Armas

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Staff 3D render. 3D model by Carson Steil.[1]

Our approach for weapons within Ashes of Creation is that weapons are not just stat sticks. They have different feels as was demonstrated both in the melee examples with the great sword and the daggers as well as now with the longbow and the short bow. These changes can be pacing, they could be speed, they can be critical rates, they can be critical damage, they can be base damage values, they can be separate effects- like the longbow has a charge up on its basic attack whereas the short bow doesn't. There's more motion in the greatsword than there is necessarily in the daggers. The idea is because each weapon type has an associated weapon tree for progression. We almost want each of these weapon groups to feel distinct in the way they play and because of that it touches a lot of different aspects of a combat for them.[2]Steven Sharif

Las armas determinan el daño que produce un jugador junto con otras condiciones y estadísticas.[2][3]

  • Algunas habilidades a distancia o cuerpo cuerpo necesitan que el jugador tenga equipado un arma específica. Las armas que están equipadas en los espacios para arma a distancia o de mano izquierda del personaje se intercambiarán automáticamente cuando lo requiera la habilidad.[10][11][12]
  • Los jugadores podrán seleccionar que arma quieren usar como arma principal para los ataques básicos.[10]
Some abilities will require that certain pieces of equipment are equipped.That's true for melee abilities like a shield bash requiring a shield to be equipped, or certain ranged abilities requiring a ranged weapon to be equipped as well. It's important to note that as part of the Ashes of Creation paper doll, you have a melee main hand, an offhand slot, and then you have a ranged slot as well, so you don't have to switch between weapons per-se if you execute an ability that requires a ranged weapon, but if you have your melee weapon out it will automatically swap to the range weapon and use the ability and then back to your melee weapon for your basic attack should you choose; and then you can select which weapon you want to have available your melee or your range for the basic attack and you can swap between those two even in combat, but they're they're still equipped.[10]Steven Sharif
  • Los desarrolladores están pensando usar consumibles/bufos de un solo uso que se podrán aplicar a las armas y aplicar ciertos efectos temporales a los ataques básicos.[13]

Diferentes tipos de armas ofrecen diferentes habilidades pasivas y diferentes efectos por probabilidad (procs) dentro del árbol de habilidades del arma así como diferentes estadísticas.[15]

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.

Hay una diferencia clara entre las armas cuerpo a cuerpo y las armas a distancia.[16]

Kaelar tier 1 (level 10) early Alpha-1 cloth armor non-cosmetic set 3D renders.[28]

El equipo (armas y armaduras) tiene un peso aproximado del 40-50% en cuanto al poder del jugador en el juego.[8]

We have level requirements that are going to be applicable for particular types of gears. There's going to be affiliation requirements for certain types of gear as well; but from a stat perspective we decided not to go down that route; and the only reason for that is we don't want to shoehorn people into particular types of builds; and stats relate to those particular types of builds because there's a lot of versatility that exists within our class system. They don't have to play it per-se and that lends itself to a meta. It's like, oh you're a tank where you have to tank constitution and if you don't take constitution you don't get access to this really cool tank breastplate. You know stuff like that. It can feel a little too restrictive when you start to dictate from a stat perspective how a player must build their character.[29]Steven Sharif
A big component of gear usefulness or relevancy, as either you're progressing or as expansions come out or whatnot, is that there is a deconstruction method associated with gear; and that deconstruction can provide very specific and necessary crafting materials that can only be achieved through deconstruction of certain types of gears. And then additionally as we consider expansions and additional itemization paths and tiers going forward, all gear is going to remain relevant within the tiers that they exist. So from a progression standpoint, as you achieve access to different types of tiers, those gears are still going to have relevancy within that tier.[32]Steven Sharif

