NPCs
- NPCs come and go as required by game mechanics, such as node progression.[3]
- Players are able to kill certain NPCs, such as guards, but will in general not be able to kill non-combat NPCs, such as quest givers and vendors.[4][5][6]
- We may have some story arcs down the line where you're killing some well-known NPCs, but we got to build it up: we got to make you either love them or hate them before you get to that point.[5] – Margaret Krohn
- During sieges or monster coin events, non-combat NPCs may despawn. If their service buildings are damaged or destroyed by the siege or event they may not respawn until their buildings are repaired or rebuilt.[6][7][8][9]
- During sieges or during monster events those venders, the non-combat NPCs, are usually provided for through a particular building type, unless they're general NPCs. If they're general NPCs currently, I think what we're doing is we're despawning them if they're not combat-oriented and if they are a service building like a constructible, if that building becomes damaged, then the NPC is disabled post the event, or post the siege until the building is repaired; but they're not present to be killed as part of the siege event. If they're a combat NPC, such as a mercenary or like a captain of the guard whatever: they're present, they can be killed and they have ramifications for doing so.[6] – Steven Sharif
- Some NPC movements and behaviors are dictated by time of day or other rotational cycle, others will be static.[10]
- Where we place the NPC rotations that are relevant- those would be rotations that exist perhaps within an hour, not so much within a day so-to-speak. So there might be five minutes of some changing of an organization's acolytes in a temple or something; and that might be because obviously there's a quest related to that rotation.[10] – Steven Sharif
- NPCs will behave differently based on a player's reputation.[11][12][13][14] Otherwise, branching dialog trees are not currently planned for NPC interactions.[11]
- Q: Can you influence NPCs or mobs when interacting with them by using your knowledge of their unique personalities/routines/lore or general knowledge of the world state?
- A: We haven't planned for any type of branching dialogue personalities that give insight to those types of things and I don't believe that's planned for our narrative design, no. There is however some potential faction-based reputations that can be had and those reputations might send the NPCs down different behavior trees; and that is something that is incorporated. But if I understand the question correctly it's more along the lines of catering specific dialogue responses that will send down different dialogue branches and that's not planned.[11] – Steven Sharif
- The developers utilize a custom population tool to define NPC and mob populations.[15]
- We have our population tool, which relates to overland mob population. This, includes how that pop paths and roams, where it's attractors are placed, what's the puzzles of these population areas. That pop tool is informed, as a service, by the event system.[15] – Steven Sharif
It's a really big dude and the idea behind him is you're gonna see big monsters- I think that the character comes up to like his elbow maybe, or just beneath the elbow I'm not sure- but you're going to see these big elites just roaming and wandering through the world. They're not assigned any to to any particular hunting ground, they just roam; and I think that component is pretty cool especially when you have an open world where you can see something unique that's not matching the monsters you're hunting in a certain area but just strolls by.[16] – Steven Sharif

There are going to be different types of "Goblinesque" creatures; and this one has not skipped out on his leg or arm day, which is a good thing for him because he's probably going to be in a lot of fights.[18] – Steven Sharif
There will be a mix of different mobs/monsters and difficulty levels throughout the world that are tied to the development of nearby nodes. As nodes advance, mobs will present new and increasing dangers that players can participate in.[19]
- In the world naturally there will be locations that are going to have a mix of different levels of monsters and difficulty levels; and then those spawn tables relate to the development of nearby nodes. So as nodes develop they'll be changing the spawn tables around them to reflect their further development in the world, presenting new and more difficult dangers that the players can participate in.[19] – Steven Sharif
- Mob spawning rates will adapt if the mob count falls below minimum thresholds for that mob type within an area.[20]
- As monster count drops beneath a threshold, the spawner will spawn additional monsters. The the world designers have all that flexibility at their disposal. It just depends on the area, the quest type that the mob is is servicing.[20] – Steven Sharif
- Not all creatures are immediately hostile to players.[21][12] Some creatures may hunt other creatures.[22]
