Difference between revisions of "Stats"

Ashes of Creation community empowered Wiki
Jump to navigation Jump to search
(Add section)
(Add section)
(11 intermediate revisions by 3 users not shown)
Line 1: Line 1:
[[File:Alpha_0_character_sheet.png|450px|thumb|[[Alpha-0]] [[Gear|gear/equipment]] [[User interface|UI]] showing [[Stats|stats and attributes]].{{livestream|9 February 2018|7m31|w8eehrdIIXI}}]]
+
{{Stats}}
  
[[Alpha-0]] [[wikipedia:Attribute (role-playing games)#Stats_and_substats|stats and attributes]].{{livestream|9 February 2018|7m31|w8eehrdIIXI}}
+
== Health ==
  
* Power.{{livestream|9 February 2018|7m31|w8eehrdIIXI}}
+
{{Health}}
* Dexterity.{{livestream|9 February 2018|7m31|w8eehrdIIXI}}
+
 
* Constitution.{{livestream|9 February 2018|7m31|w8eehrdIIXI}}
+
== Mana ==
* Willpower.{{livestream|9 February 2018|7m31|w8eehrdIIXI}}
+
 
* Wisdom.{{livestream|9 February 2018|7m31|w8eehrdIIXI}}
+
{{Mana}}
* Mentality.{{livestream|9 February 2018|7m31|w8eehrdIIXI}}
 
* Physical attack.{{livestream|9 February 2018|7m31|w8eehrdIIXI}}
 
* Magical attack.{{livestream|9 February 2018|7m31|w8eehrdIIXI}}
 
* Block percentage.{{livestream|9 February 2018|7m31|w8eehrdIIXI}}{{livestream|30 May 2017|16m25|STUmnHRKqNc}}
 
* Critical hit.{{livestream|30 May 2017|16m25|STUmnHRKqNc}}
 
* Evasion.{{livestream|30 May 2017|16m25|STUmnHRKqNc}}
 
  
 
== Stat growth ==
 
== Stat growth ==
  
 
{{Stat growth}}
 
{{Stat growth}}
 +
 +
== Stat adjustment (via the Tattoo system) ==
 +
 +
{{Tattoos}}
 +
 +
== Stats on gear ==
 +
 +
{{Stats on gear}}
 +
 +
== Passive skills ==
 +
 +
{{Passive skills}}
  
 
== Combat RNG ==
 
== Combat RNG ==
  
 
{{Combat RNG}}
 
{{Combat RNG}}
 +
 +
== Damage ==
 +
 +
{{Damage}}
 +
 +
== Resistances ==
 +
 +
{{Resistances}}
  
 
== Elements ==
 
== Elements ==
Line 30: Line 44:
  
 
{{Elemental skills}}
 
{{Elemental skills}}
 +
 +
== Gear progression ==
 +
 +
{{Weapon progression}}
 +
 +
=== Gear enhancement ===
 +
 +
{{Gear enhancement}}
 +
 +
=== Enchanting ===
 +
 +
{{Enchanting}}
 +
 +
=== Power creep ===
 +
 +
{{Power creep}}
  
 
== PvX ==
 
== PvX ==
Line 43: Line 73:
 
* [[Progression]]
 
* [[Progression]]
  
{{Notes}}
+
== References ==
 +
 
 +
<references/>
  
 
[[Category:Combat]]
 
[[Category:Combat]]

Revision as of 03:37, 5 September 2021

info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.
Character stats and attributes.[1][2]
Stat Base stat Level 1 Cleric Level 1 Mage Level 1 Tank
Health.[3][4] Health 224
Mana.[3] Mana 293
Power.[3][1][2] Power 10
Dexterity.[3][1][2] Dexterity 10
Constitution.[3][1][2] Constitution 10
Will.[3] Will 12
Wisdom.[3][1][2] Wisdom 14
Mentality.[3][1][2] Mentality 13
Physical Damage Bonus.[3] Power 13
Physical Disable Modifier.[3] Power 12
Physical Critical Damage Bonus.[3] Power 12
Physical Skill Cooldown.[3] Dexterity 6
Physical Critical Rate Bonus.[3] Dexterity 6
Physical Evasion Bonus.[3] Dexterity 7
Physical Accuracy.[3] Dexterity 192
HP Regeneration.[3] Constitution 3
Physical Defense Mitigation.[3] Constitution 7
Physical Disable Defense Constitution 7
Physical Block Chance.[1][2][5] Constitution 17
Magical Attack Damage.[1][2] Will 24
Magical Critical Damage Will 23
Magical Disable Chance Will 13
Magical Casting Speed Wisdom 6
Magical Cooldown Modifier Wisdom 7
Magical Critical Rate.[5] Wisdom 7
Magical Accuracy Wisdom 8
Mana Regeneration Mentality 3
Magical Defense Mitigation Mentality 8
Magical Disable Defense Mentality 8
Magical Block Chance.[1][2][5] Mentality 18

