Mapa de mundo

Fonte: Ashes of Creation Wiki
Revisão em 20h33min de 20 de dezembro de 2020 por Lex (discussão | contribs) (Reorder sections)

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Updated Ashes of Creation map.[1][2]

The new world map in all its 1,200 square kilometer glory. So you're gonna see some names here- a little bit of a reveal of some of these locations in these areas- and you're also of course seeing similar biomes that are present as well. But more importantly what you are seeing is the orientation of these continents and these islands that are facilitating specific types of inter-continental trade gameplay; and they support the relevance of these caravans moving across the land mass to locations that will now incorporate these harbor areas, which aren't identified on the map here... But the important part was providing a lot of coastal naval gameplay between these zones and trade routes between land base.[2]Steven Sharif

Alpha-2 work-in-progress map UI.[3]

The world of Verra features an in-game viewable world map. This map is not randomly generated, and begins covered in a fog of war.[4] Players will not be able to see the world until they have explored it or gathered information about it. The world is also full of imperfect information, which will require the player to act on it for verification.[5]

For example, you may hear a rumor in a tavern that tells you the location of a cave full of weak Kobolds, but this was not accurate as the rumor was started by well-equipped bandits in order to waylay overconfident adventurers.[5]
  • Information about the world will be presented directly to players through the world map UI as it is gathered.[6][7]
  • Not every server will share the same map, as player decisions will vary between servers.[11][12][7]
Even though we're an open-world that doesn't mean that from a design perspective, especially with the way our economic systems work, that we will want to create Geographic choke points.[14]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 island

Map of Alpha-1 testing zone.[17][18] Crédito da imagem: Axiom: Angelcry

The Alpha One map including nodes, dungeons, quest givers, POI, teleporters, and camps will be explorable! Note that this is only a small portion of the world of Verra.[19]

Alpha-1 testing tropical zone featuring a war beast and a tribe of pigmy goblins.[20]

This is a rather large tropical area; and what we use some of the creatures for is establishing character for different parts of this tropical place. So that even though it's the same biome, it feels different when you are going from place to place based on what's there and how those things are interacting with the environment.[21]Jeffrey Bard

Alpha-1 testing took place in a zone to the north west of the world map.[22] This zone has many islands and a mainland area.[23]

World size

1,200 km2 (square kilometers) is the expected total world size of Verra at launch, including land (480 km2) and water/ocean (750 km2), but excluding the size of the Underrealm.[2]

  • The reason given for expanding the map size was to better accommodate Naval content and to reduce the overall content density in the world.[2]
The purpose of it becoming bigger is as I said to make sure that density isn't overwhelming: that it isn't everywhere I look there is immediately something. I have no opportunity to see areas of the world that are expansive and are just wanderlust adventure feeling. Everything was sitting on top of you, POIs and nodes and houses and everything. It was like an urban area everywhere. But we wanted to expand that because a large portion of the game is a sandbox element; it's coupled with a lot of curated content but it's that sandbox element.[2]Steven Sharif
  • The shape of the continents has also changed and two new large islands have been introduced.[2]

Nodes

Existirão 103 locais regulares de Bases no lançamento, com 15 Bases de castelo adicionais (5 castelos x 3 bases de castelo para cada um)[39][40][41], somando 118 bases.[42][43]

Economic regions

We want our players to have a reason to explore the wilderness, to travel with purpose, and much of that will be driven by our resource system. Transporting these goods might just be more difficult than gathering them. Our regional market system allows players to participate in creating pocket economies that will reinforce the stability of goods in particular regions. Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[44]

Economic regions are static areas defined by geographic points of interest.[45][46][47]

  • Castle regions are larger and encompass multiple economic regions.[45]
  • Nodes are the glue that hold castle and economic regions together in potential synergy or chaos.[48]
    • Node ZOIs are fluid and change their area based on the progression of the node and its neighbors.[45]
  • Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[49]

The whole map would be under the influence of 1 of 5 castle regions. However, castle regions aren't the only TYPE of region - there are also economic regions, among other things.[46]Sarah Flanagan

