Node sieges

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Node sieges (Pre-alpha footage).[1]

As some areas in the world grow, others will fall. This is the foundation of the living, breathing world that is Ashes of Creation, where players will have the ability to make important decisions that matter in the longevity of an area becoming a city, or whether to siege a rival town. Rise above the ashes, create the world around you, and be a part of the story that unfolds because of your actions and decisions.[2]Margaret Krohn

Node sieges enable players to destroy nodes.[2] This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.[3]

Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[3]

If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![4]Steven Sharif

Nodes can delevel based on node atrophy.[2]

Siege defenses

Castle owners and Mayors will be able to purchase and allocate defense mechanisms to bolster siege defenses.[5][6]

  • Treasury funds can be invested into improving defensive structures, such as stronger walls and gates, traps, and defensive siege equipment.[5][7]
  • Relics will offer area-of-effect buffs to damage, attack range or player health of the defenders.[5][6]
  • Race will not affect the defensive capability of a node.[5]

Declaring a node siege

Node sieges are declared directly by any player[8] who completes the prerequisites for the siege initiation.[9]

  • Once the siege scroll is brought to the node and is activated, the declaration period begins and a countdown is initiated for players in the region to see. This countdown runs for a number of days equal to the stage of the node being sieged.[2][15]
  • Once the countdown is complete, the siege begins.[2]

Sieges are started via an item which is acquired through a quest that scales in difficulty with respect to the level of the Node which is being targeted for the siege. Once the item is brought to the Node and is activated, the declaration period begins and a countdown is initiated for players in the region to see. This countdown runs for a number of days equal to the level of the Node being sieged. Once the countdown is complete, the siege begins.[2]Margaret Krohn

During the declaration period, individuals or guilds can register to attack or defend providing they meet the criteria.[10][11]

  • The player who originally declared the siege cannot exclude anyone from joining the attack.[10]
  • Citizens of the node or provincial nodes being attacked are automatically registered as defenders.[16]
  • Players do not need to be citizens of the node in order to register as defenders, but they cannot be citizens of a node that is at war with the node they wish to defend.[17]
  • Citizens of allied nodes cannot register to attack.[18]

Many services are shut down during the siege declaration period, and instead are replaced by preparation quests or services for the siege.[19]

That incentivizes even further the necessity of players to contribute to the defense of a city. It also elevates the need for that city to politically gain allies among other nodes so that they can protect the collective goods of the citizens.[21]Steven Sharif

  • During the siege virtually all services are suspended.[19]

Server prime-time

Objective-based events such as Node sieges, Castle sieges, Guild wars, and Node wars will occur within a prime-time window somewhere between 3PM and 9PM server time. This is subject to testing.[23][24][25]


There will be global (server-wide) announcements/notifications of important events.[26]

Local node events, such as Caravans will not be announced. These will rely on player word-of-mouth.[26]

Whether it be like a siege or a triggered event against a city or like a unique dungeon opportunity... those types of things are going to involve notifications. Especially to the citizens of the city; where you'll be informed of an impending event. Basically it will give you time.[27]Steven Sharif

Siege alliances

When a siege begins, temporary alliances are formed among attackers and defenders.[28]

  • For node sieges, citizens of the node or provincial nodes being attacked are automatically registered as defenders.[16]
  • There are many reasons to participate as an ally in the attack or defence of other nodes.[29]
    • Titles.
    • Items.
    • Materials.
    • Money.
    • Social bonds.

Many incentives exist that can benefit your node and yourself personally by participating in the attack or defense of cities. These range from titles, to items, to materials, to money. Additionally, aiding others may help you strengthen bonds when your assets are threatened.[29]Steven Sharif

Ashes of Creation may have specific content that revolves around Alliances.[30]

Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those you know channels of bonding between the different guilds or players, the more sustainable that relationship.[30]Steven Sharif

Siege participation

Non-registered combatants are not permitted on the siege field in castle or node sieges.[31]

  • The developers are testing methods for restricting non-registered combatants from entering the battlefield.[32]

Players could potentially intercept stragglers with the guild war or flagging system en route to the siege field.[33]

Players may choose to respawn at their HQ as long as they are registered.[34]

Lower level characters will have usefulness in mass combat that does not depend on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[35]

Siege mechanics

A siege occurs over several phases.[36]

  • Certain siege mechanics may be gated for specific size groups during sieges.[37]
  • There will not be a deserter debuff for leaving a siege before it is complete.[38]
  • More will be revealed in an upcoming blog entry.[36]

Siege weapons

Pre-alpha castle siege combat.[39]

