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Active skills

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Alpha-0 Waldläufer Fertigkeitssymbole.
Alpha-0 Magier Fertigkeitssymbole.

Die Spieler können ihre Charaktere mit den aktiven Fähigkeiten zusammenstellen, die sie sich wünschen.[1]

  • Den Spielern werden keine Fertigkeiten zugewiesen, wenn sie aufsteigen, sie müssen entscheiden, welche Fertigkeiten sie erlernen wollen.[2]
  • Die Anzahl der Fertigkeiten auf der Aktionsleiste wird begrenzt sein (unter 30).[3]
  • Zum Beispiel: Ein Kämpfer unterscheidet sich von einem anderen, je nachdem, welche aktiven Fähigkeiten sie gewählt haben.[3]
  • Durch die Wahl der Fertigkeiten können die Spieler ihre Kampferfahrung so gestalten, dass sie sich auf Tab-gesteuerte Fertigkeiten, action-orientierte Fertigkeiten, oder eine Mischung aus beidem konzentrieren können.[4]
  • Es gibt kein Zauberbuch, das gelernt werden muss.[5]

Primary skills

Primäre Fähigkeiten (Klassenfähigkeiten) basieren auf dem Archetyp eines Spielers.[7] Spieler können ihre primären Fähigkeiten durch die Ergänzung um einen sekundären Archetyp (Sekundärklasse) personalisieren.[7][8]

  • Die Wahl des gleichen primären und sekundären Archetyps erhöht die Betonung auf diesen Archetyp.[9]
  • Jede Fertigkeit im Primärbaum hat mindestens vier Erweiterungsmöglichkeiten aus dem Sekundärbaum.[10]
  • In Bezug auf den Fähigkeitsfortschritt können die Spieler wählen, ob sie in die Breite gehen und eine Reihe von verschiedenen Fähigkeiten erwerben wollen oder ob sie vertieft auf einige spezifische Fähigkeiten eingehen wollen.[2]
  • Das Ändern der Fertigkeitserweiterungen erfordert, dass der Spieler zu einem NSC in einem Dorf-Knotenpunkt oder höher geht.[11]
  • Aktive Fähigkeiten können nach der Anwendung einer Erweiterung völlig anders aussehen.[12]

You only get active skills from your primary class and that active skill could look totally different after an augment gets applied. It really depends on what the augment is.[12]Steven Sharif

Key for the augment system is that these augments are meant to demonstrate a core identity of the secondary class type you've chosen. So 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.[13]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.[14]Steven Sharif

Skill points

Alpha-1 preview skills user interface.[15]

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.[16]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.[17][18][19][20]

  • It will not be possible to max all skills in a skill tree.[20]
  • 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.[21]
  • Players are able to reset and reallocate their skill points.[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.[23]Steven Sharif


The aspiration for combat is for abilities to have corresponding counter-play abilities.[24]

  • The goal is to have special animations for parrying, blocking and evading.[25]

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.[25]Jeffrey Bard

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[26][24]

  • There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[24][27]
    • As of May 28, 2021, diminishing returns on CC effects have not yet been implemented in the Alpha-1 testing.[28]

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.[24]Steven Sharif

  • Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[30]

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.[24]Jeffrey Bard

  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[32]
    • In current Alpha-1 testing mounts are not separate from the player.[32]

There's also going to be effects that just stun the mount or stun you on the mount.[32]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.[34][35][36][37] Deals damage and generates a great amount of threat.[34][37] Reduces cooldown by 5 seconds.[34][37]
Jump jump icon.png Dash with cooldown.[38] Cooldown is replaced by charges with individual cooldown.[38] Drops a bear trap at the location the ranger dashed from.[38]
Onslaught Onslaught Icon.jpg Reduce the target's attack damage temporarily.[39][40] Knock down the target.[39][40]
Snare snare icon.png Foot pin roots target in place.[41][42] Adds a bleed.[42] Snares after root expires.[42]
Trap trap icon.png Place a bear trap under the caster that holds them in place and does damage. Also holds targets in place and does damage.[43] Traps stun instead of root.[43] Place up to two traps.[43]


