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Alpha-1 open world caravan PvP.[2]

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.[3]

PvP (Spieler gegen Spieler Kämpfe) ist der Impuls für Wandel in Ashes of Creation.[4] 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.[5]

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.[6]Jeffrey Bard

Es gibt viele Gründe, sich in Ashes of Creation am PvP in der offenen Welt zu beteiligen.[7]

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.[7]Steven Sharif

Zielorientierte Events (z.B. Karawanen, Gildenkriege und Node-Belagerungen) sind von den Bestrafungen für den Tod ausgenommen.[8]

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.[9]Steven Sharif

Objective-based events such as Node-Belagerungen, Castle sieges, Gildenkriege, and Node wars will occur within a prime-time window somewhere between 3PM and 9PM server time. This is subject to testing.[10][11][12]

Combat revamp

Alpha-1 split-body melee weapon combat sneak peek.[13]

I can move while swinging on this guy. I can back up then continue to attack him. Just have complete control over my character while attacking.[13]Steven Sharif

A revamped combat system will be rolled out during and post Alpha-1 testing based on player feedback.[14][15][16]

  • The goal is to give more agency to the player and achieve a more fluid flow of combat with greater mobility when using abilities.[17][18]
  • The current hybrid tab and action combat system will remain after the revamp.[17]
  • This revamp will not represent the final form of combat, but will set the general direction that combat will be taking.[19]
  • The revamp will be iterative and will be rolled out to testers in different phases.[18]

The revamped combat system will feature split-body animations, where the character's upper body can be locked by weapon attack animations while the lower body is free to continue moving.[13][20][21]

You'll be able to move forward while swinging your weapon; and this will allow you complete control over your weapon attacks for melee.[13]Steven Sharif

Alpha-1 testing is initially focused on core functionality rather than combat balance.[21]

Q: Based on recent feedback, what direction are you leaning towards in regards to split-body versus root-motion?
A: We are leaning towards split body.[22]Steven Sharif


Es gibt keine vordefinierten Fraktionen in Ashes of Creation].[23]

Da wir nicht-fraktionsbasiert sind, möchten wir dem Spieler die Möglichkeit geben, entweder Dinge zu tun die "böse" oder "gut" sind, so dass es auf der bösen Seite eine Fülle von Möglichkeiten geben muss, an denen er teilnehmen kann.[24]Steven Sharif

Threat assessment

Players will have a buff on their nameplate that indicates the gear set they are wearing. Other players will be able to see this buff by targeting that player at a distance.[25][26][27]

You can target a player. You're going to see what type of armor they have based on a buff they have available to them because obviously cosmetics can change appearance. You might have different silhouettes as a result of that.[28]Steven Sharif
  • The border will indicate the level and quality of the tier set.[25][26][29]
    • This also indicates if the gear is enchanted, along with visual effects associated with enchanted items.[26][30][29]
  • The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[31]
When you see a player approaching you and they're wearing a transmog you know you don't know if that person is a high damage mitigation against physical damage or against magical damage and essentially the way we overcome that is through you being able to target a player at a distance and they will have a buff that's present on them that you will see, which indicates that essentially the piece set that they are wearing. It is important for players to be able to ascertain from a threat assessment standpoint you know what they're going up against if they're actively checking that and that will be available.[27]Steven Sharif

Player health

Health is a stat in Ashes of Creation.[32][33]

With regards to seeing another player's health: As you know their name plate will deteriorate or give you an indication of like hey they've taken damage they're significantly injured, but you're not going to get a percentage. You're not gonna get an exact bar value, unless you're in their party or in their raid.[33]Steven Sharif

Namensschild eines Charakters

Das Namensschild eines Charakters wird über dessen Kopf angezeigt.[36]

  • Dies kann der Vor-, sowie optional der Nachname sein.[36]
  • Der Gildenname des Charakters wird neben seinem Namen angezeigt.[37]
  • Das Namensschild des Charakters verändert sich, um als Indikator zu dienen, wie viel Schaden der Charakter genommen hat.[32][33][35]
  • Ein Icon wird die Class des Charakters anzeigen.[25]
  • Mit der Maus über das Namensschild eines Charakters zu fahren, zeigt sein Level, seinen Klassennamen, sowie seine Archetypen-Kombination.[25]
  • Ein Buff-Icon zeigt die Ausrüstung des Charakters.[25][26][27]