- We've talked about this a little bit in the past when talking about taming and/or certain types of like creature gatherable resources there are herds that exist out there. There are big game that exist out there, where they're not going to aggro and attack you per-se. Also lower level monsters and certain type of like social monsters may not attack you off the bat.[12] – Steven Sharif
- There will be flying mobs, but not in terms of requiring a flying mount to engage them.[23]
- We will have flying monsters but essentially what that means is there's going to be rotations either in the behavior tree that might make them inaccessible to targets, or they might do some like swooping attacks; they might come and land on the ground and fight you. But generally monsters are going to be accessible from on the ground, so we're not creating content for the limited number of individuals who are going to have access to a flying mount.[23] – Steven Sharif
- Mob training (pulling mobs onto other players) is intended to be addressed in Alpha-2.[24][25] Mob training lower level players is considered griefing.[26]
- Mob training is something that is going to be fixed by the NPC engineering team when we implement code that restricts the monster from acquiring social hate against a party that is not of the aggroer when they leave a certain distance from their original spawn point. So what that means is they can continue to acquire hate on the party that is affiliated with the initial aggro, regardless of the distance from their initial spawn point, but if you are outside of that party and that mob has left a certain distance from its original spawn point it will not be able to acquire social hate.[25] – Steven Sharif
- Certain world bosses and elite monsters will path/roam throughout the world.[27][16] Other mobs will have leashes that will cause the mob to reset if it moves too far from its point of origin.[28]
- Leashes are relevant. There's other gameplay implications that happen when you're able to actually move populations around. We don't want to really give that to the players perspective.[28] – Steven Sharif
- In general, mobs will not leave footprints or cause screen-shake; but larger monsters and bosses may do.[30][31] Screen shake will be customizable in user interface settings.[30][32][33]
- There is something to be had there about those types of screen-shake effects. We want them to be present when we're emphasizing certain things, but we don't want them to be a nuisance, or annoying, or too plentiful; and having screen-shake apply to every step would probably be too abundant. Will players have control over those on-screen type effects? Yeah I think so. I think that's something we want to provision as a customizable option for players to be able to turn off, because it can be somewhat nauseating for certain groups of people and a distraction from what's happening in the world.[30] – Steven Sharif
- Average non-elite mob time-to-kill for a solo player is intended to be around 6 seconds.[34]
- Certain bosses and creatures will have voice lines along with other audio cues.[35]
NPC types
- Agricultural Supply Vendors
- Alchemy Vendors
- Animal Husbandry Vendors
- Animated Armor Mobs
- Arachnids
- Arcana
- Arcane Engineering Vendors
- Armorsmithing Vendors
- Avian
- Bats
- Beetles
- Black market vendors
- Bosses
- Caravan Managers
- Carpentry Vendors
- Citizenship Vendors
- Construction foreman
- Cookhouse Vendors
- Cooking Vendors
- Crocodiles
- Cyclops
- Demons
- Dragons
- Elder dragons
- Equipment vendors
- Farmhands
- Farming Vendors
- Fishing Vendors
- Guild commodity vendors
- Guild merchants
- Haunted Armor
- Herbalism Vendors
- Hideworks Vendors
- Hired NPCs
- Humanoids
- Hunting Vendors
- Jeweler Vendors
- Laboratory Vendors
- Leatherworking Vendors
- Living statues
- Lumber Milling Vendors
- Lumberjacking Vendors
- Marketplace Vendors
- Mayor merchants
- Mercenary NPCs
- Merchants
- Metalworking Vendors
- Mining Vendors
- Minotaurs
- Mobs
- Mushroom (mobs)
- NPC guards
- Najash
- Naval NPCs
- Node citizen merchants
- Node commodities vendors
- Player Commodity Vendors
- Player stall NPCs
- Priests
- Profession NPCs
- Quest givers
- Raptor
- Raptors
- Requisition agents
- Scholars
- Scorpions
- Scribe Vendors
- Siege NPCs
- Skeletons
- Smithy Vendors
- Spirits
- Stonemasonry Vendors
- Stoneworks Vendors
- Tailoring Vendors
- Tanning Vendors
- Tavern NPCs
- Textile Mill Vendor
- Textile Mill Vendors
- Town Hall Administrators
- Trades managers
- Undead
- War Beast
- Weaponsmithing Vendors
- Weaving Vendors
- Woodshop Vendors
- Zombies
NPC variants
There will be variants of the monthly cosmetics for NPCs and Mobs.[37][38]
We've mentioned this before about what the cosmetics do, but all of those pre-order pack items allow us to create the world. They're the NPCs in the world. They help us make NPC variants. The clothing and costumes are costumes that we'll be putting on NPCs. You're actually helping us create the world.[39] – Margaret Krohn
NPC races
NPC races have language specific dialog trees, greetings, and incantations.[41][41][42][43][44][45]
NPC racial interaction
- NPCs will react differently to different character races.[46]
