Active skills

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Players can build their characters with the active skills they want on their action bar.[2][3]

  • The number of skills on the action bar will be contained (fewer than 30).[4]
  • There will be an option to include multiple hotbars (action bars).[5][3]
  • For example: One Fighter will be different from another based on what active skills they have chosen.[4]
  • Through skill choice, players can customize their combat experience to focus on tab targeted skills, action targeted skills, or a mix of both.[6]
  • Players are not given skills as they level up, they must choose what skills they take.[7]
  • There is no spellbook requiring memorization.[8]

There will be multiple hot-bars that you obviously have available, because you're going to have consumables, you're going to have active skills and whatnot. But the number of active skills are not going to overwhelm necessarily the character and be irrelevant especially at certain stages.[5]Steven Sharif

Primary skills

Alpha-1 Tank primary skills early user interface design.[9]

If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[10]Steven Sharif

The idea behind the system is that you're kind of skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to kind of offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[11]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[12] Players can personalize their primary skills with augmentation from a secondary archetype.[13][12][14]

The design behind augments is to not just change the flavor so that it reflects the secondary archetype, but it also fundamentally changes the core components of a skill.[15]Steven Sharif

  • Each secondary archetype offers four different schools of augmentation.[13][16] Each augment school affects a primary archetype's skills in different ways.[17]
    There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards; and certain augments will have more expense required on the skill point side.[18]Steven Sharif
  • Choosing the same primary and secondary archetype increases focus on that archetype.[19]
  • Augments to primary skills will fundamentally change the way the ability works: Adapting what the ability once did to incorporate the identity of the secondary archetype.[20]
  • Changing the augmentations on your skills will require you to go to a NPC in a Village node or higher.[22]
  • Some spell colors and general FX change based on augments.[23]
    • Active skills could look totally different after an augment gets applied.[24]

Skill points

Alpha-1 early preview skills UI.[25]

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[25]Steven Sharif

Players receive skill points as they level. These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[26][27][28][29]

  • It will not be possible to max all skills in a skill tree.[29]
  • In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[7]
  • Players are able to reset and reallocate their skill points.[30]

Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[5]Steven Sharif

Combat abilities

The aspiration for combat is for abilities to have corresponding counter-play abilities.[31]

  • The goal is to have special animations for parrying, blocking and evading.[32]

They can be a challenge to implement sort of really reliably so you might not see them on every evasion or every block, but we do want that kind of stuff to show up.[32]Jeffrey Bard

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[33][31]

  • Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[37]

Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that kind of thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[31]Steven Sharif

We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play kind of feel.[31]Jeffrey Bard

box warning orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Ice prison ice prison icon.png Target an enemy and summon a prison of ice around them, paralyzing them.[39][40] Adds damage over time.[40] Snares after root breaks.[40]
Javelin Javelin icon.png Pulls your target to your location. Generates additional threat.[41] Increased damage. Now pulls up to 3 targets.[41] Increased damage. Now pulls up to 5 targets. Stuns targets.[41]
Jump jump icon.png Dash with cooldown.[42] Cooldown is replaced by charges with individual cooldown.[42] Drops a bear trap at the location the ranger dashed from.[42]
Shield might shield might icon.png Single target knock down or stun (bash).[43] Changes to a frontal cone attack.[43] Increases the block chance for a duration after success. Duration of block chance increases based on the number of targets hit.[43]
Shield throw Throws shield and adds hate.[44] Changes to cone attack.[44] Add stun to the first target hit.[44]
Snare snare icon.png Foot pin roots target in place.[45][46] Adds a bleed.[46] Snares after root expires.[46]
Tentacles tentacles icon.png Creates an area of effect around the caster that roots targets.[47] Adds damage over time to targets and increases range.[47] Increases duration.[47]
Trap trap icon.png Place a bear trap under the caster that holds them in place and does damage. Also holds targets in place and does damage.[48] Traps stun instead of root.[48] Place up to two traps.[48]

