Inventory

Inventory for A2 will exist in two categories, spatial and non-spatial. The spatial inventory system will only exist for materials and gatherables. The non-spatial system will be the normal single slot inventory that is used for all completed items IE gear, consumables etc.. The spatial system is intended to provide limitation and progression when everything in the open world is gatherable, requiring players to strategize which things they choose to gather or not. These spatial inventories will be shaped in various ways that make the bag types more conducive for certain types of gatherables allowing players to specialize their capacity. Auto sort is a feature[2] – Steven Sharif
Inventory capacity has quantity (stacking) limits based on the type of item.[3][4] Backpacks offer varying stack sizes and/or spatial inventory shapes that are optimized for carrying different items.[5][6]
- A player's inventory has sections for different types of items.[7] Quest items, for example, will not fill a player's regular inventory capacity.[8]
- Materials and resource bags have spatial ("Tetris" style) slots for items with different shapes and sizes.[9][2][10][11][12]
- The spatial inventory system is intended to mitigate the potential for players to diminish land management scores by stripping resources from particular zones as well as provide a challenging gameplay layer for players.[9][13]
- Inventory is split into two separate management systems. The first is your non-material, non-gatherable slots. Those are your standard single slot, not-space-constrained system that's a standard inventory: you just have a single slot, and you can pull completed items and/or consumables and quest items or whatever into that slot. And then, when you're talking about materials, specifically processed goods and gatherables: those exist within the Tetris type uh inventory system.[10] – Steven Sharif
- All those materials actually sorted nicely in the appropriate bags based on your stack sizes.[1] – Alex Khudoliy
- There will be a healthy number of slots for gear in a player's inventory.[14]
- Completed item inventory slots are not space constrained (by the tetris system).[10]
- Completed items, such as gear are also not subject to weight limits.[14]
- Gear loadouts can be swapped using a hotkey when out of combat.[14][15][16]
- Inventory capacity will be relatively limited for new characters.[8] Additional capacity may be increased by obtaining higher quality backpacks from crafters.[17][10][3]
- We want to have very unique progression when it comes to the construction of resource bags; and those resource bags will have certain benefits, like increasing stack size count of particular types of resources; or of having a additional delay time necessary to interface with with your corpse, should a player try to take the resources you might have dropped in PvP; or having passive benefits and unique structures of spacing that makes it more a better bag for wood gathering because woods are three-by-one; or a better bag for mining because mining is always two-by-two. The idea is to make your intent as a gatherer when you go out into the wild specific right not just that you're going out into the wild and gathering everything you can because it's there; and that's what we don't have like a labor system that limits it. We have a space constraint system so when you leave your node and you go out into the wild you need to be conscientious of what you're choosing to interact with and take resources for, because you have a limited space constraint to that degree.[10] – Steven Sharif
- Inventory capacity is subject to quantity rather than weight limits.[3]
- In my opinion, and this is of course subjective, but weight management is not a compelling mechanic for players to have to deal with in an MMO setting.[3] – Steven Sharif
- Players will have the ability to search for items they have stored in various locations (such as personal storage and node warehouses).[18]
- We want you to know where the things are; and then the meaningful aspect of that thing is traveling to those locations to access some of those things, particularly as it relates to materials and raw gatherables.[18] – Steven Sharif
- Inventories will be able to be sorted.[2]
- Q: Why did you go for a spatial inventory system for resources?