Die Art der von Beschwörern beschworenen Kreaturen wird in dem Nameplates über der Kreatur angezeigt. Dies kann von einem Spieler nicht geändert werden.[38]

Open world battlegrounds

The Event system will also create a variety of PvP situations in the open world. From small skirmishes that lead into sieges to battles over capture points during a node or castle siege, PvP objectives will play a crucial role in determining the tide of battle.[39]

Schlachtfelder are objective-based events where PvP battles occur in the open world.[40][41]

My definition of what a battleground is- and it's non-traditional. It's not typically something that is defined in the same way in other MMORPGS, but I kind of view them as these small skirmishes that might lead up to a siege or to a war and they might have capture points during node and castle fights; and these PvP objectives may be more relevant for smaller groups than for giant raids; and you might have concurrently running objectives during a particular event where you have to dispatch groups simultaneously to go address these objectives in order to complete one particular type of event or one particular type of of success condition.[40]Steven Sharif

The following open world PvP events will flag participating players as Combatants (purple).[40][42]

Non-combatant (green) players entering an open world battleground are automatically flagged as combatants and remain flagged for a period of time after leaving that battleground.[48]

Our castle system, our sieges against nodes, the caravan system, battlegrounds that exist, guild wars: We want there to be a meaning to this conflict. We want players to actually have some skin in the game when it comes to participating in PvP.[6]Steven Sharif


Karawanen facilitate the transfer of goods for players wishing to turn a profit.[3]

Das Karawanen-System ist ein PvP-System in der offenen Welt, das sich um Chancen und Risiken dreht. Karawanen erleichtern den Warentransfer für Spieler, die mit Gütern Gewinn erzielen möchten.[3]

  • Karawanen können nur von Knotenpunkten mit (mindestens) Dorf-Stufe versandt, und in Empfang genommen werden.[52]
  • Karawanen können Güter von mehreren Spielern transportieren.[53]


Karawanen erzeugen eine offene PvP-Zone, welche Spieler für den Kampf markiert (lila).[56]

  • Durch eine Benutzeroberfläche können Spieler auswählen, ob sie die Karawane angreifen, verteidigen oder ignorieren möchten.[57][58]
  • Um eine Karawane erfolgreich anzugreifen, wird eine Gruppe benötigt.[51][59]
  • 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.[60]

Zerstörung der Karawane

Wenn eine Karawane zerstört wird (ein Wrack wird), lässt sie einen Teil der Waren fallen, die sie transportiert hat.[51][61][62]

  • Es können auch Karawanen-Komponenten fallen gelassen werden, wenn die Karawane zerstört wird. Handelt es sich um höherwertige Komponenten, können diese vom Besitzer der Karawane, oder von anderen Spielern geborgen & wiederverwertet werden.[63]
  • Für schwere Güter lassen Karawanen Zertifikate fallen, welche bei der Ausgangs-Node für einen Teil der Güter eingetauscht werden können.[64][62]

The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to kind of game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to you know that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region.[62]Steven Sharif



Castle sieges

Alpha-1 castle siege gameplay.[1]

Castle Sieges are intended to be massive events with hundreds of people involved in a single Siege. One of the reasons that Ashes of Creation Apocalypse exists is so we can address the challenges in ramping up the number of bodies that we can handle simultaneously. With our latest test hitting over 200 simultaneous players, we’re ready to push that number even further. Our goal is to have the largest organized PVP battles of any MMORPG.[65]

Gilden participate in Castle sieges in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[66]

  • 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.[67]

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.[68]

  • It was previously stated that castle sieges may or may not be (entirely) instanced in the final game.[43]

