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We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[1]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[2]Steven Sharif

Ashes of Creation is a PvX game. Players will naturally encounter both Pvp and PvE elements.[2][3][4] It is unlikely that a player could purely focus on just Pvp or just PvE.[2][1][3][4]

  • Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX game design.[6][7][8][9][10]
  • There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[3][11]
We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[10]Steven Sharif
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.


Alpha-1 open world caravan Pvp.[14]

O combate entre jogadores no Ashes of Creation é vasto e pessoal. Ele abrange muitos aspectos do jogo em si. Desde grandes batalhas políticas realizadas nos campos de castelos maciços, até conflitos mundiais abertos, lutando pelo orgulho dos Líderes da Guilda. Um jogador pode escolher participar do destino do mundo balançando a maré de batalha com sua destreza de combate. Nossas mecânicas de PvP seguem um sistema de sinalização, bem como zonas estáticas de PvP em certos pontos de interesse; lute pelo controle de cidades, castelos, caravanas, ou locais de caça. Nosso PvP é projetado para oferecer aos jogadores um mundo equilibrado e justo para moldar através da caneta, ou da espada, caso eles escolham.[15]

O Pvp (combate jogador vs jogador) é o catalisador para a mudança no Ashes of Creation.[16] O combate entre jogadores pretende ser significativo, desde batalhas de Caravanas até vastos conflitos mundiais abertos disputados pelo orgulho de Reis e Rainhas.[17]

Os jogadores são motivados por coisas diferentes, porque querem algo do jogo que os outros jogadores não querem, isso vai fazer com que as pessoas tenham desavenças. Jogadores diferentes vão querer experiências diferentes e o conflito entre os dois vai criar uma coisa maior e melhor. Da briga vem o renascimento e isso é um símbolo central, é um tema central que ocorre durante todo o jogo.[18]Jeffrey Bard

Há muitas razões para engajar no PvP de mundo aberto em Ashes of Creation.[19]

Só porque nosso sistema de sinalização dá corrupção aos pkers, não significa que o PvP não vai acontecer. Há muitas razões para o PvP ocorrer em um mundo aberto. Recursos escassos, áreas de caça no mundo aberto, caravanas, cercos, guerras entre guildas, etc.[19]Steven Sharif

As penalidades de morte não se aplicam a eventos baseados em objetivos (tais como caravanas, guerras entre guildas, e cercos de bases).[20]

Caravan PvP

Caravan PvP in Alpha-2.[21]

One of the most important aspects of caravans is that there is no reward without significant risk in Ashes of Creation; and the caravan system is of particular risk, because it is how materials and commodities are transited within the world of Verra; and it's difficult to navigate the world of Verra: It's a large world and the terrain is not always kind, especially to large vehicles like a caravan.[22]Steven Sharif

UI message when opting in to join the defenders of a caravan PvP event.[23]

Caravanas create an objective-based PvP event in the open-world that players can choose to attack, defend, or ignore via a UI window.[23][24][25][26]

