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Currency concept art.[1]

The economy is usually something that happens in the background of other games. From day one we knew that the economy was going to be something really important to us. [2]Джеффри Бард

Markets in Ashes of Creation are regional, which means that each market has its own character. Because resources will shift locations as they’re exhausted, this will keep people moving about the world, seeking out the best resources for their crafting builds, and the best markets for their goods.[3]

One major feature in our economy that differs from most fantasy style MMOs is that we're not approaching it from a global scale. Rather, we're trying to carve the world up into regions and make each one focus independently, while of course at the same time working together. [8]Peter Pilone

Economic regions

We want our players to have a reason to explore the wilderness, to travel with purpose, and much of that will be driven by our resource system. Transporting these goods might just be more difficult than gathering them. Our regional market system allows players to participate in creating pocket economies that will reinforce the stability of goods in particular regions. Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[9]

Economic regions are static areas defined by geographic points of interest.[10][11]

  • Castle regions are larger and encompass multiple economic regions.[10]
  • Узлы are the glue that hold castle and economic regions together in potential synergy or chaos.[12]
    • Node ZOIs are fluid and change their area based on the progression of the node and its neighbors.[10]
  • Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[13]

The whole map would be under the influence of 1 of 5 castle regions. However, castle regions aren't the only TYPE of region - there are also economic regions, among other things.[11]Sarah Flanagan

Castle regions

Castles have direct power over the Nodes that belong to it, but also have soft power across the entire region it belongs to. All Nodes belonging to that region pay fealty to the Castle in the form of taxes paid directly to the Castle. The Monarch sets the rate, and can use those proceeds to upgrade defenses, maintain the Castle’s direct Nodes, or provide buffs and benefits to the citizens of that region, as the magnanimous ruler that you are.[14]

Guild castles influence a castle region around them.[15]

Guild castles impose a tax on all revenue for the nodes within its region.[19]

  • In addition to taxes, Castles also influence crop yields, resources and events within its region.[20]
  • Part of the tax and resources gathered are applied to the castle for improvements.[21][22]
  • The remainder of tax income can be used by the guild for whatever they want.[23]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[24]

Economic node benefits

Economic nodes that have reached the metropolis stage unlock the linked economy superpower. Economic nodes with this superpower share their Auction house listings with all others.[25]

Economic Nodes that have reached the Metropolis Stage unlock the Superpower “Linked Economy”. Any Economic Node with this Superpower unlocked shares Auction House listings with all the others, meaning that the items listed in one Linked Economy Node can be bid on from any other Linked Economy Node. Linked Economies also connect a Metropolis and any Vassal Economic Nodes belonging to that Metropolis.[25]

The Linked Economy Superpower has the potential to create a massive market that spans the world. This will allow players to attain and sell goods with ease, providing those who have access to these Economic Nodes a faster path to fortune in the lands of Ashes of Creation.[25]

Unique economic node buildings

Auction house

Auction houses accompany unique node buildings in Economic nodes.[25]

If a Node is the Vassal Node of an Economic Node, an Auctioneer NPC appears in that Vassal Node. The Auctioneer allows players to list non-resource/processed materials in the Parent Node’s Auction House, but players cannot bid on items from this Auctioneer. These resources and processed materials must be stored within an Economic Node in order to be listed in that Node’s Auction House. In order to bid, they must still travel to the Auction House in the Parent Node.[25]

Auction houses enable players to list items at the Economic node in which the auction house is located.[28]

  • A listing fee will be charged to list items in the auction house.[28]
  • Vassal nodes of the auction house node will be able to view items that are listed on that auction house, regardless of node type of the vassal node.[28]
    • This will be possible through an auctioneer emissary in that node.
    • Items cannot be listed in non-economic vassal nodes.
  • There may be a taxation difference between auction houses versus other player businesses.[28]
  • Players will need to travel to the auction house that contains the raw resources or processed materials to retrieve them.[28]
    • Players wishing to move these items elsewhere will need to utilize the caravan system or other type of transportation.