- A: There's a number of different methods that we can use in an effort to mitigate, or again throttle, the amount of success that players can have in any one trip out in the world. Now, we're using a combination of three things: We are using progression gating through your profession level; so you need to have a certain level to access certain resources. We are utilizing the spatial inventory space as a limitation on how much things you can gather before you need to go back to town. And then lastly we have a tool predicate where you need to have a tool that is relevant for the resource you're gathering; and those tools have a decay value after each use. Weight is obviously an approach that we could take if we wanted to limit. However, the spatial system works in concert with a number of other types of systems. For example, we want to have itemization drop on death specifically as it relates to material items; and we want there to be an additional layer above just weight that introduces complexity; and where there is complexity there is choice and there is strategy and there is planning required on behalf of the player in order to set themselves up for the best possible success in certain situations.[9] – Steven Sharif
- Mules can carry roughly 10 times more than backpacks. Caravans can carry roughly 10 times more than mules.[19]
- Inventory expansion and weight management training certificates are available in the Galleria at City stage economic nodes.[8][20]
Backpacks

I see now I've actually gotten a unique looking structure for the Aelan Herbalism Basket; and those are the types of structures you would expect them to gather that are the gatherables for herbalism. So, that's not necessarily to say that I can't collect non-herbalism resources: I could and I could put them in that bag, but it just wouldn't utilize the most beneficial aspect of it, which is the higher stack count for those types of herbalism resources.[5] – Steven Sharif

In order to roleplay you need to be able to represent what your character is doing in that world and part of what animation is doing is creating these sockets on the let's say the belt or the backpack that can plug in certain types of props or items that are created by the character team.[22] – Steven Sharif
Backpacks (also referred to as a Bags) are craftable items that provide personal inventory space.[17][10][23][6][3]
- Backpacks offer varying stack sizes and/or spatial inventory shapes that are optimized for carrying different items.[5][6]
- Gatherer's backpacks are intended to carry gatherable resources in spatial inventory slots relating to specific gathering professions.[5][6]
- Adventurer's backpacks are intended to carry consumables and items in non-spatial inventory slots.[6]
- These bags have specifically curated benefits for stack sizes of the type of resources they relate to and that's the specific profession of gathering and the resources you would gain from those those different unique professions.[5] – Steven Sharif
- Profession NPCs sell lower level backpacks.[24] Higher level backpacks are crafted by players.[17][10][23][6]
- There's item progression as it relates to quality of bags, types of bags, and the materials they're most used for. Some of them are more PvP oriented that can reduce significantly drop rates for PvP as a result of that progression.[23] – Steven Sharif
- Some of those bags might have increased times to interact with a player corpse and you can choose to perhaps have less capacity, less stack size, less slot availability for the certain types of gatherables you may want to acquire in exchange for an increased interaction time for other players that might try to loot that bag, giving you time to reach it and take back your belongings. Or, if in the middle of a fight they see a corpse on the ground and they're like wait a minute, I want to grab that. Well, if I got to spend 10 seconds to interact with that corpse and there's combat going on, this is an opportunity strategically for you to recapture the grounds- for you to recapture the battlefield. You want to think about those types of interactions. How do you add layers of strategy to engagements and and there's ways to do that through inventory management as well.[27] – Steven Sharif
- A character currently may equip up to 3 artisan backpacks, but is subject to change.[28]
- Artisans must meet the required artisan certification to equip backpacks of that level (or lower).[29]
- Characters may equip multiple of the same type of backpack.[30][31]
- Backpacks are equippable (visually) in a character's back slot.[21][32]
- Backpacks are only able to be equipped by player characters.[33]
Storage
Storage points exist at warehouses within nodes and in chests (storage containers) that can be placed in freeholds and static in-node housing.[34][35][36]
- Sheds are present on empty freehold plots to provide basic storage for materials needed to construct freehold buildings.[37]
Player housing storage
Chests are a type of furniture that provides localized storage within a specific house.[39][40][41][42]
- Characters must obtain and place storage containers in their player-owned housing.[41]
- Access permissions can be set to grant family or guild members access a character's personal storage devices.[39][40][43][44][45][46]
- Transfer of resources and materials to alts will only be possible via player housing storage, as this is local to the specific house.[40]
