Resources
Gatherable resources
We want our players to have a reason to explore the wilderness, to travel with purpose, and much of that will be driven by our resource system. Transporting these goods might just be more difficult than gathering them. Our regional market system allows players to participate in creating pocket economies that will reinforce the stability of goods in particular regions.[2]
Gatherable resources (also known as raw materials, gatherables, and harvestables) occur in locations around the map that vary by zone, tier, and type of resource.[3][4][5][6][7][8][9][10][2]
- Resource spawning in Alpha-2 will continue to evolve from a placeholder static system toward the intended design, taking into account player feedback from testing.[11][12]
- Node level, node policies, and land management score will both affect the tier and quantity of gatherable resources available (in the ZOI) around nodes.[13][14][15]
- Land Management is essentially a part of the artisanship service that is intended to govern certain areas of the world, based on two axises here: Either a good land score, which can be informed by such things as advancement of civilization, such as node level, or the construction of buildings, or certain events successfully being completed: that can increase the rarity type. It can increase the tier type of a resource spawn, and it can increase the quantity and quality of the spawn that you receive in that area, if the area is successfully completing these predicates that we value the score off of. Alternatively,1 if it is a undeveloped location, or if the resources are consistently being ran dry... in the future we're going to be implementing this interstitial stage of adolescence for some of the trees that can yield lower amounts of resources, but if harvested have a more detrimental effect on your gathering tool.[13] – Steven Sharif
- Gatherable resources shift locations as they're exhausted to encourage players to move about the world.[11][16][5][6][7][9][10]
- The location the resource was found can affect the benefits, bonuses, and other characteristics of that resource.[17] Lower level resources will be abundant. Higher level resources that are gatherable by Apprentice level or higher artisans will spawn randomly.[4][6][7][9] Some resources will be one-time gatherables, others will exist as clusters that will last until the vein is depleted.[11][6][7][9] Certain resources may spawn in high-risk PvP zones, such as the open seas.[18]
- We want to be able to spawn stuff randomly and we want to put it in places in the world that will make people travel and bolster up our local player-to-player economies: have people actually be out in the world looking for stuff and not standing in the same place waiting for a tree or a flower to respawn over and over again. So, we're having the best of the both Worlds where we have our lower tier stuff that will fill out the base look of our world, so that it's always looking good; and then the higher tier stuff, from apprentice onward, will always spawn randomly in places that we've deemed look good and make sense for what that thing is. So, surveying is a way that you can track that stuff down. It will help you find places, will help you find particular resources, will help you find resources at a certain rarity; and so it should be something you could do as a gatherer on your own, or group up with other people to bolster up the power of your survey, or the range or reach of it.[4] – Kory Rice
- Certain resources will only be gatherable for a limited time during specific story arcs.[19]
- You want to take advantage of the limited time you have during the story arcs to get some of these rare resources for crafting things.[19] – Jeremy Gess
- Some resources are only gatherable at specific times of the day or night.[24]
- Players drop resources and other items upon death, based on their applicable death penalties.[25][26][27][28]
- Resources looted from caravan wreckages become stolen resources.[29][30]
- Resources do not expire or degrade over time.[31]
- We don't want to create an environment I feel where you're having to micromanage each of the resources that are very vast in our game. We have 100 plus material system where you're having to play whack-a-mole with managing those things... I don't see the value in it.[31] – Steven Sharif
- Raw materials (gatherable resources) are not to be confused with crafting materials (processed goods).[32][33]
Resource locations

Artisanship Service Multi-Tagging will ensure that gatherables will appear in logical, immersive locations, such as weeping willows near riverbanks, and minerals like copper in caves, while still maintaining randomness and rewarding exploration. Gatherable Spawn Clusters use a weighted system to inform their chance to spawn at their viable tagged locations. This means that players can learn the locations in which certain gatherables have a higher or lower chance to spawn, but it will still allow encountering eureka moments![11] – Cody Peterson
Resource locations vary by zone, tier, and type of resource.[11][3][4][5][6][7][8][9][10][2]
