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Crafting

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Alpha-2 Crafting professions user interface screenshot.[1]

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]

Crafting is one of the artisan classes in Ashes of Creation. It is a driving force for the game economy.[2][3]

  • Crafting times may vary between professions but the bulk of the time spent in the artisan system resides in the processing branch.[16]
  • The developers are seeking feedback on the addition of a gameplay layer to crafting that determines the outcome based on the player's performance.[18][19]
    • 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.[18]
    • This will be revealed when it is ready to be showcased.[18]
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.[20]Steven Sharif

Crafting professions

Crafting mechanics

First look at the work-in-progress Alpha-2 crafting UI by Colby Marchi.[21]

This one is showing the base needs that we were establishing to get this system in-game and usable as soon as possible. So right now, our crafting does work in game and it's all functional and we're building out the functionality as we go to expand; and based on what we test.[21]Colby Marchi

The developers will be seeking testing feedback on the addition of a gameplay layer to crafting that determines the outcome based on the player's performance.[19]

For example, if you're creating a sword, and you are crafting that sword, you will have an interface- a gameplay layer that you will see and you will begin to hammer actually that sword into an appropriate outline. And your performance there can help influence the outcome of that craft.[19]Steven Sharif
Without getting into too much detail I will say that it's likely that you will see some inspiration surface itself in that regard.[22]Steven Sharif
  • Previously it was stated that repetitive skill-based crafting mechanics, such as mini-games, are not an intended part of the crafting experience.[22][23]
We did discuss that type of a feature where the skill of the crafter would grant a greater window of skill-based type crafting. So the higher master level you have of crafting a certain item, the greater your potential to impact the quality of that item might be... The concern obviously that we have when going into developing this type of system is that we don't want what is a fun - for lack of a better term - mini-game to be something that becomes repetitive and makes it monotonous... If when we start to flesh out the crafting system and we take a look at that interaction of melding crafting, the actual activity of making something, there is room in the design sheet for different iterations of that particular action; and we may see something come about that can be skill oriented, but that's something that's going to require a lot of testing and different iterations from a design standpoint.[23]Steven Sharif
  • Players are able to specialize in focused crafting branches.[24]

Recipes

Alpha-2 Nightblade recipe.[25]

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.[5]Steven Sharif

Crafting in Ashes of Creation is recipe (blueprint, schematic) based, not RNG based.[4][5][6][7][8]

  • 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.[5][26]
    • Artisans must have the required artisan certification to learn recipes at that level (or lower).[27]
    • Recipes can be traded or sold prior to them being committed into a player's recipe book.[26]
    • 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.[5]
    • Once a recipe is learned, it cannot be shared with other characters, including alts.[28]
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.[31]Mike Han
  • Recipes have differing rarities and may be locationally dependent.[35]
  • Recipes may have an XP component, where crafting that recipe multiple times can level up the recipe and unlock better results.[29][36]
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.[36]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.[37][35][38]
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.[37]Steven Sharif

Obtaining recipes

Crafting recipes in Ashes of Creation can be obtained in different ways.[5][35][39][40]

We're definitely going to have rare recipes. We're going to have a very active recipe market that how players find them and how they discover them is going to be very diverse. It's not just going to be drop oriented. It's going to be discovery, adventurism, treasures, repetition of a particular activity that might yield something, deconstruction that might learn how to create a recipe. There's a lot of different functionality that's present that's going to be utilized.[35]Steven Sharif
info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.
  • Completing questlines.[39]
  • Becoming Mayor may unlock specific node-related recipes.[39]
  • Gaining a title.[39]
  • By constructing certain buildings on a freehold.[39]
  • A royalty system where players can license recipes to other players for a certain amount of time and collect royalties was discussed as a possibility.[40]

Crafting materials

Iron Weapon Mold Slot.png

Crafting materials (also known as Processed goods) are obtained in the following ways:

The rarity of crafting materials influences the quality of the crafted items.[4][30][31][32]

Q: Are crafting materials going cross tiers? For example, using higher level materials in lower level recipes, or low level materials in a higher level recipe? Is that allowed?
A: Yes.[4]Steven Sharif

It's unlikely that crafting materials to craft all pieces of equipment will be able to be sourced solely by farming open-world dungeons.[47]

It's unlikely that organized parties will be able to get all of the materials they need to craft every piece of equipment from farming open world dungeons alone.[47]Cody Peterson

