Player housing

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Pre-alpha Empyrean freehold homestead.[1]

Players will have the ability to survey and develop land anywhere in the world. Be a pioneer deep in the wilderness, build the home of your dreams, and work the land to cultivate resources and supplies. Alternatively, stick with civilization and safety in numbers – purchase a home within the confines of a village and watch your investment grow as that village turns into a city. Homeowners in our game will have the ability to develop their plot of land as they see fit. Focus on farming, animal husbandry, or own your very own smithy. You’ll be able to specialize your land to maximize your profits or your comfort – be sure to choose wisely.[2]

Player housing is player-owned accommodation in the form of Apartments, Freeholds, Inns, and Static housing.[4][5]

A player may own up to one of each type of housing simultaneously.[6][7] Static housing and Apartments are one per server; Freeholds are one per account.[8]

Spelers huisvesting Type.[5] Beschikbaarheid.[5] Limiet.[9]
Appartementen Instanced. Stedelijke fase en hoger. Een per server.
Freeholds Open-world. Dorpelijke fase en hoger. Een per account.
Statische huisvesting In een node. Dorpelijke fase en hoger. Een per server.
V: Worden freeholds beperkt tot een per account?
A: Correct.[9]Steven Sharif
V: Als ik een alt op een andere server plaats, kan ik dan een huis in een node, of op zijn minst een instanced huis hebben?
A: Correct, ja.[9]Steven Sharif


Player housing offers a number of benefits.[10][11]

  • Ability to claim citizenship to a node.[12][13][14]
    • Additional benefits are granted to home owners who are also citizens of that node.[15]
  • Ability to place furniture and other decor items.[16][17][18]
    • Houses will be empty when purchased. Players will need to place furnishings and decorations in them.[19]
    • Each size of player-owned housing determines how many decor items can be placed in it.[10]
  • Storage containers.[18][11]
    • Players must build and place these in their housing. There are restrictions on the grades of storage containers available in different types of houses.[18]
    • Different grades of storage containers have different inventory capacities.[18]

Each different type of housing offers different additional benefits.[15]

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  • Prized items can be displayed within a house.[11]
  • Achievements and trophies may be displayed.[11]
  • Social activities.[11]
  • Housing may provide proximity based bonuses.[11]


De huisvesting van een speler geeft de mogelijkheid om een burger van een node te worden.[13]

  • 'Burgerschapstickets' kunnen ook burgerschap bieden aan bepaalde nodestages. Deze mechanica zullen verder uitgewerkt worden op basis van testen.[25]

We willen dat deze plaatsen bevolkt worden en dat spelers zich hiernaar aangetrokken zullen voelen. Huisvesting is momenteel voldoende om dat te bereiken. We willen ons echter niet in een hoekje werken waar we geen andere opties meer overhebben. De hoop is dat, ja, burgerschap alleen te verkrijgen is via huisvesting; met de waarschuwing in ons achterhoofd dat we het zullen veranderen als het niet werkt.[25]Jeffrey Bard

Burgerschap kan verkregen worden bij dorpelijke (level 3) nodes of hoger.[14]

  • Een speler kan alleen burger worden bij een enkele node tegelijk. [26]
  • Je kan alleen burgerschap verkrijgen in een node op een account per server.[27]
    • Dit is mogelijk veranderd naar een burgerschap per account.[28]

Je account is gebonden aan een enkele vastgestelde burgerschap per server, wat betekent dat je, wanneer je twee alts en je main character op een server hebt, je alleen een burger van een enkele node mag zijn met een van de drie characters... Als je een alt op een andere server hebt, kan die ook een burger van een node zijn.[27]Steven Sharif

Het veranderen van burgerschap heeft een cooldown van twee weken.[13]

Het eigendom van de huisvesting van een speler wordt niet gewijzigd door veranderingen in burgerschap.[29]