Players will have significant agency over the allocation of their stat progression.[6]

  • There will be diminishing returns on certain stats, but there won't be hard caps.[8]

Health

During PvP, detailed information about your opponent's HP is obscured. This means you will not know the exact HP percentage an opponent has.[9]

Health is a stat in Ashes of Creation.[10][4]

If you are targeting another player specifically, another player not an NPC. If you're targeting another player and that player is not a member of your guild, alliance, raid, or party- those are the four affiliation factors. If they're not a part of those four groups you will not have specific information of their HP level. You will have quarters of information to their [HP] level and you may progress to get that a bit more granular, perhaps to sixths or eighths. You're not going to have exact information about what amount of hit points they have available to them. That level of obfuscation protects a bit of that engagement, that TTK interaction. So you might overshoot a target if you don't know exactly if they're down to their last 20% or 25%. That I think is a very healthy thing to have in PvP, but it is not a normal game design mechanic.[11]Steven Sharif

Mana

Resting and mana regeneration.[14]

As you know, a classic MMO thing to do is to sit and rest as you get your resources back.[15]Steven Sharif

Mana is a universal resource/energy in Ashes of Creation that keeps corresponding stats for mana pool, consumption and regeneration relevant.[16][17][18]

Mana management I think, not just for mage players but for really every class, is a relevant resource mechanic that they have to take into consideration when they're utilizing their rotations; and there are going to be abilities that will sap your mana faster than others; and they're going to be situational. Now, with that blanket statement of mana is always relevant, there is also going to be mechanics and/or class energies and abilities that you can spec into to help mitigate that. There's itemization that you can utilize from a set bonus perspective, or certain types of weapons and tattoos that you can acquire. There are certain enchantments that you can acquire that might reduce the cost of mana use, that might increase your amount of regeneration, that might increase your mana total pool. There are even specs that you can build towards if mana management is your issue. So we want to make it a compelling case that you need to think about mana use because you don't just want to go 100% all the time with no downside to that. That's a very boring type of interaction.[16]Steven Sharif

Stat growth

Base stats are defined by a character's primary archetype. Stats can be improved based on gear, tattoos, and other enhancements, such as socketed items.[6]

  • Gear has approximately a 40-50% influence on a players overall power in the game.[21]
  • Artisan profession does not affect a player's stats.[22]
  • Previously it was stated that race "seeds" a player's base stats, then the primary archetype grows the base stats.[23][24][25] Any contribution by the secondary archetype was later removed.[23]
  • Waterfall stats are stats that are derived from another stat.[26]
A waterfall stat is a derivative of an attribute. So, if dexterity is your attribute stat and a waterfall from dexterity is critical rate, that would be considered a waterfall stat: the critical rate.[26]

Stat adjustment (via the Tattoo system)

Tattoos in the Alpha-2 character creator (first pass).[27]

As of right now definitively there is going to be a tattooed system which will allow certain slots for you to apply stat migration, but it's a give-and-take relationship. There will be higher quality magical tattoos that can be applied to the character in order to adjust stats.[28]Steven Sharif

Tattoos in Ashes of Creation refers to.

