Active skills

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Players can build their characters with the active skills they want on their action bar (hotbar).[2][3][4]

  • The maximum number of skills a player can have on their action bar will be around 15-20.[5][6]
    • Each archetype will have roughly 35-40 skills to choose from on average.[7]
  • There will be an option to include multiple hotbars.[2][4]
  • For example: One Fighter will be different from another based on what active skills they have chosen.[6]
  • Through skill choice, players can customize their combat experience to focus on tab targeted skills, action targeted skills, or a mix of both.[8]
  • Players are not given skills as they level up, they must choose what skills they take.[9]
  • There is no spellbook requiring memorization.[10]

There will be multiple hot-bars that you obviously have available, because you're going to have consumables, you're going to have active skills and whatnot. But the number of active skills are not going to overwhelm necessarily the character and be irrelevant especially at certain stages.[2]Steven Sharif

Primary skills

Alpha-1 preview primary skills.[11]

If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[12]Steven Sharif

The idea behind the system is that you're kind of skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to kind of offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[13]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[14] Players can personalize their primary skills with augmentation from a secondary archetype.[15][14][16]

The design behind augments is to not just change the flavor so that it reflects the secondary archetype, but it also fundamentally changes the core components of a skill.[17]Steven Sharif
  • Each secondary archetype offers four different schools of augmentation.[18][19][15][20] Each augment school affects a primary archetype's skills in different ways.[21]
There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards.[22]Steven Sharif
  • Choosing the same primary and secondary archetype increases focus on that archetype.[24]
  • Augments to primary skills will fundamentally change the way the ability works: Adapting what the ability once did to incorporate the identity of the secondary archetype.[25]
  • Changing the augmentations on your skills will require you to go to a NPC in a Village node or higher.[27]
  • Some spell colors and general FX change based on augments.[28]
    • Active skills could look totally different after an augment gets applied.[29]

Primary skills in Alpha-2 are expected to be very different to those in Alpha-1.[32]

The ability list in Alpha One is nowhere near what the ability list will be, especially from like a level/progression standpoint. So you can expect it to be incredibly different.[32]Steven Sharif

Skill points

Alpha-1 preview skills user interface.[33]

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[34]Steven Sharif

Players receive skill points as they level. These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[35][36][37][38]

  • It will not be possible to max all skills in a skill tree.[38]
  • In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[9]
  • Players are able to reset and reallocate their skill points.[39]
  • Augments do not cost skill points.[23] It was previously stated that certain augments will have more expense required on the skill point side.[22]
Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[40]Steven Sharif

Combat abilities

The aspiration for combat is for abilities to have corresponding counter-play abilities.[41]

  • The goal is to have special animations for parrying, blocking and evading.[42]

They can be a challenge to implement sort of really reliably so you might not see them on every evasion or every block, but we do want that kind of stuff to show up.[42]Jeffrey Bard

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[43][41]

Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that kind of thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[41]Steven Sharif

We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play kind of feel.[41]Jeffrey Bard

  • Soft CC's are in the tab-targeted abilities.[49]
  • CC effects do not apply to Non-combatant (green) players. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[50]
  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[51]
    • In current Alpha-1 testing mounts are not separate from the player.[51]

There's also going to be effects that just stun the mount or stun you on the mount.[51]Steven Sharif

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Javelin Javelin Icon.jpg Pulls a target enemy to your location.[53][11][54][55] Deals damage and generates a great amount of threat.[53][55] Reduces cooldown by 5 seconds.[53][55]
Onslaught Onslaught Icon.jpg Charge and deal damage to your target.[56][11][57][58] Reduce the target's attack damage temporarily.[56][58] Knock down the target.[56][58]


Revamped Alpha-1 Mage Fireball ability.[59][60]

The general approach that we're kind of taking based on a lot of feedback and just good combat design in general. You know philosophy is that we want to give more agency in the hands of the player and the antithesis of that is locking the player down for really long amounts of time. The sort of concept behind that is like you could make an animation effects as glorious looking as possible but if it's taking away control of the player, none of that really matters. Especially the 100th or thousandth time you're using the spell you're tired of that happening you don't feel powerful: You feel the opposite of powerful. So we're trying to like give a lot of control back to the player while they're using these abilities so they can still control their movements, they can react simultaneously while they're taking actions; and we just want to get overall more of a fluid flow, I guess, of combat. And that's kind of the general design philosophy we're using to approach the overhaul.[59]Tradd Thompson