Castle regions

E1G9zelXIAY0WNO.jpg

Castelos da guilda influence a castle region around them.[50]

Pontos de interesse

Alpha-1 preview pirate themed dynamic point of interest.[56]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is its final state.[56]Jeffrey Bard

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[57][58] This content adapts to the node progression of the zone it is in.[56][59]

Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[7]

Dungeon locations

Masmorras and other points of interest are located throughout the map in-between the 85 node locations.[62]

POIs of this size do not normally attach to just a single node. Usually there are multiple nodes that can potentially influence a large POI. The theming within the node occurs around storylines or NPC spawns and events.[60]Steven Sharif
  • The difficulty level and loot tables of these encounters will change based on this influence.[61][62]

Landmarks

200 foot tall Pyrian statues in Alpha-1.[65]

Landmarks are scattered throughout the world, allowing players to judge their position on the map.[65]

From a lore perspective these statues have been around for a long time; and they are representative of the civilizations that existed once on this world before.[65]Steven Sharif

Major visual landmarks. You can look all the way across the horizon have an idea where you're going or where to meet friends or where to meet just based on these huge landmarks in the world.[65]Mat Broome

Procedural generation

Ashes of Creation will predominantly have curated content, but procedural mechanics will be leveraged in a places where they don't appear to be 'procedural'.[66]

Wherever we can leverage procedural mechanics in such a way that does not appear procedural we should. There's a healthy blend between the things that we do in having defined parameters for it and then incorporating a procedural component; and in that sense it will be perceived well, but where we the predominance of what we're implementing should be curated or by design.[66]Steven Sharif

Resource locations

Alpha-1 mine shaft.[72]

Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[44]

The location a resource is found can affect its benefits, bonuses, and other characteristics of that resource.[73]

  • Lower level resources will be abundant. Higher level resources that are gatherable by Apprentice level or higher artisans will spawn randomly but in places that make sense for that type of resource. Surveying is a mechanic that solo or group players can utilize to track these resources down.[74][75][76]
  • Some resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[77][75][76][78][47]
    Like a large mine that's present and has a vein of mithril ore in it, or a herd of some type of animal that you can collect fur or wool from.[76]Steven Sharif
    • Once a vein resource is depleted from one location it may respawn in the same location or somewhere else, depending on the type of resource.[76][78][79]
    • There will be moving resources such as herds of animals that are constantly moving around the world.[77][79]
    Herds are a source of certain types of wild gatherables but they're in animal form and they're animated; and they exist in a group of the golden fleece sheep that might only spawn very rarely in certain hillsides; and only during spring. And if you can find that vein so to speak of resource you can interact with the herd and you can gather from them.[77]Steven Sharif
Certain types of resources will have a corrupt state... We have a Spirit Bloom, which is a harvestable herbalism plant, but when a Zone becomes corrupt you can potentially yield Corrupted Spirit Blooms; and those are necessary components of certain crafting recipes.[80]Steven Sharif
  • Some unique resources may be monsters in disguise or have monsters defending them.[82]
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.

Mini map

There is an in-game minimap and compass user interface in Ashes of Creation.[83][84][85]

  • The goal is to allow pings and other forms of communication tools via the mini-map.[86]

Battle maps

info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.

Battle maps allow players to strategize, gain bonuses on planned attacks, and see the blueprints of attackable points. Whether attacking a node or castle, players will be able to discern defenses, analyze possible weak points and gain tactical advantages before the battle begins.[5]

  • Battle maps might not fit into lower level or smaller sized taverns.
  • Battle maps are not currently on the official roadmap for launch.[87]

Usage

Battle maps offer an interactive command map instead of the standard Mapa de mundo. The system would be accessed through City hall or battle planning center. Battle maps work similar to a Risk board, with the node siege map laid out with moveable pieces that would represent defenses. Moving pieces would create buff zones that would give active siege players access to special items or perks. The map does not show the currently active battle: pieces will have to be moved before the battle commences. The idea is to make sieges more strategic and avoid simple zerg tactics.[87]