- Languages will be distinct between NPC races and in the lore.[42]
- Certain quest givers and NPCs may only be present at nodes with certain cultural influences.[47]
- Depending on the cultural influence of the node activates certain types of quest lines and/or sponsors. Some of those are shared, some of those are general. Some of those relate to a progression path that is a first time user experience. Those will be constant across all culture types. Some of them, however, are predicates that spawn when certain story arcs and/or events, or commissions or buy orders become present within the node; and those might change based on the cultural influence of the node. So there is a separation between those populations.[47] – Steven Sharif
NPC languages
The race of a NPC influences its language and nomenclature in terms of its dialogue tree.[42]
Hired NPCs
Hired NPCs are able to be utilized for specific functions.[49][50][51][52][53][54][55][56][57][58][59]
- Node-related NPCs
- Higher tier node NPCs (such as NPC guards) may be available when certain service buildings (such as the barracks) is upgraded by the mayor, or when the node achieves certain relics, or specific node policies are enacted.[60][61][62][63]
- Mercenary NPCs can also be hired ahead of certain events.[60]
- Player-hired NPCs
- NPCs that exist on freeholds may be available when certain freehold buildings are upgraded relating to artisan progression.[62]
- There will be different costs associated with hiring higher tier NPC assistants.[62]
- NPCs hired by players are able to be customized via the character creator. Node-related NPCs are not able to be customized.[61][64]
- Those are specific types of NPCs that have specific functions; and for example, on the freehold, we've always talked about in the past having certain NPCs that are capable of rotating crops or planting and/or watering, doing certain process-oriented functions that are available to the user to acquire. We still have those plans. Those plans will follow a similar pet system functionality, core system functionality, where they'll have actions that can be dictated by the user.[49] – Steven Sharif
- Q: How advanced is it going to be? How advanced is going to be the system of hiring and customizing?
- A: Relatively advanced. I think there's a few paths that you can take when it comes to training up those types of NPC aids. What things that they can do. I think there's going to be different tiers and costs associated with higher level assistance on the freehold. But the same is true for mercenaries that nodes can hire, or castles can place with regards to sieges and/or wars and/or events. Like you have a very base functioning level of mercenaries with set of equipment and skill rotations and behavior trees that are possible at a fundamental level. And then as you upgrade the node's barracks, as you might upgrade- you might achieve certain Relics that you gain or enact certain policies that allow you to dial up the stats of those mercenaries. The same thing is true for the NPCs that can exist on freeholds, except those might be more predicated to service buildings that relate to artisanship. And that might be one of the reasons why it's beneficial to own a freehold in one particular node versus another- is based off of what amenities are now available to your freehold as a result of that node selection.[62] – Steven Sharif
List of hired NPCs
Farmhand NPCs
Based on node type and progression, players will be able to hire NPCs to work as farmhands on their freehold farms.[49] Players will be able to command these farmhands in-game as well as potentially offline via an application (mobile app) or web interface.[49][59][58]
Mercenary NPCs
Mercenary NPCs can be hired to participate in node and castle sieges.[66][52][53][54]
- Varying tiers of mercenary NPCs may be unlocked based on the investment made in their progression. Highest tier NPC mercenaries are referred to as heros.[67][68][52][53]
- Mayors are able to allocate treasury funding to hire mercenary NPCs to defend their node during sieges.[53][54]
- Nodes can invest in upgrade paths that give a greater selection of roles and quality (gear level) of NPC mercenaries used for caravan defense.[67]
- NPC mercenaries can be hired to participate in castle sieges based on the allocation made by the governing castle and how successful they have been defending their castle nodes.[68][52]
- These mechanics are subject to change based on testing and priorities.[67][68]
- There are mercenary NPCs that can be assigned to players. We've discussed about that before and those will follow generically... a pet system even adopted majority of the pet system with the added bonus of objective based points of interest that you can assign them to. But we don't want to inundate the field with these mercenaries they'll be few and far between. They'll be assigned specifically like let's say for example as the mayor of a node during a siege you'll be able to assign these two specific players that are citizens within your node and then they'll have those they'll spawn during the during the node siege; or vice versa and the castle siege guild leaders can assign mercenaries that are available based on the progress of those subsidiary nodes around the castle siege whether or not you have those available to your defense or your attack.[54] – Steven Sharif
