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Node sieges (Pre-alpha footage).[1]

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.[2]Margaret Krohn

Node sieges enable players to delevel a node (reverse its advancement) and to ultimately destroy that node entirely. 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.[3]

Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[3] Automatic PvE sieges may be initiated against nodes that are not continuously active.[4]

If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![5]Steven Sharif

Declaring a node siege

Node sieges are declared directly by any player[6] who completes the prerequisites for the siege initiation.[7] During the declaration period, individuals or guilds can also register to attack.[8]

  • Sieges are started via an item which is acquired through a quest that scales in difficulty with respect to the level of the Node.[2]
  • Once the item is brought to the Node and is activated, the declaration period begins and a countdown is initiated for players in the region to see.[2]
    • This countdown runs for a number of days equal to the level of the Node being sieged.[2]
    • Once the countdown is complete, the siege begins.[2]

Sieges are started via an item which is acquired through a quest that scales in difficulty with respect to the level of the Node which is being targeted for the siege. Once the item is brought to the Node and is activated, the declaration period begins and a countdown is initiated for players in the region to see. This countdown runs for a number of days equal to the level of the Node being sieged. Once the countdown is complete, the siege begins.[2]Margaret Krohn

Siege declaration is very tough and will scale with the type of node being sieged:[8]

Once a siege is declared there is a period of time before the siege will commence, determined by the size of the node:[11]

The time window for a node siege is appropriate for the server location.[11]


There will be global (server-wide) announcements/notifications of important events.[12]

Local node events, such as Caravan will not be announced. These will rely on player word-of-mouth.[12]

Whether it be like a siege or a triggered event against a city or like a unique dungeon opportunity... those types of things are going to involve notifications. Especially to the citizens of the city; where you'll be informed of an impending event. Basically it will give you time.[13]Steven Sharif

Siege alliances

When a siege begins, temporary alliances are formed among attackers and defenders.[14]

  • For node sieges, citizens of the node or provincial nodes being attacked are automatically registered as defenders.[15]
  • There are many reasons to participate as an ally in the attack or defence of other nodes.[16]
    • Titles.
    • Items.
    • Materials.
    • Money.
    • Social bonds.

Many incentives exist that can benefit your node and yourself personally by participating in the attack or defense of cities. These range from titles, to items, to materials, to money. Additionally, aiding others may help you strengthen bonds when your assets are threatened.[16]Steven Sharif

Ceneri della creazione potrebbe avere dei contenuti specifici basati sulle Alliances.[17]

  • Vie di Progressione all'interno delle alleanze.[17]
  • Le Gilde condivideranno servizi in comune coi membri delle alleanze.[17]
  • Le alleanze possono intraprendere relazioni coi nodes.[17]

Specifici contenuti che si basano sulle alleanze ed avanzamento all'interno dello sviluppo di quella alleanza; e l'abilità di condividere alcuni servizi comuni tra le gilde che fanno parte di quella alleanza. Penso che permettere alle alleanze di intraprendere certe relazioni coi nodi come un'interazione sia positivo. Questo provvederà un'interessante dinamica per i giocatori che sono o membri di quel particolare nodo con cui viene stabilita la relazione o membri dell'alleanza. Quindi penso che costruire questi sistemi riguardi ovviamente creare i canali attraverso i quali questi giocatori possano creare legami e più strati ci sono attorno a questi canali tra le diverse gilde ed i giocatori, più sostenibile sarà quella relazione.[17]Steven Sharif

Siege mechanics

A siege occurs over several phases.[18]

  • Certain siege mechanics may be gated for specific size groups during sieges.[19]
  • There will not be a deserter debuff for leaving a siege before it is complete.[20]
  • More will be revealed in an upcoming blog entry.[18]

Siege weapons

It wouldn’t be a castle siege without siege weapons. These are massive machines of war that enable attackers to bring down the walls, and defenders to keep their keep safe. Crafters can bring their own powerful schematics to the battlefield, or you can order baseline siege weapons from your friendly neighborhood siege master NPC. The Castle’s defenders will be able to deploy their own defensive weapons and turrets based on how well they maintained and defended their own Nodes. The sky will be illuminated with fire and fury.[21]

