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Node at town stage.[1]

A town is the fourth stage of node advancement.[1]

When a Village becomes a Town, there are even more permanent structures, and a continued established local government. The development area feels well lived-in and developed at this point. Societies and Organizations begin to patronize the Town with ranking structures for players to participate in.[3]Margaret Krohn

Node advancement

Illustration of node advancement from Wilderness (stage 0) to Metropolis (stage 6).

Nodes advance by collecting experience from the actions of players nearby. As players complete content inside of a Node’s Zone of Influence (the area around the node), they contribute that experience toward the Node’s development. The experience given to the Node may then be modified based on certain Events and Accomplishments. When a Node reaches the experience required, it undergoes the process of advancing to the next stage. There are a few exceptions where a Node cannot advance even though it has the required experience - most commonly, a Node can not advance if a Node is a Vassal of another Node and would advance to the same stage as its Parent Node.[3]Margaret Krohn

Citizen and non-citizen player activity (questing, gathering, raiding, etc.) within a node's ZOI counts toward that particular node’s advancement (progression).[2] Nodes have seven (7) stages of advancement, with experience thresholds for each stage. When a Node reaches the experience required for its current stage, it advances to the next stage.[4]

Node stage.[2] Alternate name.[5] Timeframe to advance.[2] Player housing.[6]
0. Wilderness -
1. Expedition Crossroads Few hours -
2. Encampment Camp Many hours -
3. Village - Few days Small houses
4. Town - Many days Medium houses
5. City - Few weeks Large houses
6. Metropolis Metro Many weeks Mansions

The Development Area of a Node is where civilization will appear as the Node advances. As the Node Stage increases, different buildings, NPCs, and services will become available in the Development Area. The higher the Node Stage, the more complex and populated the Development Area becomes. Development Areas will also vary depending on the Node Type - Economic, Military, Scientific, or Divine; we’ll go into further details on each of those Node Types in future posts in this series.[3]Margaret Krohn

Conceptual illustration. Nodes that are in the ZOI of more advanced nodes have their progression capped by the more advanced node.[7] ZOIs will likely be irregular shapes in the game, the circles depicted here are just for the purposes of illustration.

Beginning at Node Stage 3, when a Node advances, it enslaves nearby Nodes and makes them into its Vassals. Vassal Nodes are owned by a Parent Node and must always be at least one Node Stage below the Parent Node. This means that the Vassal Node cannot grow until the Parent Node advances in stage. Vassal Nodes give excess experience to their Parent Node, and are able to have their own Vassals, as long as they fit within the Parent Node’s Zone of Influence. They are subject to the government, alliances, wars, taxes, and trade of their Parent Node, and are able to receive federal aid from them. A Vassal Node cannot declare war on their Parent Node or any of its Vassals. Citizens of Vassals are bound by the diplomatic states of the Parent Node.[4]Margaret Krohn

The advancement of a node unlocks its unique content, which comes at the cost of locking out an increasing ring of neighboring nodes from progressing to the next stage.[8]

  • Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[9]
  • The more advanced the node is, the larger its ZOI becomes.[1]
  • Less advanced nodes (referred to as vassal nodes) that fall within a more advanced node's ZOI can still gain XP, but must remain at a lower advancement stage than the dominant node.[7]
    • The vassal system begins when a node hits stage 3 (village), but neighboring nodes lower than stage 3 also block the growth of their immediate neighbors.[10]
  • The territory expansion algorithm takes into account the nearest coast, neighboring nodes, and the heatmap of players in surrounding areas over the last weeks or month.[11]
    • Due to the way the progression algorithm calculates territorial (ZOI) expansion during node advancement, there is a small possibility that two nodes of the same stage end up being close to each other.[12]

The way that the algorithm expands the territories takes into account a few things: One it takes into account the coast like where's the closest coast. Two it takes into account the neighboring nodes so it can take over and essentially vassal state those nodes, but what's more important is essentially the initial population based on like how players choose their races. Because we have nine different races and four different starting points that branch out, each server's population density is going to dictate essentially the first few nodes that are that are highly populated and then that initial seed is what's going to determine the node structure as it moves inland into the into the world essentially; and based on the performance and successes of different sieges will determine which nodes that got locked out from the previous the initial advancements what nodes can now be available to advance further. So I really think that with so many variables that are present in the equation of how nodes advance and stay existing with the more variables you have, the higher likelihood there is for there to be a significant diversion in world progression.[11]Steven Sharif

Normally the algorithm that's applied to the node territorial expansion will prevent significant nodes from being in close proximity to each other... There could be a perfect storm where all of the the algorithmic progression of territory leads to having these nodes very close to each other because there's certain requirements that should that need to be available to satisfy node vassal takeovers; and it's possible that two nodes would never take each other over as vassals and end up kind of close together and spanning their territories in kind of opposite directions: The Tale of Two Cities kind of thing.[12]Steven Sharif