Mobility

Skills with the greatest power may require the caster to remain stationary while channeling them.[49][50]

  • Prone and crouch will likely not be in the game.[51]
  • Moving backward will likely not affect block and parry.[52]

I think that that generally we want to tend to be more mobile in our classes. I think that it's a fundamentally old-school philosophy to have a lot of stuck in place type skills. That isn't to say we won't have skills that have mobility restriction on them- that require you to channel or require a casting time where you can't move; but I think it's a blend between the two. It's neither extreme.[49]Steven Sharif

It'll be something that you can spec around to. Again it's gonna be a risk/reward thing. We put a lot of thought into what skills are overpowered or have kind of this overpowering nature to them and those are the kinds of skills that will generally find that will be like in-place type of skills; where you are now at risk if you are going to cast this spell, but there's a big reward if you do manage to get it off.[49]Jeffrey Bard

box warning orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Apocalypse:Alacrity Alacrity Icon.png For the duration of this stance, your successful attacks will increase your run speed.[53]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your successful attacks will increase your run speed.[54]
  • Duration: 12 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your successful attacks will increase your run speed.[55]
  • Duration: 12 Sec.
  • Cooldown: 8 Sec.
Apocalypse:Blink Blink Icon.png Activate to instantly teleport yourself a short distance forward.[56]
  • Duration: 1 sec
  • Cooldown: 30 sec
Activate to instantly teleport yourself a short distance forward.[57]
  • Duration: 1 sec
  • Cooldown: 25 sec
Activate to instantly teleport yourself a short distance forward.[58]
  • Duration: 1 sec
  • Cooldown: 20 sec
Apocalypse:Catfall Catfall Icon.png Activate to grant yourself exceptional jumping abilities, silent moving, and protection from falling damage for the duration.[59]
  • Duration: 10 sec
  • Cooldown: 30 sec
Activate to grant yourself exceptional jumping abilities, silent moving, and protection from falling damage for the duration.[60]
  • Duration: 13 sec
  • Cooldown: 25 sec
Activate to grant yourself exceptional jumping abilities, silent moving, and protection from falling damage for the duration.[61]
  • Duration: 16 sec
  • Cooldown: 20 sec
Apocalypse:Super jump The longer it's charged the more it costs and the higher and further the player will jump. A player can redeploy their Gryphon if they jump high enough.[62]
Apocalypse:Warp Space Warp Space Icon.png - For the duration of this spell, any successful hit will swap your location with that of your target.[63]
  • Duration: 5 sec
  • Cooldown: 30 sec
For the duration of this spell, any successful hit will swap your location with that of your target.[64]
  • Duration: 5 sec
  • Cooldown: 20 sec
Blink mages escape icon.png Blink forward in the direction you are traveling.[65] Increased blink distance. Reduces threat on targets nearby upon activation.[65] Increased blink distance. Deals area damage upon impact.[65]
Jump jump icon.png Dash with cooldown.[42] Cooldown is replaced by charges with individual cooldown.[42] Drops a bear trap at the location the ranger dashed from.[42]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[12] - -
Sprint sprint icon.png Increases movement speed. Using an ability ends sprint.[66] Increased resistance to disable abilities.[66] Clears crowd control when sprint starts and removes silence.[66]

Player movement

There will likely be a toggleable walk/run (autorun) capability in the game.[68]

  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[69]

Back-peddling (walking backwards) and strafing are slower than normal movement speed.[70]

Collision

There are player and spell collision mechanics in Ashes of Creation.[71]

  • Inertia and momentum physics will help prevent blocking doorways/access points. This is based on a character's direction and movement speed, and can be used to push people out of the way.[72][71]

Dodging

Dodging in Alpha-1 early combat.[5]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[5]Steven Sharif

Dodge rolling type skills is housed in the action skill sets of agile classes such as Rogues or Fighters.[5][73]

