Muerte del personaje

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Muerte del personaje in an open world dungeon in Alpha-1.[1]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[2]Steven Sharif

Cuando un personaje muere se se desintegra en cenizas. Las cenizas contienen cualquier objeto cualquier objeto perdido por el jugador debido a las penalizaciones por muerte correspondientes.[3][4][5][6][7] Estos montones de ceniza son saqueables de forma inmediata por cualquier jugador.[4] El marcado de jugadores (flagging) no se activa al saquear.[8]

  • Un no combatiente (jugador verde) que muere sufre las penalizaciones normales, incluyendo:[6]
    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.[11]Steven Sharif
    • Se suelta un porcentaje de los objetos recolectables y materiales que se usan en la creación de otros objetos.[13][5][6]
      • Los objetos destinados al consumo final no se pierden, como los objetos consumibles creador por las profesiones de cocina y alquimia.[13]
      • También se dejan caer un porcentaje de los certificados que lleva el jugador.[7]
      • Si un jugador muere, habrá un periodo de tiempo antes de que su mula desaparezca. Otros jugadores deberán matar a la mula de ese jugador para poder saquearla.[14]
      • Si la mula de un jugador muere, su cadáver tendrá el mismo porcentaje de objetos que el jugador..[14][15]
  • Un combatiente (jugador púrpura) que muere sufre estas mismas penalizaciones, pero al 50% que un no combatiente.[6]
  • Un corrupto (jugador rojo) sufre penalizaciones cuatro veces superiores a las de un no combatiente, y tiene la posibilidad de soltar cualquier objeto que lleve equipado en función de su puntuación de corrupción actual.Esto incluye:[16][17] This includes:[17][6]
    Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[19]Steven Sharif
    • Estos objetos pueden ser saqueados por otros jugadores.[20]
    • Los jugadores corruptos reaparecen en lugares aleatorios en las proximidades de su muerte, no en los puntos de reaparición habituales.[21]
      • Los jugadores no corruptos siempre reaparecen en el punto de reaparición activo más cercano (a su muerte).[22]
    • Las penaliazciones por corrupción se acumulan a medida que se gana corrupción (no sólo al morir).[23]
  • La deuda de experiencia escalará aproximadamente al 2 o 3 por ciento de la XP total para un jugador de nivel máximo. Estas cifras están sujetas a cambios en función de las pruebas.[24]
  • Las penalizaciones por muerte (en su mayoría) no se aplican al PvP basado en objetivos.[25][26][27]
    There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[27]Steven Sharif
  • Las penalizaciones por muerte no difieren entre Pvp y PvE, aunque esto está sujeto a cambios.[28]

La muerte por caída es posible.[29]

  • El daño por caída que ocurra mientras se está montado se aplicará primero a la montura; y si la montura muere como resultado, entonces el daño restante puede pasar al jugador, pero esto se determinará en función de las pruebas.[29]

La muerte por ahogamiento es posible.[30][31]

  • Los jugadores que se ahoguen resurgirán en la orilla.[30]

Si un jugador muere habrá un periodo de tiempo antes de que su mula desaparezca. Otros jugadores deberán matar la mula de ese jugador para poder saquearla.[14]

Los jugadores no pierden oro al morir, independientemente de su nivel de corrupción.[32]

At the moment, the plan is for players to not lose gold upon death, no matter their corruption level.[32]Cody Peterson

Death penalties

Muerte del personaje in an open world dungeon in Alpha-1.[1]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[2]Steven Sharif

Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[40][25][26][27]

There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[27]Steven Sharif

Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[39]

  • These penalties will be less than those for a green player.[41]
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.[33]Steven Sharif
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.

Experience debt

Experience debt (negative experience) is a death penalty that scales to approximately 3 to 4 percent of the total XP for that level (subject to change based on testing).[33] This was previously stated to be 2 or 3 percent of the total XP for a max level player.[42][24][2][9]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[2]Steven Sharif
  • Characters accumulate experience debt on death. This does not delevel characters, but does have detrimental effects until the debt is paid off.[2]
Experience debt is the bite of not achieving success. If I die to a monster because my strategy was bad, because my performance was bad, because my planning was bad: all of that means that debt is the cost I pay for the bad choice.[42]Steven Sharif
When we are talking about... 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.[33]Steven Sharif
  • Experience debt is paid down by the player gaining experience. This applies even to max-level players. Rested experience will increase the rate that the debt is paid back.[46]
Q: Does experience debt at max level interact with rested experience? So, let's say I have experience at max level, will I be able to use rested experience to gain the experience back?
A: Yes. Rested experience is a modifier that occurs when you first receive the experience and then after that modifier happens where that experience goes to buy down the debt is what happens. So, if you have rested experience and you have experience debt and you go out to collect experience, you will be working that debt off faster because of the rested experience.[46]Steven Sharif