What we were talking about was how during castle sieges or node sieges, you're going to have certain instanced locations where it's only going to be a group that's designated to participate versus another group while the siege is happening. And I know in the past we talked about well how do you plan to incorporate these more objective-based waypoints as part of these larger events; and say that not only is it going to be a complement of numbers or in the overall grand kind of battle perspective, but there's also going to be opportunities for smaller more niche groups to participate in more focused objective capturing. And a part of that is going to be small very short, kind of ten minute long instanced battles where groups can go and participate against other groups that are defender versus attacker; and the outcome of which will influence certain aspects of the overall battle while that's still occurring in the background.[68]Steven Sharif

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.[69]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[69][70]

  • 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.[69][70]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[70][71]
  • 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.[69][70]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[70][71]
  • 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.[72]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[73]

There will be benefits to attracting people... even if they're not in your guild or alliance – kind of 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.[70]Steven Sharif



Knotenpunkt-Belagerungen ermöglichen es Spielern, einen Knotenpunkt zurück zu setzen, seine Knotenpunkt-Entwicklung umzukehren und ihn letztendlich vollständig zu zerstören. Dies ebnet den Weg für die Neuentwicklung und den Zugriff auf die gesperrten Inhalte in den umliegenden Knotenpunkten. Aufgrund dieser Dynamik spielen politische Konflikte und Intrigen eine wichtige Rolle in der Struktur der Welt.[75]

Belagerte Knotenpunkte werden für die Angreifer keine leichte Herausforderung darstellen. Städte und Metropolen werden einen erheblichen Abwehrvorteil haben. [75] Automatische PvE Belagerungen können gegen Knoten eingeleitet werden, die aber nicht kontinuierlich aktiv sind. [76]

If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![6]Steven Sharif



Gildenkrieg-Eigenschaften werden momentan noch designt. Das generelle Ziel von Gildenkriegen ist es, Zielorientiert zu sein, mit massiven Risiken für beide Parteien.[77]

I can't really define exactly what those features are yet because that design stage is still up in the air from a discussion standpoint. There's a lot of different ideas that relates to how those two can come into play, but I will say that in every MMO I've ever played guild wars are very binary. They're very like 'Okay you've declared, you have a number of kills to deaths and the guild war's over, thank you...' My objective to kind of change that dynamic is to include greater risk for the sides to initiate the war and also to make it more objective-based than just a binary kill death ratio; and the fortresses and guild halls come into that type of facilitating that change.[77]Steven Sharif

Ziele tauchen in der Welt auf, basierend auf der Stufe des Gildenkriegs, dem Vermögen der Gilden, und ob es sich um eine Gildenhalle oder eine Gildenfestung handelt.[77] Es gibt grundlegende Ziele, und darauf aufbauend weitere Ziele, die dadurch bestimmt werden, welche Aktivitäten die Gilde ausgeführt hat.[78]

  • Zum Beispiel: Wurde eine Gilde vor kurzem Inhaber einer Gildenhalle auf einer Eigenheimparzelle, könnte ein mögliches Ziel das Erlangen eines speziellen Gegenstandes in oder um der Gildenhalle, welcher nur für die angreifende Gilde sichtbar ist, sein.Dieses Ziel zu erreichen braucht Zeit.[78]
  • Es könnte aber auch ein Ziel sein, einen Gegenstand einer Gilde zu stehlen, den sie in einem Schlachtzug gefunden hat.[78]
  • Es können auch Kopfgelder auf verschiedene Gildenmitglieder ausgesetzt sein. Das Ziel hat dabei erhöhte Schadensreduktion und Lebenspunkte, und kann nach Hilfe rufen.[78]

If you have a guild hall and a certain type of guild war is declared that is maybe a higher stakes kind of war, some of those objectives will be centralized either at your guild hall, at the opponent's guild hall; could be a progression step towards the guild hall. It might be a specific a period of time that accumulates into into a central battle at the guild hall for an objective.[77]Steven Sharif

Guild war mechanics

Gildenkrieg-Mechaniken beinhalten:[79]

  • Einen Kriegserklärungszeitraum.[79]
  • Zielorientierte Bestandteile.[79]
  • Sieg- und Kapitulationsvereinbarungen.[80]
  • Gilden können mehrere andere Gilden/Allianzen zur gleichen Zeit bekriegen.[80]
  • Gildenkriege sind nicht vom PvP Flagging System betroffen.[80]

We're taking guild politics to a whole new direction in regards to playing those conflicts out.[81]Steven Sharif



