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武器
武器 determine a player's damage output alongside other conditions and stats.[2][4]
- Choice of weapon type changes the feel, pacing, speed, and other aspects of combat. Further specialization is achievable within each weapon's skill tree.[2][5][6][7][8][9][10]
- Some ranged or melee abilities require a specific weapon to be equipped. Weapons that are equipped in the character's ranged or offhand slots will be automatically swapped in and out as required by the skill.[11][12][13]
- Players can select which weapon they wish to use as their primary weapon for basic attacks.[11]
- Some abilities will require that certain pieces of equipment are equipped.That's true for melee abilities like a shield bash requiring a shield to be equipped, or certain ranged abilities requiring a ranged weapon to be equipped as well. It's important to note that as part of the Ashes of Creation paper doll, you have a melee main hand, an offhand slot, and then you have a ranged slot as well, so you don't have to switch between weapons per-se if you execute an ability that requires a ranged weapon, but if you have your melee weapon out it will automatically swap to the range weapon and use the ability and then back to your melee weapon for your basic attack should you choose; and then you can select which weapon you want to have available your melee or your range for the basic attack and you can swap between those two even in combat, but they're they're still equipped.[11] – Steven Sharif
- The bulk of a weapon's power comes from its crafting recipe and the materials used in its construction.[14]
- Q: What percentage of an weapon's power will be defined specifically by blueprint materials, character skill, the station and region where it was crafted, and by the player's own selective inputs?
- A: A big chunk of it going to come from the static recipe value. That's going to drive a lot of the stat block; and then as we saw here, you will be able to influence the quality of the recipe and the distribution of stats within the stat block based on the components that are dedicated to the craft. So, that presents a wide variety of potential output from a single recipe. recipes have the ability to gain experience. You can unlock different results through different compositional contributions of resources; and that in and of itself is an exploration progression that crafters will have access to.[14] – Steven Sharif
- The developers are considering per-use consumables/buffs that can be applied to weapons that applies certain rider effects to basic weapon attacks.[15]
- Weapons with alternate healing functionality are being considered by the design team.[16]
Different weapon types offer different passive skills and proc effects from their weapon skill tree as well as different waterfall stats.[18]
- Axes (One and two handed).[19]
- Bows.[19]
- Clubs.[20]
- Daggers.[19]
- Hammers.[21][22]
- Lances.[23]
- Maces (One and two handed).[19]
- Orbs.[24][19]
- Polearms/Halberds.[19]
- Scepters.[25]
- Shields.[19]
- Spears (One-handed).[26][27]
- Spellbooks.[24][19]
- Staves.[19]
- Swords/Rapiers (One and two handed).[19][28]
- Wands.[24][29]
The following weapon types are not equippable by players in the MMO.
- Crossbows will not be in the MMO.[30][31]
- Previously crossbows were present in Ashes of Creation Apocalypse.[32][33]
- Potion launchers will only be able to be used as ship attachments in the MMO.[34][35]
- Previously potion launchers were present in Ashes of Creation Apocalypse.[33][36]
There is an even split between melee and ranged weapons.[19]
装备 (weapons and armor) has approximately a 40-50% influence on a player's overall power in the game.[9] This ratio will likely change over time as characters progress through various systems.[39]
- 武器 and armor are not class locked, but certain classes are more efficient with certain types of weapons or armor.[38][40][41][42]
- There are no stat requirements for equipping gear, but there are affiliation and level requirements.[43][44][45]
- We have level requirements that are going to be applicable for particular types of gears. There's going to be affiliation requirements for certain types of gear as well; but from a stat perspective we decided not to go down that route; and the only reason for that is we don't want to shoehorn people into particular types of builds; and stats relate to those particular types of builds because there's a lot of versatility that exists within our class system. They don't have to play it per-se and that lends itself to a meta. It's like, oh you're a tank where you have to tank constitution and if you don't take constitution you don't get access to this really cool tank breastplate. You know stuff like that. It can feel a little too restrictive when you start to dictate from a stat perspective how a player must build their character.[43] – Steven Sharif
- Specific and necessary crafting materials for higher tier items can only be obtained through the deconstruction of lower-tier items. This is designed to keep lower tier crafted gear relevant through progression and across expansions.[46]
- The bulk of a weapon's power comes from its crafting recipe and the materials used in its construction.[14]
- A big component of gear usefulness or relevancy, as either you're progressing or as expansions come out or whatnot, is that there is a deconstruction method associated with gear; and that deconstruction can provide very specific and necessary crafting materials that can only be achieved through deconstruction of certain types of gears. And then additionally as we consider expansions and additional itemization paths and tiers going forward, all gear is going to remain relevant within the tiers that they exist. So from a progression standpoint, as you achieve access to different types of tiers, those gears are still going to have relevancy within that tier.[46] – Steven Sharif
- Certain higher-end weapons and armor will have active abilities, but the intention is that these abilities will not radically redefine the way an archetype is played.[47]
- Active skills that do get associated with certain types of pieces of armor and/or weapons: those will be much on the higher-end if they're an active ability that comes with those things. But I still don't think that the intended impact of those types of abilities is for us to radically redefine the way a particular archetype might play.[47] – Steven Sharif
- Gear is acquired from a number of different sources, such as quests, drops, crafting, legendary bosses, guild-oriented tasks, favor, and unique currencies.[48]
- 装备 is not subject to inventory weight limits.[49]
- Players may access their gear and other completed items in warehouses at any node, regardless of citizenship or housing ownership.[50][51][49]
- Q: Could you explain in detail what you mean by 50% of player power when talking about gear influence on player power?
