Classes Artesãs

Fonte: Ashes of Creation Wiki
(Redirecionado de Artisans)
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Classes Artesãs permitem que um jogador se especialize em uma ou mais das seguintes árvores de habilidades.[1]

A fabricação e a coleta são componentes muito importantes da economia, sobre os quais os jogadores terão controle direto - tanto se você deseja construir uma extensa plantação ao redor de sua casa, ou deseja viajar pela vastidão em busca de tesouro e recursos.[2]

Coleta

Coleta na pre-visualização do Alpha-1.[4]

Coleta é uma das classes artesãs no Ashes of Creation.[5][1]

Certos coletáveis de nível baixo vão ter uma progressão nivelada até a fabricação de nível mais alto. Então por exemplo, se eu estiver coletando... folhas da flor da pétala azul para fabricar um pigmento que vai ser usado no desenvolvimento de uma túnica que eu posso vestir no nível um, aí talvez eu precise coletar elas para poder fabricar os pigmentos para fabricar um pigmento maior que pode estar presente na fabricação de um item de nível mais alto. Então vai ser tipo uma progressão nivelada para que os materiais tenham relevância ao longo dos níveis diferentes de fabricação; e isso é importante de um ponto de vista de estabilidade econômica. Você precisa ter uma procura em camadas de um ponto de vista de oferta para que jogadores que tenham interesse em colecionar e coletar esses materiais sejam relevantes quando os itens de níveis mais altos são fabricados.[8]Steven Sharif

Profissões de coleta

Gathering tools

Classes artesãs de coleta requerem a criação e o uso de ferramentas de coleta que permitem a coleta de recursos.[6][7]

  • Progressão na classe artesã da coleta abre ferramentas de coleta de nível mais alto que permitem a coleta de recursos de nível mais alto.[10]
    • Um coletor com proficiência máxima abrirá Master toolsets, o que lhe concederá acesso aos coletáveis da mais alta qualidade.[11]
  • Ferramentas terão durabilidade e vida útil.[11][12]
    • A quantidade de usos de uma ferramenta de coleta aumenta conforme o coletor se torna mais proficiente na árvore de artesanato da coleta.[11]
    • Ferramentas podem se tornar inconsertáveis, necessitando que sejam re-fabricadas.[12]
  • Artesãos não precisarão depender de outras árvores para fazer suas ferramentas.[6]

As ferramentas avançam na árvore de artesanato, então a sua capacidade de coletar, processar ou fabricar vai precisar das ferramentas equivalentes necessárias naquele estágio de criação para realizar a sua tarefa. Então você não poderia minar cobre e mithril com a mesma ferramenta.[7]Steven Sharif

O processamento requere blueprints para a construção de edificações que são necessárias para processar recursos.[6]

Processamento

Fornalha que pode ser colocada em um alódio.[13]

O processamento é uma das classes artesãs no Ashes of Creation.[13]

O processamento requere blueprints para a construção de edificações que são necessárias para processar recursos.[6]

Processing professions

Processing stations

Lumbersmiths processing station.[14]

Processing stations are of course a necessary component of taking gatherables into usable crafted goods essentially to fulfill what recipes require in order to make items.[15]Steven Sharif

Alpha-2 metalworking processing station in action.[16]

We're trying to marry the visuals with what's actually going on with the station. So, if you have a job queued and you're trying to do errands throughout the node, or in your freehold or whatever, [you] should be able to look at the station and know what's going on with it: So you know he's there working and once he's done he's going to stop and you can be like, okay there's stuff ready to pick up and have some visuals associated with that. So, as much as we can have stuff rooted in world instead of throwing a bunch of UI in the player's face, that's something that we're trying to do and is important to us.[17]Kory Rice

Processing stations are workstations that are used to process raw materials into processed goods (crafting materials) at nodes or on freeholds.[18][19][15][20][21]

