World bosses
- World bosses will spawn at variable locations at variable times.[2][3][4]
- The general philosophy is that respawns will be variable. We don't want to have set specific times in which respawns will occur, so that they can be camped and farmed. But there'll be variable location respawns as well as variable time respawns. And then that provides opportunities for different parties to engage at different times and locations.[3] – Steven Sharif
- World and regional bosses will scale based on the types, locations, and progression of nodes.[6][7]
- Some world bosses will have stages of progression, such as defeating acolytes, then lieutenants, then generals, then the world boss itself.[12]
- At each stage there is increasing difficulty. This may be parsed out into different time periods and be behind a wall of development.[12]
- A single digit percentage of the population will be capable of defeating certain content.[12]
- There will be ancillary effects that happen as a result of downing certain world bosses.[13]
- This can positively impact the land management in that area.[14]
- Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[15][16][17][18][19]
List of world bosses
- Adolescent Dragon of the Wood
- Adolescent Flame Dragon
- Daughter of Depravity
- It Before Whom All Tremble
- It Who Rends The Sky
- It Who Sunders The Land
- Son of Tundra
- Sorrow's Hunger
- Tumok the Wretched
Open world

80% of the content that will exist in Ashes of Creation is open-world and there's a specific reason for that. So because of the way that friendships and or enemies are forged in the game and people have the opportunity to create their own friends or foes. We want that to play out from a contesting standpoint as well. So a lot of these hunting grounds or raid bosses that people are going to have opportunities to kill, they're going to be essentially contested potentially by your your enemies that you've created in the game or you can work together to create alliances in order to defend those contested zones.[21] – Steven Sharif
Ashes of Creation will be a seamless open-world experience.[22]
There will be an approximately 80/20 split between open world vs instanced encounters.[23][17][21][24][25]
- Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[23][15][17]
- In situations where we want to contain a particular type of raid, we will utilize instancing; and that can protect certain engagements with certain bosses. But that's really more on the 20% of the scenarios will have instancing protection like that. Around 80% of the content is open-world, where competition is- healthy competition is an instigator for soft player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. So that's an intended part of the PvX design of Ashes. It's a core philosophical point. And just to be clear, that is not for everyone. We are not trying to make a product that appeals to every MMO gamer. That's impossible; and so we've been very upfront and forthright with what we are trying to accomplish and what our core pillars of philosophical design are.[17] – Steven Sharif
- Castle and node sieges may contain instanced locations where specific groups can participate in certain objective-based waypoints.[26][27][17][28]
- Dungeons and raids will maintain an open world feel while also capitalizing on the benefits of instanced mechanics.[29] Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[17][30] Outside of these and arenas there will not be too much instancing anywhere else.[22]
- There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[31] – Steven Sharif
- We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[22] – Jeffrey Bard
The PvP flagging and corruption system is in place to safeguard against griefing without limiting opportunities for open conflict.[33][17][34]
- Healthy competition is seen as an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[33][17]
- This friction presents an opportunity to engage in the political aspects of the game, which is the lifeblood of what keeps players interested and invested in the game.[33][17][31]
- Q: When you reach the bosses in [open world] dungeons can you be jumped?
- A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[31] – Steven Sharif
- Q: In an open world dungeon, what prevents others from just waiting until you're at the boss and then killing you and taking your boss's loot? What prevents mega guilds from just owning an area and preventing you from accessing or enjoying it?
- A: In a majority of cases, we do not want to prevent another group from engaging potentially in PvP. We disincentivize it by creating safeguards within the flagging system that make that decision very concerning for the people that might go corrupt; and if you're in the large enough group of numbers I doubt you're going to experience that unless there's some rivalry between guilds. In which case there's apparatuses like Guild Wars that are more opt-in. You can drop guild tag if you want. But anyways, the competitive nature of this environment is a PvX element.[17] – Steven Sharif
Boss mechanics
Boss fights will have fairly intricate mechanics.[36]
- Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet.[36] – Steven Sharif
- Multiple phase fights.[36]
- Adds.[36]
- Random skill usage.[36]
- Fights will require location, mobility and strategy.[36]
- Boss mechanics may be affected by changes in climate or time of day.[37]
- Telegraphed animations, but no obvious telegraphed templates on the ground.[38][36]
- Players can utilize boss mechanics against other players.[38]
- Anytime the boss is telegraphing an ability, that is an opportunity for you to direct the location of that effect; and so in that sense, yes you could use a boss's mechanics in an interesting way to affect an enemy raid.[38] – Steven Sharif
Telegraphs
In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[39]
- Animation tells.