Respawning

Non-corrupt players always respawn at the closest active respawn point (to their death).[22]

  • Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[21]
  • There will not be custom respawn points that can be placed in the world.[48]
  • Events in progress may disable certain respawn points in proximity to those events, which might cause players to respawn further away.[22]
That has to do with the lore behind death and resurrection and what it means to have your soul connected as a conduit of that spark of life given from the Goddess of Creation, being that phoenix type of avatar; and if corruption has moved into an area and an event has started, the access to those ley line oriented respawn points may be obscured- might not be accessible. So that could create some additional distance that needs to be traveled as part of these types of events.[22]Steven Sharif

Lore de la reaparición (respawn)

Muerte del personaje animation (WIP).[3]

The lore behind how death and resurrection exists within Ashes of Creation is the concept of this Avatar of the Phoenix being represented of the Goddess of Creation, from which all life on this plane has has come from essentially... Because when you do get reborn it's that connection with your soul to the essence that binds you with the Goddess of Creation that brings that spark of the of that Avatar of the Phoenix back and brings you to life through that manipulation of the essence. So this is a little update on the ash effect.[3]Steven Sharif

En el momento en que los jugadores entran en el mundo de Verra reciben la chispa de la vida que proviene de la Diosa de la Creación. Esta chispa alberga una porción de lo que representa su alma y su conducto a La Esencia.[3][4][49] Cuando un personaje muere se desintegra en cenizas, de acuerdo con la mitología del ciclo de vida, muerte y renacimiento que se asocia con el avatar celestial de la Diosa de la Creación, el ave fénix.[3][4]

  • La pila de cenizas transmite la ubicación del cuerpo, de modo que el personaje puede ser seleccionado para la resurrección..[3]
  • La pila de cenizas también es interactiva para que los jugadores puedan saquear los objetos que caigan.[3][4]
  • Este efecto se aplica a los jugadores y a los mobs.[3]

The reason for why respawning occurs, as you guys know, the avatar of the Goddess of Creation is the phoenix; and the phoenix obviously has some very stable mythological lore to it with regards to the cycle of life and death and rebirth; and that type of thing. As you enter into the world of Verra you are in a way empowered with the spark of life that comes from the Goddess of Creation herself, and in that sense you're able to house a portion of what that represents in your soul and your... conduit to the essence[4]Steven Sharif

Resurrection methods

Characters can be resurrected via abilities and scrolls.[43][44][50]

There will be scrolls of resurrection available, although there is an element of resurrection that's important as it relates to experience debt and being able to recover portions of that experience debt when utilizing higher grade resurrections that are only available from classes; and then there are lower grade resurrections, which are can be granted through items like scrolls of resurrection that allows for parties who may not have access to a resurrection class.[44]Steven Sharif

List of resurrection skills

Skill Icon Origin Description
Resurrection ResurrectionIcon.jpg Clérigo Resurrects a dead ally with 25% health and 15% mana.[50][52][53][54]

Removing corruption

The primary means to remove corruption is through death. Multiple deaths may be necessary to remove all corruption.[56][57]

  • Dying removes a significant portion of a player's corruption score.[58]
  • Gaining experience will also slowly reduce a player's corruption score.[59][35][56]
    Any experience that's gained by the player, whether it be through achievements in crafting, or in adventuring, or through other types of achievements: All of that experience goes towards your adventuring class experience gained; and then some experience can dual purpose towards professions as well. So if I reach an achievement in my crafting profession and that grants me additional experience within that profession to rank up, it will also grant the same amount of experience over in my adventuring level; and to that point, anytime you gain adventuring experience you tick away at the corruption.[59]Steven Sharif
  • A quest may be utilized to reduce the player kill (PK) count of a corrupt player in order for them to accumulate less corruption score in the future.[60][58]
    • This is a design shift from a religious quest being used to directly reduce the corruption score.[61]
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.