- Different grades of storage containers have different inventory capacities.[41]
- There are restrictions on the grades of storage containers available in different types of houses.[41]
- Players are prohibited from moving goods out of depositories within a node following a siege declaration against that node.[47]
- Gatherables and crafting materials that were stored in in-node housing and apartment storage chests become lootable upon a successful siege against the parent node. These do not become lootable if the node survives the siege- even if the housing buildings are destroyed or damaged during the siege.[48]
- Corrupt players are not able to utilize storage systems.[49][50][51]
- Personal caravans may be launched from any point of storage (including chests).[52]
Banking
- Guilds will have banking/storage/warehouses starting in late Alpha-2 phase-2.[53][54][55][56] This feature was previously scheduled for Alpha-2 phase-3.[53][54]
- There is a roadmap with the guild warehouse having been moved up a little bit. It was planned to be a little bit later- I think it was like March or April, but we have moved that up slightly.[53] – Steven Sharif
- Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[57]
- Banking between characters will likely be restricted to furniture and completed items.[46]
Cargo

Cargo is the official name of supplies that are transited by caravans and ships.[60] – Steven Sharif
Cargo refers to crates that are transported by caravan, ship, or mules.[33][60]
- The only constraint is available size in the spatial inventory system for the crates.[33][61][62]
- Materials and resources (in crates).[63][62]
- Player commodities.[62]
- Node commodities.[62]
- There are... three primary methods by which caravans transit the world. The first is when players are moving commodities. The second is when players are moving materials and resources, and that's to your question. That's relevant because materials and resources across the world are unique to the geographic region in which they are produced or which they spawn, and crafting stations are located at certain nodes, and nodes specialize the types of crafting stations that they can have; so the transit of those materials across the world is a necessary component of keeping the economy alive; and where there is a demand there will be a supply. So that's with regards to the second reason for transiting caravans. The third is when mayors and system generated caravans transit the world. This is for nodes to acquire certain types of node commodities or node resources that they need to initiate public Work projects and to initiate construction projects.[62] – Steven Sharif
- Cargo for shipment by caravan is stored at the caravansary not in a player's inventory. Stored cargo is visible via the warehouse UI.[64][65] Likewise, merchant ships can only be launched and received at harbors.[66]
- Upgrading a caravan's components can increase its cargo capacity.[67][66] The maximum cargo capacity of caravans will be determined during Alpha-2 testing.[68] Merchant ships have a much larger capacity than caravans.[66]
- When you land a caravan it doesn't automatically flood the node's cargo with the stuff that was on your caravan. It stays on the caravan as additional cargo storage.[69] – John Collins
- Caravan speed is currently not affected by the weight of the cargo being transported.[70]
- There are visual hints relating to the cargo being transported on caravans, but players will not be able to see the exact contents of the caravan.[71][72][73] Cargo is represented in this way even if a cosmetic caravan skin has been applied to the caravan.[72][73]
- Decoy crates may be available via social organization progression to aid in launching of decoy caravans and merchant ships.[71]
- Commodities are transported by caravans and merchant ships in sealed crates.[74][75][76]
- These commodities cannot be stored in a player's inventory. Looting them will convert them into stolen commodities which yield a lesser value when exchanged at black market locations in nodes.[77][78][79][75]
- To retain the value of the commodities, players must summon an empty caravan from a nearby node to collect and transport them.[78][80][81]
- Commodities crates found in caravan wreckages are marked with a green symbol.[82]
- Materials crates found in caravan wreckages are marked with a black symbol.[82]
Mules
Mules are mounts that transport cargo in small crates.[84][33][85] Larger sized crates cannot be transported by mule.[84]
- Q: How will mules work with caravans when considering risk-versus-reward? What would be the incentive to run multiple player protected caravans if similar results could be achieved by each individual player riding a mule instead?
- A: You are not able to satisfy the type of cargo capacity that's available within a caravan system, because we have certain crate sizes, of which only the smallest crate size can be leveraged with a mule. That is something that obviously is the inherent risk between the two systems. The reward however is that you are now no longer subject to the opt-in event, but instead are governed by our flagging system as a protective measure; although it is not entirely protective, because players can choose to still kill you with risk of corruption in exchange for the reward of taking your shit.[84] – Steven Sharif
- Crates carried by mules can be added to "in the wild".[33]
- Q: Can people put crafted bags on their mules?
