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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 mechanics

Players are able to specialize in focused crafting branches.[13]

  • 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.[14][15]

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.[15]Steven Sharif

It is likely that Star Wars Galaxies inspired crafting mechanics will be present in Ashes of Creation.[14]

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.[14]Steven Sharif

Crafting stations

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


Imposing Plate Belt recipe Alpha-1 screenshot. Image credit: Guild:Overlord

Crafting in Ashes of Creation is recipe (blueprint, schematic) based, not RNG based.[18][19]

  • There will definitely be rare recipes.[20]
  • 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.[21]
    • Recipes can be traded or sold prior to them being committed into a player's recipe book.[21]
  • Within a crafting recipe, there are dials (based on artisan specialization) that are used to customize crafted items, such as:[22]
    • Increasing one stat at the expense of another.[23]
    • Making an item more magical versus more physical.[23]

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.[24]Jeffrey Bard

The ability for players to create original recipes will not be present in the game at launch, but may be included at some point in the future.[20]

  • Crafting does not have mixing and matching (of arbitrary materials) in the manner of animal husbandry.[25]

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.[26]Steven Sharif

Recipes are discovered in the world.[20][27]

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.[20]Steven Sharif

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

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.[27]

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.[31]

Players drop materials and other items upon death, based on their applicable death penalties.[32][33][34][35]

High-level materials

Materials for crafting high-level items are obtained from world bosses and through the deconstruction of other high-level items.[29]

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.[29]Steven Sharif

Crafted items

Crafting UI. Alpha-1 screenshot. Image credit: Guild:Overlord

Crafted items will be on par with best in slot items.[36]

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.[41]Steven Sharif

Crafters are able to influence what their crafted items will look like.[38][42]

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.[45]Sarah Flanagan

Skills and stats on gear

Crafters will be able to assign different skills/abilities and stats on gear.[38][39]

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.[38]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.[39]Steven Sharif

Gear is broken down into Core Stats and Additional Stats.[47]

Item creation suite

An "item creation suite" that allows crafters to create unique appearances for items has been discussed as a future possibility.[48]

Artisan mastery

Players must choose a path in the artisan skill tree for each character.[49] 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.[50][51][52][53]

  • 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.[50][53][54]
    • A player may only master a profession if they have achieved the artisan path mastery.[55]
    • Based on testing, it may be decided to limit profession mastery certificates to a capped value.[55][56]

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.[53]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.[57]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.[58]

  • Players can dabble in all professions at a "beginners" level before they decide to master a particular pathway.[59]
  • 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.[13]
  • Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [60]

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.[59]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.[52]Steven Sharif

Race or class locked crafting

Crafting will not be race or class locked.[61]

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.[62][23] Each stage of the chain may require caravans to transport goods from one artisan to another.[13]

  1. Obtaining raw materials:[63]
  2. Refining the raw materials with the Processing profession.[23]
  3. Crafting the finished product using its crafting recipe.[23]

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.[65]Steven Sharif


Alpha-1 gathering.[66]

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.[67]Steven Sharif

Gathering in the Alpha-1 early preview.[68]

Gathering is one of the artisan classes in Ashes of Creation.[69][70]

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.[72]Steven Sharif


Furnace that can be placed on a freehold.[28]

Processing is one of the artisan classes in Ashes of Creation.[28]

  • Blueprints are required for the construction of the freehold buildings that are used to process resources into processed goods.[73][9][4][28]
    • 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
  • There will be a preparatory phase to provide the building with needed fuel or other materials to process the required grade of materials.[73]
Processing as it stands for Alpha-2's implementation is that there is a certain amount of prep work that's required first for the industry-specific component, which is the building. That prep work might be finding a certain amount of lumber to light the fire in kiln or whatever, to a certain temperature in order for you to process a certain grade of ore; and that grade of ore being malleable then into an ingot; and that produces that ingot so-to-speak. Now, in that process there's a gathering component, there's a preparatory phase, there is a time-related component.[73]Steven Sharif
  • There will also be time-related and gameplay elements that require the player to interact with the processing building. These elements act to throttle for the introduction of processed materials from raw gatherables into the economy.[73]
There's also possibilities that the machine you're using itself has some type of gameplay layer- should the kiln get overheated, and you have to throw some water on it or something. There are elements there in that process that we want to mimic this gameplay opportunity for players to interact; and not just be a time-sink. But time-sink is also a component of it as well, because that's the throttle for the introduction of processed materials from raw gatherables into the economy.[73]Steven Sharif