- A very key feature of the economic systems in Ashes is that resources respect locales and that is in part why our harvestable system is so complex, because each of these harvestable resource nodes that you see are part of a broader ecosystem of artisanship nodes that populate based off of tier of resources, and type of resource; and they have specific locales in which those resources get spawned; and that's influenced by the harvest rate in those locales as well: which is basically our land management score. So, if resources get harvested too early in their lifecycle, that can have a more profound effect on the land management system. If they're continuously depleted, it can have a more profound effect. And certain types of resources spawn in certain locations, so as to create this ebb-and-flow of supply and demand that then puts the agency on players to move those resources through systems like the caravan system and merchant trade ships; and there then becomes a new opportunity for player friction as well as those resources can be very lucrative.[34] – Steven Sharif
- Resource spawning in Alpha-2 will continue to evolve from a placeholder static system toward the intended design, taking into account player feedback from testing.[12]
- These periods of static rarity are 24 hours at most and it depends on the gatherable. So it's not that each time the server resets we choose new rarities, there's a time period where something will regrow in the same spot with the same rarity, but after that time there's a new check and it'll spawn somewhere else. And part of the reason we do that is because we want to create situations where there's friction and conflict where people will fight over these things. I think one thing we're looking at coming up is, right now all of the different gatherables tend to be homogeneously distributed: You can find ruby almost anywhere in the Riverlands in just random spots; and we're looking at applying more rules to that so that maybe you find gems and caves more. Maybe willows only grow right on the edge of the rivers; and then coming up with some clustering rules, so when you find a ruby there's a better chance that there's a collection of additional rubies around it, so that'll make these discoveries I think even more impactful. But again, I think there's a balance that we want to find to reward explorers, but then to also create these situations where there's something for people to fight over; and if it's purely random then you lose that part. So that's our thinking of it and of course we're still listening to how the community is reacting and we're hoping to to see how people react to these upcoming changes.[12] – Rhett Mathis
- Gatherable resources shift locations as they're exhausted to encourage players to move about the world.[35][16][5][6][7][9][10]
- Resources as they spawn throughout the world, their location can change, which obviously instigates players to move resources so that they can sell them relevant to the crafting locations and workbenches that are available in nodes.[16] – Steven Sharif
- The location a resource is found can affect its benefits, bonuses, and other characteristics of that resource.[17] Lower level resources will be abundant. Higher level resources that are gatherable by Apprentice level or higher artisans will spawn randomly but in places that make sense for that type of resource. Surveying is a mechanic that solo or group players can utilize to track these resources down.[4][6][7][9]
- Some resources exist as a clusters (also called vein gatherables). These last until the full resource is depleted.[11][36][5][6][7][9][10]
- We are planning to introduce updates to the Gatherable Spawning System in our 0.8 (April 10, 2025), 0.9 (April 24, 2025), and 0.10 (May 8, 2025) build updates of Alpha Two. These changes will be designed to make gathering more engaging and rewarding. Gatherable Spawn Clustering (by rarity) introduces variability in spawn times, amounts, and locations, making rare gatherables require continued exploration to acquire. Instead of static spawn locations, gatherables will dynamically respawn at new locations within larger spawning areas, meaning that when a gatherable resource is acquired, it won’t return to the same location. Our goal is to maintain the excitement of discovering a high-rarity gatherable area. However, this knowledge should come with the understanding that others will also discover and act on it. The days of logging back in at the exact spot to find that legendary copper two hours later are over.[11] – Cody Peterson
- Once a vein resource is depleted from one location it may respawn in the same location or somewhere else, depending on the type of resource.[7][9][8]
- There will be moving resources such as herds of animals that are constantly moving around the world.[5][8]
- Herds are a source of certain types of wild gatherables but they're in animal form and they're animated; and they exist in a group of the golden fleece sheep that might only spawn very rarely in certain hillsides; and only during spring. And if you can find that vein so to speak of resource you can interact with the herd and you can gather from them.[5] – Steven Sharif
- Q: Will there be gatherable hot zones in PvP areas to encourage PvP for higher tier and density resource gathering?