  • A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[7]
  • Players are moved to safety if they intersect with newly spawned assets during node advancement.[13]
  • Citizens of one node can contribute to the advancement of other nodes.[14]
  • The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.[15]

Different people have different resources invested in nodes progressing and it would be a little "gamey" if you could know exactly what was necessary at that point because that would disincentivize people from participating.[15]Steven Sharif

Vassal nodes

Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[4][10]

  • Vassal nodes must remain at least one node stage below their parent node.[4]
    • Neighboring nodes lower than stage 3 also block the growth of their immediate neighbors. This is intended to be tested in Alpha-1.[10]
    • Vassal nodes first apply any experience earned to their own deficit (see Node atrophy). It then applies excess experience earned to its parent node.[3]
    • If the parent node advances, the vassal is once again able to advance.[4]
  • Vassal nodes give excess experience to their parent node and may have their own vassals; so long as they fall within the parent node’s zone of influence.[4]
    • If a node is capped and is both a vassal and has its own vassals, any experience earned from itself or its Vassals is first applied to its own deficit. Experience beyond that is then sent to its parent node.[3]
  • Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[4]
  • Vassal nodes cannot declare war on their parent node or any of their vassals.[4]
  • Citizens of vassals are bound by the diplomatic states of the parent node.[4]

If a Node is a Vassal Node and is capped from advancing further, it first applies any experience earned to its own deficit (see Node Atrophy section), and then applies excess experience earned to its Parent Node. If the Parent Node advances and the Vassal is able to grow, it becomes uncapped. If a Node is capped and is both a Vassal and has its own Vassals, any experience earned from itself or its Vassals is first applied to their own deficit. Any experience beyond that is then sent to its Parent Node.[3]Margaret Krohn

Node development

Alpha-1 Village node layout.[16]

Even at the stage 3 development as a village, it's a fairly sizable layout; and part of these layouts include essentially static in-node housing for players to be able to purchase.[16]Steven Sharif

Racial architecture styles in an Alpha-0 village node. Empyrean Elven influence (top). Kaelar Human influence (bottom).[17]

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.[4]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.[3]Margaret Krohn

Node layout and style is determined by several factors:[18]

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.[18]Jeffrey Bard

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.[21]Steven Sharif

There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.[22]

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.[22]Steven Sharif

Player housing

Player housing Type. Availability. Limit.
Apartments Instanced.[1] Village stage and higher.[23] One per server.[24]
Freeholds Open world.[1] Village stage and higher.[1] One per account.[24]
Static housing In-node.[1] Village stage and higher.[1] One per server.[24]

Real estate

Players buy the deeds for housing from the node itself.[25] Players can also buy and sell properties from other players.[1]

  • Housing will have a base price that scales with the number of citizens in the node.[26]
  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[28]
    • A grace period will occur before the housing becomes available for auction.[28]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[28]
    • At the end of the auction, the highest bidder will win the house.[28]
  • Static housing and apartments can be listed and sold to other players.[29][30]

There's no cap essentially in player originated sales. Those are determined essentially by supply and demand as it is within the game and there's no artificial barrier to how high that demand can go.[31]Steven Sharif

  • Housing ownership can default back to the node if the owner fails to pay their property taxes. A balance and penalties will be charged to the new purchaser of the home in the manner of a "foreclosure process".[26]
  • Players will not be able to exceed their allotment of housing in the game.[34]

This will allow players to transfer real property goods. This includes ... static housing, this includes apartments that they may own; and they can sell those because those will have a limited and finite quantity.[34]Steven Sharif

Rental and leasing concepts are currently under consideration.[34]

Some concepts that we have is going to be rental or leases that could be had allowing players to kind of lease a property for a period of time where they will have control rights over utilizing storage based on the area, controlling the furniture or access point; all that kind of stuff.[34]Steven Sharif

Housing benefits

Player housing offers a number of benefits:[29][35]

  • Ability to claim citizenship to a node.[36]
  • Each different type of housing offers different benefits.[31]
    • Additional benefits are granted to home owners who are also citizens of that node.[31]
  • Ability to place furniture and other decor items.[37][16][38]
    • Houses will be empty when purchased. Players will need to place furnishings and decorations in them.[39]
    • Each size of player-owned housing determines how many decor items can be placed in it.[29]
  • Storage containers.[38][35]
    • Players must build and place these in their housing. There are restrictions on the grades of storage containers available in different types of houses.[38]
    • Different grades of storage containers have different inventory capacities.[38]
  • Crafting benches to craft furniture and other items.[16][35]
  • Prized items can be displayed within a house.[35]
  • Achievements and trophies may be displayed.[35]
  • Social activities.[35]
  • May provide proximity based bonuses.[35]


