Glorious wiki readers. We appreciate your patience as we process the vast amount of new and updated information from the release of Alpha-2 phase 1.
Loot
- Mobs drop glint, items, and crafting materials in preference to gold.[3][4]
- Glint is not bound to a specific region and can be also dropped by players on death as stolen glint, based on applicable death penalties.[5][6][7][8][3][9]
- The rarity of glint increases with the mob's level.[10]
- Loot tables are disabled for player controlled monsters.[11]
- Experience debt decreases the drop rate percentages from monsters.[12]
- Q: Are Alpha-2 bosses dropping full items instead of recipes and mats placeholder?
- A: The reward tables are very much in a functional state right now. So, I wouldn't look at these reward tables and say oh this is long-term intended. This is for A2 purposes. However, it is going to be a combination of both. You're going to have full loot drops that are going to occur with world bosses. That is an expectation that should be kept. But, in addition, you will have recipes, you will have unique material components that are used to create those items as well; and you'll also have the ability to deconstruct those items to recoup some of those more unique materials to potentially create more.[13] – Steven Sharif
- Loot (loot tables) from mobs and bosses have about a 2-4% RNG chance of dropping gear (completed items).[2][14][13][15][16]
- There is also a chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[14][13][15][17][18]
- Most completed item drops will be of low quality items, but there is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[2][19][20]
- RNG drop chances will likely not be made public.[21]
- Stats on dropped items will vary based on the rarity of the item.[22]
- The greater level disparity between the player and the mob being looted, the lower the drop percentages will be from that mob.[23][2]
- Currently, if your level in comparison to the monster is greater than 3 levels apart there will be a slight fall off in drop efficiency. In a party, this uses the greatest disparity as the whole parties comparison. If you or a member of the party is greater than 9 levels apart from the monster, then drop chance and exp is not possible.[23] – Steven Sharif
- Loot tables will likely not be affected by weather conditions.[24] This was previously listed as a possible effect.[25]
- There won't be specific loot drops for artisans.[26][27] Previously it was stated that master gatherers may have the ability to "spoil" a boss' loot.[28]
- Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
- A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[27] – Steven Sharif
List of dropped items
This section contains potentially outdated information from Alpha-1 testing. |
Glint
Glint (previously known as Hunting certificates and Monster certificates) is a bound currency that drops from mobs and players, and is offered as a reward for completing certain quests, events, and achievements. Glint is intended to be the primary method for generating gold in the Ashes of Creation economy.[30][31][6][32][3][4]
- Glint serves a very integral role in the economy within Ashes of Creation. It is a material substance that is acquired through various means, but primarily hunting different antagonists within the world; and it is the physical form of Essence within the beasts of Verra. So when you acquire this it is bound to your character, and that is a very important component of the economic systems here because glint will be used to pay for certain services, such as taxation for buildings that you have, or citizenship dues that are necessary.[33] – Steven Sharif
- Glint is not localized to specific regions.[5][6][7][8][3][9] Previously it was stated that glint was specific to an economic region.[34][3][35][4]
- Glint occupies space within the spatial inventory system and must be transported via crates when in large quantities.[5]
- Glint can be sold directly to commodities vendors at hunting lodges within nodes to "make some quick money".[36]
- Glint may be traded with commodities vendors for player commodities. These commodities can then be transported to other nodes (via caravan or merchant ship) where they can be traded for gold.[6][34][3][35][4] The gold value is based on the demand for the commodity at the destination node (over the last seven days) as well as its distance from the originating node.[37][6]
- Glint will drop as stolen glint on a character's death, based on applicable death penalties.[6][7][8][3][9] Glint taken from caravan wreckages is also classed as stolen.[38] Stolen glint is not bound and may be redeemed for less than its original value at black market locations.[6][7]
- Glint may be used to pay housing taxes and citizen dues.[33][6][32]
- Glint can be stored within node warehouses.[3]
- Glint is not intended as crafting materials.[32]
- Glint is always distributed via round-robin loot rules.[39]
Looting
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[41][42][43]
- Loot in Ashes of Creation encounters is finite and must be distributed between party or raid members who complete the encounter. There is no individual loot system that grants loot to all participants. This essentially acts to balance the lowered risk in large numbers against lower chances of gaining rewards.[44]
