Weapons

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Alpha-0 lion bow.
Tank Sword concept (by Michael Bacon) and Shield concept (by Javier Perez).
Staff concept art.[2]

Weapons will determine a player's damage output alongside other conditions and stats.[3]

Different weapon types offer different passive skills and proc effects from their weapon skill tree as well as different waterfall stats.[5]

The following weapon types are not equippable by players in the MMO.

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

There is an even split between melee and ranged weapons.[6]

Class weapons and armor

Weapons and armor are not class locked, but certain classes are more efficient with certain types of weapons or armor.[24][25][26][27] Certain abilities require certain items to be equipped.[28]

Weapons are intended to be somewhat agnostic in the sense that you can find a way for a weapon to be utilized by different classes. Not just the rogue is going to be able to use daggers. Because if you restrict equipment through that, it makes the economy more difficult to have sustainability across the market of items.[27]Steven Sharif
Q: We had stated that we were going to allow people to use any class combination, which would be both your archetypes together, being able to use any weapon. Do we see problems that could occur with that, for instance like a bow tank, or an orb tank or things like- will there be some strangeness there, or are there problems that you first are foreseeing in the future?
A: We're giving a lot of flexibility to the crafters in our game. They get to help define the stat block that a particular item, weapon, or gear has; and that stat block can be relevant to any particular class or archetype combination. So in that sense the idea is, no not to see any strangeness there or not to see any elements that would dissuade a person from that customization perspective.[29]Steven Sharif

Racial weapons and armor

Armor racial appearances in early Alpha-1.[30]

Violet light and myself are wearing exactly the same armor set right: Same stats, same everything, but it drops for her it looks one way, it drops for me it looks another way; and... a small part of that is gender, but then the other part of it is race. So because I was a Vaelune in that playthrough my armor was in the Vaelune style; and when she picked it up it was in the elven style because she was an elf. So that gives you an example of sort of the breadth of looks that we're going for and how we try to capture like who you are as as a character and allow you to build your look that way.[31]Jeffrey Bard

Dünir and Empyrean racially styled armor concept art by Keith Kovach.[32]

We have essentially sets that exist across all races; and each race that dons those armor sets is going to have their own racial influence on the presentation of those particular sets. So that's something that's unique in how each of the races get diversified.[33]Steven Sharif

Weapons and armor are not race locked, but armor will take on a racial appearance.[33][34][35]

The customization of equipment per race is really focused on Armor sets not Weapon props. Weapon props will, from a model standpoint, will translate pretty one-to-one across the races.[36]Steven Sharif
Let's say for example you have the Eagle set or something, right: The Eagle set has in art, it has a thematic design that's going to include certain attachments to the armor. It's going to include color palette and theme. It's going to have some aspects to it that define it as the Eagle set, right. When a Elf wears the Eagle set or when an Orc wears the Eagle set, you obviously have two different cultures there; and you don't want to stomp out that culture by assigning a de facto 'This is the Eagle set and this is how it looks on everybody.' What we want to have is cultural influences play a role in showing how that set looks.[36]Steven Sharif
When you say, what if I'm an Orc but want to look like an Elf and I want my Eagle set to be the Elf representation? Well the issue becomes there that Orcs have a different organic model. You know, their body is different than that of the Elf. So, from a scope-creep standpoint, it's one thing to add different influences that represent the cultures that are donning the armor; it's another thing to adapt each influence as a matrix that can be worn pretty much by everything. From a scope perspective, that's a very difficult task for the character artists to tackle. So instead what we've done is, in order to facilitate a variety of cultural representation between the races but allow for the sharing of assets like different armor sets, we give different representations of those armor sets to each race.[38]Steven Sharif
Q: Since a single armor set will look different on each race, how will we have large varieties of in-game achievable gear for each race if we have to make nine different looks for each set?
A: The approach for that is to create a modular piece set for armor creation; and the way we achieve that is by two steps: So, on the modeling side, each race has these geo sets basically where you're creating pieces of the armor for heavy plate armor, for medium, for robes; and you get to grab those modular pieces and mix and match as design makes a request for a particular set to the art teams. So, design comes along and they say, "hey we have a theme for a set that we want to create", so let's use Carphin in that example; and that theme from design's standpoint is going to include color, it's going to include materials, it's going to have an etymology for the set to give a background so that they can incorporate certain types of attachments- whatever they want to include on the art side. Then, the character team says, "okay let's take our base sets of geo and let's mix and match those pieces to create the Carphin set and then we're going to do a materials pass on it, and then we're going to do a color pass on it"; and that way we have a lot of essentially pieces of the puzzle to create these many different unique sets. Now we can also deform pieces across from race to race. So, even if we create unique geo on a per-race basis, we can grab the pauldron from the Human set and put it onto the Vek representation; and the end game there is that we have a particular set, for example Carphin, and that Carphin is communicating the theme; and when you don the armor for the Carphin set- you've acquired the Carphin set and you put it on- it is going to look Vek if you're a Vek. It is going to look Kaelar if you're a Kaelar, but it is still going to have the identity and the theme of the Carphin set.[39]Steven Sharif