Caravans facilitate the transfer of goods for players wishing to turn a profit.[41]

The caravan system is an open world PvP system that revolves around opportunity and risk. Caravans facilitate the transfer of goods for players wishing to turn a profit.[41]

  • Caravans can transport goods for more than one player.[45]

Node sieges

Node sieges (Pre-alpha footage).[47]

As some areas in the world grow, others will fall. This is the foundation of the living, breathing world that is Ashes of Creation, where players will have the ability to make important decisions that matter in the longevity of an area becoming a city, or whether to siege a rival town. Rise above the ashes, create the world around you, and be a part of the story that unfolds because of your actions and decisions.[3]Margaret Krohn

Node sieges enable players to destroy nodes.[3] This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.[2]

Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[2]

If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![48]Steven Sharif

Nodes can delevel based on node atrophy.[3]

Trophy park

Trophy park is an area within Town, City or Metropolis nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.[49]

  • Server announcements and achievements are designed to encourage groups to experience new content.[49]

Monster coin events

Elite monster coin events occur for nodes that exist between the Village and Metropolis stages. This level of event would include something along the lines of a dungeon level bosses and mobs coming into the world to pillage and destroy specific centers of activity.[50]


See also


  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 Node series part II – the Metropolis.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 A reactive world - Nodes.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 Blog - Know Your Nodes - Advance and Destroy.
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 Blog - Know Your Nodes - The Basics.
  5. Livestream, 12 December 2018 (14:48).
  6. Interview, 20 July 2020 (3:45).
  7. 7.0 7.1 7.2 Livestream, 16 October 2017 (50:20).
  8. Video, 20 April 2017 (0:02).
  9. Npc vending.jpg
  10. 10.0 10.1 10.2 jahlon-steven-vassal-nodes-quote.png
  11. 11.0 11.1 Interview, 18 July 2020 (10:04).
  12. 12.0 12.1 Interview, 8 July 2020 (1:00:15).
  13. Livestream, 17 November 2017 (55:27).
  14. node xp.png
  15. 15.0 15.1 Livestream, 26 May 2017 (28:16).
  16. 16.0 16.1 16.2 16.3 Livestream, 26 June 2020 (45:32).
  17. Livestream, 9 February 2018 (33:50).
  18. 18.0 18.1 18.2 18.3 18.4 18.5 Livestream, 27 September 2018 (53:06).
  19. 19.0 19.1 Interview, 11 May 2018 (54:34).
  20. Livestream, 26 May 2017 (21:23).
  21. 21.0 21.1 Interview, 11 May 2018 (47:27).
  22. 22.0 22.1 Interview, 11 May 2018 (1:00:19).
  23. Steven Sharif - Clarification points from today’s stream.
  24. 24.0 24.1 24.2 Interview, 11 May 2018 (50:47).
  25. MMOGames interview, January 2017
  26. 26.0 26.1 Livestream, 26 June 2020 (53:41).
  27. Livestream, 12 May 2017 (52:01).
  28. 28.0 28.1 28.2 28.3 Livestream, 12 May 2017 (55:01).
  29. 29.0 29.1 29.2 29.3 Livestream, 26 June 2020 (47:32).
  30. Livestream, 26 June 2020 (54:03).
  31. 31.0 31.1 31.2 31.3 Interview, 8 July 2020 (33:34).
  32. Livestream, 26 June 2020 (1:02:12).
  33. Livestream, 26 June 2020 (56:08).
  34. 34.0 34.1 34.2 34.3 Livestream, 30 May 2019 (1:23:41).
  35. 35.0 35.1 35.2 35.3 35.4 35.5 35.6 Livestream, 5 May 2017 (30:53).
  36. Citizenship.png
  37. Interview, 8 July 2020 (40:20).
  38. 38.0 38.1 38.2 38.3 Video, 31 May 2020 (47:32).
  39. Livestream, 26 June 2020 (53:20).
  40. Livestream, 29 May 2020 (1:03:35).
  41. 41.0 41.1 About Ashes of Creation.
  42. Video, 16 July 2019 (0:00s).
  43. Livestream, 15 May 2017 (45:20).
  44. Interview, 20 January 2017 (4:19).
  45. Interview, 11 May 2018 (28:21).
  46. flagging.jpg
  47. Video, 4 December 2016 (0:02).
  48. Video, 30 April 2017 (5:31).
  49. 49.0 49.1 Podcast, 4 August 2018 (1:35:58).
  50. Livestream, 3 May 2017 (36:25).