Elaboración (Crafting)

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Alpha-1 Forge concept art.[1]

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.[3]

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.[12]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.[13]Jeffrey Bard

En Ashes of Creation no habrá sistema laboral ni de energía.[14]

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.[14]Steven Sharif

Profesiones de elaboración (crafting)

Recetas

Alpha-2 Nightblade recipe.[15]

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.[16]Steven Sharif

Elaboración (Crafting) in Ashes of Creation is recipe (blueprint, schematic) based, not RNG based.[17][16][4][18][19]

  • 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.[16][20]
    • Artisans must have the required artisan certification to learn recipes at that level (or lower).[21]
    • Recipes can be traded or sold prior to them being committed into a player's recipe book.[20]
    • 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.[16]
    • Once a recipe is learned, it cannot be shared with other characters, including alts.[22]
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.[25]Mike Han
  • Recipes have differing rarities and may be locationally dependent.[29]
  • Recipes may have an XP component, where crafting that recipe multiple times can level up the recipe and unlock better results.[23][30]
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.[30]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.[31][29][32]
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.[31]Steven Sharif

Obtaining recipes

Crafting recipes in Ashes of Creation can be obtained in different ways.[16][29][33][34]

We're definitely going to have rare recipes. We're going to have a very active recipe market that how players find them and how they discover them is going to be very diverse. It's not just going to be drop oriented. It's going to be discovery, adventurism, treasures, repetition of a particular activity that might yield something, deconstruction that might learn how to create a recipe. There's a lot of different functionality that's present that's going to be utilized.[29]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.
  • Completing questlines.[33]
  • Becoming Mayor may unlock specific node-related recipes.[33]
  • Gaining a title.[33]
  • By constructing certain buildings on a freehold.[33]
  • A royalty system where players can license recipes to other players for a certain amount of time and collect royalties was discussed as a possibility.[34]

Race or class locked crafting

Elaboración (Crafting) will not be race or class locked.[37]

Crafting mechanics

First look at the work-in-progress Alpha-2 crafting UI by Colby Marchi.[38]

This one is showing the base needs that we were establishing to get this system in-game and usable as soon as possible. So right now, our crafting does work in game and it's all functional and we're building out the functionality as we go to expand; and based on what we test.[38]Colby Marchi

The developers will be seeking testing feedback on the addition of a gameplay layer to crafting that determines the outcome based on the player's performance.[11]

For example, if you're creating a sword, and you are crafting that sword, you will have an interface- a gameplay layer that you will see and you will begin to hammer actually that sword into an appropriate outline. And your performance there can help influence the outcome of that craft.[11]Steven Sharif
Without getting into too much detail I will say that it's likely that you will see some inspiration surface itself in that regard.[39]Steven Sharif
  • Previously it was stated that repetitive skill-based crafting mechanics, such as mini-games, are not an intended part of the crafting experience.[39][40]
We did discuss that type of a feature where the skill of the crafter would grant a greater window of skill-based type crafting. So the higher master level you have of crafting a certain item, the greater your potential to impact the quality of that item might be... The concern obviously that we have when going into developing this type of system is that we don't want what is a fun - for lack of a better term - mini-game to be something that becomes repetitive and makes it monotonous... If when we start to flesh out the crafting system and we take a look at that interaction of melding crafting, the actual activity of making something, there is room in the design sheet for different iterations of that particular action; and we may see something come about that can be skill oriented, but that's something that's going to require a lot of testing and different iterations from a design standpoint.[40]Steven Sharif
  • Players are able to specialize in focused crafting branches.[41]

Crafting 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.[17][24][25][26]

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.[17]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.[12]

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.[12]Cody Peterson

Players drop materials and other items upon death, based on their applicable death penalties.[46][47][48][49]

High-level materials

Materials for crafting high-level items are obtained from world bosses and through the deconstruction of other high-level items.[44]

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.[44]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.[50][51][52][53][5][6]

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.[53]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.[62]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]

Habilidades y estadísticas en el equipo

Los artesanos (crafters) podrán asignar distintas habilidades y estadísticas el equipo.[59][60]

Crafters will be able to 'rejigger' stat blocks; and there will be a couple of other ways to move things around to create both the look and the stat block that you're looking for. It's not always going to be easy. There will be a lot of challenges involved with that. But the goal is to give you guys the option to customize your gear the way you want them to be.[59]Jeffrey Bard