- A: No. The mules use the cargo system, so the cargo system is crate-based. You have to acquire the crates and then you can equip them to the vehicles and/or mules. Mules cap out at the small crate value; and you can add to that crate in the wild.[33] – Steven Sharif
Caravans

The Caravan System is a major aspect of the economy in Ashes of Creation. While the rewards can be great for moving massive amounts of Commodities and other materials across the world of Verra, players can choose to be Caravan attackers or defenders, making these hotspots for PvP battles.[88]
Caravans are vehicles that facilitate the transfer of cargo across Verra. They are key to supplying nodes with needed materials, and for transporting commodities over long distances for increased profits.[90][91][62][92][93][94][95][96][97][98]
- Caravans are one of the primary methods of ensuring that nodes have the supplies they need to build the buildings they need to build so that they can specialize. They're also the primary method by which players can multiply their wealth, because wealth in our game is acquired through glint, which gets traded in for commodities that can then be either sold directly to the vendor at the node you're at, or can be transported through the caravan system to other nodes for a multiple return; and that I think is going to separate the mice from men in the game with regards to the economic gameplay. Those who can successfully trade those caravans across long distances are going to see obviously a significant amount of wealth more so than their counterparts and be able to control certain markets.[90] – Steven Sharif
- Personal caravans are used to transport cargo for one or more players.[94][95][96]
- Personal caravans are initiated from and arrive at caravansary node buildings within Village (stage 3) nodes and above.[67][94][99][100]
- Caravansaries will exist in lawless zones outside of nodes during Alpha-2 for testing purposes.[101]
- Mayoral caravans are system driven caravans that are launched by Mayors to trade node commodities with other nodes in exchange for service building upgrades and bespoke buffs.[102][103][92][93][104]
- Caravans create an objective-based PvP event in the open-world that players can choose to attack, defend, or opt-out of.[105][106][107][108]
- PvE caravan events can cause roadways to be blocked off or hostile mobs to spawn to attack the caravan.[109][110]
- It is possible to launch decoy caravans and merchant ships, but there are visual hints of what is contained in a caravan.[71][72][73] Decoy crates may be available via social organization progression.[71]
Caravan capacity
Caravan components affect the available inventory capacity of a caravan.[111][67][112]
- There is a tradeoff between certain caravan stats and benefits provided by caravan components.[113][114][112]
- If you're a solo player and you don't intend on transiting a lot of materials at once, you may not need the large cargo capacity, but instead you want the faster speed because you intend to outrun any potential adversaries that you might face on the roads. That is a viable strategic option for you when constructing your caravan. In addition, you saw that there are a number of different abilities that caravans can be equipped with based on the loadout of the components that you have for your caravan that is also going to influence how you interact with PvP and potential adversaries.[113] – Steven Sharif
Merchant ships
Merchant ships (also called Trade ships) are part of Ashes of Creation naval content.[66][116][117]
- A merchant ship interacts with a harbor in a very similar fashion to the way that Caravans interact with the caravansary, but they have much larger capacity and they stop at other harbors in a very similar functionality to the way the caravans stop at caravansaries. Harbors have a disembarkation zone that lives near the harbor. So if you make your merchant ship to that zone as well, it will get guided into the harbor and will be safe. But when you launch that caravan from a harbor it is much like a land caravan. The only difference is that Merchant ships cannot become land caravans. They must stay as merchant ships.[66] – Steven Sharif
- Merchant ships can only be launched and received at harbors in a similar way that land caravans can only be launched and received at a caravansary.[66]
- Harbors have a disembarkation zone that merchant ships can cross to be guided into the harbor.[66]
- Unlike raft caravans, merchant ships cannot transition into land caravans.[66]