Most abilities you'll find in Ashes of Creation are capable of being cast while moving. Some of those abilities might slow your movement during the cast, but you can continue to move. Very rarely, and depending on obviously the importance of the ability or the power level of that ability, you might be rooted in place. So, for example, the AoE ability [Chains of Restraint] has a lot going on. It has damage ticking over time, it is an area of effect, it also has a status condition application; and in those instances the player character gets rooted.[65]Steven Sharif
There's a balance in the game design between your movement speed on attack and the movement speed of your opponent. When you have a game that is both PvE centric as well as PvP centric, you have to make sure that combat is blended for both approaches; and we can always run into problems where, if you're significantly hampered in your movement speed, that has an effect on how we expect player versus player engagements to interact; and we don't want to restrict a player's ability to be mobile if they're the target of an attack. And as a result of that we need to make sure that we don't restrict the movement abilities of the player who is doing the attacking as well. So we want it to be relatively free for you to stay with each other. Your opponents move around the battlefield together and if we're hampering you on the attack action, we have to then implement some type of snare, or slow, or cc effect essentially on your opposing target; and that's not the approach we want to take for for PvP.[73]Steven Sharif
Q: If a ranger is super mobile, what are the melee's options in order to catch them?
A: Different class kits will provide different gap closers. They'll provide different mobility skills. They'll have lockdowns. They'll have chains to pull back. They'll have a lot of different things in the rotation. That's part of what an MMORPG experience is. You're not just restricted to three or six skills, you have a rotational suite; and depending on the type of challenges you face is going to help determine which of those rotations you spec into from your skill tree.[74]Steven Sharif
info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Blink Blink Icon.jpg Blinks forward in the direction you are traveling.[75][11][76][77] Now deals damage to enemies surrounding your departure location.[78][77] Reduced cooldown.[75][78][77]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[14] - -

Player movement

  • Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[80]
    • A sprinting/dash skill with a cooldown was confirmed to be part of a class kit.[81]
I've instructed design to incorporate a mana consumption that's percentage based for sprinting. So it'll be a similar amount of time that each class, regardless of their mana values, will have in order to sprint and it will not be accessible while in a combat.[80]Steven Sharif
  • There is a toggleable walk/run (autorun) capability.[82]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[83]


There are player and spell collision mechanics in Ashes of Creation.[86]

  • Inertia and momentum physics will help prevent blocking doorways/access points. This is based on a character's direction and movement speed, and can be used to push people out of the way.[87][86]


Dodging in Alpha-1 early combat.[40]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[40]Steven Sharif

Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[88][89]

So you see an animation windup that's a telegraph on what's coming; and then you have response actions that you can take as a result of that in order to dodge, weave, move, do whatever. It is both a combination of what your rotation is but also how you have reaction abilities ready to go that you save for certain circumstances that are important.[88]Steven Sharif
Q: Will there be evade frames/ I-frames on dodge?
A: I would say it's a safe bet with regards to how we're approaching the hybrid combat that not only are gonna have true evasion skills that apply to more action-oriented skills that are coming your way, but you'll also have you know I-frame type skills that would apply perhaps to a tab targetable skills coming your way. So I think you're gonna have a healthy balance of both with it when it comes to skills that you can spec into.[89]Steven Sharif

Active blocking

Cleric active blocking with a Shield in Alpha-2.[92]

One thing that we're kind of toying around with the idea of, is giving everybody a universal active block mechanic, in which case the shield version would probably be better but you'd still be able to parry or whatnot with a two-handed weapon, or even maybe a dual wield.[93]Tradd Thompson

Active blocking is present in Alpha-2.[92] Shields are better for active blocking, but any melee weapon may be able to be used to parry.[93]

  • The developers are considering the inclusion of active blocking in a subset of universal skills that apply to all classes.[93][30]
    • The developers will be testing the use of separate energy mechanics for universal skills in Alpha-2.[91][92]
  • Previously the developers had not finalized designs for active blocking and were previously leaning toward using more traditional buff-oriented universal damage mitigation for the MMO, and were also considering interaction between action-based blocking and a passive block stat.[94][95][95]
  • The Paladin's Might shield in Ashes of Creation Apocalypse had its own hit box and hit points (HP); that could actively block projectiles.[96]


Abilities with a cast bar can be interrupted during the cast.[67]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.
info-orange.pngThis section contains information from Alpha-1 testing. It will be updated when new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Bulwark Bulwark Icon.jpg Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[97][11][98][99] Additional increased block chance.[97][99] The second attack knocks down enemies.[97][99]
Onslaught Onslaught Icon.jpg Charge and deal damage to your target.[56][11][57][58] Reduce the target's attack damage temporarily.[56][58] Knock down the target.[56][58]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[14] - -
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[100][11][101] Increased damage.[100][102] Now knocks down hit targets.[100][102]