- A: That's just a general allocation of what players can expect to pursue when enhancing their player character power. Now obviously, the distribution and ratio of those types of influences, whether it be itemization, whether it be level, whether it be, augments choices, and/or skill tree choices: those influences and ratios change through the leveling curve. So, at lower levels your character level is going to be more influential over character power than itemization will be, but at endgame or higher levels, or at the end of the adventuring level progression, that's when itemization really gets an emphasis for its ratio of player power.[39] – Steven Sharif
Weapon skill tree
A weapon combo system (also referred to as Weapon use combo, Weapon attack combo, Weapon combo, and Weapon use ability) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[52][54][55][5][10][56][57]
- The combo system consists of a sequence of combat animations based on the weapon type, referred to as a combat animation montage.[58]
- Combos are triggered by performing basic weapon attacks (default Q or left-mouse-click).[59]
- Let's say for example you're using a two-handed warhammer or something and you have a number of weapon combos that play animation style based on how many combos deep you go into an attack with that warhammer. So the first is going to be like a forward swing. Second is going to be a back swing. The third is going to be swing down and the fourth is going to be some twirl that you do; and that's what we call the combo animation montage.[58] – Steven Sharif
- The number of steps and passive effects that trigger during weapon combos can be customized in the weapon skill tree.[60][61]
- We wanted to have a combo length progression available to players so that certain builds could have longer weapon combos and other builds can have shorter weapon combos with more passive effects.; and this has been the result of our exploration. So, when you start out you've got a pretty quick four-hit combo, but whenever you unlock the additional hits you get the fifth and sixth hits, which are at approximately 50% to the overall combo length. But we found that that gave a pretty satisfying floor and ceiling to how long the combo can be.[60] – Brian Ferguson
- Depending on class skill choice these effects will have synergy with the combat montage.[58]
- Depending on what your class skill choice has been those are going to have synergy effects with the weapon skill tree. So my skill called spin-to-win might do 30 additional damage on a staggered target. So I see when my proc occurs with the stagger effect on my first swing, like for me as a player I might be only interested in landing that first swing, so every now and then I'm gonna swing once and then I'm gonna use a skill and then I'm gonna come back and swing again because that'll play my first swing montage, because it's been interrupted. So I won't move to the second one because I'm really just wanna hit that stagger effect. So that's going to be how my rotation lines up. However I might have some skill that on a stun target it might be an immediate cast and it's like some power you push or power hit; and that does- it knocks back a stun target. So if the target's stunned when this skill plays, it has an added effect of knock down and now they're gonna get knocked down for an additional two seconds. Now I might spec into that and as a result I want to finish through: swing, swing, and then knock down. So I get my chance at stunning that target with that weapon skill.[58] – Steven Sharif
- 武器成长 such as set bonuses may change at what level any proc effects occur and therefore enable different combo rotations.[58]
- You may have items or set bonuses that change at what level those proc occurs. So I may have a full set of battle armor that changes all third hit combo procs to second hit requirements and now I have a chance not only on my second hit to land that tapering slow but I also have a chance to land my one second stun proc because I have the full set that changes my weapon progression. So that's the way itemization works with your weapon skill tree, is you can enhance when those weapon skill trees become available in your combat montage and that can be a relevant factor in how your skill rotations come to play; and mixes with your weapon attacks.
- Weapon skill choices and rotations will vary based on whether the player is more focused on PvP or PvE.[58]
- Right now some people might just say, "I don't care at all about my weapon attacks. I'm not going to invest a lot of points into that. And if I do, it's going to be primarily PvE focused where I'm more comfortable using just swinging my weapon, and I may not use them as much in PvP. I'm just going to be focused on skill rotations." That's okay, but the reason for those skill montages- back to your question- is they have a very relevant role in when certain procs come online from a weapons skill tree perspective.[58] – Steven Sharif
- Using a skill/ability other than a basic attack will in general reset the combo.[59]
- The developers are considering specific abilities that might be able to be used without resetting the combo system.[59]
- It acts similar in the sense of the core loop of what an auto attack is so to speak; where typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable skill effect that you can continually attack with but it's a little bit more involved than what a traditional auto attack is; and it has components from a from an advancement standpoint when it comes to the types of procs that your weapon can have during that combo system... It's not going to have the quick time event that you guys saw early on in PAX and gave great feedback on, but it is going to have development with regards to the power of the weapon the type of weapon you're using, the additional proc effects that you can skill into: Those types of things are going to make it a little bit more complex of a system capture.[10] – Steven Sharif
武器类别
Weapon classes (also referred to as weapon types and weapon groups) in Ashes of Creation may deal different types of physical damage.[63][7]
Weapon use combo system status
The weapon combo system plays heavily into the weapon skill trees, which are planned for Alpha-2 and beyond.[61]
- The weapon use ability that was originally shown at PAX West 2017 was reduced to a basic form in Alpha-0.[56] The new combo system will not have the quicktime event that was seen in PAX West 2017.[10]
- A revised weapon combo system was present in Alpha-1.[10][64] This was referred to as Combo system[10], Combat skills[9], and Combat tree[8].
Weapon targeting
混合战斗是指玩家在游戏中可以选择以 Tab 键锁定或无锁定模式进行战斗。[66][67]
- 无锁定模式设有准星,与第三人称动作游戏相似。[66][65][70][71]
- 玩家无须处于准星模式来施放无锁定技能。[72]
- 施放指向性无锁定技能,玩家无须处于准星模式。技能会自动判定准星的位置施放。因此如果玩家使用 Tab键镜头模式凭感觉瞄准,也可以使用无锁定技能。[72] – 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.[66][65]
- 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.[68][66]
- 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 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.[68] – Steven Sharif
- Holding Tab while in action mode will alternate between targets.[66]
- Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[65]
- 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.[73]
- In future the user will have the ability to choose from different reticle appearances.[74]
- The tab mode (MMO mode) facilitates tab targeted combat.[65][70] A tab-targeted ability requires a target in order to utilize that skill.[68][71]
- Pressing left-click in tab mode will attack the target (with the currently selected weapon).[65]
- There will be a "target of target" capability on the user interface.[75]
Hybrid combat is being tested in Alpha-1.[66][76]
- Targeting modes are able to be achieved through choice of skills/abilities.[68][76][77]
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.[77] – Steven Sharif
Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[79]
- Damage.[79]
- Charge up time.[79]
- CC effects.[79]
- Cooldown.[80]
- Energy consumption.[80]
- Cost to spec.[80]
- Attack range will likely remain the same; as it is driven by the weapon or skill itself.[81]
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. [79] – Steven Sharif
For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[80]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[80][77]
- Softer CC's would be housed in tab-targeted abilities.[80]
Forward attack cone (cleaving)
All weapons have a forward attack cone, regardless of being in tab or action mode.[65]
- The cone's arc and distance will vary based on weapon type.[65]
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.[65] – Steven Sharif
This is described as a weapon attack not an active skill.[65]
Class weapons and armor
武器 and armor are not class locked, but certain classes are more efficient with certain types of weapons or armor.[38][40][41][42] Certain abilities require certain items to be equipped.[83]
- Weapons are intended to be somewhat agnostic in the sense that you can find a way for a weapon to be utilized by different classes. Not just the rogue is going to be able to use daggers. Because if you restrict equipment through that, it makes the economy more difficult to have sustainability across the market of items.[42] – Steven Sharif
- Q: We had stated that we were going to allow people to use any class combination, which would be both your archetypes together, being able to use any weapon. Do we see problems that could occur with that, for instance like a bow tank, or an orb tank or things like- will there be some strangeness there, or are there problems that you first are foreseeing in the future?