Bulletin boards

Bulletin boards are available within nodes[30] and player taverns.[31]

Player stalls

Player stalls (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node.[28] Renting a player stall enables players to sell items as well as provide repair and enchanting services, even when they are not online.[38]

  • Player stalls may be utilized for a period of time based on the price paid to rent the stall.[38]
  • An attendant is assigned to the stall.[38]
    • This NPC may be an "image" of the player.[33]
  • Bulletin boards that list the items available in player stalls can be accessed from anywhere in the region.[33]
    • These give the location of the stall so players can travel there and purchase the items.
  • Stall sales are also listed in auction houses.[39]
  • Players are able to input required items for repair and also purchase required materials for that repair.[40]
  • Players are not be able to be attacked while occupying their player stall.[41]
  • Player stalls are rentable by node citizens.[39]

Player stalls are different from personal shops and auction houses.[39]

Personal shops

Personal shops (player owned shops) are a type of building in Ashes of Creation. Certificates to place personal shops may be purchased by citizens and non-citizens from Economic nodes.[41][43]

Personal shops are different from player stalls and auction houses.[39]


Node taxes

Mayors/Node governments allocate resources, taxes, and quests to help develop node defenses.[46]

  • Tax money only goes toward funding node development.[47]
  • Taxation rates scale based on when a player joined a node as a citizen. The goal is to exert financial pressure on node populations by making taxes increasingly expensive as nodes advance, rather than putting in place hard population caps.[48]

Parent nodes take a cut of all taxes from the housing and any services that occur within their ZOI.[49]

  • This tax doesn't necessarily impact the individual citizen, because citizen's tax levels are determined by their node, but the node's finances are affected by the taxation levied by its parent nodes.[49]

Housing taxes

When a node reaches stage 3 (Village) and a player run government has formed, all player housing will pay taxes.[50]

  • A player's tax charge will be determined by the number of structures built on their plot.[47]

Item sinks

It's important for a healthy economy to have item sinks, so that anything that can be crafted can also be destroyed. There are three kinds of item sinks in Ashes of Creation:[5]

  1. Item durability (item decay).[51] Zero percent durability will unequip an item, increasing its repair costs.[52]
  2. Over-enchanting carries the risk of destroying that item.[53]
  3. Players gain craftable items and recipes from deconstructing (salvaging) completed items.[53]

An important aspect of a healthy economy is having some item sinks available... There are three kinds of item sinks: You can gain craftable items from deconstructing completed items; You can have decay... and if you want to over-enchant that item there will be a potential to destroy it as well. It's important for an economy to experience those types of emphasis on what can be crafted as well as seeing those items that are crafted be destroyed as well..[51]

Item durability

There is item durability (item decay) in Ashes of Creation.[51] Zero percent durability will unequip an item, increasing its repair costs.[52]

There is durability in the game... It's not going to be a trivial durability. There is a potential to destroy gear (weapons and armor), but there is also an ability to reforge that destroyed gear using a portion of the materials necessary as well as finding an item creator who can reforge it.[51]

Item deconstruction

Players gain craftable items and recipes from deconstructing (salvaging, dismantling, disenchanting) completed items.[53]

There's salvaging where you can deconstruct an item to get components only capable of retrieving from salvaging an item that can be used in crafting other types of items.[5]Стивен Шариф

Power creep

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the marketplace that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[54]Стивен Шариф

Population based scaling

Цены по которым NPC продают предметы будут меняться в зависимости от экономической активности на сервере. Цены будут расти для противодействия инфляции и будут падать при уменьшении населения.[55]

Система узлов позволяет разработчикам масштабировать опыт необходимый для повышения уровня узла и истощение которое снимает уровень узла в зависимости от активности.[55]

Вещи которые NPC продают и покупают в каком-то смысле зависят от экономической активности на сервере... Когда растёт инфляция, цены растут и всё в каком-то смысле выравнивается, несмотря на то что могут появиться лишние нули. Аналогично и обратное, при уменьшении населения цены падают и игрокам нужно делать меньше для того чтобы это заработать. С другой стороны мы смотрим на систему узлов, которая построена очень гибким образом, позволяющим нам масштабировать опыт необходимый для поднятия уровня узла и истощение которое снимает уровня узла в зависимости от активности. Так что это дело настройки нескольких констант и цены начинают меняться вверх и вниз, и сервер может за этим следить и менять их на лету при необходимости.[55]Джеффри Бард