Players drop materials and other items upon death, based on their applicable death penalties.[48][49][50][51]

List of crafting materials (processed goods)

High-level materials

Materials for crafting high-level items are obtained from world bosses and through the deconstruction of other high-level items.[45]

Many end level items with crafting will require mats from world bosses etc. we want those systems intertwined. However. There may be opportunities to deconstruct high level items and replace those needed materials as well. We will be testing the crafting trees in alpha and beta.[45]Steven Sharif

Crafting stations

Crafting a Nightblade weapon at a weaponsmithing station in the Winstead node in Alpha-2.[31]

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.[33]Steven Sharif

Crafting stations (also referred to as Crafting benches) are workstations located on freeholds or within nodes.[53][54][55][9][10]

  • There is no limit to the number of players that can use a crafting station at the same time.[59]
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.[9]Steven Sharif
info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.

List of crafting stations

Crafted items

Crafting UI. Alpha-1 schermafbeelding. Afbeelding tegoed: Guild:Overlord

Crafted items (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[62][54][55][63][9][10]

Crafted gear in the game is the best gear... One thing that I'm not a fan of is that you develop a crafting system in a game and you've spent a lot of time making this from a material and resource perspective. All the tables that you can receive, all the connectivity in the economy and how crafting is associated with the game; and then you undermine the crafting entirely by presenting a separate route of gear acquisition that is on-par with the crafting efforts. So here you have these people who are acquiring all of the resources getting, all the recipes, leveling up their professions and then everything they make is less or equal to anything you could just have chosen the easier path of and gone down the questing and received the best gear. So what we do focus on is that crafters make the best shit. Excuse me, the best things.[63]Steven Sharif
That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be dictated based on the mastery level of the particular crafter; and the higher they become a master of those professions, whether it be for armor or for weapons or for accessories, they're going to have some agency and put their mark on essentially what items they're introducing into the economy.[72]Steven Sharif
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]

Skills and stats on gear

Crafters will be able to assign different skills/abilities and stats on gear.[69][70]

Crafters will be able to 'rejigger' stat blocks; and there will be a couple of other ways to move things around to create both the look and the stat block that you're looking for. It's not always going to be easy. There will be a lot of challenges involved with that. But the goal is to give you guys the option to customize your gear the way you want them to be.[69]Jeffrey Bard

Not all armor sets will be the cookie cutter set. They will have the influences from the crafter available in it, if it's a crafted set.[70]Steven Sharif

Gear is broken down into Core Stats and Additional Stats.[77]

Gear appearance

Alpha-1 female plate armor 3D render.[78]

We want to be realistic with the application of particular types of armor, such as plate armor. In this regard for the different sexes there's a fine line that has to be drawn between accentuating the form of the sex as well as making it somewhat realistic and actually applicable to the environment.[78]Steven Sharif

  • Armor will not be overly sexual in appearance.[78][80]
    I'm more of the mind that it wouldn't really serve a purpose to have bikini plate armor, just in like reality, if you're going to have armor, it should be protective. I think from a fashion statement is enjoyable for some people, but it's a an immersive issue.[79]Steven Sharif
    • Some armor and costumes will be more revealing than others, but there will not be nudity in the game.[82]
    There might be sliders, but there are not gonna be naked sliders.[82]Steven Sharif
Each race is getting its custom geo pieces, which then will share thematic components such as color palette, attachments, design filigree. Those types of things will get shared across the geo but generally you're going to see unique races with unique geo.[85]Steven Sharif
  • Cosmetics can be used by all races but there may be slight variations to make them work with the body builds of each race.[87]
  • Hair will likely be masked if helmet display is toggled on.[92]

Ambachtelijke vooruitgang

Ambachtsklassen staan niet toe dat een character een meester in alles kan worden.[95] Een speler moet voor elk character een pad kiezen in de ambachtsvaardigheidsboom.[96] Het vertakken in specifieke paden staat de speler toe om zich te specialiseren in bepaalde vakgebieden. Dit moedigt een spelers inderdependentie aan, wat op zijn beurt de ambachtservaring verrijkt.[97]

Wanneer we refereren naar het niet-zijn van meesters van alles, betekent dat niet dat je geen meester kunt zijn binnen jouw eigen ambachtstype. Dit type kan maker, verzamelaar of verwerker zijn. Je zult een meester zijn van een van die drie, je zult geen meester zijn van de andere twee.[99]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.[100][101]

