- Il y aura 103 emplacements de nœuds ordinaires lors de la sortie en plus de 15 nœuds de chateaux (5 chateaux x 3 noeuds de chateaux chacuns) pour un total de 118 nœuds.
Les Nœuds sont des lieux prédéfinis, englobés dans une zone d'influence, dans notre monde qui peuvent se transformer dans des villes de plusieurs tailles. Ces tailles peuvent aller d'un petit camp à une métropole étendue. La taille des villes dépend de la contribution des joueurs et à quel point ils ont pu faire avancer le Nœud. Les joueurs ne créaient pas le territoire d'un Nœud, mais à l'intérieur de ce territoire, ils ont la possibilité de posséder des terres. Les joueurs qui font partie d'un gouvernement pour un Nœud en particulier pourront modifier les types de bâtiments et les services, mais principalement, un Nœud évoluera en suivant son propre chemin (imaginez plutôt des PNJs qui bâtissent ces villes, plutôt que des PCs construisant individuellement des bâtiments et les murailles). La zone de contribution pour un Nœud est plus large que la ville elle-même, permettant aux joueurs de s'aventurer à l'extérieur tout à la construisant. Nous appelons la zone de contribution, la Zone d'Influence d'un Nœud, il s'agit de la zone où les joueurs aident à l'évolution du Noeud dans lequel ils se trouvent.
- Players will be able to identify the type of a node at its first stage of development (Expedition) based on its NPC population.
|Divine nodes||Faith and skill/equipment augment focuses||Priests|
|Economic nodes||Trade and merchant focuses||Merchants|
|Military nodes||Combat and class training focuses||Guards|
|Scientific nodes||Artisan and construction focuses||Scholars|
Ashes of Creation allows you, the player, to decide the fate of the world around you. With each Node Type, you can change the flow of resources and goods in the world. Will you grow the largest Economic Metropolis and help guide the riches of Verra, or will you choose another path unlocking new stories filled with allies and enemies?
For example, if a level 4 Scientific Node is destroyed, it will become a Level 0 Scientific Node. It will never be any other Node Type other than a Scientific Node. The location of these Types relates to the influences of the area around the Node. – Margaret Krohn
- 1 Node benefits
- 2 Zone d'influence
- 3 Node advancement
- 4 Node development
- 5 Player housing
- 6 Node citizenship
- 7 Noeuds sièges
- 8 Node government
- 9 Caravanes
- 10 Underrealm nodes
- 11 Coastal/island nodes
- 12 Underwater nodes
- 13 Patron guilds
- 14 Relics
- 15 Sharemarkets
- 16 Internal conflict
- 17 Artwork
- 18 Community guides
- 19 See also
- 20 Les références
Divine node benefits
Divine node benefits are not known at this time.
Economic node benefits
- Up to two economic metropolises may be linked in this manner.
- Metropolis level economic nodes enable worldwide sale prices for auction houses across Verra.
- Items listed in one linked economic node can be bid on from any other linked economic node.
- Linked economies also connect the economic metropolis and its vassal economic nodes.
Economic Nodes that have reached the Metropolis Stage unlock the Superpower “Linked Economy”. Any Economic Node with this Superpower unlocked shares Auction House listings with all the others, meaning that the items listed in one Linked Economy Node can be bid on from any other Linked Economy Node. Linked Economies also connect a Metropolis and any Vassal Economic Nodes belonging to that Metropolis.
The Linked Economy Superpower has the potential to create a massive market that spans the world. This will allow players to attain and sell goods with ease, providing those who have access to these Economic Nodes a faster path to fortune in the lands of Ashes of Creation.
Military node benefits
Scientific node benefits
- Citizens of metropolis scientific nodes may teleport between the metropolis and any of its vassal nodes, regardless of the stage of the vassal node, so long as the vassal node is not at war.
- Citizens of vassal nodes may teleport to their metropolis node and back.
- If there are multiple scientific metropolises, then an airship will provide faster travel between those scientific metropolises for citizens of those nodes and their vassal nodes, so long as the metropolises are not at war.
This will allow Citizens and Vassals of Scientific Metropolises to do things more quickly than others, as fast travel is limited in the world of Ashes of Creation. They’ll be able to exchange goods and information with ease and get to locations in the world at a quicker speed in order to gather crafting materials to create recipes, as well as participate in limited-time events.
