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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 Verra. 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 Verra 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 Verra 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]Jeffrey Bard

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]

World size

480 km2 (square kilometers) is the approximate world size at launch.[20] This includes water and land content.[21]

  • Water area is considered playable area, but the exact area of land versus water is not known at this time.[22]

I don't know the exact the exact amount that is land versus water but the water is playable area as well and it's gonna have content...[22]Steven Sharif

480 square kilometers; 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.[23]Steven Sharif

  • It is anticipated that a mounted player can traverse the entire map in a matter of hours.[24]

The Alpha One map will be many islands and mainland area, roughly 100sqkm.[15]Steven Sharif


103 általános Node helyszín lesz megjelenéskor, ami a további 15 vár Node-dal (5 vár x 3 vár Node váronként)[28][29][30] együtt összesen 118 Node.[31][32]

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.[33]

Economic regions are static areas defined by geographic points of interest.[34][35]

  • Castle regions are larger and encompass multiple economic regions.[34]
  • Node-ok are the glue that hold castle and economic regions together in potential synergy or chaos.[36]
    • Node ZOIs are fluid and change their area based on the progression of the node and its neighbors.[34]
  • Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[37]

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.[35]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.[28]

Guild várak influence a castle region around them.[38]

Guild várak impose a tax on all revenue for the nodes within its region.[42]


pasted image at 2017 10 26 07 13 pm.png

New points of interest (such as dungeons and world bosses) spawn as nodes develop.[49] This content adapts to the development of the zone it is in.[50]

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.[51]


200 foot tall Pyrian statues in Alpha-1.[52]

Landmarks are scattered throughout the world, allowing players to judge their position on the map.[52]

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.[52]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.[52]Mat Broome

Procedural generation

Verra will not be randomly generated, but the starting resource points may be different on each server.[53]

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.[33]

Mini map

There is an in-game mini map and compass user interface in Alpha-1.[55][56]

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.[57]


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.[57]

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.[58] The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[59]

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.[60][61] 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.[60] The pathfinding ability can be toggled on or off.[60][62] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[59] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[59]

Starting areas

Alpha-1 starting area.[63]

There is no railroaded driven theme park experience here. You will have the opportunity to create your own destiny in that regard, which means you don't have to necessarily follow the quest line nor do you have to participate in events or experiences around the starting area. Now it may be more beneficial to do that; and in that regard I guess there could be a meta around doing that, but you could branch out proceed to other areas and do different content.[64]Steven Sharif

Starting areas (starting zones) are located in the ruined cities of the four ancient races of Verra.[2]

  • Starting areas include expeditionary NPC settlements that serve as initial quest origination points.[65] Történet-wise, these settlements represent scouts that were sent ahead of the main expedition back to Verra.[71]
    • These settlements are designed to acclimatize new players entering the world.[71]
    • While it may be advantageous to do so, there is no requirement for players to play through any specific starter zone content.[64]

A problem that a lot of MMOs have is that those starting areas become just kind of vacant of players and it's so sad because the greatest aspect of an MMO is that community that you get to experience, so one of the great things about the node system is that it really works from new player acquisition standpoint, where these nodes tend to develop larger near the starting location areas around the world; and it brings these players back to those locations if they're citizens and want services within those cities. So, as new players enter the world they're going to actually be surrounded most likely by more population because people are coming back to those larger nodes.[72]Steven Sharif

Divine gateways

Empyrean 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.[73]Steven Sharif

Divine gateways are portals located in the ruined cities of the four ancient races of Verra.[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.[75]Jeffrey Bard

Zones of influence

Node-ok are pre-set locations, wrapped in a zone of influence (ZOI).[76]

Every Node is given purview over a predefined geographic area called a Zone of Influence (ZoI). No matter where you go in the world, whether you’re questing, gathering, or raiding, you’ll be helping determine which nodes will develop, and what Zones of Influence will expand. Any area that a Node controls is considered its Zone of Influence, including Vassal Nodes, and all Vassal Nodes exist within the Zone of Influence of their Parent Node.[31]Margaret Krohn

Every node is given purview over a predefined geographic area called a A befolyási övezet (ZOI). Player activity within the ZOI is weighted and counted toward a particular node’s advancement.[76]

Each Node can form into towns, but are limited by their neighbors. The Nodes have different levels of advancement. There can only be so many of each level. Think of this as advanced settlements needing more elbow room. Nodes encompass more land as they grow and will require more effort to be sustained. This system is a main driver for change in the world because it creates scarcity. As Nodes advance in stages of growth they will lock out neighboring Nodes from progressing, and will absorb their zones of influence.[76]

By undertaking familiar activities, such as questing, gathering and raiding, players have agency in determining which nodes in the world will develop.[77]

