Guild castles

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Guild castle Alpha-1 early preview.[1]

With five Castles in the world, and each having been owned by different civilizations from the far-flung past of Verra, you can expect that each Castle has its own character. Different terrains and different layouts will result in each Castle having its own advantages and disadvantages. Just because you have managed to take one Castle will not mean that your strategies will pan out in the next. Commanders will have to take into consideration the lay of the land, time of day, weather, and even seasons into account when forming their battle plans.[2]

These Castles are occupied when players arrive on Verra, and their current inhabitants will have to be removed before any player can claim them. Castles will be dangerous and high-level raid zones until they can be cleared, and the first group of players to do so will gain the Castle as their reward.[2]

Five guild castles exist in Ashes of Creation.[2][3] Castles will initially be occupied by an NPC adversary. These are the primary antagonists in the storyline.[4]

  • Guilds have a period of time to level up in order to siege these castles.[4]
  • The attacking guilds need to fight the NPCs and kill a raid boss at the center of the castle.[5][4]
  • There will not be a relic to capture, instead whichever guild had highest contributing DPS against the raid boss will capture the castle.[5]
  • Castle nodes around NPC run castles will not be present.[4]

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.[2]

Guild castles influence a castle region around them.[6]

Guild castles impose a tax on all revenue for the nodes within its region.[11]

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.[17]

Economic regions are static areas defined by geographic points of interest.[18][19]

  • Castle regions are larger and encompass multiple economic regions.[18]
  • Узлы are the glue that hold castle and economic regions together in potential synergy or chaos.[20]
    • Node ZOIs are fluid and change their area based on the progression of the node and its neighbors.[18]
  • Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[9]

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.[19]Sarah Flanagan

Benefits of guild castles

Guild castle concept art.[2]

It's a reciprocal relationship between the castle and its nodes essentially. There are benefits granted to citizens of the castle; and the longer that the castle remains in the hands of its incumbent guild, the stronger the benefits become overall. But at the same time that represents a greater incentive to attack the castle because the rewards will get greater over time also.[1]Steven Sharif

Guild castles provide benefits and trophies for guilds that capture and control them.[1][21]

  • These benefits increase the longer a guild holds its castle.[1]

There are levers and dials that are present to both the owners of Castles as well as the elected officials of Nodes that during their administration they have the ability to impact and influence the region around them.[22]Steven Sharif

Guild castles exert a King or Queen's presence over nodes within their region.[1][22][23]

Castle nodes

Should you be deft enough to take a Castle, you’ll now be responsible for managing it. Castles will have their own Nodes associated with them, and developing and defending those Nodes will determine the state of your Castle during the next siege. If you’ve done a good job managing your kingdom, then you’ll have more and better options available for deployment during the next siege. If you let your populace fall to ruin, you may have to rely solely on your own devices.[2]

Guild castles have three adjacent nodes in close proximity.[3][24]

  • Castle nodes exist outside of the node system. They are independent of anything that's happening outside in the world with other nodes shutting off certain nodes from progressing.[24]
  • Castle nodes do not have Citizenship, Zones of Influence, Наделы, Node governments, or Social organizations.[25]
  • Castle nodes cannot exceed stage 3 (Village).[24]
  • Castle nodes are always military node types.[3]
  • Each of the dedicated castle nodes is barren at the start of the castle ownership period.[4]
  • The guild must develop those nodes to enhance the defenses of the castle.[3]
    • It will be possible, but very difficult for a single guild to fully develop these nodes. They will likely need assistance from the broader community.[26]

Once the castle is owned by a guild that's when the supporting castle nodes start to come online and spawn each week prior to the fourth week castle siege. They'll have to form alliances, they'll have to get support, they'll have to get resources, they'll be able to allocate funds that have been collected through taxation in order to strengthen the defenses as well as hiring additional NPC mercenaries.[27]Steven Sharif

Castle nodes are leveled through questing by the owning guild or alliance guilds.[24]

