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Currency concept art.[1]

The economy is usually something that happens in the background of other games. From day one we knew that the economy was going to be something really important to us.[2]Jeffrey Bard

Markets in Ashes of Creation are regional, which means that each market has its own character. Because resources will shift locations as they’re exhausted, this will keep people moving about the world, seeking out the best resources for their crafting builds, and the best markets for their goods.[3]

One major feature in our economy that differs from most fantasy style MMOs is that we're not approaching it from a global scale. Rather, we're trying to carve the world up into regions and make each one focus independently, while of course at the same time working together.[8]Peter Pilone

Economic regions

Economic regions are static areas defined by geographic points of interest.[9][10]

  • Castle regions are larger and encompass multiple economic regions.[9]
  • Nodes are the glue that hold castle and economic regions together in potential synergy or chaos.[11]
    • Node ZOIs are fluid and change their area based on the progression of the node and its neighbors.[9]
  • Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[12]

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.[10]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.[13]

Guild castles influence a castle region around them.[14]

Guild castles impose a tax on all revenue for the nodes within its region.[18]

  • In addition to taxes, Castles also influence crop yields, resources and events within its region.[19]
  • Part of the tax and resources gathered are applied to the castle for improvements.[20][21]
  • The remainder of tax income can be used by the guild for whatever they want.[22]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[23]

Economische node voordelen

Economische nodes die de metropoolstage bereikt hebben, ontgrendelen de verbonden economie superkracht. Economische nodes met deze superkracht delen hun veilinghuiscatalogus met alle andere economische nodes.[24]

  • Totaan twee economische metropolen kunnen op deze manier verbonden worden.[4]
  • Metropool level economische nodes staan wereldwijde verkoopprijzen over Verra voor hun veilinghuizing toe.[24]
  • Op items die vermeld zijn in een verbonden economische node kan geboden worden via elke andere verbonden economische node.[24]
  • Verbonden economieën verbinden ook de economische metropool en zijn economische vazalnodes.[24]

Economische nodes die de metropoolstage bereikt hebben, ontgrendelen de superkracht "Verbonden Economie". Elke economische node met deze superkracht ontgrendelt de mogelijkheid om de veilinghuiscatalogus te delen met alle anderen, wat betekent dat men kan bieden op de items die in de ene verbonen economische node vermeld zijn in elke andere verbonden economische node. Verbonden economieën verbinden ook een metropool en elke vazal economische nodes die bij die metropool horen.[24]

De Verbonden Economie superkracht heeft de mogelijkheid om een grootse markt de maken die de hele wereld omtrekt. Dit staat spelers toe om items met gemak te kopen en verkopen, mits ze toegang hebben tot deze economische nodes. Dit is een sneller pad naar vermogen in het land van Ashes of Creation.[24]

Unique economic node buildings

Auction house

Auction houses accompany unique node buildings in Economic nodes.[24]

If a Node is the Vassal Node of an Economic Node, an Auctioneer NPC appears in that Vassal Node. The Auctioneer allows players to list non-resource/processed materials in the Parent Node’s Auction House, but players cannot bid on items from this Auctioneer. These resources and processed materials must be stored within an Economic Node in order to be listed in that Node’s Auction House. In order to bid, they must still travel to the Auction House in the Parent Node.[24]

Auction houses enable players to list items at the Economic node in which the auction house is located.[26]

  • A listing fee will be charged to list items in the auction house.[26]
  • Vassal nodes of the auction house node will be able to view items that are listed on that auction house, regardless of node type of the vassal node.[26]
    • This will be possible through an auctioneer emissary in that node.
    • Items cannot be listed in non-economic vassal nodes.
  • There may be a taxation difference between auction houses versus other player businesses.[26]
  • Players will need to travel to the auction house that contains the raw resources or processed materials to retrieve them.[26]
    • Players wishing to move these items elsewhere will need to utilize the caravan system or other type of transportation.