- Templates.
PvE difficulty

Raid bosses are aware of the number of combatants within an area in proximity to them and that awareness is part of an indicator to which behaviors they're going to utilize as part of their behavior tree. So as it's assessing the types of combatants that are facing it, the number of those combatants, the position of those combatants, the abilities and totals of those combatants, it weighs certain actions in its behavior tree and then it acts on those actions; and in the scenario where you're bringing overwhelming odds to a particular fight, that might weigh heavier the AoE options that the boss has access to, where they're utilizing a lot more AoE abilities during an engagement due to that overage of players. So in that sense it's a bit adaptive. It's a bit dynamic based on the encounter scenario.[41] – Steven Sharif
The difficulty of PvE encounters in Ashes of Creation is anchored to the PvX design of the game, which takes into account the unpredictable nature of other players into the encounter design. Ashes of Creation is not trying to directly compete against purely PvE oriented games.[42][43][44][45][46][22]
- Q: How do you intend to satisfy those who love difficult end-game PvE content, such as hard mode trials of ESO, ultimate raids of Final Fantasy 14, or Word of Warcraft mythic plus dungeons?
- A: To be honest with you, I'm not sure that we're trying to compete with those games and the content that they provide in that arena, because we're a different game. We're a PvX game, which means the types of challenges that PvE players can expect from us will oftentimes revolve around the additional component that players- that you can't predict their actions- provide the encounter design. So that's something that's systemically built in a PvX approach.[42] – Steven Sharif
- Q: Could you explain if there are mechanisms particularly during boss fights that protect players from PvP interactions, such as room locks, or are all raids intended to remain fully open to PvP?
- A: Some dungeons do have instancing. Some boss rooms are instanced. In those locations, yes they will be serviced either through a room lock or some other mechanism that protects the engagement- the environment of that encounter to who is intended to be there, but the majority of our encounters can be interrupted. They are open-world; and in those events where you have two groups that are coming together that might be at war with one another, where open flagging is not necessary, they are just flagged combatants with one another. They're going to have to manage the battlefield between what they're achieving in the PvE encounter versus now what they are experiencing in the dynamic player versus player encounter.[43] – Steven Sharif
- The majority of encounters in Ashes of Creation are open-world, but instancing will be used to tightly control encounter design. For example, some boss rooms within larger encounters may be instanced.[26][27][43][44][47][17][28]
- Instanced dungeons and raids will utilize room locks or other mechanisms to restrict the encounter to its target audience.[43]
- Stat dampening is a stacking debuff. As such, it is an important aspect of open-world PvP, where the group (or individual) that dies the most is increasingly less likely to be capable of contesting encounters against groups (or individuals) that have not died as frequently.[43]
- Q: How challenging will raid boss mechanics be given the given that players may need to simultaneously fight other players while also fighting the boss?
- A: It depends. The great thing about our encounter system is that it has a wide scalability from encounters that some might consider easy given their composition to encounters that some might consider impossible until they get their gear level to a certain stage. The level of interaction with other players is really predicated on the encounter itself. We may have some encounters that are in instances although the predominant portion of those will be in the open world, in which case they do have the potential being contested; and these encounters, especially the big ones that might land in contention, are giving some of the best-in-slot gear you can get in the game. So it's important that they are contested because it is a significant victory point; and one of our core pillars is risk versus reward: and the higher that risk the higher that reward should be. So those two things seem fitting and then in addition we do have the concept of winners and losers. Not everybody in Ashes of Creation is going to be a winner; and that sucks if you're not I guess, but there is opportunity for you to continue to excel and become one. But it gives much more meaning to an achievement when not everybody gets the achievement. That's our philosophy.[45] – Steven Sharif
- Encounters will have different challenge ratings and may necessitate specific builds, strategies, and compositions in order to be successful.[48][49][50][51]
- Q: So it's the sort of thing where it might be, we're going do a dungeon that's oops, all fire golems, so if everybody straps up with plate armor and fire resistance, you don't have to worry about the magic fire: you've got the fire resistance for. And when you start getting punched around, that's why everyone's come in with plate?