- A: Absolutely 100%. The important thing to keep in mind about resource gathering and this idea of player conflict is that we also have a zone known as the Open Seas, which is a good example I think of your question, as to having certain cross-sections of the Artisanship resource table, or commodity resource table intersecting with areas of the world that can be more dangerous.[18] – Steven Sharif
- Corrupted areas house corrupted resources that are necessary components for certain crafting recipes.[37][19]
- Certain types of resources will have a corrupt state... We have a Spirit Bloom, which is a harvestable herbalism plant, but when a Zone becomes corrupt you can potentially yield Corrupted Spirit Blooms; and those are necessary components of certain crafting recipes.[37] – Steven Sharif
- Resources respawn on a cooldown basis.[9]
- Resources won't be locked to the node system.[9]
- Starting resource points may be different on each server realm.[39][40]
List of gatherable resources
Gathering tools

Different professions will have a number of quests available to introduce players to their first toolsets; and then, their toolset sustainability will be incumbent on the player to continue to gather the resources necessary to repeatedly create these tools, because they have a durability that gets expended when interacting with the resources in the open-world.[42] – Steven Sharif
Each gathering profession will have three tools. The tools come online as you progress through the profession; and the different resource types for each one of the professions may require different tools. So, you basically want to carry around the right tool for the job. And tools along with artisanship gear will have stats on it, so you can itemize towards how you want to gather, how fast you want to gather.[43] – Kory Rice
Gathering tools (also referred to as harvesting tools, artisan tools, and toolsets) enable the gathering of resources in Ashes of Creation.[43][44][45][46]
- Each gathering profession has three gathering tools. Each tool allows gathering of different resource types.[43]
- Gatherers must meet the required artisan certification to utilize tools of that level (or lower).[50]
- Gathering tools are equipped to a character's artisan tool slot.[51]
- Alpha-2 phase-2 gathering tools will be converted into equippable items.[11]
- Progression in the gathering artisan class unlocks higher level harvesting tools that enable gathering of higher level resources.[43][52][53]
- Artisan progression unlocks higher level surveying tools that enable better identification of gatherable resources within a location.[53]
- Higher level of progression can also speed up gathering times, resource yields, and may allow access to resources at earlier growth stages.[48][49]
- A gatherer at maximum proficiency will unlock master toolsets that will grant them access to the highest quality gatherables.[6]
- Tools do advance within the artisan tree, so your ability to either gather, process or craft will require the equivalent tools necessary at that stage of crafting in order to accomplish the task at hand. So, you could not mine copper and mithril with the same tool.[46] – Steven Sharif
- Tools will have durability and lifespans.[42][6][54]
- Artisans will not need to rely on other trees in order to make their tools.[45]
- The developers are considering the introduction of gathering tools that require two players, such as two-person saws that can fell larger trees.[52]
- Your progression within the profession will take account what tools you can use. There might even be some opportunity to do some gathering with other players that . Typically in other games that I play you usually do the gathering alone. You're venturing around alone; and we wanted to take a look at maybe having a friend to help you with a two person saw on a larger tree. Maybe there's some panning that you could do as opposed to just hitting with the pickaxe. So, we'll have other tools that are part of that progression path and other activities that players can do if they would like to gather together.[46] – Kory Rice
Seasonal resources

If a particular region moves into a season and that week you can't grow a particular type of good, but another region halfway across the world can grow that good; and you talk about moving those goods across regions so that they're relevant to either craft workbenches or you can sell them in the local economies: That is a major indicator of movement of goods and movement of goods carries risks; and risks can create political foes and friends... Something as simple as just a climate can have cascading consequences across the entirety of the game.[56] – Steven Sharif
Seasons affect crops and other herbology resources available for gathering or planting, including how crop rotation is managed.[20][21][22][23]
- Seasonal variations in resource availability will impact the economy and necessitate the transit of goods between different regions.[21]
- One of the things that is huge about the season system and how it affects crops and the gatherables in the game is the impact it will have on the economy. When a particular area no longer is capable for a week's period of time, or even potentially longer, of producing a certain type of crop or harvestable; and that has to change across the world regionally, now the transit system of those materials of those gatherables they become more relevant, and they're subject to potential risk; and the prices might go up in certain areas. It is something that is actually very instrumental in the overall design of the economy in the game.[21] – Steven Sharif
- Seasons may not directly affect certain gatherables, such as veins of ore, but access to those resources may be blocked during certain weather conditions.[20][21]
- It won't likely affect too much on certain resource spectrums like veins of ore. Those might not be affected by the seasons or weather systems, but there might be blockages to cave networks that house those types of ore veins. Alternatively it is going to be significant impact on any type of herbology or plant-based types of gatherables. It's going to have significant impacts on crops that players can plant themselves on their properties; and that they'll be able to harvest. They're going to need to time the crop placement and its maturity window so that it's harvestable and available to be harvest before the change of seasons that might adversely affect certain types of crops. And not every biome will experience the same type of effects caused by the seasonality of the world. The desert biome might instead of snow have significant more winds that pick up that could be damaging to more fragile types of crops if you have a freehold in that location.[20] – Steven Sharif