Q: Will there be evade frames/ I-frames on dodge?
A: I would say it's a safe bet with regards to how we're approaching the hybrid combat that not only are gonna have true evasion skills that apply to more action-oriented skills that are coming your way, but you'll also have you know I-frame type skills that would apply perhaps to a tab targetable skills coming your way. So I think you're gonna have a healthy balance of both with it when it comes to skills that you can spec into.[74]Steven Sharif

Active blocking

The Paladin's Might shield in Ashes of Creation Apocalypse had its own hit box with hit points (HP). It can actively block projectiles.[75]

  • The developers have not yet decided on whether active blocking will be part of the MMO. They are currently leaning toward using more traditional buff-oriented universal damage mitigation but are also considering interaction between action-based blocking and a passive block stat from the waterfall stat system.[76]

In APOC when we had the active sheild stance- that was an active shield block action-based system; and when we collected design data on essentially the efficacy and essentially the accuracy of players who used that wasn't very high; and there is a concern at least on the front of implementing a action restricted type active shield block as opposed to what would traditionally be along the lines of activating a buff that grants a shield block rate adjustment and is universal on incoming damage- and interfaces with the stats- is really something that we're leaning towards in incorporating for the hybrid combat system.[76]Steven Sharif

This is something we're still actively iterating on and actively going to be testing in our hybrid system but you know as we're as we're doing that we are taking into consideration. Obviously we want action based components to also interact in some way shape or form with the waterfall stat system as well; and you know that seems like it might be an oxymoron from an action to tab sense, but it doesn't have to be. There can be components of action- so say for instance you could have a dual component where you activate that shield stance and if you accurately intercept an incoming projectile or a skill that's been initiated from the forward arc, you get 80% damage mitigation or 80% application of the physical defense of the shield; and if it comes from an area outside of that forward arc then you get a lesser bonus; and that essentially what would happen is let's say you take into account the stat of the shield's physical defense value, you apply it as a mitigating factor to the incoming damage, but in addition you augment that system with the waterfall stat that is responsible for shield damage mitigation or shield rate; and maybe you know the default skill says 80% damage mitigation from forward arc but that gets augmented up to 87% because of your stat essentially; and if it's not in your forward arc then it gets you know 50% efficacy- maybe it's 40 something percent. So just to give you kind of insight into what goes into kind of determining these skills and how they interact on an action-based front.[76]Steven Sharif

Interrupts

Abilities with a cast bar can be interrupted during the cast.[50]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.
box warning orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Apocalypse:Arcanic Power Arcanic Power Icon.png Channel raw arcane energies to instantly knock nearby foes back, deal damage, and give yourself some breathing room.[77]
  • Duration: 1 sec
  • Cooldown: 10 sec
Channel raw arcane energies to instantly knock nearby foes back, deal damage, and give yourself some breathing room.[78]
  • Duration: 1 sec
  • Cooldown: 9 sec
Channel raw arcane energies to instantly knock nearby foes back, deal damage, and give yourself some breathing room.[79]
  • Duration: 1 sec
  • Cooldown: 8 sec
Bulwark Bulwark icon.png Strikes your target and increases your block chance. Generates additional threat.[9] Increased damage. Increased duration. Increased block chance.[9] Increased damage. Increased duration. Increased block chance.[9]
Ice sheet ice sheet icon.png Creates an area where enemies are knocked down.[80] Snares two targets in area.[80] Increases size and duration.[80]
Onslaught Onslaught icon.png Charge your target. Provides a small damage-absorbing shield. Generates additional threat.[81] Increased damage. Increased shielding. Knocks down target.[81] Increased damage. Increased shielding. Knocks up targets along the chargepath.[81]
Quake quake icon.png If your focus is at 80%, cast this spell to split the earth itself before you, launching a line of AoE damage.[39][82] Knock down those hit by your arcane might.[39][82] Reduces focus cost and cooldown for the skill.[82]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[12] - -
Shield might shield might icon.png Single target knock down or stun (bash).[43] Changes to a frontal cone attack.[43] Increases the block chance for a duration after success. Duration of block chance increases based on the number of targets hit.[43]