List of weapons

Item Icon Type Tier Set Rarity Level requirement Source Cost
Arcane Tome SpellbookIcon.png Spellbook Rare 12 Crafted items
Bludgeonbane MaceIcon.png Mace Epic 15 Crafted items
Carphin Daggers Dagas Carphin [[]]
Carphin Shield ShieldIcon.png Shield Carphin [[]] Drop
Carphin Wand Wand 1.png Wand Carphin [[]]
Chipped Greataxe GreataxeIcon.png Axe Chipped Poor 2 Vendor 25
Chipped Greatsword GreatswordIcon.png Sword Chipped Poor 2 Vendor 25
Chipped One-Handed Axe OneHandedAxeIcon.png Axe Chipped Poor 2 Vendor 25
Crystalized Blood Hammer Hammer Crystalized Blood [[]] Crafted items
Crystalized Blood Sword CrystalizedBloodSwordIcon.png Sword Crystalized Blood Rare Crafted items
Demonic Offering Aegis ShieldIcon.png Shield Epic 15 Crafted items
Dented Shield ShieldIcon.png Shield Dented Poor 2 Vendor 25
Dull Greatmace GreatmaceIcon.png Mace Dull Common 5 Vendor 75
Dull One-Handed Axe OneHandedAxeIcon.png Axe Dull Common 5 Vendor 75
Dull One-Handed Mace MaceIcon.png Mace Dull Common 7 Vendor 50
Eldritch Executioner GreatswordIcon.png Sword Eldritch Epic 15 Crafted items
Eldritch Lightguard ShieldIcon.png Shield Eldritch Rare Crafted items
Equilibrium GreatmaceIcon.png Mace Epic 15 Crafted items
Glacius OneHandedSwordIcon.png Sword Epic 15 Crafted items
Greatblade GreatbladeIcon.png Sword Common
Greatstaff GreatstaffIcon.png Staff Common
Greatsword of Briarhome Greatsword Briarhome [[]] Crafted items
Hammer of Koryn HammerOfKorynEpicIcon.png Hammer Epic
Headlopper HalberdIcon.png Halberd Epic 15 Crafted items
Iron Longsword GreatswordIcon.png Sword Iron Common 1 Crafted items, Quest rewards
Iron Wand 45180dea-dd3e-497e-94ae-93af57b2e6b7-0.png Wand Iron Common 1 Crafted items, Quest rewards
Kite Shield Kite Shield Icon.png Shield Common
Lava Forged Defender LavaForgedDefenderIcon.png Shield Lava Forged Rare Crafted items
Lava Forged One-Handed Sword d8097cb1-34c8-4312-933f-3040305645b6-0.png Sword Lava Forged Rare 12 Quest rewards
Lava Forged Wand d36dda14-5a9e-4744-8715-9f7c471b0105-0.png Wand Lava Forged Rare 8 Quest rewards
Longbow of Briarhome RareLongbowIcon.png Longbow Briarhome Rare Drop
Lorica Vindicta Mace LoricaVindictaMaceIcon.png Mace Lorica Vindicta Common
Lorica Vindicta Shield LoricaVindictaShieldIcon.png Shield Lorica Vindicta Common Drop
Mace of Briarhome HeroicMaceIcon.png Mace Briarhome Heroic Crafted items
Nightblade Heroic Nightblade Icon.png Sword Heroic Crafted items
Quill Of The Tundra WandIcon.png Wand Epic 15 Crafted items
Ranseur Of Malice LongspearIcon.png Spear Epic 15 Crafted items
Replica Of Dignitas GreataxeIcon.png Axe Epic 15 Crafted items
Scepter of Briarhome Scepter Briarhome [[]] Crafted items
Sharpened Greatsword SharpenedGreatswordIcon.png Sword Sharpened Rare Crafted items
Sharpened One-Handed Sword 77226313-9678-43f1-8fd8-e298344dfcaa-0.png Sword Uncommon 5 Quest rewards
Shield of Briarhome Shield Briarhome [[]] Crafted items
Shortbow of Briarhome RareShortbowIcon.png Shortbow Briarhome Rare Drop
Silver Guardian OneHandedSwordIcon.png Sword Rare 10
Sons of Fortune Shield Sons of Fortune Shield Icon.png Shield Sons of Fortune Rare 10
Sons of Fortune Wand Sons of Fortune Wand Icon.png Wand Sons of Fortune Rare 10
Spire Of Illusion StaffIcon.png Staff Epic 15 Crafted items
Stormcaller's Axe Stormcaller's Axe Icon.png Axe Rare Crafted items
Sword of Briarhome RareSwordIcon.png Sword Briarhome Rare Drop
Tome Of The Tundra SpellbookIcon.png Spellbook Epic 15 Quest rewards
Tower Shield TowerShieldIcon.png Shield Rare Drop
Tundra's Torment HalberdIcon.png Halberd Epic 15 Crafted items
Worn Mace a86487cc-9e86-4b71-a1b0-298eece25e6c-0.png Mace Worn Poor 1 Vendor

Progresión de armas

In-game achievable sword and polearm 3D renders.[33]

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.[34]Steven Sharif

Las armas tienen su propio progreso.[9][35]

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.[38]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.[39]Steven Sharif

Árbol de habilidades de las armas

Basic weapon attack livestream teaser.[41]