Each processing profession will have four stations; and the stations will come online as you progress through the profession. Each one of those stations will make goods that are immediately useful to the economy, to crafters, to other processors; and each processing station will build on itself and into the other stations.[25]Kory Rice
  • Processing stations require fuel to process the required grade of materials.[27][14][26][28]
    • Players can mix and match different fuels to fulfill the fuel requirements of a recipe.[27][14]
Processing as it stands for Alpha-2's implementation is that there is a certain amount of prep work that's required first for the industry-specific component, which is the building. That prep work might be finding a certain amount of lumber to light the fire in kiln or whatever, to a certain temperature in order for you to process a certain grade of ore; and that grade of ore being malleable then into an ingot; and that produces that ingot so-to-speak. Now, in that process there's a gathering component, there's a preparatory phase, there is a time-related component.[28]Steven Sharif
  • Processing stations have queue slots that allow jobs to be queued at that station.[29] Processing jobs are processed sequentially for all players in freeholds. Processing jobs in nodes are processed sequentially per player, but concurrently with other player's jobs.[30]
    • Processing animations in freeholds are visible to all players (as there is a single shared processing queue). Processing station animations in nodes relate to the processing activity of each player individually, as each queue is personalized per player.[17]
Q: Can you provide more details in regards to the design philosophy behind why it's a queue system for freeholds but not for nodes?
A: On the freehold, processing can achieve the highest levels of processing. That's where the highest levels of processing occur. Nodes can only go up to a certain level of processing. Now we want to be able to throttle the amount of resources that can be processed at any given time in response to the fluctuation and flows of the economy. So, we want to make sure that the economy is a bigger ship when turning than being able to immediately start processing everything at once and get new resources out as the flow of supply and demand changes within the world. And because- again that's at the highest levels of processing; and you're sharing the available queues that exist at those stations. It's going to take time and it's going to take a long time for the higher level materials.[31]Steven Sharif
There's also possibilities that the machine you're using itself has some type of gameplay layer- should the kiln get overheated, and you have to throw some water on it or something. There are elements there in that process that we want to mimic this gameplay opportunity for players to interact; and not just be a time-sink. But time-sink is also a component of it as well, because that's the throttle for the introduction of processed materials from raw gatherables into the economy.[28]Steven Sharif
That's going to be very important as you get to very late game processed materials that are required. Because some of these things might have days to process within a station, but if you have spent the time and done the work to advance that processing station you could cut that down considerably, perhaps even greater than 50 percent; and that's going to have a significant impact on your ability to either control markets or to create goods.[21]Steven Sharif
  • The developers are considering a decay system for processing stations similar to item decay for gear.[33]
Q: Do processing stations wear out over time? Do they have to be repaired?
A: That's something that we're still discussing internally. It is coded in such a way where it's an easy variable for us to change that. There are material components that are necessary to feed the machines to keep them up and running, or it could be based on how you interact with the fuel components. If you overheat- overcharge with fuel, that can create like a system degrade similar to your armor decay, which then you have to feed materials in order to rebuild maintenance-wise. Right now it is not implemented. With that in mind, the only maintenance required is going to be through taxation. And depending on the number of permits that you have placed on the freehold will increase the amount of taxes that are necessary to be paid for the freehold.[33]Steven Sharif

List of processing stations

Fabricação

Alpha-2 Fabricação professions user interface screenshot.[34]

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. There are many tools available to the crafters of our world. Regardless of how you gather your resources, we believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[2]

Fabricação is one of the artisan classes in Ashes of Creation. It is a driving force for the game economy.[2][35]

  • Crafting times may vary between professions but the bulk of the time spent in the artisan system resides in the processing branch.[21]
  • The developers are seeking feedback on the addition of a gameplay layer to crafting that determines the outcome based on the player's performance.[47][48]
    • The developers are debating whether this occurs on a craft-by-craft basis or a one-off basis following after a new level of certification has been achieved.[47]
    • This will be revealed when it is ready to be showcased.[47]
There is no labor or energy system in Ashes. However, that's not to say that crafting will not be difficult. Crafting is very difficult; but it is because it is difficult that it will be very rewarding as well.[49]Steven Sharif