Not all armor sets will be the cookie cutter set. They will have the influences from the crafter available in it, if it's a crafted set.[60]Steven Sharif

El equipo se divide en estadísticas básicas y estadísticas adicionales..[68]

Item creation suite

An "item creation suite" that allows crafters to create unique appearances for items has been discussed as a future possibility.[69]

Relics

Relicario concept art.[70]

Each city has what's called a reliquary and the reliquary begins to spawn unique items for the citizens to take advantage of based on the performance, progression and achievements that those citizens have within the world. So if your citizens are part of downing a world boss or completing a dungeon in a record time or crafting a legendary item or whatever: all of these different types of progression paths for the cities could result in the production of a relic that exists within the reliquary.[71]Steven Sharif

Las reliquias son logros para un nodo que se desbloquean con el tiempo. Permiten a los ciudadanosd el nodo craftear determinados objetos legendarios y progresar en ciertas misiones legendarias.[72][73]

Relics are embodiments of certain types of achievements. You may have the scale of a dragon that's been defeated- the all-scale aspect of it- and from that every week a citizen might be able to derive one scale material component that can be used across a plethora of high-end types of crafting.[72]Steven Sharif
  • Las reliquias aparecen automáticamente en el relicario del nodo cuando se han cumplido las condiciones necesarias. Por ejemplo, puede ser necesario que un determinado número de ciudadanos consiga un logro en particular antes de que la reliquia sea otorgada al nodo.[72][71]
Let's say for example there is a dragon nearby and this dragon is a large raid boss; and the number of citizens that the node has that participates in that raid the first time- if you have 30 citizens present you may not achieve the relic. And it's not a matter of capturing it at that location taking back to the city. It'll automatically manifest within the reliquary if a number of citizens accomplish a particular achievement a number of times necessary to create the relic. So if you only have 30 citizens present at that raid boss you may need to do that raid boss four or five six times in order to unlock the achievement which grants the relic in the reliquary. So it's essentially incentivizing the citizens to participate in the world events around the node.[72]Steven Sharif
The other component of relics that's important to note is that it's not just adventuring relics, these are accomplishments that span a lot of the different progression paths. So you could have accomplishments get unlocked by how many number of citizens achieve the creation of a particular type of item. You may have now an alchemical genius that is a citizen of your node and as a result there is an alchemical relic that's been granted to your reliquary in a similar fashion to the dragon.[72]Steven Sharif
  • A los atacantes registrados de un nodo se les otorga acceso limitado a las reliquias almacenadas en el relicario de un nodo despúes destruir con éxito ese nodo en un asedio de nodo.[77][78][72][71][79][80][81] También se otorgan beneficios a quienes capturan, roban o sabotean las reliquias de un relicario.[74]

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.[89][43] Cada etapa de la cadena puede requerir el uso de caravanas para transportar mercancias de un artesano a otro.[41]

  1. Obtención de las materias primas:[90]
  2. Refinando las materias primas con la profesión de procesamiento.[43]
  3. La profesión de elaboración termina el producto usando las recetas de elaboración.[43]

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.[92]Steven Sharif

Recolección

Recolección lumber in Alpha-2.[93]

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.[93]Steven Sharif

Recolección ore in Alpha-2.[94]

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.[95]Steven Sharif

Recolección es una de las clases artesanales en Ashes of Creation.[96][97]

  • Muchos de los recursos visibles (como árboles o minerales) en el mundo abierto son recolectables.[93]
    • Esto supone un cambio respecto a la Alpha-1, donde un número limitado de recursos se resaltaban con "destellos" para indicar que eran recolectables.[93][98][96]
  • El tipo exacto de recurso presente en un determinado nodo no se conoce hasta que el recurso es recolectado.[95]
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.[95]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.[102]Steven Sharif

Procesado

Horno that can be placed on a freehold.[42]

La elaboración es una de las clases de artesano en Ashes of Creation.[42]

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.[10]Steven Sharif
  • Habrá una fase de preparación para proporcionar al edificio el combustible u otros materiales necesarios para procesar el grado de materiales requerido.[105]
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.[105]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.[105]
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.[105]Steven Sharif

