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Gear sets
Les ensembles d'équipement (également connus sous le nom d'ensembles de tier) font partie de Ashes of Creation.[2][3]
- Différents tiers d'équipement sont accessibles en fonction du niveau d'un personnage.[2][3]
- Les joueurs gagnent des bonus en fonction du nombre de pièces de l'ensemble qu'ils ont équipées.[2][3]
- Un effet d'ensemble global est accordé aux porteurs d'un seul type d'armure, par exemple : tout en tissu ou tout en plaques.[4]
- Certains bonus d'ensemble peuvent compromettre les statistiques d'équipement de base.[5]
- Il peut y avoir des bonus d'ensemble que les membres de certaines communautés obtiendront en fonction du type d'ensemble d'équipement.[3]
- Il existe des capacités passives qui peuvent être choisies pour devenir plus habiles avec certains types d'ensemble.[3]
- Il y aura des builds viables sans sets.[5]
- L'apparence raciale des ensembles d'équipement est liée au modèle de personnage de cette race.[6]
Environ 49 ensembles d'équipement uniques peuvent être obtenus dans l'Alpha-1 par l'artisanat, des quêtes, des loots et de l'exploration.[7]
- Ce sont des ensembles uniques avec des statistiques différentes, mais certains peuvent être similaires en apparence.[7]
List of gear sets
In-game achievable gear sets.[8][7][2][3]
- 2nd Sword Division
- Adventurer's
- Aegis of Fangs
- Aelan Chainmail
- Ambitious Academic Armor
- Arcane Mind
- Briarhome
- Carphin
- Chipped
- Copper gearset
- Crystalized Blood
- Curiass of the Pride
- Dark Fortunes
- Dawnclaw Ward
- Dented
- Dragon's Protection
- Dull
- Eldritch
- Eldritch Touched Regalia
- Etherial
- Faded
- Frayed
- Guard of the Effulgent Moon
- Harvest Guard gear set
- Howling Wolf
- Imposing
- Lava Forged
- Livery of the Setting Sun
- Mercenary
- Refurbished
- Ripped
- River Stalker Armor
- Runeweaver's Ensemble
- Sharpened
- Sons of Fortune
- Soul Seeker
- Titanbark
- Torn
- Transcendent
- Worn
Armor themes
Light, medium, and heavy armor weights have different characteristics.[11]
- Stat values will be predominately the same but may be able to be adjusted by crafters who are capable with that type of armor.[11]
- The stat values on armor can include both damage dealing and damage mitigation stats.[10]
- Certain armor types are going to have certain type of predominant stat values. So there's going to be certain waterfall stats and/or certain primary attributes that are available on certain armor types; and then if you want to have the one that's not more prominently available- those will be rare to get- you'll have to elicit the services of a crafter who's very capable within that particular type of armor in order to get the non-traditional stats and/or waterfalls available. So there's still the ability to get whatever on these but they're going to be more predetermined for certain types of stats and waterfalls.[11] – Steven Sharif
- Set bonuses are granted to wearers of exclusively one "type" of armor, for example: all cloth, or all plate.[11][11][4]
- There'll be certain types of set bonuses granted across specific full sets or partial sets of armor types. There will be a similar function in how damage is mitigated based on the type of armor you're wearing and how that relates to physical or magical incoming damage. So that's something to keep in mind. It's going to be situational what type of adversarial foe am I facing and what armor is the best against that to mitigate damage.[11] – Steven Sharif
- The "type" of armor (cloth, leather, plate) a character is predominantly wearing is visible in their nameplate.[11][12]
- There will be strengths and weaknesses for armor sets that opponents can exploit with gear enhancements, for example.[11]
- You're going to have certain strengths and weaknesses of armor sets and those can be specced into by your opponents. For example, I might place some type of elemental enhancements on my weapon that horizontally changes my outgoing damage and that's going to reflect based on the opponent on my target opponent and what type of armor they have available to them to counter that.[11] – Steven Sharif
- Itemization choice may potentially play into universal skill sets such as Dodge, Parry, and Blocage actif.[11]