Je kan alleen burger worden van een enkele node. Bijvoorbeeld, een guild wil misschien dat al zijn leden burgen worden van een locatie. Hoe langer een node bestaat, hoe beter de beloningen zijn om burger te zijn van die node. Bij de beloningen kijken we ook naar systemen als ambachtsprogressie, -beloningen en -bonussen en reliekschrijnen. Hier hebben we nog weinig daglicht op geschenen. Deze systemen zullen zo aanlokkelijk zijn dat het in staat is om mogelijk allianties te breken of belegeringen van een node te ontlokken om zo de waren die er mogelijk zijn te verkrijgen. Dus, vanuit een incentief standpunt, hebben we dat op spel. Verder hebben we niet zozeer maxima op het aantal burger die van een node kunnen zijn, maar we hebben wel een zacht maximum. Het wordt met het hoger wordende aantal burgers duurder om deel uit te maken van de node. Dus er is een figuurlijk maximum op hoeveel burgers er in een node kunnen leven. Dat wil dus zeggen dat er een mogelijkheid is dat niet iedereen van een guild in een enkele node kan leven. Dus er is een bepaalde natuurlijke scheiding binnen een guild: een pseudo-factie, mensen die wel en en mensen die niet lid zijn van de node.[30]Steven Sharif

Het is niet verplicht om een burger van een node te zijn. Deze spelers hoeven niet belasting te betalen, maar zullen wel niet profiteren van de voordelen van burgerschap.[31]

Household security

A permissions system will enable an owner/primary tenant to grant access to specific parts of their housing.[32][33][34][35]

A property has a single owner/primary tenant.[32][41][33]

  • Marriage enables family size to increase by one so that housing access can be shared.[41][42]
  • Access lists can be used to mimic co-ownership.[35]
  • Payment of taxes may be via a "gentleman's agreement".[43]
It'll be a single owner based system for those types of properties- for properties in general, but it doesn't prevent players obviously from collaborating and pooling resources in order to achieve certain achievements in the game.[33]Steven Sharif

Player housing/safe zones

Currently the plan is when you're on the footprint of a home, you can't be damaged by other players. Like all things that are a work in progress, this can change... which ties to your other question. Where specifically PvP can or can't happen isn't a core pillar. For example, when we said while on the footprint of your home building on a Freehold that you can't be harmed by other players, this doesn't change a core pillar of the game. Alpha Two will be significant moment for us to test, to get feedback, and iterate on things.[45]Ry Schueller
  • Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[51]
Q: Does 'home' also mean apartment or in-node house?
A: Home is the "home area" of player housing. Instanced apartments and inns are player housing.[44]Ry Schueller


Apartments provide instanced player housing functionality on a rental basis.[52][5]

  • Dorp (fase 3) apartment buildings offer 50 rental apartments. Additional apartments can be added at Town (fase 4) if the mayor chooses to construct them and if there is an available plot for the expansion. This includes different types of apartments, such as penthouses.[53][4][52][54][5]
  • The number and sizes of available apartments increases as a normal part of node advancement.[52][55]
  • It is estimated that the number of apartments available in a Metropolis (fase 6) node will be in the hundreds, if that node specs into all apartment expansion upgrades. This number is subject to change based on testing.[52]
  • Prices for apartments will fluctuate depending on the number of units already sold in the node.[5]
  • Different price points offer different apartment sizes and types, such as penthouses.[4][5]
  • It was previously stated that apartments would be available at Town (fase 4) or above.[5]
The mayor may additionally construct apartment buildings when the node hits stage 4 at one of the building plots in the node, along with cities gaining additional static housing and apartments by default as a normal part of the leveling process.[55]Steven Sharif


Freehold in Alpha-1.[56]