Tavern NPCs

The way that the tavern NPCs are going to work is you'll have patrons of either in-node taverns that will have the ability to list items as part of that NPC's merchant store and those items will mainly be around food and drink; and those types of craftable things that are relevant to these taverns; and those items will grant buffs based on proximity. And then additionally players can build taverns on their freeholds- we've discussed this in the past- they will list their craftable foods and drinks and whatnot with their NPC at that tavern as well; and players who interact with that can purchase them- have a drink at the tavern, eat some food at the tavern; and that'll give them a buff for a period of time as long as they remain proximity of that freehold.[50] – Steven Sharif
Tavern NPCs ("bartenders") are merchants that are present in Taverns in nodes and on freeholds.[50][55]
- Tavern NPCs sell food, drinks, and other crafted items that have been made for that tavern. Consuming these items will grant buffs for a period of time, providing the character remains in proximity to the tavern.[50][55]
You're going to probably want to sell items to other players more than necessarily tavern merchants but they'll be there as well.[50] – Jeffrey Bard
Player stall NPCs
Attendant NPCs may assigned to occupy a player stall while that player is not online.[51][56][57]
- Player stall NPCs may be an "image" of the player.[70]
Reputation
Good actions, such as completing buy orders, commissions, and caravan trips, can cause a character to gain positive node reputation. Bad actions taken, such as failing certain quests, may result in gaining negative reputation. This reputation is gained or lost on a per-node basis.[71][72][13]
- Whether you're a citizen or not, you can establish reputation within a node; and the way you establish that reputation is by completing buy orders, completing commissions and quests, and even completing caravan trips there or out of there. Different interactions that you would do with the node can yield you reputation within that particular node.[71] – Steven Sharif
- Node reputation applies to both node citizens and non-citizens.[71]
- Excessive negative reputation may cause a character to be deemed enemy of the state of a node.[13]
- Negative reputation may open up certain quest lines that the darker, seedier side of the world are interested in.[13]
- The more good aligned or civilization building aligned tasks that you complete, you get higher positive reputation. But if you get low or bad reputation you could be deemed enemy of the state of a node. You could be deemed a bad actor and it might raise prices for you, but it also might open up certain quest lines that the darker, seedier side of the world are interested in.[13] – Steven Sharif
Certain NPCs and node vendors will react differently to player characters based on their reputation within the node or with "factions" within the node (such as social organizations).[11][12][13][14]
- Node reputation affects access to certain node vendors, specific goods or services that they sell, and the pricing of those items.[72][13]
- Higher node reputation can unlock rarer commissions.[71]
- NPC guards will kill corrupted players on sight.[73]
- Node reputation is a separate mechanic that also deals as a predicate for the vendors that you have access to as a player. And so you can establish that node reputation by doing certain activities within the node, by progressing within certain social organizations, or certain religions within the node; and then that predicate serves as your access either to items granularly within a vendor's access table, or to just vendors as a whole. It just depends; and there's different thresholds you have to meet across different vendors.[72] – Steven Sharif
- NPCs will add a player to their hate list if that player heals, buffs or otherwise assists any player on their hate list.[74]
NPC perception
NPC perception is intended to have different sensory types, ranges, and angles.[75][76][77]
- We are talking about things like unique abilities played by characters that extend the perception radius, or sounds and different types of walking that are angular from the mob's perception perspective to be unique, different types of creatures that might be of three-dimensional in space, whether it is in water or birds in the sky that have a downward cone angle type perception as well. Those are things we want to do, but we haven't yet spent the time on the AI behaviors there.[76] – Steven Sharif
- Social aggro will vary based on NPC types and NPC factions.[75]
- Q: How far away from hostile targets will be before they act aggressively towards us? More specifically, will creatures watch us murder their friends in the open world with no reaction, will they try to kill us in retaliation, or will they run away in sheer terror?