- We're playing a little bit with the idea of these universal skill sets, such as dodge, parry, block, active blocking, stuff like that; and progression within those areas. There is something to be said I think for incorporating itemization choice as part of that system as well; and how it might affect that system. That's something that I think is going to be coming up in the pitch phase here shortly from design as we implement those universal skills. So you can look out in the future for more information on that.[11] – Steven Sharif
Light armor
Light armor (also referred to as Robes and Cloth armor).[14][15]
- Light armor is more mobile than heavier armor.[16]
- Light armor is geared towards magical damage mitigation.[17][18]
Medium armor
Medium armor (also referred to as Leather armor) can incorporate robe, chainmail, and plate, influences.[14][15][20]
- May provide some benefits from light armor or heavy armor.[10]
- May also include benefits that aren't purely related to damage mitigation, such as improved critical chance.[10]
Heavy armor
Heavy armor is predominantly plate metal, but may incorporate other influences, such as leather.[20]
- Heavy armor typically has more HP than lighter armor.[16]
- Heavy armor is geared towards physical damage mitigation.[17]
Damage mitigation
- Damage numbers will not be so large as to be meaningless.[23]
- We don't see the need to have these enormous numbers that are really start to lose meaning. That seems to be an innate design issue with other games as they try to balance the damage output in PvP and in PvE; but our design system allows for a more manageable damage protocol for PvE and PvP to be shared; and those damage protocols relate more to lower numbers.[23] – Steven Sharif
- Augmentation can change damage types and values.[24]
- Death by fall damage is possible.[25]
- Receiving damage can cause casters to fail concentration checks, which does not interrupt the spell, but can result in increased casting time.[26]
Resistances
Different damage types are mitigated by the defensive stats (resistances) on different types of armor.[17]
- Certain damage types will be strong or weak against certain enemy types. So you'll have to be somewhat smart about who you're bringing where, or what abilities or specs. Obviously, you'll be able to do the content, but you'll have an easier time with certain contents if you're using a certain spec over others.[27] – Tradd Thompson
- Magic damage is mitigated by cloth armor (light armor).[28][17][29][30]
- Holy/radiant damage are modifying energy types that have corresponding synergies and resistances.[27][31]
- Physical damage is mitigated by plate armor (heavy armor).[17]
- Different classes of weapons may deal different types of physical damage: Bludgeoning damage, Slashing damage, Piercing damage.[32][33]
- When there's a lot of different complexity that exists between the multi-layered interactions of damage mitigation, resistances, damage penetration... those things stack up over time and there's an opportunity for that subtlety to be more expressed when the receiving target is, let's say, weak to that or... chosen not to spec into any resistances against that. That keeps things fresh and it also keeps a healthy level of itemization progression that's necessary for the player as well.[35] – Steven Sharif
- There is also non-mitigated damage.[17]
- Monsters will have certain types of resistances based on its type.[36][34]
- Not every monster is going to have unique resistances. They'll share groups of types of resistances based on whether that monster is a particular elemental affinity or a particular heavy armor, particular weapon type, stuff like that. So there will be resistances groups that are shared by certain types of monsters and their location and as it relates to their lower background and stuff like that.[34] – Steven Sharif
Best-in-slot gear
Les Armes et les Armures Best in slot dépendent du role des personnages et du type de monstre qu'ils combattent.[37]
Mana-forged armor set
Mana-forged armor sets may be achievable in the Ashes of Creation MMO.[38]
- They also appear to be base variants of Ashes of Creation Apocalypse armor sets.[39]
Verra will be filled with many sets of armor, each set uniquely carved into the history of the world. Mana-forged sets are distinctly vibrant with luminescent magic, pulsating across the body of its hero. We hope you enjoy them, and look forward to many more glimpses into the armors of Verra, waiting for their champions![40] – Margaret Krohn
Regalia of the Iron Lion