Crafting professions

Recipes

Alpha-2 Nightblade recipe.[50]

When players are looking to create different items in the game they're going to need to go out and either purchase, or get drops of recipes, or trade with other players; and when they acquire that recipe, like I have here: it says Nightblade. I can use the recipe and I will learn a Weaponsmithing recipe for the Nightblade. So, I have a recipe book that I get to keep. Essentially I learn these recipes once.[37]Steven Sharif

Fabricação in Ashes of Creation is recipe (blueprint, schematic) based, not RNG based.[36][37][6][38][39]

  • Recipes that are obtained must be committed to a player's recipe book (by right-clicking on the recipe item). This "consumes" the recipe item and unlocks the ability to craft the item in question.[37][51]
    • Artisans must have the required artisan certification to learn recipes at that level (or lower).[52]
    • Recipes can be traded or sold prior to them being committed into a player's recipe book.[51]
    • In most cases learned recipes are permanently added to a character's recipe book, but in certain unique cases there will be a "charge count" where learned recipes will disappear from the recipe book after a number of uses.[37]
    • Once a recipe is learned, it cannot be shared with other characters, including alts.[53]
These are the things we want to explore on [the] crafting side, where we introduce maybe new stat lines, or a different proportion or ratios of stats at certain tiers; and when you craft these items using better materials, the rarity of the item increases. For demonstration purposes we're using legendary, but basically when you use a higher tier than the recipe is intended for- so we could technically build this item with common copper and zinc fragments, then that would produce an uncommon item. But, since we're showcasing this at legendary tier, you can move up the tiers and have the stats increase.[56]Mike Han
  • Recipes have differing rarities and may be locationally dependent.[60]
  • Recipes may have an XP component, where crafting that recipe multiple times can level up the recipe and unlock better results.[54][61]
Something unique in our crafting system [is] where we want to have recipe XP of some sort; and then those sub-recipes could [be] earned by leveling up your recipe, which means that you have to craft the Nightblade multiple times to level it up to have a better result. The sub-recipe could be from a vendor recipe or world drops like we said earlier, but the idea is one type of item can have potential to be multiple different outcomes.[61]Mike Han
  • While selectable materials offer a wide degree of customization, crafting results must lie broadly within the realms of the recipe's definition; and so cannot be arbitrarily customized.[62][60][63]
Q: Will players have the ability to innovate within the crafting system creating unique items or designs? If so, how much customization can players expect when it comes to crafting their own gear or items?
A: There are statically defined an array of results that can come out of a particular recipe; and your ability to unlock those results is predicated on what composition of resources you contribute to crafting that particular weapon type; and so in that sense, yes crafters will have the ability to uniquely create certain types of the recipes results, based on how they're contributing resources to it. The result has to have a corresponding recipe definition; and so in that sense it isn't completely customizable to the point where the player gets to uniquely create these particular items, but rather they are discovering what creations are possible with each recipe type.[62]Steven Sharif

Crafting stations

Fabricação a Nightblade weapon at a weaponsmithing station in the Winstead node in Alpha-2.[56]

There's going to be a number of different types of selectables that you can incorporate as part of the crafting process; each of them having unique results as part of the stat block for the weapon, but also increasing the quality, predicated on the quality of the selectable that you're contributing.[58]Steven Sharif

Crafting stations (also referred to as Crafting benches) are workstations located on freeholds or within nodes.[18][19][15][40][41]

[[{{{2}}}]] (estágio 5) nodes may have one Grandmaster crafting station.[65]

[[{{{2}}}]] (estágio 6) nodes may have two Grandmaster crafting stations.[65]

  • There is no limit to the number of players that can use a crafting station at the same time.[29]
Q: Can crafting stations be mobilized / moved and can they be placed anywhere in the world?
A: It depends on the crafting station. There are going to be different tiers of crafting stations that represent the quality of item you're looking to create within that specific profession. There's going to be crafting stations that can be utilized by players within their freeholds and then crafting stations that are resigned only to the development of particular nodes, within particular areas, or particular buildings... There's a wide variety of those things to make it a more dynamic experience and something that caveat how players decide to build the world and what the value of those things are.[40]Steven Sharif
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.