Three main purposes that freeholds provide are allowing players an opportunity to express themselves in a highly customizable fashion. So these are plots of lands that you have access to. You can build different types of buildings on. You can create housing and place furniture; and you can grow livestock and you can just own this piece of land. And one unique thing about allowing the players express themselves through this manner in Ashes of Creation is that it's in the open-world, so it's not an instance or a phase location that you are customizing. You're actually leaving a mark on the world that's representative of you as a player, as a character. Something you can you can roleplay. But importantly enough, when it comes to the economy, freeholds also provide the highest level of processing that's available; and processing is one of three primary branches that exist within the artisanship system. Processing is the intermediary step between what you gather in the wild and what you eventually craft via recipes. The the other primary purpose of freeholds is that they allow you to offer certain types of business services, because we don't just want to make freeholds delegated to the individual owner. We want it to have capabilities to interact with other players as they're walking past your freehold- as they're going to these hunting grounds and participating in quests or events that might be existing around; and that means that location matters for the freehold, because it's important to the business.[57]Steven Sharif

Alpha-2 freehold walkthrough.[58]

We got some sheep; we got some cows and pigs; and we got some chickens back there; and we have a lot of space for different farmables. So we have a wheat here, corn, and then tomatoes over there as well.[58]John Collins

Freeholds are sizable player housing plots that can be situated in baronies within the Zone of influence (ZOI) of a Dorp (fase 3) or higher node, including the ZOI of any of its vassal nodes.[59][60][61][21][62][63][64][5]

The idea is that we're not reserving freeholds for the top 10 percent of levelers, we're reserving freeholds for the top 10 percent across the multiple different play paths that exist within the game; and this spreads out that ownership across different playstyles.[72]Steven Sharif
Housing takes several forms in the world of Verra. However, Freeholds are the highest tier of player housing available. Acquiring a Freehold is a major accomplishment, and it will take a large amount of effort and strategy to get a Freehold of your own. Since there is a limited amount of space available to place Freeholds in each node’s region, these are symbols of prestige for those who are able to acquire and maintain their Freeholds.[59]
  • The developers are expecting the number of freehold plots on each server to be in "the low thousands" depending on world state.[59][77][78][79]
The number of Freeholds on a server will vary on a number of factors, such as how player actions advance nodes. At the moment we are targeting the low thousands for Freeholds on a server, but as we continue to test these systems during Alpha Two, we anticipate making adjustments.[59]
  • Blueprints are required for the construction of the freehold buildings that are used to process resources into crafting materials.[81][82][83][84][85]
    • The best processing can only be carried out on freeholds, so obtaining a freehold will require a large amount of effort.[86]
    If a player wants to achieve a freehold they can achieve the freehold, however the amount of effort resources and time that's required in order to achieve that freehold is a large amount. It is something that is a monumental achievement for you to to get that freehold; and the reason why is because freeholds tie in very heavily to the processing artisanship aspect. Some processing can be done in nodes, but the best processing is done on freeholds; and we want to make sure that there's a little bit of a throttle or gate on the amount of effort that's necessary to achieve that influence over the processing market.[86]Steven Sharif
    Just because the freehold is very difficult to attain doesn't mean that you don't have a space for housing and furniture that you can achieve through our apartment system or an inn or the static in-node housing. Those are alternate methods as well but they do not have that aspect of the best processing is done on the freehold.[81]Steven Sharif
  • Events do not target personal belongings such as freeholds.[88]
  • The spread of corruption in the world does not impact the freehold system.[89]
  • Players are not able to adjust the terrain of their freeholds. Sloped terrain will result in stilts beneath placeable structures (to keep them level).[90]
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Freehold placement

Alpha-2 freehold placement.[66][21]

There'll be a variety of predetermined parcels of land in each node's zone of influence; and once players acquire their freehold permit they'll be able to lay claim to any available parcel in the issuing node's region so- and by region we mean... the total combined territory of a node and all of its vassal nodes. So, if you acquire a freehold permit in the metropolis of a huge region, almost 20% of the map, you'll be able to lay a claim to an available parcel anywhere within that region. So it gives you a lot of freedom if you're able to acquire the permit from a metropolis.[61]John Collins

Freehold plots require a bound deed (permit/certificate) from the parent Dorp (fase 3) or higher node in order to place the plot.[59][66][21][62][67][64]