Bulletin boards

Bulletin boards are available within nodes[28] and player taverns.[29]

Player stalls

Player stalls (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node.[26] Renting a player stall enables players to sell items as well as provide repair and enchanting services, even when they are not online.[35]

  • Player stalls may be utilized for a period of time based on the price paid to rent the stall.[35]
  • An attendant is assigned to the stall.[35]
    • This NPC may be an "image" of the player.[31]
  • Bulletin boards that list the items available in player stalls can be accessed from anywhere in the region.[31]
    • These give the location of the stall so players can travel there and purchase the items.
  • Players are able to input required items for repair and also purchase required materials for that repair.[36]
  • Players are not be able to be attacked while occupying their player stall.[37]

Player shops

Player shop certificates may be purchased by citizens and non-citizens starting from the Metropolis stage of an Economic node.[37]

  • These certificates allow the placement of a player shop within an economic node or on a freehold.

Item sinks

It's important for a healthy economy to have item sinks, so that anything that can be crafted can also be destroyed. There are three kinds of item sinks in Ashes of Creation:[5]

  1. Item durability (item decay).[39] Zero percent durability will unequip an item, increasing its repair costs.[40]
  2. Over-enchanting carries the risk of destroying that item.[41]
  3. Players gain craftable items and recipes from deconstructing (salvaging) completed items.[41]

An important aspect of a healthy economy is having some item sinks available... There are three kinds of item sinks: You can gain craftable items from deconstructing completed items; You can have decay... and if you want to over-enchant that item there will be a potential to destroy it as well. It's important for an economy to experience those types of emphasis on what can be crafted as well as seeing those items that are crafted be destroyed as well..[39]

Item durability

There is item durability (item decay) in Ashes of Creation.[39] Zero percent durability will unequip an item, increasing its repair costs.[40]

There is durability in the game... It's not going to be a trivial durability. There is a potential to destroy gear (weapons and armor), but there is also an ability to reforge that destroyed gear using a portion of the materials necessary as well as finding an item creator who can reforge it.[39]

Item deconstruction

Players gain craftable items and recipes from deconstructing (salvaging, dismantling, disenchanting) completed items.[41]

Power creep

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the marketplace that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[42]Steven Sharif

Population based scaling

The prices that NPCs sell items for will scale based on the economic activity on a server. Prices will rise to combat inflation and fall as a population diminishes.[43]

The node system allows the developers to scale the experience needed to level a node and the attrition that delevels a node based on activity.[43]

Things that NPCs buy and sell kind of scale based on the economic activity that exists on that server... As inflation rises, prices rise and everything kind of ends up being equal, even though there might be a couple of extra zeros. So that can go up and it can also go down so as a population leaves, things become less expensive and players don't have to do as much to earn that. On the other side of things we look at the node system and the node system is set up in this really flexible way that allows us to scale the experience needed to level a node and the attrition that delevels a node to scale based on activity too. So you know it's just a matter of adjusting a couple of constants and that goes up and down and the server can watch it and change those on the fly as it needs to.[43]Jeffrey Bard

Onderling handelen

Het wordt mogelijk om tussen spelers te handelen in Ashes of Creation.[44][45]

Escrow system

An escrow system is planned to prevent griefing in the crafting system.[47]

We're going to have a UI... you're gonna put the resources in or they're gonna put the resources in. It'll be like an escrow system and then once [the job] is complete you'll get the item they'll get the money.[47]

Mailing items

Items and resources are not able to be mailed.[48][49]


De account managementpagina wordt gebruikt om Crowdfundingitems naar specifieke characters (opnieuw) toe te wijzen:[50]

Gear binding

There may be some gear binding (BoE or BoP) but it will be an exception rather than the rule, as this doesn't facilitate the objectives for the economy.[53]

A lot of what we experienced in games that usually come before us is that many things our account bound and they're soulbound to your character... Instead very little here is character bound. Very very little. The vast majority of gear- yes you will get quest related gear as rewards- but it won't be let's say one set in one dungeon and you must run the dungeon over and over. Instead we want to really emphasize the reliance on the economy and crafters and gatherers and processors to support a majority of the gear structure in-game, combined with that of world raid bosses and dungeon bosses; not a repetitive quest line through a single dungeon.[54]Steven Sharif


Storage points exist at Warehouses within nodes and within freeholds.[55]

