Recursos

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Pre-alpha gatherable mushrooms found in an underground cave.[1]

We want our players to have a reason to explore the wilderness, to travel with purpose, and much of that will be driven by our resource system. Transporting these goods might just be more difficult than gathering them. Our regional market system allows players to participate in creating pocket economies that will reinforce the stability of goods in particular regions.[2]

Gatherable resources (also known as raw materials, gatherables, and harvestables) occur in locations where you would expect them to be organically.[3][4]

  • Lower level resources will be abundant. Higher level resources that are gatherable by Apprentice level or higher artisans will spawn randomly but in places that make sense for that type of resource. Surveying is a mechanic that solo or group players can utilize to track these resources down.[3]
We want to be able to spawn stuff randomly and we want to put it in places in the world that will make people travel and bolster up our local player-to-player economies: have people actually be out in the world looking for stuff and not standing in the same place waiting for a tree or a flower to respawn over and over again. So, we're having the best of the both Worlds where we have our lower tier stuff that will fill out the base look of our world, so that it's always looking good; and then the higher tier stuff, from apprentice onward, will always spawn randomly in places that we've deemed look good and make sense for what that thing is. So, surveying is a way that you can track that stuff down. It will help you find places, will help you find particular resources, will help you find resources at a certain rarity; and so it should be something you could do as a gatherer on your own, or group up with other people to bolster up the power of your survey, or the range or reach of it.[3]Kory Rice
  • Certain resources will only be gatherable for a limited time during specific story arcs.[5]
You want to take advantage of the limited time you have during the story arcs to get some of these rare resources for crafting things.[5]Jeremy Gess
  • The location the resource was found can affect the benefits, bonuses, and other characteristics of that resource.[11]
    • Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[12][13][4]
  • Resources do not expire or degrade over time.[20]
We don't want to create an environment I feel where you're having to micromanage each of the resources that are very vast in our game. We have 100 plus material system where you're having to play whack-a-mole with managing those things... I don't see the value in it.[20]Steven Sharif

Resource quality

Recursos will have differing tiers of quality for the same resource type.[13] This is somewhat similar to Star Wars Galaxies.[24]

You will have an opportunity to proc certain qualities based on your progression in the Artisan tree. So if you are a gatherer; and as you advance in your gathering, you'll have a higher opportunity to collect better resources.[26]Steven Sharif

Gathering skills

- None -

Resource extractors

Resource extractors are potential constructions that can collect resources over time.[27][28]

info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

List of resources

Recolección

Recolección lumber in Alpha-2.[29]

The first major reveal is that in Ashes of Creation we have now expanded the resource gathering system to include a great many of what the world is showing you of these resources. So when you see a tree, you can chop a tree. If you see a rock, you can mine a rock.[29]Steven Sharif

Recolección ore in Alpha-2.[30]

Looking at this this rock here, I don't know what that rock is before I actually complete the Harvest. But after I complete the Harvest I see that I collected basalt in the bottom right hand corner.[31]Steven Sharif

Recolección es una de las clases artesanales en Ashes of Creation.[1][32]

  • Muchos de los recursos visibles (como árboles o minerales) en el mundo abierto son recolectables.[29]
    • Esto supone un cambio respecto a la Alpha-1, donde un número limitado de recursos se resaltaban con "destellos" para indicar que eran recolectables.[29][33][1]
  • El tipo exacto de recurso presente en un determinado nodo no se conoce hasta que el recurso es recolectado.[31]
There's a bunch of different things in Ashes that will be gatherable. We have plants and trees and rocks and fish and animals and creatures that can be tamed; and we're thinking to reach the visual fidelity bar and to have things a little bit more rooted in what we know is that it wouldn't really make sense for you to just see gold all over the world in the same way that you would plants and trees; so we wanted to get feedback on what players think about some of the different gatherable types having different things that you would have to know and expect from them. So rocks are a good example of this, where you can see a rock but until you crack that thing open you don't know if it's full of stone, crystals, rubies, gold. So we wanted to try that out with some of our gatherables to have players have to open this thing up- and that's not to say that we players won't stumble on a nice load, or vein, or geode of gold, but most of the stuff that they would they would find to the world, unless they they look hard enough, would require them to crack that stone open.[31]Kory Rice
Certain low level gatherables will have a tiered progression into higher level crafting. So for example if I'm gathering... leaves of the blue petal flower to craft a pigment that's going to be used in the development of a tunic that I can wear at level one, then I may need to collect those in order to craft the pigments to craft a greater pigment that might be present in the in the crafting of a higher level item. So it's going to be a tiered progression so that materials have relevancy throughout the different levels of of crafting; and that's important from an economic stability standpoint. You need to have layered demand from a supply standpoint so that players who are interested in collecting and gathering those materials still are relevant when the later level items are crafted.[38]Steven Sharif