That was for a time a lively debate on our design team about whether or not there should be a level gate essentially from even preventing the potential for ownership. The reason why I chose to keep it at level 50 for now is because there are alternate systems that provide access at lower levels through permission setting. So it's one thing to own the home, it's is another thing to access the contents and to continue progression. Let's say, in the processing profession, you might want to gain mastery in: that mastery process leaves the nodes at around level 30 in the leveling experience for a processing profession; and so one of the debates on the design team was whether or not we should reduce the level requirement down to level 30 so that there's a seamless transition from node-based processing progression and the Freehold capability of progression.[68]Steven Sharif
You're going to see a little bit of change and this is one of the first ones: that these are predetermined locations that exist around the node or under its vassal structure that you will have the ability to bid on; and to give you a sense there, this allows us to customize a bit of those predetermined parcels, like a Sherwood Forest type of example.[61]Steven Sharif
  • A deed holder who has won an estate auction may then claim the estate from within a barony in that node's ZOI, including the ZOI of any of its vassal nodes. Placement of the plot is enabled by using the deed item in a player's inventory to get a top-down view of the estate, then selecting the desired location for the plot.[59][93]
    • Players can manipulate the orientation of their freehold plot.[95]
    • Successful placement of a deed gives the player access to their empty freehold plot and shed.[59][96][93]
It'll basically be an item in your bag; and once you get to your parcel, you claim that piece of land and then once it's claimed you'll be able to use the item to go into top-down view and layout actually exactly where your freehold will go on that parcel of land. You'll have a lot of freedom, so a lot that will be going through looking at your whole area of land you now own claim to and then deciding where the best spot to put your freehold in there would be.[93]Kory Rice
  • Collections of freeholds placed in close proximity are still considered part of their parent node and do not become a separate node, other than via roleplay.[104]

Freehold buildings

Freehold building types.[106][21]

After you build your house, you can build other buildings on your Freehold. Each building needs the blueprint to start the process. If you have a cosmetic skin you want to use on a building, this is used after placing the blueprint. Once this has been placed, the building will be shown in a non-functional, construction state. Players will need to provide the required materials needed to complete the building construction, for each building on their Freehold. No Freehold has room for every possible option, so players will need to choose how to develop their Freehold by choosing to build specific artisan buildings, business buildings, and creating room for livestock and crops.[59]

Freehold buildings that can be placed on a freehold plot serve three main purposes.[59][21][107][5][108]

Freehold buildings require blueprints and materials to construct.[59][67]

  • Sheds are present on empty freehold plots to provide storage for materials needed to construct freehold buildings.[96]
  • Some freehold buildings have multiple tiers, with different footprint sizes.[21][75]
  • Upgrading a tier will not change the size of the building in terms of footprint, but may increase in height.[75]
  • Basements in freehold buildings are to be decided.[110]

Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[59][111][112][80][113]

  • Buildings that require permits will have additional upkeep costs.[59]

Freehold building architecture is based on the blueprint for the building.[21][114]

The way we look at it is the freehold is your space so we want you to be able to make it look the way you want it to.[114]Jeffrey Bard

Freehold building placement

Alpha-2 freehold concept.[119][21]

On the left we have some farmable animals- some livestock here in pens; and then we have in the middle there's a bunch of crop rows of farmable crops the players can have; and then there's a couple different examples of different freehold buildings you could have on your freehold: one of which is the house on the right and then some other freehold buildings as well, like it looks like there's a mill in the back there as well.[119]Kory Rice

Freehold buildings and other items/props can be placed on freehold plots (by the land owner).[107][120][76][5][108]

  • Currently freeholds have a combined maximum total of six artisan and business buildings that can be placed in addition to a homestead.[59][122]
    • The number and type of buildings that can be placed on the freehold and the way these buildings get placed are subject to change based on testing and iteration during Alpha-2.[122][107]
On a Freehold you can have your house, and up to six additional buildings. The additional buildings can be artisan and/or business buildings. Larger buildings may take up more room, reducing the total number of buildings that can be built on a single Freehold.[59]
  • Space that is not used for freehold buildings can be utilized for other purposes, such as livestock and crop placements.[121]
  • Players can manipulate the orientation of freehold buildings and items being placed on their freehold plot.[95]
  • Players are not able to adjust the terrain of their freeholds. Sloped terrain will result in stilts beneath placeable structures (to keep them level).[90]