- A: Obviously as MMO Gamers we're accustomed to the concept of social aggro. When I hit a target out in the field, they're going to aggro other creatures nearby. We have similar functionality. Obviously however we also have this concept of a more puzzle-oriented level design, where you have different patrollers that might be moving around the world. So that dynamic is always changing the creatures that are near each other might be something that you need to be cognizant of as you begin to navigate those areas. And there might even be certain faction types, where you may have dedicated aggro social tags between certain creature types; and that might be like goblins with their goblin dogs. They could be far away but they send off an alert to those nearby enemies when you aggro another target. And then you also have these perception radiuses; and there's a number of different perception radius types that we incorporate as part of our AI. Those things might be a forward-looking perception cone that represents sight-based perception; and then you might also have a rear perception radius that might represent kind of sound; and those perception types might even interact with unique stats. So, as a Rogue you might have a stealth ability, or as a Ranger you might have camouflage ability: Those are going to dampen those stats which are checked by those perception radiuses; and then you might even have different creature types that fly above the battlefield, or beneath the battlefield, and they may have downward cone type angles. The whole idea is that that navigating the world should be like a puzzle as you move throughout.[75] – Steven Sharif
- Skills such as Stealth and Camouflage can dampen NPC perception.[75]
- NPCs in certain encounters may be aware of their local environment and can seek cover behind obstacles, for example; but this will not be prevalent in general AI designs.[78]
Voice acting
- The developers have begun implementing AI-generated quest giver voiceovers in Alpha-2.[79][80] Previously it was stated that the use of AI voice acting was under consideration.[81][82] Prior to that it was stated that narrated quest lines were not currently planned for launch.[44]
- This AI solution is expected to be able to adapt to localization/translation into multiple languages.[83]
- In the past you've asked about is Intrepid taking a look at different AI solutions for some systems in the game and this is one of those systems: Voice over, where we have begun implementation. Obviously this is not fully polished. It doesn't have the right inflections in different spaces and some of the pauses that it needs, but it is a very capable system that will be delivering us some really good polished VO; and we are sourcing those voices in-house internally with our development team, which I think is a really cool thing to do. Obviously it gives us a personal space where people who who've worked to build this game get to actually exist in the game too.[80] – Steven Sharif
- NPCs will have voice acted audio greetings and incantations.[41][44][45]
Artificial intelligence
This was something that we talked about with the Adaptive AI being able to respond to large quantities of players. If you try to mass this guy down, he's going to be selecting AoE's in the direction of those hordes.[84] – Steven Sharif
Ashes of Creation utilizes an adaptive artificial intelligence (AI), meaning different encounters with similar mobs and bosses will yield different player experiences.[85][86]
- The level or stats of bosses will not scale due to player levels or numbers, however boss AI is able adapt to player numbers through the selection of mechanics and behaviors.[87][84][88][89][90]
- As you add more players to an open world encounter there are going to be certain behaviors and/or actions that might now be higher in frequency as a result of those additional players coming in; and some of those systems might be different AoE abilities or behaviors that the AI has available to it.[87] – Steven Sharif
- Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[85][91][92][93]
- Higher frequency of AoE attacks depending on how many players are participating.[91]
- Unlock rage, recovery effects and buffs.[94][91]
- Supporting other monster types or classes nearby.[94]
- Additional adds and add classes.[91]
- Some NPCs may attempt to seek cover behind obstacles during encounters.[78]
- Mobs should become unkillable if they can't find a path to the player. The temporary measure of NPCs teleporting to the player in Alpha-2 phase-2 will be removed when NPC pathing behavior has been improved.[95]
- Q: What are the plans for improving mob pathing behavior to make them less able to be cheesed without also being too OP, such as teleporting to players if they can't find a valid path?