Each Node can form into towns, but are limited by their neighbors. The Nodes have different levels of advancement. There can only be so many of each level. Think of this as advanced settlements needing more elbow room. Nodes encompass more land as they grow and will require more effort to be sustained. This system is a main driver for change in the world because it creates scarcity. As Nodes advance in stages of growth they will lock out neighboring Nodes from progressing, and will absorb their zones of influence.
The main thing that differentiates us from other MMOs is that we have a living, breathing, reactive world... Our world is separated into zones, which are then separated into what we call nodes. Nodes are sort of invisible zones of influence that listen to everything that a player does; so as players gain experience from killing things, gain experience from doing quests, gain experience through crafting things, the node is also gaining that experience. Once a node gains enough experience it levels up and then starts to attract NPCs to it . – Jeffrey Bard
Citizen and non-citizen player activity (questing, gathering, raiding, etc.) within a node's ZOI counts toward that particular node’s advancement (progression). Nodes have seven (7) stages of advancement, with experience thresholds for each stage. When a Node reaches the experience required for its current stage, it advances to the next stage.
|Node stage.||Alternate name.||Timeframe to advance.||Player housing.|
|3.||Village||-||Few days||Baux, Static housing|
|4.||Town||-||Many days||Baux, Static housing, Appartements|
|5.||City||-||Few weeks||Baux, Static housing, Appartements|
|6.||Metropolis||Metro||Many weeks||Baux, Static housing, Appartements|
The Development Area of a Node is where civilization will appear as the Node advances. As the Node Stage increases, different buildings, NPCs, and services will become available in the Development Area. The higher the Node Stage, the more complex and populated the Development Area becomes. Development Areas will also vary depending on the Node Type - Economic, Military, Scientific, or Divine; we’ll go into further details on each of those Node Types in future posts in this series. – Margaret Krohn
- Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.
- The more advanced the node is, the larger its ZOI becomes.
- Less advanced nodes (referred to as vassal nodes) that fall within a more advanced node's ZOI can still gain XP, but must remain at a lower advancement stage than the dominant node.
- A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.
- Players are moved to safety if they intersect with newly spawned assets during node advancement.
- Citizens of one node can contribute to the advancement of other nodes.
- The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.
Different people have different resources invested in nodes progressing and it would be a little "gamey" if you could know exactly what was necessary at that point because that would disincentivize people from participating. – Steven Sharif
- Vassal nodes must remain one node stage below their parent node.
- Neighboring nodes lower than stage 3 also block the growth of their immediate neighbors. This is intended to be tested in Alpha-1.
- Vassal nodes first apply any experience earned to their own deficit (see Node atrophy). It then applies excess experience earned to its parent node.
- If the parent node advances, the vassal is once again able to advance.
- Vassal nodes give excess experience to their parent node and may have their own vassals; so long as they fall within the parent node’s zone of influence.
- If a node is capped and is both a vassal and has its own vassals, any experience earned from itself or its Vassals is first applied to its own deficit. Experience beyond that is then sent to its parent node.
- Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.
- Vassal nodes cannot declare war on their parent node or any of their vassals.
- Citizens of vassals are bound by the diplomatic states of the parent node.
If a Node is a Vassal Node and is capped from advancing further, it first applies any experience earned to its own deficit (see Node Atrophy section), and then applies excess experience earned to its Parent Node. If the Parent Node advances and the Vassal is able to grow, it becomes uncapped. If a Node is capped and is both a Vassal and has its own Vassals, any experience earned from itself or its Vassals is first applied to their own deficit. Any experience beyond that is then sent to its Parent Node. – Margaret Krohn
Zones and progression
Donjons, Raids, Patrons du monde, Mobs, Quêtes, Events, Resources, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.
We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for. – Steven Sharif
- Nodes accumulate an experience deficit each day based on the node's level. The deficit is subtracted from any experience earned that day. If any deficit remains, then this is subtracted from the node’s experience pool.
- Certain flags will appear to notify node citizens if their node has dropped below the required experience for its current stage. After a short period, if the atrophy is not addressed, the Node will then delevel.
- A node cannot delevel more than a single level at a time.
- When a Node delevels it enters a safe period, during which the deficit is temporarily reduced to 0.