The Iron Lion is a fairly new order, one formed out of a desire to control the unknowable. With the rediscovery of the old world, many Kaelar wondered what lay beyond, considering the incredible power the divine gateways represented. To this end, the Iron Lion focuses not only on martial combat, but also on the art of dampening magic. Without such knowledge, establishing a foothold may be all but impossible - rampant magic is an unpredictable, and many times lethal, complication in any sortie. Due to this, the Iron Lion puts forth significant effort in studying and learning about the magics they come across, hoping to minimize the dangers they pose.[41]
Crafted items
Crafted items (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[42][43][44][45][46][47]
- Completed items can be accessed by players in warehouses at any node regardless of citizenship or housing ownership.[48][42][49]
- Crafted gear is considered best-in-slot in Ashes of Creation.[45]
- Previously it was stated that crafted items will be on-par with boss dropped items.[50][51][52]
- Crafters will be able to assign different skills/abilities and stats on gear.[53][54]
- Master crafters will be able to influence several (but not all) stats on their crafted items.[53][55]
- Crafted gear in the game is the best gear... One thing that I'm not a fan of is that you develop a crafting system in a game and you've spent a lot of time making this from a material and resource perspective. All the tables that you can receive, all the connectivity in the economy and how crafting is associated with the game; and then you undermine the crafting entirely by presenting a separate route of gear acquisition that is on-par with the crafting efforts. So here you have these people who are acquiring all of the resources getting, all the recipes, leveling up their professions and then everything they make is less or equal to anything you could just have chosen the easier path of and gone down the questing and received the best gear. So what we do focus on is that crafters make the best shit. Excuse me, the best things.[45] – Steven Sharif
- The rarity of crafted items will be commensurate with the effort required to gather, process and craft the items.[52]
- Statistiques on crafted items will vary based on the item's rarity.[56]
- Apparences d'équipements is influenced by the rarity of the crafted item.[57]
- That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be dictated based on the mastery level of the particular crafter; and the higher they become a master of those professions, whether it be for armor or for weapons or for accessories, they're going to have some agency and put their mark on essentially what items they're introducing into the economy.[56] – Steven Sharif
- Crafters are able to influence what their crafted items will look like.[53][58]
- At the moment, harnessing corruption to warp items into demonic or decayed things is not on the cards.[59]
- A crafter's name is embedded in the items they craft.[60]
- We believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[61]
List of crafted items
Skills and stats on gear
Crafters will be able to assign different skills/abilities and stats on gear.[53][54]
- Crafters will be able to 'rejigger' stat blocks; and there will be a couple of other ways to move things around to create both the look and the stat block that you're looking for. It's not always going to be easy. There will be a lot of challenges involved with that. But the goal is to give you guys the option to customize your gear the way you want them to be.[53] – Jeffrey Bard
- Master crafters will be able to influence several (but not all) stats on their crafted items.[53][55]
- Statistiques on crafted items will vary based on the item's rarity.[56]
- There will also be methods of moving stat blocks around but this won't necessarily be an easy task.[11][53]
- All gear will be able to be assigned any stat.[53]
Gear is broken down into Core Stats and Additional Stats.[62]
Gear enhancement
Des améliorations d'équipement (pierres de puissance / runes) peuvent être appliquées aux armes pour ajouter des types de dégâts élémentaires ou énergétiques.[63][64]
- Les améliorations d'équipement n'augmentent pas le niveau requis d'un objet.[65]
Nous allons très probablement avoir un système de runes et ensuite nous aurons la possibilité d'enchanter des armes en dehors de cela aussi... Ce ne sera pas toujours comme une progression verticale... Une partie demandera d’abandonner quelque chose pour obtenir autre chose ; alors peut-être que je fais moins de dégâts physiques mais plus de dégâts magiques, ce genre de chose.[64] – Jeffrey Bard