  • Artisan mastery is no longer restricted to a single branch.[101]
  • Characters may change which professions they master.[102]
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.[103]Steven Sharif
  • Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [104]
  • Previously it was stated that with considerable effort a player can master all professions within a mastered parent artisan class.[105][106] This was later changed to a player being able to master some but not all professions within a mastered parent artisan class.[107][96] This was changed to being able to master up to two or three professions within a mastered parent artisan class (subject to testing).[108] This was changed to being able to master up to two professions.[109] The current stance is only being able to become a Master of 3 professions and Grandmaster of 2 professions across all branches.[100][101]
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.[110]Steven Sharif

Race or class locked crafting

Crafting will not be race or class locked.[111]

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.[112]

There's gear for all of the different crafting, gathering, and processing professions that'll help you do those different trades.[113]Kory Rice

Artisan gear boosts artisans in their gathering, processing, or crafting professions.[113][14][15]

  • 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.[115][112][14]
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.[115]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.[14]Steven Sharif

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.[118][44] Each stage of the chain may require caravans to transport goods from one artisan to another.[24]

  1. Obtaining raw materials:[119]
  2. Refining the raw materials with the Processing profession.[44]
  3. Crafting the finished product using its crafting recipe.[44]

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.[121]Steven Sharif

Gathering

Gathering lumber in Alpha-2.[122]

The first major reveal is that in Ashes of Creation we have now expanded the resource gathering system to include a great many of what the world is showing you of these resources. So when you see a tree, you can chop a tree. If you see a rock, you can mine a rock.[122]Steven Sharif

Gathering ore in Alpha-2.[123]

Looking at this this rock here, I don't know what that rock is before I actually complete the Harvest. But after I complete the Harvest I see that I collected basalt in the bottom right hand corner.[124]Steven Sharif

Gathering is one of the artisan classes in Ashes of Creation.[125][126]

  • Many of the visible resources (such as Trees and Ore) in the open world are gatherable.[122]
    • This is a change from Alpha-1 where a limited number of resource locations were highlighted with "sparkles" to indicate they were gatherable.[122][127][125]
  • The exact type of resource present within a resource node is not known until the node is harvested.[124]
There's a bunch of different things in Ashes that will be gatherable. We have plants and trees and rocks and fish and animals and creatures that can be tamed; and we're thinking to reach the visual fidelity bar and to have things a little bit more rooted in what we know is that it wouldn't really make sense for you to just see gold all over the world in the same way that you would plants and trees; so we wanted to get feedback on what players think about some of the different gatherable types having different things that you would have to know and expect from them. So rocks are a good example of this, where you can see a rock but until you crack that thing open you don't know if it's full of stone, crystals, rubies, gold. So we wanted to try that out with some of our gatherables to have players have to open this thing up- and that's not to say that we players won't stumble on a nice load, or vein, or geode of gold, but most of the stuff that they would they would find to the world, unless they they look hard enough, would require them to crack that stone open.[124]Kory Rice
  • Gathering is intended to be accessible to both solo and group-based gatherers.[128]
  • Gathering requires the creation and use of tools.[6][129]
Certain low level gatherables will have a tiered progression into higher level crafting. So for example if I'm gathering... leaves of the blue petal flower to craft a pigment that's going to be used in the development of a tunic that I can wear at level one, then I may need to collect those in order to craft the pigments to craft a greater pigment that might be present in the in the crafting of a higher level item. So it's going to be a tiered progression so that materials have relevancy throughout the different levels of of crafting; and that's important from an economic stability standpoint. You need to have layered demand from a supply standpoint so that players who are interested in collecting and gathering those materials still are relevant when the later level items are crafted.[133]Steven Sharif

Processing

Processing is one of the artisan classes in Ashes of Creation.[43]

  • The bulk of the time spent in the artisan system resides in the processing branch. The processing time varies based on the quality of the crafting materials.[16]
The intent is that there are also public spaces where animal husbandry and farming can be utilized... Those systems provide opportunities for players who might be more solo-oriented, aren't a part of a family, don't think they'll be able to acquire a freehold, but still want to participate with those particular particular types of professions. But they may not do it at a mastery level as a result; but they'll still have access to lower-tier versions of that so that they can progress through that particular profession up to a degree.[139]Steven Sharif