- A: We're giving a lot of flexibility to the crafters in our game. They get to help define the stat block that a particular item, weapon, or gear has; and that stat block can be relevant to any particular class or archetype combination. So in that sense the idea is, no not to see any strangeness there or not to see any elements that would dissuade a person from that customization perspective.[84] – Steven Sharif
种族武器和护甲
武器 and armor are not race locked, but armor will take on a racial appearance.[88][89][90]
- The customization of equipment per race is really focused on Armor sets not Weapon props. Weapon props will, from a model standpoint, will translate pretty one-to-one across the races.[91] – Steven Sharif
- 种族外表 of gear is focused on 装甲. 武器 will not change in appearance but will scale in size based on race.[92][91]
- Let's say for example you have the Eagle set or something, right: The Eagle set has in art, it has a thematic design that's going to include certain attachments to the armor. It's going to include color palette and theme. It's going to have some aspects to it that define it as the Eagle set, right. When a Elf wears the Eagle set or when an Orc wears the Eagle set, you obviously have two different cultures there; and you don't want to stomp out that culture by assigning a de facto 'This is the Eagle set and this is how it looks on everybody.' What we want to have is cultural influences play a role in showing how that set looks.[91] – Steven Sharif
- When you say, what if I'm an Orc but want to look like an Elf and I want my Eagle set to be the Elf representation? Well the issue becomes there that Orcs have a different organic model. You know, their body is different than that of the Elf. So, from a scope-creep standpoint, it's one thing to add different influences that represent the cultures that are donning the armor; it's another thing to adapt each influence as a matrix that can be worn pretty much by everything. From a scope perspective, that's a very difficult task for the character artists to tackle. So instead what we've done is, in order to facilitate a variety of cultural representation between the races but allow for the sharing of assets like different armor sets, we give different representations of those armor sets to each race.[93] – Steven Sharif
- Q: Since a single armor set will look different on each race, how will we have large varieties of in-game achievable gear for each race if we have to make nine different looks for each set?
- A: The approach for that is to create a modular piece set for armor creation; and the way we achieve that is by two steps: So, on the modeling side, each race has these geo sets basically where you're creating pieces of the armor for heavy plate armor, for medium, for robes; and you get to grab those modular pieces and mix and match as design makes a request for a particular set to the art teams. So, design comes along and they say, "hey we have a theme for a set that we want to create", so let's use Carphin in that example; and that theme from design's standpoint is going to include color, it's going to include materials, it's going to have an etymology for the set to give a background so that they can incorporate certain types of attachments- whatever they want to include on the art side. Then, the character team says, "okay let's take our base sets of geo and let's mix and match those pieces to create the Carphin set and then we're going to do a materials pass on it, and then we're going to do a color pass on it"; and that way we have a lot of essentially pieces of the puzzle to create these many different unique sets. Now we can also deform pieces across from race to race. So, even if we create unique geo on a per-race basis, we can grab the pauldron from the Human set and put it onto the Vek representation; and the end game there is that we have a particular set, for example Carphin, and that Carphin is communicating the theme; and when you don the armor for the Carphin set- you've acquired the Carphin set and you put it on- it is going to look Vek if you're a Vek. It is going to look Kaelar if you're a Kaelar, but it is still going to have the identity and the theme of the Carphin set.[94] – Steven Sharif
Gear slots
There are multiple gear slots in Ashes of Creation.[96]
- 3 Belt slots.[96]
- 1 Mainhand slot equips a player's primary weapon.[97][11][12][58][13][100]
- 1 Offhand slot can equip shields, spell focuses, sigils, and dual weapons.[97][101][100]
- 1 Potion/Pouch/Scroll slot.[99][102]
- 8 装甲 slots.[96][103]
- 5 Jewelry slots.[96]
- 3 Artisan gear slots.[111][96][112]
- 1 Artisan tool slot is used to equip gathering tools.[113]
- There may be a specific slot for musical instruments, but this has not been finalized yet.[114]
- Previously it was stated there were 16 gear slots.[103]
- 装备 is not subject to inventory weight limits.[49]
Items on back and belt
Players can set the appearance priority for the items they wish to show in their Back and Belt slots.[99][102][115]
- Only one item can show at a time, and that is determined by player choice.[100]
- Some ranged or melee abilities require a specific weapon to be equipped. Weapons that are equipped in the character's ranged or offhand slots will automatically swap in and out as required by the skill.[97][11][12][13]
- Players may toggle back and forth between using their ranged and melee slot for basic weapon attacks.[97]
- Idle animations will be selectible by players in the character creator.[117]
Ranged weapons
A character may equip up to two hand weapons and also wear a ranged weapon on their back.[12][13][100]
- Characters performing ranged abilities will switch to the ranged weapon, then can switch back to the melee weapon and shield or two-handed melee weapon.[12][13]
- There will be a setting to determine if the ranged weapon or main/offhand is the primary weapon to use for Q or left-mouse-button basic attacks.[12][13]
- Rangers do not have a minimum distance requirement for using their ranged weapons.[119] Previously rangers were intended to have a minimum distance requirement.[120]
- Instead of a minimum range requirement, certain Ranger skills, such as Thundering Shot, currently have variable effects conferred at different ranges.[121]
- Some Ranger skills require a bow to be equipped.[122]
Melee weapons
Melee weapons and abilities have a maximum range of effect.[124][120]
Dual wielding
Dual wielding will be permitted for selected one handed weapons.[126][127]
- Dual weapons are treated as single items that when equipped will occupy both main and off-hand gear slots.[128][126]
- There is a limited selection of weapons that can be dual wielded.[126]
- Shields cannot be dual wielded.[129][127]
- Great swords probably can't be dual wielded.[130]
- Q: How will animations work while dual wielding weapons of A) a different type, for example an axe and a dagger; or B) different weapon speeds?
