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Crafting

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Alpha-1 Forge concept art.[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.[3]

Anything that you want to bring into existence in the world is going to be built by players: Whether that is Ships, Siege engines, Weapons, Armor, etc.[10]Jeffrey Bard

There will not be a labor or energy system in Ashes of Creation.[11]

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.[11]Steven Sharif

Crafting professions

Crafting stations

Crafting stations (also referred to as Crafting benches) are located on freeholds or within nodes.[5][6]

Crafted items

Crafted items will be on par with best in slot items.[15]

That plays into our crafting system in and of itself right. The idea is for those stats to be variables that can be kind of 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.[20]Steven Sharif

Crafters are able to influence what their crafted items will look like.[17][21]

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 and World Bosses will be the main way to obtain high-level gear. There are some exceptions to this in the form of Legendary items (single server drops or discoveries), and other equipment that may drop wholesale, but we want Artisans and top tier raiding to produce the lion’s share of high level, high effectiveness equipment.[24]Sarah Flanagan

List of crafted items

Item Icon Item type Rarity Level requirement Set
Arcane Tome SpellbookIcon.png Spellbook Rare 12
Bludgeonbane MaceIcon.png Mace Epic 15
Cloth Belt of Dark Fortunes EpicClothBeltIcon.png Belt Epic 15 Dark Fortunes
Cloth Boots of Dark Fortunes EpicClothBootsIcon.png Boots Epic 15 Dark Fortunes
Cloth Epaulettes of Dark Fortunes EpicClothShouldersIcon.png Shoulders Epic 15 Dark Fortunes
Cloth Gloves of Dark Fortunes EpicClothGlovesIcon.png Gloves Epic 15 Dark Fortunes
Cloth Hood of Dark Fortunes EpicClothHelmIcon.png Helmet Epic 15 Dark Fortunes
Cloth Leggings of Dark Fortunes EpicClothLegsIcon.png Pants Epic 15 Dark Fortunes
Cloth Robes of Dark Fortune EpicClothChestIcon.png Chest armor Epic 15 Dark Fortunes
Cloth Sleeves of Dark Fortune EpicClothBracersIcon.png Wrists Epic 15 Dark Fortunes
Demonic Offering Aegis ShieldIcon.png Shield Epic 15
Eldritch Executioner GreatswordIcon.png Sword Epic 15 Eldritch
Eldritch Lightguard ShieldIcon.png Shield Rare Eldritch
Equilibrium GreatmaceIcon.png Mace Epic 15
Glacius OneHandedSwordIcon.png Sword Epic 15
Headlopper HalberdIcon.png Halberd Epic 15
Imposing Plate Belt PlateBeltIcon.png Belt Rare 9 Imposing
Iron Longsword GreatswordIcon.png Sword Common 1 Iron
Iron Wand 45180dea-dd3e-497e-94ae-93af57b2e6b7-0.png Wand Common 1 Iron
Lava Forged Defender LavaForgedDefenderIcon.png Shield Rare Lava Forged
Plate Belt of Dragons Protection PlateBeltIcon.png Belt Legendary 15 Dragon's Protection
Plate Boots of Dragons Protection PlateBootsIcon.png Boots Legendary 15 Dragon's Protection
Plate Cussies of Dragons Protection PlatePantsIcon.png Pants Legendary 15 Dragon's Protection
Plate Gauntlets of Dragons Protection PlateGlovesIcon.png Gloves Legendary 15 Dragon's Protection
Quill Of The Tundra WandIcon.png Wand Epic 15
Ranseur Of Malice LongspearIcon.png Spear Epic 15
Replica Of Dignitas GreataxeIcon.png Axe Epic 15
Sharpened Greatsword SharpenedGreatswordIcon.png Sword Rare Sharpened
Spire Of Illusion StaffIcon.png Staff Epic 15
Transcendent Plate Helm PlateHelmIcon.png Helmet Legendary 15 Transcendent
Tundra's Torment HalberdIcon.png Halberd Epic 15

Skills and stats on gear

Crafters will be able to assign different skills/abilities and stats on gear.[17][18]

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.[17]Jeffrey Bard

Not all armor sets will be the cookie cutter kind of set. They will have the influences from the crafter available in it, if it's a crafted set.[18]Steven Sharif

