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We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[1]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[2]Steven Sharif

Ashes of Creation ist ein PvX Spiel. Die Spieler werden dabei sowohl auf PvP- als auch auf PvE-Elemente treffen.[3][4] Es ist unwahrscheinlich, dass sich ein Spieler ausschließlich auf das reine PvP oder das reine PvE konzentrieren könnte.[4]

We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[7]Steven Sharif


Alpha-1 open world caravan PvP.[9]

Player combat in Ashes of Creation is both vast and intimate. It spans many aspects of the game itself. From great political battles held on the fields of massive castles, to open world conflicts fought for the pride of Guild Leaders. A player can choose to participate in the fate of the world by swaying the tide of battle with his or her combat prowess. Our PvP mechanics follow a flagging system, as well as static PvP zones at certain points of interest; fight for control over cities, castles, caravans, or hunting grounds. Our PvP is designed to offer the players a well-balanced and fair world to shape through the pen, or sword should they choose.[10]

PvP (Spieler gegen Spieler Kämpfe) ist der Impuls für Wandel in Ashes of Creation.[11] PvP-Kämpfe sollen Bedeutung haben, von Schlachten um Karawanen bis hin zu riesigen Konflikten in der offenen Welt, welche für den Stolz von Könige und Königinnen ausgefochten werden.[12]

Because players are motivated by different things, because they want something from the game that other players don't want, that's going to cause people to butt heads. Different players are going to want different experiences and the conflict between the two of them will create a bigger and better thing. Out of strife comes rebirth and that's a core symbol, it's a core theme that occurs throughout the game.[13]Jeffrey Bard

Es gibt viele Gründe, sich in Ashes of Creation am PvP in der offenen Welt zu beteiligen.[14]

Just because our flagging system gives corruption to pkers, doesn't mean PvP won't happen. There is plenty of reason for PvP to occur open-world. Scarce resources, open world hunting grounds, caravans, sieges, guild wars etc.[14]Steven Sharif

Zielorientierte Events (z.B. Karawanen, Gildenkriege und Node-Belagerungen) sind von den Bestrafungen für den Tod ausgenommen.[15]

Q: Have you considered a high-stakes loot drop PvP zone/area in Verra?
A: We have not; and the reason for that is our current PvP systems already allow for material risk essentially that's either through the flagging system or through other event-based pvp opt-in systems as well.[16]Steven Sharif


Karawanen erzeugen eine offene PvP-Zone, welche Spieler für den Kampf markiert (lila).[18]

  • Durch eine Benutzeroberfläche können Spieler auswählen, ob sie die Karawane angreifen, verteidigen oder ignorieren möchten.[19][20]
  • Um eine Karawane erfolgreich anzugreifen, wird eine Gruppe benötigt.[21][22]
  • Die Karawane bleibt für einen Zeitraum von 5 bis 10 Minuten in der Welt, sollte sich ihr Besitzer abmelden oder die Verbindung zum Server trennen.[23]



Alpha-1 castle siege gameplay.[8]

Throughout Ashes of Creation, the player has an opportunity to participate in massively multiplayer siege warfare. Since castles are likely the world’s most limited resource, it will be a task to secure and hold them. Involving hundreds of players on a single battlefield, our sieges will employ many moving parts and intricate design features. Because of the difficult nature of taking and keeping a castle there are great rewards available to the players for their efforts. Castles will allow players to exert control over nearby lands and allow for the development of unique buildings in the nearby towns.[10]

Gilden participate in Burgbelagerungen in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[24]

  • The minimum goal is for 250x250 players to be on a single battlefield. It is hoped that this can be increased to 500x500 over time.[28][29][30][31]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[32]
  • There may be instanced locations within otherwise open-world castle and node sieges, where specific groups can participate in small, short duration objective-based battles that will affect the overall outcome of the siege.[33]
I love castle-based gameplay. I love trophies. I like rewarding risk a lot; and for me it's very difficult to imagine a MMO that I would want to play where there is not competition of strategic prowess that determines the outcome of these types of events and there is not a meaningful reward both mechanically and from just a bragging rights perspective that players can aim for and try to achieve. I think that it brings a lot to the game when it comes to motivations, to excel, to level, to gain power, to engage those different progression loops when there is an ultimate goal or trophy that is not static and doesn't exist forever once you achieve it, but that you must constantly perform in order to maintain; and that's really the purpose of these castles.[38]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[39][40]