- A: Dual weapons will have their own animation sets; and... there will be a limited selection of which weapons can be dual weapons. Players will make that selection. They'll create those dual weapons as as bespoke single items that when equipped will occupy both the main and offhand; and then how we handle the attack speeds is we offer animations at a particular speed and then we adjust that with a modifier based on whatever is influencing that: either increase or slow down in speed.[126] – Steven Sharif
#REDIRECT MediaWiki:Switching gear/zh
- It is possible to store and swap gear loadouts with a single hotkey button press when out of combat.[49][96][132]
- There will be a loadout system that you can use in your inventory to help manage those different types of set that you can customize. So you can do a simple hotkey press and be able to swap your armors, out of combat of course, with a single button click.[49] – Steven Sharif
- Artisan gear and adventuring gear do not need to be swapped for either to be effective when they are equipped on a character.[133][111][112]
- Switching weapons is possible while in combat but armor cannot be swapped while in combat.[97][134][135][11][12][13][136]
- You may not swap armor when you're in combat, but you may swap your weapons; and there's obviously a few reasons of why this can be important: We're a itemization agnostic class design, so players equip with items that there are most necessary based on the adversary or the challenge that they're facing; and so we want that to be available for players to swap with weapons.[134] – Steven Sharif
枪械和火药
Gunpowder (black powder) weapons will not be present in Ashes of Creation.[140][141]
- 船舶 will utilize a larger form of potion launcher in place of canons. These canons will be able to be equipped with different potions that have different effects.[35]
- I previously said there was not going to be gunpowder in Ashes. What there will be is something very similar to gunpowder but has a more arcane nature to it. It's not necessarily going to be explainable through the conventional means of chemistry, metallurgy, and physics and what not, but rather the Essence is the core component of many types of magic, one of which is obviously going to be evocation type magic; and that evocation can have some explosive tendencies.[140] – Steven Sharif
Weaponry such as Potion launchers, Siege weapons and weapons used in 海战 are based on the arcane arts.[35][140][142]
As we said in the past, were not really about that black powder life. Instead it's really going to be focused on the arcane arts: The elements; the use of radiance and darkness; and then those being employed in larger weaponry, such as the type of siege weaponry between ship battles as well as those and sieges. A potion launcher is an example of the arcane energies that can be mastered in order to facilitate these highly destructive alchemical blends that can be created.[142] – Steven Sharif
武器成长
武器 have their own progression paths.[10][145]
- Each type of weapon has its own skill tree that grants passive skills and proc effects and other status conditions.[146][2][5][6][58][7][9][8][10][147][148]
- The weapon combo system determines special effects that proc based on weapon progression.[10][148]
- Ancillary effects proc based on enchantment types.[148]
- Gear enhancements (power stones) can be applied to add elemental or energy types of damage.[148]
- Dual wielded weapons will have its own progression based on weapon type.[149]
- Weapon proficiency (based on length of use of a weapon) is not a planned feature.[147]
- Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[148] – Steven Sharif
Gear enhancement
Gear enhancements are possible both during and after an item is crafted.[150][151]
- There is a combination of systems that take an item to its max potential. Players will need to contribute in a certain number of these systems to reach max. Some of the systems are an either/or situation.[150] – Kory Rice
- Crafting recipes can be enhanced by adding higher rarity or different crafting materials into their selectable crafting slots at crafting stations.[151][152][153][154]
- Enchantment scrolls and tempering allow gear to be enhanced post-crafting.[151][155]
- The bulk of a weapon's power comes from its crafting recipe and the materials used in its construction.[14]
- The contribution of materials to crafting an item results in advancing the rarity of that item. Now, that doesn't exclude players who don't have the legendary or the higher quality contributed resources from progressing their common item up the rarity tree through enchantments such as scroll enchanting or through tempering the gear. Both of those can affect the quality and the rarity of the gear that you produce, but by contributing the resources during the crafting process you are getting a head start with the higher quality item and now are less dependent on those other avenues to achieve that, which might be again a different vertical space of progression that you don't have as good of access to.[151] – Steven Sharif
- Runes/Power stones are a potential methods for enhancing weapons.[148][156]
- Enchantment stones are potential rewards for performance over six month PvP 赛季. These grant temporary PvP-focused benefits to gear (via a socketing system).[157][158]
Enchanting
Enchanting is not an artisan profession in its own right. Scribes create scrolls that can be utilized by different professions to create enchantments relating to that profession.[159][160]
- Enchantment scrolls can be sold on the open market.[151][159][161]
- Enchanting does not increase an item's level requirement.[162]
- You don't really push a particular item's level requirement or the identity of that item. You can enhance it, you can add enchantments to it, but it's still the item it is.[162] – Steven Sharif
角色威力膨胀
The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[144]
传说物品
There is a small 随机性 chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[163]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[164][165][166]
- Legendary equipment is only dropped by Legendary world bosses.[167]
- Legendary equipment will have a roughly 6-12% improvement in base stats, subject to testing and balancing.[168]
At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[165] – Steven Sharif
- Gatherers must have high quality tools to gather rare resources.[165]
- Processors must have high tier processing buildings on their freehold to produce rare materials.[165]
- Crafters must also satisfy certain prerequisites to craft legendary equipment.[165]
The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[166] – Steven Sharif
Certain legendary items may be limited to one per server at any given time.[169][170]
- If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[169]
There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[170]
A legendary weapon is easily distinguished by its visual appearance.[166]
It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[166] – Steven Sharif
Legendary items are not intended to be temporary.[171]
- A notable exception to this is Royal mounts.[172]
The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[171] – Steven Sharif
Discovery of legendary items will unlock further chapters of the 世界观.[173]
Gear sets
Gear sets (also known as tier sets) are a part of Ashes of Creation.[48][44][45]
- Q: How often will armor be part of an entire armor set with other cosmetically matching pieces versus unique armor pieces that don't match or go along with anything else in the game?