Upgrading items

That is a pretty nice sword you have there. It would be a shame if it broke due to over-enchanting![74]Cody Peterson

Mechanisms for achieving the safer enchantment routes would mainly be through very rare material acquisition and boss kills.[75]Steven Sharif

There are two types of enchantments for items: Vertical and horizontal.[76]

  • Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses. Vertical enchantments include risks. [76]
    Personally, I am fine with RNG in enchantment, so long as there are special ways to mitigate the RNG with investment, to a degree. For example, difficult to obtain enchantment scrolls that insure enchantment efforts, and including a buffer of safe enchantment in earlier +'s.[77]Steven Sharif
    • Over-enchanting items comes with a potential risk that the item decays or is destroyed if a safety margin is exceeded. This system is subject to testing.[78][18]
    • There will be mechanisms for achieving safer enchantments, such as difficult to obtain enchantment scrolls, or very rare material acquisitions.[77][75][78]
    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.[78]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.[76]
    • This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.[76]
    • This type of enchanting assumes no risk, just time and effort.[76]

Enchanting is not an artisan profession. Several different professions can create enchantment scrolls. Once the scroll is created then it's in the hands of the open market.[79]

A few different professions participate in the creation of enchantment scrolls. Those enchantment scrolls are primarily going to be interfaced on the profession side with scribe, but once that scroll is created then it's in the hands of the open economy and players may utilize them to enchant weapons and stuff.[79]Steven Sharif

Enchanting does not increase an item's level requirement.[81]

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.[81]Steven Sharif

Enchanting weapons applies visual effects, such as glows and colors.[82]

Repairing items

Blacksmithing concept art.[83]

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

Item repair will cost crafting materials.[85][84][86]

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.[92]

  • This is a long term design goal that was not present during Alpha-1.[92]
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.[92]Steven Sharif

Escrow system

An escrow system is planned to prevent griefing in the crafting system.[93]

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.[93]

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:[94][95]

Caravan components obtained from crafters will have stats according to the skill of each artisan.[95]

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.[99][100][101]

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.[102]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.[99][103]

  • Anyone with the right schematics, materials and an advanced enough node may construct a ship.[104]

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.[99]Steven Sharif

  • Players can choose which "joints" get populated with either offensive (weaponry), defensive, or utility attachments they want on their ship prior to construction completion.[106][107][108]

Ships are going to also have classes. Those classes are going to dictate the type of of attachments that can be applied and in what quantity. A military vessel type may have more capacity for weapon based attachments. A transport ship might have more capacity for defensive based attachments. And then you'll have more versatile ships that can share across those types. So in that sense you are constructing a componentized ship for the types of activities you intend to do: Are you a raider? Are you a mover of goods? Are you an adventurer? These types of things are going to inform your decision of what the attachments you're going to have in those three categories.[106]Steven Sharif


Artisan classes (Gathering, Processing, Crafting) will come online fully in Alpha-2 and the Betas.[109][110]

