Clases de artesanos

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Las clases de artesano permiten al jugador especializarse en uno o más de los siguientes árboles de habilidade.[1]

Dentro de cada una de estas tres clases de artesano hay diferentes profesiones.[2]

Un personaje sólo puede ser maestro (dominar) de una de las tres clases artesanas principales.[2]

  • Es posible dominar hasta dos profesiones dentro de esta clase artesana dominada por el personaje (sujeto a pruebas).[6][5][7][3]
  • Un personaje podrá alcanzar una competencia de nivel 3 o 4 en profesiones que no domine.[5]
When it comes to balancing a system that's something that we do during testing phases. When it comes to architecting the system itself and identifying the areas in which certain certain professions excel, where they interact with ancillary systems, their interconnectivity across the artisanship system as a whole, the important part there is to identify how that the interconnectivity lives with the other professions in the artisanship system. And what type of reliance you have on particular professions to complete the path of crafting or introduction of new items into the economy.[5]Steven Sharif

Las clases de artesano así como sus profesiones no se verán afectadas por la religión o la clase del personaje.[8][9]

  • Es probable que la raza no afecte al sistema de artesanía,[8][9], sino que algunas influencias se incluyan en una opción de trasfondo que no esté intrínsecamente ligada a la raza.[8]
One thing we've talked about in the past is replacing the racial abilities with more of a background style, where you get to select your background regardless of race; and so those two aren't tied intrinsically.[8]Steven Sharif
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.[13]
The crafting systems and artisanship in general is pretty complex.[14]Steven Sharif

Recolección

Recolección lumber in Alpha-2.[15]

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.[15]Steven Sharif

Recolección ore in Alpha-2.[16]

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.[17]Steven Sharif

Recolección es una de las clases artesanales en Ashes of Creation.[18][1]

  • Muchos de los recursos visibles (como árboles o minerales) en el mundo abierto son recolectables.[15]
    • Esto supone un cambio respecto a la Alpha-1, donde un número limitado de recursos se resaltaban con "destellos" para indicar que eran recolectables.[15][19][18]
  • El tipo exacto de recurso presente en un determinado nodo no se conoce hasta que el recurso es recolectado.[17]
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.[17]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.[24]Steven Sharif

Profesiones de recolección

Herramientas artesanales

Elaboración (Crafting) an apprentice herbalism gathering tool in Alpha-2.[25]

Different professions will have a number of quests available to introduce players to their first toolsets; and then, their toolset sustainability will be incumbent on the player to continue to gather the resources necessary to repeatedly create these tools, because they have a durability that gets expended when interacting with the resources in the open-world.[26]Steven Sharif

Recolección Halcyonite using a mining pick gathering tool.[27]

Each gathering profession will have three tools. The tools come online as you progress through the profession; and the different resource types for each one of the professions may require different tools. So, you basically want to carry around the right tool for the job. And tools along with artisanship gear will have stats on it, so you can itemize towards how you want to gather, how fast you want to gather.[27]Kory Rice

Las herramientas de recolección (también conocidas como herramientas de cosecha, herramientas artesanales y conjuntos de herramientas) permiten recolectar recursos en Ashes of Creation.[27][28][20][21]

Tools do advance within the artisan tree, so your ability to either gather, process or craft will require the equivalent tools necessary at that stage of crafting in order to accomplish the task at hand. So, you could not mine copper and mithril with the same tool.[21]Steven Sharif
  • Las herramientas tendrán durabilidad y vida útil.[26][36][37]
    • La cantidad de usos de una herramienta de recolección aumenta a medida que el recolector se vuelve más competente en el árbol artesanal de recolección.[36]
    • Las herramientas pueden convertirse en no reparables, por lo que será necesario volver a fabricarlas.[26][37]
  • Los artesanos no tendrán que depender de otros árboles para fabricar sus herramientas.[20]
  • Los desarrolladores están considerando la introducción de herramientas de recolección que requieran de dos jugadores, como sierras para dos personas que puedan talar árboles más grandes.[34]
Your progression within the profession will take account what tools you can use. There might even be some opportunity to do some gathering with other players that . Typically in other games that I play you usually do the gathering alone. You're venturing around alone; and we wanted to take a look at maybe having a friend to help you with a two person saw on a larger tree. Maybe there's some panning that you could do as opposed to just hitting with the pickaxe. So, we'll have other tools that are part of that progression path and other activities that players can do if they would like to gather together.[21]Kory Rice

Procesado

Horno that can be placed on a freehold.[38]

La elaboración es una de las clases de artesano en Ashes of Creation.[38]

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.[39]Steven Sharif
  • Habrá una fase de preparación para proporcionar al edificio el combustible u otros materiales necesarios para procesar el grado de materiales requerido.[42]
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.[42]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.[42]
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.[42]Steven Sharif

Profesiones de procesado

Profesiones de parcelas (Freehold)

Elaboración (Crafting)

Alpha-1 Forge concept art.[48]

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.[13]

Elaboración (Crafting) es una de las clases de artesanía en Ashes of Creation. Es el motor de la economía del juego.[49]