- Group loot rules are defined on a per-rarity basis.[1]
- A majority of party members must vote to approve any changes to group loot allocation changes.[40]
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[45]
- There won't be auto-looting pets.[46]
- It will be possible to kick a player from a party prior to them acquiring loot.[47]
- Yes, technically it would be possible for you to kick a player prior to acquiring loot. However, again because we are a game that relies on social interactions, there are reputations to be had; and if you acquire a reputation as a raid leader, or as a party leader, of doing something dirty like that, then it's unlikely you'll be able to Garner the support of future party members and/or raids to lead efforts against these raid bosses.[47] – Steven Sharif
- Free-for-all.[43]
- Whoever is first to loot gets the loot.[41]
- A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.[43]
- With round-robin looting, party members take turns looting.[43]
- This is a traditional need before greed system based on dice rolls.[43]
- Since there is very little gear binding in Ashes of Creation, it's left to the party to deal with players who excessively roll Need on loot.[49]
- Currently, the winners of need or greed rolls must directly interact with the loot container to claim the items. If the loot isn't claimed within a period of time, it will become public. This design may change based on further testing.[48]
- Q: Why did need and greed change from going into your bag to now doing it where you have to go and pick up the item?
- A: The intended design is twofold: One, on an engineering side there was some concern about preserving the rights currently based off of net relevancy and distance, so we tried to cut down the time that you could roll need or greed; and then we also introduced a pause to the public loot rights timer on the loot container. But more so on the design side of it, part of I think the PvX engagement of an environment is not just, let's say, killing the mini boss, or killing the boss, or killing the creatures, but it is controlling the space after that to the point where you can ensure when that rolling is complete that you have access to the loot container to claim your reward as well; and that other players could potentially kill you during that process and wait until the loot container goes to a public permission setting. And we were having situations where players could sit in a node, or sit in a town in a raid or in a party and be granted the reward being nowhere near the loot container. So as an interim solution we incorporated this needing to interact with the loot container after successfully passing the rolls. And we're going to test with that and see how that goes with certain PvX situations.[48] – Steven Sharif
- Bidding system.[43]
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[43]
Loot tagging
Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[50][51][42]
- The first raid/party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.[51][42]
- These numbers will be balanced based on testing.[51]
- We have a combination of a tag system that grants some bonus percentage to the first tag and then we cumulatively value the damage done on a raid/party basis; and then whichever party exceeds the 50% as a result of that has the loot rights for a period of time; and then after that period of time expires it becomes public.[50] – Steven Sharif
- At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights for a period of time.[50][51][42] If the looting rights are not exercised in the timeframe, the loot becomes public.[50]
- We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights[51] – Steven Sharif
- Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
- A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15.[52] – Steven Sharif
Item rarities
Item rarities in Ashes of Creation.
- Poor.[53]
- Common.[54][55]
- Uncommon.[54][56]
- Rare.[54][57]
- Heroic.[54][58]
- Epic.[54][59]
- Legendary.[54][60]
- Artifact.[54]
Legendary items
There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[20]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[15][17][18]
- Legendary equipment is only dropped by Legendary world bosses.[19]
- Legendary equipment will have a roughly 6-12% improvement in base stats, subject to testing and balancing.[61]
At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[17] – Steven Sharif
- Gatherers must have high quality tools to gather rare resources.[17]
- Processors must have high tier processing buildings on their freehold to produce rare materials.[17]
- Crafters must also satisfy certain prerequisites to craft legendary equipment.[17]
The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[18] – Steven Sharif
Certain legendary items may be limited to one per server realm at any given time.[62][63]
- If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[62]
There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server realm at any given time.[63]
A legendary weapon is easily distinguished by its visual appearance.[18]
It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[18] – Steven Sharif
Legendary items are not intended to be temporary.[64]