- A: The encounters design team presents a particular type of challenge rating- for those you're familiar with playing DnD or whatever, challenge rating gets informed by a few different vertical power levels, but then there's also the horizontal perspective: That is, what tools does your party have to address the challenge rating of the situation and some of the horizontal progression exists within how you kit your equipment slots. Some of those can be enhancements or stones, as you're discussing with fire resistance. Some of those are base stats that exist on a particular item, such as physical damage mitigation versus magical damage mitigation and what subtype of damage is incoming based on that. These are the ways that we emphasize that more rock-paper-scissors type of interaction with balance to where it's okay to have asymmetric imbalance if there are horizontal methods by which you achieve the challenge rating.[48] – Steven Sharif
- Encounter difficulty will dynamically adapt based on the number of participants and their performance against that and previous bosses in that encounter. This applies to both instanced and open-world encounters.[52][41][53][54][55]
- How does the state tree of the NPC respond to the actions of the players? Well, it weights certain actions and behaviors based off of what the players are doing and as it weights those things, it makes decisions that will be unique according to the encounter that's occurring in front of it. So, each time might be different as a result of that. That's one section. In addition, when we talk about the adaptive scaling- this isn't scaling in like power relation to the level of the player- this is scaling in the quantity of participants; and that means that it starts to weight the behaviors that include AoE actions higher than others as a result of the number of players who are present. This intrinsically increases the challenge rating of the encounter, because those AoE abilities are providing a higher return on DPS overall to the to the raid encounter for the monster.[52] – Steven Sharif
- Attunements may be present on certain encounters.[57]
- Attunements are a gatekeeping mechanism. They are a way to mitigate the potential PvX interaction that could interrupt your raid, because there is some level of effort that must be exerted by antagonists who would hope to interrupt your efforts. Now that was a specific narrative mechanic in A1. Is it possible that we will see those throughout the rest of the game? Absolutely, 100%. That is a valid design mechanic.[57] – Steven Sharif
- Both in Alpha-2 and when the game launches, there will be monsters whose technical level is above that of the cap; and the intent there is obviously again to provide some level of challenge that exceeds a comparable level challenge rating.[49] – Steven Sharif
- The higher the difficulty, the better the loot tables will be.[56]
Level scaling
Levels or stats of bosses will not scale due to player levels or numbers, however boss AI is able to adapt to player numbers through the selection of mechanics and behaviors.[8][9][6][10][11]
- Q: Will world bosses scale when it comes to player levels and is it based on players or the zone itself leveling?
- A: They will not scale based on player level, no.[6] – Steven Sharif
- The greater level disparity between the player and the mob being looted, the lower the drop percentages will be from that mob.[58][59]
Looting
In the group loot obviously there's a lot of functionality here that parties have the ability to customize. There can be loot master, there can be round-robin, there can be need/greed/pass that's applied on a per rarity basis depending on the party's choices.[60] – Steven Sharif
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[62][63][64]
- Loot in Ashes of Creation encounters is finite and must be distributed between party or raid members who complete the encounter. There is no individual loot system that grants loot to all participants. This essentially acts to balance the lowered risk in large numbers against lower chances of gaining rewards.[65][66]
- Group loot rules are defined on a per-rarity basis.[60]
- A majority of party members must vote to approve any changes to group loot allocation changes.[61]
- The winners of loot rolls must directly interact with loot containers to claim the items in order to encourage friction between players wanting to protect the loot container. If the loot isn't claimed within a period of time, it will become public. This design may change based on further testing.[67][68] Previously, the developers were considering using a double-tap interaction to loot all containers within a close proximity radius.[69]
- Q: Why did need and greed change from going into your bag to now doing it where you have to go and pick up the item?