  • Levelling castle nodes is a hastened process compared to regular nodes.[4]
  • At the end of each week leading up to a castle siege there is a period of time in the weekend where NPC generated caravans start moving toward one of the castle nodes carrying castle taxes from the nodes that fall under the castle's purview.[1][28]
    • During this time it is incumbent upon the owning guild, its allies, and citizens of the nodes to escort these caravans to the castle node.[1]
    • The enemies of the guild have incentive to attack these caravans to reap the rewards from the caravan and to sabotage the tax collection, which will reduce the defensive capability of the castle nodes and hence the castle itself.[1][24]
    • Citizens of nodes that fall under the purview of the castle are automatically registered as defenders of these caravans and may not participate in attacks against them.[1]
  • Completing these quests unlocks services and functions that are useful to the occupying guild and its allies as well as boosting the defenses the castle.[24]

If they fail to to level up those nodes or complete those quests within the three prior weeks before the declaration week, then the castle will be at a disadvantage.[24]Steven Sharif

Being a member of the occupying guild automatically makes you a garrison of the castle nodes and castle itself.[3]

  • Only members of the occupying guild are citizens of these nodes.[29]
  • This citizenship is different to normal node citizenship. Castle nodes don't operate like normal nodes.


The guild leader of a castle can grant the use of flying undermounts (such as wyrmlings) to guild officers during a castle siege.[31][32][33][34]

  • These may only be granted if the castle nodes are successfully established prior to the siege.[34]
    • Node A grants 1 undermount, Node B grants 2 undermounts, and Node C grants 2 undermounts.[35]
  • This system is subject to change during testing.[35]

Little wyrmlings that you can grant to officers if you're a castle owner, and they can fly around too.[32]Steven Sharif

Node development

План узла на этапе деревни в альфе-1.[36]

Даже на третьем этапе развития узла до деревни, видно, что он достаточно крупный. В план включены фактически статические жилые дома, которые смогут приобретать игроки.[36]Стивен Шариф

Архитектурные стили разных рас для узлов на этапе деревни в альфе-0. Эмпирийское влияние (сверху). Кэларское влияние (снизу).[37]

План и архитектура в пределах каждой зоны развития узла определяются расой, оказавшей большее влияние. К примеру, для узла, находящегося на 3 этапе развития, на которое больше всего повлияла раса Пи'Рай, станет Пи'Райской деревней с Пи'Райской архитектурой. Большая часть неигровых персонажей будут эльфами Пи'Рай, предлагающими задания с Пи'Райской сюжетной линией.[38]Маргарет Крон

Очки опыта узла, привнесённые каждым персонажем, помечаются идентификатором расы и не только. При развитии узла, раса, привнёсшая большее количество очков опыта узла, определяет его стиль и культуру. Изменения стиля и культуры могут происходить на каждом этапе развития узла. К примеру, если узел достигает 2 этапа - привал - и 51% очков опыта было привнесено персонажами расы Рен'Кай, это он станет Рен'Кайским узлом 2 этапа. Если тот же узел достигнет 3 этапа - деревня - но 62% очков опыта привнесли Пи'Рай, то он станет Пи'Райским узлом 3 этапа. Культурное влияние не будет ограничиваться только внешним видом и изменениями сюжетной линии - доминирующая культура в пределах зоны влияния узла будет иметь определённые бонусы.[39]Маргарет Крон

План и стиль узла определяются несколькими факторами:[40]

Что-то определяется зоной, в которой он расположен. Что-то определяется его типом. Что-то определяется расой, остальное определяет мэр.[40]Джеффри Бард

Все узлы, вне зависимости от того, связаны они с замком или с обычной структурой узла, будут иметь культурное влияние, отражающееся на отстраиваемых зданиях и живущих в узле неигровых персонажах.[43]Стивен Шариф

Будет внедрена механика истощения для опыта и влияния, чтобы весь мир не был застроен узлами одной расы.[44]

Будет присутствовать истощение в плане опыта и влияния, и чем сильнее какая-то раса развивается в мире, тем больший эффект оно будет оказывать. Так что если появится очень много орочьих узлов, их коэффициент истощения будет очень высоким, что осложнит борьбу за установление их культуры в новых узлах, потому что их влияние в мире выше, а в отдалённых регионах, в которых у них нет влияния, публичное мнение настроено против них.[44]Стивен Шариф

Castle sieges

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.[2]

Guilds participate in Castle sieges in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[3]