Revamped Alpha-1 Magier Fireball ability.[44][45]

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.[44]Tradd Thompson

Skills with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[46][47]

  • Prone and crouch will likely not be in the game.[48]
  • Moving backward will likely not affect block and parry.[49]

I think that that generally we want to tend to be more mobile in our classes. I think that it's a fundamentally old-school philosophy to have a lot of stuck in place type skills. That isn't to say we won't have skills that have mobility restriction on them- that require you to channel or require a casting time where you can't move; but I think it's a blend between the two. It's neither extreme.[46]Steven Sharif

It'll be something that you can spec around to. Again it's gonna be a risk/reward thing. We put a lot of thought into what skills are overpowered or have kind of this overpowering nature to them and those are the kinds of skills that will generally find that will be like in-place type of skills; where you are now at risk if you are going to cast this spell, but there's a big reward if you do manage to get it off.[46]Jeffrey Bard

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.[50][35][51][52] Now deals damage to enemies surrounding your departure location.[53][52] Reduced cooldown.[50][53][52]
Jump jump icon.png Dash with cooldown.[38] Cooldown is replaced by charges with individual cooldown.[38] Drops a bear trap at the location the ranger dashed from.[38]
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.[7] - -
Sprint sprint icon.png Increases movement speed. Using an ability ends sprint.[54] Increased resistance to disable abilities.[54] Clears crowd control when sprint starts and removes silence.[54]

Player movement

There will likely be a toggleable walk/run (autorun) capability in the game.[56]

  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[57]

Back-peddling (walking backwards) and strafing are slower than normal movement speed.[58]


There are player and spell collision mechanics in Ashes of Creation.[59]

  • 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.[60][59]


Ausweichen in Alpha-1 early combat.[23]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[23]Steven Sharif

Dodge rolling type skills is housed in the action skill sets of agile classes such as Rogues or Fighters.[23][61]

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.[62]Steven Sharif

Aktives Blocken

Das Paladin's Might Schild in Ashes of Creation Apocalypse hatte eine eigene Hitbox mit Lebenspunkten (HP). Dieser Schild kann Projektile aktiv abwehren.[63]

  • Die Entwickler sind sich noch uneinig, ob aktives blocken ein Teil des MMOs sein wird. Derzeit neigen sie eher zur traditionellen buff-orientierten universellen Schadensmilderung aber ziehen auch eine Kombination zwischen action-based blocken und dem Wasserfall Stat system in Betracht.[64]

In APOC gab es ein Schild, welches ein aktives Schildblock aktion basiertes system benutzte; die Daten, die wir daraus sammelten, verrieten uns, dass die Anzahl der Spieler, die dieses Schild wirksam und essenziell benutzten, gering war; es besteht die Sorge, dass das Implementieren eines Aktion begrenzten aktiven Schildblocks im Kontrast zu dem Traditionellem, aktivieren eines Buffs, welches eine adjustierte Schildblockrate gewährt, universell gegen einkommenden Schaden wirkt und mit den Stats der Spieler interagiert, steht. Letzteres ist etwas was wir in das hybrid Kampf System integrieren wollen.[64]Steven Sharif

Das ist etwas, was wir weiterhin wiederholt und aktiv im unserem hybrid Kampf System testen werden. Natürlich wollen wir, dass Aktions basierte Komponenten mit dem Waterfall Stat System interagieren; es hört sich für manche wie ein Widerspruch an Aktion und Tab Elemente zu kombinieren, aber das muss es nicht. Aktion Elemente können so zum Beispiel angewandt werden - Gehen wir davon aus man benutzt das Schild um ein herangeflogenes Projektil oder eine Fähigkeit, die aus einer gewissen Zone gefeuert wurde, abzufangen. Durch das Blocken des Projektils oder der Fähigkeit erhält man 80% Schadensreduktion oder 80% Bonus physikalische Verteidigung auf das Schild; und wenn das Projektil oder die Fähigkeit außerhalb einer bestimmten Zone abgefeuert wurde und man diese abfängt, erhält man einen geringeren Bonus; und das ist was passieren würde, wenn man beispielsweise den Stat der physikalischen Verteidigung des Schildes in Betracht zieht, man fügt es als reduzierender Faktor zum eingehenden Schaden hinzu aber man erweitert das System mit dem Waterfall Stat, welcher für die Reduktion des Schadens durch Schilden verantwortlich ist, auch genannt Schildrate; dann würde man beispielsweise statt 80% Schadensreduktion 87% Schadenreduktion erhalten, weil man diesmal die persönlichen Stats in Betracht gezogen hat; und wenn ein Projektil oder eine Fähigkeit nicht in einer bestimmten Zone abgefeuert wurde ist es um 50% wirksamer satt nur um 40%. Dieses Beispiel ist nur dazu da um einen Einblick zu gewähren was es erfordert, um Skills festzulegen und um zu zeigen, wie sie Aktions basierend interagieren.[64]Steven Sharif