- A notable exception to this is Royal mounts.[65]
The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[64] – Steven Sharif
Discovery of legendary items will unlock further chapters of the Lore.[66]
AoE looting
AoE (Area of effect) looting is not included in the looting mechanics at the time of writing. It may be added based on feedback.[67]
Caravan looting
If a caravan is destroyed or it despawns it becomes a wreckage that contains a portion of the cargo it was transporting.[69][68][70][71][72][73][74] The remainder of the caravan's goods are sunk (lost) when the caravan is destroyed.[70][75]
- When a caravan gets destroyed it creates a wreckage. That wreckage will have a number of the supplies that the caravan was carrying; and when stolen by attackers those supplies become essentially stolen glint, or corrupted glint, and stolen resources that the caravan was hauling. If they are commodities they can maintain their commodity type, and players will have to summon a caravan from a nearby node that would be empty in order to haul those crates back. You can also break into the crates or the cargo itself instead of hauling the cargo as a completed shipment. Doing so reduces the number of total resources that you can gather from the crate. So a portion of it is sunk to the system; and then a portion of it gets sunk further if you choose to break open the crates versus attempting to haul them back.[70] – Steven Sharif
- Commodities crates are marked with a green symbol. Materials crates are marked with a black symbol.[68]
- Anyone may loot a caravan's wreckage.[75]
- Unsealing crates (by breaking open sealed crates) yields less value than transporting the sealed crates for unloading.[76] This is in addition to the value already lost when the caravan was destroyed.[77][70][38][6]
- Caravan components are destroyed if the caravan is destroyed.[78][71] Previously it was stated that components may drop when a caravan is destroyed.[79]
- Q: What is the reason for requiring the destruction of a caravan by the attackers as opposed to the attackers gaining possession of the caravan?
- A: With caravans we really want to emphasize this idea of not necessarily stealing the vehicle, but being forced to achieve victory through destruction; and when you do, you then have the logistical issue of how you're going to transport those goods on your own rather than servicing the transport of that by just hijacking.[80] – Steven Sharif
- In an earlier design iteration, prior to the introduction of cargo crates, it was proposed that destroyed caravans dropped certificates for heavy goods that were redeemable at the origin node for a portion of the goods.[81][74]
- There is no limit to the number of times caravans can be commandeered or the number of times caravans get destroyed and replaced.[82]
Mount and pet drops
Mounts and pets are dropped by world bosses on a very rare basis.[83]
Temporary mounts
Temporary mounts that drop from bosses will age and eventually die.[84]
Player death
When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[87][7][8][9][3]
- Player flagging can be triggered by looting a non-corrupted character who is not in the same raid, party, or guild within a certain timeframe.[88][89]
- We have the concept of introducing flagging as a part of looting a body that is not a member of your raid, party, or guild; and if you do loot that body successfully after the required time you will be flagged and then can become a valid target in PvP.[89]
- The developers intend to have a visual callout and a minimap indicator to identify a player's own loot pile.[90]
- It might even be the case that their particular bag space doesn't have available location for a three-by-one log; and you're a lumberjack and they see you just chopping down these trees and you're like, there's no point in me engaging with this person, because I have nothing to gain due to my capacity.[94] – Steven Sharif
- There will be a period of time following a player's death before their mule despawns. Other players must kill that player's mule to be able to loot it.[95]
- If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[95][96]
- Players do not lose gold upon death, no matter their corruption level.[97]
- Glint looted from a dead character by any other player, regardless of affiliation, becomes stolen glint. Character's who loot their own bodies will recover their glint in its non-stolen state.[98][6][7]
- Death by drowning is possible.[100][101]
- Players that drown will respawn on shore.[100] Players on destroyed ships may respawn at the nearest harbor.[102]
Death penalties
- Non-combatant (green players) suffer normal death penalties, which include:[104][9]
- A death debuff that lasts between 5 and 10 minutes depending on how often the character has died.[104]
- Experience debt (negative experience). Experience debt scales to approximately 3 to 4 percent of the total XP for that level (subject to change based on testing).[104][105][106]
- Dropping roughly 20-30% of carried gatherables, materials, and glint. The percentage values are subject to change based on Alpha-2 testing.[91][104][105][6][107][3][8][9] Glint drops as stolen glint on death.[6] Items made for final consumption are not dropped, such as consumable items created by the Cooking and Alchemy professions.[107]