Bounty hunter maps

Jogadores com uma pontuação muito alta de corrupção ficarão visiveis no mapa assim como no mini-mapa. Esses jogadores irão ser marcados no mapa por um NPC em um node militar de nivel 4 (aldeia), que só sera obtido por jogadores com o título de caçadores de recompensa.[88] A precisão dos mapas dos caçadores de recompensa é determinada pela progressão do jogador no sistema de caçador de recompensa.[89]

As Tavernas são um dos locais onde as recompensas são exibidas. A medida que os jogadores ganham corrupção, as tavernas poderão oferecer recompensas para eliminar esses jogadores; ou ter uma area livre de problemas entre jogadores, dando assim um POI (ponto de interesse) ao mapa.[5]

Bounty hunter Pathfinding ability

Skill Icon Base skill
Pathfinding Reveals corrupted player locations on the bounty hunter's map.[90][91] Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[90] The pathfinding ability can be toggled on or off.[90][92]

Áreas iniciais

Alpha-1 early preview starting area.[93]

There is no railroaded driven theme park experience here. You will have the opportunity to create your own destiny in that regard, which means you don't have to necessarily follow the quest line nor do you have to participate in events or experiences around the starting area. Now it may be more beneficial to do that; and in that regard I guess there could be a meta around doing that, but you could branch out proceed to other areas and do different content.[94]Steven Sharif

Áreas iniciais (starting zones) are located in the ruined cities of the four ancient races of Verra.[95]

  • Starting areas include expeditionary NPC settlements that serve as initial quest origination points.[96] Lore-wise, these settlements represent scouts that were sent ahead of the main expedition back to Verra.[102]
    • These settlements are designed to acclimatize new players entering the world.[102]
    • While it may be advantageous to do so, there is no requirement for players to play through any specific starter zone content.[94]

A problem that a lot of MMOs have is that those starting areas become just vacant of players and it's so sad because the greatest aspect of an MMO is that community that you get to experience, so one of the great things about the node system is that it really works from new player acquisition standpoint, where these nodes tend to develop larger near the starting location areas around the world; and it brings these players back to those locations if they're citizens and want services within those cities. So, as new players enter the world they're going to actually be surrounded most likely by more population because people are coming back to those larger nodes.[103]Steven Sharif

Divine gateways

Empyrean divine gateway concept art.

When you play the MMORPG you're going to be stepping through what are called these divine gateways from a planet called Sanctus and Sanctus was really a safe haven that was forethought by the Goddess of Fate and Creation as a sanctuary to provide the people of Verra who could survive the fall, the apocalypse, the exodus essentially.[104]Steven Sharif

Divine gateways are portals located in the ruined cities of the four ancient races of Verra.[95]

Where players start, they enter this portal from another world called Sanctus. Sanctus is a place of no magic, low technology; and players are the first expeditioners that are coming through this portal into the world of Verra.[107]Jeffrey Bard

Zones of influence

Bases se situam em locais predefinidos, envolvidos em uma zona de influência (ZOI).[108]

Toda Base tem o alcance sob uma área geográfica predefinida, chamada Zona de Influência (ZOI). Não importa onde você vá no mundo, ou o que esteja fazendo - missões, coleta, raidando - você estará ajudando a determinar que bases se desenvolvem, e que Zonas de Influência se expandirão. Qualquer área que uma Base controle é considerada sua Zona de Influência, incluindo Bases Vassalas. Todas as Bases Vassalas existem dentro da Zona de Influência de sua Base Dominante.[42]Margaret Krohn

Toda base controla uma área geográfica predefinida chamada de Zona de Influência (ZOI). A atividade de jogadores dentro da ZOI é levada em consideração e conta para a evolução de uma determinada base.[108]

Toda Base pode se tornar uma cidade, mas é limitada por seus vizinhos. Bases tem níveis diferentes de evolução, e a quantidade de bases que pode existir em cada nível é limitada. Imagine que isso é porque bases mais avançadas precisam de espaço. Bases abrangem uma área maior à mediad que crescem, e precisarão de mais esforço para se sustentarem. Esse sistema é a principal influência da mudança no mundo pois cria uma escassez de recursos. À medida que as Bases avançam em seus estágios de crescimento, impedirão que Bases vizinhas progridam, e dominarão suas zonas de influência.[108]