- A: There is a balance of both set pieces and non-set pieces and usually you're going to see at higher grades within a tier are going to be more predominantly set driven; and the lower interstitial power levels of the gear for that tier are the potentially bespoke pieces; and obviously those pieces are catered around a number of different interactions, such as ones you get from quests, ones that you get from drops, ones that you can craft, ones that you get from legendary bosses, ones that you get from guild-oriented tasks, or in-game favor and unique currencies. So there's different types of acquisition models and each of them has a spattering of either bespoke pieces or set-oriented pieces; and there are even varying levels of set pieces as well. So you might have a full eight piece set, or a three-piece set, or a five piece set, depending on where it lives within the tier.[48] – Steven Sharif
- It will be possible to store and swap gear loadouts with a single button press when out of combat.[49][96][132]
- Approximately 49 unique gear sets were obtainable in Alpha-1 from crafting, quests, drops and exploration.[177] These were unique sets with different stats, but some may be similar in appearance.[177]
- There are passive abilities that can be chosen to become more adept with certain set types.[45]
- There will be viable non-set builds.[178]
Best in slot weapons
What is considered best-in-slot is based on a character's role and the type of encounter they are facing.[179][180]
- Crafted items are best-in-slot in Ashes of Creation.[181] Previously it was stated that crafted items will be on-par with best-in-slot items.[182]
- Instanced content will contain scripted and difficult boss fights that drop gear, but the gear drops will not be best-in-slot. These can only be found in the open world.[183]
装备外观
- Gear is intended to be realistic in appearance.[184][185][186]
- Armor will not be overly sexual in appearance.[184][186]
- I'm more of the mind that it wouldn't really serve a purpose to have bikini plate armor, just in like reality, if you're going to have armor, it should be protective. I think from a fashion statement is enjoyable for some people, but it's a an immersive issue.[185] – Steven Sharif
- Some armor and costumes will be more revealing than others, but there will not be nudity in the game.[188]
- There might be sliders, but there are not gonna be naked sliders.[188] – Steven Sharif
- Each race is getting its custom geo pieces, which then will share thematic components such as color palette, attachments, design filigree. Those types of things will get shared across the geo but generally you're going to see unique races with unique geo.[189] – Steven Sharif
- The appearance of crafted gear is influenced by its rarity.[190]
- Crafters are able to influence what their crafted items look like.[192][193]
- 时装 can be used by all races but there may be slight variations to make them work with the body builds of each race.[194]
- Dye cosmetics can be used to change gear colors.[195][196][197]
Kickstarter weapon skins
Kickstarter backers will receive a unique weapon skin.[199]
- Usable on all types of weapons.
- Include subtle and tasteful glow/particle effects.
Summoned weapons
Summoner augments are still in development.[200]
- 职业 with a 召唤师 secondary may grant augmented skills that summon weapons. These summoned weapons are not able to be equipped.[201]
- The word "equip" only applies to items. There are currently no plans to include summoning items into a player's inventory or character slots. It may however be possible to change the appearance and damage type/data of a weapon through the use of a spell.[202]
- There are summoned weapons that appear as a spell VFX to damage opponents for a period of time.[203] These will not be able to be wielded, since weilding implies an item in a character equipment slot.[204]
Ashes of Creation Apocalypse weapons
Ashes of Creation Apocalypse weapons each have an associated ability. Each weapon has three different tiers.[207] Ranged weapons are currently hitscan based, with the exception of Nightfall, which is projectile-based. Melee weapons are currently cone hitscan based.[208]
- APOC:Archmage's Companion
- APOC:Bonesmasher
- APOC:Bronze Axe
- APOC:Crossbow of Revealing
- APOC:Firefrost
- APOC:Greatsword of Haste
- APOC:Grimoire of the Fallen Sky
- APOC:Lifebringer
- APOC:Longbow of Miasma
- APOC:Nightfall
- APOC:Paladin's Might
- APOC:Rusty Sword
- APOC:Spiritpierce
- APOC:Stillblade
- APOC:The Drifter
- APOC:The Silencer
- APOC:Thundering Mace
- APOC:Wand of Light
- None -
Ashes of Creation Apocalypse weapon appearances
- No results -
Ashes of Creation Apocalypse weapon rarities
Ashes of Creation Apocalypse weapons and abilities get better with each tier.[207]
Ashes of Creation Apocalypse active blocking
主动格挡 is a universal skill that applies to all classes.[213][214][215][216][211][217]
- Active blocking is present in Alpha-2.[216][210][212] At present the developers are using a universal stamina-based energy system, but they will be testing the use of separate energy mechanics for universal skills in Alpha-2.[214][216][218][219][212]
- Active blocking might be an ability that- it's universal, of course it's universal- but it might be consuming mana; and you'll be able to adjust that mana consumption based off of your passive spec into your skill trees. In addition, it might also consume stamina, where that's something we're going to be testing as part of Alpha-2.[216] – Steven Sharif
- Different types of equipment are catered toward blocking different damage types.[213]
- Shields are better for active blocking physical damage, but any melee weapon can also be used to parry with a lesser amount of mitigation.[215][211]
- Sigils are better at actively blocking magical damage.[213]
- Q: How are you designing encounters around active blocking? Will it be situational use, or would I expect to be laying on my block keybind for most of the fight to prevent getting deleted by bosses?