  • Cosmetic items that allow players to customize their character in-game.[31]
    • These might be "sleeves" applied to different parts of the body.[32]
    • It may also be possible to create whole body sleeves.[32]
  • Tattoos that can be applied to a character to adjust their stats.[28][33]
    • These will have slots to allow stats to be migrated with a give-and-take relationship.[28]
    • Higher quality magical tattoos can be applied to adjust stats.[28]
      • They may also provide stat augments or other boosts.[33]

Tattoos can be removed.[33]

Stats on gear

Crafters will be able to assign different skills/abilities and stats on gear.[34][35]

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.[34]Jeffrey Bard

Not all armor sets will be the cookie cutter set. They will have the influences from the crafter available in it, if it's a crafted set.[35]Steven Sharif

Gear is broken down into Core Stats and Additional Stats.[18]

Passive skills

Passive skills are used to augment weapon usage, armor usage, health regeneration, and passive stats.[39]

All these passive abilities: mana regen, attack damage, critical hit damage, health regeneration, defense mitigation, maximum health: A lot of different changes from the passive side of things and these are based on what archetype you've chosen.[41]Steven Sharif
info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.
Passive skill Icon Archetype(s) Base skill
Attack Damage Attack Damage.png Mage Increases attack damage by 5.[43]
Block Chance Block Chance.png Tank Increase chance to block attacks by 20% (Blocked attacks deal 20% reduced damage).[44]
Caravan Trail Speed Bonus Trail Speed Bonus.png Minor speed boost for travelling on a simple trail.[45]
Cooldown Reduction Cooldown Reduction.png Cleric Mage Tank Reduce all ability cooldowns by 5%.[43]
Critical Hit Damage Critical Hit Damage.png Mage Increase the damage and healing bonus from critical hits by 20%.[43]
Critical Hit Rate Critical Hit Rate.png Cleric Mage Tank Increase the chance for damage and healing abilities to critically hit by 5%.[43]
Defense Mitigation Defense Mitigation.png Cleric Mage Tank Increase defense mitigation by 4.[43]
Disable Chance Disable Chance.png Mage Increase chance to disable by 15%.[43]
Disable Defense Disable Defense.png Cleric Reduce chance of being disabled by crowd control effects by 10%.[46]
Healing Received Healing Received.png Tank Increase the amount of healing received by 10%.[47]
Health Regeneration Health Regeneration.png Cleric Mage Tank Generate an additional 1.5% of your maximum health per second.[43]
Increased Healing Increased Healing.png Cleric Increase healing done by 10%.[48]
Mana Regeneration Mana Regeneration.png Cleric Mage Tank Generate an additional 1% of your maximum mana per second.[43]
Maximum Health Maximum Health.png Cleric Mage Tank Increase maximum health by 75.[43]
Maximum Mana Maximum Mana.png Cleric Increase maximum mana by 100.[49]
Movement Speed Movement Speed.png Cleric Mage Tank Increase movement speed by 5%.[43]
Physical Evasion Bonus Physical Evasion Bonus.png Tank Increase physical evasion bonus by 5.[50]

Combat RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[51]

RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[52]Jeffrey Bard

Damage

  • Damage numbers will not be so large as to be meaningless.[54]
We don't see the need to have these enormous numbers that are really start to lose meaning. That seems to be an innate design issue with other games as they try to balance the damage output in PvP and in PvE; but our design system allows for a more manageable damage protocol for PvE and PvP to be shared; and those damage protocols relate more to lower numbers.[54]Steven Sharif
  • Death by fall damage is possible.[56]
    • Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[56]

Resistances

Different damage types are mitigated by the defensive stats (resistances) on different types of armor.[57]

Certain damage types will be strong or weak against certain enemy types. So you'll have to be somewhat smart about who you're bringing where, or what abilities or specs. Obviously, you'll be able to do the content, but you'll have an easier time with certain contents if you're using a certain spec over others.[58]Tradd Thompson
  • Players will be able to counter resistances with resistance penetration stats.[65]
When there's a lot of different complexity that exists between the multi-layered interactions of damage mitigation, resistances, damage penetration... those things stack up over time and there's an opportunity for that subtlety to be more expressed when the receiving target is, let's say, weak to that or... chosen not to spec into any resistances against that. That keeps things fresh and it also keeps a healthy level of itemization progression that's necessary for the player as well.[66]Steven Sharif
  • There is also non-mitigated damage.[57]
Not every monster is going to have unique resistances. They'll share groups of types of resistances based on whether that monster is a particular elemental affinity or a particular heavy armor, particular weapon type, stuff like that. So there will be resistances groups that are shared by certain types of monsters and their location and as it relates to their lower background and stuff like that.[65]Steven Sharif