Upgrading items

Enchanting is not an artisan profession in its own right. Scribes create scrolls that can be utilized by different professions to create enchantments relating to that profession.[140][141]

You don't really push a particular item's level requirement or the identity of that item. You can enhance it, you can add enchantments to it, but it's still the item it is.[143]Steven Sharif

Repairing items

Blacksmithing concept art.[144]

For example: if you have an iron sword and then the sword gets damaged from use, you have to use more iron to repair it; and what that does is... make sure that there's significant sinks in the game for base materials so that you are creating a scarcity and demand that's present on the creation of higher goods as well as supplying the necessary decay components for the world.[145]Steven Sharif

Item repair will cost crafting materials.[146][145][147]

There will be ways to repair destructible structures (such as walls and gates) and also repair (or re-craft) siege weapons that were damaged during sieges.[153]

  • This is a long term design goal that was not present during Alpha-1.[153]
There's a lot of ancillary activities that can be had during sieges... It's obviously strategy and tactics and raid-versus-raid components, but also you want to have individual contributions where players can do things during the siege to aid in the greater effort so to speak; and it doesn't require you having 50 people by your side to effectuate that influence over something. So repairs are great ways to do that. Repairs for walls, repairs for gates, being able to spawn and essentially craft the designs for specific types of siege weapons to provide those to the team.[153]Steven Sharif

Escrow system

info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.
We're going to have a UI... you're gonna put the resources in or they're gonna put the resources in. It'll be like an escrow system and then once [the job] is complete you'll get the item they'll get the money.[154]

Timeline

Artisan classes (Gathering, Processing, Crafting) is expected to come online fully in Alpha-2 and the Betas.[155][156]

Crafting honestly will not come online in any sense of its true form until Alpha-2. Alpha-1 has essentially what are intended to be the core gameplay loop of crafting, meaning the collection of materials, the translation of those materials into processed goods, and the use of those processed goods into item acquisition. That's the core gameplay loop that is currently present in Alpha-1. But those are mostly facilitated piggy backing the merchant systems right now and not actually using the real crafting system; and that's because crafting hasn't been completed in a form that can be implemented in Alpha-1, but will be for Alpha-2. What's present in Alpha-1 doesn't even really scratch the surface for crafting.[156]Steven Sharif