If a Node delevels, it returns to the previous Stage, but keeps the racial style it had before deleveling. A Node cannot delevel more than a single level at a time. For example, a Level 2 Node would become a Level 1, or a Level 1 Node would become a Level 0. If deleveling would cause a Node to lose its Vassals, it does so. When a Node delevels it enters a “safe period,” during which the deficit is temporarily reduced to 0. Once the safe period expires, the Node can once again begin losing experience based on its deficit. – Margaret Krohn
There will be many different quests that actually have stages of the storyline; and these stages can actually be failed. You can actually fail a storyline; which sucks when you think about it, but at the same time that risk makes your investment that much more important. – Steven Sharif
Trophy park is an area within Town, City or Metropolis nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.
- Server announcements and achievements are designed to encourage groups to experience new content.
- Location of the node.
- Node type.
- Race that contributed most to the node's advancement.
- The rest is determined by the node's mayor.
Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor. – Jeffrey Bard
All nodes whether they're associated with a castle or associated with normal node structure has cultural influences that replicate over to the buildings that are produced and the NPCs that are present. – Steven Sharif
There is an attrition and that attrition on experience and influence is heightened based on the performance of the race in the world. So if all these nodes are Orc nodes then their attrition rate is very high to compete with the cultural establishment of new nodes because they have more influence in the world and a popular opinion is against them in their outlying regions that they do not have influence in. – Steven Sharif
Constructible node buildings
These are buildings that the mayor has agency over determining whether or not they should be a constructed project. Constructible buildings can be selected at open plots that are gained as the node advances. If they elect to begin construction of one of these types of buildings- one of which is the marketplace- it'll grant certain trade benefits as well as some stalls that the citizens may participate in. – Steven Sharif
And there could be regime change... If somebody doesn't like the fact that a market was built and they want to re-elect a new government next cycle, they can do so... and that market could be destroyed and a new building take its place.
Unique node buildings
Each node type has a unique node building associated with it that can be activated at the Village stage of node advancement. The unique building plays a central role in the progress of civilization for a server.
There might even be different directories of the quest that exist for specific races, and even though you're sharing a quest to kill a boss, if you're human and I'm an elf, I will have a different arc potentially that leads in a different direction than you, even though we took the same quest; and this can relate to who the primary cultural contributor is to a node unlocking different arcs for cultures that share the primary culture of a node - not that locks out content but it gives a flavor in a different direction so that not everything is so cookie cutter. – Steven Sharif
Race matters because narratives have paths that also are influenced based on the primary contributing culture to the node... If you're a Niküa and you have you're in a Niküa node that's predominantly Niküa, you're going to have certain services and/or abilities as a member of the Niküa race that other races may not have access to... They may have alternative quest lines, but they won't have specific ones. Now those specific Niküa quests will then relate to the meta-narrative that's present in the world and they'll start to direct some of that meta-narrative; and that'll be beneficial for your kind because it will unlock certain content for your race that other races haven't unlocked yet. So there is an incentive there to see progression along that line now in order to curb the progress of a dominant race. – Steven Sharif
|Appartements||Instanced.||Village stage and higher.||One per server.|
|Baux||Open world.||Village stage and higher.||One per account.|
|Static housing||In-node.||Village stage and higher.||One per server.|
- Players are able to purchase small one room houses (cottages) starting at the Village stage (Node stage 3).
- The architecture of static housing is predetermined by the racial influence of the Node development.
Appartements are internal only (instanced) spaces within a node that offer some housing functionality. There will be 50 apartments available for purchase at the Village (stage 3) of a node if the mayor chooses to construct apartment buildings and if there is an available plot to do so.
- The number of available apartments increases as a normal part of node advancement.
- It was previously stated that apartments would be available at Town (stage 4) or above.
The mayor may additionally construct apartment buildings when the node hits stage 4 at one of the building plots in the node, along with cities gaining additional static housing and apartments by default as a normal part of the leveling process. – Steven Sharif
- Freeholds are limited to one per account.
- Freeholds are approximately half an acre in size.
- Expansions and upgrades are available as node progression allows.
- Ample space will be available to place freeholds in the ZOI of a village node.
- Freeholds may not be sold to other players.
Buying and selling (Real estate)
- Housing will have a base price that scales with the number of citizens in the node.
- The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.
- Static housing and apartments can be listed and sold to other players at prices determined by the player-driven economy.
