Puntos de interés

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Alpha-1 preview pirate themed dynamic point of interest.[1]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is kind of its final state.[1]Jeffrey Bard

Los nuevos puntos de interés (como las mazmorras, jefes de mundo, y zonas corruptas) aparecen conforme los nodos se desarrollan.[2][3]Este contenido se adapta a la progresión del nodo de la zone donde se encuentra.[1][4]

Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[5]

List of notable points of interest

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.

Mapa del mundo

Updated Ashes of Creation map.[7][8]

The new world map in all its 1,200 square kilometer glory. So you're gonna see some names here- a little bit of a reveal of some of these locations in these areas- and you're also of course seeing similar biomes that are present as well. But more importantly what you are seeing is the orientation of these continents and these islands that are facilitating specific types of inter-continental trade gameplay; and they support the relevance of these caravans moving across the land mass to locations that will now incorporate these harbor areas, which aren't identified on the map here... But the important part was providing a lot of coastal naval gameplay between these zones and trade routes between land base.[8]Steven Sharif

The original Ashes map from my pathfinder world of Ashes made 10 years ago. Obviously some adjustments had to be made for the mmorpg. But the main two continents and their points of interest have a lot of the same.[9]Steven Sharif

El mundo de Verra cuenta con un mapa del mundo visible en el juego. Este mapa no se genera aleatoriamente, y comienza cubierto por una niebla de guerra.[10] Los jugadores no podrán ver el mundo hasta que lo hayan explorado o recopilado información sobre el mismo. el mundo está llenod e información imprecisa, lo que requerirá que el jugador indage y la utilice para verificarla.[11]

For example, you may hear a rumor in a tavern that tells you the location of a cave full of weak Kobolds, but this was not accurate as the rumor was started by well-equipped bandits in order to waylay overconfident adventurers.[11]

Cuando se recopila información o el jugador ha explorado con éxito un área, los puntos de interés se marcan en el mapa.[5]

  • Estos puntos de interés están determinados por la progresión del nodo; y no todos los servidores compartirán el mismo mapa, ya que las decisiones de los jugadores variarán de un servidor a otro.[5]

Además de que la progresión de los nodos es un factor en la generación de mapas, las zonas en Ashes of Creation se adaptarán a todos los niveles.[13]

El mapa tendrá zonas geográficas impasables ocasionadas por obstáculos (como montañas).[14][15][16]

Even though we're an open-world that doesn't mean that from a design perspective, especially with the way our economic systems work, that we will want to create Geographic choke points.[15]Steven Sharif


Verran map scroll.[17]

Verra was created to house four separate... divine races and they're called divine races because the remaining seven gods imbued their characteristics within each of these different races. They didn't put all of them into one and make the same mistake. They had focuses really that these races took essentially.[18]Steven Sharif

El nombre del mundo de Ashes of Creation es Verra.[19]

Continentes de Verra y sus localizaciones:

Océanos de Verra:

  • The Fortunic Ocean.[17]
  • The Umbral Sea.[17]
  • Tradewind Sea.[17]
  • The Avaric Ocean.[17]

Áreas de inicio

Alpha-1 - Área de inicio.[23]

Esta no es una experiencia sobre rieles estilo theme park. Los jugadores tendrán la oportunidad de elegir su propio destino en ese sentido, lo que significa que no tendrás que seguir una serie de misiones específicas o participar de los eventos o experiencias en la zona de inicio. Ahora, eso podría ser más beneficioso y es posible que en ese sentido se forme un meta, pero también serás libre de ir a otras áreas y hacer otro contenido.[24]Steven Sharif

Cada raza tiene su propia área de inicio.[25]

  • Habrán pequeños asentamientos de NPCs en las áreas de inicio. Estos representan partidas de reconocimiento que fueron enviadas por las expediciones principales de vuelta a Verra. Estos asentamientos están diseñados para aclimatar a los nuevos jugadores al mundo.[26]
  • Cada área de inicio se encuentra cerca de al menos una de las cuatro puertas divinas, localizadas en ciudades en ruinas de las 4 razas antiguas.[27]
  • Aunque pueda resultar beneficioso, los jugadores no están obligados a pasar por el contenido de las zonas de inicio.[24]
  • Las áreas de inicio tienen cierta distancia entre ellas.[28]