- Skill and stat dampening, such as Lower health and mana.[104][105][108][109][110][111][112]
- Reduction in loot drop rates from mobs.[12]
- Durability loss.[113][114][9]
- When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[113] – Steven Sharif
- Combatants (purple players) suffer death penalties at half the rate of non-combatants.[104][9]
- Corrupt players (red players) suffer death penalties at four times the rate of non-combatants.[109][115]
- Corrupt players also have a chance to drop any equipped items based on their current corruption score, including dropping weapons and armor.[104][115][116][109][115][117][9]
- Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[118] – Steven Sharif
- Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[119] Non-corrupt players always respawn at the closest active respawn point (to their death).[120][121]
- Corruption penalties occur as the corruption is gained (not just at death).[122]
- Death penalties for corrupt players apply in every location, including naval PvP zones.[123]
Objective-based PvP events accumulate lesser amounts of experience debt on death, but other penalties remain.[104][124] Previously it was stated that death penalties are not applied to event-based deaths.[125][109][126][127][128][129]
- Gear degradation applies on death during Caravan PvP.[126][127]
- Materials (and resources) will still drop on death during sanctioned PvP events.[124]
- Previously it was stated that death penalties do not differ between PvP and PvE.[130]
Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[123]
- These penalties will be less than those for a green player.[131]
- Q: We know that the normal death penalty incurs a myriad of penalties for the player, but we don't know the numbers behind this penalty. For instance, what percentage of materials do players drop? What percentage of glint is dropped? How severe is the skill and stat dampening? What is the average time it will take a player to work off XP debt from one death?
- A: You're asking about percentile values. You're asking about time that it takes to recoup the percentage and whatnot. Any time that we're at a stage we're in now, and that in Alpha-2 we're going to be testing this, those values are the most subject to change. So to be clear, we're going to do [a] best-guess balance pass for Alpha-2 with the full expectation and understanding that the purpose is- and take into consideration player interaction with those numbers, and what feels best. So just off the bat, those values are not what we should be focusing on at this stage; but, to give you an idea where we are: First of all, when we're talking about dropping items that are in your material inventory, whether that be glint or that be other material types, we're talking roughly between anywhere from 20 to 30% of a stack is going to be lootable on a per-death basis. Now, that is a value that can change based off of the types of bags that you are using to carry those materials. In addition, there's other progression that can allow you, and some stats I believe, that can allow you to mitigate that value also. When we are talking about the percentage that's lost, or excuse me, not lost, the percentage of your level that is accrued as experience debt from death, generally you can expect that that's going to live around three to four percent of the level in accrued experience debt per death. However, additionally, there is a way to mitigate that percentage debt; and that is through the resurrection ability that's provided to Clerics. So, Clerics have the ability to resurrect their allies, and that resurrection will return a percentage that would have been accrued as experience debt. And that return percentage is predicated on the investment into the resability [sic], as well as the stat of the Cleric that is tied to the resurrection effect as well. So those can return percentages, so you can mitigate that to a degree. How long will it take you to recover that, and what stat dampening occurs? Anywhere within a level, if you acquire 100% experience debt for that level, you max out the experience debt, essentially, you don't ever buy that down, you're probably looking around a 20% stat efficacy dampener. So on average, if you're at 100% debt for a level, and you got to work all that off before you can start progressing at the level again, you're at around 20% overall stat dampening. Time it takes you to regain that debt is predicated on the level you're at and how you exp. So, that's a highly variable value.[105] – Steven Sharif
Dropped items
Items that are dragged out of a player's inventory are destroyed.[132]
- Allowing player-dropped items (such as Gear and Currency) to exist in the world is likely not going to be allowed.[132][133]
Visuals
See also
References
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Video, January 27, 2023 (16:44).
- ↑ 2.0 2.1 2.2 2.3 Interview, October 14, 2024 (6:29).
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 Interview, July 18, 2020 (27:11).
- ↑ 4.0 4.1 4.2 4.3 Livestream, May 24, 2017 (44:14).
- ↑ 5.0 5.1 5.2
- ↑ 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 6.11 Interview, September 10, 2023 (53:47).
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 Livestream, March 26, 2021 (1:07:33).