Ao participar de atividades conhecidas, como missões, coleta e raids, jogadores têm controle para determinar quais bases no mundo se desenvolverão.[109]

O que mais nos diferencia de outros MMOs é que temos um mundo vivo, que respira e reage às ações dos jogadores... Nosso mundo é separado em zonas, que são então separadas no que chamamos de bases. Bases são como zonas de influência invisiveis que percebem tudo que um jogador faz; então à medida que os jogadores ganham experiência matando coisas, fazendo missões, criando itens, etc, a base também ganha experiência. Quando uma base ganha experiência o suficiente, ela evolui e começa a atrair PNJs para si.[110]Jeffrey Bard

Até um quinto do mundo estará envolvido na ZOI de uma Metrópole. As diversas bases vassalas dentro dos "limites" de uma ZOI podem acabar parecendo um país ou uma nação.[111]

Zonas de influência se conectam completamente pelo mundo sem deixar espaços vazios.[112]

Não existe um lugar onde você faça algo que não esteja beneficiando uma base.[112]Steven Sharif

Zonas e progressão

Masmorras, Raids, Chefes mundiais, Mobs, Missões, Eventos, Recursos, Narrativas e outros conteúdos dentro da ZOI de uma bases terão uma variedade de níveis diversa, mas escalarão com o estágio daquela base e com sua influência racial.[113][16][42]

Não temos uma zona exclusiva do nível 25. Em vez disso, uma certa zona pode ter algumas criaturas níveis 10 próximas da estrada, outras criaturas nível 20 dentro da floresta, e ainda outras níveis 30 nas montanhas. Essa escala vai mudar de acordo com as Bases próximas, e no geral a escala fica mais perigoda à medida que a Base evolui. Toda essa civilização atrai a atenção de Coisas-Que-Não-Deveriam-Existir. Isso não quer dizer que regiões selvagens sejam seguras. Talves sejam menos perigosas, mas em todo lugar haverão perigos até para os aventureiros mais experientes.[114]Steven Sharif

Coastal nodes

Pre-alpha naval concept.[115]

There will be healthy amounts of sea content within the coastlines of the continents that does not fall into the "open sea" area.[116]Steven Sharif

There will be nodes along the coast and on islands.[117]

  • These nodes will have specific water oriented influences, services, and questlines, that relate to the seas.[117]
    • There is a healthy amount of sea content within the coastlines of the continents that does not fall into the open sea area.[116]
  • Coastal nodes change the spawn tables of the nearby water content and can also trigger specific events.[118]
We've gone back and forth a little bit on whether or not the design intent for sieging of nodes is intended to include, for certain nodes, the naval component. The concern there was that it would be a difficult thing to balance around that particular node having accessibility from the water for those types of defenses. So what we've presented as an opportunity where harbors are the focal point of those naval interactions; and during sieges you are aware that nodes have certain objectives, which have ramifications and can influence the outcome and/or the ongoings of a particular against a node. And if one of those objectives is a naval objective, because that node might own a harbor, which is a point of interest that gets adopted by a node which advances far enough around it. So you might have one harbor and five nodes that can own that harbor. And the first to hit the village stage adopts the harbor. Then that can become an objective point during a siege that has naval interaction. So that's the direction we've moved towards, rather than allowing the naval component to interact directly with sieging the node itself as opposed to being a part of the objective-based gameplay that exists for a node siege.[119]Steven Sharif

Ashes of Creation Apocalypse map

Forest of Erinthia map

Ashes of Creation Apocalypse battle royale Forest of Erinthia map locations.[124]

  • Breakwater Quarry
  • Chillmouth Outpost
  • Coldwind Township
  • Dream Spire
  • Erinthia's Shame
  • Glimmerbrook
  • Hallowed Vale
  • Icebound Lookout
  • Icecap Thicket
  • The Spirit Vault
  • Winstead

Original map

Ashes of Creation Apocalypse battle royale locations.[125]