Freehold benefits

Homestead size dictates how much furniture can be placed on a freehold.[21]

Freeholds offer the following benefits in addition to other player housing benefits.[21]

Freehold security

Freehold owners are able to set permissions that grant access to their artisan and business buildings' services.[59][128][87][129][21]

Freehold ownership is designated by one account only and then the family system is the system that facilitates multiple accounts having permission basis within that freehold.[41]Steven Sharif
  • Freehold permissions are intended to work with the family and guild systems.[59][128][87]
    • It is still not determined if freehold permissions will be able to be granted to individuals outside those social structures.[128]
    • Freehold permissions may only apply to battalions/micro-structures within a guild.[130]
    • Interaction with the guild system will be tested in Alpha-2.[131]
Permissions to help manage your home are handled through affiliations like your Guild and family system. When setting permissions for your Freehold to do things like enter the house, interact with furniture, access Freehold storage, interact with crafting and processing stations, and harvesting gatherables on a Freehold, you can set if your Guild or family members should be able to do these things.[59]

Players cannot steal from a freehold under normal circumstances.[59][132][37][133]

  • Items stored in a freehold become lootable after a successful siege against their parent node.[134][59][133] It has not been decided which players get to loot the debris field during this period.[134]
Only players given permission to do so will be able to do things like access your Freehold storage, and harvest crops and animals on your Freehold. These permissions are capable of being individually assigned per interaction. Note that if the node associated with your Freehold is successfully destroyed during a siege event, attackers will be able to assault Freeholds, and have a chance to pillage them for their resources.[59]

Players cannot PvP while inside the footprint of a freehold homestead even if the doors are unlocked.[59][46] This does not apply for a period of two hours following a successful siege against its parent node.[47][48][49][50]

Your home building is safe from PvP. While on the footprint of your home, you can not be harmed by damage from other players.[59]
  • NPC guards may be available for hire to defend freeholds after a successful node siege.[50] NPC guards that permanently exist on a freehold are not a planned feature.[135]

Static housing

Static housing provides non-instanced player accommodation within a node, also known as in-node housing.[5]

Static housing benefits

Static housing offers the following benefits in addition to other player housing benefits.[17]

Static housing development

Static housing furnishings and home decorations in an Alpha-1 village node.[139]

If the node advances players can essentially select an option on their house as they own it that they want it to upgrade to the next stage if the node advances or they can select an option not to upgrade it. So you as the node levels and larger homes become available, the town stage introduces additional medium types housing, the city stage introduces large sized homes, and in the metropolis stage introduces my mansion size houses each of which contain specific... allowances and allotments for different types of furnishings that have gameplay implications.[139]Steven Sharif

In-node housing can scale in size with the advancement of its parent node. This may be toggled on or off by the player.[139][5]

If you choose to keep the same size then the next stage will have an occupied small home. So for instance if at stage three there are 8 small home and you own 1, then at stage 4 there are 10 new small homes of which x are owned by previous owners, and 10 new medium homes of which x are owned by upgraded small home owners.[140]Steven Sharif

New property becomes available at each stage of advancement, but it will be more akin to what was available at the previous stage.[5]

  • Only the houses that existed at the Dorp stage will become main street mansions at the Metropolis stage.[5]

Housing destructibility

Destructible castle.[141]

You could be more precision oriented in the decision to attack a city. Let's say it's a rival node that's trying to reach a node stage five or something and you want to disable their ability for the religious system to progress so you target the temple during the attack, or you want to disable their scholars academy from reaching a higher level so that your nodes can; or you want to disable multiple buildings that allow for experience and quests to be undertaken by its citizenship, which prevents them from keeping up in pace of experience gained with your node. These can be more precision oriented and don't have to effectualize an actual takeover of the node.[142]Steven Sharif