Part of the plan with each of these weapons is they'll each have a unique skill tree associated with them to differentiate them, not only in terms of feel, but also in terms of mechanics. And an important thing that we really want to capture in Ashes is the important ability basically so the player can build their character how they want; and that extends beyond just their classkits. So for example, if I'm the ranger I can spec into my shortbow or I can spec into my longbow; and those will be two very different builds for example made specialized or have have a part of its tree that specializes and bleeds that might synergize with specific ranger abilities that the longbow might not necessarily synergize with. Their weapon choice will play into what abilities the archetype is specializing in.[5]Tradd Thompson

Las habilidades de arma otorgan habilidades pasivas y efectos de probabilidad (procs) así como otros efectos de estado en lugar de habilidades que se puedan usar en la barra de acción de un jugador.[15] Cuantos más puntos de habilidad se asignen al árbol del arma, mayor será la afinidad del jugador con ese arma. Esto influye directamente en aspectos como la cantidad de ataques, su velocidad así como el aumento de "procs" al realizar ataques básicos con ese arma. Estos "procs" pueden ofrecer cierta sinergia con las habilidades activas del jugador.[36][2][4][5][37][6][8][7][9][38][39] Esta sinergia también se aplica a las habilidades activas de otros personajes.[42]

Our approach is not going to be providing skills through weapons. It's going to be providing skills through classes.[36]Steven Sharif
Let's say a dagger has some slashing effects that bleed the target or that cripple the target... Every time you attack you have a chance to proc that effect. That effect then can synergize with what your active skills tree has available to it. So let's say your backstab deals 30 additional damage to a bleeding target. If you attack with your main weapon first and the target gets the bleed proc off and you do your backstab skill then you're synergizing your effects.[7]Steven Sharif
Let's say backstab that you can apply to deals damage to the target and it'll have a conditional modifier on that damage if you're behind the target, and it'll have a conditional modifier deal additional 50 damage if the target is under a bleed effect. So you want to synergize essentially your weapon proc conditions with your active skills so that you're timing your certain active skills appropriately with the status conditions that the target has taken.[8]Steven Sharif

Sistema de combos de las armas

En Ashes of Creation se emplea un sistema de combos de armas (también llamado Combo system[9], y habilidades de uso de armas[45]) en lugar de la habilidad clásica de auto-ataque .[4][9][46]

Let's say for example you're using a two-handed warhammer or something and you have a number of weapon combos that play animation style based on how many combos deep you go into an attack with that warhammer. So the first is going to be like a forward swing. Second is going to be a back swing. The third is going to be swing down and the fourth is going to be some twirl that you do; and that's what we call the combo animation montage.[37]Steven Sharif
The way that the weapon skill tree works is that at different stages of that combat montage you have available procs that can occur. The first swing might be a small stagger that decreases your opponent's accuracy by 15, that could be a proc that you could that you could spec into that decrease in accuracy- might be a status condition called stagger or bewildered or whatever- and that might exist for three or four seconds. Your second option from a skill tree perspective might be on the swing back. You have some type of tapering slow effect that lasts over three seconds- some type of tapering snare; and then the third step strike down might be some potential one second stun status modifier; and each of these you can spec into additional points to increase the chance that these proc.[37]Steven Sharif
  • Dependiendo de la habilidad de clase elegida, estos efectos tendrán efectos combinados con el montaje de combate.[37]
Depending on what your class skill choice has been those are going to have synergy effects with the weapon skill tree. So my skill called spin-to-win might do 30 additional damage on a staggered target. So I see when my proc occurs with the stagger effect on my first swing, like for me as a player I might be only interested in landing that first swing, so every now and then I'm gonna swing once and then I'm gonna use a skill and then I'm gonna come back and swing again because that'll play my first swing montage, because it's been interrupted. So I won't move to the second one because I'm really just wanna hit that stagger effect. So that's going to be how my rotation lines up. However I might have some skill that on a stun target it might be an immediate cast and it's like some power you push or power hit; and that does- it knocks back a stun target. So if the target's stunned when this skill plays, it has an added effect of knock down and now they're gonna get knocked down for an additional two seconds. Now I might spec into that and as a result I want to finish through: swing, swing, and then knock down. So I get my chance at stunning that target with that weapon skill.[37]Steven Sharif
You may have items or set bonuses that change at what level those proc occurs. So I may have a full set of battle armor that changes all third hit combo procs to second hit requirements and now I have a chance not only on my second hit to land that tapering slow but I also have a chance to land my one second stun proc because I have the full set that changes my weapon progression. So that's the way itemization works with your weapon skill tree, is you can enhance when those weapon skill trees become available in your combat montage and that can be a relevant factor in how your skill rotations come to play; and mixes with your weapon attacks.
  • La elección y rotación de las habilidades de las armas variará en función de si el jugador está más centrado en Pvp o en PvE.[37]
Right now some people might just say, "I don't care at all about my weapon attacks. I'm not going to invest a lot of points into that. And if I do, it's going to be primarily PvE focused where I'm more comfortable using just swinging my weapon, and I may not use them as much in PvP. I'm just going to be focused on skill rotations." That's okay, but the reason for those skill montages- back to your question- is they have a very relevant role in when certain procs come online from a weapons skill tree perspective.[37]Steven Sharif
  • Usar una habilidad que no sea un ataque básico reiniciará el combo por norma general.[43]
    • Los desarrolladores están considerando la posibilidad de usar habilidades específicas sin reiniciar el sistema de combo.[43]