- A: It depends really on the type of adversary you're facing. Some of them are going to have indicators or tells that a big attack is coming. It's an animation wind up where you'll have an opportunity to use active block in very unique situations that are based on timing and additional mitigation for those incoming one-off attacks. In other occasions you'll be able to use it off of rotational cooldowns, or if you're waiting for a particular ability or you're during the use of your Aegis. There's different situations for when active block is a relevant use-case.[220] – Steven Sharif
- Some abilities may be able to overcome, surpass, or cancel active blocking.[214]
- If a player is in a state, such as an active block, or an active tumble state, there will likely be some types of abilities that interact with reacting to those types of states and will either overcome surpass or cancel out those states, particularly as it relates to not just active blocking, but also potentially passive blocking as well; and that would be something probably related to physical penetration values as a stat, or even CC breaks that could be relevant as well for those types of things. I think that's on the radar for the combat team.[214] – Steven Sharif
- Previously the developers had not finalized designs for active blocking and were leaning toward using more traditional buff-oriented universal damage mitigation for the MMO, and were also considering interaction between action-based blocking and a passive block stat.[221][222]
- The Paladin's Might shield in Ashes of Creation Apocalypse had its own hit box and hit points (HP); that could actively block projectiles.[223]
Ashes of Creation Apocalypse weapon variants
The first chapter of Apocalypse is The Exodus. It takes part in the initial stages of the fall and sets the scene for upcoming chapters.[225]
- Between 15 and 20 cosmetic rewards are earnable in every chapter.[226]
- Daily and weekly quests will allow players to gain up to 50 levels (matching the intended level cap for the Ashes of Creation MMORPG).[227]
- Advancing through these levels allows players to unlock unique cosmetic rewards, such as weapon skins.[224][227]
You're going to have an adventuring path and that adventuring path is going to come with weekly quests and daily quests that you can participate in that will be available for the Castle sieges for the Horde and for the Battle Royale; and as you complete these quests you're going to gain experience; and right now you have up to 50 levels, which matches the intended cap for Ashes of Creation. Fifty levels of the adventure path that you can advance in; and as you advance in each of these levels you're going to be unlocking certain assets, such as these weapon skins. Now the great thing about player's progress in Apocalypse is that you will share the same account from Apocalypse to Ashes of Creation the MMORPG and anything that you earn in Apocalypse will be in Ashes of Creation the MMORPG- a unique as a skin exactly: A skin that you will have access to for helping us test write Apocalypse and preparing these different Alpha and Beta stages for Ashes of Creation.[227] – Steven Sharif
美术图
2024-01-30 2024-01-02 2023-12-27 2022-10-02 2022-07-06 2022-06-30 2022-06-29 2022-05-16 2020-12-31 2019-06-30
其他
引用
- ↑ X.com - There are a bunch of new weapons being created for players to use when on Verra!
- ↑ 2.0 2.1 2.2 2.3 直播, 2022-09-30 (53:15).
- ↑ 直播, 2023-12-19 (1:42:39).
- ↑ 直播, 2017-06-30 (27:05).
- ↑ 5.0 5.1 5.2 直播, 2022-09-30 (43:45).
- ↑ 6.0 6.1 影片, 2022-09-30 (24:49).
- ↑ 7.0 7.1 7.2 访谈, 2021-02-07 (49:18).
- ↑ 8.0 8.1 8.2 访谈, 2020-07-18 (1:07:51).
- ↑ 9.0 9.1 9.2 9.3 访谈, 2020-07-19 (53:59).
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 10.8 直播, 2020-01-30 (1:28:40).
- ↑ 11.0 11.1 11.2 11.3 11.4 11.5 直播, 2022-09-30 (49:16).
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 12.6 Podcast, 2021-09-29 (40:50).
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 访谈, 2018-05-11 (16:32).
- ↑ 14.0 14.1 14.2 14.3 直播, 2023-11-30 (1:54:37).
- ↑ 直播, 2022-09-30 (46:17).
- ↑ 直播, 2023-07-28 (1:20:53).
- ↑ 直播, 2022-09-30 (1:05:25).
- ↑ 直播, 2022-10-14 (18:34).
- ↑ 19.00 19.01 19.02 19.03 19.04 19.05 19.06 19.07 19.08 19.09 19.10 直播, 2017-05-24 (14:15).
- ↑
- ↑ 影片, 2020-03-23 (0:41).
- ↑ 直播, 2017-07-28 (45:21).
- ↑
- ↑ 24.0 24.1 24.2
- ↑ 直播, 2018-05-04 (33:27).
- ↑ 直播, 2019-09-27 (1:06:44).
- ↑ 直播, 2017-05-24 (18:40).
- ↑
- ↑ 直播, 2017-12-15 (59:49).
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- ↑ 直播, 2023-02-24 (1:05:54).
- ↑ 直播, 2019-05-30 (58:28).
- ↑ 33.0 33.1 直播, 2018-05-04 (33:56).
- ↑
- ↑ 35.0 35.1 35.2 35.3 Podcast, 2021-09-29 (56:50).
- ↑ 直播, 2018-05-04 (54:58).
- ↑ Twitter - Gear reveal.
- ↑ 38.0 38.1 38.2 访谈, 2023-07-09 (1:38:34).
- ↑ 39.0 39.1 直播, 2023-10-31 (1:36:15).
- ↑ 40.0 40.1
- ↑ 41.0 41.1
- ↑ 42.0 42.1 42.2 直播, 2018-05-04 (45:37).
- ↑ 43.0 43.1 直播, 2021-06-25 (1:33:58).
- ↑ 44.0 44.1 44.2 44.3 44.4 直播, 2020-11-30 (54:29).
- ↑ 45.0 45.1 45.2 45.3 45.4 直播, 2017-11-17 (22:33).
- ↑ 46.0 46.1 直播, 2021-07-30 (1:16:05).
- ↑ 47.0 47.1 直播, 2023-09-29 (1:15:47).
- ↑ 48.0 48.1 48.2 48.3 48.4 48.5 直播, 2023-07-28 (1:22:48).