It wouldn’t be a castle siege without siege weapons. These are massive machines of war that enable attackers to bring down the walls, and defenders to keep their keep safe. Crafters can bring their own powerful schematics to the battlefield, or you can order baseline siege weapons from your friendly neighborhood siege master NPC. The Castle’s defenders will be able to deploy their own defensive weapons and turrets based on how well they maintained and defended their own Nodes. The sky will be illuminated with fire and fury.[40]

Trebuchet siege weapon.[41]

Siege weapons are able to be crafted or purchased from NPCs.[7]

Siege equipment will require materials, recipes and craftsmanship.[42]

Part of this endeavor of sieging a player-held location (or non-player-held location) is time to prepare; and that includes gathering and crafting these mega weapons or collecting the resources: Whether it be gold or specific quest items to purchase from NPCs.[7]Steven Sharif

Anything that you want to bring into existence in the world is going to be built by players: Whether that is Ships, Siege engines, Weapons, Armor, etc.[43]Jeffrey Bard

Siege PvP

Sieges don't use the PvP flagging system.[44]

Siege NPCs

Siege NPCs serve as defense points. Killing them allows the attackers to gain advantages during a siege.[45] NPCs are only killable during a siege and will respawn if the siege is unsuccessful.[46]

NPC guards are intended to be a significant presence but not the main line of defense in a siege.[47]

Mercenary NPCs

Mercenary NPCs can be hired to participate in objective-based situations.[48][49][50]

There are mercenary NPCs that can be assigned to players. We've discussed about that before and those will follow generically... a kind of pet system even you know adopted majority of the pet system with the added bonus of kind of objective based points of interest that you can assign them to. But we don't want to inundate the field with these mercenaries they'll be kind of few and far between. They'll be assigned specifically like let's say for example you know as the mayor of a node during a siege you'll be able to assign these two specific players that are citizens within your node and then they'll have those they'll spawn during the during the node siege; or vice versa and the castle siege you know guild leaders can assign mercenaries that are available based on the progress of those subsidiary nodes around the castle siege whether or not you have those available to your defense or your attack.[50]Steven Sharif


Dragons are epic flying mounts with strong battle abilities, such as AoE breath attacks, swooping flyby attacks, and others.[51][52]

The dragon will have a lot of capability in PvP. It's primarily its purpose, because as it relates to Castles and the sieges they're in, or Nodes and the sieges they're in. We want dragons to have large scale ramifications against player raids.[52]Steven Sharif

Siege objectives

Each node has a number of districts, depending on its stage.[36]

  • Districts are taken by defeating a "raid boss" guard NPC in that district.[36]
  • If attackers take over a district, they gain that district as a respawn location.[36]
  • Attackers can kill the quartermasters to increase the respawn times of the defenders while reducing their own respawn times.[53][36]

Defenders can assault the outposts of the attackers to hinder them.[36]

  • Destroying the headquarters of the attacking army is a victory condition for the defenders.[53][22]

Attackers may not be capable of deleveling a node. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.[54]

As the attackers are sieging a city you know they have obviously a win condition- a win objective- but additionally there can be casualties from a structural standpoint during that process. So let's say if the... attackers were to not succeed in completely destroying the node they could still affect damage across multiple types of buildings that are present within the node, which disables services for that those citizens and also will require some type of reconstruction effort on behalf of the citizens.[55]Steven Sharif

Completing a siege

A node siege will last for up to two hours.[36]

  • Defenders will be required to hold a central point in the node for the duration of the siege or they must destroy the hedquarters of the attacking army.[53][22]
  • Attackers will need to gain access to the node then reach a central point where they must channel a 5 minute cast on the defender's flag. This cast can not be interrupted by CC but can be interrupted through death of the caster.[53][22]

If the node survives, there will be a cooldown before the node can be sieged again:[36]

If the node still exists after the siege has ended, citizens will need to obtain the resources needed to rebuild any damaged infrastructure.[54]

Node destruction

Nodes can be destroyed starting at level 3 (Village), and are destroyed through sieges.[2]

Nodes can be destroyed starting at Level 3 - Village Stage, and are destroyed through sieges. Sieges are started via an item which is acquired through a quest that scales in difficulty with respect to the level of the Node which is being targeted for the siege. Once the item is brought to the Node and is activated, the declaration period begins and a countdown is initiated for players in the region to see. This countdown runs for a number of days equal to the level of the Node being sieged. Once the countdown is complete, the siege begins. There is a cooldown between sieges, and players must wait a certain amount of time after an unsuccessful siege before a new siege can be declared. The higher the Node level, the longer the cooldown between sieges. If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen.[2]Margaret Krohn