Gear slots

Alpha-2 Fighter character sheet UI.[40]

We wanted to create something that would handle a couple of different roles, with obviously your equipment slots for what we call a "paper doll", which is that display of your character. Eventually it won't just be a image of your character, we hope to have the 3D character and be able to rotate around, look at what you're wearing. And then we wanted to support a couple of different features here, with some base stats; the equipment, which will show what equipment you have available to quick swap, so you don't have to have your inventory and the screen open; detailed stats for those people who want to get into all of the details; and then of course gear sets. So this is going to be able to swap to your sets of gear quickly; and being able to save different loadouts.[41]Colby Marchi

There are multiple gear slots in Ashes of Creation.[41]

  • Previously it was stated there were 16 gear slots.[52]

Ranged weapons

A character may equip up to two hand weapons and also wear a ranged weapon on their back.[47][49][45]

Melee weapons

Low-level shield, one-handed mace, and two-handed staff 3D renders from Alpha-2.[70]

You can see by the quality of these types of weapons: these are relatively lower level. These are some of the earliest types of weapons and or gear that you can acquire within Ashes of Creation.[70]Steven Sharif

Melee weapons and abilities have a maximum range of effect.[71][67]

  • There are two melee weapon slots: One on each side of a character's belt.[45]

Dual wielding

Dual wielding will be permitted for one handed weapons.[72]

Weapon swapping

There will be a loadout system that you can use in your inventory to help manage those different types of set that you can customize. So you can do a simple hotkey press and be able to swap your armors, out of combat of course, with a single button click.[64]Steven Sharif
  • Switching weapons is possible while in combat but armor cannot be swapped while in combat.[42][77][78][46][47][49][79]
    • Previously it was stated that swapping weapons (from inventory) into a hand or range slot is not possible in combat.[78] Prior to this, weapon swapping was said to be subject to a cooldown period (in the range of a few seconds) following any damage taken or done by the player.[80][81]
You may not swap armor when you're in combat, but you may swap your weapons; and there's obviously a few reasons of why this can be important: We're a itemization agnostic class design, so players equip with items that there are most necessary based on the adversary or the challenge that they're facing; and so we want that to be available for players to swap with weapons.[77]Steven Sharif

Guns and gunpowder

Gunpowder weapons will not be present in Ashes of Creation.[82]

Weapon progression

In-game achievable sword and polearm 3D renders.[83]

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[84]Steven Sharif

Weapons have their own progression paths.[85][86]

Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[95]Steven Sharif

Gear enhancement

Gear enhancements are possible both during and after an item is crafted.[97][98]