- It is possible to launch decoy caravans and merchant ships.[71]
Merchant ship capacity
Merchant ships have a much larger capacity than caravans.[66]
- Ships may be crafted or upgraded at ship workstations by any player with the required ship components and recipes.[118][119][120][121]
Crates
- There are small, medium, and large crates.[122] The higher quality the crate, the greater its capacity.[76]
- Commodities are transported by caravans and merchant ships in sealed crates.[74][75][76]
- Player commodities are "pre-crated" when they are purchased from commodities vendor NPCs.[123][74][124]
- Player commodities present in caravan wreckages have a portion of their value sunk (lost).[125][80][81]
- These commodities cannot be stored in a player's inventory. Looting them will convert them into stolen commodities which yield a lesser value when exchanged at black market locations in nodes.[77][78][79][75]
- To retain the value of the commodities, players must summon an empty caravan from a nearby node to collect and transport them.[78][80][81]
- Commodities can go into Crates to move them. If someone loses a Caravan, in the wreckage there are Crates. If you get a Crate to a Caravansary you can unpack it.[80] – Ry Schueller
- Commodities crates found in caravan wreckages are marked with a green symbol.[82]
- Materials crates found in caravan wreckages are marked with a black symbol.[82]
- Unsealing crates (by breaking open sealed crates) yields less value than transporting the sealed crates for unloading.[125] This is in addition to the value already lost when the caravan (or merchant ship) was destroyed.[80][81][79][75]
Unsealing crates
Unsealing crates (by breaking open sealed crates) cause the cargo to become stolen.[79][75]
- Commodities become stolen commodities.[77][78][79][75]
- Player commodities have a portion of their value sunk (lost).[125][80][81]
- Stolen commodities yield a lesser value when exchanged at black market locations in nodes.[77][78][79][75]
- Resources become stolen resources.[81]
- Glint becomes stolen glint.[79]
- Unsealing crates yields less value than transporting the sealed crates for unloading.[125] This is in addition to the value already lost when the caravan (or merchant ship) was destroyed.[80][81][79][75]
- Cracking/breaking Crates always give less value than doing the work to get a Crate back to a place where you can unpack it. Commodities like "A Case of Kaelar Wooden Soldiers" don’t go into a player’s inventory. The only way someone gets Commodities like "A Case of Kaelar Wooden Soldiers" from place to place is in Crates.[125] – Ry Schueller
Item | Icon | Type | Profession | Rarity | Level requirement |
---|---|---|---|---|---|
Apprentice Crowbar | ![]() |
Artisan Crowbar | Common−Legendary | 10 | |
Journeyman Crowbar | ![]() |
Artisan Crowbar | Common−Legendary | 20 | |
Novice Crowbar | ![]() |
Artisan Crowbar | Common−Legendary |
Mailing items
- Raw gatherables and materials are not able to be mailed by players.[128][129][130]
- Purchases of anything other than materials and gatherables from integrated auction houses will be mailed to the purchaser.[131]
- Social messages sent via mail will be received instantly.[128]
- It hasn't been decided whether crafted items such as gear will be able to be sent via mail.[132][128]
- From an item standpoint obviously we can't allow mailing to include any type of resource material or raw gatherable because those are central to the gameplay and transiting through the caravan system and economic regions. But it may be possible to send completed crafted items like gear, equipment, stuff like that. But it's something we're still discussing.[128] – Steven Sharif
Visuals
2024-11-15
See also
References
- ↑ 1.0 1.1 1.2 Video, November 30, 2023 (30:19).
- ↑ 2.0 2.1 2.2 Twitter - Steven Sharif - Spatial inventory slots.
- ↑ 3.0 3.1 3.2 3.3 3.4 Livestream, February 24, 2023 (54:55).
- ↑ Livestream, May 29, 2020 (1:27:18).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 Video, November 30, 2023 (13:38).
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6
- ↑ Livestream, February 24, 2023 (22:57).
- ↑ 8.0 8.1 8.2 Livestream, July 25, 2020 (1:14:13).
- ↑ 9.0 9.1 9.2 Livestream, November 30, 2023 (1:29:18).
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5 10.6 Livestream, June 30, 2023 (1:24:42).
- ↑ Livestream, June 30, 2023 (46:17).
- ↑ Video, June 30, 2023 (8:54).
- ↑ Podcast, July 15, 2023 (22:57).
- ↑ 14.0 14.1 14.2 Interview, September 10, 2023 (47:13).
- ↑ Livestream, February 24, 2023 (46:15).
- ↑ Livestream, November 19, 2021 (40:53).