Each week leading up to the siege week... is a week that's dedicated to one of the three castle dedicated nodes. So around the castle there are three nodes. They represent week, one, two, and three; and then the fourth week is the siege against the castle. Those can only be elevated up to stage three. We've discussed this in the past and there's definitely information out there on the community ran wiki.[39]Steven Sharif
  • In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to Dorf stage through questing.[39][40]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[40][41]
  • The fourth week is declaration week, where other guilds have the opportunity to lay down their declaration flag or to sign up as a defender of the castle.[39][40]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[40][41]
  • Different siege weaponry will grant the attackers the ability to destroy walls, doors and sections of the castle in order to gain access to the inner keep area.[42]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[43]
There will be benefits to attracting people... even if they're not in your guild or alliance – a feudal like system, where you can attract other players who are just independent of this whole politic. They will have things to do there - benefits to receive - and there will be a reciprocal relationship between who you can attract, what they do for you; and how that benefits you and them.[40]Steven Sharif


Alpha-1 castle sieges

Trebuchets in the Alpha-1 preview castle siege attackers headquarter camp.[45]

Alpha-1 castle sieges are based on Ashes of Creation Apocalypse castle sieges.[47][37]

  • Players will be able to join guilds. These guilds can register for the siege events.[45]
  • Castle siege events will be 100v100 battles that occur daily and will last for three hours.[45]
  • Attackers will start on the opposite end of the map (from the defenders).[45]
  • Attackers will be able to use trebuchets to drive to and assault the castle.[45]
    • Trebuchets have a single primary fire that does a small amount of damage to players and heavy damage to buildings.[45]
    • Trebuchets will be fully physical when they are being driven.[45]
  • When the attackers have breached the castle they will be able to channel a cast on the relic in the throne room to try to capture the castle from the defenders.[45]
  • The victors of castle sieges will receive benefits, such as cloaks, flying mounts for guild leaders and potentially also for guild officers.[45]
  • Alpha-1 castle sieges are in a separate zone that is accessible via a NPC teleporter.[35][36][34]
    Currently the siege zone is actually in the open world, but separated by mountains and off in the sea a bit. There is actually no instancing in A1, although the siege zone will only be accessible in A1 through a registration NPC teleporter.[35]Steven Sharif
  • The opposing team is notified when these raid bosses are being attacked.[47]
  • Teams who get the last hit on these bosses will receive buffs that will help them in the siege battle.[47]

Last year, I spoke of attempting to incorporate sieges into the Alpha One experience. This has obviously been a goal of mine because it provides considerable data and a consistent event within the world that players can participate in to help stress test the deployment. Well, I am happy to say that it is appearing more and more likely by the day! Initial implementation of the Apocalypse siege code has been migrated into the Alpha One client, and we should begin internal testing next month. I will caveat this expectation with the fact that we are cutting it a bit close from an internal QA standpoint, but I have some confidence that the system will be online and capable of inclusion for the Alpha One test in the month of June. The siege component will obviously not be representative of what the siege system will be at launch, or even in Alpha Two.[37]Steven Sharif



Node-Belagerungen ermöglichen es Spielern, eine Node zu zerstören.[50] Dies ebnet den Weg für die Neuentwicklung und den Zugriff auf die gesperrten Inhalte in den umliegenden Nodes. Aufgrund dieser Dynamik spielen politische Konflikte und Intrigen eine wichtige Rolle in der Struktur der Welt.[51]

Angriffe auf Nodes werden für die Angreifer eine Herausforderung darstellen. Städte und Metropolen werden einen erheblichen Abwehrvorteil haben. [51]

If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![13]Steven Sharif

Der Großteil (~80%) der Inhalte in Ashes of Creation sind open-world, möglicherweise kann es jedoch instanziierte Kämpfe innerhalb von Burg- und Node-Belagerungen geben, bei denen bestimmte Gruppen an kleinen, kurzzeitigen zielbasierten Kämpfen um bestimmte Zwischenziele teilnehmen können.[33]

Bestrafungen für den Tod gelten nicht für zielbasierte Events (wie Karawanen, Gildenkriege, und Node-Belagerungen).[15]



Gildenkrieg-Mechaniken beinhalten:[52]

  • Einen Kriegserklärungszeitraum.[52]
  • Zielorientierte Bestandteile.[52]
  • Sieg- und Kapitulationsvereinbarungen.[53]
  • Gilden können mehrere andere Gilden/Allianzen zur gleichen Zeit bekriegen.[53]
  • Gildenkriege sind nicht vom PvP Flagging System betroffen.[53]

We're taking guild politics to a whole new direction in regards to playing those conflicts out.[54]Steven Sharif