Upgrading items

Enchanting is not an artisan profession in its own right. Escribas create scrolls that can be utilized by different professions to create enchantments relating to that profession.[106][107]

You don't really push a particular item's level requirement or the identity of that item. You can enhance it, you can add enchantments to it, but it's still the item it is.[109]Steven Sharif

Repairing items

Blacksmithing concept art.[110]

For example: if you have an iron sword and then the sword gets damaged from use, you have to use more iron to repair it; and what that does is... make sure that there's significant sinks in the game for base materials so that you are creating a scarcity and demand that's present on the creation of higher goods as well as supplying the necessary decay components for the world.[111]Steven Sharif

Item repair will cost crafting materials.[112][111][113]

There will be ways to repair destructible structures (such as walls and gates) and also repair (or re-craft) siege weapons that were damaged during sieges.[119]

  • This is a long term design goal that was not present during Alpha-1.[119]
There's a lot of ancillary activities that can be had during sieges... It's obviously strategy and tactics and raid-versus-raid components, but also you want to have individual contributions where players can do things during the siege to aid in the greater effort so to speak; and it doesn't require you having 50 people by your side to effectuate that influence over something. So repairs are great ways to do that. Repairs for walls, repairs for gates, being able to spawn and essentially craft the designs for specific types of siege weapons to provide those to the team.[119]Steven Sharif

Escrow system

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.
We're going to have a UI... you're gonna put the resources in or they're gonna put the resources in. It'll be like an escrow system and then once [the job] is complete you'll get the item they'll get the money.[120]

Componentes de caravana

Las caravanas se construyen a partir de componentes en un edificio de puestos de caravanas dentro del nodo. Si faltan componentes, las versiones predeterminadas con los valores de estadísticas más bajos se apricarán a la caravana.[121][122][123]

Los componentes de caravanas obtenidos por medio de constructores tienen estadísticas acorde a la habilidad de cada artesano.[121][123][121]

Ship building

Naval concept art.[126]

Ships are going to also have classes. Those classes are going to dictate the type of of attachments that can be applied and in what quantity. A military vessel type may have more capacity for weapon based attachments. A transport ship might have more capacity for defensive based attachments. And then you'll have more versatile ships that can share across those types. So in that sense you are constructing a componentized ship for the types of activities you intend to do: Are you a raider? Are you a mover of goods? Are you an adventurer? These types of things are going to inform your decision of what the attachments you're going to have in those three categories.[127]Steven Sharif

Ship building can be carried out by any player in possession of the right components, recipes, and an advanced enough node with a harbor.[128][129][130]

  • Ships will likely not have closed spaces or internal compartments such as Captain's quarters.[140]
We are trying to stay away from internal compartments within the ships because that presents a whole different type of user interface and flow that can be a bit cumbersome and problematic, especially in combat and in closed spaces. So we're trying to stay away from that under deck aspect and keep things all on deck for better readability on the player side.[141]Steven Sharif

Backpacks

Three different backpack types with varying stack sizes and spatial inventory shapes.[142]

I see now I've actually gotten a unique looking structure for the Aelan Herbalism Basket; and those are the types of structures you would expect them to gather that are the gatherables for herbalism. So, that's not necessarily to say that I can't collect non-herbalism resources: I could and I could put them in that bag, but it just wouldn't utilize the most beneficial aspect of it, which is the higher stack count for those types of herbalism resources.[142]Steven Sharif

Featherstone Expedition Pack backpack 3D renders.[143]

In order to roleplay you need to be able to represent what your character is doing in that world and part of what animation is doing is creating these sockets on the let's say the belt or the backpack that can plug in certain types of props or items that are created by the character team.[144]Steven Sharif

Backpacks (also referred to as a Bags) are craftable items that provide personal inventory space.[145][146][147][148][149]

