor on map generation, zones in Ashes of Creation will cater to all levels.[7]

The map will have geographical choke points (such as Mountains) that are not traversable by players.[8]

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.[8]Steven Sharif

The world of Верра is not flat,[9] but it cannot be circumnavigated.[10]

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.[9]Steven Sharif
There will not be world wrapping in Ashes of Creation.[10]Steven Sharif

Alpha island

Alpha-1 testing tropical zone featuring a war beast and a tribe of pigmy goblins.[12]

This is a rather large tropical area; and what we use some of the creatures for is kind of like establishing character for different parts of this tropical place. So that even though it's the same biome, it feels different when you are going from place to place based on what's there and how those things are interacting with the environment.[13]Джеффри Бард

Alpha-1 testing takes place in a zone to the north west of the world map.[14] This zone has many islands and a mainland area.[15]

  • There are 12 different (sub)zones in the Alpha-1 testing location.[13]
  • The Alpha-1 zone is almost 100 km2 in size.[13][15] This is approximately 20-25% of the total world size.[13][16]
    • Traversing the width of the zone (10 km) on a mount would take about 30 minutes.[17]
  • Alpha island (also called Alpha-0 island) was the first open-world testing zone for Alpha-1 participants.[18]
  • A new tropical/jungle zone was added for the December 2020 Alpha-1 preview tests.[14][12] This zone replaces the previous alpha island testing zone.[13]
  • Temporary teleportation points will be present in early tests until ships are introduced later in the alpha testing.[19]

Размер мира

480 км2 (квадратных километров) - приблизительный размер мира на старте,[20] включая море и сушу.[21]

  • Море считается игровой зоной, но точное соотношение моря и суши в настоящий момент неизвестно.[22]

Я не знаю точного соотношения моря и суши, но море - тоже игровая зона, и для него будет контент...[22]Стивен Шариф

480 квадратных километров, что довольно много по сравнению с другими MMORPG. И это ещё не считая пространства, находящегося на другом уровне: например, Подземный мир и часть мира, которую он охватывает. Они, в моём представлении, могут легко занимать ещё около ста квадратных километров.[23]Стивен Шариф


There will be 103 regular node locations at launch with 15 additional castle nodes (5 castles x 3 castle nodes each)[29][30][31] for a total of 118 nodes.[32][33]

  • There will be 9 node locations in Alpha-1.[34]
    • This was previously stated to be 8 node locations.[35]
    • Normally there would be 18-20 nodes in the same area.[35]
    • The node ZOI's in alpha-1 will be larger than the final map.[36]
    • Node locations are subject to change prior to Beta-1.[34]

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.[37]

Economic regions are static areas defined by geographic points of interest.[38][39]

  • Castle regions are larger and encompass multiple economic regions.[38]
  • Узлы are the glue that hold castle and economic regions together in potential synergy or chaos.[40]
    • Node ZOIs are fluid and change their area based on the progression of the node and its neighbors.[38]
  • Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[41]

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.[39]Sarah Flanagan

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.[29]

Guild castles influence a castle region around them.[42]

Guild castles impose a tax on all revenue for the nodes within its region.[46]

Points of interest

pasted image at 2017 10 26 07 13 pm.png

New points of interest (such as dungeons and world bosses) spawn as nodes develop.[53] This content adapts to the development of the zone it is in.[54]

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.[6]

Dungeon locations

Dungeons and other points of interest are located throughout the map in-between the 103 node locations.[55]


200 foot tall Пирийцы statues in Alpha-1.[56]

Landmarks are scattered throughout the world, allowing players to judge their position on the map.[56]

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.[56]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.[56]Mat Broome

Procedural generation

Верра не будет сгенерирована случайно, но стартовые точки с ресурсами могут быть разными для каждого сервера.[57]

Resource locations

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.[37]

Mini map

There is an in-game mini map and compass user interface in Alpha-1.[59][60]

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.[5]

  • Battle maps might not fit into lower level or smaller sized taverns.
  • Battle maps are not currently on the official roadmap for launch.[61]


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.[61]

Bounty hunter maps

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.[62] The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[63]