Jagdgebiete are open-world PvP corruption-enabled areas that encompass most of the map.[82]

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.[85]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.[84]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.[86]


Naval PvP

Operators of a ship's weapons platform can initiate naval PvP against another ship in the following three cases.[87]


Arenen sind instanzierte PvP-Szenarien und somit kein Teil des Open World PvPs.[89]



Das Open World PvP Statussystem ist designed um Spielenden vom Kummer bereiten anderer Spielenden abzuschrecken. [97]

  • Spielende können an open world PvP teilnehmen ohne Mord zu begehen. [98]
  • Die Strafen sollen wesentlich genug sein um Spielenden vom Spawncamping abzuschrecken. [99]

pvp flagging diagram.png

Es gibt drei verschiedene Stadien des PvP Statuses in Ashes of Creation.[48]

  • Kämpfende(violett)
    • Nicht-Kämpfende die ein Open-world Schlachtfeld betreten werden automatisch zu Kämpfenden und behalten diesen Status für eine gewisse Zeit nachdem sie das Schlachtfeld verlassen haben. [48]
    • Spielende werden zu Kämpfenden wenn sie einen anderen Spielende erzwungen angreifen. Wenn der/die angegriffene Spielende sich wehrt wird er/sie auch zu einem/einer Kämpfenden, sonst bleibt der/die Spielende ein/eine Nicht-Kämpfende. [100]
    • Nicht-Kämpfende die Kämpfende heilen, stärken oder anderweitig mit ihnen interagieren werden zu Kämpfenden. [102]
    • Nicht-Kämpfende die Spielende mit Combat pets (oder anderen spielende-kontrollierte Entitäten) angreifen werden zu Kämpfenden.[103]
    • Nicht-Kämpfende werden nicht zu Kämpfenden durch das looten von Leichen.[104]
    • Spielende können Kämpfende ohne Rückwirkungen angreifen, und sind dazu ermuntert, da als Kämpfende/-r sterben verringerte Todesnachteile.[100]
    • Spielende können sich nicht manuell zu Kämpfenden schalten. [105]
    • Spielende bleiben Kämpfende bis 90 Sekunden vergangen sind, seit sie eine/-n Nicht-Kämpfende/-n oder Kämpfende/-n angegriffen haben.[106]
    • Kämpfende können sich nicht ausloggen.[107]
  • Verdorbene(rot)
    • Wenn Kämpfende eine/einen Kämpfende/-n tötet wird sie verdorben.[97]
    • Verderbnis multipliziert Todesnachteile und offenbart den Standort der Verdorbenen Kopfgeldjägern.[97]
    • Der Verderbniswert von Spielenden erhöht sich mit jeder/jedem getöteteten Nicht-Kämpfenden. [48]
    • Wenn Nicht-Kämpfende verdorbene Spielende angreifen werden diese nicht zu Kämpfenden. [100]
    • Verdorbene Spielende können Kopfegeldjäger töten ohne mehr Verderbnis aufzubauen. [108]
    • Ausloggen dauert als Verdorbene 60 Sekunden. [107]

Spielende können Mitglieder der selben Gruppe, des selben Schlachtzüge, der selben Gilde oder Allianz nicht erzwungen angreifen.[109]

  • Spielende können mit einer Checkbox wählen, ob ihre Flächeneffekte Kämpfende und Verdorbene treffen sollen. Wenn sie ausgewählt ist, treffen Flächenheilung und Flächenschaden Kämpfende und Verdorbene. Wenn sie nicht ausgewählt ist, treffen die Flächeneffekte diese nicht und macht sie nicht zu Kämpfenden (wenn sie es nicht bereits sind). [110]

If you have that check-box for flagging with your AOEs and heals available then you will flag. If you do not have that box checked then on completion of the skill it will not flag you because the check was made at the start that there was a flagged party member; and then he will not he or she will not receive the beneficial effect as a result or the damage, if it's an offensive spell.[110]Steven Sharif

Belagerungen, Karawanen und Gildenkriege nutzen das PvP-Statuseffekte System nicht.[54]