Animation cancelling

Animation cancelling will not be a combat mechanic.[83]

Combat stances

The use of weapon stances in game is likely.[84]

box warning orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Apocalypse:Stamina Drain Stamina Drain Icon.png For the duration of this stance, your attacks will drain your opponent's stamina and stop their stamina regen for 5 seconds.[85]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your attacks will drain your opponent's stamina and stop their stamina regen for 5 seconds.[86]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your attacks will drain your opponent's stamina and stop their stamina regen for 5 seconds.[87]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
Apocalypse:Stillblade ability Stillblade Icon.png For the duration of this stance, your attacks will slow your opponent's movements.[88]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your attacks will slow your opponent's movements.[89]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
-

RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[90]

RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those you know dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[91]Jeffrey Bard

Combat targeting

Players using action targeted and tab targeted skills defending a village node from world boss attacks in Alpha-1.[92]
Alpha-1 early hybrid combat demo.[93]

Players can very easily transition between tab targeting and action combat. By pressing Z I now tie my cursor movement to my camera and additionally a reticle has spawned.[93]Steven Sharif

Hybrid combat refers to the choice between tab targeted skills, action targeted skills, or a mix of both in the Ashes of Creation MMORPG.[6] This is achieved through choice of skills/abilities.[94][35]

  • A tab-targeted ability requires a target in order to utilize that skill.[95]
  • An action skill is anything that can be utilized through placement of the player, such as a reticle, a ground template or a directional placement.[95]
  • It may not be possible to be able to fully spec into just action or tab targeted skills. There might be a 75% cap on choosing skills from any one type.[35]
  • Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[25]

Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[35]Steven Sharif

A toggle button (default Z)[93] allows the player to switch between action and tab targeted combat modes.[96]

  • The action mode utilizes a targeting reticle and is very close to a third-person action game.[93][96]
    • The reticle will highlight/change color to indicate if the current target is able to be hit with the currently prepared skill.[93]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target. Currently this is activated left-click in Alpha-1, but it will be changed to right-click.[93]
  • The tab mode (MMO mode) facilitates tab targeted combat.[93][96]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[93]
    • There will be a "target of target" capability on the user interface.[97]

Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[98]

  • Damage.[98]
  • Charge up time.[98]
  • CC effects.[98]
  • Cooldown.[38]
  • Energy consumption.[38]
  • Cost to spec.[38]
  • Attack range will likely remain the same; as it is driven by the weapon or skill itself.[99]

As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage. [98]Steven Sharif

For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[38]

  • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[38][35]
  • Softer CC's would be housed in tab-targeted abilities.[38]

Hybrid combat is scheduled for testing in Alpha-1.[94]

Hitboxes

The developers are testing different approaches to accommodate varying hitboxes between the races.[100]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[100]

More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to kind of just making it smaller for one and not the other.[100]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[100]

We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[100]Steven Sharif

Cleaving

Weapon attack cone in Alpha-1.[93]

As I attack I am hitting multiple numbers of these opponents; and that's important because all weapons, regardless of whether you are in reticle mode or tab-targeting mode will be able to have a action-based type weapon attack. Not active skill, but weapon attack.[93]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[93]

Polearms for example will have a much wider arc and much further out. Daggers will have a more fine-tuned arc, so you have to be more precise in that regard.[93]Steven Sharif

This is described as a weapon attack not an active skill.[93]

Ashes of Creation Apocalypse combat targeting

Action combat in Ashes of Creation Apocalypse utilizes a targeting reticle.[103]

  • A hot key can be used to toggle reticle mode on and off.[103]
  • Left mouse click is used for basic weapon attacks.[104]
  • Right mouse click is used as a "focus" button. It can also be used to activate root motion attacks for melee.[104]
  • Combat targeting uses hitbox registration in three separate regions: Upper body, lower body and head.[105]
  • Certain weapons and skills have ADS (Aim Down Sights) functionality.[106][107]