- Housing ownership can default back to the node if the owner fails to pay their property taxes. A balance and penalties will be charged to the new purchaser of the home in the manner of a "foreclosure process".
- Players will not be able to exceed their allotment of housing in the game.
This will allow players to transfer real property goods. This includes ... static housing, this includes apartments that they may own; and they can sell those because those will have a limited and finite quantity. – Steven Sharif
Rental and leasing concepts are currently under consideration.
Some concepts that we have is going to be rental or leases that could be had allowing players to kind of lease a property for a period of time where they will have control rights over utilizing storage based on the area, controlling the furniture or access point; all that kind of stuff. – Steven Sharif
- Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.
We want these places to be populated and people to be attracted to them and so right now we think housing is enough for that. But we don't want to design ourselves into a corner where we don't have any other options, so the hope is that yes citizenship will be only gained through housing; with our caveat that if that doesn't work well we'll change it. – Jeffrey Bard
- A player can only claim citizenship to one node at a time.
- Only one citizenship may be declared per account, per server.
- This may have changed to one citizenship per account.
Your account is bound to one declared citizenship per server, which means that if you have two alts and your main character on one server you may only be a citizen of one node between those three... If you have an alt on a different server, it could be a citizen of a node as well. – Steven Sharif
Changing citizenship has a cooldown of two weeks.
You can declare citizenship to only one node and when you declare that citizenship. Let's say for example, one guild perhaps wanting to kind of take all their members and have them all declare the same citizenship to a location. The longer a node exists the higher the prize it is to take and some systems with regards to crafting progression and/or rewards and bonuses or the reliquary that we haven't really touched on a lot, those systems are going to be so enticing that from an incentive standpoint it will compel other groups to either potentially break alliances or siege the city in order to take the goods that are potentially in it. So, from an incentive standpoint we have that at play. Additionally, we don't have a cap per-se that we've announced yet on the citizenship aspect of being in a node, but we do have soft caps. It becomes costlier the higher number of citizens each time one new person wants to join to be part of a node. So, there is sort of a soft cap on how many citizens one node can have and it might be that not all in the guild can participate in that area. So, there's kind of a natural divide: A pseudo faction, so to speak between who is a part of that node and who is not. – Steven Sharif
Noeuds sièges enable players to destroy nodes. This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.
- Attackers may not be capable of destroying a node. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.
- If the node still exists after the siege has ended, citizens will need to obtain the resources needed to rebuild any damaged infrastructure.
You could be more precision oriented in the decision to attack a city. Let's say it's a rival node that's trying to reach you know a node stage five or something and you want to disable their ability for the religious system to progress so you target the temple during the attack, or you want to disable their scholars academy from reaching a higher level so that your nodes can; or you want to disable multiple buildings that allow for experience and quests to be undertaken by its citizenship, which prevents them from keeping up in pace of experience gained with your node. These can be more precision oriented and don't have to effectualize an actual takeover of the node. – Steven Sharif
- A successful siege will destroy the node.
- A portion of all Materials (crafting components) and Gatherables stored in the node will become available to the victors of the siege as spoils of war.
- Players are prohibited from moving goods out of depositories within the node following a siege declaration against that node.
- Nodes revert to stage 0 (wilderness) after a successful siege.
- Any modified terrain will revert back to its original state.
Nodes can be destroyed starting at Level 3 - Village Stage, and are destroyed through sieges. Sieges are started via an item which is acquired through a quest that scales in difficulty with respect to the level of the Node which is being targeted for the siege. Once the item is brought to the Node and is activated, the declaration period begins and a countdown is initiated for players in the region to see. This countdown runs for a number of days equal to the level of the Node being sieged. Once the countdown is complete, the siege begins. There is a cooldown between sieges, and players must wait a certain amount of time after an unsuccessful siege before a new siege can be declared. The higher the Node level, the longer the cooldown between sieges. If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen. – Margaret Krohn
Impact on freeholds
- Players and their allies may defend their freehold for this period of time.
- Structures and guards may be obtained to defend freeholds during this period.
After the two hour period of open combat following a successful node siege, any remaining freeholds will exist under a grace period for roughly 1 week where another node may take over the zone of influence of the freehold.
- If a freehold does not reside within the ZOI of a stage three (Village) node or above, it will be destroyed.