  • Sieges occur once a month within a server prime-time window.[3][45][46]
  • 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.[47]

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.[48]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[48][4]

  • In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to Village stage through questing.[48][4]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[4][29]
  • 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.[48][4]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[4][29]
  • 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.[24]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[16]

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.[4]Steven Sharif


Kings and Queens

Leaders of guilds that occupy guild castles are referred to as Kings and Queens.[50]

Ashes of Creation Apocalypse castles

Осады замков в Ashes of Creation Apocalypse происходят на карте размером 1 км2 (один квадратный километр).[53]

В Ashes of Creation MMORPG предусмотрено пять замков. Вероятнее всего, со временем в режиме осады замка Ashes of Creation Apocalypse также появится пять карт с замками.[54]

11 января 2019 мы продемонстрировали первый взгляд на дизайн двух карт для режима осады, которые вскоре появятся в Ashes of Creation Apocalypse - Замок Корган, прежними владельцами которого были люди Эла, и Замок Мильнар, построенный великими гномами Дюнзенкелль. Эти величественные замки Верры были опорными пунктами обороны владевших ими Империй. Прежде они служили полями боя для легендарных битв, меняющих расклад сил и влияния на Верре. Ныне брошенные армиями, бежавшими с Верры через Божественные Врата, эти столпы цивилизации станут полями боя во время Апокалипсиса.[53]Маргарет Крон

Ashes of Creation Apocalypse castle sieges

Ashes of Creation Apocalypse castle sieges are an Ashes of Creation Apocalypse testing mode that aims to test castle siege mechanics.[60]

The Castle Siege mode is another example of a playable slice of the MMORPG that Apocalypse is providing early testing for. While it’s a somewhat smaller scale experience than the one you’ll have in the MMO, the overall flow of taking and defending a castle will remain similar. There’s some additional systems you’ll see in the final product, like the influence of Nodes over the available defensive emplacements, the crafting and deploying of custom siege weapons, and the summoning of siege monsters. These are all things that we’ll be adding on top of this mode upon our release of Ashes of Creation.[53]Margaret Krohn

Ashes of Creation Apocalypse castle siege mechanics

Dünzenkell Dwarven and Aelan Human objective torches.[65]
Ashes of Creation Apocalypse castle siege objective torch. The bowl fills with flames colored to match the team that captures the objective.[65]
Reliquary concept art.[66]

The Attacking Team’s victory condition is to take the Defending Team’s Relic which is the final Control Point in the castle.They will also have several Control Points located in their camp to encourage Defenders to skirmish outside the castle walls. These will also act as spawn locations for the Attacking Team.[53]Margaret Krohn

Ashes of Creation Apocalypse castle sieges will be objective-based.[60]

A player elects to be either an attacker or defender.[67][53]

  • The matchmaker will attempt to assign a player their selected side (referred to as role in the article) but it may allocate another side so as to shorten queue times.[53]
  • Once in the match, a player's side will not change.[53]

Players select one of the six classes prior to battle.[67]

  • Players can see the numbers of players in their raid who have selected each class.[68]
  • Players will have a limited amount of time to lock in their class choice. If they miss the window, the least selected class choice will be automatically chosen for them.[53]
  • There is no limit to the number of a specific class that may be on a team, however the developers note that composition will be important from a strategic perspective.[53]
  • Classes cannot be swapped during a match, but this may change based on testing.[53]

There will be a timeframe for preparation where attackers and defenders take positions and prepare weaponry.[67]

  • Siege weaponry will include ballistas, trebuchets, battering rams and potentially traps and "powder keg" type weapons.[67]

When you join into the castle siege in Apocalypse you're going to be able to select one of six classes. Right and upon selecting those classes then you're going to be placed on your starting side, whether it be the attacker or defenders; and then you're going to be able to start preparations. It's gonna be a little bit of a loading time where you have selected those classes. You're going to take positions perhaps and whatnot; and there are siege weaponry that's going to be present there as you see here some ballistas, some trebuchets, a battering ram and maybe some traps and some powder keg kind of stuff available to destroy some things.[67]Steven Sharif

Attacking team

In the first phase of battle the attackers attempt to penetrate the walls and gates to gain access to the inside of the castle.[67][69]