You are on the prowl, and notice an unsuspecting player chopping trees. What would you do?[55]

Jagdgebiete are open-world PvP corruption-enabled areas that encompass most of the map.[56]

One of the interesting components of Ashes of Creation and our flagging system is that it presents the potential for two conflicting parties to have open conflict in the open world over pretty much anything that they may want or disagree with; and if that pertains to a hunting ground, not just the caravan or the castles or the nodes or whatever, it can exist in that area.[59]Steven Sharif

Outside of PvP for certain things like caravans, sieges of nodes and/or castles is that you're going to have those open-world hunting ground fights that may occur. You're going to have resources fights that may occur. You're going to have political fights that may occur between members of guilds; and we're taking the guild politics to a whole new direction in regards to playing those conflicts out.[58]Steven Sharif

Our PvP mechanics follow a flagging system, as well as static PvP zones at certain points of interest; fight for control over cities, castles, caravans, or hunting grounds. Our PvP is designed to offer the players a well-balanced and fair world to shape through the pen, or sword should they choose.[60]


Naval PvP

Schiffe moving into an open sea naval PvP zone (open waters/deep ocean areas) will automatically flag players as Combatants (purple).[61][62][63] Corrupted (red) players will remain red while in the open sea.[64][65][66]

Another important change that has occurred is the open seas is now an automatic flagged location. So when you move off of land we have a flagging system that protects and the open seas are international waters where you need to be careful; and there is a lot of opportunity at Sea; and because there's a lot of opportunity that's unique to that content- that's unique to that sea: that's treasure finding; that's NPCs; that's a lot of different stuff there needs to be risk associated with opportunity.[62]Steven Sharif
If you are not corrupt and you enter the open seas you will be taking a mitigated form of the death penalties, which means you will have a debuff applied upon death and in addition you will still suffer the gear degradation or gear decay upon death as well. But you will essentially be either significantly reduced in the experience debt accrued through death in the open seas if you're not corrupt, or there won't be experience debt accrued in the open sees if you are not corrupt.[64]Steven Sharif
  • Open sea zones have better resources in more abundance to compensate for the added level of risk.[68]
We have a very intuitive UI that as you approach the border between open sea and coastal area you are notified of that. You are warned ahead of time. There's a countdown when approaching. We interpolate the distance travel and speed you're moving and you get to see "I'm entering open waters"; and when you do you have this big trophy call out on screen that says "You have entered the open sea. Territory fraught."[67]Steven Sharif

Operators of a ship's weapons platform can initiate naval PvP against another ship in the following cases.[63]


Arenen sind instanzierte PvP-Szenarien und somit kein Teil des Open World PvPs.[70]



Alpha-1 Elder Dragon of the Tundra raid boss.[78]

The environment in Ashes of Creation is a visually stunning realm, with fantastical beasts and creations designed to both inspire awe and instill fear. The world is harsh and unforgiving, presenting a clear and present danger to the players. Dungeons, demons and dragons, oh MY! Our unique and adaptive AI means that an encounter with similar creatures will yield a completely different experience to adapt to as a player. Keeping you on your toes for constantly changing responses from your adversary. The world awaits its heroes.[10]

Elder Dragon of the Wood raid boss gameplay.[79]

Whenever you have a player versus environment setting you don't want a stagnant overly repetitive because its lackluster. It does not have that a component that engages.[80]Steven Sharif

The Node system facilitates the generation of new PvE content such as Aufträge, Dungeon, Schlachtzüge and Monstermünzen.[12]

There is going to be a lot of PvE content for all portions of the playerbase... Part of that risk versus reward: Your risk is your time you're putting in to having a chance at getting the reward and successfully completing; and that should feel good based on how much time you devote. Now I know that there's a spectrum of casual and hard-core players in the time there, what we can do, but that's why we have many different content paths that play towards how you affect the world around you.[81]Steven Sharif

PvE content adapts to the development of the world to avoid repetition.[80]


Alpha-1 early quest user interface.[82]

Questing in our world combines the best elements of traditional MMO’s as well as the introduction of our unique player driven experiences. Ashes of Creation offers area quests, public quests, and quest chains that change dynamically and in real time based on the player’s experiences and choices. Players will have the ability to directly alter world events and change the landscape through their actions, as an individual and as a community. Server quests will allow political rivals to compete for the fate of the world.[10]

Alpha-2 quest journal user interface early preview.[83]