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.[5]

Bounty hunter Pathfinding ability

Skill Icon Rank 1 Rank 2 Rank 3
Pathfinding Reveals corrupted player locations on the bounty hunter's map.[64][65] 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.[64] The pathfinding ability can be toggled on or off.[64][66] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[63] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[63]

Стартовые зоны

Стартовая зона альфы-1 .[67]

Здесь не парк аттракционов, здесь нет сюжетных рельс. Вы вольны выбирать свою собственную судьбу, то есть вам не обязательно следовать сюжетной линии заданий и не обязательно участвовать в событиях или интерактиве в стартовой зоне. Конечно, это может быть более выгодно, полагаю, вокруг этого может выстроиться определённый стандарт, но вы можете отделиться от общего потока и отправиться в другие области и заняться чем-то ещё.[68]Стивен Шариф

У каждой расы есть своя собственная стартовая зона (начальная зона).[69]

  • В каждой из стартовых зон будут присутствовать небольшие поселения неигровых персонажей. Это разведчики, которых отправили на Верру перед основными экспедиционными силами. Эти поселения предназначены для того, чтобы познакомить новых игроков с этим миром.[70]
  • Каждая стартовая зона находится вблизи от как минимум одних из четырёх божественных врат, расположенных в руинах городов четырёх древних рас.[2]
  • Хоть это и может иметь свои преимущества, игрокам не обязательно оставаться и выполнять все задания в стартовой зоне.[68]
  • Стартовые зоны расположены на удалении друг от друга.[71]

Проблема многих ММО в том, что их стартовые зоны со временем пустеют, и это печально, потому что самый крутой аспект ММО - сообщество, с которым вы взаимодействуете, поэтому узлы замечательны тем, что это работает с точки зрения привлечения новых игроков, потому что узлы чаще всего начинают развиваться неподалёку от стартовых зон. Игроки возвращаются в эти зоны, если они являются их гражданами и им нужны услуги, доступные в черте города. Поэтому новые игроки будут окружены большим количеством других людей, возвращающихся в крупные узлы.[74]Стивен Шариф

Divine gateways

Эмпирийцы divine gateway concept art.

When you play the MMORPG you're going to be stepping through what are called these divine gateways from a planet called Sanctus and Sanctus was really a safe haven that was forethought by the Goddess of Fate and Creation as a sanctuary to provide the people of Verra who could survive the fall, the apocalypse, the exodus essentially.[75]Steven Sharif

Divine gateways are portals located in the ruined cities of the four ancient races of Верра.[2]

Where players start, they enter this portal from another world called Sanctus. Sanctus is a place of no magic, low technology; and players are the first expeditioners that are coming through this portal into the world of Verra.[80]Джеффри Бард

Zones of influence

Узлы это предопределённые локации, обёрнутые в зону влияния (ZOI).[81]

За каждым узлом закреплёно предопределённое географическое пространство, называемое зоной влияния (ZOI). Активность игроков внутри зоны влияния регистрируется и учитывается в счёт прогресса данного узла.[81]

Каждый Узел может сформироваться в город, но ограничен своими соседями. Узлы имеют разные уровни развития. Может быть ограниченное количество узлов каждого уровня. Думайте об этом как будто продвинутым поселения нуждаются в большем пространстве. Узлы занимают всё больше земли когда растут и будут требовать больше усилий для поддержания. Эта система является основным двигателем изменений в мире потому что создаёт редкость. Когда Узлы продвигаются в стадиях развития они будут блокировать своих соседей и поглощать их зоны влияния.[81]

Производя обыденные действия, такие как выполнение квестов, сбор ресурсов и рейды, игроки имеют влияние на то какие узлы мира будут развиваться.[82]

Главным нашим отличием от других MMO является живой, дышущий, реагирующий мир... Наш мир разбит на зоны, разделённые на то что мы называем узлами. Узлы это что-то вроде невидимых зон влияния которые реагируют на то что делает игрок; когда игроки получают опыт от убийства монстров, выполнения квестов и крафта вещей, узел тоже получает опыт. Как только узел получает достаточно опыта, его уровень вырастает и он начинает привлекать к себе NPC.[83]Джеффри Бард

