World map

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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.[1] 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.[2]

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.[2]

When information is gathered, or the player has successfully explored an area, points of interest are marked on the map.[3]

  • 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.[3]

In addition to node progression being a factor on map generation, zones in Ashes of Creation will cater to all levels.[4]

World size

480 km2 (square kilometers) is the approximate world size at launch.[5]

  • An additional 100 km2 may be taken up by the Underrealm.[6]
  • It is anticipated that a mounted player can traverse the entire map in a matter of hours.[7]

480 square kilometers; which is which is pretty large comparatively to other MMORPGs out there. Now that does not include the lapped spaces: So that is the Underrealm and the portion of the world that it encompasses, which could probably easily take up an additional hundredish square kilometers I would imagine.[6]Стивен Шариф


There will be 103 regular Node locations at launch with 15 additional Castle Nodes for 118 total Nodes.[12][13][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.[18]

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

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.[19]

Guild castles influence a castle region around them.[20]

Guild castles impose a tax on all revenue for the nodes within its region.[24]

  • In addition to taxes, Castles also influence crop yields, resources and events within its region.[25]
  • Part of the tax and resources gathered are applied to the castle for improvements.[26][27]
  • The remainder of tax income can be used by the guild for whatever they want.[28]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[29]

Points of interest

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New points of interest (such as dungeons and world bosses) spawn as nodes develop.[30] This content adapts to the development of the zone it is in.[31]

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.[3]


200 foot tall Pyrian statues in Alpha-1.[32]

Landmarks are scattered throughout the world, allowing players to judge their position on the map.[32]

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.[32]Стивен Шариф

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.[32]Mat Broome

Procedural generation

Верра не будет сгенерирована случайно, но стартовые точки с ресурсами могут быть разными для каждого сервера.[33]

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.[34]

Mini map

There is an in-game mini map and compass user interface in Alpha-1.[35][36]

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.[2]

  • Battle maps might not fit into lower level or smaller sized taverns.
  • Battle maps are not currently on the official roadmap for launch.[37]


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.[37]

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.[38] The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[39]

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.[2]

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.[40][41][42]

  • The more treasure a player finds the better maps they can create.[42]
  • Hints are given through rumor mills, interaction with different NPCs, and gaining access to potential dig sites.[42]
  • Treasure hunting will be a "way of life" rather than a profession.[41]


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.[43]

Будет множество серверов, расположенных в разных регионах мира.[45]

  • После запуска пользователи смогут выбрать свой сервер по пингу или региону, указанному возле сервера.[45]
  • Во время 1 фазы Alpha-1 выбор сервера определяется лидером группы. Выбранный ими регион применится к их друзьям и отряду.[45]

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.[45]Стивен Шариф

Zones of influence

Узлы это предопределённые локации, обёрнутые в зону влияния (ZOI).[46]

За каждым узлом закреплёно предопределённое географическое пространство, называемое зоной влияния (ZOI). Активность игроков внутри зоны влияния регистрируется и учитывается в счёт прогресса данного узла.[46]

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.[46]

Производя обыденные действия, такие как выполнение квестов, сбор ресурсов и рейды, игроки имеют влияние на то какие узлы мира будут развиваться.[47]

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.[48]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.[49]

Зоны влияния полностью покрывают весь мир без пробелов.[50]

Нет такого места куда можно было бы прийти и что-нибудь сделать, и ни один узел бы не получил за это опыт.[50]Стивен Шариф

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 it's racial influence.[4][12]

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.[51]

Coastal nodes

There will be nodes along the coast and on islands.[53]

  • These nodes will have specific water oriented influences and abilities, services, questlines, that relate to the seas.[53]
  • It may be possible to siege a coastal city by sea.[54]

Island chains are part of Ashes of Creation naval content.[55][56]


Some Environments (Biomes) have fixed climates and others are variable.[58]

  • Weather conditions change with the Seasons.
  • There will be dynamic weather that varies in intensity.[59]
    • For example: Drizzle to/from storm, or Blizzard to/from snow.


Смотрите также


  1. Интервью, 22 May 2017 (22:54).
  2. 2.0 2.1 2.2 2.3 The mighty beard!
  3. 3.0 3.1 3.2 3.3 3.4 3.5 MMOGames interview, January 2017
  4. 4.0 4.1 Стрим, 15 May 2017 (30:53).
  5. world size.png
  6. 6.0 6.1 Интервью, 17 August 2018 (10:43).
  7. February 8, 2019 - Questions and Answers.
  8. Стрим, 31 October 2017 (24:00).
  9. Стрим, 27 September 2018 (9:08).
  10. Forest of Erinthia.png
  11. Newsletter, 7 August 2018
  12. 12.0 12.1 Blog - Know Your Nodes - The Basics.
  13. Интервью, 24 August 2018 (3:44).
  14. Reference 118 Nodes.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. 18.0 18.1 region-overlap.png
  19. Blog: 10 facts about castle sieges in the MMORPG.
  20. castle-influence.png
  21. castle-taxes2.png
  22. 22.0 22.1 castle-region.png
  23. castle-metro.png
  24. castle-taxes.png
  25. castle-power.png
  26. castle-resources.png
  27. castle-taxes3.png
  28. castle-taxes4.png
  29. castle-taxes5.png
  30. Стрим, 17 November 2017 (36:22).
  31. 31.0 31.1 31.2 31.3 31.4 Стрим, 17 November 2017 (18:29).
  32. 32.0 32.1 32.2 32.3 Стрим, 17 August 2018 (10:01).
  33. procedural generation.png
  34. About Ashes of Creation.
  35. 35.0 35.1 steven-a1-leak-2.png
  36. Стрим, 15 December 2017 (1:09:36).
  37. 37.0 37.1 Стрим, 31 October 2017 (33:28).
  38. Интервью, 20 January 2017 (06:12).
  39. Стрим, 24 May 2017 (48:00).
  40. Стрим, 18 July 2017 (53:52).
  41. 41.0 41.1 Стрим, 4 May 2018 (39:05).
  42. 42.0 42.1 42.2 Стрим, 6 December 2018 (40:46).
  43. Стрим, 19 Мая 2017 (37:03).
  44. Стрим 4 мая 2018 @ 3 PM PST - Q&A
  45. 45.0 45.1 45.2 45.3 Стрим, 27 Сентября 2018 (48:13).
  46. 46.0 46.1 46.2 Node series part I
  47. Ashes of Creation FAQ.
  48. Интервью, 20 Апреля 2018 (7:22).
  49. Интервью, 11 Мая 2018 (55:16).
  50. 50.0 50.1 Стрим, 9 Июля 2018 (39:32).
  51. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  52. Стрим, 17 August 2018 (58:53).
  53. 53.0 53.1 Стрим, 8 April 2018 (PM) (1:01:28).
  54. Стрим, 19 May 2017 (37:51).
  55. Стрим, 17 May 2017 (30:53).
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  57. Видео, 30 May 2017 (0:01).
  58. Стрим, 18 July 2017 (36:47).
  59. Стрим, 28 July 2017 (41:25).