- A: We were seeing monsters get stuck in certain locations because we were trying to save memory with not having so granular nav meshes available; and as a result we had to introduce a temporary solution, which was the ability for the monsters to teleport to certain targets if they got stuck on certain pieces of terrain. Now, ideally whenever a monster state tree is not cycling- whenever it's not going through a particular behavior, you would have the leash function called where the monster then returns to its original spawn point and regenerates health and is either un-interactable, or can't take damage during that period of time... We do have our NPC engineers focused on the navigation solution and not having to utilize teleporting as a means to reach the player.[95] – Steven Sharif
- NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[96]
- Part of the NPC encounter design is not always going to be the same behavior tree. There will be purposefully behaviors that exist for the boss that are rolled at the time of the initial engagement; and so that is in an effort to keep things emergent, to keep things different, to try to not keep a static monotonous engagement idea.[85] – Steven Sharif
There are AI systems that don't relate to controlling NPCs.[97]
- There are some additional AI parameters that are set that don't relate necessarily to controlling NPCs. There are AIs with regards to the development of the borders for nodes in the direction and also the decisions that are made of which lower nodes to enslave as vassal states. There's AI that relates to a little bit of the stock market that's going to be present in the economy. There's some AI systems that are going to be announced also that are pretty innovative I think with regards to the MMORPG genre and that's going to make the triggered event system very interesting I think; and that's with regards to how nodes develop and the environment reacts to that development by spawning these triggered events of a horde of zombies attacking a city or a legendary raid boss coming out of the mountain. I think there's a lot of opportunity for some of the innovations that's been in the AI sector of game development too to come out in Ashes.[97] – Steven Sharif
Visuals
2024-03-01 2023-09-13 2023-09-04 2020-11-09 2020-08-01 2020-08-01 2018-04-29
See also
References
- ↑ Livestream, February 28, 2020 (47:45).
- ↑ Livestream, July 31, 2020 (1:54:45).
- ↑ Interview, February 7, 2021 (31:37).
- ↑ Livestream, September 27, 2024 (1:47:57).
- ↑ 5.0 5.1 Livestream, February 29, 2024 (53:17).
- ↑ 6.0 6.1 6.2 Interview, July 9, 2023 (1:32:45).
- ↑ Livestream, March 31, 2022 (1:13:00).
- ↑ Interview, July 8, 2020 (57:46).
- ↑ Livestream, November 22, 2019 (17:59).
- ↑ 10.0 10.1 Podcast, April 11, 2021 (15:55).
- ↑ 11.0 11.1 11.2 11.3 Livestream, July 28, 2023 (1:19:55).
- ↑ 12.0 12.1 12.2 12.3 Livestream, February 24, 2023 (1:22:04).
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 Livestream, December 23, 2021 (1:26:36).
- ↑ 14.0 14.1
- ↑ 15.0 15.1 Interview, October 20, 2024 (29:27).
- ↑ 16.0 16.1 16.2 16.3 Livestream, March 26, 2021 (54:26).
- ↑ Livestream, July 31, 2020 (1:45:40).
- ↑ Livestream, June 26, 2020 (1:14:42).
- ↑ 19.0 19.1 Livestream, May 26, 2017 (24:33).
- ↑ 20.0 20.1 Livestream, July 3, 2024 (2:00:15).
- ↑ Video, May 31, 2023 (4:17).
- ↑ Video, May 31, 2023 (5:01).
- ↑ 23.0 23.1 Livestream, June 25, 2021 (1:28:02).
- ↑ Livestream, January 3, 2025 (49:46).
- ↑ 25.0 25.1 Livestream, January 2, 2025 (1:23:53).
- ↑ Livestream, January 2, 2025 (1:26:30).
- ↑ Interview, September 10, 2023 (28:15).
- ↑ 28.0 28.1 Livestream, May 27, 2022 (1:00:23).
- ↑ Livestream, January 27, 2023 (1:10:12).
- ↑ 30.0 30.1 30.2 Livestream, May 31, 2023 (43:04).
- ↑ Livestream, May 31, 2023 (40:52).
- ↑ Video, June 30, 2022 (24:18).
- ↑
- ↑
- ↑ 35.0 35.1 Livestream, May 31, 2023 (45:26).
- ↑ 36.0 36.1 Livestream, May 28, 2021 (1:49:24).
- ↑
- ↑
- ↑ Livestream, April 30, 2021 (6:46).
- ↑ Types of Events on Verra.
- ↑ 41.0 41.1 41.2 Podcast, May 10, 2024 (28:43).
- ↑ 42.0 42.1 42.2 Livestream, March 31, 2022 (4:57).
- ↑
- ↑ 44.0 44.1 44.2 Interview, October 20, 2018 (2:22:09).
- ↑ 45.0 45.1 Livestream, 2018-04-8 (AM) (25:12).