- ↑ 49.0 49.1 49.2 49.3 49.4 49.5 访谈, 2023-09-10 (47:13).
- ↑
- ↑
- ↑ 52.0 52.1 影片, 2024-03-29 (50:16).
- ↑ 影片, 2024-03-29 (57:52).
- ↑ 影片, 2023-12-19 (10:08).
- ↑ 影片, 2023-04-28 (15:35).
- ↑ 56.0 56.1 直播, 2018-01-18 (22:46).
- ↑
- ↑ 58.0 58.1 58.2 58.3 58.4 58.5 58.6 58.7 58.8 Podcast, 2021-09-29 (47:57).
- ↑ 59.0 59.1 59.2 直播, 2020-02-28 (1:10:21).
- ↑ 60.0 60.1 影片, 2023-12-19 (8:37).
- ↑ 61.0 61.1 直播, 2021-09-24 (1:19:17).
- ↑ 直播, 2021-08-27 (1:04:30).
- ↑ 影片, 2023-08-31 (45:06).
- ↑ Podcast, 2018-05-11 (57:42).
- ↑ 65.00 65.01 65.02 65.03 65.04 65.05 65.06 65.07 65.08 65.09 65.10 65.11 65.12 直播, 2020-08-28 (1:15:39).
- ↑ 66.0 66.1 66.2 66.3 66.4 66.5 66.6 直播, 2021-06-25 (22:34).
- ↑ 直播, 2017-11-16 (30:45).
- ↑ 68.0 68.1 68.2 68.3 68.4 直播, 2021-06-25 (27:43).
- ↑
- ↑ 70.0 70.1 70.2 直播, 2020-04-30 (1:09:51).
- ↑ 71.0 71.1 访谈, 2019-04-15 (38:03).
- ↑ 72.0 72.1 直播, 2021-06-25 (27:10).
- ↑ 直播, 2021-03-26 (59:21).
- ↑ 直播, 2021-06-25 (26:11).
- ↑ 直播, 2020-04-30 (40:19).
- ↑ 77.0 77.1 77.2 77.3 直播, 2018-04-8 (PM) (37:57).
- ↑ 直播, 2020-08-28 (1:12:50).
- ↑ 79.0 79.1 79.2 79.3 79.4 Podcast, 2018-08-04 (1:07:59).
- ↑ 80.0 80.1 80.2 80.3 80.4 80.5 Podcast, 2018-08-04 (1:11:05).
- ↑
- ↑
- ↑ 83.0 83.1 83.2 83.3 直播, 2018-02-09 (47:05).
- ↑ 直播, 2022-06-30 (55:31).
- ↑ 影片, 2020-09-30 (2:44).
- ↑ 直播, 2020-09-30 (47:47).
- ↑ 直播, 2019-07-26 (54:06).
- ↑ 88.0 88.1 直播, 2022-03-31 (4:57).
- ↑ 直播, 2017-05-26 (44:11).
- ↑ 直播, 2017-05-26 (20:46).
- ↑ 91.0 91.1 91.2 91.3 Podcast, 2018-08-04 (53:43).
- ↑ 92.0 92.1 直播, 2022-10-28 (1:41:06).
- ↑ 93.0 93.1 93.2 Podcast, 2018-08-04 (55:17).
- ↑ 94.0 94.1 直播, 2024-02-29 (1:15:51).
- ↑ 影片, 2024-03-29 (35:39).
- ↑ 96.00 96.01 96.02 96.03 96.04 96.05 96.06 96.07 96.08 96.09 96.10 96.11 96.12 96.13 96.14 96.15 96.16 96.17 96.18 96.19 96.20 直播, 2023-02-24 (46:15).
- ↑ 97.0 97.1 97.2 97.3 97.4 97.5 直播, 2024-03-29 (1:55:14).
- ↑ 98.0 98.1 98.2 直播, 2023-04-28 (1:08:55).
- ↑ 99.0 99.1 99.2 99.3
- ↑ 100.0 100.1 100.2 100.3 100.4 100.5 100.6 100.7 100.8 100.9
- ↑ 直播, 2023-05-31 (48:11).
- ↑ 102.0 102.1
- ↑ 103.0 103.1 直播, 2017-07-28 (24:54).
- ↑ 104.0 104.1
- ↑ 105.0 105.1 105.2 105.3 直播, 2018-02-09 (7:31).
- ↑
- ↑ 107.0 107.1 直播, 2017-07-28 (31:30).
- ↑
- ↑ Alpha-1 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ 111.0 111.1 影片, 2023-11-30 (19:06).
- ↑ 112.0 112.1 直播, 2022-06-30 (1:17:34).
- ↑ 影片, 2023-11-30 (9:36).
- ↑ 直播, 2023-09-29 (1:08:25).
- ↑ 直播, 2018-06-04 (19:48).
- ↑ 116.0 116.1 直播, 2017-09-03 (48:56).
- ↑ 直播, 2022-01-28 (39:30).
- ↑ 直播, 2023-12-19 (1:40:53).
- ↑
- ↑ 120.0 120.1 直播, 2017-06-30 (47:14).
- ↑ 直播, 2023-12-19 (1:53:41L5DeC8wIcuM).
- ↑ 直播, 2023-12-19 (1:20:41).
- ↑ 123.0 123.1 直播, 2022-12-02 (1:12:19).
- ↑ 影片, 2023-07-28 (23:28).
- ↑ 直播, 2020-01-30 (35:12).
- ↑ 126.0 126.1 126.2 126.3 直播, 2022-09-30 (1:13:23).
- ↑ 127.0 127.1 直播, 2017-06-16 (40:06).
- ↑ 直播, 2023-05-31 (1:12:58).
- ↑
- ↑ 直播, 2017-07-28 (33:36).
- ↑ 直播, 2023-04-28 (39:06).
- ↑ 132.0 132.1 直播, 2021-11-19 (40:53).
- ↑ 直播, 2023-11-30 (1:37:49).
- ↑ 134.0 134.1 直播, 2023-04-28 (51:16).