- A: The intended design is twofold: One, on an engineering side there was some concern about preserving the rights currently based off of net relevancy and distance, so we tried to cut down the time that you could roll need or greed; and then we also introduced a pause to the public loot rights timer on the loot container. But more so on the design side of it, part of I think the PvX engagement of an environment is not just, let's say, killing the mini boss, or killing the boss, or killing the creatures, but it is controlling the space after that to the point where you can ensure when that rolling is complete that you have access to the loot container to claim your reward as well; and that other players could potentially kill you during that process and wait until the loot container goes to a public permission setting. And we were having situations where players could sit in a node, or sit in a town in a raid or in a party and be granted the reward being nowhere near the loot container. So as an interim solution we incorporated this needing to interact with the loot container after successfully passing the rolls. And we're going to test with that and see how that goes with certain PvX situations.[68] – Steven Sharif
- There won't be auto-looting pets.[70]
- It will be possible to kick a player from a party prior to them acquiring loot.[71]
- Yes, technically it would be possible for you to kick a player prior to acquiring loot. However, again because we are a game that relies on social interactions, there are reputations to be had; and if you acquire a reputation as a raid leader, or as a party leader, of doing something dirty like that, then it's unlikely you'll be able to Garner the support of future party members and/or raids to lead efforts against these raid bosses.[71] – Steven Sharif
- Free-for-all.[64]
- Whoever is first to loot gets the loot.[62]
- A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.[64]
- With round-robin looting, party members take turns looting.[64]
- This is a traditional need before greed system based on dice rolls.[64]
- Since there is very little gear binding in Ashes of Creation, it's left to the party to deal with players who excessively roll Need on loot.[72]
- Bidding system.[64]
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[64]
Loot tables

It's anywhere from 2 to 4% chance on an individual mob kill that it might drop a completed item. But, the majority of those cases are going to be basic white low quality items that get dropped essentially and you don't have control over some of the stats that relate to that item.[59] – Steven Sharif
- Mobs drop glint, items, and crafting materials in preference to gold.[73][74]
- Glint is not bound to a specific region and can be also dropped by players on death as stolen glint, based on applicable death penalties.[75][76][77][78][73][79]
- The rarity of glint increases with the mob's level.[80]
- Loot tables are disabled for player controlled monsters.[81]
- Experience debt decreases the drop rate percentages from monsters.[82]
- Q: Are Alpha-2 bosses dropping full items instead of recipes and mats placeholder?
- A: The reward tables are very much in a functional state right now. So, I wouldn't look at these reward tables and say oh this is long-term intended. This is for A2 purposes. However, it is going to be a combination of both. You're going to have full loot drops that are going to occur with world bosses. That is an expectation that should be kept. But, in addition, you will have recipes, you will have unique material components that are used to create those items as well; and you'll also have the ability to deconstruct those items to recoup some of those more unique materials to potentially create more.[83] – Steven Sharif
- Loot (loot tables) from mobs and bosses have about a 2-4% RNG chance of dropping gear (completed items).[59][84][83][85][86]
- There is also a chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[84][83][85][87][88]
- Most completed item drops will be of low quality items, but there is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[59][7][89]
- RNG drop chances will likely not be made public.[90]
- Stats on dropped items will vary based on the rarity of the item.[91]
- The Luck waterfall stat influences potential drop rates. This stat accumulates when within a group.[65]
- Party size does not directly affect loot drops, but since loot in Ashes of Creation encounters is finite (there is no individual loot system), it must be distributed between all party members. This essentially acts to balance the lowered risk in large numbers against lower chances of gaining rewards.[65][66]
- The greater level disparity between a character (or average level of the party) and the mob being looted, the lower the drop percentages will be from that mob. The ideal range is within 5 levels of the mob. Any player or party member with greater than 9 levels difference will stop drops and experience gains.[65][58][59]
- You are most ideal if you're within I believe five levels of the monster that you're killing- party average. However, if anybody in your party is over 9 levels higher than the monster, then the drops and the experience do not occur.[65] – Steven Sharif
- Loot tables will likely not be affected by weather conditions.[37] This was previously listed as a possible effect.[92]
- There won't be specific loot drops for artisans.[93][94] Previously it was stated that master gatherers may have the ability to "spoil" a boss' loot.[95]
- Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
- A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[94] – Steven Sharif
Loot tagging
Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[96][97][63]
- The first raid/party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.[97][63]
- These numbers will be balanced based on testing.[97]
- We have a combination of a tag system that grants some bonus percentage to the first tag and then we cumulatively value the damage done on a raid/party basis; and then whichever party exceeds the 50% as a result of that has the loot rights for a period of time; and then after that period of time expires it becomes public.[96] – Steven Sharif
- At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights for a period of time.[96][97][63] If the looting rights are not exercised in the timeframe, the loot becomes public.[96]
- We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights[97] – Steven Sharif
- Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
- A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15.[98] – Steven Sharif
Visuals
2023-06-02 2023-06-01 2022-10-31 2022-08-27 2020-12-24
See also
References
- ↑ Video, May 31, 2020 (17:20).