Player to player trading

There will be player to player trading in Ashes of Creation.[6][7]

Q: Will Ashes of Creation have player-to-player trading? Will there be anything stopping me from gifting a friend that's fresh to the game a bunch of in-game money to help them get on their feet quickly?
A: There won't be anything to stop you from doing that.[6]Стивен Шариф

Escrow system

An escrow system is planned to prevent griefing in the crafting system.[56]

We're going to have a UI... you're gonna put the resources in or they're gonna put the resources in. It'll be like an escrow system and then once [the job] is complete you'll get the item they'll get the money.[56]

Mailing items

Items and resources are not able to be mailed. [57][58]

Account management

The account management page is used to assign or reassign crowdfunding items to specific characters:[59]

Gear binding

Возможно присутствие механик привязки предметов к персонажу (при использовании или при поднятии), но они будут скорее исключением чем правилом, так как это не помогает достичь целейэкономике.[62]

В играх которые выходили раньше обычно многие вещи привязаны к аккаунту и привязаны к персонажу. Здесь же к персонажу привязано очень мало. Очень очень мало. Большая часть предметов, да, вы будете получать предметы относящиеся к квестам в награду, но не будет такой ситуации, что, скажем, существует один набор снаряжения в одном подземелье и его нужно проходить снова и снова. Вместо этого мы хотим подчеркнуть зависимость от экономики, от крафтеров, собирателей и обработчиков для поддержки производства большей части экипировки в игре, совмещенной с боссами рейдов и подземелий; не повторяющаяся линия квестов через одно и то же подземелье.[63]Стивен Шариф


There will not be a theft (stealing/pickpocketing) mechanic in Ashes of Creation in regards to living players.[64]

There is not a theft mechanic for you to walk up to a player that's alive and steal something.[64]Стивен Шариф


Storage points exist at warehouses within nodes and in chests (storage containers) that can be placed in freeholds and static in-node housing.[66] [67]


  • Different grades of storage containers have different inventory capacities.


    • There are restrictions on the grades of storage containers available in different types of houses.


  • Access permissions can be set to allow others to access a player's personal storage devices.[68][69]
    • Personal storage chests may be set to permit access by family or guild members.[68][70]
  • Warehouses may enable a player to transfer non-material goods between alts. This excludes resources, materials or anything that relies on the caravan system.[71]

Player housing storage

Player housing provides an amount of storage.[72]

  • Access permissions can be set to allow others to access a player's personal storage devices.[69]
  • Personal storage chests may be set to permit access by family or guild members.[70]


Узлы advance to the first stage quickly. This enables NPC services such as vending or banking items.[73]


Caravans facilitate the transfer of goods for players wishing to turn a profit.[9]

The caravan system is an open world PvP system that revolves around opportunity and risk. Caravans facilitate the transfer of goods for players wishing to turn a profit.[9]

  • Caravans can transport goods for more than one player.[78]

Caravan types

There are different types of Caravans in Ashes of Creation.[81] [82]


The caravan system is another very big part of the node system. They are the main driver of economic activity and there is a bunch of different types of caravan. [82]Джеффри Бард

Naval caravans

Alpha-1 Niküa naval caravan 3D render.[83]

Caravans are capable of transitioning from land to naval caravans. So if you start out as a land-based Caravan and you move to the coast and you want to move into the water there's gonna be a little transition period there; it's gonna be a little construction kind of site: You're not gonna have to do anything it's just gonna be a timer right so that you can't quickly move between land and water. It's gonna be probably in the matter of you know a minute to two minutes. There's a little bit of vulnerability in that regard.[84]Стивен Шариф

Naval caravans (Trade ships) are part of Ashes of Creation naval content.[85] Naval caravans allow the transportation of trading goods.[86]


Artisan classes

Artisan classes allow a player to specialize in one or more of the following skill trees.[88]

Crafting and gathering is a very important component of the economy that players will have direct control over. Whether you wish to build a sprawling plantation around your house, or wish to travel the vast wilderness in search of treasure and resources.[9]