Un problema que tienen muchos MMOs es que las áreas de inicio terminan vacías, lo cual es muy triste, porque el mayor aspecto de un MMO es el sentido de comunidad que puedes experimentar. Así que, unos de los puntos fuertes del sistema de nodos es que funciona muy bien desde el punto de vista de los jugadores nuevos, pues varios de estos nodos van a desarrollarse cerca de las zonas de inicio alrededor del mundo. Esto traerá a los jugadores de vuelta a estas áreas si son ciudadanos y quieren utilizar los servicios de su ciudad. Así que cuando los jugadores nuevos entren al mundo, es muy probable que se encuentren rodeados de gente, pues los jugadores querrán visitar estos grandes nodos.[31]Steven Sharif

Nota del traductor: Esto también permitirá encuentros y relaciones más naturales entre jugadores nuevos y veteranos.

Alpha-1 starting area

Alpha-1 alpha island starting area.[32]

There's been some significant lighting changes here in this area. There's been some work on the foliage, on the trees that are available, toned down some of the ruins, rearranged some of the tents and it's starting to look pretty good.[32]Steven Sharif

The Alpha-1 starting area is set in the ruins of a Pyrian divine gateway to the south of alpha island.[33]

Alpha-2 starting area

You'll be seeing more as we get closer to Alpha Two but this will give you a little bit of insight to the capital city of the Aelan empire prior to the Exodus. This is one of the starting areas that players enter into. This will be this one of the starting areas in alpha 2.[34]Steven Sharif


Alpha-1 early preview roading.[36]

Our road system in-game is essentially driven by pre-placed routes that lead to this main artery of what was once the ancient highway system of Verra; and from there there are roads that become exposed when nodes advance; and we call those veins. They come off the main artery and then as nodes advance there are points of interest as Jeff was discussing earlier. These POIs that exist around the world and some of them share coverage with multiple nodes, but depending on which node advances to the stage that activates the point of interest it'll create these capillary roads so to speak that then stem off of the node itself. So you go from the main artery ancient road that's large- that kind of runs through different zones and whatnot- and that breaks down into the veins that lead to the specific encampments and villages and towns that then spawn off separate capillaries that lead to the points of interest in these areas that are hunting grounds. Those are not exposed initially and they come online as players advance the world.[37]Steven Sharif

Caminos ajustandose a la progresión del nodo adyacente.[38]

As nodes advance, these pre-laid road spots that exist connecting every possible route between certain node structures is going to adjust and adapt, both its material presentation, the type of roadwork that's present: It'll move from dirt road type, to perhaps a brick road, to perhaps some super ornate beautiful metropolis style road that will adjust around the world according to how these node structures begin to populate and advance.{[38]Steven Sharif

Los caminos en Verra estan pregeneradas e influenciados por el jugador.[37]

  • Los caminos más grandes se denominan arterias. Estas son los remanentes de lo que una vez fue el antiguo sistema de carreteras de Verra.[37]
  • A medida que avancen los nodos, los caminos más pequeños, llamados venas, conectan las arterias con los nodos.[37]
    • Los caminos mejorarán con el avance de nodos. Los diferentes caminos establecerán la velocidad y el tipo de caravana requerido (dentro o fuera de camino).[39]
  • Dependiento de la etapa del nodo, los puntos de interés estarán conectados a los nodos mediante pequeños caminos.[37]
  • Las carreteras o caminos no se erosionan por el tráfico reiterado en la misma área.[37]

Distintas estaciones y eventos pueden afectar el acceso a varios caminos.[40][41][42][43]

  • Los caminos que estén abiertos durante el verano pueden estar bloqueados durante el invierno .[40][43]
  • Los efectos estacionales pueden causar obstáculos o bloqueos en el transporte de mercacías con caravanas.[40][41][42][44]
    • Algunos eventos pueden causar que ciertos caminos queden bloqueados.[41]
    • Pueden aparecer obstáculos, como barreras, en los caminos que los jugadores deben eliminar para permitir el transporte de mercancias.[40][43]
  • El agua se congelará en invierno, lo que permite a los jugadores caminar sobre el hielo, sin embargo, se bloqueará el acceso a lo que hay debajo.[43]
    • El hielo hará que los caminos estén llenos de baches y sean resbaladizos.[45]