- ↑ 17.0 17.1 17.2 Livestream, November 30, 2023 (1:34:08).
- ↑ 18.0 18.1 Livestream, July 29, 2022 (1:17:33).
- ↑ Livestream, July 18, 2017 (44:57).
- ↑ Know Your Nodes: Economic Node Type.
- ↑ 21.0 21.1 Livestream, April 28, 2023 (1:08:55).
- ↑ Livestream, May 30, 2019 (1:09:17).
- ↑ 23.0 23.1 23.2 23.3 23.4 Livestream, April 28, 2023 (1:18:48).
- ↑ Video, November 30, 2023 (12:05).
- ↑ 25.0 25.1 Interview, November 10, 2024 (59:42).
- ↑ Podcast, December 3, 2023 (14:18).
- ↑ 27.0 27.1 Podcast, July 15, 2023 (26:31).
- ↑ Podcast, December 3, 2023 (3:11).
- ↑ Podcast, December 3, 2023 (13:00).
- ↑ Livestream, November 30, 2023 (1:43:53).
- ↑ Podcast, December 3, 2023 (14:12).
- ↑
- ↑ 33.0 33.1 33.2 33.3 33.4 33.5 33.6 Livestream, November 30, 2023 (1:44:04).
- ↑ 34.0 34.1 Video, June 30, 2023 (19:20).
- ↑ Interview, December 6, 2018 (20:30).
- ↑ Video, May 31, 2020 (47:32).
- ↑ Livestream, June 30, 2023 (18:45).
- ↑ 38.0 38.1 Livestream, June 25, 2021 (22:34).
- ↑ 39.0 39.1 Livestream, January 11, 2025 (2:01:23).
- ↑ 40.0 40.1 40.2 Livestream, July 30, 2021 (1:14:33).
- ↑ 41.0 41.1 41.2 41.3 Video, May 31, 2020 (47:32).
- ↑ Livestream, August 17, 2018 (10:54).
- ↑ Livestream, April 30, 2021 (1:12:33).
- ↑ Livestream, June 26, 2020 (51:58).
- ↑
- ↑ 46.0 46.1 Livestream, June 28, 2019 (1:23:31).
- ↑ Livestream, April 30, 2020 (1:14:44).
- ↑ Interview, July 8, 2020 (57:46).
- ↑ Livestream, February 24, 2023 (1:12:24).
- ↑ Livestream, October 28, 2022 (24:28).
- ↑ Livestream, April 30, 2021 (1:14:49).
- ↑
- ↑ 53.0 53.1 53.2 Livestream, January 11, 2025 (58:56).
- ↑ 54.0 54.1 Livestream, January 2, 2025 (2:01:15).
- ↑ Livestream, September 30, 2020 (1:06:14).
- ↑ Interview, August 8, 2018 (17:13).
- ↑
- ↑ Interview, January 19, 2025 (13:45).
- ↑ 59.0 59.1 Video, October 31, 2023 (12:32).
- ↑ 60.0 60.1 Video, October 31, 2023 (1:52).
- ↑
- ↑ 62.0 62.1 62.2 62.3 62.4 62.5 Livestream, October 31, 2023 (1:06:32).
- ↑ Livestream, January 3, 2025 (1:08:14).
- ↑
- ↑ Livestream, October 31, 2023 (1:08:57).
- ↑ 66.0 66.1 66.2 66.3 66.4 66.5 66.6 66.7 66.8 Livestream, August 26, 2022 (1:26:58).
- ↑ 67.0 67.1 67.2 Video, October 31, 2023 (10:13).
- ↑ Livestream, October 31, 2023 (1:13:37).
- ↑ 69.0 69.1 Video, January 31, 2024 (31:05).
- ↑ Livestream, October 31, 2023 (1:15:33).
- ↑ 71.0 71.1 71.2 71.3 71.4 Livestream, January 31, 2024 (1:15:05).
- ↑ 72.0 72.1 72.2 Video, October 31, 2023 (29:36).
- ↑ 73.0 73.1 73.2 Livestream, January 29, 2021 (1:25:14).