  • Brighthold
  • City of Alerynn
  • City of Gant
  • Creation's Rest
  • Crystal Canyons
  • Farstrider Outpost
  • Fionne Vale
  • Fort Ryll
  • Harbinger
  • Karthmere Keep
  • La'sai Village
  • Nyliann Academy
  • Rotweald Forest
  • Sa'kaan Fens
  • Sky Mesa
  • Spire of Eremus
  • Stoneharbor
  • Town of Grimsale
  • Town of Valenn
  • Underrealm

Climate

Alpha-2 dynamic weather change caused by the Beneath the Stone Shadows event.[126]

Since you instigated this event, which changed the weather, that will also now influence spawns nearby. You could potentially be spawning- well you are spawning side quests that relate to the rain, changes in enemies that relate to the rain, and that's driven on player action. So it is like a feedback loop.[127]Skott B

Some environments (Biomes) have fixed climates and others are variable.[128][129][130] Dynamic weather of varying intensity can triggered by certain events.[127][128][131][132]

During those weather events, the area of effect that the event is occurring in will likely have its climate descriptor overridden by whatever the event is specifically. So tornadoes might be windy, blizzards might be cold. And if an arctic dragon comes into a temperate climate it brings the cold weather with it; and that can be interacting with skills and abilities or other functions like farms.[133]Steven Sharif
There are climate effects that occur from a buff standpoint. They can also affect skills like, let's say you're using a frost bolt in a winter climate. There's the ability for those effects to be enhanced and/or stronger in those climates.[136]Steven Sharif
They affect crops and gatherables, vehicles, and mounts, ships, creatures; and loot tables change: their behaviors might change. Resistances and weaknesses or synergies might be relevant in certain seasons or weather systems. Targeting might change the AoE radius might grow for a fire effect if you're in the middle of summer, or it might shrink if you're in the middle of a storm.[137]Steven Sharif
  • Some weather conditions can be hazardous to mobs and players.[126]
Weather events and encounters themselves can include hazards that can appear and shake things up. They can also help too, if you can kite enemies into the lightning strikes or whatever.[126]Skott B

Caça ao tesouro

Caça ao tesouro is not exactly "cartography", but it does involve maps that help to pinpoint the location of hidden treasures throughout the world.[138][139][140][141][142]

  • Treasures (and treasure maps) will enable players to reap economic gains from exploration.[139]
  • The more treasure a player finds the better maps they can create.[142]
  • Hints are given through rumor mills, interaction with different NPCs, and gaining access to potential dig sites.[142]
  • Treasure hunting will be a "way of life" rather than a profession.[141]

Treasures may also be obtained through fishing and by exploring naval content.[143][144]

Servers

The world will be the same on each server, but Nodes will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[12]

There will be a multitude of servers located throughout the various regions of the world.[146]

  • Post launch, users will be able to select their server by the ping or the region that's notated next to the server.[146]
  • Ashes of Creation Apocalypse server selection is driven by the party leader. Whatever region they have selected will apply to their friends and squad.[146]

We'll have a multitude of servers located throughout to the various regions of the world; and those servers will be good connection points for- and will be driven by- I mean there's two types of servers I'm sorry: For the alpha-1 arena those will be driven by the party leader right; and wherever whatever region they have selected if they invite friends to their squad or whatever, they'll be able to play on that region. With regards to live launch when the server's go live, you'll be selecting a server to play on; and that will be your character's home; and that server you'll be aware of where that server is located usually by either a ping or a region that's notated on next to the server.[146]Steven Sharif