- ↑ 2.0 2.1 2.2 Interview, September 10, 2023 (28:15).
- ↑ 3.0 3.1 Livestream, May 31, 2023 (41:16).
- ↑ 4.0 4.1 Livestream, March 31, 2023 (1:20:41).
- ↑ Livestream, March 26, 2021 (54:26).
- ↑ 6.0 6.1 6.2 6.3 Livestream, May 31, 2023 (43:55).
- ↑ 7.0 7.1 Livestream, July 25, 2020 (46:08).
- ↑ 8.0 8.1 Livestream, August 30, 2024 (1:01:40).
- ↑ 9.0 9.1 Video, August 30, 2024 (36:44).
- ↑ 10.0 10.1 Interview, June 13, 2021 (24:14).
- ↑ 11.0 11.1 Video, April 5, 2018 (40:08).
- ↑ 12.0 12.1 12.2 Podcast, August 4, 2018 (1:42:14).
- ↑ Livestream, November 19, 2021 (55:31).
- ↑ Livestream, May 31, 2023 (42:06).
- ↑ 15.0 15.1 Livestream, May 31, 2023 (45:47).
- ↑ Livestream, April 7, 2023 (55:22).
- ↑ 17.00 17.01 17.02 17.03 17.04 17.05 17.06 17.07 17.08 17.09 17.10 Livestream, March 31, 2023 (1:00:16).
- ↑ Livestream, October 28, 2022 (32:52).
- ↑ Livestream, June 1, 2017 (37:39).
- ↑ Livestream, April 30, 2020 (1:05:34).
- ↑ 21.0 21.1 Interview, July 19, 2020 (11:04).
- ↑ 22.0 22.1 22.2 22.3 22.4 Livestream, May 22, 2017 (20:59).
- ↑ 23.0 23.1 Interview, September 10, 2023 (58:47).
- ↑
- ↑ Livestream, March 28, 2020 (1:48:36).
- ↑ 26.0 26.1 Interview, November 10, 2024 (13:47).
- ↑ 27.0 27.1 Livestream, July 3, 2024 (1:59:34).
- ↑ 28.0 28.1 Livestream, January 28, 2022 (17:50).
- ↑
- ↑ Podcast, September 29, 2021 (34:11).
- ↑ 31.0 31.1 31.2 Podcast, September 29, 2021 (35:17).
- ↑
- ↑ 33.0 33.1 33.2 Livestream, April 28, 2023 (2:06).
- ↑ Livestream, May 19, 2017 (24:17).
- ↑ Forums - Dev Discussion #52 - Boss Mechanics
- ↑ 36.0 36.1 36.2 36.3 36.4 36.5 36.6 Livestream, 2018-04-8 (PM) (1:14:01).
- ↑ 37.0 37.1 Livestream, May 27, 2022 (1:14:46).
- ↑ 38.0 38.1 38.2 Interview, September 10, 2023 (32:16).
- ↑ Livestream, May 22, 2017 (49:38).
- ↑ Newsletter - June 2023.
- ↑ 41.0 41.1 41.2 Livestream, January 27, 2023 (1:34:06).
- ↑ 42.0 42.1 Interview, October 16, 2024 (29:32).