- La Progression dans divers systèmes JcJ débloquera des pierres d'enchantement qui accordent des avantages temporaires axés sur le PvP à l'équipement (via un système de sertissage).[66] Les performances sont mesurées sur des saisons PvP de six mois.[67] – Steven Sharif
Ce n'est pas comme si vous alliez nécessairement les acquérir une fois et ensuite vous êtes prêt pour vos enchantements PvP, mais au lieu de cela, vous devrez continuellement performer mois après mois afin de continuer à avoir ces enchantements.[66]
Enchanting
Il existe deux types d'enchantements pour les objets : Verticale et horizontal.[68]
- Les enchantements verticaux sont une progression de puissance pour un objet fabriqué. Plus de dégâts ou d'atténuations, d'effets ou de bonus supplémentaires. Les enchantements verticaux comportent des risques.[68]
- Il n'y a pas de RNG dans l'artisanat mais il peut y avoir une petite quantité de RNG dans l'enchantement.[69]
- Sur-enchanter des objets comporte un risque potentiel que l'objet soit usé ou même détruit si la marge de sécurité est dépassée. Ce système est soumis à des tests.[70][71]
En ce qui concerne les choses sur-enchantées, ce que nous allons faire est probablement d'avoir une sécurité - et c'est évidemment quelque chose qu'il faut tester - mais nous allons avoir une période d'enchantement de sécurité vous savez, comme dans Lineage 2, je pense que vous pourriez enchanter à plus quatre ou quelque chose comme ça. Et donc nous allons avoir un système similaire où vous pouvez enchanter en toute sécurité, puis lorsque vous commencez à prendre des risques, ce pourcentage d'endommager potentiellement votre objet soit via le système d'usure, soit en le désactivant complètement via le système de destruction sera un risque présent.[70] – Steven Sharif
- Les enchantements horizontaux sont plus situationnels. Par exemple : J'aimerais que mon épée fasse des dégâts de force au lieu de dégâts sacrés car les monstres que j'ai tendance à combattre sont incorporels.[68]
Les services d'enchantements sont vendus dans les étals de joueurs.[72]
L'enchantement n'augmente pas le niveau requis des objets.[65]
- Vous ne poussez pas vraiment l'exigence de niveau d'un élément particulier ou l'identité de cet élément. Vous pouvez l'améliorer, vous pouvez y ajouter des enchantements, mais c'est toujours l'objet qu'il est.[65] – Steven Sharif
Modular armor
Your base look for the character can be pretty boring, but what Steven gave us a challenge with from day one was to make sure even the base look, the t-shirt and pants, looked amazing... This is your zero character, if you will... Then you can go in and customize everything from the shoulder pads to the elbow pads, the belt that goes around them; do you want duel belts, you want to harness the clothes in the front. So every piece you see on here you can actually customize that at the front end. So what we do is we scale that up from zero, ten and twenty... We scale it up and we customize it; and then I want to really stress that each one of those looks as you progress is different. We're not just repurposing the same armor pieces. We're making unique sets that complement each other as you progress.[73] – Mat Broome
Ashes of Creation Apocalypse will have three different armor themes: Plate, leather and robe.[74]
You can actually have three different types of themes: You have plate, you'll have leather and you'll have robe. So for every armor set that we're showing at each one of those tiers, you're actually gonna have nine unique looks to pick from.[74] – Mat Broome
Apparences d'équipements
L'équipement est destiné à être d'apparence réaliste.[76][77]
- Il n'y aura pas d'armes "surdimensionnées".[78]
- L'armure ne sera pas trop sexualisée en apparence.[77]
Nous allons vers une sorte de look plus réaliste; pas nécessairement un cadre réaliste, mais nous voulons que nos personnages aient du poids et se sentent comme s'ils étaient là.[76] – Jeffrey Bard
Je pense plutôt que cela ne servirait à rien d'avoir une armure de plaque de bikini, tout comme la réalité, si vous voulez avoir une armure, elle devrait être protectrice. Je pense que le coté esthétique est agréable pour certaines personnes, mais c'est une sorte de problème immersif.[76] – Steven Sharif
L'armure prendra une apparence raciale.[79]
