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info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.
Personaje stats and attributes.[1][2]
Estadística Base Clérigo nivel 1 Mago nivel 1 Tanque nivel 1
Salud.[3][4] Salud 224
Maná.[3] Maná 293
Poder.[3][1][2] Poder 10
Destreza.[3][1][2] Destreza 10
Constitución.[3][1][2] Constitución 10
Voluntad.[3] Voluntad 12
Sabiduría.[3][1][2] Sabiduría 14
Mente.[3][1][2] Mente 13
Bono de daño físico.[3] Poder 13
Physical Disable Modifier.[3] Poder 12
Bonificación del daño crítico físico.[3] Poder 12
Cooldown de habilidades físicas.[3] Destreza 6
Physical Critical Rate Bonus.[3] Destreza 6
Physical Evasion Bonus.[3] Destreza 7
Physical Accuracy.[3] Destreza 192
HP Regeneration.[3] Constitución 3
Physical Defense Mitigation.[3] Constitución 7
Physical Disable Defense Constitución 7
Physical Block Chance.[1][2][5] Constitución 17
Magical Attack Damage.[1][2] Voluntad 24
Magical Critical Damage Voluntad 23
Magical Disable Chance Voluntad 13
Magical Casting Speed Sabiduría 6
Magical Cooldown Modifier Sabiduría 7
Magical Critical Rate.[5] Sabiduría 7
Magical Accuracy Sabiduría 8
Mana Regeneration Mente 3
Magical Defense Mitigation Mente 8
Magical Disable Defense Mente 8
Magical Block Chance.[1][2][5] Mente 18

Los jugadores tendrán una gran influencia en la distribución de sus estadísticas.[6]

You will have significant agency over the allocation of your stat progression. Yes, some of that will be baked-in based on the archetype selection, but a large portion of that will come down to your itemization selection, your selection of tattoos, and other ancillary types of augments and benefits you can apply to specific items, such as socketing.[6]Steven Sharif

Ciertas estadísticas pueden tener rendientos decrecientes, pero no habrá límites (caps) estrictos.[7]

Salud

La salud es una estadística en Ashes of Creation.[8][4]

  • Los jugadores que no estén en el mismo grupo, raid, allianza, o gremio no podrán ver los porcentajes de salud de otros jugadores ni los valores exactos de sus barras de salud.[9][8][4]

With regards to seeing another player's health: As you know their name plate will deteriorate or give you an indication of like hey they've taken damage they're significantly injured, but you're not going to get a percentage. You're not gonna get an exact bar value, unless you're in their party or in their raid.[4]Steven Sharif

Maná

Resting and mana regeneration.[11]

As you know, a classic MMO thing to do is to sit and rest as you get your resources back.[12]Steven Sharif

El maná es una estadística en Ashes of Creation.[13]

  • El maná es una energía universal y hace relevantes las estadísticas correspondientes a reserva de maná, consumo y regeneración.[14]
  • Todos los arquetipos usarán maná, algunos con más intensidad que otros.[14]
  • Incluso los jugadores enfocados totalmente en el cuerpo cuerpo usarán maná para manipular La Esencia para sus habilidades extraordinarias.[15]
  • Sentarse puede aumentar la regeneración de maná (mientras se está fuera de combate).[12][16]

Aumento de estadísticas

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 aumento de estadísticas lleva el siguiente orden.[17]

  1. La raza proporciona las estadísticas base de un jugador.[17]
  2. El arquetipo primario aumenta las estadísticas base.[17]
  3. El arquetipo secundario (clase) no hace que las estadísticas aumenten.[18] Esto es un repaso de la declaración anterior.[17]

Different races have different stat compositions. Those stats can be important, but we also don't want them to dictate any meta for what classes are best used with different races.[19]Steven Sharif

La elección de una profesión no afecta a las estadísticas de un jugador.[20]

El equipo tiene aproximadamente un 40-50% de influencia en el poder total de un jugador en el juego.[21]

Stat adjustment (via the Tattoo system)

Tattoos in the Alpha-2 character creator (first pass).[22]

As of right now definitively there is going to be a tattooed system which will allow certain slots for you to apply stat migration, but it's a give-and-take relationship. There will be higher quality magical tattoos that can be applied to the character in order to adjust stats.[23]Steven Sharif

Tattoos in Ashes of Creation refers to.