You're not going to see griefing in the game very often; and that's because our flagging system. The corruption mechanics are based around disincentivizing a griefer or PKer but still offering the opportunity, should the occasion arise, where the benefits outweigh the risk, you have the ability to do so. If you gain corruption, which is killing a non-combatant - a player who is not fighting back basically - if you gain that corruption, your world has changed. It is not going to be a very beneficial place to be and you have the potential of losing your gear. Your combat efficacy decreases based on the amount of corruption you accrue. It is a comfortable balance between player agency and grief and basically removing player agency for other players.[111]Steven Sharif



Ein Zugehörigkeiten-Baum wird entwickelt, welcher bestimmt, welche Einheiten an Attacken gegen andere Einheiten in der Hierarchie teilnehmen könnnen.[112]

There is guild affiliation, there's party affiliation, there's a raid affiliation, alliance affiliation, there's a citizenship affiliation, there's society affiliation, there's religious affiliation. All of these things have some hierarchy; and within that hierarchy there's the ability to participate within certain systems. So for example, if you have a node that has fallen under your vassal state and you're a citizen of the parent node, then you could participate in a siege against the vassal node but if you're a citizen of the vassal node you could not participate as an attacker against the parent node; so there's a hierarchy, unless you were to renounce your citizenship.[112]Steven Sharif


Spieler Verderbnis

When you gain that corruption you have the potential of losing your completed items, your weapon, your armor, stuff that is very difficult to achieve; and then the other aspect of that is, that in order to deter basically players taking alternate characters and saying this is my PK alt, the more players you kill, the more corruption you gain, the higher your combat efficacy in PVP diminishes. If you're out there and you killed you know 20 players... you will not be able to perform in PVP any longer. You will need to take that character and go work off that corruption. The other aspect of corruption is that if you kill another player, who is a non-combatant and the level disparity between you and that player is great, you will gain a higher amount of corruption from that single kill. To the point where you should not be killing a level one character.[113]Steven Sharif

Wenn ein Kampfteilnehmer (violett) einen Nicht-Kampfteilnehmer (grün) in PvP tötet, wird er als verdorben markiert (rot).[97]

  • Die Verderbnispunkte eines Spielers nehmen mit jeder Tötung eines Nicht-Kampfteilnehmers zu.[114][48]
  • Je grösser der Levelunterschied der Spieler, desto mehr Verderbnispunkte werden verteilt.[114][48]
  • Verderbnisstrafen tauchen auf, sowie die Anzahl an Verderbnispunkte eines Spielers zunimmt.[115] Je mehr Verderbnispunkte:
  • Verderbnis hat einen sichtbaren Effekt auf das Aussehen eines Spielers.[119]
  • Wenn ein Nicht-Kampfteilnehmer einen verdorbenen Spieler angreift, wird er nicht als Kampfteilnehmer markiert.[100]
  • Der Aufenthaltsort eines verdorbenen Spielers wird Kopfgeldjägern auf ihrer Weltkarte preisgegeben.[114][97]
  • Verdorbene Spieler können Kopfgeldjäger töten, ohne zusätzliche Verderbnispunkte zu erhalten.[120][108]
    • Verderbnisstrafen werden im Kampf gegen Kopfgeldjäger negiert.[120]

The more corruption you gain, the less effective you become in PvP and there's going to be a certain period at which point you have gained enough corruption that you're going to be gearless and you're also going to have a massive reduction in your PvP efficacy.[121]Steven Sharif

Reward without risk is meaningless... Corruption is just another word for risk.[122]Steven Sharif

You can't necessarily time perfectly the damage or understand even the health of the player. Unless you were in their party you cannot see an opponent's health as well, so that's another component that adds risk..[33]Steven Sharif

Verderbnis entfernen

Das Hauptheilmittel für Spieler Verderbnis ist der Tod. Es ist möglich, dass das vollständige Entfernen der Verderbnis mehrere Tode benötigt.[124][100]

  • Erfahrungspunkte reduzieren die Verderbnispunkte eines Spielers auch langsam.[124]
    Dies führt zu einer lustigen Erfahrung für Kopfgeldjäger, während sie dich versuchen zu fangen während du die Verderbnis abarbeitest.[124]Steven Sharif