Gear is broken down into Core Stats and Additional Stats.[26]

Item creation suite

An "item creation suite" that allows crafters to create unique appearances for items has been discussed as a future possibility.[27]

Relics

Reliquary concept art.[28]

Each city has what's called a reliquary and the reliquary begins to spawn unique items for the citizens to take advantage of based on the performance, progression and achievements that those citizens have within the world. So if your citizens are part of downing a world boss or completing a dungeon in a record time or crafting a legendary item or whatever: all of these different types of progression paths for the cities could result in the production of a relic that exists within the reliquary.[29]Steven Sharif

Relics are achievements for a node that unlock over time. They allow node citizens to craft certain legendary items and progress in certain legendary quest lines.[30][31]

Relics are embodiments of certain types of achievements. You may have the scale of a dragon that's been defeated- the all-scale aspect of it- and from that every week a citizen might be able to derive one scale material component that can be used across a plethora of high-end types of crafting.[30]Steven Sharif
  • Relics automatically manifest in the node's reliquary when specific conditions are met by that node. For example, it may require a certain number of citizens to accomplish a particular achievement a number of times before the relic is granted to the node.[30][29]
Let's say for example there is a dragon nearby and this dragon is a large raid boss; and the number of citizens that the node has that participates in that raid the first time- if you have 30 citizens present you may not achieve the relic. And it's not a matter of capturing it at that location taking back to the city. It'll automatically manifest within the reliquary if a number of citizens accomplish a particular achievement a number of times necessary to create the relic. So if you only have 30 citizens present at that raid boss you may need to do that raid boss four or five six times in order to unlock the achievement which grants the relic in the reliquary. So it's essentially incentivizing the citizens to participate in the world events around the node.[30]Steven Sharif
The other component of relics that's important to note is that it's not just adventuring relics, these are accomplishments that span a lot of the different progression paths. So you could have accomplishments get unlocked by how many number of citizens achieve you know the creation of a particular type of item. You may have now an alchemical genius that is a citizen of your node and as a result there is an alchemical relic that's been granted to your reliquary in a similar fashion to the dragon.[30]Steven Sharif
  • Access to the material components of the relics stored in a node's reliquary is granted to registered attackers after successfully destroying that node in a node siege, even though they are not citizens of that node.[30][29]
When the node is destroyed, the reliquary's contents become available for spoil amongst the attackers; and now even though they weren't citizens might have access to what they wouldn't have access to before, because they weren't a citizen. They'll have access to grab a number of those instances of that material and that's going to be an important aspect because relics are going to be important as part of the whole crafting scheme. So this incentivizes- it acts as an incentive for players to want to engage and battle with these nodes and try to take what they have.[30]Steven Sharif

Recipes

Crafting in Ashes of Creation is recipe (blueprint, schematic) based, not RNG based.[35][36]

  • Recipes that are obtained must be committed to a player's recipe book prior to that recipe being able to be used for crafting. This "consumes" the recipe.[37]
    • Recipes can be traded or sold prior to them being committed into a player's recipe book.[37]
  • Within a crafting recipe, there are dials (based on artisan specialization) that are used to customize crafted items, such as:[38]
    • Increasing one stat at the expense of another.[39]
    • Making an item more magical versus more physical.[39]
  • Crafting does not have mixing and matching (of arbitrary materials) in the manner of animal husbandry.[40]

I think Star Wars Galaxies had a great crafting system... The resource gathering and the crafting system altogether as a whole really was I think way beyond its time. That's kind of the direction we want to go, where there's choices to be made in the crafting system and those choices change what you end up with... It's not just about doing X recipe to get Y item. You know, there's actually thought involved in it and there is you know a market to be captured based on those decisions.[41]Jeffrey Bard

Obtaining recipes

There are many different ways to achieve recipes. We want to take crafting and house the location of those recipes throughout different progression paths, so that not everything is pigeon-holed into one way forward.[42]Steven Sharif

Recipes are found in the world, for the most part.[43]

We talked about having this idea where if somebody discovers a recipe they get exclusive access to that recipe for a given amount of time similar to a patent; and then they can license that recipe out to other crafters so they can use the recipe and eventually that timer runs out and then everybody can use it, but we wanted to reward people for experimentation and going out in the world and finding something new.[43]Steven Sharif