Las rutas del Reino Subterráneo estarán abiertas o cerradas de manera dinámica (según el estado de los nodos).[16]

  • La ubicación de las entradas del Reino Subterráneo en todo el mundo suelen estar alrededor de estrechamientos naturales que existen en la superficie. Esto proporciona rutas alternativas subterráneas que pueden usarse para caravanas, raids, y otras actividades del jugador.[14][16]
  • No todas las entradas del Reino Subterráneo estarán abiertas al mismo tiempo. Estas pueden cambiar dinámicamente (según el estado de los nodos) lo que causa que rutas distintas se abran, la cuales, pueden ser más ventajosas o menos que otras rutas.[16]

Las parcelas no podrán colocarse cerca de los caminos.[46]

Dungeon locations

Mazmorras and other points of interest are located throughout the map in-between the 85 node locations.[47]

List of notable dungeons

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.


200 foot tall Pyrian statues in Alpha-1.[48]

Landmarks are scattered throughout the world, allowing players to judge their position on the map.[48]

From a lore perspective these statues have been around for a long time; and they are representative of the civilizations that existed once on this world before.[48]Steven Sharif

Major visual landmarks. You can look all the way across the horizon have an idea where you're going or where to meet friends or where to meet just based on these huge landmarks in the world.[48]Mat Broome

Notable landmarks

Corrupted areas

Work-in-progress Alpha-1 preview corrupted area on Alpha island by Mia DelCasino.[2]

How the world kind of reacts and changes to the nodes, you see these intrusions of corruption beginning to pervert and infest the lands; and these are obviously going to be sources by which NPC events are driven based on player progression within the world. And these sources of evil need to be addressed by the players, or else they'll grow out of hand.[49]Steven Sharif

All of our POIs and kind of just the world in general can react to the node- we don't have to but we can- and this is one of those places where as civilization grows this will grow kind of in contest with it.[2]Jeffrey Bard

Corrupted areas (zones/points of interest) can dynamically evolve with the progression of nodes.[49][2]

  • Los Heraldos that exist on Verra as dungeons are where Los Antiguos are capable of pushing into the material plane. They can continue to do so under the guise of the effects of corruption as it spreads.[50]
  • These are sources of NPC events that players need to address before they grow out of hand.[51][49]
    • Players need to participate in these events to stop the spread of corruption and hold back the intrusion on the material plane.[50]
    • If players fail to address these corrupted areas, the frequency of NPC events against their node will increase. These can lead to node buildings and services being disabled, increasing the node's vulnerability to node sieges.[52]
    It can be a very detrimental thing if corruption is not addressed; and that's the intent of corruption, is to present a challenge to the players that if not addressed it becomes exacerbated and a problem over time.[52]Steven Sharif
  • Corrupted areas do not confer corruption onto a player.[53]

There are certain things that can happen, such as the spawning of dragons or hordes of zombies that are going to come out and attack those installations, those nodes, those points of interest; and... communities that don't respond to those in an effective way might see the disabling of certain services, the reduction of certain quest lines for particular organizations. The idea is to keep this as part of a believable living response from world, so those can get pretty significant the bad effects that can happen for the community.[51]Steven Sharif

Nodos bajo el agua

Los puntos de interés bajo el agua que tengan estructuras de PNJs podrán asemejarse a ciudades, pero no serán nodos.[54]

  • No habrá nodos bajo el agua o en la superficie del mar.[55]

Economic regions

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. 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.[56]

Economic regions are static areas defined by geographic points of interest.[57][58]

  • Castle regions are larger and encompass multiple economic regions.[57]
  • Nodos are the glue that hold castle and economic regions together in potential synergy or chaos.[59]
    • Node ZOIs are fluid and change their area based on the progression of the node and its neighbors.[57]
  • Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[60]

The whole map would be under the influence of 1 of 5 castle regions. However, castle regions aren't the only TYPE of region - there are also economic regions, among other things.[58]Sarah Flanagan