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.[110]Steven Sharif


Community guides

See also


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  2. 2.0 2.1 About Ashes of Creation.
  3. CraftingImportance.png
  4. 4.0 4.1 4.2 Interview, 27 March 2020 (9:00).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 Livestream, 30 January 2020 (1:38:26).
  6. 6.0 6.1 6.2 Livestream, 12 May 2017 (1:00:18).
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  8. Livestream, 26 March 2021 (1:06:50).
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  10. Livestream, 24 May 2017 (17:08).
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  12. Video, 30 April 2017 (10:07).
  13. 13.0 13.1 13.2 Livestream, 5 May 2017 (6:12).
  14. 14.0 14.1 14.2 Interview, 7 February 2021 (45:41).
  15. 15.0 15.1 Podcast, 11 May 2018 (27:20).
  16. Blog: Know Your Nodes - Scientific Node Type
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  18. 18.0 18.1 Livestream, 5 May 2017 (20:41).
  19. 19.0 19.1 Rng crafting.jpg
  20. 20.0 20.1 20.2 20.3 20.4 20.5 20.6 20.7 20.8 Livestream, 28 January 2022 (1:19:48).
  21. 21.0 21.1 Interview, 7 February 2021 (37:26).
  22. Livestream, 26 May 2017 (5:25).
  23. 23.0 23.1 23.2 23.3 23.4 23.5 23.6 Livestream, 5 May 2017 (8:22).
  24. Livestream, 4 June 2018 (35:11).
  25. Interview, 7 February 2021 (38:15).
  26. 26.0 26.1 26.2 26.3 26.4 26.5 26.6 26.7 26.8 Livestream, 8 April 2018 (PM) (28:38).
  27. 27.0 27.1 27.2 27.3 Livestream, 26 May 2017 (26:00).
  28. 28.0 28.1 28.2 28.3 28.4 Livestream, 5 May 2017 (34:15).
  29. 29.0 29.1 29.2 29.3 end level mats.png
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  40. 40.0 40.1 steven-crafting-stats.png
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  42. Livestream, 24 May 2017 (24:19).
  43. crafting-corruption.png
  44. craftersname.png
  45. February 8, 2019 - Questions and Answers.
  46. Podcast, 29 September 2021 (52:58).
  47. Livestream, 28 August 2020 (1:14:54).
  48. Livestream, 24 May 2017 (24:20).
  49. artisan skill tree.png
  50. 50.0 50.1 steven-profession-mastery.png
  51. Livestream, 24 May 2017 (32:07).
  52. 52.0 52.1 Livestream, 26 July 2019 (1:09:46).
  53. 53.0 53.1 53.2 artisan mastery1.png
  54. steven-profession-mastery-all.png
  55. 55.0 55.1 artisan mastery5.png
  56. artisan mastery3.png
  57. Interview, 20 July 2020 (18:47).
  58. Interview, 7 February 2021 (36:38).
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  60. artisan mastery4.png
  61. Livestream, 28 July 2017 (22:36).
  62. Interview, 20 July 2020 (20:17).
  63. 63.0 63.1 63.2 63.3 63.4 Livestream, 8 May 2017 (20:41).
  64. Livestream, 18 July 2017 (38:30).
  65. Interview, 11 May 2018 (24:18).
  66. steven-a1-fishing+raptors.png
  67. 67.0 67.1 Livestream, 30 July 2021 (1:11:58).
  68. Livestream, 28 March 2020 (48:31).
  69. 69.0 69.1 69.2 Livestream, 3 September 2017 (10:48).
  70. artisan classes.png
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  72. 72.0 72.1 Podcast, 11 May 2018 (1:00:07).
  73. 73.0 73.1 73.2 73.3 73.4 Livestream, 25 February 2022 (1:12:27s).
  74. cody-enchanting.png
  75. 75.0 75.1 steven-enchanting2.png
  76. 76.0 76.1 76.2 76.3 76.4 enchanting.png
  77. 77.0 77.1 steven-enchanting1.png
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  81. 81.0 81.1 Livestream, 26 March 2021 (1:15:57).
  82. Livestream, 28 January 2022 (56:12).
  83. blacksmith-twitter.png
  84. 84.0 84.1 84.2 Interview, 19 July 2020 (51:11).
  85. Interview, 7 February 2021 (13:14).
  86. Podcast, 13 May 2017 (25:55).
  87. Durability.jpg
  88. Interview, 29 July 2020 (16:46).
  89. player stall repair.png
  90. Livestream, 28 May 2021 (1:53:04).
  91. Livestream, 30 September 2020 (1:01:45).
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  99. 99.0 99.1 99.2 99.3 99.4 99.5 99.6 Livestream, 25 July 2020 (1:59:09).
  100. 100.0 100.1 Interview, 19 July 2020 (48:05).
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  102. 102.0 102.1 102.2 Podcast, 15 November 2020 (23:30).
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  104. steven-ships-1.png
  105. steven-ships-2.png
  106. 106.0 106.1 106.2 Livestream, 25 February 2022 (1:15:50s).
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