Durability loss

The decay system is not going to be some worthless "Oh I'm just going to throw some gold into this and it's a simple gold sink". It's actually going to require some base materials in order to repair decayed items; and decay occurs from death and also the destruction and disable system. For the weapons over the over-enchanting will require those materials as well. So creating that dependency I think is healthy for the crafting economy.[12]Steven Sharif

There is item durability (item decay) in Ashes of Creation.[63]

If you allow it to get to certain stages, or to get to a destructed stage then it requires a lot of material components in order to return back to its former glory.[65]Steven Sharif
There is durability in the game... It's not going to be a trivial durability. There is a potential to destroy gear (weapons and armor), but there is also an ability to reforge that destroyed gear using a portion of the materials necessary as well as finding an item creator who can reforge it.[63]Steven Sharif

Marcado de jugadores (Flagging)

El sistema de marcado de Pvp en mundo abierto está diseñado para disuadir a la gente de grifear a otros jugadores.[72]

  • Los jugadores pueden participar en PvP en mundo abierto sin tener que recurrir al asesinato.[73]
  • Las penalizaciones pretenden ser lo suficientemente severas como para disuadir de cualquier tipo de campeo.[74]
  • Las invocaciones siguenlas mismas reglas de marcado de PvP que los jugadores y comparten el estado de marcado del jugador.[75][76]

pvp flagging diagram.png

Hay tres niveles de marcado (flagging) para el PvP de mundo abierto en Ashes of Creation.[77]

  • No combatiente (verde)
    • Todos los jugadores empiezan como no combatientes.[57]
    • Los ataques no forzados, incluyendo AoE y efectos de estado, no afectarán a jugadores no combatientes.[78][79]
    • Los jugadores verdes que mueres a manos de un mob (el mob asesta el golpe mortal) no marcan a los jugadores atacantes como corruptos, pero como no se conoce la salud exacta de otro jugador (fuera del mismo grupo, raid, alianza, o gremio), los atacantes corren el riesgo de matar al jugador y convertirse en corruptos.[80]
    • Las habilidades de jugador con efectos de CC no se aplican a los no combatientes. El objetivo de una habilidad CC debe estar marcado (flagueado) para sufrir los efectos CC. Esto impide, por ejemplo, que los jugadores abran ataques que aturdan a jugadores no combatientes durante un pull.[35]
    • No se marcará a los no combatientes por saquear cadáveres.[8]
    • Los jugadores podrán optar (a través de una casilla de verificación) por permitir que sus hechizos de AoEs (beneficiosos, o no beneficiosos) golpeen a los combatientes.[81][82]
If you have that check-box for flagging with your AOEs and heals available then you will flag. If you do not have that box checked then on completion of the skill it will not flag you because the check was made at the start that there was a flagged party member; and then he will not he or she will not receive the beneficial effect as a result or the damage, if it's an offensive spell.[82]Steven Sharif
  • Combatiente (morado)
    • Los jugadores son marcados como combatientes si atacan a otro jugador (no corrupto) al realizar un atque forzado. Si el jugador atacado contraataca, también será marcado como combatiente, de lo contrario el jugador atacado permanecerá marcado como no combatiente.[81][83][57]
    • Los no combatientes que entran en un campo de batalla de mundo abierto (evento PvP) son marcados automáticamente como combatientes y permanecen marcados durante un periodo de tiempo después de abandonar ese campo de batalla.[77]
    • Los no combatientes que curen, potencien, o interactúen de otro modo (positivo) con combatientes o jugadores corruptos serán marcados como combatientes.[34][85][86][87]
    • Los jugadores pueden matar combatientes sin repercusiones, y se les anima a hacerlo, ya que morir siendo un combatiente tiene penalizaciones de muerte reducida.[57]
    • Los jugadores no pueden cambiar manualmente su estado de marcado a combatiente.[83]
    • Los jugadores permanecen marcados durante 90 segundos tras su último ataque a un no combatiente o a otro combatiente.[88]
    • Los jugadores no pueden desconectarse mientras estén marcados como combatientes.[89]
You're not going to see griefing in the game very often; and that's because our flagging system. The corruption mechanics are based around disincentivizing a griefer or PKer but still offering the opportunity, should the occasion arise, where the benefits outweigh the risk, you have the ability to do so. If you gain corruption, which is killing a non-combatant - a player who is not fighting back basically - if you gain that corruption, your world has changed. It is not going to be a very beneficial place to be and you have the potential of losing your gear. Your combat efficacy decreases based on the amount of corruption you accrue. It is a comfortable balance between player agency and grief and basically removing player agency for other players.[2]Steven Sharif
  • Corrupto (rojo)
    • Si un jugador combatiente, o su invocación, mata a un jugador no combatiente, incluyendo cualquiera de sus unidades controladas, como su mascota de batalla, montura, o invocación, el personaje del jugador será marcado como corrupto.[90][75][72]
      • La corrupción obtenida por matar unidades controladas tiene un valor inferior al de matar a los jugadores.[90]
    • El valor de PK de un personaje aumenta con cada jugador no combatiente asesinado a lo largo de la vida de ese personaje.[16][35][91][17][77]
    • Cuanto mayor sea la disparidad de niveles entre los jugadores, y cuanto mayor sea el valor PK del atacante, más puntuación de corrupción ganará.[16][35][91][17][77]
    • La puntuación de corrupción de un personaje multiplica sus penalizaciones por muerte y revela su ubicación a los cazarrecompensas.[72]
    • Si un no combatiente ataca a un jugador corrupto, el no combatiente no se marcará como combatiente.[57]
    • Los jugadores corruptos pueden matar cazarrecompensas sin adquirir puntuación de corrupción adicional.[92]
    • Hay un temporizador de 60 segundos para desconectarse mientras se está corrupto. Forzar la desconexión del cliente durante el tiempo de enfriamiento dejará al personaje dentro del juego.[34][89]
It's important to note that the idea is going to be that, unless a player is in your party, alliance, guild, or raid that you will not have definitive knowledge of their exact hit point values. So when you do something that's sketchy like that, where you want to bring them close to death and let a monster finish him off, you are taking the risk of overhitting and actually gaining the corruption.[80]Steven Sharif