- ↑ 43.0 43.1 43.2 43.3 43.4 Podcast, May 10, 2024 (46:50).
- ↑ 44.0 44.1 Podcast, May 10, 2024 (10:16).
- ↑ 45.0 45.1 Livestream, May 27, 2022 (1:20:35).
- ↑ Livestream, June 1, 2017 (39:21).
- ↑
- ↑ 48.0 48.1 Interview, July 9, 2023 (1:40:41).
- ↑ 49.0 49.1 49.2 Livestream, November 30, 2023 (1:53:50).
- ↑ [to https://twitter.com/AshesofCreation/status/1571960759894286336 Twitter - Creature resistances.]
- ↑ Livestream, June 25, 2021 (1:08:23).
- ↑ 52.0 52.1 Podcast, May 10, 2024 (48:54).
- ↑ 53.0 53.1 Interview, June 13, 2021 (22:20).
- ↑ 54.0 54.1 Livestream, November 30, 2020 (1:16:09).
- ↑ Interview, July 19, 2020 (17:12).
- ↑ 56.0 56.1 Interview, July 19, 2020 (14:51).
- ↑ 57.0 57.1 Podcast, October 12, 2024 (47:01).
- ↑ 58.0 58.1
- ↑ 59.0 59.1 59.2 59.3 59.4 Interview, October 14, 2024 (6:29).
- ↑ 60.0 60.1 60.2 60.3 60.4 60.5 60.6 Video, January 27, 2023 (16:44).
- ↑ 61.0 61.1 Video, January 27, 2023 (32:01).
- ↑ 62.0 62.1 Livestream, November 30, 2020 (1:01:40).
- ↑ 63.0 63.1 63.2 63.3 Livestream, July 25, 2020 (1:24:56).
- ↑ 64.00 64.01 64.02 64.03 64.04 64.05 64.06 64.07 64.08 64.09 64.10 64.11 Group dynamics blog.
- ↑ 65.0 65.1 65.2 65.3 65.4 Livestream, January 3, 2025 (23:11).
- ↑ 66.0 66.1 Podcast, May 10, 2024 (50:37).
- ↑ Livestream, January 2, 2025 (1:20:35).
- ↑ 68.0 68.1 68.2 Interview, November 10, 2024 (1:29:08).
- ↑ Livestream, January 27, 2023 (1:08:06).
- ↑ Livestream, April 29, 2022 (1:04:52).
- ↑ 71.0 71.1 Livestream, May 31, 2023 (1:07:45).
- ↑ Livestream, November 30, 2020 (1:12:03).
- ↑ 73.0 73.1 Interview, July 18, 2020 (27:11).
- ↑ Livestream, May 24, 2017 (44:14).
- ↑
- ↑ Interview, September 10, 2023 (53:47).
- ↑ Livestream, March 26, 2021 (1:07:33).
- ↑
- ↑ Podcast, May 5, 2017 (43:05).
- ↑
- ↑ Livestream, May 3, 2017 (35:25).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 83.0 83.1 83.2 Livestream, August 30, 2024 (1:03:38).
- ↑ 84.0 84.1 Livestream, September 27, 2024 (1:45:22).
- ↑ 85.0 85.1 Interview, July 19, 2020 (8:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ Interview, July 20, 2020 (21:57).
- ↑ Livestream, 2018-04-8 (PM) (55:49).
- ↑ Interview, July 18, 2020 (1:00:15).
- ↑ Livestream, April 30, 2024 (1:03:57).
- ↑ Livestream, December 22, 2020 (1:15:01).
- ↑ Video, May 27, 2022 (2:21).
- ↑ Livestream, August 30, 2024 (1:12:52).
- ↑ 94.0 94.1 Livestream, February 29, 2024 (1:22:09).
- ↑ Podcast, August 4, 2018 (1:44:54).
- ↑ 96.0 96.1 96.2 96.3 Livestream, August 30, 2024 (1:18:02).
- ↑ 97.0 97.1 97.2 97.3 97.4 Livestream, March 31, 2022 (1:23:06).
- ↑ Livestream, June 30, 2022 (1:16:22).