Artisan mastery

Players must choose a path in the artisan skill tree for each character.[44] Within each of the three parent artisan paths (Gathering, Processing and Crafting) there are different professions. A character may only ever master one of these parent paths.[45][46][47][48]

  • It is possible to master multiple professions (but not all) within a parent artisan path, but this will be a long and labor intensive feat, requiring many resources.[45][48][49]
    • A player may only master a profession if they have achieved the artisan path mastery.[50]
    • Based on testing, it may be decided to limit profession mastery certificates to a capped value.[50][51]

Gathering is a parent artisan path, along with processing and crafting. Within each of the three parent paths lies different professions. You may only ever master one parent path. But you may spend time mastering each profession within the parent artisan path.[48]Steven Sharif

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.[52]Steven Sharif

Artisan progression within the artisan tree occurs based on experience (repetition of tasks) within a branch and also via achievement of certain benchmarks within each branch.[53]

  • Players can dabble in all professions at a "beginners" level before they decide to master a particular pathway.[54]
  • Choosing a specific path in the skill tree allows the player an opportunity to specialize in a certain area. This encourages player inter-dependency, enhancing the artisan experience.[55]
  • Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [56]

Players will have the opportunity to kind of dabble in all of the professions at a very beginners level and then you know that kind of gives them an understanding of what that profession feels like and then allows them to kind of pinpoint the direction that they want to go in to master particular professions.[54]Steven Sharif

When we reference not being masters of all that doesn't mean you're not a master within your own one of the three artisan types, which is you know crafter or gatherer, processor. You will be a master of one of those, you will not be master of the other two.[47]Steven Sharif

Race or class locked crafting

Crafting will not be race or class locked.[57]

Crafting mechanics

Players are able to specialize in focused crafting branches.[55]

  • There are going to be different tiers of crafting stations that represent the quality of the items being crafted.[5]

Crafting stations can be located on freeholds or within nodes.[5][6]

  • Certain crafting stations relate to specific nodes, areas or buildings.[5]
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 you know 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 kind of make it a more dynamic experience and and kind of something that caveat how players decide to build the world and what the value of those things are.[5]Steven Sharif

Repetitive skill-based crafting mechanics, such as mini-games, are not an intended part of the crafting experience.[58][59]

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 - you know for lack of a better term - mini-game to be something that becomes repetitive and kind of 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.[59]Steven Sharif

It is likely that Star Wars Galaxies inspired crafting mechanics will be present in Ashes of Creation.[58]

Jeff in particular has a soft spot in his heart for the crafting system of Star Wars Galaxies; so without getting into too much detail I will say that it's likely that you will see some inspiration surface itself in that regard.[58]Steven Sharif

Crafting materials

Hunter's Dwelling.png

Materials (also known as processed goods and crafting materials) are obtained in the following ways:

The quality of crafting materials will influence the quality of the crafted item.[63]

Players drop materials and other items upon death, based on their applicable death penalties.[64][65][66][67]

High-level materials

Materials for crafting high-level items are obtained from world bosses and through the deconstruction of other high-level items.[61]

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.[61]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.[68][39] Each stage of the chain may require caravans to transport goods from one artisan to another.[55]

  1. Obtaining raw materials:[69]
  2. Refining the raw materials with the Processing profession.[39]
  3. Crafting the finished product using its crafting recipe.

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.[71]Steven Sharif

Gathering

Alpha-1 gathering.[72]

The whole gathering component of Alpha one is not the intended gathering for the actual game. You will not be seeing sparklies on resources out in the world.[73]Steven Sharif

Gathering in the Alpha-1 early preview.[74]

Gathering is one of the artisan classes in Ashes of Creation.[75][76]

Certain low level gatherables will have a tiered progression into higher level crafting. So for example you know 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 kind of 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.[78]Steven Sharif

Processing

Furnace that can be placed on a freehold.[60]

Processing is one of the artisan classes in Ashes of Creation.[60]

  • Blueprints are required for the construction of the feehold buildings that are used to process resources.[9][4][60]
    • The amount of goods that can be processed while unattended by the player is based on the rating of that particular processing station.[9]
    • The time spent processing can be reduced by upgrading the capabilities and quality of the processing station via a progression tier system.[9]