Trebuchet siege weapon.[22]

Siege weapons are able to be crafted or purchased from NPCs.[23]

Siege equipment will require materials, recipes and craftsmanship.[24]

Part of this endeavor of sieging a player-held location (or non-player-held location) is time to prepare; and that includes gathering and crafting these mega weapons or collecting the resources: Whether it be gold or specific quest items to purchase from NPCs.[23]Steven Sharif

Anything that you want to bring into existence in the world is going to be built by players: Whether that is Navi, Siege engines, Armi, Armatura, etc.[25]Jeffrey Bard

Siege PvP

Sieges don't use the PvP flagging system.[26]

Siege NPCs

NPCs serve as defense points. Killing them allows the attackers to gain advantages during a siege.[27] NPCs are only killable during a siege and will respawn if the siege is unsuccessful.[28]

NPC guards are intended to be a significant presence but not the main line of defense in a siege.[29]


Draghi are epic flying mounts with strong battle abilities, such as AoE breath attacks, swooping flyby attacks, and others.[30][31]

The dragon will have a lot of capability in PvP. It's primarily its purpose, because as it relates to Castles and the sieges they're in, or Nodes and the sieges they're in. We want dragons to have large scale ramifications against player raids.[31]Steven Sharif

Siege objectives

Each node has a number of districts, depending on its stage.[18]

  • Districts are taken by defeating a "raid boss" guard NPC in that district.
  • If attackers take over a district, they gain that district as a respawn location.
  • The respawn time for defenders is increased for each district that is taken.

Defenders can assault the outposts of the attackers to hinder them.[18]

Completing a siege

A node siege will last for up to two hours.[18]

  • Defenders will be required to hold a central point in the node. Attackers will need to remove the defender's flag and raise their own.[32]

If the node survives, there will be a cooldown before the node can be sieged again:[18]

Node deleveling

A successful siege will destroy the node.[2]

  • There will be spoils from successfully sieging a node.[33]

Nodi can be destroyed starting at level 3 (Village), and are destroyed through sieges.[2]

Nodes can be destroyed starting at Level 3 - Village Stage, and are destroyed through sieges... If a siege is successful, then the Node is brought down to Level 0, anyone who was a citizen of that Node is no longer a citizen, and any Freeholds owned by the citizens of the Node are destroyed. Destroyed Freeholds are subject to material loss, and blueprints for them are mailed to the player to utilize for future placement in order to allow the player to keep their Freehold’s layout and structure.[2]Margaret Krohn

Nodes can delevel based on node atrophy.[2]

  • Nodes can delevel to stage 0 (wilderness) after a successful siege.[34]
  • A node cannot delevel more than a single level at a time.[2]

If a Node delevels, it returns to the previous Stage, but keeps the racial style it had before deleveling. A Node cannot delevel more than a single level at a time. For example, a Level 2 Node would become a Level 1, or a Level 1 Node would become a Level 0. If deleveling would cause a Node to lose its Vassals, it does so. When a Node delevels it enters a “safe period,” during which the deficit is temporarily reduced to 0. Once the safe period expires, the Node can once again begin losing experience based on its deficit.[2]Margaret Krohn

Siege aftermath

We’re working on a destruction engine that should help us to make a Castle Siege that feels cinematic and visceral. Having shards of the walls tumble to the ground after a trebuchet scores a hit will feel satisfying in a way no other Castle Siege has been able to offer in an MMORPG like this. Maybe you don’t need to take down the whole wall, maybe if you blow open a big enough hole, that’ll be enough to turn the tides.[21]

Rubble will be visible for a period of time following a successful castle siege. This will likely persist until the incumbent guild develops the first defensive node.[35]

Impact on freeholds

Freeholds may be attacked for a period of two hours[2] following a successful siege against its parent node.[36]

  • Players and their allies may defend their freehold for this period of time.
  • Structures and guards may be obtained to defend freeholds during this period.