Profesiones de recolección

Recurso estacionales

Pre-alpha winter wonderland environment.[39]

If a particular region moves into a season and that week you can't grow a particular type of good, but another region halfway across the world can grow that good; and you talk about moving those goods across regions so that they're relevant to either craft workbenches or you can sell them in the local economies: That is a major indicator of movement of goods and movement of goods carries risks; and risks can create political foes and friends... Something as simple as just a climate can have cascading consequences across the entirety of the game.[40]Steven Sharif

Las estaciones afectan a los cultivos y a otros recursos de herbología disponibles para recolectar o plantar, incluida la forma en que se gestiona la rotación de cultivos.[6][7][8][9]

One of the things that is huge about the season system and how it affects crops and the gatherables in the game is the impact it will have on the economy. When a particular area no longer is capable for a week's period of time, or even potentially longer, of producing a certain type of crop or harvestable; and that has to change across the world regionally, now the transit system of those materials of those gatherables they become more relevant, and they're subject to potential risk; and the prices might go up in certain areas. It is something that is actually very instrumental in the overall design of the economy in the game.[7]Steven Sharif
  • Es posible que las estaciones no afecten directamente a determinados recursos, como las vetas de mineral, pero el acceso a ellos puede quedar bloqueado durante determinadas condiciones meteorlógicas.[6][7]
It won't likely affect too much on certain resource spectrums like veins of ore. Those might not be affected by the seasons or weather systems, but there might be blockages to cave networks that house those types of ore veins. Alternatively it is going to be significant impact on any type of herbology or plant-based types of gatherables. It's going to have significant impacts on crops that players can plant themselves on their properties; and that they'll be able to harvest. They're going to need to time the crop placement and its maturity window so that it's harvestable and available to be harvest before the change of seasons that might adversely affect certain types of crops. And not every biome will experience the same type of effects caused by the seasonality of the world. The desert biome might instead of snow have significant more winds that pick up that could be damaging to more fragile types of crops if you have a freehold in that location.[6]Steven Sharif

Recursos en el Reino Subterráneo

Los recursos serán diferentes en el Reino subterráneo (Underrealm).[41]

Ubicación de los recursos

Ashes of Creation tendrá principalmente contenido hecho a mano, pero las mecánicas procedimentales se aprovecharán en lugares en los que no parecerán 'procedimentales'.[42]

Wherever we can leverage procedural mechanics in such a way that does not appear procedural we should. There's a healthy blend between the things that we do in having defined parameters for it and then incorporating a procedural component; and in that sense it will be perceived well, but where we the predominance of what we're implementing should be curated or by design.[42]Steven Sharif

Alpha-1 mine shaft.[50]

Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[2]

El mapa de Verra no se generará de forma procedimental, pero los puntos de inicio de los recursos pueden ser diferentes en cada servidor.[43][44]

  • Algunos recursos serán recolectables una sola vez y volverán a aparecer de forma aleatoria en una localización diferente una vez recogidos.[12][13]
  • Otros recursos existirán en forma de grupos (también llamados vetas de recolección). Durarán hasta que se agote todo el recurso.[51][12][13][4]
    Like a large mine that's present and has a vein of mithril ore in it, or a herd of some type of animal that you can collect fur or wool from.[13]Steven Sharif
    • There will be moving resources such as herds of animals that are constantly moving around the world.[51][52]
    Herds are a source of certain types of wild gatherables but they're in animal form and they're animated; and they exist in a group of the golden fleece sheep that might only spawn very rarely in certain hillsides; and only during spring. And if you can find that vein so to speak of resource you can interact with the herd and you can gather from them.[51]Steven Sharif
    • Una vez que una de estas vetas de recolección se agota en un lugar, puede reaparecer en el mismo lugar o en otro, dependiendo del tipo de recurso.[13][4][52]
  • Los recursos reaparecen en función del tiempo de enfriamiento.[4]
  • Los recursos no estarán ligados al sistema de nodos.[4]
  • Algunos recursos únicos pueden ser monstruos enmascarados o tener monstruos que los defienden.[53]