There will be aim down sights. You may have seen it that you can aim down sights on weapons; and there will be scopes on like crossbows and stuff that - arcane scopes - that you can use.[106]Steven Sharif

Some spells do have ADS. There's a long-range meteor blast that can be used from one of the spell books; and that has an arcane zoom in. It lets you zoom into a target.[107]Steven Sharif

Alpha-1 will test hybrid action/tab combat.[94][108]

Headshot mechanics

There are no headshot mechanics in the Ashes of Creation MMORPG.[100][109][110]

See also

Referenties

  1. Livestream, 2020-08-28 (1:21:03).
  2. Livestream, 2017-05-03 (15:15).
  3. 3.0 3.1 Livestream, 2020-03-28 (1:41:42).
  4. 4.0 4.1 Livestream, 2017-05-03 (17:59).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 Livestream, 2020-08-28 (1:19:24).
  6. 6.0 6.1 Livestream, 2017-11-16 (30:45).
  7. 7.0 7.1 Livestream, 2017-11-16 (30:02).
  8. Livestream, 2017-05-19 (43:09).
  9. 9.0 9.1 9.2 9.3 Livestream, 2020-07-31 (1:14:26).
  10. Livestream, 2017-10-16 (1:00:44).
  11. Interview, 2018-08-08 (22:27).
  12. 12.0 12.1 12.2 12.3 progression.png
  13. 13.0 13.1 13.2 Interview, 2020-07-18 (1:05:04).
  14. class secondary.png
  15. Livestream, 2020-07-25 (1:47:55).
  16. Livestream, 2018-02-09 (41:56).
  17. 17.0 17.1 Livestream, 2019-12-17 (1:13:14).
  18. 18.0 18.1 Interview, 2020-07-18 (1:07:06).
  19. class same.png
  20. February 8, 2019 - Questions and Answers.
  21. Livestream, 2019-07-26 (1:09:22).
  22. Livestream, 8 April 2018 (PM) (20:45).
  23. augmentcolors.png
  24. Interview, 2018-05-11 (53:15).
  25. 25.0 25.1 25.2 Livestream, 2020-08-28 (1:12:50).
  26. Interview, 2020-07-29 (55:44).
  27. Interview, 2020-07-19 (53:59).
  28. Interview, 2020-07-18 (1:07:51).
  29. 29.0 29.1 Livestream, 2017-07-28 (19:05).
  30. Interview, 2020-07-29 (54:44).
  31. 31.0 31.1 31.2 31.3 31.4 Livestream, 2017-05-24 (45:12).
  32. 32.0 32.1 Livestream, 2020-06-26 (1:50:01).
  33. Livestream, 2017-10-16 (25:56).
  34. Livestream, 2018-02-09 (28:17).
  35. 35.0 35.1 35.2 35.3 35.4 35.5 Livestream, 8 April 2018 (PM) (37:57).
  36. summons-ccs.png
  37. steven-hard-ccs.png
  38. 38.0 38.1 38.2 38.3 38.4 38.5 38.6 Podcast, 2018-08-04 (1:11:05).
  39. 39.0 39.1 39.2 PAX West 2017 Mage poster.
  40. 40.0 40.1 40.2 Livestream, 2017-10-16 (39:02).
  41. 41.0 41.1 41.2 Livestream, 2020-07-31 (1:14:38).
  42. 42.0 42.1 42.2 42.3 42.4 42.5 Livestream, 2017-10-16 (45:52).
  43. 43.0 43.1 43.2 43.3 43.4 43.5 Livestream, 2017-10-16 (23:02).
  44. 44.0 44.1 44.2 Livestream, 2017-10-16 (28:36).
  45. PAX West 2017 Ranger poster.
  46. 46.0 46.1 46.2 Livestream, 2017-10-16 (44:49).