Player death

Player death in an open world dungeon in Alpha-1.[126]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[111]Steven Sharif

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[127][128][129][116][130] These ash piles are immediately lootable by any player.[128] PvP-Statuseffekte is not triggered by looting.[104]

  • A non-combatant (green player) who dies suffers normal penalties, which include:[116]
    When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[133]Steven Sharif
    • Dropping a percentage of carried gatherables and processed goods.[129][116]
      • This also includes a percentage of the certificates a player is carrying.[130]
      • If a player dies there will be a period of time before their mule despawns. Other players must kill that player's mule to be able to loot it.[135]
      • If a player's mule dies its corpse will contain the same percentage of lootable items as the player.[135][136]
  • A combatant (purple player) who dies suffers these same penalties, but at half the rate of a non-combatant.[116]
  • A corrupt (red player) suffers penalties at four times[114] the rate of a non-combatant, and has a chance to drop any carried/equipped items based on their current corruption score. This includes:[114][116]

Experience debt will scale to approximately 2 or 3 percent of the total XP for a max level player. These numbers are subject to change based on testing.[141]

Bestrafungen für den Tod do not apply to objective-based events (such as caravans, guild wars, and node sieges).[8]

There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[8]Steven Sharif
  • Death penalties do not differ between PvP and PvE, but this is subject to change.[142]

Death by falling is possible.[143]

  • Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[143]

Death by drowning is possible.[144][145]

  • Players that drown will respawn on shore.[144]

If a player dies there will be a period of time before their mule despawns. Other players must kill that player's mule to be able to loot it.[135]

Players do not lose gold upon death, no matter their corruption level.[146]

At the moment, the plan is for players to not lose gold upon death, no matter their corruption level.[146]Cody Peterson

Safe zones


Players are not able to be attacked or robbed while occupying a player stall.[150]

Player stalls may not be renewed during a siege declaration.[150]


Ein Rechte-System wird dem Eigentümer ermöglichen Zugriff auf bestimmte Bereiche ihres Heims zu vergeben.[151][152][153]

  • Die Erlaubnis die Türe zu öffnen und das Heim zu betreten.[152][153]
  • Zugang zu Pflanzen.[152]
  • Die Möglichkeit Items in das Lager zu legen oder heraus zu nehmen.[152][154][155]
  • Erlaubnis zu dekorieren, jedoch nicht etwas aus dem Haus zu entfernen.[152]
  • Die Immobilie hat immer nur einen Eigentümer.[151]
    • Zugangslisten können genutzt werden um einen gemeinsamen Besitz zu simulieren.[153]
    • Das Zahlen von Steuern kann dann über eine Abmachung unter den Spielern aufgeteilt werden.[156]
  • Bürgermeister haben die Möglichkeit aus der Stadtkasse NPC Söldner anzuheuern um ihre Node während einer Belagerung zu verteidigen.[157]

It'll be a single owner based system for those types of properties- for properties in general, but it doesn't prevent players obviously from you know collaborating and pooling resources in order to achieve certain achievements in the game.[151]Steven Sharif


Players cannot steal from a freehold under normal circumstances.[158]

  • Items stored in a Freehold may become lootable after a successful siege against their parent Node.

Players cannot PvP while inside (the footprint of)[147] a freehold (except following a successful node siege).[148][149]

The freehold is intended to be a protected area unless there is a siege and the town gets destroyed. If the town gets destroyed, the freehold's up for grabs and it becomes a PvP area.[148]Steven Sharif
  • NPC guards that permanently exist on a freehold are not a planned feature.[149]
  • Guards may be available for hire to defend freeholds after a successful node siege.[160]
Q: We were discussing in chat earlier about freeholds and whether or not a person would be safe in their home or within the entirety of their freehold from getting player killed?
A: I think our initial testing is going to revolve around the footprint of their freehold and then we'll take into consideration the metrics gleaned from that testing.[147]Steven Sharif

Permission to decorate a freehold is restricted to the owner of the freehold.[161]

  • Previously it was stated that permission to decorate but not take anything from the house would be able to be assigned to other players.[152]