Zonas de castillos

E1G9zelXIAY0WNO.jpg

Los castillo de gremio ejercen influencia sobre una zona de castillos a su alrededor.[54]

Procesado

Horno that can be placed on a freehold.[21]

La elaboración es una de las clases de artesano en Ashes of Creation.[21]

That's going to be very important as you get to very late game processed materials that are required. Because some of these things might have days to process within a station, but if you have spent the time and done the work to advance that processing station you could cut that down considerably, perhaps even greater than 50 percent; and that's going to have a significant impact on your ability to either control markets or to create goods.[61]Steven Sharif
  • Habrá una fase de preparación para proporcionar al edificio el combustible u otros materiales necesarios para procesar el grado de materiales requerido.[64]
Processing as it stands for Alpha-2's implementation is that there is a certain amount of prep work that's required first for the industry-specific component, which is the building. That prep work might be finding a certain amount of lumber to light the fire in kiln or whatever, to a certain temperature in order for you to process a certain grade of ore; and that grade of ore being malleable then into an ingot; and that produces that ingot so-to-speak. Now, in that process there's a gathering component, there's a preparatory phase, there is a time-related component.[64]Steven Sharif
  • También habrá elementos relacionados con el tiempo y la jugabilidad que requerirán que el jugador interactúe con el edificio de procesado. Estos elementos servirán para impulsar la entrada de materiales procesados a partir de materias primas recolectadas en la economía.[64]
There's also possibilities that the machine you're using itself has some type of gameplay layer- should the kiln get overheated, and you have to throw some water on it or something. There are elements there in that process that we want to mimic this gameplay opportunity for players to interact; and not just be a time-sink. But time-sink is also a component of it as well, because that's the throttle for the introduction of processed materials from raw gatherables into the economy.[64]Steven Sharif

Materials

Iron Weapon Mold Slot.png

Crafting materials (also known as Processed goods) are obtained in the following ways:

The rarity of crafting materials influences the quality of the crafted items.[67][68][69][70]

Q: Are crafting materials going cross tiers? For example, using higher level materials in lower level recipes, or low level materials in a higher level recipe? Is that allowed?
A: Yes.[67]Steven Sharif

It's unlikely that crafting materials to craft all pieces of equipment will be able to be sourced solely by farming open-world dungeons.[71]

It's unlikely that organized parties will be able to get all of the materials they need to craft every piece of equipment from farming open world dungeons alone.[71]Cody Peterson

Players drop materials and other items upon death, based on their applicable death penalties.[14][15][16][17]

High-level materials

Materials for crafting high-level items are obtained from world bosses and through the deconstruction of other high-level items.[65]

Many end level items with crafting will require mats from world bosses etc. we want those systems intertwined. However. There may be opportunities to deconstruct high level items and replace those needed materials as well. We will be testing the crafting trees in alpha and beta.[65]Steven Sharif

Elaboración (Crafting)

Alpha-1 Forge concept art.[72]

Crafting and gathering is a very important component of the economy that players will have direct control over. Whether you wish to build a sprawling plantation around your house, or wish to travel the vast wilderness in search of treasure and resources. There are many tools available to the crafters of our world. Regardless of how you gather your resources, we believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[2]

Elaboración (Crafting) es una de las clases de artesanía en Ashes of Creation. Es el motor de la economía del juego.[73]

It's unlikely that organized parties will be able to get all of the materials they need to craft every piece of equipment from farming open world dungeons alone.[71]Cody Peterson
Anything that you want to bring into existence in the world is going to be built by players: Whether that is Naves, Siege engines, Armas, Armadura, etc.[80]Jeffrey Bard

En Ashes of Creation no habrá sistema laboral ni de energía.[81]