These bags have specifically curated benefits for stack sizes of the type of resources they relate to and that's the specific profession of gathering and the resources you would gain from those those different unique professions.[142]Steven Sharif
  • The higher level the backpack, the greater the inventory capacity.[148]
There's item progression as it relates to quality of bags, types of bags, and the materials they're most used for. Some of them are more PvP oriented that can reduce significantly drop rates for PvP as a result of that progression.[147]Steven Sharif
  • A character currently may equip up to 3 artisan backpacks, but is subject to change.[152]
    • Characters may equip multiple of the same type of backpack.[153][154]
Some of those bags might have increased times to interact with a player corpse and you can choose to perhaps have less capacity, less stack size, less slot availability for the certain types of gatherables you may want to acquire in exchange for an increased interaction time for other players that might try to loot that bag, giving you time to reach it and take back your belongings. Or, if in the middle of a fight they see a corpse on the ground and they're like wait a minute, I want to grab that. Well, if I got to spend 10 seconds to interact with that corpse and there's combat going on, this is an opportunity strategically for you to recapture the grounds- for you to recapture the battlefield. You want to think about those types of interactions. How do you add layers of strategy to engagements and and there's ways to do that through inventory management as well.[158]Steven Sharif

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Referencias

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  56. February 8, 2019 - Questions and Answers.
  57. craftedbossloot.png
  58. 58.0 58.1 Transmisión en vivo, 2017-05-10 (14:45).
  59. 59.0 59.1 59.2 59.3 59.4 59.5 59.6 59.7 Transmisión en vivo, 2020-11-30 (1:05:22).
  60. 60.0 60.1 60.2 Pódcast, 2018-08-04 (59:58).
  61. 61.0 61.1 steven-crafting-stats.png
  62. 62.0 62.1 62.2 Transmisión en vivo, 2020-12-22 (1:15:01).
  63. Transmisión en vivo, 2023-11-30 (1:40:11).
  64. Transmisión en vivo, 2017-05-24 (24:19).
  65. crafting-corruption.png
  66. craftersname.png
  67. Pódcast, 2021-09-29 (52:58).
  68. Transmisión en vivo, 2020-08-28 (1:14:54).
  69. Transmisión en vivo, 2017-05-24 (24:20).
  70. reliquary-concept.png
  71. 71.0 71.1 71.2 Entrevista, 2020-07-18 (56:11).
  72. 72.0 72.1 72.2 72.3 72.4 72.5 72.6 Pódcast, 2021-09-29 (10:49).
  73. Transmisión en vivo, 2018-02-09 (29:26).
  74. 74.0 74.1 Transmisión en vivo, 2022-04-29 (27:00).
  75. Transmisión en vivo, 2020-07-25 (1:22:40).
  76. Transmisión en vivo, 2020-06-26 (1:33:10).
  77. Transmisión en vivo, 2022-10-14 (52:31).
  78. Pódcast, 2021-09-29 (14:21).
  79. Entrevista, 2020-07-08 (57:46).
  80. Transmisión en vivo, 2020-04-30 (1:14:44).
  81. siege spoils.png
  82. steven-looting-relics.png
  83. steven-relic-trading.png
  84. Transmisión en vivo, 2020-11-08 (15:01).
  85. Transmisión en vivo, 2020-11-08 (00:49).
  86. 86.0 86.1 Transmisión en vivo, 2020-11-08 (07:58).
  87. Vídeo, 2022-12-02 (11:11).
  88. Transmisión en vivo, 2023-02-24 (6:51).
  89. Entrevista, 2020-07-20 (20:17).
  90. 90.0 90.1 90.2 90.3 90.4 Transmisión en vivo, 2017-05-08 (20:41).
  91. Transmisión en vivo, 2017-07-18 (38:30).