If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen. Freeholds within the Zone of Influence are subject to a period of vulnerability. These Freeholds can be destroyed by other players during a period of roughly 2 hours after a successful siege. Destroyed Freeholds are subject to material loss, and blueprints for them are mailed to the player to utilize for future placement in order to allow the player to keep their Freehold’s layout and structure. Once the vulnerability period is complete, any remaining Freeholds will exist under a grace period for roughly 1 week where another Node may take over the Zone of Influence of the Freehold. – Margaret Krohn
- Blueprints are mailed to the player to utilize for future placement.
- Destroyed freeholds are subject to material loss.
- Certificates will track major milestones (such as Furnaces and Homesteads, for example).
- A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.
- Different races becoming primary contributors.
- Design elements determined by different governments.
- Reactions and interactions with other nodes in the world.
- Priests or acolytes in certain temples.
- Patron guild leader.
- Chief bounty hunter.
- Coordinate the transfer of needed supplies with citizens operating caravans.
- Only one citizenship may be declared per account, per server.
- This may have changed to one citizenship per account.
- A king or queen can also become a mayor.
- Enter into trade agreements.
- Directing assets.
- Mayors are able to allocate treasury funding to hire mercenary NPCs to defend their node during sieges.
The government has a lot of say in the direction of the nodes development. Directing assets, building projects, tax allocation, defensive ability etc. Players have the ability to not only create these cities, but they have the right of self-governance.
There are levers and dials that are present to both the owners of Castles as well as the elected officials of Nodes that during their administration they have the ability to impact and influence the region around them. – Steven Sharif
- Guilds hold separate roles in the direction of the node than the roles held by private citizens.
- Only a certain number of guilds may participate in these roles.
- Separate guild roles are reserved for small, medium and large guilds.
Guild’s also hold separate roles in the direction of the node, than the roles held by private citizens, and only a certain number of guilds may participate in these roles. Separate guild roles are reserved for Small size guilds, medium size guilds and large size guilds.
- Tax money only goes toward funding node development.
- Taxation rates scale based on when a player joined a node as a citizen. The goal is to exert financial pressure on node populations by making taxes increasingly expensive as nodes advance, rather than putting in place hard population caps.
- This tax doesn't necessarily impact the individual citizen, because citizen's tax levels are determined by their node, but the node's finances are affected by the taxation levied by its parent nodes.
We have conditions that you can set between nodes with regards to either nodes being friendly with each other and acting trade alliances, or they can declare war on nodes similar to how guild wars may function in different games, where those citizens become hostile to each other based on the player government that's elected in the particular node. So those systems all kind of cater to allowing a conflict that's meaningful and that also provides a non-imbalanced relationship between stronger guilds and not as strong guilds. – Steven Sharif
- Les alliances offriront des chemins de progression en plus.
- Les guildes pourront partager des services entre membres d'une même alliance.
- Les alliances peuvent nouer des relations avec les nodes.
Il y aura du contenu centré sur les alliances spécifiquement et la progression du développement des ces alliances; et la possibilité de partager des services entre guildes d'une même alliance. Je pense qu'il est bénéfique de laisser les alliances nouer des relations avec les nodes. Cela va générer une dynamique intéressante pour les joueurs membres du node et ceux membres de l'alliance. Pour moi, il est certain que constuire des systèmes c'est aussi créer des canaux par lesquels les joueurs pourront créer des liens, et plus il y a de couches autour de ces canaux, plus les relations seront durables. – Steven Sharif
- Caravans are for transfer of personal goods and quests as well as supplies for castles and nodes.
- Caravans can transport goods for more than one player.
- Players will be able to state their intentions to attack, defend or ignore via a user interface.
- A group will be required to successfully attack a caravan.
- Caravan components may also drop when a caravan is destroyed. These components may be salvageable by the caravan owner or by other players, in the case of high grade components.
- Caravans drop certificates for heavy goods that are redeemable at the origin node for a portion of the goods.
The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to kind of game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to you know that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region. – Steven Sharif
- Caravan routes will go underground.
- Noeuds sièges occur in the usual manner.
- There will be underrealm Metropolises.
- These nodes will have specific water oriented influences and abilities, services, questlines, that relate to the seas.
- It may be possible to siege a coastal city by sea.
- There won't be nodes underwater or in the water.
- Emblems can be applied to guild armor that can be purchased from the node.
- Participation in the node's stock market.