There is no labor or energy system in Ashes. However, that's not to say that crafting will not be difficult. Crafting is very difficult; but it is because it is difficult that it will be very rewarding as well.[81]Steven Sharif

Recetas

Alpha-2 Nightblade recipe.[82]

When players are looking to create different items in the game they're going to need to go out and either purchase, or get drops of recipes, or trade with other players; and when they acquire that recipe, like I have here: it says Nightblade. I can use the recipe and I will learn a Weaponsmithing recipe for the Nightblade. So, I have a recipe book that I get to keep. Essentially I learn these recipes once.[83]Steven Sharif

Elaboración (Crafting) in Ashes of Creation is recipe (blueprint, schematic) based, not RNG based.[67][83][34][84][85]

  • Recipes that are obtained must be committed to a player's recipe book (by right-clicking on the recipe item). This "consumes" the recipe item and unlocks the ability to craft the item in question.[83][86]
    • Artisans must have the required artisan certification to learn recipes at that level (or lower).[87]
    • Recipes can be traded or sold prior to them being committed into a player's recipe book.[86]
    • In most cases learned recipes are permanently added to a character's recipe book, but in certain unique cases there will be a "charge count" where learned recipes will disappear from the recipe book after a number of uses.[83]
    • Once a recipe is learned, it cannot be shared with other characters, including alts.[88]
These are the things we want to explore on [the] crafting side, where we introduce maybe new stat lines, or a different proportion or ratios of stats at certain tiers; and when you craft these items using better materials, the rarity of the item increases. For demonstration purposes we're using legendary, but basically when you use a higher tier than the recipe is intended for- so we could technically build this item with common copper and zinc fragments, then that would produce an uncommon item. But, since we're showcasing this at legendary tier, you can move up the tiers and have the stats increase.[69]Mike Han
  • Recipes have differing rarities and may be locationally dependent.[92]
  • Recipes may have an XP component, where crafting that recipe multiple times can level up the recipe and unlock better results.[89][93]
Something unique in our crafting system [is] where we want to have recipe XP of some sort; and then those sub-recipes could [be] earned by leveling up your recipe, which means that you have to craft the Nightblade multiple times to level it up to have a better result. The sub-recipe could be from a vendor recipe or world drops like we said earlier, but the idea is one type of item can have potential to be multiple different outcomes.[93]Mike Han
  • While selectable materials offer a wide degree of customization, crafting results must lie broadly within the realms of the recipe's definition; and so cannot be arbitrarily customized.[94][92][95]
Q: Will players have the ability to innovate within the crafting system creating unique items or designs? If so, how much customization can players expect when it comes to crafting their own gear or items?
A: There are statically defined an array of results that can come out of a particular recipe; and your ability to unlock those results is predicated on what composition of resources you contribute to crafting that particular weapon type; and so in that sense, yes crafters will have the ability to uniquely create certain types of the recipes results, based on how they're contributing resources to it. The result has to have a corresponding recipe definition; and so in that sense it isn't completely customizable to the point where the player gets to uniquely create these particular items, but rather they are discovering what creations are possible with each recipe type.[94]Steven Sharif

Crafted items

Elaboración (Crafting) UI. Alpha-1 captura de pantalla. Credito de imagen: Guild:Overlord

Crafted items (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[96][97][98][99][74][75]

Crafted gear in the game is the best gear... One thing that I'm not a fan of is that you develop a crafting system in a game and you've spent a lot of time making this from a material and resource perspective. All the tables that you can receive, all the connectivity in the economy and how crafting is associated with the game; and then you undermine the crafting entirely by presenting a separate route of gear acquisition that is on-par with the crafting efforts. So here you have these people who are acquiring all of the resources getting, all the recipes, leveling up their professions and then everything they make is less or equal to anything you could just have chosen the easier path of and gone down the questing and received the best gear. So what we do focus on is that crafters make the best shit. Excuse me, the best things.[99]Steven Sharif
That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be dictated based on the mastery level of the particular crafter; and the higher they become a master of those professions, whether it be for armor or for weapons or for accessories, they're going to have some agency and put their mark on essentially what items they're introducing into the economy.[108]Steven Sharif
We believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[2]

Ver además

Referencias

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