До одной пятой карты мира может быть занято зоной влияния метрополиса. Множество вассальных узлов внутри границ зоны влияния могут начать выглядеть как страна.[84]

Зоны влияния полностью покрывают весь мир без пробелов.[85]

Нет такого места куда можно было бы прийти и что-нибудь сделать, и ни один узел бы не получил за это опыт.[85]Steven Sharif

Зоны и прокачка

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.[86][7][32]

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.[87]Steven Sharif

Coastal nodes

There will be nodes along the coast and on islands.[89]

  • These nodes will have specific water oriented influences and abilities, services, questlines, that relate to the seas.[89]
  • Coastal nodes change the spawn tables of the nearby water content and can also trigger specific events.[90]
  • Harbors in coastal nodes will have quest lines that relate to the ocean and nearby islands.[90]
  • It may be possible to siege a coastal city by sea.[91]

Island chains are part of Ashes of Creation naval content.[92][93]

Ashes of Creation Apocalypse map

Forest of Erinthia map

Ashes of Creation Apocalypse battle royale Forest of Erinthia map locations.[94]

  • 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.[95]

  • 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
  • Подземный мир


Some environments (Biomes) have fixed climates and others are variable.[97]

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.[100]Steven Sharif

Treasure hunting

Treasure hunting is not exactly "cartography", but it does involve maps that help to pinpoint the location of hidden treasures throughout the world.[101][102][103]

  • The more treasure a player finds the better maps they can create.[103]
  • Hints are given through rumor mills, interaction with different NPCs, and gaining access to potential dig sites.[103]
  • Treasure hunting will be a "way of life" rather than a profession.[102]

Treasures may also be obtained through fishing.[104]


Мир будет одним и тем же на каждом сервере, но Узлы будут развиваться по-разному. Разные сервера будут иметь разную историю. События случившиеся на одном сервере могут не случиться на другом.[105]

Будет множество серверов, расположенных в разных регионах мира.[107]

  • После запуска пользователи смогут выбрать свой сервер по пингу или региону, указанному возле сервера.[107]
  • Во время 1 фазы Alpha-1 выбор сервера определяется лидером группы. Выбранный ими регион применится к их друзьям и отряду.[107]

У нас будет множество серверов расположенных в разных регионах мира; и эти сервера будут хорошими точками соединения для... и будут упраляться... Имею в виду что есть два типа серверов: для арены на Alpha-1 выбор будет определяться лидером группы; какой регион был им выбран, если он пригласит с собой друзей, они смогут играть в этом регионе. В отношении релизы, то когда сервера будут запущены вы сможете выбрать сервер на котором будете играть; и этот сервер станет домом вашего персонажа; И вы будете знать где находится этот сервер либо по пингу, либо по региону, указанному возле сервера.[107]Steven Sharif