Surveying
Surveying plays a key role in helping gatherers track down and identify resources that spawn in particular locations through the use of surveying tools.[4][57][15]
- Surveying is something that we're trying to use for gatherers to really interact with the things that we want to do with our dynamic world... Surveying is a way that you can track that stuff down. It will help you find places, will help you find particular resources, will help you find resources at a certain rarity; and so it should be something you could do as a gatherer on your own, or group up with other people to bolster up the power of your survey, or the range or reach of it.[4] – Kory Rice
- A new surveying method will come online in Alpha-2 phase-2 along with dynamic resource locations.[11]
- In our current iteration, some testers have mastered ways to optimize gathering spawn times, which presents an opportunity to make the system more engaging for everyone. With these changes, testers will be able to utilize a new Surveying item to discover the general location of specific gatherables and find rarer instances of them. Testers will also be able to gain information about gatherables that are waiting to respawn, giving them the opportunity to contest these respawn areas. This evolution of the system strives to encourage continued exploration with Surveying, increasing friction in highly sought after areas over time.[11] – Cody Peterson
- Artisan progression unlocks higher level surveying tools that enable better identification of gatherable resources within a location.[57]
- Unlocking surveying pylons allows the gatherer to adjust the shape and extend the area of their survey.[57]
- You'd work with a surveying tool; and you set the surveying tool down, and that tool would have a specific area in which it's able to uncover and extract information about the resources that are in the area. As a starting out gatherer you might end up with one of the tools, but as you as you progress and become more proficient with using the tool you might be able to set up additional pylons and extend the area of your survey. That allows you to start making shapes and having more strategic areas that you're surveying. If you could connect multiple pylons to create a shape, maybe you could follow the twisting caverns of the cave. Maybe if you're out in the open like we are here you could just try and make yourself a nice widened shape to scan as much of the area as possible. So it'll be up to the player to be tricky with their surveying tool to try and get the most efficiency out of their survey.[57] – Kory Rice
- Surveying can also identify the types of resources that spawn statically within an area and also provides information about the seasons and locations they spawn in.[57]
- Surveying is a way that players can check out an area for resources. Players can learn where resources are that are static and that grow back in the same location; but we'll also have resources and Ashes that can spawn anywhere, so surveying will help players locate those those resources. So if they're looking for something specific they can hunt them down. Surveying will also allow players to uncover hidden resources that players wouldn't be able to see with their with their naked eye. Another thing that a surveying would provide is some of the information that we're talking about before, like for instance if you survey- and inside of your survey area there's plants, you might learn what season that plant likes to grow in. You might learn whether it likes to be watered during the winter versus how it likes to be watered in the summer.[57] – Kory Rice
- Surveying can help uncover hidden resources that are not visible to the naked eye.[57]
Land management

As you draw resources from your surrounding area- what type of effect does that have on the land; and then also how effectively can you draw those resources without having such a deleterious effect on the land, which might impact future resource gathering for some period of time: And it makes relevant the movement of these players who are collecting these goods from the environment, that they actually cannot always just do so in one particular area, as the land management begins to degrade. So it actually encourages movement across the world to discover new areas that might not be as perturbed as the ones you're coming from. It's a very interesting idea. It's something that we're going to be prototyping in Alpha 2 and getting feedback on and testing.[15] – Steven Sharif
Land management mechanics are present for gathering artisans.[13][14][15]
- The spawn rate and tier of resources in a given area is influenced by how players are interacting with those resources.[13][14][15]
- Drawing excessive amounts of resources may have a deleterious effect on the land health value for that area.[13][14][15]
- Actions like ridding an area of invasive species or performing crop rotations on freehold farms may have a positive effect on that area's land health value.[14]
- Completion of events, such as defeating certain world bosses or mobs, can positively impact the respawn rates of resources and animals in their vicinity.[13][59]
- Node policies can be put in place that improve land management scores.[60]
- It could be could be positive or negative, or both simultaneously. So the land health value ties into the health of a specific ecosystem; and the ecosystem can scale with different segment sizes of the world, or the world itself: A biome, maybe a node, maybe the player's freehold. And the things that a player does in those areas will contribute to health in a positive or negative way. So doing something like rotating your crops might increase the health of the land because that's considered something good to do; and maybe apprehending or removing poachers that are over hunting a certain species could be helpful to the health of the land. Maybe the mayor puts out a request for players to try and get rid of invasive species that are plants- maybe they're overgrowing weed and it's stopping other valuable plants from growing.[14] – Kory Rice
- PvP responses such as Guild wars, Node wars, and PK are additional methods to counteract land management abuse from enemy players.[60]
- Q: From our understanding, the land management system in Ashes leads to environmental consequences due to over harvesting. With the elimination of the Enemy of the State feature, what mechanisms are available for node citizens to manage or counteract situations where a group of non-combatants intentionally depletes resources from an enemy node, given the significant downsides associated with becoming corrupt?