Afiliaciones

Un árbol de afiliación determina qué entidades pueden participar en ataques contra otras entidades de su misma jerarquía.[95][96]

There's node citizenship. There's guild. There's alliance. There's party. There's raid. There's family. All of these types of affiliations have a hierarchy. The highest of which is your node affiliation: So your citizenship is your greatest superceding relationship, which means if you were a part of a guild and the guild has multiple nodes in which its members are citizens of, if there was a war between two of those nodes, the members of those nodes would be first and foremost citizens who defend that node, even against their own guild members.[95]Steven Sharif

All of these things have some hierarchy; and within that hierarchy there's the ability to participate within certain systems. So for example, if you have a node that has fallen under your vassal state and you're a citizen of the parent node, then you could participate in a siege against the vassal node but if you're a citizen of the vassal node you could not participate as an attacker against the parent node; so there's a hierarchy, unless you were to renounce your citizenship.[96]Steven Sharif

Mounted combat (death of mounts)

Certain mounts will have combat abilities.[98][99][100]

Mounts will have a variety of effective pvp abilities, some viable in larger scale encounters when organized correctly.[101]Steven Sharif
  • Mounts will have combat skills based on the breed and rarity. There will also be some RNG to the mount skills.[102]
There is danger to traversing areas with enemies nearby; and there are specific abilities that knock a rider off of their mount should they venture too close to enemies.[104]Steven Sharif
  • The intention is for players to gain knowledge about mount abilities through observation rather than having that information provided to them in advance.[106]
Q: How will it be evident to players in a PVP scenario what types of abilities they might anticipate from an enemy's mount if its owner has a skin of another breed applied to it?
A: Mount abilities are really meant to be a learned information source. This is not meant to be something that I can look at a mount and know without interacting with that individual- that player what that mount is capable of doing; and as such, when they have skins applied, whether it be through in-game earned or through cosmetic purchase, you will get a learning for what that mount does by observing its use-case and taking that knowledge that you have learned forward with you.[106]Steven Sharif

Mounts can be killed by players, but can be resurrected after a certain cooldown period.[107][108][109]

  • Potions obtained from the Alquimia profession can be used to reduce the cooldown.[107][65][108]
  • Mounts that die a certain number of times within a set period might gain a debuff that requires a different material component to assist with their resurrection.[65]
  • 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.[29]

Mounts can be targeted separately from the player while mounted.[108]

  • If a player dies there will be a period of time before their mule despawns. Other players must kill that player's mule to be able to loot it.[14]
  • If a player's mule dies its corpse will contain the same percentage of lootable items as the player.[14][15]

Full loot

There will not be a full loot (full drop) system in Ashes of Creation.[110]

There will not be a full drop and the reason for that is because our intention when it comes to progression within the world is we want it to be meaningful and take some investment on behalf of the player; and if even if from a design standpoint we're like yeah but they have to choose to go to the area; we don't want a choice that a player can make where they delete their character so to speak.[110]Steven Sharif