  • Only the caravan owner and those in the caravan's raid group will be able to see it on the world map.[27][28]
You will only be able to see the caravan if you are a member of the caravan's raid or if you are the owner of the caravan on the map. If you are not one of those, then you will not see it on the map. If you come within proximity of the caravan you'll be prompted through an event UI to participate if you wish as a defender or an attacker.[27]Steven Sharif
  • Players that choose to attack or defend the caravan will be flagged as combatants.[29]
    • The UI notification will include the caravan owner's name and guild.[30]
    • The proximity that the UI window appears is determined by the player's performance as either a defender or an attacker in previous raids.[24]
    • Once registered as a defender, a player can't switch to attack the caravan.[31]
    • The proximity radius for notification of nearby caravan events can be increased or decreased based on the caravan's components or a player's progression in the highwayman system.[32]
At a certain proximity to the caravan, any player will receive the event notification to participate either as an attacker or as a defender. That proximity radius can be augmented either through players advancement within the Highwaymen system, which is for defenders or attackers you can increase the radius, but also the components can increase and or decrease the radius of that event notification as well.[32]Steven Sharif
  • Players can be registered participants in a caravan event involving multiple caravans.[36][31] It is not possible for a player to participate in more than one caravan event at a time.[37]
As a player you can participate in events that have as many caravans collocated as you want. So if you have 20 Caravans that you're trying to move all in a single caravan raid with all of your players you can join all 20 of those caravans into the same caravan defense group; and that is that is the intent of the system. The same is true for the attackers. The attackers can join against all of those caravans.[36]Steven Sharif
  • Players or mounts trying to block caravans will be pushed out of the way.[40][41]
As it stands currently it would be difficult for players to be able to block the caravan. Now that's not to say that certain types of effects cannot be applied to the caravan through ability use, such as slowing effects, or pause effects, stun effects, against the caravan itself, not the rider. But right now we do have a collision priority system which means that vehicles move players and mounts. Mounts and players cannot stop vehicles from moving the vehicle. Its collision has priority; and then ships have the ultimate priority. Nothing can move ships or block ships.[40]Steven Sharif
  • If a caravan's driver is killed or otherwise removed from the caravan then any player will be able to drive the caravan for a period of 15 to 20 minutes before the caravan despawns and becomes a wreckage.[42] A caravan will persist in the world for a period of 5 to 10 minutes from the time its owner logs out or is disconnected from the server.[43]
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.
  • A group will be required to successfully attack a caravan.[44][45]


Cercos do castelo

Alpha-1 castle siege gameplay.[46]

Throughout Ashes of Creation, the player has an opportunity to participate in massively multiplayer siege warfare. Since castles are likely the world’s most limited resource, it will be a task to secure and hold them. Involving hundreds of players on a single battlefield, our sieges will employ many moving parts and intricate design features. Because of the difficult nature of taking and keeping a castle there are great rewards available to the players for their efforts. Castles will allow players to exert control over nearby lands and allow for the development of unique buildings in the nearby towns.[15]

Guildas participate in Cercos do castelo in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[47]

  • The minimum goal is for 250x250 players to be on a single battlefield. It is hoped that this can be increased to 500x500 over time.[51][52][53][54]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[55]
  • There may be instanced locations within otherwise open-world castle and node sieges, where specific groups can participate in small, short duration objective-based battles that will affect the overall outcome of the siege.[56]
I love castle-based gameplay. I love trophies. I like rewarding risk a lot; and for me it's very difficult to imagine a MMO that I would want to play where there is not competition of strategic prowess that determines the outcome of these types of events and there is not a meaningful reward both mechanically and from just a bragging rights perspective that players can aim for and try to achieve. I think that it brings a lot to the game when it comes to motivations, to excel, to level, to gain power, to engage those different progression loops when there is an ultimate goal or trophy that is not static and doesn't exist forever once you achieve it, but that you must constantly perform in order to maintain; and that's really the purpose of these castles.[61]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[62][63]

Each week leading up to the siege week... is a week that's dedicated to one of the three castle dedicated nodes. So around the castle there are three nodes. They represent week, one, two, and three; and then the fourth week is the siege against the castle. Those can only be elevated up to stage three. We've discussed this in the past and there's definitely information out there on the community ran wiki.[62]Steven Sharif
  • In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to Vilarejo stage through questing.[62][63]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[63][64]
  • The fourth week is declaration week, where other guilds have the opportunity to lay down their declaration flag or to sign up as a defender of the castle.[62][63]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[63][64]
  • Different siege weaponry will grant the attackers the ability to destroy walls, doors and sections of the castle in order to gain access to the inner keep area.[65]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[66]
There will be benefits to attracting people... even if they're not in your guild or alliance – a feudal like system, where you can attract other players who are just independent of this whole politic. They will have things to do there - benefits to receive - and there will be a reciprocal relationship between who you can attract, what they do for you; and how that benefits you and them.[63]Steven Sharif


Alpha-1 castle sieges

Trebuchets in the Alpha-1 preview castle siege attackers headquarter camp.[68]

Alpha-1 castle sieges are based on Ashes of Creation Apocalypse castle sieges.[70][60]