Ремесленные классы не позволят персонажу быть мастером во всём.[89] Игроки должны выбрать путь в дереве ремесленных умений для каждого персонажа.[90] Вложение очков в отдельные ветки позволяет игроку специализироваться в определённых областях. Это поддерживает взаимозависимость игроков и улучшает впечатление от занятия ремеслами.[91]

Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[9]

Gathering professions

Processing professions

Crafting professions

Artisan tools

Gathering artisan classes require the creation and use of harvesting tools that enable the gathering of resources.[96][97]

Tools do advance within the artisan tree, so your ability to either gather, process or craft will require the equivalent tools necessary at that stage of crafting in order to accomplish the task at hand. So, you could not mine copper and mithril with the same tool.[97]Стивен Шариф

Processing requires blueprints for the construction of buildings that are needed to process resources.[96]

Artisan supply chain

AshesOfCreation Screenshot 009.jpg

Ремесленники в Ashes of Creation должны выбрать путь развития в дереве ремесленных умений. Взаимная зависимость профессий устанавливает целую цепочку производства от сырья до готового продукта.[100] Каждая стадия производства может потребовать караван для транспортировки товаров от одного ремесленника к другому.[91]

  1. Получение сырья:[101]
  2. Очисткой сырья с помощью обрабатывающих профессий.[100]
  3. Крафтом готовых продуктов используя рецепты.

Как крафтер, вы захотите узнать, где можно создать предметы по определенным рецептам; какие узлы имеют возможность обрабатывать материалы, которые вы произвели или собрали; и тогда вы захотите спланировать свой маршрут, чтобы либо перевезти туда товар, либо убедиться, что вы находитесь в подходящем для сбора и постройки районе. Поэтому необходимо тщательное планирование.[104]Стивен Шариф

Trade agreements

Node governments can enter into trade agreements with other nodes. Each node entering into the agreement can designate caravans with materials to be sent to the other; improving the economy of both nodes. This gives experience to all involved, contributes to the node’s growth and helps to construct buildings.[105]

Mercenary guilds will be a viable way forward for different organizations. I think there will be a lot of business to be had with that; and one of the systems in our trade agreements is creating an escrow for those particular type of arrangements that we're looking into.[106]Стивен Шариф

Trade routes

Mayoral caravan launched by a mayor to establish a trade route with another node. [82]

Trade routes in Ashes of Creation refer to.



As nodes develop, player governments may open a Stock exchange (also called Stock markets and Sharemarkets) where players can buy and sell shares in Узлы, Guilds and Social organizations.[109][110]

  • There is no regulatory commission to restrict the purchase and sale of stocks.[111]

Системы безопасности

Системы безопасности будут пристуствовать для противодействия читерам, эксплойтам, ботам, продаже золота, дубликации предметов и других явлений влияющих на экономику начиная с Alpha-0.[112][113][114]

  • Эти системы собирают данные игроков и помечают ненормальную активность для проверки. В комбинации с функциями сообщений игроками о нарушениях они генерируют heatmap в реальном времени, обращающую внимание на необычное поведение.[114]
  • Игроки пойманные за читингом будут забанены.[114]

Двухфакторная аутентификация

Двухфакторная аутентификация возможно будет доступна уже на Alpha-1.[115]

Real estate

Players buy the deeds for housing from the node itself.[116] Players can also buy and sell properties from other players.[117]

  • Housing will have a base price that scales with the number of citizens in the node.[118]
  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[120]
    • A grace period will occur before the housing becomes available for auction.[120]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[120]
    • At the end of the auction, the highest bidder will win the house.[120]
  • Static housing and apartments can be listed and sold to other players at prices determined by the player-driven economy.[121][122]
  • Housing ownership can default back to the node if the owner fails to pay their property taxes. A balance and penalties will be charged to the new purchaser of the home in the manner of a "foreclosure process".[118]
  • Players will not be able to exceed their allotment of housing in the game.[125]

This will allow players to transfer real property goods. This includes ... static housing, this includes apartments that they may own; and they can sell those because those will have a limited and finite quantity.[125]Стивен Шариф

Rental and leasing concepts are currently under consideration.[125]

Some concepts that we have is going to be rental or leases that could be had allowing players to kind of lease a property for a period of time where they will have control rights over utilizing storage based on the area, controlling the furniture or access point; all that kind of stuff.[125]Стивен Шариф