PvP seasons

Performance in various PvP systems (such as Karawanen, Arenen, Gildenkriege) is measured over the course of 6 month PvP seasons. At the end of each season, a player's cumulative score may unlock various rewards.[162][163]

Gear enhancement rewards

Ausrüstungsverbesserungen (Kraftsteine/Runen) können an Waffen angebracht werden, um der Waffe Elementar- oder Energieschaden zu verleihen.[164][165]

We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that kind of thing.[165]Jeffrey Bard

It's not as though you're going to necessarily acquire these once and then you're set for your PvP enchantments, but instead you'll have to continually perform month after month in order to keep having those slotted enchantments.[166]Steven Sharif


Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[167]

Visibility of those types of things on the server help to promote a competitive atmosphere. If there is an attainable impression that you can work towards, so that others know your success, you have more drive to succeed.[167]Steven Sharif


info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.

There will be dungeon and raid leader boards.[168]


Es wird verschiedene Arena-Stufen (Ranglistensystem) geben.[90]

  • Belohnungen für das Erreichen der Arena-Stufen werden zu einem späteren Zeitpunkt enthüllt.[92]
  • Titel können durch das Voranschreiten in der Arena freigeschaltet werden.[93]
  • Arenapunkte, mit denen man Ausrüstung kaufen kann, sind aktuell nicht in der Entwicklung.[93]

Guild ladder

An inter-guild ladder will rank guilds based on their performance within competitive activities:[170][171]

When the guild participates in guild wars or they participate in sieges, you'll be able to climb the ranks of your inter-guild ladder as well so you get bragging rights amongst your friends.[171]Steven Sharif


info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.

Trophäen-Park is an area within Stadt, Großstadt or Metropole nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.[172]

  • Server announcements and achievements are designed to encourage groups to experience new content.[172]


Es wird eine Duell-Mechanik geben.[173]

  • Es wird möglich sein, Duell-Einladungen automatisch abzulehnen.[173]

Time to kill

info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.

The Ashes of Creation MMORPG will have a time-to-kill (TTK) of around 30 seconds to a minute.[174]

In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[176]Steven Sharif


The developers are testing different approaches to accommodate varying hitboxes between the races.[177]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[177]

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.[177]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[177]

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.[177]Steven Sharif


There are no headshot mechanics in the Ashes of Creation MMORPG.[177][178][179]


Das Wachstum der Werte erfolgt in der folgenden Reihenfolge:[183]

  1. Die Rasse setzt die Basiswerte eines Spielers.
  2. Der primäre Archetyp erhöht die Basiswerte.
  3. Der sekundäre Archetyp (Klasse) erhöht die Werte zusätzlich.

Different races have different stat compositions. Those stats can be important, but we also don't want them to dictate any kind of meta for what classes are best used with different races.[184]Steven Sharif

Die Wahl des Berufes hat keinen Einfluss auf die Werte eines Spielers.[185]

Gleichberechtigtes PvP

Es wird kein gleichberechtigtes PvP in der Open World geben. In gewissen Arena-Schlachtfeldern kann es unter bestimmten Umständen gleichberechtigtes PvP geben.[186]


Spieler können sich den Titel Kopfgeldjäger durch eine Quest verdienen, welche den Bewohnern einer Militär-Node der Stufe 4 (Stadt), und unter Umständen derer Vasallen-Nodes zur Verfügung steht. [187][48]

  • Kopfgeldjäger können ihre Pfadfinder-Fähigkeit einsetzen, um einen verdorbenen Spieler auf ihrer Weltkarte aufzuspühren.[188][138]
    • Dies wird den Kopfgeldjäger für bis eine Stunde nach Aktivierung für PvP Kämpfe markieren, aber nur für verdorbene Spieler.[188]
    • Die Pfadfinder-Fähigkeit kann ein- und ausgeschaltet werden.[188][189]
    • Es ist möglich, dass in Zukunft Kopfgeldjäger gegen verdorbene Spieler, die die Pfadfinder Fähigkeit ausgeschaltet haben, permanent markiert werden. Dies wird auf Grund von Tests entschieden werden.[190]
  • Die Genauigkeit von Kopfgeldjäger Karten wird von dem Fortschritt eines Spielers im Kopfgeldjägersystem bestimmt.[191]
  • Verdorbene Spieler können Kopfgeldjäger töten, ohne zusätzliche Verderbnispunkte zu erhalten.[120][108]
    • Kampf-Strafen von verdorbenen Spielern werden im Kampf gegen Kopfgeldjäger negiert.[120]
  • Oberster Kopfgeldjäger ist ein Regierungs-Titel, welcher dem Träger Zugang zu speziellen NPCs in der Node gewährt.[192]
  • Die Anerkennung für das Töten eines verdorbenen Spielers erhält der Kopfgeldjäger, der den tödlichen Treffer landet (letzter Schlag). Zukünftig wird evtl. der Schadensbeitrag ausschlaggebend sein.[193]