It acts similar in the sense of the core loop of what an auto attack is so to speak; where typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable skill effect that you can continually attack with but it's a little bit more involved than what a traditional auto attack is; and it has components from a from an advancement standpoint when it comes to the types of procs that your weapon can have during that combo system... It's not going to have the quick time event that you guys saw early on in PAX and gave great feedback on, but it is going to have development with regards to the power of the weapon the type of weapon you're using, the additional proc effects that you can skill into: Those types of things are going to make it a little bit more complex of a system capture.[9]Steven Sharif

Clases de armas

Armas 3D renders. These are depicted in the Threads of Fate cosmetic costume but are not part of that set. Models by Eli Hurst.[48]

Las clases de armas (también denominadas tipos de armas y grupos de armas) en Ashes of Creation.[6]

  • Armas contundentes
  • Armas blancas
  • Armas punzantes

Weapon targeting

Ranger hybrid combat in Alpha-2.[49]

Part of what we're exploring with this approach of our hybrid combat is offering the player the functionality to utilize either tab targeting or a reticle-based action camera mode; and there are benefits to each; and both of them are providing the player what they feel most comfortable with playing. All of our attacks are going to be stat opposed unless they're a templated attack, in which case there will be certain bonuses and/or stronger applied chances for certain types of CC effects to be applied or potentially evasion and accuracy aspects of it. These are all things that we plan to to test throughout alpha two to see where the player base lives in those two options of the action or tab target based attack modes. The important part here is that this is still a work-in-progress. This is meant to give you a look at where our approach has now been living over the past several months when it comes to combat based off of what we learned in alpha one, what player feedback has been along the way and how we can create a compelling system of combat between these very different classes and weapon types.[50]Steven Sharif

El combate híbrido hace referencia a la elección entre el combate "tab target" y el "action combat" en Ashes of Creation.[51][52][53][54]Un botón de selección (por defecto Z, pero se puede vincular a otra tecla) permite al jugador alternar entre los modos de action combat y tab target.[55][56][57][58]

  • La cámara en el action combat está vinculada a la retícula del jugador.[59][60]
    • Es probable que haya una tecla de acceso rápido que, al mantenerla pulsada, permita mover libremente la cámara en el modo de acción.[60]
    • En el futuro, el usuario podrá elegir entre diferentes apariencias de retícula.[61]
  • Las habilidades tab target requieren un objetivo bien con fijado suave o duro.[59]
    • El fijado suave (soft locking) se produce cuando la retícula se desplaza sobre un objetivo en modo de acción. Su placa de objetivo aparecerá ligeramente en gris para indicar que se trata de un objetivo con fijación suave (soft-lock). Si la retícula se aleja del objetivo o el objetivo se aleja de la retícula, el objetivo se pierde.[59]
    • El fijado duro (hard locking) se produce cuando el jugador utiliza el botón derecho del ratón sobre un objetivo con fijado suave. La retícula ya no aparecerá en gris para indicar que el objetivo está bloqueado. A diferencia del bloqueo suave, si el objetivo se sale de la retícula no se pierde el objetivo. En el modo de acción, la tecla Tab seguirá pasando de un objetivo a otro en función de la prioridad de proximidad.[10][59]
  • Atacar sin un objetivo (disparar a ciegas) es posible en el modo acción para las habilidades con plantillas. Si un jugador se mueve en la trayectoria del proyectil puede ser golpeado.[62][63][59]

Q: What the benefits are for tab versus action. I feel like a lot of people feel like tab is just easier so why would I use action?