Player owned businesses

Shop sign concept art.[126]

Our business owner system... grants players a meaningful existence in the world and rewards them for their persistence, dedication and survivability.[127]Стивен Шариф


Таверны предоставляют несколько типов сервисов.[128]

  • Квесты которые могут быть получены только в тавернах, которыми владеют игроки.
  • Еда и напитки которые предоставляют баффы на время после того как игрок покинет таверну.
  • Рецепты которые могут быть проданы игрокам с профессией повара. Получить такие рецепты можно будет только в определённом месте у бизнеса которым владеют игроки.

Чем дольше таверна в деле и чем больше игроков было обслужено, тем быстрее будет подниматься её уровень.[128]

Business chains

There's no reason why you couldn't license your name to somebody else who also has a freehold and who also has an Inn and work together.[129]Джеффри Бард


Смотрите также


  1. Ashes of Creation Press Kit.
  2. Видео, 30 April 2017 ({{#regex:8m02|/[hm/|:}}).]
  3. 3.0 3.1 Unreal Engine Interview, 23 May 2017.
  4. 4.0 4.1 4.2 economic-metro-linking.png
  5. 5.0 5.1 5.2 Стрим, 5 May 2017 ({{#regex:10m47|/[hm/|:}}).]
  6. 6.0 6.1 6.2 Стрим, 15 May 2017 ({{#regex:10m32|/[hm/|:}}).]
  7. 7.0 7.1 Стрим, 18 January 2018 ({{#regex:46m56|/[hm/|:}}).]
  8. Видео, 30 April 2017 ({{#regex:6m54|/[hm/|:}}).]
  9. 9.0 9.1 9.2 9.3 9.4 About Ashes of Creation.
  10. 10.0 10.1 10.2 economic-regions.png
  11. 11.0 11.1 economic-regions1.png
  12. economic-regions-static.png
  13. 13.0 13.1 region-overlap.png
  14. Blog: 10 facts about castle sieges in the MMORPG.
  15. castle-influence.png
  16. castle-taxes2.png
  17. 17.0 17.1 castle-region.png
  18. castle-metro.png
  19. castle-taxes.png
  20. castle-power.png
  21. castle-resources.png
  22. castle-taxes3.png
  23. castle-taxes4.png
  24. castle-taxes5.png
  25. 25.00 25.01 25.02 25.03 25.04 25.05 25.06 25.07 25.08 25.09 25.10 25.11 25.12 25.13 Know Your Nodes: Economic Node Type.
  26. Стрим, 28 March 2020 ({{#regex:1h04m49|/[hm/|:}}).]
  27. 27.0 27.1 Ashes of Creation - The visuals.
  28. 28.0 28.1 28.2 28.3 28.4 28.5 Стрим, 30 May 2019 ({{#regex:1h26m16|/[hm/|:}}).]
  29. Стрим, 19 May 2017 ({{#regex:33m57|/[hm/|:}}).]
  30. 30.0 30.1 Стрим, 31 October 2017 ({{#regex:28m58|/[hm/|:}}).]
  31. 31.0 31.1 The mighty beard!
  32. Стрим, 12 May 2017 ({{#regex:53m08|/[hm/|:}}).]
  33. 33.0 33.1 33.2 Стрим, 5 May 2017 ({{#regex:35m16|/[hm/|:}}).]
  34. Стрим, 5 May 2017 ({{#regex:16m37|/[hm/|:}}).]
  35. Стрим, 31 October 2017 ({{#regex:30m34|/[hm/|:}}).]