  • Objetos cosméticos that allow players to customize their character in-game.[26]
    • These might be "sleeves" applied to different parts of the body.[27]
    • It may also be possible to create whole body sleeves.[27]
  • Tattoos that can be applied to a character to adjust their stats.[23][28]
    • These will have slots to allow stats to be migrated with a give-and-take relationship.[23]
    • Higher quality magical tattoos can be applied to adjust stats.[23]
      • They may also provide stat augments or other boosts.[28]

Tattoos can be removed.[28]

Stats on gear

Los artesanos (crafters) podrán asignar distintas habilidades y estadísticas el equipo.[29][30]

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.[29]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.[30]Steven Sharif

El equipo se divide en estadísticas básicas y estadísticas adicionales..[13]

Habilidades pasivas

Las habilidades pasivas se usan para aumentar el uso de armas, armaduras, regeneración de salud, y estadísticas pasivas.[34]

All these passive abilities: mana regen, attack damage, critical hit damage, health regeneration, defense mitigation, maximum health: A lot of different changes from the passive side of things and these are based on what archetype you've chosen.[36]Steven Sharif

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.
Passive skill Icon Archetype(s) Rank 1 Rank 2 Rank 3
Blade Twist Blade Twist IconAlpha.png Adds Wound to Greatsword Combo finishers and Extended Finishers.[37]
Burning Blade Burning Blade IconAlpha.png Add Burning to Greatsword Combo finishers and Extended Finishers.[38]
Caravan Trail Speed Bonus Trail Speed Bonus.png Minor speed boost for travelling on a simple trail.[39]
Greatsword Hit 3+ Greatsword Hit 3+ IconAlpha.png Weapon Combo Finisher. Greatsword Hit 3+ Unlocked. Has 25% chance to proc. Increased damage.[40]
Greatsword Hit 4 Greatsword Hit 4 IconAlpha.png Weapon Combo Extended Finisher. Greatsword Hit 4 Unlocked. Increased damage.[41]
Greatsword Hit 4+ Greatsword Hit 4 IconAlpha.png Weapon Combo Extended Finisher. Greatsword Hit 4+ Unlocked. 25% chance to proc. Increased damage.[42]
Guard Guard IconAlpha.png Your abilities have a 30% chance to proc Guard. Guard: Your next weapon combo finisher grants 6 seconds of temporary health equal to 1-3% of your maximum health.[43]
Keen Edge Keen Edge IconAlpha.png Your abilities have a 30% chance to proc Keen Edge. Keen Edge: Your next weapon combo finisher has +100% chance to critically hit.[44]
Perfect Timing Perfect Timing IconAlpha.png Adds the Perfect Timing proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: Perfect Timing Reduces the Cooldown of the next ability you cast by 5 seconds.[45]
Refreshing Followthrough Refreshing Followthrough IconAlpha.png Your abilities have a 30% chance to proc Refreshing Followthrough. Refreshing Followthrough: Your next weapon combo finisher restores 3-5% of your maximum mana.[46]
Second Strike Second Strike IconAlpha.png Adds Second Strike proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: Second Strike When you strike a target for physical damage with an ability, it gets struck again.[47]
Swordmaster: Endurance Swordmaster Endurance IconAlpha.png Adds Swordmaster: Endurance proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: 25% chance to recover 2-4% of your maximum health.[48]
Swordmaster: Swiftness Swordmaster Swiftness IconAlpha.png Adds Swordmaster: Swiftness proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: 25% chance to gain 25% attack speed for 1.5 seconds. Stack up to 2 times.[49]
Weapon Training: Deflection Weapon Training Deflection IconAlpha.png Increases your Evasion by 0.5%.[50]
Weapon Training: Followthrough Weapon Training Followthrough IconAlpha.png Increases your Mitigation Penetration by 0.5%.[51]
Weapon Training: Power Weapon Training Power IconAlpha.png Increases your Critical Damage by 0.5%.[52]
Weapon Training: Precision Weapon Training Precision IconAlpha.png Increases your Accuracy by 0.5%.[53]

Combat RNG

Los elementos RNG están relacionados con el combate con estadísticas como Golpe Crítico, Evasión o Posibilidad de Bloqueo.[54]

RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[55]Jeffrey Bard

Damage

  • Damage numbers will not be so large as to be meaningless.[57]
We don't see the need to have these enormous numbers that are really start to lose meaning. That seems to be an innate design issue with other games as they try to balance the damage output in PvP and in PvE; but our design system allows for a more manageable damage protocol for PvE and PvP to be shared; and those damage protocols relate more to lower numbers.[57]Steven Sharif
  • Death by fall damage is possible.[59]
    • 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.[59]

Resistances

Different damage types are mitigated by the defensive stats (resistances) on different types of armor.[61]