Elements

There are elements (such as Air, Earth, Fire, Water, Electrical) in Ashes of Creation each with their own resistances.[68][69][69][59][60][61]

  • There may be ley lines and strong magical places in the world that change or alter the way spells work.[74]
We've discussed a little bit about how the seasons and biomes will react with different types of skills. Like if you have a fireball and it's summer it might be a little bit different. If it's winter and you have a frost ability it might be different.[73]Steven Sharif

Elemental skills

The idea behind magic is you're manipulating the elements. They don't just have to be fire, ice, water and air. They can be darkness, they can be light, they can be planar; a lot of different types of "elemental influences".[61]Steven Sharif

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Base skill
Ball Lightning Ball Lightning Icon.png Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying 1 Electrified stack to targets with each hit.[75][76][77]
Blizzard Blizzard.png Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also acquire 1 stack of Chilled periodically. Activate the ability again to end the channel early.[78][79][75]
Cone of Cold Cone of Ice.png Blasts a cone of cold in front of the caster, dealing ice damage and applying 1 stack of Chilled to each enemy hit.[75][80][81]
Elemental Empowerment Elemental Empowerment (active).png Whenever you cast an elemental spell, your weapon attacks deal additional damage of that spell's element and apply a stack of the corresponding elemental status effects to targets hit. Casting a spell of a different element switches this effect to the new element.[82][83]
Fireball Fireball (Active).png Instantly hurl a ball of fire toward your target, dealing fire damage and applying 1 stack of Burning to target on impact. Burning deals periodic fire damage over time for each stack applied. When the target reaches 5 stacks, they become Conflagrated, dealing extreme fire damage over time.[84] Hitting a conflagrating enemy with a lightning spell causes Fusion, dealing significant damage and removing the Conflagrated effect.[85]
Frostbolt Frostbolt (Active).png Launch a bolt of frost towards your target, dealing ice damage and applying 2 Chilled stacks to the target on impact. Chilled reduces movement speed of the target for each stack applied. When the target reaches 5 stacks, they become Frozen, rooting them in place for the duration. Hitting a frozen enemy with a lightning spell causes them to Shatter, dealing significant damage and removing the Frozen effect.[86][87]
Lightning Strike Lightning Strike (Active).png Held ability: Charge up a bolt of lightning to unleash upon your target, dealing lightning damage and applying 2 stacks of Electrified to the target. This deals additional damage based on how long it was charged. Electrified reduces the target's magical mitigation for each stack applied. When the target reaches 10 stacks, all Electrified stacks are consumed and they become temporarily Shocked. Whenever a Shocked enemy takes damage, they take additional damage and 1 stack of Shocked is consumed. Shocked is initially applied with 20 stacks.[88][89]
Magma Field (Lavastorm).png Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[90]
Meteor (Meteor Shower).png Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[91]
Thundering Shot Thundering Shot Icon.png Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[92]

Gear progression

In-game achievable sword and polearm 3D renders.[93]

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[94]Steven Sharif

Weapons have their own progression paths.[95][96]

Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[103]Steven Sharif

Gear enhancement

Gear enhancements are possible both during and after an item is crafted.[105][106]

There is a combination of systems that take an item to its max potential. Players will need to contribute in a certain number of these systems to reach max. Some of the systems are an either/or situation.[105]Kory Rice
The contribution of materials to crafting an item results in advancing the rarity of that item. Now, that doesn't exclude players who don't have the legendary or the higher quality contributed resources from progressing their common item up the rarity tree through enchantments such as scroll enchanting or through tempering the gear. Both of those can affect the quality and the rarity of the gear that you produce, but by contributing the resources during the crafting process you are getting a head start with the higher quality item and now are less dependent on those other avenues to achieve that, which might be again a different vertical space of progression that you don't have as good of access to.[106]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.

Enchanting

Enchanting is not an artisan profession in its own right. Scribes create scrolls that can be utilized by different professions to create enchantments relating to that profession.[115][116]

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.[118]Steven Sharif

Power creep

The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[94]

PvX

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[119]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[120]Steven Sharif

Ashes of Creation is a PvX game. Players will naturally encounter both PvP and PvE elements.[120][121][122] It is unlikely that a player could purely focus on just PvP or just PvE.[120][119][121][122]

  • There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[121][129]
We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[128]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.