  • Siege weapons available to the attacking side include Trebuchets and Battering Rams.[53]

There will be a variety of siege weapons available to the Attacking side including Trebuchets and Battering Rams. Trebuchets’ range will be long enough to reach the enemy ballistas from their initial placement points. These placement points will be out of player character’s weapon range from the castle walls, but within ballista range, and scattered on the battlefield.[53]Margaret Krohn

Once inside the castle, the attackers need to hold objectives.[67]

  • There are objectives within the castle, such as killing guard captains.[60]
  • Attackers must destroy key strategic objectives to swing the battle in their favor.[61]
  • Defenders must protect key strategic objectives to maintain advantage.[61]
  • Holding capture points increase or decrease the duration of the map, change the opposing side's respawn times and give buffs to the side that holds them.[67][60]
    • Players can also respawn on capture points that they hold.[67]

The ultimate objective of the attackers is to reach the center keep of the castle to channel on the final relic that's present in order to achieve victory.[69]

Defending team

The defenders are attempting to hold out as long as possible, but they can also rush the field to the enemy encampment or headquarters to attempt to damage their ability to siege.[69]

  • Attempt to take out attacker's siege weapons.[69]
  • Attempt to capture attacker's control points to increase their spawn time and decrease the total match time.[69]

If a Defender captures an Attacker’s Control Point, the total match time decreases, the Attacker Teams’ respawn time increases, and it also provides a temporary morale buff to the entire Defender’s side. Defenders will also be able to teleport to any Control Points that have been taken.[53]Margaret Krohn

Siege weapons available to the defending side include Ballistas and Traps.[53]

Ballistas will have fixed positions on castle towers. Traps will be placeable items that the Defending Team can use to damage and crowd control their enemies. Note that these items are destructible by the Attacking Team.[53]Margaret Krohn


Players have infinite lives in castle siege mode.[53]

  • Upon death, players join a respawn queue shared with their teammates.[53]

Royal stables

Royal stables are a type of building in Ashes of Creation.[70]

  • Castles come with a royal stables.[70]
  • Mayors can choose to build royal stables within their node. Once chosen, the community will need to build the stables through quests.[70]
  • Royal mounts must be mounted in a royal stables in order to fly.[70]

The royal mounts will be the only class of mounts that can fully fly in the world; and they are will be needed to be mounted while in a royal stables. Royal stables are a building that can be built in a node if elected to be built by the mayor and supported by the community building it up through the quests to do so; and castles come with a royal stable as well. So once you have a royal stable and you become that Mayor or King or Queen, you may then mount the creature there and then take it wherever you wish.[70]Steven Sharif

Guild housing

The term "guild housing" refers to guild buildings and not guild owned player housing.[71]

Guild halls

Guild halls serve as a focal point for a guild, offering a host of benefits and customization options.[73]

  • Guild halls may be placed on guild freeholds or within nodes.[74][75][76]
    • In-node guild halls may only be claimed by patron guilds of that node. These have different perks and benefits to halls placed on freehold plots.[76]
    • When a guild reaches a certain level, its guild master is granted a guild freehold certificate to enable placement of a guild hall.[74]
  • A guild hall only houses a single guild.[79]

Guildhalls are the ultimate expression of a guild's power! In Ashes these structures will serve as focal points for a guild, offering any guilds who construct them a whole host of benefits as well as customization options.[73]


Guild halls unlock actions a guild can perform within a node.[80]

Guild fortresses

Guild fortresses are siegable guild halls within Ashes of Creation. These are different from nodes and castles.[78]

  • Guild fortresses are objectives in guild wars.[77] These are contested on a regular basis.[74]
  • The developers will decide if guild fortresses designs will be shelved.[74]

The fortress design is also something that might be on the shelf. We haven't decided yet. We're going to look into it, but the the idea behind the fortress is that this is a competitive kind of guild hall so to speak where you have to contend for it on a regular basis so to speak; or can be taken from you necessarily. Whereas the guild hall is a structure similar to freehold structure can only be taken through successful sieges against a node per-se are not taken but destroyed.[74]Steven Sharif


