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Warehouses are default service buildings that come pre-built with nodes. Their function is to provide storage points within nodes.[2][3][4][5][6][7]

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Unloading cargo

Alpha-2 Unpack Crate UI.[25]

That timer scales with how the node progresses. That's actually an extremely fast unpacking time, but typically it's going to be on the scale of days.[25]John Collins

Materials crates that are transported by caravans (or merchant ships) may be unloaded into a node's warehouse.[25]

That throttle of timing out the unloading of materials and supplies is intended to mitigate the impact on the local economy that transiting materials has within the world. Right now that's a runway, which means that through certain decisions that a node makes, whether it be upgrades or policies, they can reduce that amount of time significantly; and by creating a differential or a disparity of the amount that days would represent, versus hours, you can have the nodes that select those types of upgrades and policies really become the epicenter of trade within a particular region.[26]Steven Sharif
  • Cargo stays on the caravan (or ship) until it is unloaded.[27]


Storage points exist at warehouses within nodes and in chests (storage containers) that can be placed in freeholds and static in-node housing.[28][4][29]

Player housing storage

Chests are a type of furniture that provides localized storage within a specific house.[32][33][34]

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Requisition agents

Buy order fulfillment work-in-progress UI.[1]

Requisition agents are NPCs that enable players to fulfill buy orders.[1]


Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[39]

Mailing items

From an item standpoint obviously we can't allow mailing to include any type of resource material or raw gatherable because those are central to the gameplay and transiting through the caravan system and economic regions. But it may be possible to send completed crafted items like gear, equipment, stuff like that. But it's something we're still discussing.[40]Steven Sharif

Player inventory

Alpha-2 materials inventory user interface.[44]

Inventory for A2 will exist in two categories, spatial and non-spatial. The spatial inventory system will only exist for materials and gatherables. The non-spatial system will be the normal single slot inventory that is used for all completed items IE gear, consumables etc.. The spatial system is intended to provide limitation and progression when everything in the open world is gatherable, requiring players to strategize which things they choose to gather or not. These spatial inventories will be shaped in various ways that make the bag types more conducive for certain types of gatherables allowing players to specialize their capacity. Auto sort is a feature[45]Steven Sharif

Inventory capacity has quantity (stacking) limits based on the type of item.[46][47] Backpacks offer varying stack sizes and/or spatial inventory shapes that are optimized for carrying different items.[48][49]

Inventory is split into two separate management systems. The first is your non-material, non-gatherable slots. Those are your standard single slot, not-space-constrained system that's a standard inventory: you just have a single slot, and you can pull completed items and/or consumables and quest items or whatever into that slot. And then, when you're talking about materials, specifically processed goods and gatherables: those exist within the Tetris type uh inventory system.[53]Steven Sharif
  • Items are placed into the most suitable inventory slots by default.[44]
All those materials actually sorted nicely in the appropriate bags based on your stack sizes.[44]Alex Khudoliy
We want to have very unique progression when it comes to the construction of resource bags; and those resource bags will have certain benefits, like increasing stack size count of particular types of resources; or of having a additional delay time necessary to interface with with your corpse, should a player try to take the resources you might have dropped in PvP; or having passive benefits and unique structures of spacing that makes it more a better bag for wood gathering because woods are three-by-one; or a better bag for mining because mining is always two-by-two. The idea is to make your intent as a gatherer when you go out into the wild specific right not just that you're going out into the wild and gathering everything you can because it's there; and that's what we don't have like a labor system that limits it. We have a space constraint system so when you leave your node and you go out into the wild you need to be conscientious of what you're choosing to interact with and take resources for, because you have a limited space constraint to that degree.[53]Steven Sharif
  • Inventory capacity is subject to quantity rather than weight limits.[46]
In my opinion, and this is of course subjective, but weight management is not a compelling mechanic for players to have to deal with in an MMO setting.[46]Steven Sharif
We want you to know where the things are; and then the meaningful aspect of that thing is traveling to those locations to access some of those things, particularly as it relates to materials and raw gatherables.[60]Steven Sharif
  • Inventories will be able to be sorted.[45]
Q: Why did you go for a spatial inventory system for resources?
A: There's a number of different methods that we can use in an effort to mitigate, or again throttle, the amount of success that players can have in any one trip out in the world. Now, we're using a combination of three things: We are using progression gating through your profession level; so you need to have a certain level to access certain resources. We are utilizing the spatial inventory space as a limitation on how much things you can gather before you need to go back to town. And then lastly we have a tool predicate where you need to have a tool that is relevant for the resource you're gathering; and those tools have a decay value after each use. Weight is obviously an approach that we could take if we wanted to limit. However, the spatial system works in concert with a number of other types of systems. For example, we want to have itemization drop on death specifically as it relates to material items; and we want there to be an additional layer above just weight that introduces complexity; and where there is complexity there is choice and there is strategy and there is planning required on behalf of the player in order to set themselves up for the best possible success in certain situations.[52]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • Mules can carry roughly 10 times more than backpacks. Caravans can carry roughly 10 times more than mules.[61]