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.[55]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.[56]Jeffrey Bard

En Ashes of Creation no habrá sistema laboral ni de energía.[57]

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.[57]Steven Sharif

Profesiones de elaboración (crafting)

Recetas

Alpha-2 Nightblade recipe.[58]

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.[59]Steven Sharif

Elaboración (Crafting) in Ashes of Creation is recipe (blueprint, schematic) based, not RNG based.[60][59][20][61][62]

  • 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.[59][63]
    • Artisans must have the required artisan certification to learn recipes at that level (or lower).[64]
    • Recipes can be traded or sold prior to them being committed into a player's recipe book.[63]
    • 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.[59]
    • Once a recipe is learned, it cannot be shared with other characters, including alts.[65]
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.[68]Mike Han
  • Recipes have differing rarities and may be locationally dependent.[72]
  • Recipes may have an XP component, where crafting that recipe multiple times can level up the recipe and unlock better results.[66][73]
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.[73]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.[74][72][75]
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.[74]Steven Sharif

Artisan mastery

Dentro de cada una de las tres vías de artesanía (Recolección, procesado y Elaboración) hay diferentes profesiones. Un personaje sólo puede dominar una de estas dos vías principales y hasta dos (2) profesiones dentro de esta clase de artesanía (sujeto a pruebas).[6][5][7][3]

When it comes to complete mastery, we're really identifying around two or three right now, but that's something that gets play tested- something gets iterated upon.[5]Steven Sharif
  • Un personaje podrá alcanzar una competencia de nivel 3 o 4 en las profesiones que no domine.[5][76]Steven Sharif
Players will have the opportunity to dabble in all of the professions at a very beginners level and then that gives them an understanding of what that profession feels like and then allows them to pinpoint the direction that they want to go in to master particular professions.[76]Steven Sharif
  • En función de las pruebas, se puede decidir limitar los certificados de dominio de una profesión a un valor máximo.[77][78]
Becoming a master Crafter or a master Processor or a master Gatherer should be a significant time investment and resource investment; and because of that it should also be something that when you achieve that status it's like people on the server know who you are.[79]Steven Sharif
  • El dominio de estas profesiones no se limita a fabricar un objeto. Conceden muchas cosas como titulos, acceso a objetos, rebajas y misiones. [80]
  • Previamente se decía que, con un esfuerzo considerable, un jugador podía dominar todas las profesiones dentro de una clase de artesanía. [2][81] Esto se cambió más tarde para que un jugador pudiera dominar algunas, pero no todas las profesiones dentro de esta clase de artesanía.[82][83] Esto se cambió para poder dominar hasta dos o tres profesiones dentro de una clase de artesanía que se domine (sujeto a pruebas).[5] La postura actual es poder dominar hasta dos profesiones.[6]

La progresión de artesanías dentro del árbol de habilidades, se basa en la experiencia (repetición de tareas) dentro de una rama, así como de la realización de ciertos hitos dentro de cada rama.[84]

  • Elegir una de estas vías específicas dentro del árbol de habilidades, da al jugador la oportunidad de especializarse en un área determinada. Esto fomenta la inter-dependencia del jugador, mejorando la experencia en la artesanía.[85]
When we reference not being masters of all that doesn't mean you're not a master within your own one of the three artisan types, which is crafter or gatherer, processor. You will be a master of one of those, you will not be master of the other two.[7]Steven Sharif

Artisan gear

Work-in-progress Alpha-2 character user interface showing three gear slots for artisan gear at the bottom right of the paper-doll.[86]

There's gear for all of the different crafting, gathering, and processing professions that'll help you do those different trades.[87]Kory Rice

Artisan gear boosts artisans in their gathering, processing, or crafting professions.[87][52][53]

  • Artisan gear and adventuring gear do not need to be swapped for either to be effective when they are equipped on a character, but players will be able to toggle gear visibility between their adventuring and artisan gear.[89][86][52]
If you want to be seen as wearing the herbalists outfit, you're still going to have your adventuring gear present and on the character, and benefiting from the stats that are conferred by them; and vice-versa.[89]Steven Sharif
Gear for artisans are going to live alongside your adventuring gear. So you will currently- the approaches, and we'll test this but currently- the approach is you'll have artisanship oriented gear. This might be beneficial for your gathering; it might be beneficial for your processing, or crafting, or whatever it is- your profession. Essentially you will craft that gear, you will equip that gear, it'll live almost as a undergarment slot so to speak; and then you can activate that and it will show the appearance if you wish during the activation when you gain the benefit from the from the gear itself; and then could disappear afterwards and go back to your adventuring gear. That's the current approach. We're going to play with that a little bit. There's some discussion and disagreement on the team about how we do that, but our hopes are for Alpha two, we will have I think a couple of sets at least. We're demonstrating all of the artisanship from gathering to processing to crafting in limited fashion in Alpha 2 want to have that gear present to play with this approach.[52]Steven Sharif