  • Players will be able to join guilds. These guilds can register for the siege events.[68]
  • Castle siege events will be 100v100 battles that occur daily and will last for three hours.[68]
  • Attackers will start on the opposite end of the map (from the defenders).[68]
  • Attackers will be able to use trebuchets to drive to and assault the castle.[68]
    • Trebuchets have a single primary fire that does a small amount of damage to players and heavy damage to buildings.[68]
    • Trebuchets will be fully physical when they are being driven.[68]
  • When the attackers have breached the castle they will be able to channel a cast on the relic in the throne room to try to capture the castle from the defenders.[68]
  • The victors of castle sieges will receive benefits, such as cloaks, flying mounts for guild leaders and potentially also for guild officers.[68]
  • Alpha-1 castle sieges are in a separate zone that is accessible via a NPC teleporter.[58][59][57]
    Currently the siege zone is actually in the open world, but separated by mountains and off in the sea a bit. There is actually no instancing in A1, although the siege zone will only be accessible in A1 through a registration NPC teleporter.[58]Steven Sharif
  • The opposing team is notified when these raid bosses are being attacked.[70]
  • Teams who get the last hit on these bosses will receive buffs that will help them in the siege battle.[70]

Last year, I spoke of attempting to incorporate sieges into the Alpha One experience. This has obviously been a goal of mine because it provides considerable data and a consistent event within the world that players can participate in to help stress test the deployment. Well, I am happy to say that it is appearing more and more likely by the day! Initial implementation of the Apocalypse siege code has been migrated into the Alpha One client, and we should begin internal testing next month. I will caveat this expectation with the fact that we are cutting it a bit close from an internal QA standpoint, but I have some confidence that the system will be online and capable of inclusion for the Alpha One test in the month of June. The siege component will obviously not be representative of what the siege system will be at launch, or even in Alpha Two.[60]Steven Sharif


Cercos de base

Cercos de base (vídeo do Pre-alpha).[72]

À medida que certas áreas do mundo crescem, outras cairão. Essa é a fundação do mundo vívido e ativo que é Ashes of Creation, onde os jogadores tem a habilidade de tomar decisões cruciais que importam para a longevidade de uma área se tornar uma cidade, ou a decisão de cercear uma cidade rival. Erga-se das cinzas, crie o mundo ao seu redor, e seja parte da história que é escrita através das suas ações e decisões.[73]Margaret Krohn

Cercos de base permitem que os jogadores destruam bases.[73] Isso abre o caminho para novos desenvolvimentos e o acesso a conteúdos bloqueados nas bases próximas. Devido a essa dinâmica, o conflito político e a intriga fazem um papel importante na estrutura do mundo.[74]

Cercear uma base não será uma tarefa fácil para os atacantes. Cidades e metrópoles terão uma vantagem defensiva considerável.[74]

Se você possui um lar em uma base e não quer que ele seja destruído, terá que defender a cidade![18]Steven Sharif

Bases podem cair de nível de acordo com a Atrofia de Base.[73]


Guerras Guild

Guerras Guild are objective-based PvP events between guilds.[75][76]

  • Guild wars are not permanent. Definitive victory/surrender conditions exist that are based on the level of the warring guilds and the assets that those guilds have.[79][81]
  • Guild wars are considered a core system of Alpha-2.[85]
Q: How do you plan on keeping wars fresh long term? Typically in other games wars become one dimensional in terms of strategy. Will intrepid be looking at map changes every few years, or will you give guilds / node mayors the ability to customize the layout or objectives of the battlefield?
A: Our guild wars have objective-based gameplay that spawn in the world based on several different factors and predicates that might exist. Some of those predicates might be where is your guild a patron guild of? Does your guild have a guild hall? What node is your guild leader and/or officers a citizen of? What was your last completed raid boss? All of those can serve as predicates to then spawn a certain objective within the world that players have to either engage with in a number of different manners. Either they can be kill objectives, they can be control objectives, they can be capture and move objectives. They could be a caravan caravan summons that need to take supplies from those objectives. The idea is to incorporate all of these other ancillary systems that exist within the game in some way shape or form- tie it into the guild war, because we've created those systems for a reason. We want players to engage with those systems, so why not hook those systems into the guild war format? And I think that that creates a very dynamic setting where it is not just about killing and logging out, but rather strategy in both your resource placement, how you respond, and when you respond, the composition of your raid/group teams. Those types of things play a role now in the outcome of those guild wars and I think they keep it fresh because it'll be different per war.[75]Steven Sharif
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.