  92. Entrevista, 2018-05-11 (24:18).
  93. 93.0 93.1 93.2 93.3 Vídeo, 2022-10-28 (0:47).
  94. Vídeo, 2022-10-28 (12:31).
  95. 95.0 95.1 95.2 Vídeo, 2022-10-28 (9:19).
  96. 96.0 96.1 96.2 Transmisión en vivo, 2017-09-03 (10:48).
  97. artisan classes.png
  98. Transmisión en vivo, 2021-07-30 (1:11:58).
  99. Entrevista, 2018-05-11 (38:25).
  100. Vídeo, 2022-10-28 (10:52).
  101. Transmisión en vivo, 2022-04-29 (25:16).
  102. 102.0 102.1 Pódcast, 2018-05-11 (1:00:07).
  103. Transmisión en vivo, 2022-06-30 (1:08:02).
  104. Transmisión en vivo, 2022-06-30 (1:09:29).
  105. 105.0 105.1 105.2 105.3 105.4 Transmisión en vivo, 2022-02-25 (1:12:27).
  106. 106.0 106.1 Transmisión en vivo, 2022-05-27 (1:20:00).
  107. Transmisión en vivo, 2017-05-26 (51:37).
  108. Transmisión en vivo, 2017-05-17 (58:55).
  109. 109.0 109.1 Transmisión en vivo, 2021-03-26 (1:15:57).
  110. blacksmith-twitter.png
  111. 111.0 111.1 111.2 Entrevista, 2020-07-19 (51:11).
  112. Entrevista, 2021-02-07 (13:14).
  113. Podcast, 2017-05-13 (25:55).
  114. Durability.jpg
  115. Entrevista, 2020-07-29 (16:46).
  116. player stall repair.png
  117. Transmisión en vivo, 2021-05-28 (1:53:04).
  118. Transmisión en vivo, 2020-09-30 (1:01:45).
  119. 119.0 119.1 119.2 Transmisión en vivo, 2021-05-28 (1:04:29).
  120. 120.0 120.1 Transmisión en vivo, 2017-05-10 (32:22).
  121. 121.0 121.1 121.2 121.3 121.4 121.5 121.6 Transmisión en vivo, 2022-08-26 (1:20:17).
  122. 122.0 122.1 122.2 122.3 122.4 122.5 122.6 Transmisión en vivo, 2020-05-29 (46:36).
  123. 123.0 123.1 123.2 123.3 123.4 123.5 123.6 Transmisión en vivo, 2017-07-28 (20:56).
  124. Transmisión en vivo, 2020-05-29 (43:19).
  125. 125.0 125.1 125.2 Transmisión en vivo, 2017-05-22 (40:41).
  126. steven-twitter-background.png
  127. 127.0 127.1 127.2 Transmisión en vivo, 2022-02-25 (1:15:50).
  128. 128.0 128.1 128.2 Entrevista, 2023-07-09 (1:20:33).
  129. 129.0 129.1 Transmisión en vivo, 2022-10-28 (1:39:25).
  130. steven-ships-1.png
  131. 131.0 131.1 131.2 Transmisión en vivo, 2020-07-25 (1:59:09).
  132. Transmisión en vivo, 2018-07-09 (30:35).
  133. steven-ships-2.png
  134. Transmisión en vivo, 2021-10-29 (1:15:57).
  135. Entrevista, 2018-08-17 (36:29).
  136. 136.0 136.1 Pódcast, 2020-11-15 (23:30).
  137. Entrevista, 2020-07-19 (48:05).
  138. 138.0 138.1 Transmisión en vivo, 2017-05-19 (50:45).
  139. Transmisión en vivo, 2022-09-30 (1:19:27).
  140. Transmisión en vivo, 2022-09-30 (1:19:59).
  141. Transmisión en vivo, 2022-09-30 (1:20:06).
  142. 142.0 142.1 142.2 142.3 142.4 Vídeo, 2023-11-30 (13:38).
  143. 143.0 143.1 Transmisión en vivo, 2023-04-28 (1:08:55).
  144. Transmisión en vivo, 2019-05-30 (1:09:17).
  145. 145.0 145.1 Transmisión en vivo, 2023-11-30 (1:34:08).
  146. 146.0 146.1 Transmisión en vivo, 2023-06-30 (1:24:42).
  147. 147.0 147.1 147.2 147.3 147.4 Transmisión en vivo, 2023-04-28 (1:18:48).
  148. 148.0 148.1 148.2 148.3 148.4 148.5 inventory backpack.png
  149. Transmisión en vivo, 2023-02-24 (54:55).
  150. Vídeo, 2023-11-30 (12:05).
  151. Pódcast, 2023-12-03 (13:00).
  152. Pódcast, 2023-12-03 (3:11).
  153. Transmisión en vivo, 2023-11-30 (1:43:53).
  154. Pódcast, 2023-12-03 (14:12).
  155. weaponslots.png
  156. Transmisión en vivo, 2023-11-30 (1:44:04).
  157. Pódcast, 2023-12-03 (14:18).
  158. 158.0 158.1 Pódcast, 2023-07-15 (26:31).