A: If you're in a massive brawl, the ability to pick and choose targets that are far in the back line that might might be more advantageous towards tab target users because they're able to click, but the reaction time to acquire a target for a cursor versus acquiring a target for a reticle is much faster and less cumbersome because it doesn't require as many actions on behalf of the user.[64]Steven Sharif

Las versiones de las habilidades orientadas al action combat y al tab target tendrán características diferentes.[50][55][65][66][67]

Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[66]Steven Sharif
  • Las habilidades de tab target aparecerán sombreadas si el objetivo no está dentro de un rango válido, pero las habilidades de plantilla generalmente requerirán que el jugador evalúe el rango correcto para la misma..[68]
  • Diferentes rangos de la misma habilidad pueden cambiar la habilidad de tab target a action combat o viceversa.[69]
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.
  • Puede que no sea posible especificar una configuración sólo con habilidades orientadas a la acción o al tab target. Podría haber un límite del 75% en la elección de habilidades del mismo tipo.[66]
  • En pos del equilibrio, ciertos tipos de habilidades estarán orientadas al tab target o al action combat.[70]
    • Los CCs duros pueden ser configurados dentro de las habilidades orientadas al action combat ya que son ataques más complicados de acertar.[70][66]
    • Los CCs suaves se configurarán dentro del sistema de tab target.[70]
As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage.[67]Steven Sharif

Forward attack cone (cleaving)

Cono de ataque in Alpha-1.[57]

As I attack I am hitting multiple numbers of these opponents; and that's important because all weapons, regardless of whether you are in reticle mode or tab-targeting mode will be able to have a action-based type weapon attack. Not active skill, but weapon attack.[57]Steven Sharif

Todas las armas tienen un cono delantero de ataque, independientemente de que estén en tab target o action combat.[57]

Polearms for example will have a much wider arc and much further out. Daggers will have a more fine-tuned arc, so you have to be more precise in that regard.[57]Steven Sharif

Se describe como un ataque de arma, no como una habilidad activa.[57]

Class weapons and armor

Las armas y armaduras no estan limitadas por tu clase, pero ciertas clases son mas eficientes con ciertos tipos de armas o armaduras.[73][74] Ciertas habilidades requieren que ciertos objetos estén equipados.[75]

Las armas están diseñadas para ser "agnósticas" de cierta manera, en el sentido que el jugador puede hallar la forma en la que un arma sea utilizada por diferentes clases. No sólo el pícaro será capaz de usar dagas. Porque si aplicas este tipo de restricciones, se hace más difícil que la economía tenga una buena sostentabilidad a través del mercado de objetos.[76]Steven Sharif
P: Habíamos declarado que íbamos a permitir que las personas usaran cualquier combinación de clases, que serían ambos arquetipos juntos, pudiendo usar cualquier arma. ¿Vemos problemas que podrían ocurrir con eso, por ejemplo, como un bow tank (tanque que use un arco), un orb tank (tanque que usa un orbe) o cosas similares- habrá alguna extrañeza allí, o hay problemas que primero están previendo en el futuro?
R: Estamos dando mucha flexibilidad a los artesanos en nuestro juego. Ayudan a definir el bloque de estadísticas que tiene un objeto, arma o equipo en particular; y ese bloque de estadísticas puede ser relevante para cualquier combinación de clase o arquetipo en particular. Entonces, en ese sentido, la idea es no ver ninguna extrañeza allí o no ver ningún elemento que disuada a una persona de esa perspectiva de personalización.[77]Steven Sharif

Armas y armaduras raciales

Apariencia según raza de la Armadura en la Alpha-1.[78]

Violet light y yo estamos usando exactamente la misma armadura: mismas estadísticas, todo igual, pero si le cae a ella tiene una apariencia y si me cae a mi tiene otra; y... una pequeña parte es por el género, pero la otra parte es la raza. Por lo tanto, debido que era un Vaelune en esa partida, mi armadura es del estilo de Vaelune; y cuando ella la cogió era de estilo élfico, porque era una elfa. Así que eso te da un ejemplo de la variedad de looks que estamos buscando y como tratamos de capturar quién eres como personaje y te permite construir tu look de esa manera..[79]Jeffrey Bard

Las armas y armaduras no están bloqueadas por raza, pero la armadura cambiará en función de la apariencia de la raza.[81][82][83]

La personalización del equipo en funciónd e la raza se centra en las armaduras, no en los accesorios o armas. Los modelos visuales de las armas y accesorios serán muy parecidos sino iguales entre todas las razas[84]Steven Sharif

La personalización del equipo por raza está más concentrado en los sets de armaduras más que en las armas. Las armas, desde el punto de vista de los modelos de juego, serán prácticamente iguales entre las razas.[84]Steven Sharif