There is a combination of systems that take an item to its max potential. Players will need to contribute in a certain number of these systems to reach max. Some of the systems are an either/or situation.[97]Kory Rice
The contribution of materials to crafting an item results in advancing the rarity of that item. Now, that doesn't exclude players who don't have the legendary or the higher quality contributed resources from progressing their common item up the rarity tree through enchantments such as scroll enchanting or through tempering the gear. Both of those can affect the quality and the rarity of the gear that you produce, but by contributing the resources during the crafting process you are getting a head start with the higher quality item and now are less dependent on those other avenues to achieve that, which might be again a different vertical space of progression that you don't have as good of access to.[98]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Enchanting

Enchanting is not an artisan profession in its own right. Scribes create scrolls that can be utilized by different professions to create enchantments relating to that profession.[107][108]

You don't really push a particular item's level requirement or the identity of that item. You can enhance it, you can add enchantments to it, but it's still the item it is.[110]Steven Sharif

Weapon use ability

Alpha-2 greatsword weapon combo animation.[111]

Whenever you get stab hits on the third and the fourth hit, those are actually procs. So, if you connect with the second hit of that proc hit you'll receive the additional effects, but you actually have to connect with a monster or player to receive the effect; and I think the proc rate is at a static 25 percent right now. We're looking at other ways to scale that. Maybe it scales with a stat, or maybe it scales with additional nodes, but right now it's kind of low.[112]Brian Ferguson

A weapon combo system (also referred to as Weapon use combo, Weapon attack combo, Weapon combo, and Weapon use ability) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[111][113][114][89][85][115][116]

Let's say for example you're using a two-handed warhammer or something and you have a number of weapon combos that play animation style based on how many combos deep you go into an attack with that warhammer. So the first is going to be like a forward swing. Second is going to be a back swing. The third is going to be swing down and the fourth is going to be some twirl that you do; and that's what we call the combo animation montage.[48]Steven Sharif
We wanted to have a combo length progression available to players so that certain builds could have longer weapon combos and other builds can have shorter weapon combos with more passive effects.; and this has been the result of our exploration. So, when you start out you've got a pretty quick four-hit combo, but whenever you unlock the additional hits you get the fifth and sixth hits, which are at approximately 50% to the overall combo length. But we found that that gave a pretty satisfying floor and ceiling to how long the combo can be.[118]Brian Ferguson
Depending on what your class skill choice has been those are going to have synergy effects with the weapon skill tree. So my skill called spin-to-win might do 30 additional damage on a staggered target. So I see when my proc occurs with the stagger effect on my first swing, like for me as a player I might be only interested in landing that first swing, so every now and then I'm gonna swing once and then I'm gonna use a skill and then I'm gonna come back and swing again because that'll play my first swing montage, because it's been interrupted. So I won't move to the second one because I'm really just wanna hit that stagger effect. So that's going to be how my rotation lines up. However I might have some skill that on a stun target it might be an immediate cast and it's like some power you push or power hit; and that does- it knocks back a stun target. So if the target's stunned when this skill plays, it has an added effect of knock down and now they're gonna get knocked down for an additional two seconds. Now I might spec into that and as a result I want to finish through: swing, swing, and then knock down. So I get my chance at stunning that target with that weapon skill.[48]Steven Sharif
You may have items or set bonuses that change at what level those proc occurs. So I may have a full set of battle armor that changes all third hit combo procs to second hit requirements and now I have a chance not only on my second hit to land that tapering slow but I also have a chance to land my one second stun proc because I have the full set that changes my weapon progression. So that's the way itemization works with your weapon skill tree, is you can enhance when those weapon skill trees become available in your combat montage and that can be a relevant factor in how your skill rotations come to play; and mixes with your weapon attacks.
  • Weapon skill choices and rotations will vary based on whether the player is more focused on PvP or PvE.[48]
Right now some people might just say, "I don't care at all about my weapon attacks. I'm not going to invest a lot of points into that. And if I do, it's going to be primarily PvE focused where I'm more comfortable using just swinging my weapon, and I may not use them as much in PvP. I'm just going to be focused on skill rotations." That's okay, but the reason for those skill montages- back to your question- is they have a very relevant role in when certain procs come online from a weapons skill tree perspective.[48]Steven Sharif
  • Using a skill/ability other than a basic attack will in general reset the combo.[117]
    • The developers are considering specific abilities that might be able to be used without resetting the combo system.[117]
It acts similar in the sense of the core loop of what an auto attack is so to speak; where typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable skill effect that you can continually attack with but it's a little bit more involved than what a traditional auto attack is; and it has components from a from an advancement standpoint when it comes to the types of procs that your weapon can have during that combo system... It's not going to have the quick time event that you guys saw early on in PAX and gave great feedback on, but it is going to have development with regards to the power of the weapon the type of weapon you're using, the additional proc effects that you can skill into: Those types of things are going to make it a little bit more complex of a system capture.[85]Steven Sharif