After the two hour period of open combat following a successful node siege, any remaining freeholds will exist under a grace period for roughly 1 week where another node may take over the zone of influence of the freehold.[2]

  • If a freehold does not reside within the ZOI of a stage three (Village) node or above, it will be destroyed.[37]

Once the vulnerability period is complete, any remaining Freeholds will exist under a grace period for roughly 1 week where another Node may take over the Zone of Influence of the Freehold.[2]Margaret Krohn

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[38][39]

Destructible environments

Destructible environments will be a core element of how players interact with the world, in both Ashes of Creation Apocalypse and Ashes of Creation the MMORPG.[42]

Not just in APOC where we want a completely destructible environment, but also in the MMORPG when it comes to Dungeons and traversing certain areas. We want destruction to be a very core element of how players make their way through the world.[42]Steven Sharif

Node redevelopment

A node that was successfully sieged may develop differently due to the following influences:[43]

  • Different races becoming primary contributors.
  • Design elements determined by different governments.
  • Reactions and interactions with other nodes in the world.

Node politics

There won't be a civil war mechanic within nodes but there will be scope for internal political conflicts; such as undermining the current leadership and disrupting trade.[44]

We want consequences to matter and if that person got elected then you need to work within the means of the mechanics to get them unelected.[45]Steven Sharif

Siege abilities

Eight players of the same primary archetype can band together to create monumental effects during a siege.[46]

These are the types of systems that we want to put in place where groups of a single primary archetype can come together to summon these types of effects that play off of what the identity of that archetype is.[46]Steven Sharif


Summoners can collaborate to summon larger summons, such as Golems.[47]

  • A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[48]
  • The number of summoners participating in the summon will determine its overall size.[48]
  • All summoners must be in the same party and the party leader must be a summoner.[49]
    • The party leader initiates the summon and then takes control of it.
    • Once summoned, the party leader cannot be changed.
    • If the party disbands, the summon ends. There will be a grace period to handle disconnects.
    • The party may also contain non-Summoners.

It doesn't have to be just summoners, but it has to be a party led by a summoner with other summoners in it.[49]Steven Sharif


If eight Tank archetypes each use one of their summon wall abilities it might construct a larger wall that can divide two raids in a moment; and would require damage and block skills and abilities for a momentary lapse of battle between those two raids.[46]Steven Sharif

Node atrophy

Nodi will experience atrophy and will require continued player activity in order to grow. If a node loses too much activity, then it may result in a PvE siege against that node.[4]

All Nodes have an experience deficit that accumulates daily. The deficit is based on the current level of the Node; experience earned is applied to the deficit, then any excess is added to the Node’s experience pool. At the end of the day, any remaining deficit is subtracted from the Node’s experience pool. If the deficit would cause the Node to drop under the required experience for its current level, certain flags will appear to notify the citizens that all is not well in their Node. After a short period, if the atrophy is not addressed, the Node will then delevel.[2]Margaret Krohn

Impact of monsters and world bosses

Monster coin events (Bosses) cannot destroy or delevel nodes.[51] They can disable certain buildings, services and NPCs within a node.[52][53]

Node sieges are the chief mechanic for destroying or deleveling nodes.[51]

Impact on player stalls

Players are not be able to be attacked or robbed while occupying a player stall.[56]

Player stalls may not be renewed during a siege declaration.[56]

Node wars

Node governments may declare war on another node and rally citizens to the cause.[57]

We have conditions that you can set between nodes with regards to either nodes being friendly with each other and acting trade alliances, or they can declare war on nodes similar to how guild wars may function in different games, where those citizens become hostile to each other based on the player government that's elected in the particular node. So those systems all kind of cater to allowing a conflict that's meaningful and that also provides a non-imbalanced relationship between stronger guilds and not as strong guilds.[58]Steven Sharif


For every play, there should be a counterplay. We often see Castle Sieges turn into zerg-fests, which really doesn’t capture the epic, back-and-forth battles we wish to see in Ashes of Creation. One of our key pillars is that Choice Matters[59], and that applies to tactics and strategy as well. A well-formulated battle plan should win out over stat sheets and bodies. Zergs will generally be difficult to pull off, and will be eminently counterable through siege weapons, traps, and other battlefield tricks.[21]

Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[60]

Encounters are designed to have meaning in terms of how boss skills and abilities relate to group compositions, tactics and strategies. Zerging is not experiencing content.[61]