Certain damage types will be strong or weak against certain enemy types. So you'll have to be somewhat smart about who you're bringing where, or what abilities or specs. Obviously, you'll be able to do the content, but you'll have an easier time with certain contents if you're using a certain spec over others.[62]Tradd Thompson
  • Players will be able to counter resistances with resistance penetration stats.[69]
When there's a lot of different complexity that exists between the multi-layered interactions of damage mitigation, resistances, damage penetration... those things stack up over time and there's an opportunity for that subtlety to be more expressed when the receiving target is, let's say, weak to that or... chosen not to spec into any resistances against that. That keeps things fresh and it also keeps a healthy level of itemization progression that's necessary for the player as well.[70]Steven Sharif
  • There is also non-mitigated damage.[61]
Not every monster is going to have unique resistances. They'll share groups of types of resistances based on whether that monster is a particular elemental affinity or a particular heavy armor, particular weapon type, stuff like that. So there will be resistances groups that are shared by certain types of monsters and their location and as it relates to their lower background and stuff like that.[69]Steven Sharif

Elementos

Habrá elementos (como Aire, Fuego, Agua, Rayo) en Ashes of Creation, cada uno con sus propias resistencias.[63][64][65]

  • Los elementos pueden tener más influencia en determinadas estaciones y climatologías. Por ejemplo, las habilidades de escarcha pueden ser más potentes en invierno. Esto afecta tanto al PvE como al Pvp.[73][74]
  • Puede haber líneas ley y lugares mágicos fuertes en el mundo que cambien o alteren la forma en que funcionan los hechizos.[75]

We've discussed a little bit about how the seasons and biomes will react with different types of skills. Like if you have a fireball and it's summer it might be a little bit different. If it's winter and you have a frost ability it might be different.[74]Steven Sharif

We want to get a nice spread of abilities that that are influenced by what's going on your zone.[74]Jeffrey Bard

Habilidades elementales

The idea behind magic is you're manipulating the elements. They don't just have to be fire, ice, water and air. They can be darkness, they can be light, they can be planar; a lot of different types of "elemental influences".[65]Steven Sharif

info-orange.pngEsta sección contiene información de las primeras fases de prueba. Se actualizará tan pronto como haya nueva información disponible.
Habilidad Icono Rango 1 Rango 2 Rango 3
Ball Lightning Ball Lightning Icon.png Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying 1 Electrified stack to targets with each hit.[76][77][78]
Blizzard Blizzard.png Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also acquire 1 stack of Chilled periodically. Activate the ability again to end the channel early.[79][80][76]
Chain Lightning Chain Lightning Icon clean.png Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[81][82][83]
Cone of Cold Cone of Ice.png Blasts a cone of cold in front of the caster, dealing ice damage and applying 1 stack of Chilled to each enemy hit.[76][84][85]
Elemental Empowerment Elemental Empowerment (active).png Whenever you cast an elemental spell, your weapon attacks deal additional damage of that spell's element and apply a stack of the corresponding elemental status effects to targets hit. Casting a spell of a different element switches this effect to the new element.[86][87]
Fireball Fireball (Active).png Instantly hurl a ball of fire toward your target, dealing fire damage and applying 1 stack of Burning to target on impact. Burning deals periodic fire damage over time for each stack applied. When the target reaches 5 stacks, they become Conflagrated, dealing extreme fire damage over time.[88] Hitting a conflagrating enemy with a lightning spell causes Fusion, dealing significant damage and removing the Conflagrated effect.[89]
Fissure Mage Spell 7.png Call forth a line of jagged earth spikes in front of the[sic] you, dealing earth damage and applying 10 stacks of Stagger to each enemy hit along its path while launching them upwards.[90]
Frostbolt Frostbolt (Active).png Launch a bolt of frost towards your target, dealing ice damage and applying 2 Chilled stacks to the target on impact. Chilled reduces movement speed of the target for each stack applied. When the target reaches 5 stacks, they become Frozen, rooting them in place for the duration. Hitting a frozen enemy with a lightning spell causes them to Shatter, dealing significant damage and removing the Frozen effect.[91][92]
Lightning Strike Lightning Strike (Active).png Held ability: Charge up a bolt of lightning to unleash upon your target, dealing lightning damage and applying 2 stacks of Electrified to the target. This deals additional damage based on how long it was charged. Electrified reduces the target's magical mitigation for each stack applied. When the target reaches 10 stacks, all Electrified stacks are consumed and they become temporarily Shocked. Whenever a Shocked enemy takes damage, they take additional damage and 1 stack of Shocked is consumed. Shocked is initially applied with 20 stacks.[93][94]
Magma Field (Lavastorm).png Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[95]
Meteor (Meteor Shower).png Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[96]
Quake Quake.png Held ability: Cast a powerful earthquake that deals more damage the longer it was charged and applies 10 stacks of Staggered to all enemies around the caster. If the spell was fully charged, this applies Tripped instead of Staggered.[97]
Thundering Shot Thundering Shot Icon.png Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[98]

Gear progression

In-game achievable sword and polearm 3D renders.[99]