Digamos que, por ejemplo, posees el set Águila o algo parecido: El set Águila tiene un arte y un tema de diseño que incluirán ciertos complementos en la armadura. Esto incluirá una paleta de colores y un tema. Tendrá ciertos aspectos que lo definen como el set Águila. Sin embargo, cuando un elfo o un orco se pongan este set, obviamente tienes dos culturas muy distintas y no queremos pisotear esa cultura asignándole un aspecto de facto: "Este es el set Águila y así es como se ve para todos". Nosotros queremos que las influencias culturales jueguen un rol en cómo se ve el set.[84]Steven Sharif

Cuando preguntan "¿qué pasa si soy un orco pero quiero verme como un elfo y que mi set Águila tenga representación élfica?" Bueno, ahí el problema es que los orcos tienen un modelo orgánico diferente. Sus cuerpos son diferentes a los de los elfos. Entonces, desde un punto de vista de alcance, es una cosa añadir las diferentes influencias culturales a una armadura; y otra distinta es adaptar cada influencia para que pueda ser utilizada de forma universal. Desde una perspectiva de trabajo, es una tarea muy difícil de tomar para los artistas de personaje. Así que en vez de eso, nos decidimos por nuestro enfoque actual, con el fin de facilitar cierta variedad de representación cultural entre las razas, a la vez que permitimos que compartan distintos bienes como las armaduras, a las cuales les dimos representaciones distintivas de cada raza.[86]Steven Sharif

Gear slots

Alpha-2 character sheet work-in-progress UI.[87]

We wanted to create something that would handle a couple of different roles, with obviously your equipment slots for what we call a "paper doll", which is that display of your character. Eventually it won't just be a image of your character, we hope to have the 3D character and be able to rotate around, look at what you're wearing. And then we wanted to support a couple of different features here, with some base stats; the equipment, which will show what equipment you have available to quick swap, so you don't have to have your inventory and the screen open; detailed stats for those people who want to get into all of the details; and then of course gear sets. So this is going to be able to swap to your sets of gear quickly; and being able to save different loadouts.[87]Colby Marchi

There are multiple gear slots in Ashes of Creation.[87]

  • Previously it was stated there were 16 gear slots.[93]

Items on back and belt

Players can set the appearance priority for the items they wish to show in their Back and Belt slots.[89][92][106]

Ranged weapons

A character may equip up to two hand weapons and also wear a ranged weapon on their back.[11][12][90]

Melee weapons

Low-level shield, one-handed mace, and two-handed staff 3D renders from Alpha-2.[114]

You can see by the quality of these types of weapons: these are relatively lower level. These are some of the earliest types of weapons and or gear that you can acquire within Ashes of Creation.[114]Steven Sharif

Melee weapons and abilities have a maximum range of effect.[115][111]

  • There are two melee weapon slots: One on each side of a character's belt.[90]

Dual wielding

Dual wielding will be permitted for selected one handed weapons.[117][118]

Q: How will animations work while dual wielding weapons of A) a different type, for example an axe and a dagger; or B) different weapon speeds?
A: Dual weapons will have their own animation sets; and... there will be a limited selection of which weapons can be dual weapons. Players will make that selection. They'll create those dual weapons as as bespoke single items that when equipped will occupy both the main and offhand; and then how we handle the attack speeds is we offer animations at a particular speed and then we adjust that with a modifier based on whatever is influencing that: either increase or slow down in speed.[117]Steven Sharif

Weapon swapping

There will be a loadout system that you can use in your inventory to help manage those different types of set that you can customize. So you can do a simple hotkey press and be able to swap your armors, out of combat of course, with a single button click.[105]Steven Sharif
  • Switching gear is possible while in combat but armor cannot be swapped while in combat.[125][126][10][11][12][127]
    • Previously it was stated that swapping weapons (from inventory) into a hand or range slot is not possible in combat.[126] Prior to this, weapon swapping was said to be subject to a cooldown period (in the range of a few seconds) following any damage taken or done by the player.[128][129]
You may not swap armor when you're in combat, but you may swap your weapons; and there's obviously a few reasons of why this can be important: We're a itemization agnostic class design, so players equip with items that there are most necessary based on the adversary or the challenge that they're facing; and so we want that to be available for players to swap with weapons.[125]Steven Sharif

Armas de fuego y pólvora

The Gilded Galleon pre-order pack cosmetic ship skin.[130]

The potion launcher idea will be incorporated as part of how cannons operate on ships; and these will be very large potion launchers obviously. The storage of this ammunitions are going to be very important as well... It's not going to be the same potion every time. You can equip the cannon with different types of potions that have different types of effects from a munitions standpoint; and I think that's going to provide a very cool gameplay because as you see the different color of the trail that's coming out of the potion launched, you'll be aware of what your adversary is using and how that affects your ship; and you'll be able to counter based on maneuverability, based on whatever you want to counter that with. I think that's going to present a very interesting dynamic to the attacks with these ships.[131]Steven Sharif