See also


  1. 1.0 1.1 1.2 1.3 1.4 1.5 Video, August 31, 2023 (25:00).
  2. Blog: Development Update with Village Node.
  3. Livestream, August 31, 2023 (50:25).
  4. 4.0 4.1 Interview, December 6, 2018 (20:30).
  5. 5.0 5.1 5.2 Livestream, 2018-04-8 (AM) (23:18).
  6. 6.0 6.1 6.2 Interview, July 8, 2020 (57:46).
  7. 7.0 7.1 7.2 7.3 Livestream, April 30, 2020 (1:14:44).
  8. steven-cargo.png
  9. Livestream, October 31, 2023 (1:08:57).
  10. steven-completed-items2.png
  11. steven-completed-items.png
  12. 12.0 12.1 12.2 12.3 Interview, September 10, 2023 (47:13).
  13. 13.0 13.1 steven-siege-warehouses.png
  14. Livestream, October 30, 2020 (1:03:52).
  15. Interview, July 19, 2020 (41:32).
  16. Interview, July 9, 2023 (1:36:24).
  17. Livestream, October 14, 2022 (52:31).
  18. Podcast, September 29, 2021 (14:21).
  19. siege spoils.png
  20. 20.0 20.1 Livestream, October 30, 2020 (1:04:59).
  21. 21.0 21.1 Livestream, February 24, 2023 (1:12:24).
  22. 22.0 22.1 Livestream, October 28, 2022 (24:28).
  23. 23.0 23.1 Livestream, April 30, 2021 (1:14:49).
  24. 24.0 24.1 personal caravan launch points.png
  25. 25.0 25.1 25.2 25.3 25.4 Video, January 31, 2024 (32:03).
  26. 26.0 26.1 Livestream, January 31, 2024 (1:10:33).
  27. Video, January 31, 2024 (31:05).
  28. 28.0 28.1 Video, June 30, 2023 (19:20).
  29. Video, May 31, 2020 (47:32).
  30. Livestream, June 30, 2023 (18:45).
  31. 31.0 31.1 Livestream, June 25, 2021 (22:34).
  32. 32.0 32.1 32.2 Livestream, July 30, 2021 (1:14:33).
  33. 33.0 33.1 33.2 33.3 Video, May 31, 2020 (47:32).
  34. Livestream, August 17, 2018 (10:54).
  35. Livestream, April 30, 2021 (1:12:33).
  36. 36.0 36.1 Livestream, June 26, 2020 (51:58).
  37. 37.0 37.1 Livestream, June 28, 2019 (1:23:31).
  38. steven-personal-storage-access.png
  39. Npc vending.jpg
  40. 40.0 40.1 40.2 40.3 Livestream, January 29, 2021 (1:14:53).
  41. Video, September 6, 2018 (3:53).
  42. Livestream, July 9, 2018 (50:16).
  43. steven-ah-purchases.png
  44. 44.0 44.1 44.2 Video, November 30, 2023 (30:19).
  45. 45.0 45.1 45.2 Twitter - Steven Sharif - Spatial inventory slots.
  46. 46.0 46.1 46.2 46.3 Livestream, February 24, 2023 (54:55).
  47. Livestream, May 29, 2020 (1:27:18).
  48. Video, November 30, 2023 (13:38).
  49. inventory backpack.png
  50. Livestream, February 24, 2023 (22:57).
  51. 51.0 51.1 51.2 Livestream, July 25, 2020 (1:14:13).
  52. 52.0 52.1 52.2 Livestream, November 30, 2023 (1:29:18).
  53. 53.0 53.1 53.2 53.3 53.4 Livestream, June 30, 2023 (1:24:42).
  54. Livestream, June 30, 2023 (46:17).
  55. Video, June 30, 2023 (8:54).
  56. Podcast, July 15, 2023 (22:57).
  57. Livestream, February 24, 2023 (46:15).
  58. Livestream, November 19, 2021 (40:53).
  59. Livestream, November 30, 2023 (1:34:08).
  60. 60.0 60.1 Livestream, July 29, 2022 (1:17:33).
  61. Livestream, July 18, 2017 (44:57).
  62. Know Your Nodes: Economic Node Type.