Node buildings (including player housing) have hit points and can be damaged or destroyed by different systems.[143][144]

Mayors will also have the ability, if they want, to demolish constructed buildings. So if they if they so choose they can destroy a building if they don't think it's needed anymore. But this will have mandate cost and a player buy-in votes. So we want to make sure that [the] mayor can't just go and blow up the whole node if they're trying to grief or something. So this is very important and impactful decision.[53][146]John Collins

If building maintenance is not paid, or a building is damaged as the result of an event or siege, the building will enter a state of disarray.[53][146] Any NPCs or services offered by that building will not be available until the building is repaired.[147][144]

If a node siege is successful, or if buildings otherwise take significant damage, they are destroyed and appear as rubble on the plot they occupied.[53][146][143]

Static housing destructibility

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Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[155]

  • If the housing was purchased at a higher advancement than the node currently is then it will be destroyed, otherwise the housing will be scaled back.

Apartment destructibility

Apartments may be destroyed in the following circumstances:[155]

  • If their building was destroyed during a node siege, even if the siege was not successful.[148][155]
  • If the mayor decides to destroy apartment buildings all items and layouts will be mailed to the owner.[157]
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Freehold destructibility

Freeholds may be attacked by any player for a period of two hours following a successful siege against its parent node.[47][48][49][50] Freeholds can also be lost by foreclosure for not paying property taxes or other fees.[59]

  • Players and their allies may defend their freehold for this period of time.[50]
  • Structures and guards may be obtained to defend freeholds during this period.[50]
When it comes to losing Freeholds like this, one person’s loss is another person’s gain. While there aren’t enough Freeholds in the world for everyone to have one at the same time, this cycle of players losing Freeholds creates opportunities for other players to acquire one.[59]

After the two hour period of open combat following a successful node siege, any remaining freeholds will exist under a grace period for roughly 1 week where another node may take over the zone of influence of the freehold.[48][49]

  • The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[48]
  • At the end of the grace period, if the freehold does not reside within the ZOI of a Dorp (fase 3) node or above, it will be destroyed.[59][49][48][158]
If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen. Freeholds within the Zone of Influence are subject to a period of vulnerability. These Freeholds can be destroyed by other players during a period of roughly 2 hours after a successful siege. Destroyed Freeholds are subject to material loss, and blueprints for them are mailed to the player to utilize for future placement in order to allow the player to keep their Freehold’s layout and structure. Once the vulnerability period is complete, any remaining Freeholds will exist under a grace period for roughly 1 week where another Node may take over the Zone of Influence of the Freehold.[49]Margaret Krohn
Q: How many times a year do you suspect that most players will be moving residence based on nodes being eliminated from sieges?
A: There are a lot of variables that influence that answer. I'm not sure I can give an average, but what I would say is that depending on the political dynamic of a server: if a server tends to have more combat and/or sieges against nodes, that is going to increase the amount of opportunity for freeholds to be removed from the world and then replaced. I'm not sure I have an average. what I will say is that it is very important to remember that Ashes is not a PvP game and it is not a PvE game. It is a PvX game and that has a very specific meaning. It means that as these systems are developed as they are designed and they are integrated with each other: they are done so from a competitive viewpoint and how that system relates to both PvE and PvP. Freeholds are one of those systems very much so and it's because of the cyclical nature that we're attempting to achieve with the development of nodes and the destruction of nodes, the world is a rapidly and dynamically changing place really. So it's intended to be something that is constantly recycling and is leaking out different types of content and new content that revitalizes the player interest and stimulates new points of conflict or cooperation.[159]Steven Sharif

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[59][155][156]

Real estate

Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[161][10][162][14][5]