Beelden

Community guides

Zie ook

Referenties

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  8. 8.0 8.1 Rng crafting.jpg
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  13. 13.0 13.1 Livestream, 2023-12-19 (1:50:51).
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  15. 15.0 15.1 Livestream, 2021-03-26 (1:06:50).
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  59. Livestream, 2023-11-30 (1:26:16).
  60. 60.0 60.1 60.2 Livestream, 2022-06-30 (1:08:02).
  61. Blog: Know Your Nodes - Scientific Node Type
  62. 62.0 62.1 steven-completed-items.png
  63. 63.0 63.1 63.2 Livestream, 2022-06-30 (1:18:55).
  64. steven-completed-items2.png
  65. Interview, 2023-09-10 (47:13).
  66. February 8, 2019 - Questions and Answers.
  67. craftedbossloot.png
  68. 68.0 68.1 Livestream, 2017-05-10 (14:45).
  69. 69.0 69.1 69.2 69.3 69.4 69.5 69.6 69.7 69.8 Livestream, 2020-11-30 (1:05:22).
  70. 70.0 70.1 70.2 Podcast, 2018-08-04 (59:58).
  71. 71.0 71.1 steven-crafting-stats.png
  72. 72.0 72.1 72.2 Livestream, 2020-12-22 (1:15:01).
  73. 73.0 73.1 Livestream, 2017-05-24 (24:19).
  74. crafting-corruption.png
  75. craftersname.png
  76. Podcast, 2021-09-29 (52:58).
  77. Livestream, 2020-08-28 (1:14:54).
  78. 78.0 78.1 78.2 78.3 Livestream, 2020-05-29 (50:20).
  79. 79.0 79.1 Livestream, 2017-05-26 (19:51).
  80. 80.0 80.1 Reddit Q&A, 2019-01-8.
  81. oversized.jpg
  82. 82.0 82.1 Livestream, 2021-12-23 (1:34:07).
  83. Podcast, 2018-08-04 (53:43).
  84. Livestream, 2022-10-28 (1:41:06).
  85. Livestream, 2021-09-24 (1:25:27).
  86. Sparkly.jpg
  87. margaret-gear-appearance.png
  88. cosmetics obtaining.png
  89. Livestream, 2017-07-18 (54:56).
  90. Livestream, 2017-07-28 (9:47).
  91. helmet.jpg
  92. Livestream, 2020-10-30 (1:13:22).
  93. weaponslots.png
  94. Livestream, 2017-09-03 (48:56).
  95. 95.0 95.1 Livestream, 24 mei 2017 (32:07).
  96. 96.0 96.1 artisan skill tree.png
  97. Livestream, 5 mei 2017 (6:12).
  98. Livestream, 2024-07-18 (37:25).
  99. Livestream, 2024-07-26 (1:09:46).
  100. 100.0 100.1 roshen-mastery.png
  101. 101.0 101.1 101.2 steven-mastery-2-branches.png
  102. steven-change-mastery.png
  103. Interview, 2020-07-20 (18:47).
  104. artisan mastery4.png
  105. artisan mastery1.png
  106. steven-profession-mastery-all.png
  107. steven-profession-mastery.png
  108. Livestream, 2022-04-29 (1:13:00).
  109. steven-mastery-cap.png
  110. Interview, 2023-07-09 (42:51).
  111. Livestream, 2017-07-28 (22:36).
  112. 112.0 112.1 112.2 Video, 2023-11-30 (19:06).
  113. 113.0 113.1 Video, 2023-11-30 (5:47).
  114. Video, 2023-11-30 (12:05).
  115. 115.0 115.1 Livestream, 2023-11-30 (1:37:49).
  116. 116.0 116.1 Video, 2023-06-30 (3:14).
  117. 117.0 117.1 117.2 Video, 2022-10-28 (26:14).
  118. Interview, 2020-07-20 (20:17).
  119. 119.0 119.1 119.2 119.3 119.4 Livestream, 2017-05-08 (20:41).
  120. Livestream, 2017-07-18 (38:30).
  121. Interview, 2018-05-11 (24:18).
  122. 122.0 122.1 122.2 122.3 Video, 2022-10-28 (0:47).
  123. Video, 2022-10-28 (12:31).
  124. 124.0 124.1 124.2 Video, 2022-10-28 (9:19).
  125. 125.0 125.1 125.2 Livestream, 2017-09-03 (10:48).
  126. artisan classes.png
  127. Livestream, 2021-07-30 (1:11:58).
  128. Livestream, 2023-11-30 (1:58:35).
  129. Interview, 2018-05-11 (38:25).
  130. 130.0 130.1 130.2 Livestream, 2023-12-19 (1:53:02).
  131. Video, 2022-10-28 (10:52).
  132. Livestream, 2022-04-29 (25:16).
  133. 133.0 133.1 Podcast, 2018-05-11 (1:00:07).
  134. Livestream, 2023-06-30 (33:26).
  135. 135.0 135.1 Video, 2023-11-30 (49:24).
  136. 136.0 136.1 Video, 2023-11-30 (44:18).
  137. Video, 2023-06-30 (16:02).
  138. steven-processing.png
  139. 139.0 139.1 Interview, 2023-07-09 (51:26).
  140. 140.0 140.1 Livestream, 2022-05-27 (1:20:00).
  141. Livestream, 2017-05-26 (51:37).
  142. Livestream, 2017-05-17 (58:55).
  143. 143.0 143.1 Livestream, 2021-03-26 (1:15:57).
  144. blacksmith-twitter.png
  145. 145.0 145.1 145.2 Interview, 2020-07-19 (51:11).
  146. Interview, 2021-02-07 (13:14).
  147. Podcast, 2017-05-13 (25:55).
  148. Durability.jpg
  149. Interview, 2020-07-29 (16:46).
  150. player stall repair.png
  151. Livestream, 2021-05-28 (1:53:04).
  152. Livestream, 2020-09-30 (1:01:45).
  153. 153.0 153.1 153.2 Livestream, 2021-05-28 (1:04:29).
  154. 154.0 154.1 Livestream, 2017-05-10 (32:22).
  155. 155.0 155.1 Livestream, 2021-03-26 (42:28).
  156. 156.0 156.1 156.2 Interview, 2021-02-07 (35:30).
  157. Livestream, 2021-04-30 (41:18).