Справочники сообщества

Смотрите также


  1. 1.0 1.1 Blog: Creative Director's Letter
  2. 2.0 2.1 2.2 2.3 mapportals.png
  3. original ashes pathfinder map.png
  4. Интервью, 22 May 2017 (22:54).
  5. 5.0 5.1 5.2 5.3 The mighty beard!
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  9. 9.0 9.1 Стрим, 30 November 2020 (44:51).
  10. 10.0 10.1 Стрим, 30 September 2020 (55:15).
  11. steven-a1-testing-leaks.png
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  13. 13.0 13.1 13.2 13.3 13.4 Стрим, 30 November 2020 (22:43).
  14. 14.0 14.1 Стрим, 30 November 2020 (9:51).
  15. 15.0 15.1 alpha-1-map-size.png
  16. Интервью, 19 July 2020 (1:21:49).
  17. Стрим, 30 November 2020 (25:45).
  18. steven-pi-not-alpha-island.png
  19. Стрим, 30 November 2020 (24:51).
  20. world size.png
  21. waterlandsize.png
  22. 22.0 22.1 Стрим, 30 января 2020 (1:18:12).
  23. 23.0 23.1 Интервью, 17 августа 2018 (10:43).
  24. 8 февраля 2019 - Вопросы и ответы.
  25. Стрим, 31 октября 2017 (24:00).
  26. Стрим, 27 сентября 2018 (9:08).
  27. Forest of Erinthia.png
  28. Интервью, 19 июля 2020 (1:21:49).
  29. 29.0 29.1 Blog: 10 facts about castle sieges in the MMORPG.
  30. castle nodes.png
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  33. Интервью, 24 August 2018 (3:44).
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  35. 35.0 35.1 alpha-1-nodes.png
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  38. 38.0 38.1 38.2 economic-regions.png
  39. 39.0 39.1 economic-regions1.png
  40. economic-regions-static.png
  41. 41.0 41.1 region-overlap.png
  42. castle-influence.png
  43. castle-taxes2.png
  44. 44.0 44.1 castle-region.png
  45. castle-metro.png
  46. castle-taxes.png
  47. Стрим, 28 August 2020 (1:39:02).
  48. castle-power.png
  49. castle-resources.png
  50. castle-taxes3.png
  51. castle-taxes4.png
  52. castle-taxes5.png
  53. Стрим, 17 November 2017 (36:22).
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  56. 56.0 56.1 56.2 56.3 Стрим, 17 August 2018 (10:01).
  57. procedural generation.png
  58. mine-shaft-leak.png
  59. steven-a1-leak-2.png
  60. Стрим, 15 December 2017 (1:09:36).
  61. 61.0 61.1 Стрим, 31 October 2017 (33:28).
  62. Интервью, 20 January 2017 (06:12).
  63. 63.0 63.1 63.2 Стрим, 24 May 2017 (48:00).
  64. 64.0 64.1 64.2 steven-bounty-hunters-2.png
  65. Интервью, 27 April 2017 (9:28).
  66. corruption toggle.png
  67. Стрим, 28 марта 2020 (32:30).
  68. 68.0 68.1 Стрим, 25 июля 2020 (1:03:03).
  69. Стрим, 19 мая 2017 (29:25).
  70. Стрим, 28 июля 2017 (25:20).
  71. 71.0 71.1 Стрим, 16 октября 2017 (53:58).
  72. 72.0 72.1 underrealm-gateway.png
  73. 73.0 73.1 tulnar-gateway.png
  74. Видео, 5 апреля 2018 (40:08).
  75. 75.0 75.1 Стрим, 8 November 2020 (0:00:00).
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  81. 81.0 81.1 81.2 Node series part I
  82. Ashes of Creation FAQ.
  83. Интервью, 20 Апреля 2018 (7:22).
  84. Интервью, 11 Мая 2018 (55:16).
  85. 85.0 85.1 Стрим, 9 Июля 2018 (39:32).
  86. Интервью, 19 July 2020 (19:35).
  87. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  88. Стрим, 17 August 2018 (58:53).
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  90. 90.0 90.1 Интервью, 19 July 2020 (48:05).
  91. Стрим, 19 May 2017 (37:51).
  92. Стрим, 17 May 2017 (30:53).
  93. Kickstarter - We Just Broke $1,500,000!
  94. Ashes of Creation Apocalypse Forest of Erinthia locations.
  95. Ashes of Creation Apocalypse locations.
  96. Видео, 30 May 2017 (0:01).
  97. 97.0 97.1 Стрим, 18 July 2017 (36:47).
  98. Стрим, 1 June 2017 (29:33).
  99. Стрим, 28 July 2017 (41:25).
  100. 100.0 100.1 Стрим, 30 September 2020 (1:04:56).
  101. Стрим, 18 July 2017 (53:52).
  102. 102.0 102.1 Стрим, 4 May 2018 (39:05).
  103. 103.0 103.1 103.2 Стрим, 6 December 2018 (40:46).
  104. fishing.jpg
  105. Стрим, 19 Мая 2017 (37:03).
  106. Стрим 4 мая 2018 @ 3 PM PST - Q&A
  107. 107.0 107.1 107.2 107.3 Стрим, 27 Сентября 2018 (48:13).