  36. Стрим, 29 May 2020 ({{#regex:1h00m57|/[hm/|:}}).]
  37. Стрим, 17 August 2018 ({{#regex:16m00|/[hm/|:}}).]
  38. 38.0 38.1 38.2 Стрим, 5 May 2017 ({{#regex:16m36|/[hm/|:}}).]
  39. 39.0 39.1 39.2 39.3 39.4 steven-player-stalls-shops.png
  40. player stall repair.png
  41. 41.0 41.1 41.2 Стрим, 16 October 2017 ({{#regex:59m39|/[hm/|:}}).]
  42. Ashes of Creation Store: Confectioner’s Delight.
  43. 43.0 43.1 43.2 steven-player-shops-placement.png
  44. steven-player-stalls-shops-online.png
  45. Стрим, 28 March 2020 ({{#regex:1h03m38|/[hm/|:}}).]
  46. siege equipment.png
  47. 47.0 47.1 Tax spending.png
  48. Интервью, 27 March 2020 ({{#regex:0m30|/[hm/|:}}).]
  49. 49.0 49.1 Интервью, 11 May 2018 ({{#regex:57m02|/[hm/|:}}).]
  50. House Tax.png
  51. 51.0 51.1 51.2 51.3 Podcast, 13 May 2017 (25:55).
  52. 52.0 52.1 Durability.jpg
  53. 53.0 53.1 53.2 Стрим, 8 May 2017 ({{#regex:20m41|/[hm/|:}}).]
  54. Интервью, 20 October 2018 ({{#regex:2h53m52|/[hm/|:}}).]
  55. 55.0 55.1 55.2 Стрим, 4 Июня 2018 ({{#regex:39m15|/[hm/|:}}).]
  56. 56.0 56.1 Стрим, 5 May 2017 ({{#regex:32m22|/[hm/|:}}).]
  57. Видео, 6 September 2018 ({{#regex:3m53|/[hm/|:}}).]
  58. Стрим, 9 July 2018 ({{#regex:50m16|/[hm/|:}}).]
  59. Kickstarter item application.jpg
  60. kickstarter mounts.png
  61. Стрим, 26 May 2017 ({{#regex:18m10|/[hm/|:}}).]
  62. Стрим, 15 Мая 2017 ({{#regex:13m06|/[hm/|:}}).]
  63. 63.0 63.1 63.2 Интервью, 24 Августа 2018 ({{#regex:4m15|/[hm/|:}}).]
  64. 64.0 64.1 Подкаст, 5 May 2017 ({{#regex:43m05|/[hm/|:}}).]
  65. Стрим, 29 May 2020 ({{#regex:41m45|/[hm/|:}}).]
  66. Интервью, 6 December 2018 ({{#regex:20m30|/[hm/|:}}).]
  67. 67.0 67.1 67.2 67.3 Видео, 31 May 2020 ({{#regex:47m32|/[hm/|:}}).]
  68. 68.0 68.1 Стрим, 26 June 2020 ({{#regex:51m58|/[hm/|:}}).]
  69. 69.0 69.1 69.2 Стрим, 28 June 2019 ({{#regex:1h23m31|/[hm/|:}}).]
  70. 70.0 70.1 steven-personal-storage-access.png
  71. 71.0 71.1 Стрим, 8 April 2018 (AM) ({{#regex:23m18|/[hm/|:}}).]
  72. Стрим, 5 May 2017 ({{#regex:30m53|/[hm/|:}}).]
  73. Npc vending.jpg
  74. Стрим, 29 May 2020 ({{#regex:1h03m35|/[hm/|:}}).]
  75. Видео, 16 July 2019 ({{#regex:0m00s|/[hm/|:}}).]
  76. Стрим, 15 May 2017 ({{#regex:45m20|/[hm/|:}}).]
  77. Интервью, 20 January 2017 ({{#regex:4m19|/[hm/|:}}).]
  78. Интервью, 11 May 2018 ({{#regex:28m21|/[hm/|:}}).]
  79. flagging.jpg
  80. Ashes of Creation Store: Ramstone Hauler.
  81. 81.0 81.1 81.2 Стрим, 28 July 2017 ({{#regex:19m43|/[hm/|:}}).]
  82. 82.0 82.1 82.2 82.3 82.4 Видео, 15 July 2019 ({{#regex:2m12|/[hm/|:}}).]
  83. Стрим, 30 April 2020 ({{#regex:56m58|/[hm/|:}}).]
