On July 25th, Creative Director Steven Sharif answered the community’s questions in an AMA on Twitch about the new MMORPG Ashes of Creation. Further information about the Nodes, the likely most innovative idea of the MMORPG, came to light. These are supposed to provide a lot of endgame content.
These are the Nodes: In the MMORPG Ashes of Creation, which is currently in the first alpha phase, the Nodes are a core element and the most innovative idea of the title. They also provide the content that is supposed to keep players engaged for a long time.
The entire open game world is divided into zones where there are Nodes, points of special interest. There are supposed to be a total of 103 Nodes for players to discover upon release. Throughout the game, these will ensure there is always something to do for a special reason.
This is how the Nodes work: The Nodes have their own level and can be leveled up by players through their actions in the respective zone. By questing, farming, or killing monsters, meaning by gathering experience points, players automatically give part of their experience to the respective Node.
As a Node levels up, a small NPC base is created at that point, which can eventually develop into a huge metropolis. The metropolises are among the highlights of civilization and are limited to 5 across the entire game world. The outposts, towns, or metropolises supply players with new quests, enable housing, and offer additional bonuses for the dominion.
The higher a Node levels up, the greater the dangers and rewards for players in that zone. Dangerous world bosses can be awakened from their slumber, hungry creatures are attracted by civilization, but also dungeons and raids will be discovered and await brave adventurers.
Nodes provide abundant endgame content at the launch of the MMORPG
This is how the Nodes determine the endgame: Nodes exist in six levels, from level 0 to 5. Once a Node reaches level 3, it takes over all surrounding Nodes in its sphere of influence as vassals. However, these are always lower than the ruling Node and only grow when the ruling Node levels up.
Therefore, around a level 5 metropolis, there can only be level 4 Nodes and lower. This leads to conflicts among players and wars break out. Only through a significant PvP siege or neglect can an active metropolis be brought down so that another Node can rise. This is intended to ensure that, especially in the endgame, the Nodes constantly change and new challenges arise.
For example, world bosses are awakened by level 5 metropolises. There should be around 12 to 15 of them, but not all can be active at the same time, as only 5 metropolises can exist.
To see truly all the content of Ashes of Creation, players must level all Nodes, overthrow existing metropolises, and establish new ones.
In summary, the Nodes provide the following:
- Various quests, including unique tasks
- Possible dungeons and raids
- Dangerous world bosses
- Massive PvP battles
- Housing for players
- Various encounters in the open world
Unique quests for the best players: In the AMA, Steven Sharif answers the question of whether there will be quests beyond various Nodes. While many quests are specific to the player’s own zone and Node, there are also overarching tasks once various Nodes establish a relationship with each other.
Special quests arise only when certain buildings are constructed in these Nodes. He cites temples as an example, where players can attain the rank of bishop or cardinal through quests. These titles are unique in the Node’s dominion and can only be carried by one player. They grant the player additional power as well as further abilities during major PvP sieges. Additionally, they receive new, unique quests that are only intended for bishops or cardinals.
This is why each city is unique: The camps, towns, or metropolises are shaped by the respective Node. They are all supposed to differ from each other. For example, if a city is built near the coast, players will be able to build ships at the harbor. In the midst of mountains, this will not be possible.
But the species of the players also play a significant role. If the majority of Node EXP is gathered by players playing elves, the Node will grow into an elven city. Ashes of Creation is supposed to offer 8 races divided into 4 species, meaning there will be many possible variations with 103 Nodes.
But that is not the end. The rulers of a city or metropolis can decide which main buildings are erected in their city. These then offer residents various bonuses. The type of city also influences this, leading to several orientations:
- a scientific
- a military
- a commercial
- a religious
Additionally, the dungeons and raids in the zones are determined by the type of Node as well as the erected city. This provides plenty for players to explore.
What do you think of this innovative idea? Are you excited to see how Ashes of Creation will play, or are you afraid that the plan is too ambitious?