- A: There are answers in the Guild War system, in the Node War system to respond to aggressive actions like land management abuse. However, let's say the member- the people doing the work are alts and they are not in a guild and they choose to be citizenless. The other thing that we want to keep in mind is that there are ways to improve land management scores. There are policies that you can take which improve that and counteract that. So, it is not just a zero sum proposition between 'somebody's griefing me and not', this now may direct the way that you choose to govern your node in response to those outside actors. This is again intended to engage the systems. So, while you may not want to accrue the corruption yet dealing with these alts or whatever, you now may need to manage your node differently in order to compensate; unless it is meaningful enough to you to PK those people and you go and do that. That's also an option.[60] – Steven Sharif
- There are no plans currently to introduce policies or mechanics for players to designate specific areas as corruption free zones.[61]
- Q: On the land management side, would there ever be a potential policy that allows you to make an area, like say a forest, a purple area? Or is that something that's not being considered?
- A: If we're talking Ashes of Creation's first expansion, number two, or whatever, and we want to introduce perhaps some of the mechanics or policies that do what you just described, like designate a zone as as open PvP, or if we wanted to reintroduce the 'persona non grata' approach as well, that I think is still in line with the PvX philosophy of the game. So, I wouldn't rule it out at some point far in the future, but generally I think we have a lot of bloodthirst in the game currently through the events that we have, through the flagging system that we have, through the open seas flagging provisions that we've made. There is a heavy emphasis of PvP in the game, as it rightfully should have, because we are a PvX game and our conceptually designed philosophy is, you build the world through PvE you change it through PvP. Those are the competing factors. I think where it stands now is sufficient.[61] – Steven Sharif
- The spatial inventory system is intended to mitigate the potential for players to diminish land management scores by stripping resources from particular zones.[62]
- There's a particular reason for why that inventory system is intended to exist within Ashes; and part of that is from the aspect of everything in the world is gatherable and there is a land management system that exists behind those gatherable things. The land management system takes into account how players are interacting with the environment: how many of the resources they're withdrawing from the world; and that decreases the spawn rate within certain localities as those things go too high. So there can be a degree of economic warfare by sending players out into zones where you want to mitigate collection of resources. You send your players out there to take all those resources and then that diminishes the land management score of that particular zone.[62] – Steven Sharif
Resource quality
Resources will have differing tiers of rarity for the same resource type.[7] This is somewhat similar to Star Wars Galaxies.[63]
- Gatherers who are more advanced in their artisan tree will unlock higher level gathering tools that have a greater chance of collecting higher quality resources or proccing a greater quantity.[7][53][64]
- You will have an opportunity to proc certain qualities based on your progression in the Artisan tree. So if you are a gatherer; and as you advance in your gathering, you'll have a higher opportunity to collect better resources.[64] – Steven Sharif
- Gatherable rarities in Alpha-2 phase-2 are being refined.[11]
- We are also refining how gatherable rarity impacts crafted item stats, ensuring gatherable rarity feels more meaningful. All of these features, along with other system refinements based on community feedback, will be introduced in the 0.8 (April 10, 2025 ), 0.9 (April 24, 2025), and 0.10 (May 8, 2025) build updates.[11] – Cody Peterson
Timeline
Level 25 for all Gathering, Processing, Crafting Artisan professions (Novice, Apprentice and Journeyman tiers) were released in Alpha-2 phase-1.[65][66][67][68]
- Artisan skill trees are scheduled for release in Alpha-2 phase-2.[69][65]
- Approximately 10 percent of the artisan system was online in Alpha-1.[70][67][68]
Visuals
2025-02-20 2023-07-01
See also
References
- ↑ X.com - There are unique gatherables that can only be found in the Sandsquall Desert!
- ↑ 2.0 2.1 2.2 About Ashes of Creation.
- ↑ 3.0 3.1 Livestream, January 3, 2025 (1:061:24).
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 Video, November 30, 2023 (28:22).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 Livestream, May 27, 2022 (1:00:23).
- ↑ 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 6.11 Livestream, July 31, 2020 (1:05:58).
- ↑ 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 7.11 Livestream, July 25, 2020 (1:04:50).
- ↑ 8.0 8.1 8.2 8.3 Livestream, December 17, 2019 (1:14:42).
- ↑ 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 9.11 Livestream, May 8, 2017 (54:26).
