Armure

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Dünir tier 5 in-game achievable plate armor 3D turntable.[2]

The Dünir are suited up for battle with these in-game unlockable tier five armor pieces![2]

Les types d'armure dans Ashes of Creation.

Stats on gear

Crafters will be able to assign different skills/abilities and stats on gear.[10][11]

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.[10]Jeffrey Bard

Not all armor sets will be the cookie cutter set. They will have the influences from the crafter available in it, if it's a crafted set.[11]Steven Sharif

Gear is broken down into Core Stats and Additional Stats.[15]

Gear slots

Il y a 16 emplacements d'équipement dans Ashes of Creation:[17]

Armor characteristics

Kaelar armor.[18]

You're not going to get one set of armor that's going to be situationally relevant for every encounter you might face- that's crazy- and as a result of that you're going to have to succeed in acquiring sets that are situationally relevant for the types of encounters you are intending to face.[19]Steven Sharif

Light, medium, and heavy armor weights have different characteristics.[14]

  • The stat values on armor can include both damage dealing and damage mitigation stats.[19]
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.[14]Steven Sharif
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.[14]Steven Sharif
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.[14]Steven Sharif
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.[14]Steven Sharif

Class weapons and armor

Les armes et armures ne sont pas verrouillées selon la classe, mais chaque classe est plus performante avec certaines armes et armures.[22][23] Il y a des aptitudes qui nécessitent d'être équipé d'un objet.[24]

Les armes sont prévues pour être d'une manière agnostiques dans le sens que vous pouvez trouver un moyen de les utiliser avec des classes différentes. Le rogue ne sera pas le seul à pouvoir utiliser des dagues. Car si vous restreignez les équipements de cette manière, ça rend l'économie plus difficile à maintenir sur le marché des objets.[25]Steven Sharif

Racial weapons and armor

Les armes et armures ne sont pas verrouillées selon la race, Mais les armures prendront une apparence raciale.[27][28]

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.[29]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.[29]Steven Sharif

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.[30]Steven Sharif

Appearance

Rendu 3D de l'armure de plaque féminine dans l'Alpha-1.[31]

Nous voulons être réalistes avec l'application de types particuliers d'armures, telles que les armures en plaques. À cet égard, pour les différents sexes, il faut tracer une ligne fine entre accentuer la forme du corp et le rendre quelque peu réaliste et réellement applicable à l'environnement.[31]Steven Sharif

L'équipement est destiné à être d'apparence réaliste.[32][33]

  • Il n'y aura pas d'armes "surdimensionnées".[34]
  • L'armure ne sera pas trop sexualisée en apparence.[33]

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.[32]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.[32]Steven Sharif

L'armure prendra une apparence raciale.[29]

  • 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.[35]

Les joueurs peuvent changer les couleurs de leur équipement à l'aide de colorants.[36][37]

L'affichage du casque peut être activé et désactivé.[3]

  • Les cheveux seront probablement masqués si l'affichage du casque est activé.[38]

Les effets de particules sont utilisés pour indiquer l'importance et la rareté de certaines armes.[39]

Les armes peuvent être rengainées.[40]

Les artisans peuvent influencer l'apparence de leurs objets fabriqués.[10][41]

Attachments

Attachments are able to be unlocked as flair pieces to armor to create a customizable look.[42]

  • There will be hundreds of attachments available ranging from a small clasp to the front plate of a breast plate.[42]

Dyeable items

Dyes only affect tagged portions of dyeable armor or cosmetic items.[43]

  • The dyeability of costumes depends on the specific costume.[43]

Outside of wanting to keep maybe some identity from a lore perspective; for example if you have like a white lion's suit of armor, you may not want that white lion suit of armor to be black or blue. So, it's possible. It depends on the costume itself.[43]Steven Sharif

Backer only armor skin

All Kickstarter backers receive a unique armor skin set.[44]

Modular armor

Kaelar base level Ashes of Creation Apocalypse robe set.

You can start to see like some of the components that we put together that we can mix and match and make new armors from. This is the base chassis for all of that.[45]Jeffrey Bard

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.[45]Mat Broome

Ashes of Creation Apocalypse will have three different armor themes: Plate, leather and robe.[46]

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.[46]Mat Broome

Magasin cosmétique

Ashes of Creation cosmetic store.[47]

There is going to be legendary cosmetics that can be earned and achieved in the game through the game systems, but that's going to take a significant amount of effort and work; and those cosmetics are going to be on-par with the cosmetics offered in the marketplace... What that does is it provides additional revenue to the company so that we can continue to fund the development of content as well and bridge the divide that not having a box cost would have and not having any pay-to-win mechanics whatsoever.[48]Steven Sharif

The Magasin cosmétique enables players to purchase Cosmétiques for use in Ashes of Creation.[49] The cosmetic store offers limited time, limited quantity items to help sustain game development.[50]

  • Equitable cosmetics, both from a quantity and quality standpoint, are achievable through in-game means.[50]
  • Nothing in the cosmetic store will be pay to win.[51]

Nothing in our shop will ever be pay to win as we believe this practice greatly hurts the MMORPG genre.[51]