  • Raid and dungeon bosses have specific mechanics that players need to learn and react to. Zergs that are not aware of these mechanics or react to them appropriately will be wiped.
  • There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.[62]

We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[62]Steven Sharif

Mechanics that encourage political intrigue will play a role in destabilizing zergs.[63]

The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We kind of want that political intrigue to be present in the game.[63]Steven Sharif

Objective-based game play helps to balance the zerg mentality.[64]

I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create you know bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[64]Steven Sharif


See also


  1. Video, 4 December 2016 (0:02).
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 Blog - Know Your Nodes - Advance and Destroy.
  3. 3.0 3.1 A reactive world - Nodes.
  4. 4.0 4.1 node atrophy.png
  5. Video, 30 April 2017 (5:31).
  6. siege declaration.png
  7. siege prerequisites.png
  8. 8.0 8.1 siege registration.png
  9. siege resources.png
  10. 10.0 10.1 siege equipment.png
  11. 11.0 11.1 siege notice.png
  12. 12.0 12.1 12.2 12.3 12.4 Livestream, 4 May 2018 (48:14).
  13. 13.0 13.1 13.2 Interview, 17 August 2018 (24:48).
  14. siege alliances.png
  15. siege auto defenders.png
  16. 16.0 16.1 Official Livestream - May 4th @ 3 PM PST - Q&A
  17. 17.0 17.1 17.2 17.3 17.4 Podcast, 11 May 2018 (21:07).
  18. 18.0 18.1 18.2 18.3 18.4 18.5 siege more info.png
  19. siege mechanics.png
  20. Livestream, 24 May 2017 (37:05).
  21. 21.0 21.1 21.2 Blog: 10 facts about castle sieges in the MMORPG.
  22. Video, 31 May 2017 (2:27).
  23. 23.0 23.1 Livestream, 18 January 2018 (37:05).
  24. Interview, 8 August 2018 (20:49).
  25. Livestream, 24 May 2017 (17:08).
  26. Livestream, 19 May 2017 (45:14).
  27. siege success.png
  28. siege npcs killable.png
  29. Livestream, 28 July 2017 (36:51).
  30. dragon abilities.png
  31. 31.0 31.1 31.2 Livestream, 8 April 2018 (PM) (51:49).
  32. Livestream, 19 May 2017 (47:07).
  33. siege spoils.png
  34. nodes-delevel-to-zero.png
  35. Livestream, 9 July 2018 (42:48).
  36. Livestream, 19 May 2017 (28:04).
  37. Livestream, 19 May 2017 (29:34).
  38. 38.0 38.1 Livestream, 18 July 2017 (40:14).
  39. 39.0 39.1 Livestream, 17 November 2017 (47:10).
  40. Ashes of Creation Apocalypse Early Access.
  41. Video, 24 September 2019 (0:10).
  42. 42.0 42.1 42.2 Livestream, 28 June 2019 (31:15).
  43. Livestream, 24 May 2017 (52:39).
  44. Livestream, 24 May 2017 (40:50).
  45. 45.0 45.1 Livestream, 28 June 2019 (1:26:14).
  46. 46.0 46.1 46.2 46.3 Podcast, 11 May 2018 (49:20).
  47. Livestream, 19 May 2017 (10:06).
  48. 48.0 48.1 Livestream, 8 April 2018 (AM) (28:01).
  49. 49.0 49.1 Interview, 17 August 2018 (14:59).
  50. steven-a1-leak-1.png
  51. 51.0 51.1 Livestream, 24 May 2017 (22:30).
  52. monster events.png
  53. Livestream, 3 May 2017 (36:25).
  54. monster siege before.png
  55. monster sieges.png
  56. 56.0 56.1 Livestream, 16 October 2017 (59:39).
  57. City hall.
  58. Video, 5 April 2018 (41:48).
  59. pillars-confusion.png
  60. Livestream, 5 May 2017 (23:26).
  61. Livestream, 19 May 2017 (25:18).
  62. 62.0 62.1 Livestream, 22 May 2017 (57:37).
  63. 63.0 63.1 Interview, 11 May 2018 (44:20).
  64. 64.0 64.1 Interview, 8 August 2018 (11:52).