We actually used the journal as one of our test cases for the style guide because it's a very complex screen. There's a lot of things that are going on, where we have different tiers of story arcs that might be available for players; and so we wanted to make sure the color denoted different information for them. We also have iconography to support that as well; and we have a little bit of a twist on what a traditional quest system would be like. With these story arcs we wanted to make sure that it was organized in a familiar way, but also something that supported all of the designs needs.[84]Colby Marchi

Aufträge in Ashes of Creation are divided into three categories: Events, Aufgaben and Erzählende Abenteuer.[85][86][87]

We’re going to be breaking up what is traditionally called ‘questing’ into three different categories: Narratives, Events, and Tasks. We want to avoid going down the path of trying to force narrative into gameplay where it doesn’t really fit (ie: filler stuff that doesn’t really relate to what’s happening in the world).[87]
Q: Will dialogue choices have any impact on the quests in regards to how NPCs respond to you or the overall outcome of that quest, or is it more just a role-playing perspective without any major impact?
A: No. The dialogue choices are intended to provide an impact, both with the response of the NPC, it might also serve as predicates for other systems. If there are certain paths chosen within the dialogue tree it might unlock different side arcs and story lines that other players may not experience. The dialogue trees are not meaningless. They're meant to provide gameplay related context.[89]Steven Sharif



Dünzenkell Crypt open-world Dünir dungeon in Alpha-1.[92]

Half the problem won't just be solving the dungeon, it will be solving other players too.[93]Jeffrey Bard

Dungeon in Ashes of Creation will range in size and will be mostly open-world.[96][97]

Different tiers and types of dungeon content will be more or less relevant to specific groups or class compositions.[100]

There are going to be smaller, simpler, linear dungeons. There's going to be bigger, more complex, nonlinear dungeons. So, It's a little bit of both. We want the environment to be a character. In order for the environment to be a character, these places need to be interesting and there needs to be a dynamicism to them.[96]Jeffrey Bard

Dungeon difficulty will increase the further a player ventures into the dungeon.[101]

  • Mobs and mob mechanics will become more difficult.[101]
  • Terrain and environmental dangers will increase.[101]
Deeper darker types of interactions will be found deeper in the dungeon.[101]Steven Sharif

There were 13 dungeons in Alpha-1.[102] Originally this was estimated to be 6 or 7.[103]



Schlachtzüge will either be based on triggered events or more traditional systems. Traditional world bosses will change based on node development.[106]

We want things to be more fluid and one of the ways that we make them more fluid is through our triggered event system. That is one of the methods by which we make these more spontaneous. We make them more accessible to a wider audience. You can be just in the city and not normally be a part of a raid team, but now get to participate in this organic event that's popped up around the city and if you are not participating then buildings are gonna get destroyed and NPCs are going to die... It's not just how fast can we do it, how will we get it done in its schedule, but oh my god this thing popped up if we don't kill it we're not going to access to our stables this week and we can't get our animal husbandry certificates... It's that risk versus reward that gives you a sense of adrenaline.[107]Steven Sharif



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.[110]Steven Sharif
  • Some world bosses will have stages of progression, such as defeating acolytes, then lieutenants, then generals, then the world boss itself.[115]
    • At each stage there is increasing difficulty. This may be parsed out into different time periods and be behind a wall of development.[115]
  • A single digit percentage of the population will be capable of defeating certain content.[115]
  • There will be ancillary effects that happen as a result of downing certain world bosses.[116]


Gameplay Videos

Gameplay screenshots

Siehe auch


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  18. caravan zone.png
  19. caravan UI.png
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  27. Interview, 2020-07-18 (13:13).
  28. Liveübertragung, 2021-09-24 (52:48).
  29. Interview, 2021-07-08 (57:19).
  30. Interview, 2020-07-19 (44:28).
  31. castle-siege-scale.png
  32. Twitch Bustin - Practice Sieges?
  33. 33.0 33.1 Liveübertragung, 2022-01-28 (17:50).
  34. 34.0 34.1 34.2 Podcast, 2021-04-11 (49:40).
  35. 35.0 35.1 35.2 steven-siege-zone.png
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  44. Video, 2021-05-28 (24:44).
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  50. Blog - Know Your Nodes - Advance and Destroy.
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  65. jindrack-naval-pvp.png
  66. jindrack-pvp-events.png
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  68. Liveübertragung, 2022-10-28 (1:41:55).
  69. Liveübertragung, 2017-08-23 (16:44).
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  98. 98.0 98.1 openworldinstancedsplit.png
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  102. Alpha-1 map.
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  106. raid events.png
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  114. Liveübertragung, 2020-07-25 (46:08).
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