Las armas de fuego (pólvora negra) no estarán presentes en Ashes of Creation.[132][133]

  • Los barcos emplearán una versión más grande del lanzador de pociones en lugar de cañones. Estos cañones podrán ser equipados con diferentes pociones que tendrán diferentes efectos.[131]
I previously said there was not going to be gunpowder in Ashes. What there will be is something very similar to gunpowder but has a more arcane nature to it. It's not necessarily going to be explainable through the conventional means of chemistry, metallurgy, and physics and what not, but rather the Essence is the core component of many types of magic, one of which is obviously going to be evocation type magic; and that evocation can have some explosive tendencies.[132]Steven Sharif

El armamento como los lanzadores de pociones, armas de asedio y las armas utilizadas en el combate naval están basadas en las artes arcanas .[131][132][134]

As we said in the past, were not really about that black powder life. Instead it's really going to be focused on the arcane arts: The elements; the use of radiance and darkness; and then those being employed in larger weaponry, such as the type of siege weaponry between ship battles as well as those and sieges. A potion launcher is an example of the arcane energies that can be mastered in order to facilitate these highly destructive alchemical blends that can be created.[134]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.[39][135]

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.[135]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.[137]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.[139][140]

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.[136]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.[34]

Item rarities

Item rarities in Ashes of Creation.

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.[150]

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.[152]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.[153]Steven Sharif

Algunos objetos legendarios pueden estar limitados a uno por servidor en todo momento.[156][157]

  • 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.[156]

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.[157]

Un arma legendaria se distingue facilmente por su estética visual.[153]

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.[153]Steven Sharif

Los objetos legendarios no están diseñados para ser temporales.[158]

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.[158]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.[160]

Gear sets

Equipping the Titanbark gear set in Alpha-2.[162]

We're going relatively traditional in the gear access points by being driven by level tier that players will have access to. So as you advance in your adventuring class you will begin to unlock the ability to equip gear of a higher level.[30]Steven Sharif

Gear sets (also known as tier sets) are a part of Ashes of Creation.[163][30][31]

Q: How often will armor be part of an entire armor set with other cosmetically matching pieces versus unique armor pieces that don't match or go along with anything else in the game?
A: There is a balance of both set pieces and non-set pieces and usually you're going to see at higher grades within a tier are going to be more predominantly set driven; and the lower interstitial power levels of the gear for that tier are the potentially bespoke pieces; and obviously those pieces are catered around a number of different interactions, such as ones you get from quests, ones that you get from drops, ones that you can craft, ones that you get from legendary bosses, ones that you get from guild-oriented tasks, or in-game favor and unique currencies. So there's different types of acquisition models and each of them has a spattering of either bespoke pieces or set-oriented pieces; and there are even varying levels of set pieces as well. So you might have a full eight piece set, or a three-piece set, or a five piece set, depending on where it lives within the tier.[163]Steven Sharif
  • Players gain bonuses depending on the number and tier of pieces they have equipped.[163][30][31]
    • An overarching set effect is granted to wearers of exclusively one "type" of armor, for example: all cloth, or all plate.[164]
    • There may be set bonuses that members of certain communities will obtain based on gear set type.[163][31]
    • Set bonuses will not provide new abilities, but certain higher-end weapons and armor will have active abilities, but the intention is that these abilities will not radically redefine the way an archetype is played.[165]
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.
  • Certain set bonuses may trade off core gear stats.[167]
  • There are passive abilities that can be chosen to become more adept with certain set types.[31]
  • There will be viable non-set builds.[167]

Best in slot weapons

Apariencia del equipo

Alpha-1 female plate armor 3D render.[171]

We want to be realistic with the application of particular types of armor, such as plate armor. In this regard for the different sexes there's a fine line that has to be drawn between accentuating the form of the sex as well as making it somewhat realistic and actually applicable to the environment.[171]Steven Sharif

Se pretende que el equipo tenga una apariencia realista.[172][173]

  • Mo habrá armas sobredimensionadas.[174]
  • Las armaduras no tendrán un aspecto excesivamente sexual.[173]
    I'm more of the mind that it wouldn't really serve a purpose to have bikini plate armor, just in like reality, if you're going to have armor, it should be protective. I think from a fashion statement is enjoyable for some people, but it's a an immersive issue.[172]Steven Sharif
    • Algunas armaduras y disfraces revelarán más que otros, pero no habrá desnudos en el juego.[175]
    There might be sliders, but there are not gonna be naked sliders.[175]Steven Sharif