Castle regions


Castillos del gremio influence a castle region around them.[61]

Las zonas y su progresión

Las mazmorras, raids, jefes de mundo, enemigos, misiones, eventos, recursos, narrativa y cualquier otro contenido dentro de la ZOI de un nodo tendrán un nivel de dificultad variable; pero escalará con el avance de ese nodo y de su influencia racial.[67][13][68]

We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[69]Steven Sharif

Event levels

The level of a particular event can be based on the level of the content that triggers it, or it can be set to a higher level in order to drive traffic back to lower level zones.[70]

For example, if the event takes place in a zone that has a base population of let's say average level 25, then one of the trigger conditions might be that 10 monsters of level 25 have been killed recently in that zone and the level 25 event will now spawn additional content designed for level 25 players. So these events aren't always going to be end-game they're going to be obviously appropriate based on the content in which the predicate system is informing, but they also could be something completely top level that is introduced at a lower-level area and brings population traffic of the players back to those types of things.[70]Steven Sharif

Simulación de nodos

Simulation of node interactions.[71]

This representation does show 111 nodes as part of this particular simulation. I'm not sure what the tick frequency is on this video. It might be something on the magnitude of like every second is probably 12 to 24 hours. So over time you start seeing these larger node systems building up to eventually where you might see Cities and Metropolises after some period of time; and what this allows the design team to do from a tools perspective, as they simulate this idea of how the world is going to progress, is it gives an opportunity to kind of see strange happenings or something that we couldn't necessarily predict but was a possible outcome based on the variables present.[71]Steven Sharif

Los desarrolladores han creado un simulador de interacciones de nodos para prepararse para la la implementación del sistema de nodos en la Alpha-2.[71]

You can show the initial territories on the Verran map of what these particular nodes have governance over, or their Zones of Influence as we like to call them... As the simulation of this begins to advance and nodes begin to expand their territory and they begin to take over nearby nodes as a result of their of their growth, you start to see these power level ratings that are applied here on specific nodes that determines what type of takeover power it has and and what it pushes back against for other nodes that are looking to take over new territory as they advance.[71]Steven Sharif

  • También simula eventos, como PNJs atacando y deshabilitando ciertos edificios y servicios de los nodos. Si no se contrarestan estos ataques satisfactoriamente, el "marcador de salud" del nodo se verá reducido, lo que provocará una reducción de la ganancia de experiencia del nodo.[71]

It also simulates events: So each of these nodes will have a health ticker: when that health ticker is impacted it'll stop gaining power or gaining or slow down in its gaining of experience; and that's because certain events can affect a node by disabling certain services, disabling buildings. Players don't respond to that horde of zombies that have come out of the nearby ravine then those zombies can attack stables, they can attack service buildings, and prevent particular types of quests or activities and services from happening until it's repaired.[71]Steven Sharif

  • Los asedios a los nodos también se han simulado, con asedios exitosos provocando la destrucción del nodo, y con asedios fallidos, haciendo que el nodo no se destruya pero si que se desabiliten edificios o servicios; parecido a como ocurre con los eventos.[71]

It simulates the sieges if a particular node has a certain frequency that's set where we want to see randomization of how nodes get affected by sieges. Sometimes they'll be destroyed in the simulation. Sometimes they'll have disabled services again, similar to an event, because they didn't succeed necessarily at sieging the node but they did succeed at disabling some of the buildings as part of that siege.[71]Steven Sharif

  • Simula las posibles consecuencias de lo que podría ocurrir por las acciones de los jugadores, como dividir una ZOI a través de una vía fluvial o hacer que los territorios se expandan a islas o entre continentes.[71]

It simulates what players could potentially do as well when the game goes live; and that might include things like splitting up a particular Zone of Influence across a waterway, having your territory expand out to an island, or across continents. These are these are the types of things that we want to see players do eventually obviously but this tool provides the design team the opportunity to see it repetitively and over a fast period of time so they see these different types of outcomes.[71]Steven Sharif