Visuales

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Referencias

  1. 1.0 1.1 Transmisión en vivo, 2020-03-28 (1:58:24).
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Pódcast, 2018-04-23 (49:21).
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 Transmisión en vivo, 2021-09-24 (51:20).
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 Transmisión en vivo, 2021-03-26 (1:07:33).
  5. 5.0 5.1 5.2 a419c5398b542a713545e4f393d67215.png
  6. 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 6.11 6.12 6.13 6.14 6.15 Pódcast, 2017-05-05 (43:05).
  7. 7.0 7.1 7.2 Entrevista, 2020-07-18 (27:11).
  8. 8.0 8.1 8.2 Pódcast, 2021-04-11 (34:41).
  9. 9.0 9.1 9.2 Transmisión en vivo, 2017-05-19 (13:37).
  10. 10.0 10.1 10.2 Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  11. 11.0 11.1 11.2 11.3 11.4 11.5 11.6 Entrevista, 2021-02-07 (13:14).
  12. 12.0 12.1 12.2 12.3 12.4 12.5 Entrevista, 2020-07-29 (16:46).
  13. 13.0 13.1 13.2 13.3 Transmisión en vivo, 2022-12-02 (1:26:02).
  14. 14.0 14.1 14.2 14.3 14.4 14.5 Transmisión en vivo, 2021-01-29 (1:24:27).
  15. 15.0 15.1 15.2 Transmisión en vivo, 2018-09-27 (47:46).
  16. 16.0 16.1 16.2 16.3 16.4 16.5 16.6 Transmisión en vivo, 2022-10-28 (24:28).
  17. 17.0 17.1 17.2 17.3 17.4 17.5 17.6 17.7 Entrevista, 2020-07-18 (41:54).
  18. 18.0 18.1 Transmisión en vivo, 2017-11-17 (35:20).
  19. 19.0 19.1 steven-corruption-gear-drop.png
  20. 20.0 20.1 Entrevista, 2018-05-11 (15:41).
  21. 21.0 21.1 21.2 Entrevista, 2017-04-27 (9:28).
  22. 22.0 22.1 22.2 22.3 22.4 Transmisión en vivo, 2021-06-25 (1:15:37).
  23. 23.0 23.1 corruption.jpg
  24. 24.0 24.1 Transmisión en vivo, 2021-05-28 (1:50:50).
  25. 25.0 25.1 25.2 25.3 Transmisión en vivo, 2022-06-30 (1:14:52).
  26. 26.0 26.1 26.2 26.3 Transmisión en vivo, 2021-08-27 (1:22:56).
  27. 27.0 27.1 27.2 27.3 Transmisión en vivo, 2020-12-22 (1:13:51).
  28. 28.0 28.1 Transmisión en vivo, 2017-05-15 (36:23).
  29. 29.0 29.1 29.2 Transmisión en vivo, 2022-02-25 (1:06:45).
  30. 30.0 30.1 Transmisión en vivo, 2022-04-29 (1:08:27).
  31. Transmisión en vivo, 2017-07-28 (50:22).
  32. 32.0 32.1 vaknar-gold.png
  33. 33.0 33.1 33.2 33.3 33.4 33.5 33.6 33.7 Transmisión en vivo, 2024-03-29 (3:21).
  34. 34.0 34.1 34.2 Transmisión en vivo, 2022-10-28 (26:48).
  35. 35.0 35.1 35.2 35.3 35.4 CC effects do notapply to non-combatants.png
  36. Pódcast, 2018-04-23 (51:31).
  37. Transmisión en vivo, 2017-05-22 (42:33).
  38. 38.0 38.1 Entrevista, 2023-09-10 (53:47).
  39. 39.0 39.1 Entrevista, 2023-07-09 (36:56).
  40. Transmisión en vivo, 2023-02-24 (1:29:45).
  41. Entrevista, 2023-07-09 (38:03).
  42. 42.0 42.1 Transmisión en vivo, 2023-04-07 (40:30).
  43. 43.0 43.1 43.2 43.3 Transmisión en vivo, 2023-07-28 (1:01:30).
  44. 44.0 44.1 44.2 44.3 Transmisión en vivo, 2023-04-28 (1:22:57).
  45. Transmisión en vivo, 2023-07-28 (1:03:27).
  46. 46.0 46.1 Transmisión en vivo, 2023-09-29 (1:18:04).