The main thing that differentiates us from other MMOs is that we have a living, breathing, reactive world... Our world is separated into zones, which are then separated into what we call nodes. Nodes are sort of invisible zones of influence that listen to everything that a player does; so as players gain experience from killing things, gain experience from doing quests, gain experience through crafting things, the node is also gaining that experience. Once a node gains enough experience it levels up and then starts to attract NPCs to it .[78]Jeffrey Bard

Up to one fifth of the world will be encompassed within the ZOI of a Metropolis. The many vassal nodes within a ZOI's "border" could end up looking like a country or nation.[79]

Zones of influence connect fully across the world without any gaps.[80]

There is not a space where you will move in to do something and no node will get that experience.[80]Steven Sharif

Zónák fejlődése

Dungeon-ök, Raid-ek, Világ-boss-ok, Mob-ok, Küldetések, Események, Nyersanyagok, Narratívák és további tartalmak A Node ZOI-jában sok ízben lesznek elérhetőek; de a Node fejlettsége és rassz befolyása korlátain belül.[81][7][31]

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.[82]Steven Sharif

Coastal nodes

There will be nodes along the coast and on islands.[84]

  • These nodes will have specific water oriented influences and abilities, services, questlines, that relate to the seas.[84]
  • Coastal nodes change the spawn tables of the nearby water content and can also trigger specific events.[85]
  • Harbors in coastal nodes will have quest lines that relate to the ocean and nearby islands.[85]
  • It may be possible to siege a coastal city by sea.[86]

Island chains are part of Ashes of Creation naval content.[87][88]

Ashes of Creation Apocalypse map

Forest of Erinthia map

Ashes of Creation Apocalypse battle royale Forest of Erinthia map locations.[89]

  • 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.[90]

  • 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
  • Altartomány


Some environments (Biomes) have fixed climates and others are variable.[92]

  • Weather conditions change with the Seasons.[92][93]Jeffrey Bard
  • There will be dynamic weather that varies in intensity.[94]
    • For example: Drizzle to/from storm, or Blizzard to/from snow.

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.[95]Steven Sharif


Kincskeresés is not exactly "cartography", but it does involve maps that help to pinpoint the location of hidden treasures throughout the world.[96][97][98]

  • The more treasure a player finds the better maps they can create.[98]
  • Hints are given through rumor mills, interaction with different NPCs, and gaining access to potential dig sites.[98]
  • Treasure hunting will be a "way of life" rather than a profession.[97]

Treasures may also be obtained through fishing.[99]


A világ alaphelyzete megegyezik minden szerveren, de a Node-ok különféleképpen fejlődnek majd. Más szervereknek más lesz a történet-elbeszélése. Ami egy szerveren megtörténik, nem biztos hogy egy másikon is megtörténhet.[100]

Számos szerver lesz, a világ különböző régiói közt szétosztva.[102]

We'll have a multitude of servers located throughout to the various regions of the world; and those servers will be good connection points for- and will be driven by- I mean there's two types of servers I'm sorry: For the alpha-1 arena those will be driven by the party leader right; and wherever whatever region they have selected if they invite friends to their squad or whatever, they'll be able to play on that region. With regards to live launch when the server's go live, you'll be selecting a server to play on; and that will be your character's home; and that server you'll be aware of where that server is located usually by either a ping or a region that's notated on next to the server.[102]Steven Sharif