That's going to be very important as you get to very late game processed materials that are required. Because some of these things might have days to process within a station, but if you have spent the time and done the work to advance that processing station you could cut that down considerably, perhaps even greater than 50 percent; and that's going to have a significant impact on your ability to either control markets or to create goods.[9]Steven Sharif

Upgrading items

There are two types of enchantments for items: Vertical and horizontal.[79]

When it comes to over-enchanting things, what we're going to do likely is have a safety- and this is something obviously it needs to be tested- but we're going to have a safety period of enchantment you know like in Lineage 2 I think you could enchant plus four or something. And so we're gonna have a similar system where you can enchant safely and then when you start to take risks, that percentage of potentially damaging your item either through the decay system or completely disabling it through the destruction system will be a risk that's present.[80]Steven Sharif

  • Horizontal enchantments are more situational. For example: I'd like my sword to do force damage instead of holy damage because the monsters I tend to fight are incorporeal.[79]
    • This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.[79]
    • This type of enchanting assumes no risk, just time and effort.[79]

Enchanting services are sold at player stalls.[81]

Enchanting does not increase an item's level requirement.[82]

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.[82]Steven Sharif

Repairing items

Item repair will cost crafting materials.[83][84][85]

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.[84]Steven Sharif

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.[91]

  • This is a long term design goal that will not be present during Alpha-1.[91]

There's a lot of ancillary activities that can be had during sieges... It's obviously strategy and tactics and you know 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.[91]Steven Sharif

Escrow system

An escrow system is planned to prevent griefing in the crafting system.[92]

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.[92]

Caravan components

Certificates to create a caravan are issued by certain NPCs within nodes or at certain points of interest in the world. These certificates are comprised of multiple components:[93]

Caravan components obtained from crafters will have stats according to the skill of each artisan.[93]

Ship building

Ship building is a crafting profession that is able to construct ship components based on blueprints that unlock capabilities that scale with their progression within the ship building profession.[98][99][100]

You can have the base value of a hull. That hull might have certain placements that are available when it comes to utility slots and/or weapon slots for the ship. Essentially you are going to have that hull itself be augmented by constructibles via the ship building profession.[101]Steven Sharif

A player does not need to be a ship builder to construct ships. Players utilize the ship components that are crafted by ship builders to upgrade their ships.[98][102]

  • Anyone with the right schematics, materials and an advanced enough node may construct a ship.[103]

You will not need to be a ship builder profession to construct ships. The shipbuilder profession particularly they have the ability to craft components of the ships which increases the ship's capabilities, defenses, speeds, turn rate, offense and defense, you know all those types of things and then they can sell those to other players.[98]Steven Sharif

Players can choose which "joints" get populated with either utility or weaponry spots on a ship.[105]

Timeline

Artisan classes (Gathering, Processing, Crafting) will come online fully in Alpha-2 and the Betas.[106][107]

In Alpha One the core basics of what crafting represents as a gameplay loop that is represented. So that means that there are gatherables out there. You will have to have tools in order to service those gatherables. There will be processing that's necessary; and then there's crafting stations that are available and can be constructed by the players. This is in Alpha One. You have to collect the recipes, you have to collect the materials, and you have to refine the materials; and then you have to create the reagents and then use those to kind of create the final crafting component of that you're trying to create. So that in and of itself is present, but it is a very very small piece of really what will be the larger crafting puzzle for Alpha 2 and betas.[106]Steven Sharif

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 kind of 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.[107]Steven Sharif

Artwork

Community guides

See also

References

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  100. 100.0 100.1 100.2 Livestream, 19 May 2017 (50:45).
  101. 101.0 101.1 101.2 Podcast, 15 November 2020 (23:30).
  102. 102.0 102.1 102.2 Livestream, 9 July 2018 (30:35).
  103. steven-ships-1.png
  104. steven-ships-2.png
  105. Interview, 17 August 2018 (36:29).
  106. 106.0 106.1 106.2 106.3 106.4 106.5 106.6 Livestream, 26 March 2021 (42:28).
  107. 107.0 107.1 107.2 Interview, 7 February 2021 (35:30).
  108. Livestream, 30 April 2021 (41:18).