- Les cosmétiques peuvent être utilisés par toutes les races, mais il peut y avoir de légères variations pour les faire fonctionner avec la morphologie de chaque race.[80]
Les joueurs peuvent changer les couleurs de leur équipement à l'aide de colorants.[81][82]
L'affichage du casque peut être activé et désactivé.[83]
Les effets de particules sont utilisés pour indiquer l'importance et la rareté de certaines armes.[85]
Les armes peuvent être rengainées.[86]
Les artisans peuvent influencer l'apparence de leurs objets fabriqués.[53][58]
Appearance slots/Transmogs
Les Equipement auront des appearance slots (Transmutation/Transmog/cosmetic slots) qui permetront de copier l'apparence d'un objet (dans certains cas).[87][3]
- Il y a des règles pour appliquer des cosmétiques sur des objets spécifiques, contrairement aux costumes, qui n'ont pas de restrictions de niveau. [88]
- Les Cosmetic slots peuvent être activés ou désactivés par le joueur.[89]
- une "apparence par défaut du joueur" peut être automatiquement appliquée durant des sieges ou autres combats à grande echelle pour améliorer la performance du serveur.[90][91]
Attachments
Attachments are able to be unlocked as flair pieces to armor to create a customizable look.[92]
- There will be hundreds of attachments available ranging from a small clasp to the front plate of a breast plate.[92]
Racial weapons and armor
Les armes et armures ne sont pas verrouillées selon la race, Mais les armures prendront une apparence raciale.[94][95]
- L'apparence raciale des équipements se concentre sur l'armure, pas sur les armes.[79]
La personnalisation des équipements par race se concentre vraiment sur les sets d'armure et non les armes. Les armes seront, concernant les models, plutôt identiques entre les races.[79] – Steven Sharif
Disons que vous avez le set de l'Aigle ou quelque chose du genre, bon: l'Aigle a son image, il a un design thématique qui inclura des raccords à l'armure. Cela inclura une palette de couleurs et un thème. Il aura des aspects le définissant comme set de l'Aigle. Quand un elfe porte le set de l'Aigle ou quand un Orc le porte, vous avez là évidement deux cultures différentes; et vous ne voulez pas écraser cette culture en assignant un de facto 'ceci est le set de l'Aigle et voilà à quoi il ressemble pour tout le monde'. Ce qu'on veut c'est que ce soit l'influence culturelle qui donne le style au set.[79] – Steven Sharif
- L'apparence raciale de chaque sets d'armures est lié au modèle du personnage de cette race.[6]
Quand vous dites, comment faire si je suis un Orc mais que je veux ressembler à un Elfe et je veux que mon set de l'Aigle soit la version Elfe ? Le problème commence par le fait que les Orcs ont un model organique différent des Elfes. Vous savez, leur corps sont différents. Donc au niveau de l'augmentation du projet, c'est une chose que d'ajouter différentes influences culturelles appliquées aux armures; s'en est une autre d'adapter chaque influence dans une matrice qui peut être portée par n'importe quoi. Du point de vue du projet, c'est une tache très difficile à aborder pour l'artiste du personnage. Donc à la place ce qu'on a fait est, dans le but de faciliter la variété culturelle entre les races mais aussi de permettre le partages des biens comme les sets d'armures, de donner différentes représentations aux sets d'armures pour chaque race.[6] – Steven Sharif
Voir également
Les références
- ↑ Direct, 2020-11-30 (48:39).
- ↑ 2.0 2.1 2.2 2.3 Direct, 2020-11-30 (54:29).
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Direct, 2017-11-17 (22:33).
- ↑ 4.0 4.1 Entrevue, 2020-07-18 (1:02:08).
- ↑ 5.0 5.1 Direct, 2017-11-17 (56:07).
- ↑ 6.0 6.1 6.2 Podcast, 2018-08-04 (55:17).
- ↑ 7.0 7.1 7.2 Direct, 2021-04-30 (41:18).
- ↑ 8.0 8.1 8.2 Direct, 2024-02-29 (1:12:44).
- ↑
- ↑ 10.0 10.1 10.2 10.3 10.4 Direct, 2022-03-31 (1:17:32).
- ↑ 11.00 11.01 11.02 11.03 11.04 11.05 11.06 11.07 11.08 11.09 11.10 11.11 11.12 11.13 Podcast, 2021-09-29 (52:58).
- ↑ Direct, 2020-07-25 (53:08).
- ↑ 13.0 13.1 Direct, 2020-08-28 (2:00:09).
- ↑ 14.0 14.1 Entrevue, 2020-07-28 (49:35).
- ↑ 15.0 15.1 Direct, 2017-07-18 (32:10).
- ↑ 16.0 16.1 Direct, 2017-05-26 (53:10).
- ↑ 17.0 17.1 17.2 17.3 17.4 17.5 Entrevue, 2020-07-18 (1:02:44).
- ↑ Direct, 2018-04-8 (AM) (32:15).
- ↑
- ↑ 20.0 20.1 Direct, 2017-10-16 (15:11).
- ↑ Direct, 2021-07-30 (1:07:03).
- ↑ Direct, 2020-07-25 (1:34:55).
- ↑ 23.0 23.1 Entrevue, 2018-08-24 (1:45).
- ↑ Podcast, 2021-09-29 (46:20).
- ↑ 25.0 25.1 Direct, 2022-02-25 (1:06:45).