  84. 84.0 84.1 84.2 84.3 Стрим, 30 April 2020 ({{#regex:58m05|/[hm/|:}}).]
  85. Стрим, 23 August 2017 ({{#regex:28m22|/[hm/|:}}).]
  86. 86.0 86.1 Стрим, 8 April 2018 (AM) ({{#regex:15m46|/[hm/|:}}).]
  87. Стрим, 29 May 2020 ({{#regex:1h28m38|/[hm/|:}}).]
  88. artisan classes.png
  89. 89.0 89.1 Стрим, 24 Мая 2017 ({{#regex:32m07|/[hm/|:}}).]
  90. artisan skill tree.png
  91. 91.0 91.1 Стрим, 5 Мая 2017 ({{#regex:6m12|/[hm/|:}}).]
  92. Стрим, 18 Июля 2017 ({{#regex:37m25|/[hm/|:}}).]
  93. mine-shaft-leak.png
  94. Видео, 30 April 2017 ({{#regex:10m07|/[hm/|:}}).]
  95. Стрим, 30 April 2020 ({{#regex:54m33|/[hm/|:}}).]
  96. 96.0 96.1 96.2 96.3 Интервью, 27 March 2020 ({{#regex:9m00|/[hm/|:}}).]
  97. 97.0 97.1 Интервью, 11 May 2018 ({{#regex:38m25|/[hm/|:}}).]
  98. Стрим, 30 April 2020 ({{#regex:53m11|/[hm/|:}}).]
  99. 99.0 99.1 crafting tools.jpg
  100. 100.0 100.1 Стрим, 5 Мая 2017 ({{#regex:8m22|/[hm/|:}}).]
  101. Стрим, 8 Мая 2017 ({{#regex:20m41|/[hm/|:}}).]
  102. Стрим, 18 Июля 2017 ({{#regex:38m30|/[hm/|:}}).]
  103. Стрим, 26 Мая 2017 ({{#regex:26m00|/[hm/|:}}).]
  104. Интервью, 11 Мая 2018 ({{#regex:24m18|/[hm/|:}}).]
  105. City hall.
  106. Стрим, 8 April 2018 (AM) ({{#regex:18m59|/[hm/|:}}).]
  107. Стрим, 17 May 2017 ({{#regex:30m53|/[hm/|:}}).]
  108. Kickstarter - We Just Broke $1,500,000!
  109. 109.0 109.1 Стрим, 17 May 2017 ({{#regex:11m27|/[hm/|:}}).]
  110. 110.0 110.1 Stock Exchange.jpg
  111. 111.0 111.1 Интервью, 20 October 2018 ({{#regex:5m51|/[hm/|:}}).]
  112. Стрим, 17 Ноября 2017 ({{#regex:38m35|/[hm/|:}}).]
  113. Massively OP, 1 Июня 2017
  114. 114.0 114.1 114.2 Стрим, 9 Февраля 2018 ({{#regex:20m40|/[hm/|:}}).]
  115. Интервью, 21 Августа 2018 ({{#regex:40m44|/[hm/|:}}).]
  116. MMOGames interview, January 2017
  117. 117.0 117.1 Node series part II – the Metropolis.
  118. 118.0 118.1 Стрим, 26 June 2020 ({{#regex:53m41|/[hm/|:}}).]
  119. Стрим, 12 May 2017 ({{#regex:52m01|/[hm/|:}}).]
  120. 120.0 120.1 120.2 120.3 Стрим, 12 May 2017 ({{#regex:55m01|/[hm/|:}}).]
  121. 121.0 121.1 Стрим, 26 June 2020 ({{#regex:47m32|/[hm/|:}}).]
  122. Стрим, 26 June 2020 ({{#regex:54m03|/[hm/|:}}).]
  123. Стрим, 26 June 2020 ({{#regex:1h02m12|/[hm/|:}}).]
  124. Стрим, 26 June 2020 ({{#regex:56m08|/[hm/|:}}).]
  125. 125.0 125.1 125.2 125.3 Стрим, 30 May 2019 ({{#regex:1h23m41|/[hm/|:}}).]
  126. Стрим, 28 June 2019 ({{#regex:51m37|/[hm/|:}}).]
  127. Подкаст, 23 April 2018 ({{#regex:29m56|/[hm/|:}}).]
  128. 128.0 128.1 Подкаст, 23 Апреля 2018 ({{#regex:29m56|/[hm/|:}}).]
  129. Стрим, 26 May 2017 ({{#regex:50m00|/[hm/|:}}).]