The Event system will also create a variety of PvP situations in the open world. From small skirmishes that lead into sieges to battles over capture points during a node or castle siege, PvP objectives will play a crucial role in determining the tide of battle.[72]

The majority of players will experience Pvp through opt-in objective-based battlegrounds. These are high risk and high reward encounters that do not utilize the corruption system.[73][74][75]

The majority of PvP that players will encounter- the vast majority- will be through consensual systems, meaning opt-in systems like sieges, like caravans, like wars, or going out into the open sea. These are conscious decisions that players will make knowing the risk profile- assessing that- and they will opt-in to those things..[73]Steven Sharif
We will have limited functionality where players can spectate from either ghost camera from fixed positions at certain battlefields; some of which might include castles.
Our castle system, our sieges against nodes, the caravan system, battlegrounds that exist, guild wars: We want there to be a meaning to this conflict. We want players to actually have some skin in the game when it comes to participating in PvP.[86]Steven Sharif


Ver también


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  3. Transmisión en vivo, 2017-11-17 (36:22).
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  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 MMOGames interview, January 2017
  6. Transmisión en vivo, 2022-04-29 (40:21).
  7. Blog - Development Update with New Map and Feature Discussions.
  8. 8.0 8.1 Transmisión en vivo, 2022-08-26 (46:52).
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  10. Entrevista, 2017-05-22 (22:54).
  11. 11.0 11.1 The mighty beard!
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  13. 13.0 13.1 Transmisión en vivo, 2017-05-15 (30:53).
  14. 14.0 14.1 Transmisión en vivo, 2022-08-26 (53:26).
  15. 15.0 15.1 Transmisión en vivo, 2020-06-26 (1:25:11).
  16. 16.0 16.1 16.2 16.3 Transmisión en vivo, 2020-10-30 (1:19:13).
  17. 17.00 17.01 17.02 17.03 17.04 17.05 17.06 17.07 17.08 17.09 17.10 17.11 17.12 17.13 17.14 Transmisión en vivo, 2022-08-26 (50:40).
  18. 18.0 18.1 Transmisión en vivo, 2020-11-08 (0:00:00).
  19. Vídeo, 2017-09-04 (1:16).
  20. Vídeo, 2022-12-02 (11:11).
  21. Transmisión en vivo, 2022-02-25 (1:15:50).
  22. Transmisión en vivo, 2022-12-02 (1:16:19).
  23. Transmisión en vivo, 2020-03-28 (32:30).
  24. 24.0 24.1 Transmisión en vivo, 2020-07-25 (1:03:03).
  25. Transmisión en vivo, 2017-05-19 (29:25).
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  28. 28.0 28.1 Transmisión en vivo, 2017-10-16 (53:58).
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  32. 32.0 32.1 Transmisión en vivo, 2021-03-26 (17:23).
  33. Transmisión en vivo, 2021-03-26 (16:05).
  34. Transmisión en vivo, 2022-05-27 (1:04:29).
  35. Vídeo, 2022-05-27 (3:46).
  36. Transmisión en vivo, 2021-01-29 (55:44).
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  38. 38.0 38.1 Transmisión en vivo, 2022-01-28 (33:25).
  39. Transmisión en vivo, 2018-02-09 (45:48).
  40. 40.0 40.1 40.2 40.3 Vídeo, 2022-05-27 (15:50).
  41. 41.0 41.1 41.2 Pódcast, 2021-04-11 (23:36).
  42. 42.0 42.1 Transmisión en vivo, 2020-06-26 (1:29:06).
  43. 43.0 43.1 43.2 43.3 Transmisión en vivo, 2017-05-08 (20:27).
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  49. 49.0 49.1 49.2 Transmisión en vivo, 2021-03-26 (50:03).
  50. 50.0 50.1 Transmisión en vivo, 2020-11-08 (12:47).
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  56. About Ashes of Creation.
  57. 57.0 57.1 57.2 economic-regions.png
  58. 58.0 58.1 economic-regions1.png
  59. economic-regions-static.png
  60. 60.0 60.1 region-overlap.png
  61. castle-influence.png
  62. castle-taxes2.png
  63. 63.0 63.1 castle-region.png
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  72. 72.0 72.1 Types of Events on Verra.
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