Hunting grounds

You are on the prowl, and notice an unsuspecting player chopping trees. What would you do?[86]

Hunting grounds are open-world Pvp corruption-enabled areas that encompass most of the map.[87]

One of the interesting components of Ashes of Creation and our flagging system is that it presents the potential for two conflicting parties to have open conflict in the open world over pretty much anything that they may want or disagree with; and if that pertains to a hunting ground, not just the caravan or the castles or the nodes or whatever, it can exist in that area.[90]Steven Sharif

Outside of PvP for certain things like caravans, sieges of nodes and/or castles is that you're going to have those open-world hunting ground fights that may occur. You're going to have resources fights that may occur. You're going to have political fights that may occur between members of guilds; and we're taking the guild politics to a whole new direction in regards to playing those conflicts out.[89]Steven Sharif

Our PvP mechanics follow a flagging system, as well as static PvP zones at certain points of interest; fight for control over cities, castles, caravans, or hunting grounds. Our PvP is designed to offer the players a well-balanced and fair world to shape through the pen, or sword should they choose.[91]


Naval PvP

Navios moving into an open sea naval PvP zone (open waters/deep ocean areas) will automatically flag players as Combatants (purple).[92][93][94] Corrupted (red) players will remain red while in the open sea.[95][96][97]

Another important change that has occurred is the open seas is now an automatic flagged location. So when you move off of land we have a flagging system that protects and the open seas are international waters where you need to be careful; and there is a lot of opportunity at Sea; and because there's a lot of opportunity that's unique to that content- that's unique to that sea: that's treasure finding; that's NPCs; that's a lot of different stuff there needs to be risk associated with opportunity.[93]Steven Sharif
If you are not corrupt and you enter the open seas you will be taking a mitigated form of the death penalties, which means you will have a debuff applied upon death and in addition you will still suffer the gear degradation or gear decay upon death as well. But you will essentially be either significantly reduced in the experience debt accrued through death in the open seas if you're not corrupt, or there won't be experience debt accrued in the open sees if you are not corrupt.[95]Steven Sharif
  • Open sea zones have better resources in more abundance to compensate for the added level of risk.[99]
We have a very intuitive UI that as you approach the border between open sea and coastal area you are notified of that. You are warned ahead of time. There's a countdown when approaching. We interpolate the distance travel and speed you're moving and you get to see "I'm entering open waters"; and when you do you have this big trophy call out on screen that says "You have entered the open sea. Territory fraught."[98]Steven Sharif

Operators of a ship's weapons platform can initiate naval PvP against another ship in the following cases.[94]


As arenas são cenários de Pvp instanciados e não fazem parte do PvP de mundo aberto.[101]



Alpha-1 Elder Dragon of the Tundra raid boss.[109]

The environment in Ashes of Creation is a visually stunning realm, with fantastical beasts and creations designed to both inspire awe and instill fear. The world is harsh and unforgiving, presenting a clear and present danger to the players. Dungeons, demons and dragons, oh MY! Our unique and adaptive AI means that an encounter with similar creatures will yield a completely different experience to adapt to as a player. Keeping you on your toes for constantly changing responses from your adversary. The world awaits its heroes.[15]

Elder Dragon of the Wood raid boss gameplay.[110]

Whenever you have a player versus environment setting you don't want a stagnant overly repetitive because its lackluster. It does not have that a component that engages.[111]Steven Sharif

The Node system facilitates the generation of new PvE content such as Missões, Masmorras, Raids and Moedas do monstro.[17]

There is going to be a lot of PvE content for all portions of the playerbase... Part of that risk versus reward: Your risk is your time you're putting in to having a chance at getting the reward and successfully completing; and that should feel good based on how much time you devote. Now I know that there's a spectrum of casual and hard-core players in the time there, what we can do, but that's why we have many different content paths that play towards how you affect the world around you.[112]Steven Sharif