- Ability to participate in specific guild-based missions that will progress the guild's leveling and development.
- Allocation of guild points to unlock specific node abilities for guild members.
- Ability to claim an in-node guild hall. These have different perks and benefits to halls placed on freehold plots.
- Villages and lower do not have patron guilds.
- Towns can have up to 1 patron guild.
- Cities can have up to 2 patron guilds.
- Metropolises can have up to 3 patron guilds.
As nodes develop, player governments may open a Stock exchange (also called Stock markets and Sharemarkets) where players can buy and sell shares in Nodes, Guildes and Organisations sociales.
- The value of stocks is influenced by world events and the performance of nodes, Organisations sociales or guilds.
- There is no regulatory commission to restrict the purchase and sale of stocks.
- The only way to remove an elected mayor prior to the end of their term is by destroying the node.
- Node series part II – the Metropolis.
- Ashes of Creation - Screenshots.
- Livestream, 15 December 2017 (1:11:52).
- A reactive world - Nodes.
- Blog: 10 facts about castle sieges in the MMORPG.
- Podcast, 23 April 2018 (15:14).
- Blog - Know Your Nodes - The Basics.
- Interview, 24 August 2018 (3:44).
- Node series part I
- Livestream, 4 May 2017 (15:15).
- Know Your Nodes: Economic Node Type.
- Blog: Creative Director's Letter
- MMOGames interview, January 2017
- Blog: Know Your Nodes - Scientific Node Type
- Ashes of Creation FAQ.
- Interview, 20 April 2018 (7:22).
- Interview, 11 May 2018 (55:16).
- Livestream, 9 July 2018 (39:32).
- Blog - Know Your Nodes - Advance and Destroy.
- Livestream, 12 December 2018 (14:48).
- Livestream, 16 October 2017 (50:20).
- Video, 20 April 2017 (0:02).
- Livestream, 17 November 2017 (55:27).
- Livestream, 26 May 2017 (28:16).
- Livestream, 15 May 2017 (30:53).
- Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
- Interview, 20 October 2018 (2:36:25).
- Podcast, 4 August 2018 (1:35:58).
- Livestream, 26 June 2020 (45:32).
- Livestream, 9 February 2018 (33:50).
- Livestream, 27 September 2018 (53:06).
- Interview, 11 May 2018 (54:34).
- Livestream, 26 May 2017 (21:23).
- Interview, 11 May 2018 (47:27).
- Interview, 11 May 2018 (1:00:19).
- Livestream, 28 March 2020 (1:16:03).
- Video, 23 March 2020 (0:24).
- Livestream, 19 May 2017 (33:57).
- Livestream, 20 January 2018 (38:17).
- Livestream, 8 April 2018 (PM) (51:49).
- Interview, 8 July 2020 (55:05).
- Livestream, 1 September 2018 (36:28).
- Podcast, 23 April 2018 (29:56).
- Livestream, 26 July 2019 (1:13:23).
- Video, 25 May 2017 (1:07).
- About Ashes of Creation.
- Livestream, 4 May 2018 (32:46).
- Steven Sharif - Clarification points from today’s stream.
- Interview, 11 May 2018 (50:47).
- Video, 31 May 2020 (38:50).
- Livestream, 12 May 2017 (52:01).
- Livestream, 29 May 2020 (36:29).
- Livestream, 29 May 2020 (42:01).
- Livestream, 29 May 2020 (35:36).
- Livestream, 16 October 2017 (56:42).
- Livestream, 26 June 2020 (47:32).
- Livestream, 16 October 2017 (56:38).
- Livestream, 26 June 2020 (53:41).
- Livestream, 12 May 2017 (55:01).
- Livestream, 26 June 2020 (54:03).
- Livestream, 26 June 2020 (1:02:12).
- Livestream, 26 June 2020 (56:08).
- Livestream, 30 May 2019 (1:23:41).
- Livestream, 28 March 2020 (1:02:56).
- Livestream, 9 July 2018 (27:12).
- Livestream, 19 May 2017 (53:24).
- Interview, 11 May 2018 (50:05).
- Interview, 20 October 2018 (2:36).
- Video, 5 April 2018 (41:48).
- Livestream, 26 May 2017 (44:52).
- Video, 4 December 2016 (0:02).
- Livestream, November 22 2019 (16:56).
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