See also

References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Livestream, January 30, 2020 (25:39).
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Livestream, February 9, 2018 (7:31).
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 3.16 Livestream, August 28, 2020 (15:21).
  4. 4.0 4.1 4.2 4.3 Livestream, January 30, 2020 (1:40:48).
  5. 5.0 5.1 5.2 Livestream, May 30, 2017 (16:25).
  6. 6.0 6.1 6.2 Livestream, January 27, 2023 (1:27:42).
  7. 7.0 7.1 Livestream, December 19, 2023 (1:17:45).
  8. Livestream, March 26, 2021 (1:02:08).
  9. 9.0 9.1 [X.com - Hidden HP Values. X.com - Hidden HP Values.]
  10. 10.0 10.1 10.2 Livestream, July 25, 2020 (1:33:37).
  11. 11.0 11.1 11.2 Livestream, January 31, 2024 (59:45).
  12. Livestream, July 30, 2021 (1:10:34).
  13. steven-health-nameplate.png
  14. 14.0 14.1 Twitter - Resting has its benefits!
  15. 15.0 15.1 Livestream, December 2, 2022 (54:16).
  16. 16.0 16.1 16.2 16.3 Livestream, April 28, 2023 (1:02:04).
  17. 17.0 17.1 steven-mana-1.png
  18. 18.0 18.1 Livestream, August 28, 2020 (1:14:54).
  19. steven-mana-2.png
  20. Video, December 2, 2022 (25:31).
  21. 21.0 21.1 Interview, July 19, 2020 (53:59).
  22. Livestream, July 18, 2017 (37:25).
  23. 23.0 23.1 Livestream, November 22, 2019 (1:4:56).
  24. Livestream, July 18, 2017 (35:58).
  25. Livestream, May 8, 2017 (43:30).
  26. 26.0 26.1 Livestream, September 29, 2023 (1:17:44).
  27. Video, March 31, 2022 (22:02).
  28. 28.0 28.1 28.2 28.3 Livestream, August 27, 2021 (1:18:55).
  29. Video, March 31, 2022 (19:49).
  30. Livestream, March 31, 2022 (1:01:08).
  31. Livestream, May 8, 2017 (48:49).
  32. 32.0 32.1 Livestream, May 26, 2017 (14:23).
  33. 33.0 33.1 33.2 Video, September 3, 2017 (55:38).
  34. 34.0 34.1 34.2 34.3 34.4 Livestream, November 30, 2020 (1:05:22).
  35. 35.0 35.1 Podcast, August 4, 2018 (59:58).
  36. steven-crafting-stats.png
  37. Livestream, December 22, 2020 (1:15:01).
  38. Podcast, September 29, 2021 (52:58).
  39. 39.0 39.1 Livestream, August 28, 2020 (1:12:50).
  40. 40.0 40.1 40.2 February 8, 2019 - Questions and Answers.
  41. 41.0 41.1 Livestream, June 25, 2021 (23:08).
  42. Livestream, March 31, 2023 (1:30:07).
  43. 43.0 43.1 43.2 43.3 43.4 43.5 43.6 43.7 43.8 43.9 Livestream, June 25, 2021 (23:08).
  44. Alpha-1 screenshot.
  45. Trail Speed Bonus Description.png
  46. Alpha-1 screenshot.
  47. Alpha-1 screenshot.
  48. Alpha-1 screenshot.
  49. Alpha-1 screenshot.
  50. Alpha-1 screenshot.
  51. Livestream, May 30, 2017 (16:25).
  52. 52.0 52.1 52.2 Livestream, December 6, 2018 (48:52).
  53. Livestream, July 25, 2020 (1:34:55).
  54. 54.0 54.1 Interview, August 24, 2018 (1:45).
  55. Podcast, September 29, 2021 (46:20).
  56. 56.0 56.1 Livestream, February 25, 2022 (1:06:45).
  57. 57.0 57.1 57.2 57.3 Interview, July 18, 2020 (1:02:44).
  58. 58.0 58.1 58.2 Video, December 2, 2022 (19:38).
  59. 59.0 59.1 59.2 Interview, July 18, 2020 (1:05:04).
  60. 60.0 60.1 Livestream, May 24, 2017 (27:47).
  61. 61.0 61.1 61.2 61.3 Livestream, 2018-04-8 (PM) (26:19).
  62. steven-holy-radiant.png