Abilities with a cast bar can be interrupted during the cast.[47]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.
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
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.[65][35][66][67] Additional increased block chance.[65][67] The second attack knocks down enemies.[65][67]
Onslaught Onslaught Icon.jpg Reduce the target's attack damage temporarily.[39][40] Knock down the target.[39][40]
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.[7] - -
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[68][35][69] Increased damage.[68][70] Now knocks down hit targets.[68][70]

Animation abbrechen

Animation cancelling will not be a combat mechanic.[71]

Combat stances

The use of weapon stances in game is likely.[72]


RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[73]

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.[74]Jeffrey Bard

Zielen im Kampf

Alpha-1 early hybrid combat demo.[75]

You'll notice as I go into action mode, I have my reticle and when my reticle hovers over an enemy target, it'll turn red, essentially showing like "hey we know you have a valid target hit" that you can see; and when you press 'Q' you can lock on to that target. You can also hold tab to alternate between targets. So like that's an important aspect of the combat that we're trying to incorporate, which is mixing and meshing between tab and action, so you still have that action component but also are available to use some of your tab targeted skills.[76]Steven Sharif

Hybrid combat refers to the choice between tab targeted and action targeted combat in the Ashes of Creation MMORPG.[76][77]

  • 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.[78][79][75][80]
  • The action mode utilizes a targeting reticle and is very close to a third-person action game.[76][75][80][81]
    • The player does not have to be in reticle mode to use an action combat ability.[82]
    If you use an action combat ability that's going to be directional focused, you do not have to be in reticle mode to use that. It will fire where that reticle would be. So if you play by feel and you're in tab target camera mode, you can still utilize your action-oriented skills and abilities.[82]Steven Sharif
    • The reticle will highlight/change color (to red) to indicate if the current target is able to be hit with the currently prepared skill.[76][75]
    • Action combat abilities will not have a lock-on feature but pressing Q while in action mode will lock on to the current target to enable the use of tab-oriented skills in action mode.[78][76]
    Action combat abilities will not have a lock-on feature so to speak. Some of those are going to be skill shot only. However because you can have a mix and match of tab abilities that require a target, you will be able to target lock in action mode as well. Right now that's delegated to the Q key as default, but you can obviously set that up you could put it on you know your left mouse button, or you could put it wherever you want; and when your reticle hovers over a target, it rapidly swaps your target ability and when you press your target lock it will then lock that target; and if you have tab-oriented skills, you can use your tab oriented skills and they will be used against that target.[78]Steven Sharif
    • Holding Tab while in action mode will alternate between targets.[76]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[75]
    • The action camera is tied to the to player's reticle. There will likely be a hotkey that when held down will allow free camera movement.[83]
    • In future the user will have the ability to choose from different reticle appearances.[84]
  • The tab mode (MMO mode) facilitates tab targeted combat.[75][80] A tab-targeted ability requires a target in order to utilize that skill.[78][81]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[75]
    • There will be a "target of target" capability on the user interface.[85]

Hybrid combat is being tested in Alpha-1.[76][86]

  • Targeting modes are able to be achieved through choice of skills/abilities.[78][86][29]
    • 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.[29]
    • Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[16]

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.[29]Steven Sharif

Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[87]

  • Damage.[87]
  • Charge up time.[87]
  • CC effects.[87]
  • Cooldown.[31]
  • Energy consumption.[31]
  • Cost to spec.[31]
  • Attack range will likely remain the same; as it is driven by the weapon or skill itself.[88]

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. [87]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 for Alpha-1.

