Please note that we will be mostly waiting for the full NDA drop before we post updated information on Alpha-1, but we will continue to post information that has specific citeable sources from Intrepid.

Punti di interesse

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Alpha-1 preview pirate themed dynamic point of interest.[1]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is kind of its final state.[1]Jeffrey Bard

Alpha-1 preview pirate themed dynamic point of interest flythrough.[1]

One of the core functions of these points of interest across the world is that dynamic level up. As the world grows, these points of interest grow: Additional buildings will spawn, additional monsters and leaders, and quest hooks. All of these things start to grow with the world.[1]Steven Sharif

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[2][3] This content adapts to the node progression of the zone it is in.[1][4]

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.[5]

Mappa del mondo

Ceneri della creazione map.[6] The circles on the map are divine gateways that are located in the ruined cities of the four great races of Verra. The diamonds are the starting settlements for the returning races.[7]

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.[6]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.[8]Steven Sharif

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.[9] 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.[10]

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.[10]

When information is gathered, or the player has successfully explored an area, points of interest are marked on the map.[5]

  • 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.[5]

In addition to node progression being a factor on map generation, zones in Ceneri della creazione will cater to all levels.[11]

The map will have geographical choke points (such as Mountains) that are not traversable by players.[12]

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.[12]Steven Sharif


Alpha-1 early preview roading.[13]

Our road system in-game is essentially driven by pre-placed routes that lead to this main artery of what was once the ancient highway system of Verra; and from there there are roads that become exposed when nodes advance; and we call those veins. They come off the main artery and then as nodes advance there are points of interest as Jeff was discussing earlier. These POIs that exist around the world and some of them share coverage with multiple nodes, but depending on which node advances to the stage that activates the point of interest it'll create these capillary roads so to speak that then stem off of the node itself. So you go from the main artery ancient road that's large- that kind of runs through different zones and whatnot- and that breaks down into the veins that lead to the specific encampments and villages and towns that then spawn off separate capillaries that lead to the points of interest in these areas that are hunting grounds. Those are not exposed initially and they come online as players advance the world.[14]Steven Sharif

Roads in Verra are both pre-generated and player influenced.[14]

  • The largest roads are referred to as arteries. These are remnants of what was once the ancient highway system of Verra.[14]
  • As nodes advance smaller roads, referred to as veins, connect the arteries to the nodes.[14]
    • Roads will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[15]
  • Depending on the stages of node advancement, capillary roads will stem off the node to connect to points of interest.[14]
  • Roads or pathways are not worn into the landscape by repeated traffic over the same area.[14]

Different seasons and events may affect access to various roads.[16][17][18]

  • Pathways that are open during summer may be closed during winter.[18]
  • Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[16][17][19]
    • Some events may cause specific roadways to be blocked off.[16]
    • Obstacles may present barriers on roads that players must remove to allow transit of goods.[18]
  • Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[18]
    • Ice will make roads bumpy and slippery.[20]

Sottorealtà routes will open or close dynamically (based on node states).[21]

Freeholds may not be placed in close proximity to roads.[22]

Dungeon locations

Dungeon and other points of interest are located throughout the map in-between the 103 node locations.[23]


200 foot tall Pyrian statues in Alpha-1.[24]

Landmarks are scattered throughout the world, allowing players to judge their position on the map.[24]

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.[24]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.[24]Mat Broome

Corrupted areas

Work-in-progress Alpha-1 preview corrupted area on Alpha island by Mia DelCasino.[2]

How the world kind of reacts and changes to the nodes, you see these intrusions of corruption beginning to pervert and infest the lands; and these are obviously going to be sources by which NPC events are driven based on player progression within the world. And these sources of evil need to be addressed by the players, or else they'll grow out of hand.[25]Steven Sharif

All of our POIs and kind of just the world in general can react to the node- we don't have to but we can- and this is one of those places where as civilization grows this will grow kind of in contest with it.[2]Jeffrey Bard

Corrupted areas (zones/points of interest) can dynamically evolve with the progression of nodes.[25][2]

  • These are sources of NPC events that players need to address before they grow out of hand.[25]

Underwater nodes

Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[26]

  • There won't be nodes underwater or in the water.[27]

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.[28]

Economic regions are static areas defined by geographic points of interest.[29][30]

  • Castle regions are larger and encompass multiple economic regions.[29]
  • Nodi are the glue that hold castle and economic regions together in potential synergy or chaos.[31]
    • Node ZOIs are fluid and change their area based on the progression of the node and its neighbors.[29]
  • Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[32]