Status

Template:Weapon use ability status

Legendary items

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.[120]

At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[122]Steven Sharif

The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[123]Steven Sharif

Certain legendary items may be limited to one per server at any given time.[126][127]

  • If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[126]

There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[127]

A legendary weapon is easily distinguished by its visual appearance.[123]

It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[123]Steven Sharif

Legendary items are not intended to be temporary.[128]

The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[128]Steven Sharif

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Discovery of legendary items will unlock further chapters of the Lore.[130]

Gear sets

2nd Sword Division non-cosmetic gear set 3D renders. 3D model by Keith Kovach.[131]

Not all armor sets will be the cookie cutter set. They will have the influences from the crafter available in it, if it's a crafted set.[132]Steven Sharif

Equipping the Titanbark gear set in Alpha-2.[133]

We're going relatively traditional in the gear access points by being driven by level tier that players will have access to. So as you advance in your adventuring class you will begin to unlock the ability to equip gear of a higher level.[134]Steven Sharif

Gear sets (also known as tier sets) are a part of Ashes of Creation.[135][134][136]

Q: How often will armor be part of an entire armor set with other cosmetically matching pieces versus unique armor pieces that don't match or go along with anything else in the game?
A: There is a balance of both set pieces and non-set pieces and usually you're going to see at higher grades within a tier are going to be more predominantly set driven; and the lower interstitial power levels of the gear for that tier are the potentially bespoke pieces; and obviously those pieces are catered around a number of different interactions, such as ones you get from quests, ones that you get from drops, ones that you can craft, ones that you get from legendary bosses, ones that you get from guild-oriented tasks, or in-game favor and unique currencies. So there's different types of acquisition models and each of them has a spattering of either bespoke pieces or set-oriented pieces; and there are even varying levels of set pieces as well. So you might have a full eight piece set, or a three-piece set, or a five piece set, depending on where it lives within the tier.[135]Steven Sharif
  • Players gain bonuses depending on the number and tier of pieces they have equipped.[135][134][136]
    • An overarching set effect is granted to wearers of exclusively one "type" of armor, for example: all cloth, or all plate.[137]
    • There may be set bonuses that members of certain communities will obtain based on gear set type.[135][136]
    • Set bonuses will not provide new abilities, but certain higher-end weapons and armor will have active abilities, but the intention is that these abilities will not radically redefine the way an archetype is played.[138]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • Certain set bonuses may trade off core gear stats.[140]
  • There are passive abilities that can be chosen to become more adept with certain set types.[136]
  • There will be viable non-set builds.[140]

Gear appearance

Alpha-1 female plate armor 3D render.[141]

We want to be realistic with the application of particular types of armor, such as plate armor. In this regard for the different sexes there's a fine line that has to be drawn between accentuating the form of the sex as well as making it somewhat realistic and actually applicable to the environment.[141]Steven Sharif