  63. Video, August 31, 2023 (45:06).
  64. 64.0 64.1 Interview, February 7, 2021 (49:18).
  65. 65.0 65.1 65.2 Livestream, June 25, 2021 (1:08:23).
  66. Interview, September 10, 2023 (42:09).
  67. [to https://twitter.com/AshesofCreation/status/1571960759894286336 Twitter - Creature resistances.]
  68. Fissure Description.png
  69. 69.0 69.1 Livestream, April 7, 2023 (1:11:14).
  70. Video, September 30, 2022 (15:28).
  71. Livestream, February 29, 2024 (55:34).
  72. Livestream, September 30, 2020 (1:04:56).
  73. 73.0 73.1 Livestream, June 1, 2017 (20:23).
  74. Livestream, June 26, 2020 (1:32:16).
  75. 75.0 75.1 75.2 Video, September 29, 2023 (11:29).
  76. New Ball Lightning Description.png
  77. Video, April 28, 2023 (7:15).
  78. Video, April 28, 2023 (9:22).
  79. Blizzard Description2.png
  80. Cone of Cold Description2.png
  81. Video, April 28, 2023 (11:22).
  82. Video, April 28, 2023 (14:55).
  83. Elemental Empowerment Description.png
  84. Fireball Description2.png
  85. New Fireball Description.png
  86. New Frostbolt Description.png
  87. Video, April 28, 2023 (15:35).
  88. Lightning Strike Description2.png
  89. Video, April 28, 2023 (13:40).
  90. Magma Field Description2.png
  91. Meteor Description2.png
  92. Thundering Shot Description.png
  93. Livestream, April 30, 2021 (53:08).
  94. 94.0 94.1 Interview, October 20, 2018 (2:53:52).
  95. 95.0 95.1 95.2 Livestream, January 30, 2020 (1:28:40).
  96. Livestream, May 4, 2018 (45:37).
  97. Livestream, June 30, 2022 (1:12:38).
  98. Livestream, September 30, 2022 (53:15).
  99. Livestream, September 30, 2022 (43:45).
  100. Video, September 30, 2022 (24:49).
  101. Podcast, September 29, 2021 (47:57).
  102. Interview, July 18, 2020 (1:07:51).
  103. 103.0 103.1 103.2 103.3 103.4 103.5 Livestream, June 4, 2018 (1:11:19).
  104. Livestream, June 25, 2021 (1:29:39).
  105. 105.0 105.1 Podcast, December 3, 2023 (17:10).
  106. 106.0 106.1 106.2 106.3 106.4 Livestream, November 30, 2023 (1:38:47).
  107. Video, November 30, 2023 (1:01:04).
  108. Video, November 30, 2023 (59:21).
  109. Livestream, May 26, 2017 (5:25).
  110. enchanting.png
  111. Livestream, November 30, 2023 (1:54:37).
  112. Livestream, June 4, 2018 (21:37).
  113. Interview, July 18, 2020 (16:34).
  114. Interview, July 18, 2020 (14:22).
  115. 115.0 115.1 Livestream, May 27, 2022 (1:20:00).
  116. Livestream, May 26, 2017 (51:37).
  117. Livestream, May 17, 2017 (58:55).
  118. 118.0 118.1 Livestream, March 26, 2021 (1:15:57).
  119. 119.0 119.1 Video, April 16, 2018 (1:32).
  120. 120.0 120.1 120.2 Podcast, April 11, 2021 (38:31).
  121. 121.0 121.1 121.2 Livestream, May 12, 2017 (24:52).
  122. 122.0 122.1 Livestream, May 5, 2017 (33:25).
  123. Livestream, August 31, 2023 (20:54).
  124. Livestream, May 31, 2023 (45:47).
  125. Livestream, April 7, 2023 (55:22).
  126. Livestream, March 31, 2023 (1:00:16).
  127. Livestream, October 28, 2022 (32:52).
  128. 128.0 128.1 Livestream, June 1, 2017 (37:39).
  129. MMORPG Interview, 2016-12-12.
  130. pvx stats.png
  131. Livestream, May 15, 2017 (14:05).