For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[31]

  • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[31][29]
  • Softer CC's would be housed in tab-targeted abilities.[31]


The developers are testing different approaches to accommodate varying hitboxes between the races.[89]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[89]

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.[89]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[89]

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.[89]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.[90]


Weapon attack cone in Alpha-1.[75]

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.[75]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[75]

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.[75]Steven Sharif

This is described as a weapon attack not an active skill.[75]

Alpha-1 Kampfziele

Action combat in Ashes of Creation Apocalypse utilizes a targeting reticle.[93]

  • A hot key can be used to toggle reticle mode on and off.[93]
  • Left mouse click is used for basic weapon attacks.[94]
  • Right mouse click is used as a "focus" button. It can also be used to activate root motion attacks for melee.[94]
  • Combat targeting uses hitbox registration in three separate regions: Upper body, lower body and head.[95]
  • Certain weapons and skills have ADS (Aim Down Sights) functionality.[96][97]

There will be aim down sights. You may have seen it that you can aim down sights on weapons; and there will be scopes on like crossbows and stuff that - arcane scopes - that you can use.[96]Steven Sharif

Some spells do have ADS. There's a long-range meteor blast that can be used from one of the spell books; and that has an arcane zoom in. It lets you zoom into a target.[97]Steven Sharif

Alpha-1 will test hybrid action/tab combat.[86][98]


There are no headshot mechanics in the Ashes of Creation MMORPG.[89][99][100]