- ↑ Direct, 2023-12-19 (1:17:45).
- ↑ 27.0 27.1 27.2 Vidéo, 2022-12-02 (19:38).
- ↑ Entrevue, 2020-07-18 (1:05:04).
- ↑ Direct, 2017-05-24 (27:47).
- ↑ Direct, 2018-04-8 (PM) (26:19).
- ↑
- ↑ Vidéo, 2023-08-31 (45:06).
- ↑ Entrevue, 2021-02-07 (49:18).
- ↑ 34.0 34.1 34.2 Direct, 2021-06-25 (1:08:23).
- ↑ Entrevue, 2023-09-10 (42:09).
- ↑ [to https://twitter.com/AshesofCreation/status/1571960759894286336 Twitter - Creature resistances.]
- ↑ Direct, 2020-05-29 (1:33:11).
- ↑
- ↑
- ↑ Blog: 2019-02-28 State of the Game Live-stream and Mana-forged Armor
- ↑ Regalia of the Iron Lion.
- ↑ 42.0 42.1
- ↑
- ↑ Direct, 2023-04-07 (31:49).
- ↑ 45.0 45.1 45.2 Direct, 2022-06-30 (1:18:55).
- ↑ Direct, 2020-01-30 (1:38:26).
- ↑ Direct, 2017-05-12 (1:00:18).
- ↑
- ↑ Entrevue, 2023-09-10 (47:13).
- ↑ February 8, 2019 - Questions and Answers.
- ↑
- ↑ 52.0 52.1 Direct, 2017-05-10 (14:45).
- ↑ 53.0 53.1 53.2 53.3 53.4 53.5 53.6 53.7 53.8 Direct, 2020-11-30 (1:05:22).
- ↑ 54.0 54.1 Podcast, 2018-08-04 (59:58).
- ↑ 55.0 55.1
- ↑ 56.0 56.1 56.2 Direct, 2020-12-22 (1:15:01).
- ↑ Direct, 2023-11-30 (1:40:11).
- ↑ 58.0 58.1 Direct, 2017-05-24 (24:19).
- ↑
- ↑
- ↑ About Ashes of Creation.
- ↑ Direct, 2020-08-28 (1:14:54).
- ↑ Direct, 2018-06-04 (1:11:19).
- ↑ 64.0 64.1 Direct, 2018-06-04 (21:37).
- ↑ 65.0 65.1 65.2 Direct, 2021-03-26 (1:15:57).
- ↑ 66.0 66.1 66.2 66.3 66.4 Entrevue, 2020-07-18 (16:34).
- ↑ Entrevue, 2020-07-18 (14:22).
- ↑ 68.0 68.1 68.2 68.3 68.4
- ↑
- ↑ 70.0 70.1 Entrevue, 2020-07-29 (15:04).
- ↑ Direct, 2017-05-05 (20:41).
- ↑ Direct, 2017-05-17 (58:55).
- ↑ 73.0 73.1 Direct, 2018-08-17 (20:19).
- ↑ 74.0 74.1 Direct, 2018-08-17 (22:59).
- ↑ 75.0 75.1 Direct, 2020-05-29 (50:20).
- ↑ 76.0 76.1 76.2 Direct, 2017-05-26 (19:51).
- ↑ 77.0 77.1 Reddit Q&A, 2019-01-8.
- ↑
- ↑ 79.0 79.1 79.2 79.3 Podcast, 2018-08-04 (53:43).
- ↑
- ↑ Direct, 2017-07-18 (54:56).
- ↑ Direct, 2017-07-28 (9:47).
- ↑
- ↑ Direct, 2020-10-30 (1:13:22).
- ↑
- ↑ Direct, 2017-09-03 (48:56).
- ↑ Entrevue, 2018-08-24 (5:28).
- ↑ Direct, 2020-11-30 (57:50).
- ↑ Direct, 2018-02-09 (50:29).
- ↑ Direct, 2020-07-25 (54:10).
- ↑ Direct, 2019-11-22 (1:08:05).
- ↑ 92.0 92.1 Entrevue, 2018-10-20 (3:34:46).
- ↑ Direct, 2019-07-26 (54:06).
- ↑ Direct, 2017-05-26 (44:11).
- ↑ Direct, 2017-05-26 (20:46).