  • Access permissions can be set to allow others to access a player's personal storage devices.[56]
  • Warehouses may enable a player to transfer non-material goods between alts. This excludes resources, materials or anything that relies on the caravan system.[57]

Player housing storage

Player housing provides an amount of storage.[58]

  • Access permissions can be set to allow others to access a player's personal storage devices.[56]


Nodes evolueren redelijk snel naar de eerste stage. Dit staat NPCs toe om services als de verkoop en opslag van items aan te bieden.[59]


Caravans facilitate the transfer of goods for players wishing to turn a profit.[61]

The caravan system is an open world PvP system that revolves around opportunity and risk. Caravans facilitate the transfer of goods for players wishing to turn a profit.[61]

  • Caravans can transport goods for more than one player.[65]

Caravan types

There are different types of Caravans in Ashes of Creation.[68][69]

The caravan system is another very big part of the node system. They are the main driver of economic activity and there is a bunch of different types of caravan.[69]Jeffrey Bard

Trade ships

Trade ships (Naval caravans) are part of Ashes of Creation naval content.[70] Trade ships allow the transportation of trading goods.[71]

We are toying with the idea right now of having a caravan transform through the use of an ability – and some delay period – into a trade ship at the coast should you wish to move into the water.[71]Steven Sharif

Artisan classes

Artisan classes allow a player to specialize in one or more of the following skill trees.[72]

Crafting and gathering is a very important component of the economy that players will have direct control over. Whether you wish to build a sprawling plantation around your house, or wish to travel the vast wilderness in search of treasure and resources.[61]

Ambachtsklassen staan niet toe dat een character een meester in alles kan worden.[73] Een speler moet voor elk character een pad kiezen in de ambachtsvaardigheidsboom.[74] Het vertakken in specifieke paden staat de speler toe om zich te specialiseren in bepaalde vakgebieden. Dit moedigt een spelers inderdependentie aan, wat op zijn beurt de ambachtservaring verrijkt.[75]

Wanneer we refereren naar het niet-zijn van meesters van alles, betekent dat niet dat je geen meester kunt zijn binnen jouw eigen ambachtstype. Dit type kan maker, verzamelaar of verwerker zijn. Je zult een meester zijn van een van die drie, je zult geen meester zijn van de andere twee.[77]Steven Sharif

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.[61]

Gathering professions

Processing professions

Crafting professions

Artisan tools

The ability to gather, process or craft requires tools at an appropriate level in order to accomplish the task at hand.[79]

  • Tools will have durability and tool lifespans.[80]
  • Tools may become non-repairable, requiring re crafting.[80]

Tools do advance within the artisan tree, so your ability to either gather, process or craft will require the equivalent tools necessary at that stage of crafting in order to accomplish the task at hand. So, you could not mine copper and mithril with the same tool.[79]Steven Sharif

Artisan supply chain

AshesOfCreation Screenshot 009.jpg

Artisans within Ashes of Creation must choose a path in their artisan skill tree. This inter-dependency establishes a supply chain from raw materials to finished product.[81] Each stage of the chain may require caravans to transport goods from one artisan to another.[82]

  1. Obtaining raw materials:[41]
  2. Refining the raw materials with the Processing profession.[81]
  3. Crafting the finished product using its crafting recipe.

As a crafter you're going to want to know where certain recipes can be fulfilled; which nodes have the capability of creating what you've processed material that you've gathered for; and then you're going to want to plan out your route to either transit the goods there or make sure that you're situated in the area so that you can go out collect and build in that area as well. So there's a lot of planning that's going to be necessary.[85]Steven Sharif

Trade agreements

Node governments can enter into trade agreements with other nodes. Each node entering into the agreement can designate caravans with materials to be sent to the other; improving the economy of both nodes. This gives experience to all involved, contributes to the node’s growth and helps to construct buildings.[86]

Mercenary guilds will be a viable way forward for different organizations. I think there will be a lot of business to be had with that; and one of the systems in our trade agreements is creating an escrow for those particular type of arrangements that we're looking into.[87]Steven Sharif

Trade routes

Mayoral caravan launched by a mayor to establish a trade route with another node.[69]

Trade routes in Ashes of Creation refer to.