Community guides



  1. 1.0 1.1 Blog: Creative Director's Letter
  2. 2.0 2.1 2.2 2.3 2.4 mapportals.png
  3. original ashes pathfinder map.png
  4. Interview, 2017-05-22 (22:54).
  5. 5.0 5.1 5.2 5.3 The mighty beard!
  6. 6.0 6.1 6.2 6.3 6.4 6.5 MMOGames interview, January 2017
  7. 7.0 7.1 Livestream, 2017-05-15 (30:53).
  8. 8.0 8.1 Livestream, 2020-06-26 (1:25:11).
  9. 9.0 9.1 Livestream, 2020-11-30 (44:51).
  10. 10.0 10.1 Livestream, 2020-09-30 (55:15).
  11. steven-a1-testing-leaks.png
  12. 12.0 12.1 Livestream, 2020-11-30 (12:09).
  13. 13.0 13.1 13.2 13.3 13.4 13.5 13.6 Livestream, 2020-11-30 (22:43).
  14. 14.0 14.1 Livestream, 2020-11-30 (9:51).
  15. 15.0 15.1 15.2 15.3 alpha-1-map-size.png
  16. 16.0 16.1 Interview, 2020-07-19 (1:21:49).
  17. 17.0 17.1 Livestream, 2020-11-30 (25:45).
  18. steven-pi-not-alpha-island.png
  19. Livestream, 2020-11-30 (24:51).
  20. world size.png
  21. waterlandsize.png
  22. 22.0 22.1 Livestream, 2020-01-30 (1:18:12).
  23. 23.0 23.1 Interview, 2018-08-17 (10:43).
  24. February 8, 2019 - Questions and Answers.
  25. Livestream, 2017-10-31 (24:00).
  26. Livestream, 2018-09-27 (9:08).
  27. Forest of Erinthia.png
  28. 28.0 28.1 Blog: 10 facts about castle sieges in the MMORPG.
  29. castle nodes.png
  30. Podcast, 2018-04-23 (15:14).
  31. 31.0 31.1 31.2 Blog - Know Your Nodes - The Basics.
  32. Interview, 2018-08-24 (3:44).
  33. 33.0 33.1 About Ashes of Creation.
  34. 34.0 34.1 34.2 economic-regions.png
  35. 35.0 35.1 economic-regions1.png
  36. economic-regions-static.png
  37. 37.0 37.1 region-overlap.png
  38. castle-influence.png
  39. castle-taxes2.png
  40. 40.0 40.1 castle-region.png
  41. castle-metro.png
  42. castle-taxes.png
  43. Livestream, 2020-08-28 (1:39:02).
  44. castle-power.png
  45. castle-resources.png
  46. castle-taxes3.png
  47. castle-taxes4.png
  48. castle-taxes5.png
  49. Livestream, 2017-11-17 (36:22).
  50. 50.0 50.1 50.2 50.3 50.4 Livestream, 2017-11-17 (18:29).
  51. 51.0 51.1 51.2 Livestream, 2020-07-25 (46:08).
  52. 52.0 52.1 52.2 52.3 Livestream, 2018-08-17 (10:01).
  53. procedural generation.png
  54. mine-shaft-leak.png
  55. steven-a1-leak-2.png
  56. Livestream, 2017-12-15 (1:09:36).
  57. 57.0 57.1 Livestream, 2017-10-31 (33:28).
  58. Interview, 2017-01-20 (06:12).
  59. 59.0 59.1 59.2 Livestream, 2017-05-24 (48:00).
  60. 60.0 60.1 60.2 steven-bounty-hunters-2.png
  61. Interview, 2017-04-27 (9:28).
  62. corruption toggle.png
  63. Livestream, 2020-03-28 (32:30).
  64. 64.0 64.1 Livestream, 2020-07-25 (1:03:03).
  65. 65.0 65.1 65.2 65.3 steven-tulnar-pois.png
  66. 66.0 66.1 66.2 66.3 66.4 Livestream, 2017-10-16 (53:58).
  67. 67.0 67.1 underrealm-gateway.png
  68. 68.0 68.1 tulnar-gateway.png
  69. 69.0 69.1 Livestream, 2017-05-19 (29:25).
  70. 70.0 70.1 starting gateway.png
  71. 71.0 71.1 Livestream, 2017-07-28 (25:20).
  72. Video, 2018-04-05 (40:08).
  73. 73.0 73.1 Livestream, 2020-11-08 (0:00:00).
  74. Interview, 2020-07-20 (13:33).
  75. Interview, 2018-04-20 (5:46).
  76. 76.0 76.1 76.2 Node series part I
  77. Ashes of Creation FAQ.
  78. Interview, 2018-04-20 (7:22).
  79. Interview, 2018-05-11 (55:16).
  80. 80.0 80.1 Livestream, 2018-07-09 (39:32).
  81. Interview, 2020-07-19 (19:35).
  82. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  83. Livestream, 2018-08-17 (58:53).
  84. 84.0 84.1 Livestream, 8 April 2018 (PM) (1:01:28).
  85. 85.0 85.1 Interview, 2020-07-19 (48:05).
  86. Livestream, 2017-05-19 (37:51).
  87. Livestream, 2017-05-17 (30:53).
  88. Kickstarter - We Just Broke $1,500,000!
  89. Ashes of Creation Apocalypse Forest of Erinthia locations.
  90. Ashes of Creation Apocalypse locations.
  91. Video, 2017-05-30 (0:01).
  92. 92.0 92.1 Livestream, 2017-07-18 (36:47).
  93. Livestream, 2017-06-01 (29:33).
  94. Livestream, 2017-07-28 (41:25).
  95. 95.0 95.1 Livestream, 2020-09-30 (1:04:56).
  96. Livestream, 2017-07-18 (53:52).
  97. 97.0 97.1 Livestream, 2018-05-04 (39:05).
  98. 98.0 98.1 98.2 Livestream, 2018-12-06 (40:46).
  99. fishing.jpg
  100. Livestream, 2017-05-19 (37:03).
  101. Official Livestream - May 4th @ 3 PM PST - Q&A
  102. 102.0 102.1 102.2 102.3 Livestream, 2018-09-27 (48:13).