- ↑ 8.0 8.1 8.2 8.3 8.4
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 9.8 Podcast, May 5, 2017 (43:05).
- ↑ 10.0 10.1
- ↑ Livestream, May 3, 2017 (35:25).
- ↑ 12.0 12.1 Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 13.0 13.1 13.2 Livestream, August 30, 2024 (1:03:38).
- ↑ 14.0 14.1 Livestream, September 27, 2024 (1:45:22).
- ↑ 15.0 15.1 15.2 Interview, July 19, 2020 (8:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ 17.0 17.1 17.2 17.3 17.4 17.5 Interview, July 20, 2020 (21:57).
- ↑ 18.0 18.1 18.2 18.3 18.4 Livestream, 2018-04-8 (PM) (55:49).
- ↑ 19.0 19.1 Livestream, July 25, 2020 (46:08).
- ↑ 20.0 20.1 Interview, July 18, 2020 (1:00:15).
- ↑ Livestream, April 30, 2024 (1:03:57).
- ↑ Livestream, December 22, 2020 (1:15:01).
- ↑ 23.0 23.1
- ↑ Livestream, May 27, 2022 (1:14:46).
- ↑ Video, May 27, 2022 (2:21).
- ↑ Livestream, August 30, 2024 (1:12:52).
- ↑ 27.0 27.1 Livestream, February 29, 2024 (1:22:09).
- ↑ Podcast, August 4, 2018 (1:44:54).
- ↑ 29.0 29.1 29.2 Video, October 31, 2023 (4:45).
- ↑ Livestream, October 31, 2023 (1:06:32).
- ↑ Video, October 31, 2023 (3:34).
- ↑ 32.0 32.1 32.2 Livestream, October 29, 2021 (1:06:31).
- ↑ 33.0 33.1 33.2 Video, October 31, 2023 (5:06).
- ↑ 34.0 34.1 Interview, July 19, 2020 (1:08:22).
- ↑ 35.0 35.1 Interview, April 17, 2019 (49:55).
- ↑ Video, October 31, 2023 (6:07).
- ↑ Video, October 31, 2023 (8:05).
- ↑ 38.0 38.1
- ↑ Livestream, September 27, 2024 (2:09:45).
- ↑ 40.0 40.1 Video, January 27, 2023 (32:01).
- ↑ 41.0 41.1 Livestream, November 30, 2020 (1:01:40).
- ↑ 42.0 42.1 42.2 42.3 Livestream, July 25, 2020 (1:24:56).
- ↑ 43.00 43.01 43.02 43.03 43.04 43.05 43.06 43.07 43.08 43.09 43.10 43.11 Group dynamics blog.
- ↑ Podcast, May 10, 2024 (50:37).
- ↑ Livestream, January 27, 2023 (1:08:06).
- ↑ Livestream, April 29, 2022 (1:04:52).
- ↑ 47.0 47.1 Livestream, May 31, 2023 (1:07:45).
- ↑ 48.0 48.1 48.2 Interview, November 10, 2024 (1:29:08).
- ↑ Livestream, November 30, 2020 (1:12:03).
- ↑ 50.0 50.1 50.2 50.3 Livestream, August 30, 2024 (1:18:02).
- ↑ 51.0 51.1 51.2 51.3 51.4 Livestream, March 31, 2022 (1:23:06).
- ↑ Livestream, June 30, 2022 (1:16:22).
- ↑ Alpha-1 screenshot.
- ↑ 54.0 54.1 54.2 54.3 54.4 54.5 54.6 Podcast, December 3, 2023 (11:28).
- ↑ Alpha-1 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ Alpha-2 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ Livestream, March 26, 2021 (1:02:06).
- ↑ 62.0 62.1 Livestream, March 31, 2022 (1:15:02).
- ↑ 63.0 63.1 Livestream, May 15, 2017 (38:08).
- ↑ 64.0 64.1 Livestream, July 9, 2018 (25:34).
- ↑ Livestream, 2018-04-8 (PM) (51:49).
- ↑ Livestream, May 19, 2017 (44:18).
- ↑ Livestream, May 15, 2017 (48:30).
- ↑ 68.0 68.1 68.2 68.3 Video, January 31, 2024 (6:47).