As nodes develop, player governments may open a Stock exchange (also called Stock markets and Sharemarkets) where players can buy and sell shares in Nodes, Guilds and Social organizations.[90][91]

  • There is no regulatory commission to restrict the purchase and sale of stocks.[92]

Security systems

Security systems will be in place to combat cheating, exploiting, botting, gold selling, item duplication and other things that affect the economy starting from Alpha-0.[93][94][95]

  • These systems collect user data and flag abnormal activities for inspection. This combined with player reporting functions generates a live "heat map" that draws attention to unusual behavior.[95]
  • Players caught cheating will be banned.[95]

Two-factor authentication

Token-based two-factor authentication (2FA) may be in place for Alpha-1.[96]

Real estate

Players buy the deeds for housing from the node itself.[97] Players can also buy and sell properties from other players.[98]

This will allow players to transfer real property goods. This includes freeholds, this includes static housing, this includes apartments that they may own; and they can sell those because those will have a limited and finite quantity.[100]Steven Sharif

Rental and leasing concepts are currently under consideration.[100]

Some concepts that we have is going to be rental or leases that could be had allowing players to kind of lease a property for a period of time where they will have control rights over utilizing storage based on the area, controlling the furniture or access point; all that kind of stuff.[100]Steven Sharif

Player owned businesses

Shop sign concept art.[101]

Our business owner system... grants players a meaningful existence in the world and rewards them for their persistence, dedication and survivability.[102]Steven Sharif


Taverns provide tiered services.[102]

  • Quests that might only be gathered from the player-owned taverns.
  • Meals that grant buffs for a period of time after a player leaves.
  • Recipes that could potentially be sold to cooking professions, that may only be obtained from a player-owned business in a certain area.

The longer the tavern is in business and the more patrons served, the faster the tavern will level up.[102]

Business chains

There's no reason why you couldn't license your name to somebody else who also has a freehold and who also has an Inn and work together.[103]Jeffrey Bard