  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[163] Currently freeholds may be acquired via auction.[59][60][61][66][21][62]
    • A grace period will occur before the housing becomes available for auction.[163]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[163]
    • At the end of the auction, the highest bidder will win the house.[163]
  • Housing will have a base price that scales with the number of citizens in the node.[164]
    • There is no cap on the price of player-originated housing sales.[15]
    • In-node housing will be at a premium, and is expected to be hotly contested.[5]
    • The more apartments that have been purchased in a node, the higher the price scales.[165]
We're establishing a real estate market that players can invest in and then sell within the in-game economy, but also they are a resource that's subject to removal through the sieging system as well, so there's a bit of risk implied there but the idea is that this is something for players to strive for.[65]Steven Sharif
  • Housing ownership can default back to the node if the owner fails to pay their property taxes. A balance and penalties will be charged to the new purchaser of the home in the manner of a "foreclosure process".[164]
  • Players will not be able to exceed their allotment of housing in the game.[168]
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  • Rental and leasing concepts are under consideration.[168]


When a node reaches stage 3 (Dorp) and a player run government has formed, all player housing will pay taxes.[169]

Maintaining businesses requires licensing and payments to the node your Freehold is associated with. This permitting system allows for a certain number of buildings to be constructed on a Freehold. Permits can be obtained from the same node the Freehold was certified from, and buildings that require permits will have an additional upkeep cost.[59]

Housing foreclosures

Housing foreclosures result from failing to pay property taxes or other fees.[170][59]

  • Non-payment of taxes will put the housing into a default status. The player will have a period of time to settle the debt before the housing is foreclosed.[170]
  • The developers are considering allowing pre-payment of housing taxes and/or allowing auto deduction of tax from a designated location, such as their personal inventory or warehouse.[171]
If you don’t pay taxes and other fines, your Freehold property will be foreclosed. When a Freehold is foreclosed on, stored and placed props like furniture are returned to the previous owner. Materials that were stored on a Freehold will be included in the auction for the Deed to that Freehold.[59]


Inns/public houses are default service buildings that come pre-built with nodes.[175]. Inns are also present in starting areas and as business buildings on freeholds.[4][5][173]

Inns are something that are also available even around the starting areas before you have an opportunity to go out into the node zones... It provides players with additional storage, they have some limited furniture application that are on a per-room basis depending on the type of room you rent at an inn.[4]Steven Sharif

Tavern rooms

Owners of taverns are able to rent out rooms. The quantity and quality of rooms scales with the level of the tavern.[176]

Housing decoration

Players may decorate their player housing and other types of buildings.[179]

  • Houses will be empty when purchased.[19]
    • Players may be able to upgrade to pre-furnished sets when they purchase their home.[16]
    • Pre-furnished sets will be almost entirely visual and aesthetic. Only items crafted by the Carpentry profession will have in-game functionality.[16]
  • Each size, grade, and type of player-owned housing determines the number and type of items that can be placed in it.[180][183][10] For example: You can place only the best furniture in mansion grade in-node housing.[180]
    When it comes to if you put a cosmetic house on top of your normal house, those cosmetics should be similar in size. The shape will change, so maybe the room layout will be different, but it'll still be like a one-story building.[183]Margaret Krohn
  • Characters will be able to interact with furniture items such as sit in chairs and lay in beds.[184]
  • Players will not be able to alter structural aspects such as windows and walls.[16]
  • There may be decor items that are representative of unique weapons that are available in the game.[185]

Quality furniture can be crafted in-game based on the skill of the craftsperson and availability of recipes, components and workbenches suitable to craft them.[180][186]

  • Furnishing items with in-game functionality will be restricted entirely to those created by the Carpentry profession.[16]
Your ability to craft more luxurious furniture comes with how much of a master craftsman you've become in the furnishing profession... This isn't like , I want my house to look good, I got to fork over 50 bucks in cosmetics... Players can craft in-game based on their dedication and focus in that aspect the artisan tree.[186]Steven Sharif
info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.

Housing designs/blueprints

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[59][155][156]

Housing decoration cosmetics

Node layout and style

Racial architecture of the same Dorp (fase 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 Niet-NDA schermafbeelding.