- ↑ 135.0 135.1 直播, 2022-09-30 (51:09).
- ↑ 直播, 2017-07-28 (34:32).
- ↑ 访谈, 2020-07-18 (1:03:45).
- ↑ 直播, 2019-05-30 (1:15:58).
- ↑ Ashes of Creation Store: The Gilded Galleon.
- ↑ 140.0 140.1 140.2 140.3 Podcast, 2020-11-15 (22:22).
- ↑ 直播, 2017-06-16 (43:01).
- ↑ 142.0 142.1 142.2 142.3 访谈, 2018-08-17 (17:57).
- ↑ 直播, 2021-04-30 (53:08).
- ↑ 144.0 144.1 访谈, 2018-10-20 (2:53:52).
- ↑ 直播, 2018-05-04 (45:37).
- ↑ 直播, 2022-06-30 (1:12:38).
- ↑ 147.0 147.1 February 8, 2019 - Questions and Answers.
- ↑ 148.0 148.1 148.2 148.3 148.4 148.5 直播, 2018-06-04 (1:11:19).
- ↑ 直播, 2021-06-25 (1:29:39).
- ↑ 150.0 150.1 Podcast, 2023-12-03 (17:10).
- ↑ 151.0 151.1 151.2 151.3 151.4 直播, 2023-11-30 (1:38:47).
- ↑ 影片, 2023-11-30 (1:01:04).
- ↑ 影片, 2023-11-30 (59:21).
- ↑ 直播, 2017-05-26 (5:25).
- ↑
- ↑ 直播, 2018-06-04 (21:37).
- ↑ 访谈, 2020-07-18 (16:34).
- ↑ 访谈, 2020-07-18 (14:22).
- ↑ 159.0 159.1 直播, 2022-05-27 (1:20:00).
- ↑ 直播, 2017-05-26 (51:37).
- ↑ 直播, 2017-05-17 (58:55).
- ↑ 162.0 162.1 直播, 2021-03-26 (1:15:57).
- ↑ 访谈, 2020-07-18 (1:00:15).
- ↑ 访谈, 2020-07-19 (8:43).
- ↑ 165.0 165.1 165.2 165.3 165.4 访谈, 2020-07-20 (21:57).
- ↑ 166.0 166.1 166.2 166.3 直播, 2018-04-8 (PM) (55:49).
- ↑ 直播, 2020-07-25 (46:08).
- ↑ 直播, 2021-03-26 (1:02:06).
- ↑ 169.0 169.1 直播, 2022-03-31 (1:15:02).
- ↑ 170.0 170.1 直播, 2017-05-15 (38:08).
- ↑ 171.0 171.1 直播, 2018-07-09 (25:34).
- ↑ 直播, 2018-04-8 (PM) (51:49).
- ↑ 直播, 2017-05-19 (44:18).
- ↑ 直播, 2023-06-30 (1:30:40).
- ↑ Podcast, 2018-08-04 (59:58).
- ↑ 影片, 2023-01-27 (45:46).
- ↑ 177.0 177.1 直播, 2021-04-30 (41:18).
- ↑ 直播, 2017-11-17 (56:07).
- ↑ 179.0 179.1 访谈, 2023-07-09 (1:43:38).
- ↑ 直播, 2020-05-29 (1:33:11).
- ↑ 直播, 2022-06-30 (1:18:55).
- ↑ 直播, 2017-05-10 (14:45).
- ↑ 直播, 2022-03-31 (1:19:41).
- ↑ 184.0 184.1 184.2 184.3 直播, 2020-05-29 (50:20).
- ↑ 185.0 185.1 直播, 2017-05-26 (19:51).
- ↑ 186.0 186.1 Reddit Q&A, 2019-01-8.
- ↑
- ↑ 188.0 188.1 直播, 2021-12-23 (1:34:07).
- ↑ 直播, 2021-09-24 (1:25:27).
- ↑ 直播, 2023-11-30 (1:40:11).
- ↑
- ↑ 直播, 2020-11-30 (1:05:22).
- ↑ 直播, 2017-05-24 (24:19).
- ↑
- ↑
- ↑ 直播, 2017-07-18 (54:56).
- ↑ 直播, 2017-07-28 (9:47).
- ↑ 直播, 2020-10-30 (1:13:22).
- ↑ May The 4th, Be With You... And also some skins.
- ↑ 访谈, 2023-07-09 (1:08:13).
- ↑
- ↑
- ↑
- ↑
- ↑ 直播, 2018-12-06 (30:12).
- ↑ Longsword Skins.
- ↑ 207.0 207.1 直播, 2018-09-27 (22:02).
- ↑ 访谈, 2019-01-25 (11:21).
- ↑ 209.0 209.1 209.2 访谈, 2018-10-20 (2:24:21).
- ↑ 210.0 210.1 影片, 2023-01-27 (35:51).
- ↑ 211.0 211.1 211.2 影片, 2022-12-02 (34:41).
- ↑ 212.0 212.1 212.2 影片, 2022-12-02 (16:55).
- ↑ 213.0 213.1 213.2 直播, 2024-03-29 (2:38:15).
- ↑ 214.0 214.1 214.2 214.3 直播, 2023-09-29 (1:12:16).
- ↑ 215.0 215.1 直播, 2023-01-27 (1:06:02).
- ↑ 216.0 216.1 216.2 216.3 影片, 2023-01-27 (40:24).
- ↑ 直播, 2021-11-19 (50:38).
- ↑ 直播, 2023-01-27 (15:22).
- ↑ 直播, 2022-12-02 (1:05:08).
- ↑ 直播, 2023-01-27 (1:13:29).
- ↑ 直播, 2021-09-24 (1:22:46).
- ↑ 直播, 2020-06-26 (1:19:50).
- ↑
- ↑ 224.0 224.1 2018-12-08 Newsletter.
- ↑ 直播, 2018-12-06 (28:45).
- ↑ 直播, 2018-12-06 (33:55).
- ↑ 227.0 227.1 227.2 直播, 2018-12-06 (26:12).