[[{{{2}}}]] (estágio 6) Bases Científicas.[68]

List of crafting stations

Artisan progression

Artisan progression.[69][70][14]
Artisan level Artisan certification Profession limit per character
1-10.[71][72] Novice.[69][34] 22.[69][70]
10-20.[73][72] Apprentice.[69] 5.[69][70]
20-30.[73] Journeyman.[69][14] 4.[69][70]
30-40.[73] Master.[69][14] 3.[69][70]
40-50.[73][74] Grandmaster.[69][14] 2.[69][75][70]

Artisan progression occurs based on experience (repetition of tasks) as well as achievements of certain benchmarks within each artisan branch (Coleta, Processamento and Fabricação).[77] Progression in each artisan profession is per-character.[78][79][80][81]

All 22 professions, the players get to be novice of; and then it starts narrowing from there. So, after that you'll only be able to be apprentice of five things. You can be a journeyman in four things. You can be a master in three things; and you can be a grandmaster in two things. So you'll need to narrow, but you can also diversify to support the professions that you want to first push further in.[70]Kory Rice
If you are grand master in that profession you can max out the entire tree. But you can only grand master 2 things.[88]Kory Rice
  • Choosing a specific path in the skill tree allows the player an opportunity to specialize in a certain area. This encourages player inter-dependency, enhancing the artisan experience.[90]
Q: In regards to character level and artisan level. We know that currently there are two separate things. That being said, what prevents a player from staying level one and partying up with a level 50 player to then gather level 50 resources in the high zones? That way, anyone who wants to take those resources will have to kill the gatherer who is level one and get a large amount of corruption for killing a level one as a level 50.
A: Gathering higher level resources requires significant advancement within a particular profession for that gatherable resource. So, if I'm a Miner and I want to access the highest possible mineral, I need to be a master miner; and in order to achieve the master minor status I am going to be gaining adventuring level experience through that process, because many of those quest lines, many of those achievements are facilitated through quest lines. Some of those quest lines interface with adventuring difficulties that are out in the wild at certain levels. So that's going to predicate me- that's going to be a predicate for me to achieve a certain level in order to complete some of these quest lines and achieve that master status. So you will you will likely not see the ability of a level one alt character having the access to high level mineral mining, or any other type of gatherable out there.[91]Steven Sharif

Artisan mastery

A character may only ever be a Master in up to 3 professions and Grandmaster in up to 2 professions across all artisan branches.[69][75]

  • Artisan mastery is no longer restricted to a single branch.[75]
  • Characters may change which professions they master.[95]
Becoming a master Crafter or a master Processor or a master Gatherer should be a significant time investment and resource investment; and because of that it should also be something that when you achieve that status it's like people on the server know who you are.[96]Steven Sharif
  • Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [97]
  • Previously it was stated that with considerable effort a player can master all professions within a mastered parent artisan class.[98][99] This was later changed to a player being able to master some but not all professions within a mastered parent artisan class.[100][101] This was changed to being able to master up to two or three professions within a mastered parent artisan class (subject to testing).[79] This was changed to being able to master up to two professions.[78] The current stance is only being able to become a Master of 3 professions and Grandmaster of 2 professions across all branches.[69][75]
Q: What would be the daily activities for someone at level 50 with a maxed out artisan tree?
A: The daily activity might be something along the lines of, depending on what type of profession or processor you are, of interacting with fellow artisanship individuals to wheel and deal on supply and demand chains; orchestrating and participating and caravan roads that move materials across the world so that you can satisfy buy orders and/or commission requests. Participating in unique trades and/or dungeon experiences that have the opportunity to acquire unique crafting materials so that you can create the dragon's legendary sword and sell that potentially. Finding unique harvestable materials in remote parts of the world or engaging in treasure map finding for again unique materials and/or processing things. There's a whole host of different intents that are loops for the players to participate in that again are situationally relevant based on the world state.[102]Steven Sharif