- ↑ 74.0 74.1 74.2 Video, October 31, 2023 (3:34).
- ↑ 75.0 75.1 75.2 75.3 75.4 75.5 75.6 75.7 75.8 Interview, September 10, 2023 (53:47).
- ↑ 76.0 76.1 76.2 76.3 76.4 76.5 Livestream, February 25, 2022 (1:10:00).
- ↑ 77.0 77.1 77.2 77.3 Video, January 31, 2024 (12:49).
- ↑ 78.0 78.1 78.2 78.3 78.4 78.5 78.6 Video, January 31, 2024 (12:21).
- ↑ 79.0 79.1 79.2 79.3 79.4 79.5 79.6 79.7
- ↑ 80.0 80.1 80.2 80.3 80.4 80.5 80.6 80.7
- ↑ 81.0 81.1 81.2 81.3 81.4 81.5 81.6 81.7 Livestream, October 31, 2023 (1:18:33).
- ↑ 82.0 82.1 82.2 82.3 82.4 82.5 Video, January 31, 2024 (6:47).
- ↑ Blog: The Hungry Quadruped.
- ↑ 84.0 84.1 84.2 84.3 Livestream, February 29, 2024 (1:28:15).
- ↑
- ↑ Ashes of Creation Kickstarter - Mounts, Tigers and Bears!
- ↑ Video, January 31, 2024 (29:15).
- ↑ Newsletter - January 2024.
- ↑ Video, January 31, 2024 (5:22).
- ↑ 90.0 90.1 Livestream, September 27, 2024 (55:11).
- ↑ Livestream, October 31, 2023 (1:30:52).
- ↑ 92.0 92.1 Livestream, August 31, 2023 (2:10:23).
- ↑ 93.0 93.1 Video, July 15, 2019 (2:12).
- ↑ 94.0 94.1 94.2 Livestream, August 26, 2022 (1:20:17).
- ↑ 95.0 95.1 Livestream, July 29, 2022 (3:21).
- ↑ 96.0 96.1 Interview, May 11, 2018 (28:21).
- ↑ Livestream, May 15, 2017 (45:20).
- ↑ About Ashes of Creation.
- ↑ Livestream, May 29, 2020 (46:36).
- ↑ Livestream, July 28, 2017 (20:56).
- ↑ Livestream, September 27, 2024 (43:24).
- ↑ Interview, January 19, 2025 (43:43).
- ↑ Video, September 29, 2023 (2:59).
- ↑ Livestream, June 30, 2017 (53:57).
- ↑ Interview, March 27, 2020 (16:19).
- ↑
- ↑ Livestream, May 22, 2017 (40:40).
- ↑
- ↑ Video, October 31, 2023 (34:12).
- ↑ Podcast, April 11, 2021 (23:36).
- ↑ Video, January 31, 2024 (11:32).
- ↑ 112.0 112.1 Livestream, May 22, 2017 (40:41).
- ↑ 113.0 113.1 Livestream, October 31, 2023 (1:11:26).
- ↑ Video, October 31, 2023 (21:47).
- ↑ Ashes of Creation Store: Trader ship.
- ↑ Livestream, 2018-04-8 (PM) (1:20:03).
- ↑ Livestream, August 23, 2017 (28:22).
- ↑ Interview, July 9, 2023 (1:20:33).
- ↑ Livestream, July 25, 2020 (1:59:09).
- ↑ Livestream, July 9, 2018 (30:35).
- ↑
- ↑ Livestream, October 28, 2022 (1:36:10).
- ↑
- ↑ Video, August 31, 2023 (33:07).
- ↑ 125.0 125.1 125.2 125.3 125.4
- ↑
- ↑ Video, September 27, 2024 (27:07).
- ↑ 128.0 128.1 128.2 128.3 Livestream, January 29, 2021 (1:14:53).
- ↑ Video, September 6, 2018 (3:53).
- ↑ Livestream, July 9, 2018 (50:16).
- ↑
- ↑ Livestream, January 3, 2025 (1:23:08).