  • Armor will not be overly sexual in appearance.[141][143]
    I'm more of the mind that it wouldn't really serve a purpose to have bikini plate armor, just in like reality, if you're going to have armor, it should be protective. I think from a fashion statement is enjoyable for some people, but it's a an immersive issue.[142]Steven Sharif
    • Some armor and costumes will be more revealing than others, but there will not be nudity in the game.[145]
    There might be sliders, but there are not gonna be naked sliders.[145]Steven Sharif
Each race is getting its custom geo pieces, which then will share thematic components such as color palette, attachments, design filigree. Those types of things will get shared across the geo but generally you're going to see unique races with unique geo.[146]Steven Sharif
  • Cosmetics can be used by all races but there may be slight variations to make them work with the body builds of each race.[151]
  • Hair will likely be masked if helmet display is toggled on.[155]

Kickstarter weapon skins

Kickstarter backers will receive a unique weapon skin.[157]

  • Usable on all types of weapons.
  • Include subtle and tasteful glow/particle effects.

Artwork

See also

References

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  111. 111.0 111.1 Video, March 29, 2024 (50:16).
  112. Video, March 29, 2024 (57:52).
  113. Video, December 19, 2023 (10:08).
  114. Video, April 28, 2023 (15:35).
  115. Livestream, January 18, 2018 (22:46).
  116. steven-auto-attack-definition.png
  117. 117.0 117.1 117.2 Livestream, February 28, 2020 (1:10:21).
  118. 118.0 118.1 Video, December 19, 2023 (8:37).
  119. Livestream, September 24, 2021 (1:19:17).
  120. Interview, July 18, 2020 (1:00:15).
  121. Interview, July 19, 2020 (8:43).
  122. 122.0 122.1 122.2 122.3 122.4 Interview, July 20, 2020 (21:57).
  123. 123.0 123.1 123.2 123.3 Livestream, 2018-04-8 (PM) (55:49).
  124. Livestream, July 25, 2020 (46:08).
  125. Livestream, March 26, 2021 (1:02:06).
  126. 126.0 126.1 Livestream, March 31, 2022 (1:15:02).
  127. 127.0 127.1 Livestream, May 15, 2017 (38:08).
  128. 128.0 128.1 Livestream, July 9, 2018 (25:34).
  129. Livestream, 2018-04-8 (PM) (51:49).
  130. Livestream, May 19, 2017 (44:18).
  131. Livestream, June 30, 2023 (1:30:40).
  132. Podcast, August 4, 2018 (59:58).
  133. Video, January 27, 2023 (45:46).
  134. 134.0 134.1 134.2 Livestream, November 30, 2020 (54:29).
  135. 135.0 135.1 135.2 135.3 135.4 Livestream, July 28, 2023 (1:22:48).
  136. 136.0 136.1 136.2 136.3 Livestream, November 17, 2017 (22:33).
  137. Interview, July 18, 2020 (1:02:08).
  138. Livestream, September 29, 2023 (1:15:47).
  139. 139.0 139.1 Livestream, April 30, 2021 (41:18).
  140. 140.0 140.1 Livestream, November 17, 2017 (56:07).
  141. 141.0 141.1 141.2 141.3 Livestream, May 29, 2020 (50:20).
  142. 142.0 142.1 Livestream, May 26, 2017 (19:51).
  143. 143.0 143.1 Reddit Q&A, 2019-01-8.
  144. oversized.jpg
  145. 145.0 145.1 Livestream, December 23, 2021 (1:34:07).
  146. Livestream, September 24, 2021 (1:25:27).
  147. Livestream, November 30, 2023 (1:40:11).
  148. Sparkly.jpg
  149. Livestream, November 30, 2020 (1:05:22).
  150. Livestream, May 24, 2017 (24:19).
  151. margaret-gear-appearance.png
  152. cosmetics obtaining.png
  153. Livestream, July 18, 2017 (54:56).
  154. Livestream, July 28, 2017 (9:47).
  155. Livestream, October 30, 2020 (1:13:22).
  156. Livestream, September 3, 2017 (48:56).
  157. May The 4th, Be With You... And also some skins.