See also


  1. Ashes of Creation Press Kit.
  2. Video, 30 April 2017 (8:02).
  3. 3.0 3.1 Unreal Engine Interview, 23 May 2017.
  4. 4.0 4.1 4.2 economic-metro-linking.png
  5. 5.0 5.1 Livestream, 5 May 2017 (10:47).
  6. Livestream, 15 May 2017 (10:32).
  7. Livestream, 18 January 2018 (46:56).
  8. Video, 30 April 2017 (6:54).
  9. 9.0 9.1 9.2 economic-regions.png
  10. 10.0 10.1 economic-regions1.png
  11. economic-regions-static.png
  12. 12.0 12.1 region-overlap.png
  13. Blog: 10 facts about castle sieges in the MMORPG.
  14. castle-influence.png
  15. castle-taxes2.png
  16. 16.0 16.1 castle-region.png
  17. castle-metro.png
  18. castle-taxes.png
  19. castle-power.png
  20. castle-resources.png
  21. castle-taxes3.png
  22. castle-taxes4.png
  23. castle-taxes5.png
  24. 24.00 24.01 24.02 24.03 24.04 24.05 24.06 24.07 24.08 24.09 24.10 24.11 24.12 24.13 Know Your Nodes: Economic Node Type.
  25. 25.0 25.1 Ashes of Creation - The visuals.
  26. 26.0 26.1 26.2 26.3 26.4 26.5 Livestream, 30 May 2019 (1:26:16).
  27. Livestream, 19 May 2017 (33:57).
  28. 28.0 28.1 Livestream, 31 October 2017 (28:58).
  29. 29.0 29.1 The mighty beard!
  30. Livestream, 12 May 2017 (53:08).
  31. 31.0 31.1 31.2 Livestream, 5 May 2017 (35:16).
  32. Livestream, 5 May 2017 (16:37).
  33. Livestream, 31 October 2017 (30:34).
  34. Livestream, 17 August 2018 (16:00).
  35. 35.0 35.1 35.2 Livestream, 5 May 2017 (16:36).
  36. player stall repair.png
  37. 37.0 37.1 Livestream, 16 October 2017 (59:39).
  38. Ashes of Creation Store: Confectioner’s Delight.
  39. 39.0 39.1 39.2 39.3 Podcast, 13 May 2017 (25:55).
  40. 40.0 40.1 Durability.jpg
  41. 41.0 41.1 41.2 41.3 Livestream, 8 May 2017 (20:41).
  42. Interview, 20 October 2018 (2:53:52).
  43. 43.0 43.1 43.2 Livestream, 4 June 2018 (39:15).
  44. Livestream, 15 mei 2017 (10:32).
  45. Livestream, 18 januari 2018 (46:56).
  46. 46.0 46.1 Livestream, 28 juni 2019 (1:23:31).
  47. 47.0 47.1 Livestream, 5 May 2017 (32:22).
  48. Video, 6 September 2018 (3:53).
  49. Livestream, 9 July 2018 (50:16).
  50. Kickstarter item application.jpg
  51. kickstarter mounts.png
  52. Livestream, 26 mei 2017 (18:10).
  53. Livestream, 15 May 2017 (13:06).
  54. 54.0 54.1 54.2 Interview, 24 August 2018 (4:15).
  55. Interview, 6 December 2018 (20:30).
  56. 56.0 56.1 Livestream, 28 June 2019 (1:23:31).
  57. Livestream, 8 April 2018 (AM) (23:18).
  58. Livestream, 5 May 2017 (30:53).
  59. Npc vending.jpg
  60. Livestream, 8 april 2018 (23:18).
  61. 61.0 61.1 61.2 61.3 About Ashes of Creation.
  62. Video, 16 July 2019 (0:00s).
  63. Livestream, 15 May 2017 (45:20).
  64. Interview, 20 January 2017 (4:19).
  65. Interview, 11 May 2018 (28:21).
  66. flagging.jpg
  67. Ashes of Creation Store: Ramstone Hauler.
  68. 68.0 68.1 68.2 Livestream, 28 July 2017 (19:43).
  69. 69.0 69.1 69.2 69.3 69.4 Video, 15 July 2019 (2:12).
  70. Livestream, 23 August 2017 (28:22).
  71. 71.0 71.1 Livestream, 8 April 2018 (AM) (15:46).
  72. artisan classes.png
  73. 73.0 73.1 Livestream, 24 mei 2017 (32:07).
  74. artisan skill tree.png
  75. Livestream, 5 mei 2017 (6:12).
  76. Livestream, 18 juli 2017 (37:25).
  77. Livestream, 26 juli 2019 (1:09:46).
  78. Video, 30 April 2017 (10:07).
  79. 79.0 79.1 Interview, 11 May 2018 (38:25).
  80. 80.0 80.1 crafting tools.jpg
  81. 81.0 81.1 Livestream, 5 May 2017 (8:22).
  82. Livestream, 5 May 2017 (6:12).
  83. Livestream, 18 July 2017 (38:30).
  84. Livestream, 26 May 2017 (26:00).
  85. Interview, 11 May 2018 (24:18).
  86. City hall.
  87. Livestream, 8 April 2018 (AM) (18:59).
  88. Livestream, 17 May 2017 (30:53).
  89. Kickstarter - We Just Broke $1,500,000!
  90. 90.0 90.1 Livestream, 17 May 2017 (11:27).
  91. 91.0 91.1 Stock Exchange.jpg
  92. 92.0 92.1 Interview, 20 October 2018 (5:51).
  93. Livestream, 17 November 2017 (38:35).
  94. Massively OP, 1 June 2017
  95. 95.0 95.1 95.2 Livestream, 9 February 2018 (20:40).
  96. Interview, 21 August 2018 (40:44).
  97. MMOGames interview, January 2017
  98. 98.0 98.1 Node series part II – the Metropolis.
  99. Livestream, 12 May 2017 (52:01).
  100. 100.0 100.1 100.2 100.3 Livestream, 30 May 2019 (1:23:41).
  101. Livestream, 28 June 2019 (51:37).
  102. 102.0 102.1 102.2 Podcast, 23 April 2018 (29:56).
  103. Livestream, 26 May 2017 (50:00).