PvE content adapts to the development of the world to avoid repetition.[111]


Alpha-1 early quest user interface.[113]

Questing in our world combines the best elements of traditional MMO’s as well as the introduction of our unique player driven experiences. Ashes of Creation offers area quests, public quests, and quest chains that change dynamically and in real time based on the player’s experiences and choices. Players will have the ability to directly alter world events and change the landscape through their actions, as an individual and as a community. Server quests will allow political rivals to compete for the fate of the world.[15]

Alpha-2 quest journal user interface early preview.[114]

We actually used the journal as one of our test cases for the style guide because it's a very complex screen. There's a lot of things that are going on, where we have different tiers of story arcs that might be available for players; and so we wanted to make sure the color denoted different information for them. We also have iconography to support that as well; and we have a little bit of a twist on what a traditional quest system would be like. With these story arcs we wanted to make sure that it was organized in a familiar way, but also something that supported all of the designs needs.[115]Colby Marchi

Missões in Ashes of Creation are divided into three categories: Events, Commissions, and Missões de História.[116][117][118][119]

Q: Will dialogue choices have any impact on the quests in regards to how NPCs respond to you or the overall outcome of that quest, or is it more just a role-playing perspective without any major impact?
A: No. The dialogue choices are intended to provide an impact, both with the response of the NPC, it might also serve as predicates for other systems. If there are certain paths chosen within the dialogue tree it might unlock different side arcs and story lines that other players may not experience. The dialogue trees are not meaningless. They're meant to provide gameplay related context.[121]Steven Sharif



Dünzenkell Crypt open-world Dünir dungeon in Alpha-1.[124]

Half the problem won't just be solving the dungeon, it will be solving other players too.[125]Jeffrey Bard

Masmorras in Ashes of Creation will range in size and will be mostly open-world.[128][129]

Different tiers and types of dungeon content will be more or less relevant to specific groups or class compositions.[132]

There are going to be smaller, simpler, linear dungeons. There's going to be bigger, more complex, nonlinear dungeons. So, It's a little bit of both. We want the environment to be a character. In order for the environment to be a character, these places need to be interesting and there needs to be a dynamicism to them.[128]Jeffrey Bard

Dungeon difficulty will increase the further a player ventures into the dungeon.[133]

  • Mobs and mob mechanics will become more difficult.[133]
  • Terrain and environmental dangers will increase.[133]
Deeper darker types of interactions will be found deeper in the dungeon.[133]Steven Sharif

There were 13 dungeons in Alpha-1.[134] Originally this was estimated to be 6 or 7.[135]



Raids will either be based on triggered events or more traditional systems. Traditional world bosses will change based on node development.[138]

We want things to be more fluid and one of the ways that we make them more fluid is through our triggered event system. That is one of the methods by which we make these more spontaneous. We make them more accessible to a wider audience. You can be just in the city and not normally be a part of a raid team, but now get to participate in this organic event that's popped up around the city and if you are not participating then buildings are gonna get destroyed and NPCs are going to die... It's not just how fast can we do it, how will we get it done in its schedule, but oh my god this thing popped up if we don't kill it we're not going to access to our stables this week and we can't get our animal husbandry certificates... It's that risk versus reward that gives you a sense of adrenaline.[139]Steven Sharif


Chefes mundiais

The general philosophy is that respawns will be variable. We don't want to have set specific times in which respawns will occur, so that they can be camped and farmed. But there'll be variable location respawns as well as variable time respawns. And then that provides opportunities for different parties to engage at different times and locations.[142]Steven Sharif
  • Some world bosses will have stages of progression, such as defeating acolytes, then lieutenants, then generals, then the world boss itself.[147]
    • At each stage there is increasing difficulty. This may be parsed out into different time periods and be behind a wall of development.[147]
  • A single digit percentage of the population will be capable of defeating certain content.[147]
  • There will be ancillary effects that happen as a result of downing certain world bosses.[148]
  • Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[6][7][8][9][10]