Animation cancelling

Animation cancelling will not be a combat mechanic.[103][104]

Combat stances

The use of weapon stances in game is likely.[105]


RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[106]

RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those you know dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[107]Jeffrey Bard

Combat targeting

Ranger hybrid combat in Alpha-2.[108]

Part of what we're exploring with this approach of our hybrid combat is offering the player the functionality to utilize either tab targeting or a reticle-based action camera mode; and you know there are benefits to each; and both of them are providing the player what they feel most comfortable with playing. All of our attacks are going to be stat opposed unless they're a templated attack, in which case there will be certain bonuses and/or stronger applied chances for certain types of CC effects to be applied or potentially evasion and accuracy aspects of it. These are all things that we plan to to test throughout alpha two to see where the player base lives in those two options of the action or tab target based attack modes. The important part here is that this is still a work-in-progress. This is meant to give you a look at where our approach has now been living over the past several months when it comes to combat based off of what we learned in alpha one, what player feedback has been along the way and how we can create a compelling system of combat between these very different classes and weapon types.[109]Steven Sharif

Hybrid combat refers to the choice between tab targeted and action targeted combat in the Ashes of Creation MMORPG.[110][111][112][8]

  • The action mode camera is tied to the to the player's reticle.[31][113] A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab targeted combat modes.[114][115][116][117]
    • Soft locking is when the reticle moves over a target in action mode. Their targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost.[31]
    • Hard locking is when the player uses right-mouse on a soft-locked target. Their targeting plate will no longer be grayed out to indicate a hard-lock target. Unlike soft locking, if the target moves out of the reticle the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[118][31]
    • There will likely be a hotkey that when held down will allow free camera movement in action mode.[113]
    • In future the user will have the ability to choose from different reticle appearances.[119]
    • Attacking without a target (blind firing) is possible in action mode for templated abilities. If a player moves into the path of the projectile it can be struck.[120][121][31]
One of the differences between tab and action combat mode is you can launch projectiles in action combat mode as a blind fire option, and if a target or if something moves in the way between the time of that projectile launching and impacting either its max distance, or a piece of terrain, or another target, it's possible that players might move into that projectile.[121]Steven Sharif
Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[46]Steven Sharif
  • Action oriented and tab oriented versions of skills will have different characteristics.[109][114][122][46][123]
    • It may not be possible to be able to fully spec into just action or tab targeted skills. There might be a 75% cap on choosing skills from any one type.[46]
    • Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[34]
    • Variables will change based on which version of a skill is chosen.[123]
    • For the purposes of balance, certain skill types will be either tab or action oriented skills.[48]
      • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[48][46]
      • Softer CC's would be housed in tab-targeted abilities.[48]
As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage.[123]Steven Sharif

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

A: If you're in a massive brawl, the ability to pick and choose targets that are far in the back line that might might be more advantageous towards tab target users because they're able to click, but the reaction time to acquire a target for a cursor versus acquiring a target for a reticle is much faster and less cumbersome because it doesn't require as many actions on behalf of the user.[125]Steven Sharif


The developers are testing different approaches to accommodate varying hitboxes between the races.[126]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[126]

More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to kind of just making it smaller for one and not the other.[126]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[126]

We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[126]Steven Sharif

Directional attacks

There will be directional attacks (back attacks, flanking attacks, frontal attacks) that deal additional damage depending on the positional context of the attack.[127]


Weapon attack cone in Alpha-1.[116]

As I attack I am hitting multiple numbers of these opponents; and that's important because all weapons, regardless of whether you are in reticle mode or tab-targeting mode will be able to have a action-based type weapon attack. Not active skill, but weapon attack.[116]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[116]

Polearms for example will have a much wider arc and much further out. Daggers will have a more fine-tuned arc, so you have to be more precise in that regard.[116]Steven Sharif

This is described as a weapon attack not an active skill.[116]

Headshot mechanics

There are no headshot mechanics in the Ashes of Creation MMORPG.[126][129][130]

See also


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  124. Livestream, September 30, 2022 (54:35).
  125. 126.0 126.1 126.2 126.3 126.4 126.5 Livestream, October 30, 2020 (1:15:59).
  126. 127.0 127.1 Livestream, March 26, 2021 (1:11:25).
  127. class cleaving.png
  128. steven-headshots-1.png
  129. 130.0 130.1 steven-headshots-2.png
  130. 131.0 131.1 Interview, October 21, 2018 (9:10).
  131. Interview, October 20, 2018 (3:25:31).
  132. 133.0 133.1 133.2 Livestream, September 27, 2018 (34:49).