- ↑ Livestream, January 31, 2024 (1:07:42).
- ↑ 70.0 70.1 70.2 70.3 Livestream, October 31, 2023 (1:18:33).
- ↑ 71.0 71.1 Livestream, October 31, 2023 (1:08:22).
- ↑ Livestream, May 15, 2017 (45:20).
- ↑ Livestream, December 15, 2017 (1:04:25).
- ↑ 74.0 74.1 Interview, April 15, 2019 (26:59).
- ↑ 75.0 75.1 Livestream, April 30, 2021 (1:04:23).
- ↑
- ↑
- ↑ Livestream, January 31, 2024 (1:05:07).
- ↑ Interview, April 15, 2019 (28:28).
- ↑ Livestream, September 30, 2022 (1:17:13).
- ↑
- ↑ Livestream, February 29, 2024 (1:27:36).
- ↑
- ↑
- ↑ Video, February 29, 2024 (19:35).
- ↑ Video, May 31, 2024 (1:02:35).
- ↑ Livestream, September 24, 2021 (51:20).
- ↑ Alpha-2 update notes: 2024-11-14.
- ↑ 89.0 89.1 Interview, November 10, 2024 (1:01:13).
- ↑ Interview, November 10, 2024 (1:03:05).
- ↑ 91.0 91.1 Interview, November 10, 2024 (59:42).
- ↑ Podcast, July 15, 2023 (26:31).
- ↑ Livestream, April 28, 2023 (1:18:48).
- ↑ Podcast, July 15, 2023 (28:28).
- ↑ 95.0 95.1 Livestream, January 29, 2021 (1:24:27).
- ↑ Livestream, September 27, 2018 (47:46).
- ↑
- ↑ Livestream, November 30, 2023 (1:52:37).
- ↑ 99.0 99.1 Livestream, February 25, 2022 (1:06:45).
- ↑ 100.0 100.1 Livestream, April 29, 2022 (1:08:27).
- ↑ Livestream, July 28, 2017 (50:22).
- ↑ Interview, November 10, 2024 (1:44:06).
- ↑ Livestream, March 28, 2020 (1:58:24).
- ↑ 104.0 104.1 104.2 104.3 104.4 104.5 104.6 104.7 104.8 Podcast, October 12, 2024 (33:12).
- ↑ 105.0 105.1 105.2 105.3 Livestream, March 29, 2024 (3:21).
- ↑ Livestream, May 19, 2017 (13:37).
- ↑ 107.0 107.1 Livestream, December 2, 2022 (1:26:02).
- ↑ Livestream, October 28, 2022 (26:48).
- ↑ 109.0 109.1 109.2 109.3 Livestream, October 28, 2022 (24:28).
- ↑
- ↑ Podcast, April 23, 2018 (51:31).
- ↑ Livestream, May 22, 2017 (42:33).
- ↑ 113.0 113.1 Interview, February 7, 2021 (13:14).
- ↑ Interview, July 29, 2020 (16:46).
- ↑ 115.0 115.1 115.2 Interview, July 18, 2020 (41:54).
- ↑ Livestream, November 17, 2017 (35:20).
- ↑ Interview, May 11, 2018 (15:41).
- ↑
- ↑ Interview, April 27, 2017 (9:28).
- ↑ Interview, October 14, 2024 (31:35).
- ↑ Livestream, June 25, 2021 (1:15:37).
- ↑
- ↑ 123.0 123.1 Interview, July 9, 2023 (36:56).
- ↑ 124.0 124.1 Video, May 31, 2024 (1:02:06).
- ↑ Livestream, February 24, 2023 (1:29:45).
- ↑ 126.0 126.1 Livestream, June 30, 2022 (1:14:52).
- ↑ 127.0 127.1 Livestream, August 27, 2021 (1:22:56).
- ↑ Livestream, December 22, 2020 (1:13:51).
- ↑ Livestream, May 5, 2017 (14:26).
- ↑ Livestream, May 15, 2017 (36:23).
- ↑ Interview, July 9, 2023 (38:03).
- ↑ 132.0 132.1 Livestream, April 30, 2021 (1:14:49).
- ↑ Livestream, May 24, 2017 (13:19).