Spieler mit genügend Verderbnispunkten sind auf der Weltkarte und auf Mini-Karten sichtbar. Diese Spieler haben eine eigene Markierung auf der Weltkarte, die von einem NPC eines Militärknotenpunktes von mindestens der Stufe 4 (Stadt),und wird nur an jene Spieler verteilt, die den Kopfgeldjäger Titel besitzen.[194] Die Genauigkeit von Kopfgeldjägerkarten wird vom Fortschritt eines Spielers im Kopfgeldjägersystem bestimmt.[191]

Tavernen sind Orte, an denen Kopfgelder ausgehängt werden. Gewinnen Spieler viele Verderbnispunkte, kann es sein, dass Tavernen ein Kopfgeld auf diese Spieler aushängen. Oder sie verlangen, dass ein spezifisches Gebiet von Problem-Spielern gereinigt wird. Dies lässt einen Indikator auf der Weltkarte erscheinen.[195]

Bounty hunter Pathfinding ability

Skill Icon Rank 1 Rank 2 Rank 3
Pfadfinder Reveals corrupted player locations on the bounty hunter's map.[188][138] Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[188] The pathfinding ability can be toggled on or off.[188][189] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[191] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[191]

Verdorbene Spieler töten Kopfgeldjäger

Verdorbene Spieler können beim Töten von Kopfgeldjägern Belohnungen erhalten.[196]

PvP/PvE gear

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.[197]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.[198]Steven Sharif

Ashes of Creation ist ein PvX Spiel. Die Spieler werden dabei sowohl auf PvP- als auch auf PvE-Elemente treffen.[199][200] Es ist unwahrscheinlich, dass sich ein Spieler ausschließlich auf das reine PvP oder das reine PvE konzentrieren könnte.[200]

We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But you know 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.[203]Steven Sharif

PvP/PvE servers

Gameplay Videos


Community guides

Siehe auch


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  2. Video, 2020-05-31 (1:09:50).
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  4. pvp catalyst.png
  5. Ashes of Creation FAQ.
  6. 6.0 6.1 6.2 Video, 2017-04-30 (5:31).
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  9. Liveübertragung, 2022-03-31 (1:12:27).
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  14. Liveübertragung, 2021-05-28 (1:14:50).
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  22. Liveübertragung, 2021-08-27 (1:15:39).
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  56. caravan zone.png
  57. caravan UI.png
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  67. castle-siege-scale.png
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  191. 191.0 191.1 191.2 191.3 Liveübertragung, 2017-05-24 (48:00).
  192. Liveübertragung, 2019-07-26 (1:20:48).
  193. Liveübertragung, 2021-06-25 (1:06:22).
  194. Interview, 2017-01-20 (06:12).
  195. The mighty beard!
  196. Interview, 2018-10-20 (1:15:10).
  197. Video, 2018-04-16 (1:32).
  198. Podcast, 2021-04-11 (38:31).
  199. 199.0 199.1 Liveübertragung, 12. Mai 2017 (24:52).
  200. 200.0 200.1 200.2 200.3 Liveübertragung, 5. Mai 2017 (33:25).
  201. Liveübertragung, 15. Mai 2017 (14:05).
  202. pvx stats.png
  203. Liveübertragung, 2022-06-01 (37:39).
  204. Liveübertragung, 2017-05-05 (35:27).
  205. MMORPG Interview, 12 December 2016.