Siege aftermath

We’re working on a destruction engine that should help us to make a Castle Siege that feels cinematic and visceral. Having shards of the walls tumble to the ground after a trebuchet scores a hit will feel satisfying in a way no other Castle Siege has been able to offer in an MMORPG like this. Maybe you don’t need to take down the whole wall, maybe if you blow open a big enough hole, that’ll be enough to turn the tides.[40]

Rubble will be visible for a period of time following a successful castle siege. This will likely persist until the incumbent guild develops the first defensive node.[60]

Destructible environments

Destructible environments will be a core element of how players interact with the world, in both Ashes of Creation Apocalypse and Ashes of Creation the MMORPG.[63]

We want destruction to be a very core element of how players make their way through the world.[63]Steven Sharif

  • Attackers may not be capable of destroying a node during a siege. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.[64]
  • Node buildings (including player housing) have hit points and can be damaged during sieges. If buildings suffer more than approximately 25% damage, any NPCs or services offered by that building will not be available until the building is repaired.[56]
  • If the node still exists after the siege has ended, citizens will need to obtain the resources needed to repair and rebuild any damaged infrastructure.[56][54]
    • Larger more advanced buildings will require more resources to repair them. In-node housing will likely require the least resources to repair.[65]
  • Player housing that is destroyed during a node siege can no longer be sold.[66]

You could be more precision oriented in the decision to attack a city. Let's say it's a rival node that's trying to reach you know a node stage five or something and you want to disable their ability for the religious system to progress so you target the temple during the attack, or you want to disable their scholars academy from reaching a higher level so that your nodes can; or you want to disable multiple buildings that allow for experience and quests to be undertaken by its citizenship, which prevents them from keeping up in pace of experience gained with your node. These can be more precision oriented and don't have to effectualize an actual takeover of the node.[64]Steven Sharif

Impact on player housing

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[67][68]

  • Blueprints are mailed to the player to utilize for future placement.[2]
  • Destroyed freeholds are subject to material loss.[2]
  • Certificates will track major milestones (such as Furnaces and Homesteads, for example).[67][68]
  • A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[69]

Impact on in-node housing

Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[67]

  • If the housing was purchased at a higher advancement than the node currently is then it will be destroyed, otherwise the housing will be scaled back.

Impact on apartments

Apartments may be destroyed in the following circumstances:[67]

  • If their building was destroyed during a node siege, even if the siege was not successful.
  • If the Node delevels below stage 3 (Village) as a result of being destroyed or through node atrophy.
  • If a mayor built extra Apartment buildings during Node advancement at Stage 4 or higher and the Node deleveled below that stage.

Impact on freeholds

Freeholds may be attacked by any player[70] for a period of two hours[2] following a successful siege against its parent node.[71]

  • Players and their allies may defend their freehold for this period of time.[71]
  • Structures and guards may be obtained to defend freeholds during this period.[71]

After the two hour period of open combat following a successful node siege, any remaining freeholds will exist under a grace period for roughly 1 week where another node may take over the zone of influence of the freehold.[70][2]

  • The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[70]
  • At the end of the grace period, if the freehold does not reside within the ZOI of a stage three (Village) node or above, it will be destroyed.[72]

If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen. Freeholds within the Zone of Influence are subject to a period of vulnerability. These Freeholds can be destroyed by other players during a period of roughly 2 hours after a successful siege. Destroyed Freeholds are subject to material loss, and blueprints for them are mailed to the player to utilize for future placement in order to allow the player to keep their Freehold’s layout and structure. Once the vulnerability period is complete, any remaining Freeholds will exist under a grace period for roughly 1 week where another Node may take over the Zone of Influence of the Freehold.[2]Margaret Krohn

Node redevelopment

A node that was successfully sieged may develop differently due to the following influences:[73]

  • Different races becoming primary contributors.
  • Design elements determined by different governments.
  • Reactions and interactions with other nodes in the world.

Node politics

There won't be a civil war mechanic within nodes but there will be scope for internal political conflicts; such as undermining the current leadership and disrupting trade.[74]

We want consequences to matter and if that person got elected then you need to work within the means of the mechanics to get them unelected.[75]Steven Sharif

Impact of monsters and world bosses

Monster coin events (Bosses) cannot destroy or delevel nodes.[76] They can disable certain buildings, services and NPCs within a node.[77][78]

Node sieges are the chief mechanic for destroying or deleveling nodes.[76]

Impact on player stalls

Players are not able to be attacked or robbed while occupying a player stall.[81]

Player stalls may not be renewed during a siege declaration.[81]

Node atrophy (deleveling)

Nodes can delevel based on node atrophy.[2]

  • This is a preliminary design and may change based on testing. This may be changed to an atrophy points system, where accumulated points will progressively disable services within a node. The node may be destroyed (instead of deleveling) if a significant points threshold is reached.[82]