Cadena de suministros artesanales

AshesOfCreation Screenshot 009.jpg

Los artesanos dentro Ashes of Creation deben elegir una rama en su arbol de habilidades artesanalas. Esta dependencia entre ramas establece una cadena de suministros desde las materias primas hasta el producto finalizado.[90][91] Cada etapa de la cadena puede requerir el uso de caravanas para transportar mercancias de un artesano a otro.[85]

  1. Obtención de las materias primas:[92]
  2. Refinando las materias primas con la profesión de procesamiento.[91]
  3. La profesión de elaboración termina el producto usando las recetas de elaboración.[91]

As a crafter you're going to want to know where certain recipes can be fulfilled; which nodes have the capability of creating what you've processed material that you've gathered for; and then you're going to want to plan out your route to either transit the goods there or make sure that you're situated in the area so that you can go out collect and build in that area as well. So there's a lot of planning that's going to be necessary.[95]Steven Sharif

Objetos legendarios

Hay una pequeña probabilidad (RNG) de saquear objetos raros y legendarios o materiales de artesanía (crafting) de los enemigos en función del nivel, el estado y el tipo de enemigo. Esto también se aplica a la obtención de recursos con una profesión de recolección.[96]

At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[98]Steven Sharif

The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[99]Steven Sharif

Algunos objetos legendarios pueden estar limitados a uno por servidor en todo momento.[102][103]

  • Si el personaje del jugador abandona el servidor, el objeto volverá a estar disponible para su adquisición a través de cualquier medio por el que se adquirió anteriormente.[102]

There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[103]

Un arma legendaria se distingue facilmente por su estética visual.[99]

It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[99]Steven Sharif

Los objetos legendarios no están diseñados para ser temporales.[104]

The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[104]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.

El descubrimiento de objetos legendarios desbloqueará más capítulos del Lore.[106]

Timeline

Las clases de artesanía (Recolección, Procesado, Elaboración (Crafting)) estarán disponible en su totalidad durante el Alpha-2 y las Betas.[107][108]

Crafting honestly will not come online in any sense of its true form until Alpha-2. Alpha-1 has essentially what are intended to be the core gameplay loop of crafting, meaning the collection of materials, the translation of those materials into processed goods, and the use of those processed goods into item acquisition. That's the core gameplay loop that is currently present in Alpha-1. But those are mostly facilitated piggy backing the merchant systems right now and not actually using the real crafting system; and that's because crafting hasn't been completed in a form that can be implemented in Alpha-1, but will be for Alpha-2. What's present in Alpha-1 doesn't even really scratch the surface for crafting[108]Steven Sharif

Ver además

Guías de la comunidad

Referencias

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  2. 2.0 2.1 2.2 artisan mastery1.png
  3. 3.0 3.1 3.2 Transmisión en vivo, 2017-05-24 (32:07).
  4. Pódcast, 2021-04-11 (44:29).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Transmisión en vivo, 2022-04-29 (1:13:00).
  6. 6.0 6.1 6.2 steven-mastery-cap.png
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  80. artisan mastery4.png
  81. steven-profession-mastery-all.png
  82. steven-profession-mastery.png
  83. artisan skill tree.png
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  85. 85.0 85.1 Transmisión en vivo, 2017-05-10 (6:12).
  86. 86.0 86.1 86.2 Vídeo, 2023-11-30 (19:06).
  87. 87.0 87.1 Vídeo, 2023-11-30 (5:47).
  88. Vídeo, 2023-11-30 (12:05).
  89. 89.0 89.1 Transmisión en vivo, 2023-11-30 (1:37:49).
  90. Entrevista, 2020-07-20 (20:17).
  91. 91.0 91.1 91.2 91.3 Transmisión en vivo, 2017-05-10 (8:22).
  92. 92.0 92.1 92.2 92.3 92.4 Transmisión en vivo, 2017-05-08 (20:41).
  93. Transmisión en vivo, 2017-07-18 (38:30).
  94. Transmisión en vivo, 2017-05-26 (26:00).
  95. Entrevista, 2018-05-11 (24:18).
  96. Entrevista, 2020-07-18 (1:00:15).
  97. Entrevista, 2020-07-19 (8:43).
  98. 98.0 98.1 98.2 98.3 98.4 Entrevista, 2020-07-20 (21:57).
  99. 99.0 99.1 99.2 99.3 Transmisión en vivo, 2018-04-8 (PM) (55:49).
  100. Transmisión en vivo, 2020-07-25 (46:08).
  101. Transmisión en vivo, 2021-03-26 (1:02:06).
  102. 102.0 102.1 Transmisión en vivo, 2022-03-31 (1:15:02).
  103. 103.0 103.1 Transmisión en vivo, 2017-05-15 (38:08).
  104. 104.0 104.1 Transmisión en vivo, 2018-07-09 (25:34).
  105. Transmisión en vivo, 2018-04-8 (PM) (51:49).
  106. Transmisión en vivo, 2017-05-19 (44:18).
  107. 107.0 107.1 Transmisión en vivo, 2021-03-26 (42:28).
  108. 108.0 108.1 108.2 Entrevista, 2021-02-07 (35:30).
  109. Transmisión en vivo, 2021-04-30 (41:18).