Справочники сообщества

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  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Blog: 10 facts about castle sieges in the MMORPG.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 castle nodes.png
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  6. castle-influence.png
  7. castle-taxes2.png
  8. 8.0 8.1 castle-region.png
  9. 9.0 9.1 region-overlap.png
  10. castle-metro.png
  11. castle-taxes.png
  12. castle-power.png
  13. castle-resources.png
  14. castle-taxes3.png
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  19. 19.0 19.1 economic-regions1.png
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  51. steven-kings-and-mayors.png
  52. Видео, 11 января 2019 (0:00).
  53. 53.00 53.01 53.02 53.03 53.04 53.05 53.06 53.07 53.08 53.09 53.10 53.11 53.12 53.13 53.14 53.15 53.16 53.17 53.18 53.19 53.20 Обзор режима осады замка. Ошибка цитирования Неверный тег <ref>: название «» определено несколько раз для различного содержимого Ошибка цитирования Неверный тег <ref>: название «» определено несколько раз для различного содержимого Ошибка цитирования Неверный тег <ref>: название «» определено несколько раз для различного содержимого Ошибка цитирования Неверный тег <ref>: название «» определено несколько раз для различного содержимого Ошибка цитирования Неверный тег <ref>: название «» определено несколько раз для различного содержимого Ошибка цитирования Неверный тег <ref>: название «» определено несколько раз для различного содержимого Ошибка цитирования Неверный тег <ref>: название «» определено несколько раз для различного содержимого Ошибка цитирования Неверный тег <ref>: название «» определено несколько раз для различного содержимого Ошибка цитирования Неверный тег <ref>: название «» определено несколько раз для различного содержимого Ошибка цитирования Неверный тег <ref>: название «» определено несколько раз для различного содержимого Ошибка цитирования Неверный тег <ref>: название «» определено несколько раз для различного содержимого Ошибка цитирования Неверный тег <ref>: название «» определено несколько раз для различного содержимого Ошибка цитирования Неверный тег <ref>: название «» определено несколько раз для различного содержимого Ошибка цитирования Неверный тег <ref>: название «» определено несколько раз для различного содержимого Ошибка цитирования Неверный тег <ref>: название «» определено несколько раз для различного содержимого Ошибка цитирования Неверный тег <ref>: название «» определено несколько раз для различного содержимого
  54. Стрим, 11 Января 2019 (35:44).
  55. 55.0 55.1 Стрим, 11 января 2019 (34:26).
  56. Стрим, 11 января 2019 (35:44).
  57. Видео, 8 March 2019 (0:00).
  58. Стрим, 31 October 2019 (11:05).
  59. steven-a1-leak-3.png
  60. 60.0 60.1 60.2 60.3 60.4 Стрим, 17 August 2018 (30:29).
  61. 61.0 61.1 61.2 61.3 Стрим, 1 September 2018 (54:06).
  62. Интервью, 24 August 2018 (13:17).
  63. Интервью, 17 August 2018 (8:16).
  64. Интервью, 6 December 2018 (38:10).
  65. 65.0 65.1 objective-torch.png
  66. reliquary-concept.png
  67. 67.0 67.1 67.2 67.3 67.4 67.5 67.6 67.7 67.8 Стрим, 11 January 2019 (35:44).
  68. Стрим, 11 January 2019 (56:11).
  69. 69.0 69.1 69.2 69.3 69.4 Стрим, 11 January 2019 (37:45).
  70. 70.0 70.1 70.2 70.3 70.4 Стрим, 8 April 2018 (PM) (51:49).
  71. Стрим, 28 July 2017 (18:07).
  72. Summer Leader of Men.png
  73. 73.0 73.1 kickstarter guild halls.png
  74. 74.0 74.1 74.2 74.3 74.4 74.5 Интервью, 21 April 2019 (45:45).
  75. Подкаст, 18 August 2018 (1:12:34).
  76. 76.0 76.1 Стрим, 28 February 2020 (1:06:51).
  77. 77.0 77.1 77.2 Подкаст, 4 August 2018 (1:54:15).
  78. 78.0 78.1 kickstarter fortress.png
  79. Стрим, 22 May 2017 (56:48).
  80. Стрим, 19 May 2017 (51:20).