  47. Vídeo, 2022-12-02 (16:29).
  48. Transmisión en vivo, 2023-05-31 (1:08:39).
  49. Pódcast, 2018-05-11 (51:39).
  50. 50.0 50.1 a1resurrection.png
  51. 51.0 51.1 51.2 Transmisión en vivo, 2024-01-31 (1:25:35).
  52. toast-keybinds-skills.png
  53. Vídeo, 2020-11-01 (0:55).
  54. alpha-1-cleric-spells.png
  55. Transmisión en vivo, 2018-07-09 (20:41).
  56. 56.0 56.1 Entrevista, 2020-07-18 (44:35).
  57. 57.0 57.1 57.2 57.3 57.4 Entrevista, 2017-04-27 (0:17).
  58. 58.0 58.1 Entrevista, 2020-07-19 (30:51).
  59. 59.0 59.1 Transmisión en vivo, 2023-04-28 (1:27:18).
  60. steven-removing-corruption.png
  61. Transmisión en vivo, 2018-06-04 (2:18).
  62. pvp corruption duration.png
  63. 63.0 63.1 63.2 Podcast, 2017-05-13 (25:55).
  64. Transmisión en vivo, 2020-08-28 (2:05:07).
  65. 65.0 65.1 65.2 65.3 Pódcast, 2021-09-29 (32:35).
  66. player stall repair.png
  67. Entrevista, 2020-07-19 (51:11).
  68. Transmisión en vivo, 2021-05-28 (1:53:04).
  69. Durability.jpg
  70. Entrevista, 2020-07-29 (15:04).
  71. Transmisión en vivo, 2017-05-05 (20:41).
  72. 72.0 72.1 72.2 pvp flagging.png
  73. Transmisión en vivo, 2017-05-12 (24:52).
  74. pvp camping.png
  75. 75.0 75.1 75.2 steven-summons-pvp-1.png
  76. steven-summons-pvp-2.png
  77. 77.0 77.1 77.2 77.3 MMOGames interview, January 2017
  78. Transmisión en vivo, 2022-10-28 (1:34:52).
  79. PvP.jpg
  80. 80.0 80.1 Transmisión en vivo, 2021-07-30 (1:10:34).
  81. 81.0 81.1 Transmisión en vivo, 2022-12-02 (2:41).
  82. 82.0 82.1 Entrevista, 2020-07-08 (1:05:27).
  83. 83.0 83.1 Transmisión en vivo, 2020-11-30 (1:09:06).
  84. Transmisión en vivo, 2018-10-31 (44:12).
  85. steven-healing-corrupt.png
  86. Entrevista, 2019-04-22 (54:40).
  87. Transmisión en vivo, 2017-11-17 (29:45).
  88. steven-flagging-duration.png
  89. 89.0 89.1 steven-flagging-logout.png
  90. 90.0 90.1 Transmisión en vivo, 2022-10-28 (1:35:36).
  91. 91.0 91.1 steven-corruption-value.png
  92. Entrevista, 2017-04-27 (1:18).
  93. flagging.jpg
  94. pvp flagging lockouts.png
  95. 95.0 95.1 95.2 95.3 95.4 95.5 95.6 95.7 Transmisión en vivo, 2019-03-29 (17:10).
  96. 96.0 96.1 96.2 96.3 96.4 96.5 96.6 96.7 96.8 Entrevista, 2018-05-11 (58:07).
  97. Transmisión en vivo, 2022-07-29 (1:07:20).
  98. Transmisión en vivo, 2022-01-28 (1:16:02).
  99. 99.0 99.1 Transmisión en vivo, 2017-05-05 (22:44).
  100. Transmisión en vivo, 2018-04-8 (AM) (12:34).
  101. steven-mount-pvp.png
  102. 102.0 102.1 102.2 Transmisión en vivo, 2022-01-28 (1:15:30).
  103. Transmisión en vivo, 2022-01-28 (1:11:40).
  104. 104.0 104.1 Transmisión en vivo, 2022-07-29 (1:01:02).
  105. Transmisión en vivo, 2021-04-30 (1:08:10).
  106. 106.0 106.1 Transmisión en vivo, 2023-08-31 (2:21:08).
  107. 107.0 107.1 Transmisión en vivo, 2022-04-29 (1:11:24).
  108. 108.0 108.1 108.2 Entrevista, 2020-07-19 (1:05:41).
  109. Transmisión en vivo, 2017-05-10 (38:27).
  110. 110.0 110.1 Transmisión en vivo, 2019-07-26 (1:22:50).