Siehe auch


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  3. 3.0 3.1 Liveübertragung, 3. Mai 2017 (17:59).
  4. Liveübertragung, 2017-11-16 (30:45).
  5. Liveübertragung, 19. Mai 2017 (43:09).
  6. Video, 7. Februar 2017 (0:02s).
  7. 7.0 7.1 7.2 7.3 progression.png
  8. class secondary.png
  9. class same.png
  10. Liveübertragung, 9. Februar 2018 (41:56).
  11. Liveübertragung, 8. April 2018 (PM) (20:45).
  12. 12.0 12.1 Interview, 11. Mai 2018 (53:15).
  13. Liveübertragung, 16. Oktober 2017 (1:00:44).
  14. Interview, 2018-08-08 (22:27).
  15. Liveübertragung, 2021-06-25 (23:08).
  16. 16.0 16.1 Liveübertragung, 2020-08-28 (1:12:50).
  17. Interview, 2020-07-29 (55:44).
  18. Interview, 2020-07-19 (53:59).
  19. Interview, 2020-07-18 (1:07:51).
  20. 20.0 20.1 Liveübertragung, 2017-07-28 (19:05).
  21. Liveübertragung, 2017-11-16 (30:02).
  22. Interview, 2020-07-29 (54:44).
  23. 23.0 23.1 23.2 23.3 Liveübertragung, 2020-08-28 (1:19:24).
  24. 24.0 24.1 24.2 24.3 24.4 Liveübertragung, 2017-05-24 (45:12).
  25. 25.0 25.1 Liveübertragung, 2020-06-26 (1:50:01).
  26. Liveübertragung, 2017-10-16 (25:56).
  27. Liveübertragung, 2018-02-09 (28:17).
  28. Liveübertragung, 2019-11-22 (1:06:25).
  29. 29.0 29.1 29.2 29.3 29.4 29.5 Liveübertragung, 8 April 2018 (PM) (37:57).
  30. steven-hard-ccs.png
  31. 31.0 31.1 31.2 31.3 31.4 31.5 31.6 Podcast, 2018-08-04 (1:11:05).
  32. 32.0 32.1 32.2 Liveübertragung, 2021-04-30 (1:08:10).
  33. summons-ccs.png
  34. 34.0 34.1 34.2 Alpha-1 screenshot.
  35. 35.0 35.1 35.2 35.3 toast-keybinds-skills.png
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  38. 38.0 38.1 38.2 38.3 38.4 38.5 Liveübertragung, 2017-10-16 (45:52).
  39. 39.0 39.1 39.2 39.3 Alpha-1 screenshot.
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  41. PAX West 2017 Ranger poster.
  42. 42.0 42.1 42.2 Liveübertragung, 2017-10-16 (44:49).
  43. 43.0 43.1 43.2 Liveübertragung, 2017-10-16 (47:29).
  44. 44.0 44.1 Liveübertragung, 2021-02-26 (27:41).
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  47. 47.0 47.1 Liveübertragung, 2017-05-08 (43:30).
  48. stevenclarification.png
  49. Liveübertragung, 2020-06-26 (1:30:40).
  50. Video, 2020-12-23 (1:17).
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  52. 53.0 53.1 Video, 2020-12-22 (7:35).
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  54. Video, 2017-05-25 (0:02).
  55. autorun.jpg
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  58. 59.0 59.1 collision.jpg
  59. Interview, 2020-03-27 (15:20).
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  61. 62.0 62.1 Liveübertragung, 2020-01-30 (1:34:12).
  62. shieldactiveblockA1.png
  63. 64.0 64.1 64.2 Liveübertragung, 2020-06-26 (1:19:50).
  64. 65.0 65.1 65.2 Alpha-1 screenshot.
  65. Video, 2021-02-09 (0:37).
  66. 67.0 67.1 67.2 Liveübertragung, 2020-07-31 (1:14:26).
  67. 68.0 68.1 68.2 Alpha-1 screenshot.
  68. Video, 2020-12-23 (0:40).
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  70. Liveübertragung, 2017-05-17 (1:05:11).
  71. Liveübertragung, 2019-06-28 (1:19:00).
  72. Liveübertragung, 2017-05-30 (16:25).
  73. 74.0 74.1 74.2 Liveübertragung, 2018-12-06 (48:52).
  74. 75.00 75.01 75.02 75.03 75.04 75.05 75.06 75.07 75.08 75.09 75.10 75.11 75.12 Liveübertragung, 2020-08-28 (1:15:39).
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  76. Liveübertragung, 2017-11-16 (30:45).
  77. 78.0 78.1 78.2 78.3 78.4 Liveübertragung, 2021-06-25 (27:43).
  78. steven-combat-revamp-update-2.png
  79. 80.0 80.1 80.2 Liveübertragung, 2020-04-30 (1:09:51).
  80. 81.0 81.1 Interview, 2019-04-15 (38:03).
  81. 82.0 82.1 Liveübertragung, 2021-06-25 (27:10).
  82. Liveübertragung, 2021-03-26 (59:21).
  83. Liveübertragung, 2021-06-25 (26:11).
  84. Liveübertragung, 2020-04-30 (40:19).
  85. 86.0 86.1 86.2 Newsletter, 7 August 2018
  86. 87.0 87.1 87.2 87.3 87.4 Podcast, 2018-08-04 (1:07:59).
  87. steven-action-tab-attack-range.png
  88. 89.0 89.1 89.2 89.3 89.4 89.5 Liveübertragung, 2020-10-30 (1:15:59).
  89. 90.0 90.1 Liveübertragung, 2021-03-26 (1:11:25).
  90. class cleaving.png
  91. Liveübertragung, 2018-09-27 (17:52).
  92. 93.0 93.1 Liveübertragung, 2018-07-09 (58:26).
  93. 94.0 94.1 Interview, 2018-08-08 (27:04).
  94. Interview, 2018-08-17 (3:58).
  95. 96.0 96.1 Interview, 2018-08-17 (4:31).
  96. 97.0 97.1 Interview, 2018-08-17 (6:03).
  97. Liveübertragung, 8 April 2018 (PM) (41:44).
  98. steven-headshots-1.png
  99. 100.0 100.1 steven-headshots-2.png
  100. 101.0 101.1 Interview, 2018-10-21 (9:10).
  101. Interview, 2018-10-20 (3:25:31).
  102. 103.0 103.1 103.2 Liveübertragung, 2018-09-27 (34:49).