- ↑ 10.0 10.1 10.2 10.3 10.4 Unreal Engine Interview, 2017-05-23.
- ↑ 11.00 11.01 11.02 11.03 11.04 11.05 11.06 11.07 11.08 11.09 11.10 11.11 11.12 Blog: The Gatherable Spawning System is Evolving.
- ↑ 12.0 12.1 12.2 Livestream, February 28, 2025 (1:29:14).
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 Interview, January 19, 2025 (20:14).
- ↑ 14.0 14.1 14.2 14.3 14.4 14.5 Video, October 28, 2022 (14:33).
- ↑ 15.0 15.1 15.2 15.3 15.4 15.5 Livestream, April 29, 2022 (25:16).
- ↑ 16.0 16.1 16.2 Interview, November 10, 2024 (1:20:08).
- ↑ 17.0 17.1 Livestream, April 28, 2023 (1:24:36).
- ↑ 18.0 18.1 18.2 Livestream, January 3, 2025 (1:10:22).
- ↑ 19.0 19.1 19.2 Video, March 31, 2023 (16:42).
- ↑ 20.0 20.1 20.2 20.3 Livestream, May 27, 2022 (55:47).
- ↑ 21.0 21.1 21.2 21.3 21.4 Video, May 27, 2022 (15:50).
- ↑ 22.0 22.1 Livestream, May 8, 2017 (20:27).
- ↑ 23.0 23.1
- ↑ Video, November 30, 2023 (34:36).
- ↑ Livestream, March 26, 2021 (1:07:33).
- ↑
- ↑ Podcast, May 5, 2017 (43:05).
- ↑ Interview, July 18, 2020 (27:11).
- ↑ Livestream, October 31, 2023 (1:18:33).
- ↑
- ↑ 31.0 31.1 Livestream, March 31, 2023 (1:19:26).
- ↑ Livestream, May 5, 2017 (34:15).
- ↑ Livestream, May 10, 2017 (8:22).
- ↑ Livestream, January 3, 2025 (1:06:24).
- ↑ Interview, January 19, 2025 (23:46).
- ↑ Livestream, February 28, 2025 (1:33:42).
- ↑ 37.0 37.1 Livestream, March 31, 2023 (59:10).
- ↑
- ↑
- ↑ Livestream, May 19, 2017 (37:03).
- ↑ Video, November 30, 2023 (7:56).
- ↑ 42.0 42.1 42.2 42.3 Video, November 30, 2023 (5:58).
- ↑ 43.0 43.1 43.2 43.3 43.4 43.5 Video, June 30, 2023 (3:14).
- ↑ Livestream, October 14, 2022 (32:38).
- ↑ 45.0 45.1 Interview, March 27, 2020 (9:00).
- ↑ 46.0 46.1 46.2 Interview, May 11, 2018 (38:25).
- ↑ Video, November 30, 2023 (16:40).
- ↑ 48.0 48.1 Livestream, December 19, 2023 (1:53:02).
- ↑ 49.0 49.1 Video, October 28, 2022 (26:14).
- ↑ Podcast, December 3, 2023 (12:27).
- ↑ Video, November 30, 2023 (9:36).
- ↑ 52.0 52.1 Video, October 28, 2022 (25:11).
- ↑ 53.0 53.1 53.2 Livestream, April 30, 2020 (53:11).
- ↑ 54.0 54.1
- ↑ Video, October 28, 2022 (19:10).
- ↑ Livestream, April 29, 2022 (56:24).
- ↑ 57.0 57.1 57.2 57.3 57.4 57.5 57.6 Video, October 28, 2022 (10:52).
- ↑ Video, June 30, 2023 (21:05).
- ↑ Livestream, May 31, 2023 (42:06).
- ↑ 60.0 60.1 60.2 Podcast, May 10, 2024 (21:59).
- ↑ 61.0 61.1 Podcast, May 10, 2024 (24:51).
- ↑ 62.0 62.1 Podcast, July 15, 2023 (22:57).
- ↑
- ↑ 64.0 64.1 Interview, October 20, 2018 (2:13).
- ↑ 65.0 65.1 Livestream, August 16, 2024 (1:56:35).
- ↑ Livestream, August 16, 2024 (58:11).
- ↑ 67.0 67.1 Livestream, March 26, 2021 (42:28).
- ↑ 68.0 68.1 Interview, February 7, 2021 (35:30).
- ↑ Livestream, August 16, 2024 (1:04:27).
- ↑ Livestream, April 30, 2021 (41:18).