Arte

Community guides

Ver também

Referências

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  81. Vídeo, 2023-03-31 (16:42).
  82. Gathering.png
  83. 83.0 83.1 Vídeo, 2023-11-30 (16:58).
  84. steven-a1-leak-2.png
  85. Transmissão ao vivo, 2017-12-15 (1:09:36).
  86. Transmissão ao vivo, 2021-01-29 (1:23:23).
  87. 87.0 87.1 Transmissão ao vivo, 2017-10-31 (33:28).
  88. Entrevista, 2017-01-20 (06:12).
  89. Transmissão ao vivo, 2017-05-24 (48:00).
  90. 90.0 90.1 90.2 steven-bounty-hunters-2.png
  91. Entrevista, 2017-04-27 (9:28).
  92. corruption toggle.png
  93. Transmissão ao vivo, 2020-03-28 (32:30).
  94. 94.0 94.1 Transmissão ao vivo, 2020-07-25 (1:03:03).
  95. 95.0 95.1 95.2 95.3 mapportals.png
  96. 96.0 96.1 96.2 96.3 steven-tulnar-pois.png
  97. 97.0 97.1 97.2 97.3 97.4 Transmissão ao vivo, 2017-10-16 (53:58).
  98. 98.0 98.1 underrealm-gateway.png
  99. 99.0 99.1 tulnar-gateway.png
  100. Transmissão ao vivo, 2017-05-19 (29:25).
  101. 101.0 101.1 starting gateway.png
  102. 102.0 102.1 Transmissão ao vivo, 2017-07-28 (25:20).
  103. Vídeo, 2018-04-05 (40:08).
  104. 104.0 104.1 Transmissão ao vivo, 2020-11-08 (0:00:00).
  105. Transmissão ao vivo, 2017-05-19 (29:25).
  106. Entrevista, 2020-07-20 (13:33).
  107. Entrevista, 2018-04-20 (5:46).
  108. 108.0 108.1 108.2 Node series part I
  109. Ashes of Creation FAQ.
  110. Entrevista, 2018-04-20 (7:22).
  111. Entrevista, 2018-05-11 (55:16).
  112. 112.0 112.1 Transmissão ao vivo, 2018-07-09 (39:32).
  113. Entrevista, 2020-07-19 (19:35).
  114. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  115. Transmissão ao vivo, 2018-08-17 (58:53).
  116. 116.0 116.1 steven-stream-clarifications-august-2022.png
  117. 117.0 117.1 Transmissão ao vivo, 2018-04-8 (PM) (1:01:28).
  118. Entrevista, 2020-07-19 (48:05).
  119. 119.0 119.1 Entrevista, 2023-07-09 (1:18:49).
  120. Transmissão ao vivo, 2022-10-14 (58:46).
  121. Transmissão ao vivo, 2017-05-19 (37:51).
  122. Transmissão ao vivo, 2017-05-17 (30:53).
  123. Kickstarter - We Just Broke $1,500,000!
  124. Ashes of Creation Apocalypse Forest of Erinthia locations.
  125. Ashes of Creation Apocalypse locations.
  126. 126.0 126.1 126.2 Vídeo, 2024-02-29 (16:34).
  127. 127.0 127.1 127.2 Vídeo, 2024-02-29 (16:09).
  128. 128.0 128.1 128.2 128.3 Vídeo, 2022-05-27 (2:21).
  129. Transmissão ao vivo, 2017-07-18 (36:47).
  130. Transmissão ao vivo, 2017-06-01 (29:33).
  131. Podcast, 2021-04-11 (23:36).
  132. Transmissão ao vivo, 2017-07-28 (41:25).
  133. 133.0 133.1 Transmissão ao vivo, 2022-02-25 (1:05:37).
  134. 134.0 134.1 Transmissão ao vivo, 2024-02-29 (55:34).
  135. 135.0 135.1 135.2 135.3 Transmissão ao vivo, 2022-05-27 (1:14:46).
  136. 136.0 136.1 Transmissão ao vivo, 2020-09-30 (1:04:56).
  137. Vídeo, 2022-05-27 (9:34).
  138. Transmissão ao vivo, 2023-05-31 (1:09:04).
  139. 139.0 139.1 Transmissão ao vivo, 2023-02-24 (6:51).
  140. Transmissão ao vivo, 2017-07-18 (53:52).
  141. 141.0 141.1 Transmissão ao vivo, 2018-05-04 (39:05).
  142. 142.0 142.1 142.2 Transmissão ao vivo, 2018-12-06 (40:46).
  143. Podcast, 2021-04-11 (36:43).
  144. fishing.jpg
  145. Official Livestream - May 4th @ 3 PM PST - Q&A
  146. 146.0 146.1 146.2 146.3 Transmissão ao vivo, 2018-09-27 (48:13).