There are intrinsic problems with reducing a nodes level as opposed to removing the node and it may be possible I'm just gonna say now that we don't actually atrophy nodes to delevel but rather accrue atrophy points that must be replenished over time; and if not it begins to disable services and further compound the atrophy problem; at which point when it reaches a certain atrophy point then the node would just disappear.[82]Steven Sharif

  • Nodes accumulate an experience deficit each day based on the node's level. The deficit is subtracted from any experience earned that day. If any deficit remains, then this is subtracted from the node’s experience pool.[2]
  • Mayors are able to initiate quest-driven systems that non-citizens can participate in. The mayor can use a portion of the node's treasury or goods as rewards for quest completion. Players will be able to interface with the node to view the quests that are available to them.[83]
  • Certain flags will appear to notify node citizens if their node has dropped below the required experience for its current stage. After a short period, if the atrophy is not addressed, the Node will then delevel.[2]
  • A node cannot delevel more than a single level at a time.[2]
    • When a Node delevels it enters a safe period, during which the deficit is temporarily reduced to 0.[2]
  • It may be possible through node atrophy for two nodes of the same stage to be adjacent to each other.[82]

Deleveled nodes return to their previous stage.[2]

If a Node delevels, it returns to the previous Stage, but keeps the racial style it had before deleveling. A Node cannot delevel more than a single level at a time. For example, a Level 2 Node would become a Level 1, or a Level 1 Node would become a Level 0. If deleveling would cause a Node to lose its Vassals, it does so. When a Node delevels it enters a “safe period,” during which the deficit is temporarily reduced to 0. Once the safe period expires, the Node can once again begin losing experience based on its deficit.[2]Margaret Krohn

Siege abilities

Eight players of the same primary archetype can band together to create monumental effects during a siege.[85]

These are the types of systems that we want to put in place where groups of a single primary archetype can come together to summon these types of effects that play off of what the identity of that archetype is.[85]Steven Sharif


Summoners can collaborate to summon larger summons, such as Golems.[86]

  • A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[87]
  • The number of summoners participating in the summon will determine its overall size.[87]
  • All summoners must be in the same party and the party leader must be a summoner.[88]
    • The party leader initiates the summon and then takes control of it.
    • Once summoned, the party leader cannot be changed.
    • If the party disbands, the summon ends. There will be a grace period to handle disconnects.
    • The party may also contain non-Summoners.

It doesn't have to be just summoners, but it has to be a party led by a summoner with other summoners in it.[88]Steven Sharif


If eight Tank archetypes each use one of their summon wall abilities it might construct a larger wall that can divide two raids in a moment; and would require damage and block skills and abilities for a momentary lapse of battle between those two raids.[85]Steven Sharif

Node wars

Node governments may declare war on another node and rally citizens to the cause.[90]

We have conditions that you can set between nodes with regards to either nodes being friendly with each other and acting trade alliances, or they can declare war on nodes similar to how guild wars may function in different games, where those citizens become hostile to each other based on the player government that's elected in the particular node. So those systems all kind of cater to allowing a conflict that's meaningful and that also provides a non-imbalanced relationship between stronger guilds and not as strong guilds.[93]Steven Sharif


For every play, there should be a counterplay. We often see Castle Sieges turn into zerg-fests, which really doesn’t capture the epic, back-and-forth battles we wish to see in Ashes of Creation. One of our key pillars is that Choice Matters[94], and that applies to tactics and strategy as well. A well-formulated battle plan should win out over stat sheets and bodies. Zergs will generally be difficult to pull off, and will be eminently counterable through siege weapons, traps, and other battlefield tricks.[40]

Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[95]

Encounters are designed to have meaning in terms of how boss skills and abilities relate to group compositions, tactics and strategies. Zerging is not experiencing content.[96]

  • Raid and dungeon bosses have specific mechanics that players need to learn and react to. Zergs that are not aware of these mechanics or react to them appropriately will be wiped.
  • There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.[97]

We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[97]Steven Sharif

Mechanics that encourage political intrigue will play a role in destabilizing zergs.[98]

The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We kind of want that political intrigue to be present in the game.[98]Steven Sharif

Objective-based game play helps to balance the zerg mentality.[99]

I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create you know bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[99]Steven Sharif


See also


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  95. Livestream, 2017-05-05 (23:26).
  96. Livestream, 2017-05-19 (25:18).
  97. 97.0 97.1 Livestream, 2017-05-22 (57:37).
  98. 98.0 98.1 Interview, 2018-05-11 (44:20).
  99. 99.0 99.1 Interview, 2018-08-08 (11:52).