- ↑ 46.0 46.1 Podcast, April 23, 2018 (29:56).
- ↑ 47.0 47.1 Interview, July 9, 2023 (1:35:28).
- ↑ Livestream, February 28, 2020 (47:45).
- ↑ 49.0 49.1 49.2 49.3 49.4 49.5 Interview, July 9, 2023 (1:37:34).
- ↑ 50.0 50.1 50.2 50.3 50.4 Livestream, January 29, 2021 (1:11:29).
- ↑ 51.0 51.1 Livestream, October 30, 2020 (1:04:59).
- ↑ 52.0 52.1 52.2 52.3 Livestream, August 28, 2020 (1:41:24).
- ↑ 53.0 53.1 53.2 53.3 Livestream, June 26, 2020 (59:11).
- ↑ 54.0 54.1 54.2 54.3 54.4 Livestream, November 22, 2019 (1:14:23).
- ↑ 55.0 55.1 55.2 Livestream, June 4, 2018 (14:13).
- ↑ 56.0 56.1 Livestream, May 10, 2017 (16:36).
- ↑ 57.0 57.1
- ↑ 58.0 58.1 58.2 58.3 Livestream, November 17, 2017 (11:00).
- ↑ 59.0 59.1 59.2 59.3 Livestream, May 9, 2017 (28:57).
- ↑ 60.0 60.1 Livestream, August 31, 2023 (2:08:54).
- ↑ 61.0 61.1 Livestream, August 31, 2023 (2:06:21).
- ↑ 62.0 62.1 62.2 62.3 Livestream, April 7, 2023 (1:19:41).
- ↑ Livestream, August 26, 2022 (1:17:04).
- ↑ Video, March 31, 2022 (18:47).
- ↑ Livestream, May 31, 2023 (58:25).
- ↑ 66.0 66.1 Livestream, May 31, 2024 (2:20:00).
- ↑ 67.0 67.1 67.2 Livestream, May 27, 2022 (1:18:09).
- ↑ 68.0 68.1 68.2 Livestream, April 30, 2021 (1:01:10).
- ↑ Livestream, May 31, 2024 (1:46:56).
- ↑ Livestream, May 10, 2017 (35:16).
- ↑ 71.0 71.1 71.2 71.3 Livestream, February 29, 2024 (57:27).
- ↑ 72.0 72.1 72.2 Livestream, August 31, 2023 (1:06:01).
- ↑ Livestream, February 28, 2020 (1:14:38).
- ↑ Livestream, November 17, 2017 (29:45).
- ↑ 75.0 75.1 75.2 75.3 75.4 Livestream, February 29, 2024 (3:12).
- ↑ 76.0 76.1 76.2 Livestream, November 30, 2023 (1:36:32).
- ↑ 77.0 77.1 Livestream, June 4, 2018 (29:28).
- ↑ 78.0 78.1 Livestream, February 25, 2022 (1:03:32).
- ↑ Livestream, September 27, 2024 (1:43:05).
- ↑ 80.0 80.1 Video, September 27, 2024 (4:39).
- ↑ Livestream, December 19, 2023 (3:59).
- ↑ Forums - Livestream Q&A - May 31, 2023.
- ↑ Livestream, September 27, 2024 (1:48:28).
- ↑ 84.0 84.1 84.2 Video, August 30, 2024 (36:44).
- ↑ 85.0 85.1 85.2 Interview, September 10, 2023 (34:51).
- ↑ About Ashes of Creation.
- ↑ 87.0 87.1 Livestream, August 30, 2024 (1:01:40).
- ↑ Livestream, May 31, 2023 (43:55).
- ↑ Interview, June 13, 2021 (24:14).
- ↑ Video, April 5, 2018 (40:08).
- ↑ 91.0 91.1 91.2 91.3 Interview, June 13, 2021 (22:20).
- ↑ Livestream, July 28, 2017 (43:57).
- ↑ Livestream, May 5, 2017 (11:55).
- ↑ 94.0 94.1 Livestream, July 29, 2022 (1:23:56).
- ↑ 95.0 95.1 Interview, January 19, 2025 (50:10).
- ↑ Livestream, 2018-04-8 (PM) (3:56).
- ↑ 97.0 97.1 97.2 97.3 97.4 Podcast, May 11, 2018 (24:23).