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.[30]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.[33]

Castelli della Gilda influence a castle region around them.[34]

Castelli della Gilda impose a tax on all revenue for the nodes within its region.[38][39]

Castles have the ability to allocate taxes collected from nodes under them toward certain benefits that go back to the node. Or they can be more selfishly governed that treasury more towards the guild that owns it and that obviously is going to have some political implications, because it could- if you're not using it for the benefit of the people in the region they might rise up and help take you out from that that position of owning that castle.[38]Steven Sharif

Zones and progression

Dungeon, Incursioni, Boss del mondo, Mobs, Missioni, 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.[46][11][47]

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.[48]Steven Sharif


Battlegrounds are where Pvp battles occur in the open world.[49] These are open world PvP zones that flag players as Combatants (purple).[50]

Non-combatant (green) players entering an open world battleground are automatically flagged as combatants and remain flagged for a period of time after leaving that battleground.[5]

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[56]

Our castle system, our sieges against nodes, the caravan system, battlegrounds that exist, guild wars: We want there to be a meaning to this conflict. We want players to actually have some skin in the game when it comes to participating in PvP.[57]Steven Sharif


See also


  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Livestream, 2021-03-26 (50:33).
  2. 2.0 2.1 2.2 2.3 Livestream, 2021-03-26 (22:53).
  3. Livestream, 2017-11-17 (36:22).
  4. 4.0 4.1 4.2 4.3 4.4 Livestream, 2017-11-17 (18:29).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 MMOGames interview, January 2017
  6. 6.0 6.1 Blog: Creative Director's Letter
  7. mapportals.png
  8. original ashes pathfinder map.png
  9. Interview, 2017-05-22 (22:54).
  10. 10.0 10.1 The mighty beard!
  11. 11.0 11.1 Livestream, 2017-05-15 (30:53).
  12. 12.0 12.1 Livestream, 2020-06-26 (1:25:11).
  13. Livestream, 2021-01-29 (55:44).
  14. 14.0 14.1 14.2 14.3 14.4 14.5 Livestream, 2021-01-29 (1:13:04).
  15. Livestream, 2018-02-09 (45:48).
  16. 16.0 16.1 16.2 Podcast, 2021-04-11 (23:36).
  17. 17.0 17.1 Livestream, 2020-06-26 (1:29:06).
  18. 18.0 18.1 18.2 18.3 Livestream, 2017-05-08 (20:27).
  19. Our immersive world - Environments.
  20. frosty-roads.png
  21. Livestream, 2020-10-30 (1:19:13).
  22. Livestream, 2017-05-19 (32:23).
  23. 23.0 23.1 23.2 Livestream, 2020-07-25 (46:08).
  24. 24.0 24.1 24.2 24.3 Livestream, 2018-08-17 (10:01).
  25. 25.0 25.1 25.2 Livestream, 2021-03-26 (50:03).
  26. Livestream, 8 April 2018 (AM) (18:29).
  27. Livestream, 8 April 2018 (PM) (1:01:28).
  28. About Ashes of Creation.
  29. 29.0 29.1 29.2 economic-regions.png
  30. 30.0 30.1 economic-regions1.png
  31. economic-regions-static.png
  32. 32.0 32.1 region-overlap.png
  33. Blog: 10 facts about castle sieges in the MMORPG.
  34. castle-influence.png
  35. castle-taxes2.png
  36. 36.0 36.1 castle-region.png
  37. castle-metro.png
  38. 38.0 38.1 38.2 38.3 Livestream, 2021-04-30 (1:01:10).
  39. castle-taxes.png
  40. Livestream, 2020-08-28 (1:39:02).
  41. castle-power.png
  42. castle-resources.png
  43. castle-taxes3.png
  44. castle-taxes4.png
  45. castle-taxes5.png
  46. Interview, 2020-07-19 (19:35).
  47. Blog - Know Your Nodes - The Basics.
  48. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  49. 49.0 49.1 49.2 49.3 49.4 Livestream, 2017-05-05 (14:26).
  50. Livestream, 2017-05-19 (45:14).
  51. 51.0 51.1 Podcast, 2021-04-11 (49:40).
  52. steven-siege-zone.png
  53. Livestream, 2021-04-30 (41:18).
  54. Blog: Creative Director's Letter, April 14 2021
  55. Livestream, 2017-11-17 (45:19).
  56. Livestream, 2020-12-22 (1:13:51).
  57. Video, 2017-04-30 (5:31).