Node system & housing in Ashes of Creation

Node system & housing in Ashes of Creation


One of the biggest features is the node system in Ashes of Creation. On every server there are nodes placed around the world. The nodes will affect an influence area around the node called ZOI (zone of influence) It will affect which monsters that spawn, available instances, connections to other nodes (bridges etc), to many different bonuses for the whole node influence area. We know is that there are four different types of nodes, each with many unique features. As people in the node influence area gain experience (gathering, questing etc) it will expand the node development stage.

The nodes can be upgraded, from levels 1 - 6. At level 6, the metropolis, the differences between the node-types will be much more noticeable. They will now also affect massively, the whole region. For example fast travel. Because of this, only 5 metropolises can exist, at the same time, in a server. There will also need to be someone leading the node, and the way they are chosen depends on the node type.


Node placement. Here you can also see the ZOI (zone of influence) of the node.

Players will also be able to buy houses in the game. There are three different types of houses you can get:


In-node housing
You can buy in-node houses, when a node is at stage 3. These will follow the development of the node, meaning that your stage 3 house will be upgraded for free when the node reaches stage 4 and so on. However, as the node progresses, less space will be available for newcomers.

Only those houses that existed at the Village level will ever become these main street mansions at the metropolis level. So effectively at each stage the node advances, you will see the existing homes advance as well. This makes getting in early for a node, pretty important. It also introduces a real estate aspect to owning in-node property. I know what you’re thinking, and the answer is yes, you CAN sell these properties.

Instanced housing
The cheaper option is the instanced apartment, which you can buy at a stage 4 node, and if they have unlocked instanced housing at that node. These apartments can be decorate to your desire.
However these are internal-only spaces. The availability and price will depend on how many are sold, as in a real market.

These pieces of property can be built anywhere within a Node’s Zone of Influence, but only after a node reaches stage 3, the Village stage. These are sizable plots of land that all sorts of structures can be built on. Inns, taverns, forges, smelters, lumber yards, mills, stables, are all things that you might find on a Freehold. Specific vendors can be added to a Freehold, dependent on node progression.

Players will be able to invite other players to their Freehold and enable them to use specific functions. There will also be an option to charge other players for services provided. Do note that the freeholds cannot be placed in certain areas, such as next to a dungeon entrance.


The above-mentioned player housing grants the ability to claim citizenship of a node. You may only have one citizenship at a time, so chose carefully. You are not required to hold a citizenship, but you will miss out on the citizenship-related bonuses.

Node progression tiers
The progression time of these stages are based on the activity of the players.

Stage and Rough Development Time
  • Expedition - Few Hours
  • Encampment - Many Hours
  • Village - Few Days
  • Town - Many Days
  • City - Few Weeks
  • Metropolis - Many Weeks
At every stage, the node changes for that region. New building and upgrades available, allowing paths to be taken by the players that dictate the world’s development around them.

Effects on neighboring nodes
This area is still work in progress, but currently we have the following confirmations:
  • When a node levels up, it will increase its ZOI. This means that a large & advanced node, can have a ZOI which overlaps several minor nodes nearby.
  • The smaller nodes that are inside the ZOI of the more advanced node, will have their advance capped. They will never be able to level up to the same stage as the parent node. Meaning if the parent node is stage 4, a minor node nearby can at a maximum be stage 3. This minor stage 3 node can also have an even smaller node inside its ZOI, which will then at maximum be stage 2.
Node types

A) Military node
  • Leadership: By combat. Whoever are the last ones standing have proven their worth to lead, by iron fist and sharpened blade. These warriors can only be removed from office by citizens who are better and more bloodthirsty than they.
  • Corrupt debuff reduction. By being in a military node ZOI, you reduce the timer on your corrupt debuff. Useful if you want to get rid of that nasty corruption faster.
B) Economic node
  • Leadership: Financial power. Economic type governments are run by an Elite Oligarchy. These positions can be bought and sold, so if you want to rule an economic type node, make sure your coin purse is heavier than your competition.
  • Improved market. Normally markets are local, and players can buy from and sell to only those players who are in the same Node. Economic Metropolises break that convention, and they have the capability to build a market that integrates with all the Nodes in their zone of influence, providing for a far larger market than any other Metropolis could hope for.
C) Scientific node
  • Leadership: Public vote. The government is chosen by all the citizens though a vote.
  • Fast travel. Can offer fast travel to nodes within its zone of influence, this is big because there is very little fast travel in the game.
D. Divine node
  • Leadership: Special Quests. The divine node allocates its leaders through service oriented quests, quests that directly help others and their node, quests that prove their faith and dedication to the node.
  • Little is known about the divine nodes. Could they improve rewards for quests? Special quests made available? Secret instances?
A few common tasks for leaders, regardless of which node type
  • What service buildings to construct. Some might provide a zone-wide bonus to all citizens, others improve the defenses against sieges etc.
  • Space is limited, so the leaders need to prioritize on what building to build. You can't fit them all!
  • Taxes. Income is essential to develop the node, but be careful with the tax level, for obvious reasons..
  • Trade agreements with other nodes though caravan trading. You may trade with other nodes to build good relations and of course earn some important gold.
This will get updated as more info is released :smile: Looks so awesome so far!!
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Sums up a lot of the known information thus far. Here's hoping it will be kept up to date as more is revealed :)
Some very interesting info and analysis here