Las armaduras adoptarán unaapariencia racial.[84] Las armas escalarán su tamaño en función de la raza.[85]

Each race is getting its custom geo pieces, which then will share thematic components such as color palette, attachments, design filigree. Those types of things will get shared across the geo but generally you're going to see unique races with unique geo.[176]Steven Sharif

  • Los cosméticos pueden ser usados por todas las razas, pero puede que haya ligeros cambios para que se vean bien con las diferentes complexiones corporales de cada raza.[177]

Los jugadores pueden cambiar el color del equipo usando tintes.[178][179]

Se puede configurar que se vea el casco o no.[94]

  • El peinado puede quedar oculto si se activa la visualización del casco.[180]

Los "efectos de partículas" se usan para denotar la importancia y la rareza de algunas armas.[181]

Los artesanos pueden influir en el aspecto de los objetos que crean.[182][183]

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.

Las armas se pueden enfundar.[107]

Ranuras de apariencia / Transmogs

El equipo tendrá ranuras de apariencia (Transmutación/Transmog/ranuras de cosmeticos) que se utilizarán para copiar la apariencia de un objeto (en algunos casos).[185][31]

  • Hay ciertas reglas a la hora de aplicar cosméticos a objetos específicos, a diferencia de los disfraces, que no tienen restricción de nivel.[186]
  • El jugador puede activar o desactivar las ranuras de cosméticos en su personaje.[187]
  • Puede que se aplique una "apariencia por defecto del jugador" durante los asedios u otras batallas a gran escala para mejorar el rendimiento del lado del cliente.[188][189]
Cosmetics, whether purchased from the shop or earned in game, are an important component of MMORPGS I personally enjoy; and there's a lot of collectors out there who spend a great deal of time either in-game achieving these things or spend money purchasing them from the cosmetic only marketplace; and we don't want to demean or reduce that achievement or that expenditure. So it's going to be situational where the default appearance will be applied and can be activated.[188]Steven Sharif

Kickstarter weapon skins

Kickstarter backers will receive a unique weapon skin.[190]

  • Usable on all types of weapons.
  • Include subtle and tasteful glow/particle effects.

Summoned weapons

  • Las clases con invocador como clase secundaría podría ofrecer habilidades aumentadas que invoquen armas. Estas armas invocadas no se pueden equipar.[191]
    • La palabra "equipar" solo se utiliza para los objetos. Actualmente no hay planes para incluir objetos de invocación en el inventario de un jugador o en sus ranuras de personaje. Sin embargo, podría ser posible cambiar la apariencia y el tipo de daño de un arma mediante el uso de un hechizo.[192]
    • Hay armas invocadas que aparecen como un hechizo VFX para dañar a los oponentes durante un periodo de tiempo.[193] No se podrán empuñar, ya que su uso implica tener un objeto en la ranura de equipo del personaje.[194]

Artwork

Ver además

Referencias

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  169. Transmisión en vivo, 2020-05-29 (1:33:11).
  170. Transmisión en vivo, 2022-03-31 (1:19:41).
  171. 171.0 171.1 Transmisión en vivo, 2020-05-29 (50:20).
  172. 172.0 172.1 Transmisión en vivo, 2017-05-26 (19:51).
  173. 173.0 173.1 Reddit Q&A, 2019-01-8.
  174. oversized.jpg
  175. 175.0 175.1 Transmisión en vivo, 2021-12-23 (1:34:07).
  176. Transmisión en vivo, 2021-09-24 (1:25:27).
  177. margaret-gear-appearance.png
  178. Transmisión en vivo, 2017-07-18 (54:56).
  179. Transmisión en vivo, 2017-07-28 (9:47).
  180. Transmisión en vivo, 2020-10-30 (1:13:22).
  181. Sparkly.jpg
  182. Transmisión en vivo, 2020-11-30 (1:05:22).
  183. Transmisión en vivo, 2017-05-24 (24:19).
  184. Transmisión en vivo, 2023-05-31 (58:37).
  185. Entrevista, 2018-08-24 (5:28).
  186. Transmisión en vivo, 2020-11-30 (57:50).
  187. Transmisión en vivo, 2018-02-09 (50:29).
  188. 188.0 188.1 Transmisión en vivo, 2020-07-25 (54:10).
  189. Transmisión en vivo, 2019-11-22 (1:08:05).
  190. May The 4th, Be With You... And also some skins.
  191. fightersummoner.png
  192. summoned weapons.png
  193. summoned weapons 2.png
  194. summoned weapons 3.png