  47. 47.0 47.1 47.2 Livestream, 2017-10-16 (43:14).
  48. 48.0 48.1 48.2 Livestream, 2017-10-16 (47:29).
  49. 49.0 49.1 49.2 Livestream, 2020-04-30 (1:17:13).
  50. 50.0 50.1 Livestream, 2017-05-08 (43:30).
  51. stevenclarification.png
  52. Livestream, 2020-06-26 (1:30:40).
  53. Alacrity rank 1.
  54. Alacrity rank 2.
  55. Alacrity rank 3.
  56. Blink rank 1.
  57. Blink rank 2.
  58. Blink rank 3.
  59. Catfall rank 1.
  60. Catfall rank 2.
  61. Catfall rank 3.
  62. Livestream, 2019-06-28 (34:07).
  63. Warp Space rank 2.
  64. Warp Space rank 3
  65. 65.0 65.1 65.2 Livestream, 2020-07-31 (57:33).
  66. 66.0 66.1 66.2 Livestream, 2017-10-16 (46:22).
  67. Video, 2017-05-25 (0:02).
  68. autorun.jpg
  69. Livestream, 2018-05-04 (51:57).
  70. Livestream, 2017-12-15 (1:35:38).
  71. 71.0 71.1 collision.jpg
  72. Interview, 2020-03-27 (15:20).
  73. Livestream, 2020-06-26 (1:24:06).
  74. 74.0 74.1 Livestream, 2020-01-30 (1:34:12).
  75. shieldactiveblockA1.png
  76. 76.0 76.1 76.2 Livestream, 2020-06-26 (1:19:50).
  77. Arcanic Power rank 1
  78. Arcanic Power rank 2
  79. Arcanic Power rank 3
  80. 80.0 80.1 80.2 Livestream, 2017-10-16 (42:08).
  81. 81.0 81.1 81.2 Livestream, 2020-07-31 (1:14:28).
  82. 82.0 82.1 82.2 Livestream, 2017-10-16 (40:14).
  83. Livestream, 2017-05-17 (1:05:11).
  84. Livestream, 2019-06-28 (1:19:00).
  85. Stamina Drain rank 1.
  86. Stamina Drain rank 2.
  87. Stamina Drain rank 3.
  88. Stillblade ability rank 1.
  89. Stillblade ability rank 2.
  90. Livestream, 2017-05-30 (16:25).
  91. 91.0 91.1 91.2 Livestream, 2018-12-06 (48:52).
  92. Livestream, 2020-05-29 (45:24).
  93. 93.00 93.01 93.02 93.03 93.04 93.05 93.06 93.07 93.08 93.09 93.10 93.11 93.12 93.13 Livestream, 2020-08-28 (1:15:39).
  94. 94.0 94.1 94.2 Newsletter, 7 August 2018
  95. 95.0 95.1 Interview, 2019-04-15 (38:03).
  96. 96.0 96.1 96.2 Livestream, 2020-04-30 (1:09:51).
  97. Livestream, 2020-04-30 (40:19).
  98. 98.0 98.1 98.2 98.3 98.4 Podcast, 2018-08-04 (1:07:59).
  99. steven-action-tab-attack-range.png
  100. 100.0 100.1 100.2 100.3 100.4 100.5 Livestream, 2020-10-30 (1:15:59).
  101. class cleaving.png
  102. Livestream, 2018-09-27 (17:52).
  103. 103.0 103.1 Livestream, 2018-07-09 (58:26).
  104. 104.0 104.1 Interview, 2018-08-08 (27:04).
  105. Interview, 2018-08-17 (3:58).
  106. 106.0 106.1 Interview, 2018-08-17 (4:31).
  107. 107.0 107.1 Interview, 2018-08-17 (6:03).
  108. Livestream, 8 April 2018 (PM) (41:44).
  109. steven-headshots-1.png
  110. 110.0 110.1 steven-headshots-2.png
  111. 111.0 111.1 Interview, 2018-10-21 (9:10).
  112. Interview, 2018-10-20 (3:25:31).
  113. 113.0 113.1 113.2 Livestream, 2018-09-27 (34:49).