Artisan gear

Work-in-progress Alpha-2 character user interface showing three gear slots for artisan gear at the bottom right of the paper-doll.[103]

There's gear for all of the different crafting, gathering, and processing professions that'll help you do those different trades.[104]Kory Rice

Artisan gear boosts artisans in their gathering, processing, or crafting professions.[104][44][45]

  • Artisan gear and adventuring gear do not need to be swapped for either to be effective when they are equipped on a character, but players will be able to toggle gear visibility between their adventuring and artisan gear.[106][103][44]
If you want to be seen as wearing the herbalists outfit, you're still going to have your adventuring gear present and on the character, and benefiting from the stats that are conferred by them; and vice-versa.[106]Steven Sharif
Gear for artisans are going to live alongside your adventuring gear. So you will currently- the approaches, and we'll test this but currently- the approach is you'll have artisanship oriented gear. This might be beneficial for your gathering; it might be beneficial for your processing, or crafting, or whatever it is- your profession. Essentially you will craft that gear, you will equip that gear, it'll live almost as a undergarment slot so to speak; and then you can activate that and it will show the appearance if you wish during the activation when you gain the benefit from the from the gear itself; and then could disappear afterwards and go back to your adventuring gear. That's the current approach. We're going to play with that a little bit. There's some discussion and disagreement on the team about how we do that, but our hopes are for Alpha two, we will have I think a couple of sets at least. We're demonstrating all of the artisanship from gathering to processing to crafting in limited fashion in Alpha 2 want to have that gear present to play with this approach.[44]Steven Sharif

Work orders

A work order system is planned that will help players find artisans in nodes.[109]

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.[110][111] Each stage of the chain may require caravans to transport goods from one artisan to another.[90]

  1. Obtaining raw materials:[112]
  2. Refining the raw materials with the Processamento profession.[111]
  3. Fabricação the finished product using its crafting recipe.[111]

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.[115]Steven Sharif

Timeline

Classes Artesãs estão programadas para lançar no Alpha-1.[116]

Visuais

Ver também

Community guides

Referências

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  88. 88.0 88.1 Podcast, 2023-12-03 (6:23).
  89. roshen-profession-clarification.png
  90. 90.0 90.1 Transmissão ao vivo, 2017-05-10 (6:12).
  91. 91.0 91.1 91.2 Transmissão ao vivo, 2023-04-07 (1:00:55).
  92. Transmissão ao vivo, 2022-10-28 (1:32:38).
  93. Transmissão ao vivo, 2020-07-31 (1:31:11).
  94. 94.0 94.1 Podcast, 2023-12-03 (15:05).
  95. steven-change-mastery.png
  96. Entrevista, 2020-07-20 (18:47).
  97. artisan mastery4.png
  98. artisan mastery1.png
  99. steven-profession-mastery-all.png
  100. steven-profession-mastery.png
  101. artisan skill tree.png
  102. Entrevista, 2023-07-09 (42:51).
  103. 103.0 103.1 103.2 Vídeo, 2023-11-30 (19:06).
  104. 104.0 104.1 Vídeo, 2023-11-30 (5:47).
  105. Vídeo, 2023-11-30 (12:05).
  106. 106.0 106.1 Transmissão ao vivo, 2023-11-30 (1:37:49).
  107. Vídeo, 2023-06-30 (3:14).
  108. Vídeo, 2022-10-28 (26:14).
  109. Podcast, 2023-12-03 (16:06).
  110. Entrevista, 2020-07-20 (20:17).
  111. 111.0 111.1 111.2 111.3 Transmissão ao vivo, 2017-05-10 (8:22).
  112. 112.0 112.1 112.2 112.3 112.4 Transmissão ao vivo, 2017-05-08 (20:41).
  113. Transmissão ao vivo, 2017-07-18 (38:30).
  114. Transmissão ao vivo, 2017-05-26 (26:00).
  115. Entrevista, 2018-05-11 (24:18).
  116. Podcast, 2018-05-11 (59:25).