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[100]Steven Sharif

Las armas tienen su propio progreso.[101][102]

Q: Are weapons balanced towards a proficiency system (i.e. the longer I use a sword, the better my damage will be), or will it be a normal RPG stat system with no long-term scaling?
A: We will not be using a proficiency system as described, but players will have passives available in their skill tree that will increase effectiveness of certain weapons. Becoming a master of swords will be something that is possible, just not in that particular manner.[35]Sarah Flanagan

Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[109]Steven Sharif

Gear enhancement

Las mejoras de equipo (piedras o runas de poder) se pueden aplicar a armas para añadir elementos o tipos de daño.[109][111]

We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that thing.[111]Jeffrey Bard

It's not as though you're going to necessarily acquire these once and then you're set for your PvP enchantments, but instead you'll have to continually perform month after month in order to keep having those slotted enchantments.[113]Steven Sharif

Enchanting

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.[115][116]

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.[112]Steven Sharif

Escalada de poder

Los desarrolladores pretenden limitar el aumento de poder mediante la degradación de objetos, la falta de vinculación de equipo, y la ausencia de pay-to-win o pay-to-convenience.[100]

PvX

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[119]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[120]Steven Sharif

Ashes of Creation es un juego PvX.Los jugadores se encontrarán con elementos tanto de Pvp como de PvE.[120][121][122] Es poco probable que un jugador pueda enfocarse solamente en Pvp o solamente en PvE.[122]

We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[126]Steven Sharif

Ver además

Referencias

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  37. Blade Twist Weapon Tree Description.png
  38. Burning Blade Weapon Tree Description.png
  39. Trail Speed Bonus Description.png
  40. Greatsword Hit 3+ Weapon Tree Description.png
  41. Greatsword Hit 4 Weapon Tree Description.png
  42. Greatsword Hit 4+ Weapon Tree Description.png
  43. Guard Weapon Tree Description.png
  44. Keen Edge Weapon Tree Description.png
  45. Perfect Timing Weapon Tree Description.png
  46. Refreshing Followthrough Weapon Tree Description.png
  47. Second Strike Weapon Tree Description.png
  48. Swordmaster Endurance Weapon Tree Descriptions.png
  49. Swordmaster Swiftness Weapon Tree Description.png
  50. Weapon Training Deflection Weapon Tree Description.png
  51. Weapon Training Followthrough Weapon Tree Description.png
  52. Weapon Training Power Weapon Tree Description.png
  53. Weapon Training Precision Weapon Tree Description.png
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  80. Blizzard Description2.png
  81. New Chain Lightning Description.png
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  84. Cone of Cold Description2.png
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  86. Vídeo, 2023-04-28 (14:55).
  87. Elemental Empowerment Description.png
  88. Fireball Description2.png
  89. New Fireball Description.png
  90. Fissure Description2.png
  91. New Frostbolt Description.png
  92. Vídeo, 2023-04-28 (15:35).
  93. Lightning Strike Description2.png
  94. Vídeo, 2023-04-28 (13:40).
  95. Magma Field Description2.png
  96. Meteor Description2.png
  97. Quake Description.png
  98. Thundering Shot Description.png
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  107. Pódcast, 2021-09-29 (47:57).
  108. Entrevista, 2020-07-18 (1:07:51).
  109. 109.0 109.1 109.2 109.3 109.4 109.5 Transmisión en vivo, 2018-06-04 (1:11:19).
  110. Transmisión en vivo, 2021-06-25 (1:29:39).
  111. 111.0 111.1 Transmisión en vivo, 2018-06-04 (21:37).
  112. 112.0 112.1 112.2 Transmisión en vivo, 2021-03-26 (1:15:57).
  113. 113.0 113.1 113.2 113.3 113.4 Entrevista, 2020-07-18 (14:22).
  114. Entrevista, 2020-07-18 (16:34).
  115. 115.0 115.1 Transmisión en vivo, 2022-05-27 (1:20:00).
  116. Transmisión en vivo, 2017-05-26 (51:37).
  117. Transmisión en vivo, 2023-11-30 (1:38:47).
  118. Transmisión en vivo, 2017-05-17 (58:55).
  119. Vídeo, 2018-04-16 (1:32).
  120. 120.0 120.1 Pódcast, 2021-04-11 (38:31).
  121. 121.0 121.1 121.2 Transmisión en vivo, 2017-05-12 (24:52).
  122. 122.0 122.1 122.2 122.3 Transmisión en vivo, 2017-05-05 (33:25).
  123. pvx stats.png
  124. MMORPG Interview, 2016-12-12.
  125. Transmisión en vivo, 2017-05-15 (14:05).
  126. Transmisión en vivo, 2017-06-01 (37:39).