Gameplay videos

Gameplay screenshots

Ver também


  1. 1.0 1.1 Vídeo, 2018-04-16 (1:32).
  2. 2.0 2.1 2.2 Podcast, 2021-04-11 (38:31).
  3. 3.0 3.1 3.2 Transmissão ao vivo, 2017-05-12 (24:52).
  4. 4.0 4.1 Transmissão ao vivo, 2017-05-05 (33:25).
  5. Transmissão ao vivo, 2023-08-31 (20:54).
  6. 6.0 6.1 Transmissão ao vivo, 2023-05-31 (45:47).
  7. 7.0 7.1 Transmissão ao vivo, 2023-04-07 (55:22).
  8. 8.0 8.1 Transmissão ao vivo, 2023-03-31 (1:00:16).
  9. 9.0 9.1 Transmissão ao vivo, 2022-10-28 (32:52).
  10. 10.0 10.1 10.2 Transmissão ao vivo, 2017-06-01 (37:39).
  11. MMORPG Interview, 2016-12-12.
  12. pvx stats.png
  13. Transmissão ao vivo, 2017-05-15 (14:05).
  14. Vídeo, 2020-05-31 (1:09:50).
  15. 15.0 15.1 15.2 15.3 About Ashes of Creation.
  16. pvp catalyst.png
  17. 17.0 17.1 Ashes of Creation FAQ.
  18. 18.0 18.1 Vídeo, 2017-04-30 (5:31).
  19. 19.0 19.1 19.2 19.3 19.4 19.5 19.6 pvp meaningful.png
  20. 20.0 20.1 20.2 Transmissão ao vivo, 2020-12-22 (1:13:51).
  21. Vídeo, 2024-01-31 (5:22).
  22. Vídeo, 2024-01-31 (2:19).
  23. 23.0 23.1 Vídeo, 2024-01-31 (9:17).
  24. 24.0 24.1 Entrevista, 2020-03-27 (16:19).
  25. caravan UI.png
  26. Transmissão ao vivo, 2017-05-22 (40:40).
  27. 27.0 27.1 Transmissão ao vivo, 2024-01-31 (1:10:03).
  28. Vídeo, 2024-01-31 (10:15).
  29. caravan zone.png
  30. Transmissão ao vivo, 2023-10-31 (1:32:54).
  31. 31.0 31.1 Vídeo, 2023-10-31 (37:16).
  32. 32.0 32.1 Transmissão ao vivo, 2023-10-31 (1:11:26).
  33. Transmissão ao vivo, 2024-01-31 (1:15:05).
  34. 34.0 34.1 Vídeo, 2023-10-31 (29:36).
  35. 35.0 35.1 Transmissão ao vivo, 2021-01-29 (1:25:14).
  36. 36.0 36.1 Transmissão ao vivo, 2023-10-31 (1:32:04).
  37. Transmissão ao vivo, 2022-10-28 (1:36:10).
  38. Transmissão ao vivo, 2023-10-31 (1:08:22).
  39. Transmissão ao vivo, 2023-10-31 (1:33:48).
  40. 40.0 40.1 40.2 Transmissão ao vivo, 2023-10-31 (1:30:52).
  41. Transmissão ao vivo, 2023-04-28 (1:21:29).
  42. Transmissão ao vivo, 2023-10-31 (1:27:50).
  43. Transmissão ao vivo, 2020-07-25 (55:32).
  44. Transmissão ao vivo, 2017-05-15 (45:20).
  45. Transmissão ao vivo, 2017-05-22 (40:41).
  46. Vídeo, 2021-05-28 (25:44).
  47. 47.0 47.1 castle nodes.png
  48. Transmissão ao vivo, 2022-07-29 (1:12:14).
  49. Entrevista, 2020-07-29 (31:05).
  50. Entrevista, 2020-07-18 (13:13).
  51. Transmissão ao vivo, 2021-09-24 (52:48).
  52. Entrevista, 2021-07-08 (57:19).
  53. Entrevista, 2020-07-19 (44:28).
  54. castle-siege-scale.png
  55. Twitch Bustin - Practice Sieges?
  56. Transmissão ao vivo, 2022-01-28 (17:50).
  57. 57.0 57.1 57.2 Podcast, 2021-04-11 (49:40).
  58. 58.0 58.1 58.2 steven-siege-zone.png
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