The layout and architecture within a Node’s development area are determined by influential race. For example, a stage 3 Node with the majority of player contribution being Py'rai would have a Py'rai village with Py'rai architecture. Most NPCs would be Py'rai elves, and offer questlines within the Py'rai narrative.[173]Margaret Krohn

Each player’s contributed experience is flagged with their character race and other identifiers. When a Node advances, the race with the highest experience contribution determines the Node’s style and culture. This style and culture change can happen at every Node Stage. For example, if a Node advances to Level 2 - Encampment Stage and 51% of all experience was earned by Ren’Kai players, the Node will be a Level 2 Ren’Kai Node. If that same Node advances to a Level 3 - Village Stage Node, but the Py'Rai contributed 62% of all the experience earned, then the Node will be a Level 3 Py'Rai Node.[49]Margaret Krohn

Node layout and style is determined by several factors:[187][188]

The way that the node system is built is that they can exist across a spread of 18 biomes, but at the same time have to represent the cultural influence of these cultures that are intrinsically a part of a specific biome.[189]Steven Sharif
Currently the way that the platform system is set up, is it's capable of adjusting the topography of the node's footprint, regardless of the surrounding terrain. So the reason for that is we want to have flexibility in the presentation of the node's layout and how it is essentially both from an aesthetic standpoint as well as a mechanical standpoint with node sieges- how it's constructed and that construction should have the ability to take on a variance of different types of topography. So it shouldn't be dependent on the surrounding area. Now that's not to say that the surrounding area isn't going to have some influence over. So for example... we're experimenting a little bit with the platform tech and putting up a node up against the side of a mountain or on the edge of a cliff or something that has a beautiful vista. Those are things that we're going to test out obviously as we continue to work on the node tool and how that platform system works, but the idea is to have the node independent of the surrounding terrain.[190]Steven Sharif
Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor.[188]Jeffrey Bard
All nodes, whether they're associated with a castle or associated with normal node structure, has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[196]Steven Sharif
  • The rest is determined by the node's mayor.[188]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[197]
Q: How long would you say it will take players on average to fill/build up a node completely from wilderness to metropolis?
A: It's one thing to get a node to a certain level: it's another thing to develop the node; and I can't really give you an on-average expectation, because there's a lot of variables at play. There's how many citizens does the node have attracted to it; what's the type of traffic that the node is attracting to it based on things like its tax rates, or the specialization that it chose to spec into, based on the building types it's chosen to build. All of those things are variables that can affect the quote-unquote "average build-out time" of a particular node. So it's difficult to give you an average when there's so many variables along those lines. But the idea is that if there is a particular project that players are interested in in developing based on the node stage, that they would have the ability to complete several of those projects as within a single term of a mayor; and a term of a mayor is one month.[197]Steven Sharif

Player housing grace period

If a player's subscription runs out, there will be a grace period before player housing is lost.[172]


Community guides

Zie ook


  1. Video, 2017-05-25 (1:07).
  2. About Ashes of Creation.
  3. Livestream, 2018-05-04 (32:46).
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 Livestream, 2023-08-31 (15:51).
  5. 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13 5.14 5.15 5.16 5.17 5.18 5.19 5.20 5.21 Node series part II – the Metropolis. Citefout: Ongeldig label <ref>; de naam "" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label <ref>; de naam "" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label <ref>; de naam "" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label <ref>; de naam "" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label <ref>; de naam "" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label <ref>; de naam "" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label <ref>; de naam "" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label <ref>; de naam "" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label <ref>; de naam "" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label <ref>; de naam "" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label <ref>; de naam "" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label <ref>; de naam "" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label <ref>; de naam "" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label <ref>; de naam "" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label <ref>; de naam "" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label <ref>; de naam "" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label <ref>; de naam "" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label <ref>; de naam "" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label <ref>; de naam "" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label <ref>; de naam "" wordt meerdere keren met andere inhoud gedefinieerd. Citefout: Ongeldig label <ref>; de naam "" wordt meerdere keren met andere inhoud gedefinieerd.
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  26. Livestream, 19 mei 2017 (53:24).
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