  • Cash shop cosmetics will offer a diverse selection of unique looks.[52]

I want to incentivize purchase in the cosmetic shop for sustainability of what expansions we have intended, since we are not a box cost. I want to incentivize purchase by offering limited items: limited time, limited quantity, so you have confidence that when you purchase them, they won't be offered later on in some other way.[50]Steven Sharif

  • All cosmetic store items will be non-tradeable.[53] There will be no gifting mechanism for cosmetic items.[54]

I don't want cosmetic items that can be purchased from the market to be transferable... because it is in a way a transfer of money for potentially something in-game.[54]Steven Sharif

Gear sets

Rendus 3D de l'ensemble non cosmétique d'armure en tissu Kaelar de tier 1 (niveau 10) au début de l'Alpha-1.[55]

Les ensembles d'équipement (également connus sous le nom d'ensembles de tier) font partie de Ashes of Creation.[56][57]

  • Différents tiers d'équipement sont accessibles en fonction du niveau d'un personnage.[56][57]
  • Les joueurs gagnent des bonus en fonction du nombre de pièces de l'ensemble qu'ils ont équipées.[56][57]
    • Un effet d'ensemble global est accordé aux porteurs d'un seul type d'armure, par exemple : tout en tissu ou tout en plaques.[20]
    • Certains bonus d'ensemble peuvent compromettre les statistiques d'équipement de base.[58]
    • Il peut y avoir des bonus d'ensemble que les membres de certaines communautés obtiendront en fonction du type d'ensemble d'équipement.[57]
  • Il existe des capacités passives qui peuvent être choisies pour devenir plus habiles avec certains types d'ensemble.[57]
  • Il y aura des builds viables sans sets.[58]
  • L'apparence raciale des ensembles d'équipement est liée au modèle de personnage de cette race.[30]

Environ 49 ensembles d'équipement uniques peuvent être obtenus dans l'Alpha-1 par l'artisanat, des quêtes, des loots et de l'exploration.[59]

Best-in-slot armor

Les Armes et les Armures Best in slot dépendent du role des personnages et du type de monstre qu'ils combattent.[60]

Mana-forged armor

Mana-forged armor sets may be achievable in the Ashes of Creation MMO.[61]

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![63]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.[64]

Gear enhancement

Des améliorations d'équipement (pierres de puissance / runes) peuvent être appliquées aux armes pour ajouter des types de dégâts élémentaires ou énergétiques.[65][66]

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.[66]Jeffrey Bard

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.[68]

Enchanting

Il existe deux types d'enchantements pour les objets : Verticale et horizontal.[70]

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.[72]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.[70]
    • Cela ne rend pas l'objet plus puissant, mais plutôt plus applicable à différentes situations, et moins à d'autres.[70]
    • Ce type d'enchantement ne prend aucun risque, juste du temps et des efforts.[70]

Les services d'enchantements sont vendus dans les étals de joueurs.[74]

L'enchantement n'augmente pas le niveau requis des objets.[67]

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.[67]Steven Sharif

Changement d'armes

There will be a loadout system that you can use in your inventory to help manage those different types of set that you can customize. So you can do a simple hotkey press and be able to swap your armors, out of combat of course, with a single button click.[76]Steven Sharif
  • Changement d'armes is possible while in combat but armor cannot be swapped while in combat.[82][83][84][85][86][87]
    • Previously it was stated that swapping weapons (from inventory) into a hand or range slot is not possible in combat.[83] Prior to this, weapon swapping was said to be subject to a cooldown period (in the range of a few seconds) following any damage taken or done by the player.[88][89]
You may not swap armor when you're in combat, but you may swap your weapons; and there's obviously a few reasons of why this can be important: We're a itemization agnostic class design, so players equip with items that there are most necessary based on the adversary or the challenge that they're facing; and so we want that to be available for players to swap with weapons.[82]Steven Sharif

Trading gear

Il y aura du commerce entre joueurs dans Ashes of Creation.[91][92]

Q : Ashes of Creation aura-t-il du commerce entre les joueurs ? Y'aura-t-il quelque chose qui m'empêchera de donner de l'argent à un ami qui est nouveau dans le jeu, pour l'aider à se lancer rapidement ?
R: Rien ne vous empêchera de faire ça.[91]Steven Sharif

Sharing gear with alts

Il n'y a pas particulièrement de barrières aux alts.[93] L'équipement pourra être transféré entre les personnages.[94]

Legendary items

There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[95]

At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[97]Steven Sharif

The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[98]Steven Sharif

Certain legendary items may be limited to one per server at any given time.[101][102]

  • If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[101]

There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[102]

A legendary weapon is easily distinguished by its visual appearance.[98]

It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[98]Steven Sharif

Legendary items are not intended to be temporary.[103]

The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[103]Steven Sharif

info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

Discovery of legendary items will unlock further chapters of the Histoire et traditions.[105]

Ashes of Creation Apocalypse armor

Ashes of Creation Apocalypse armor comes with associated skills/abilities.[107] There are two types of armor: Upper and lower body.[108]

Armure grants damage mitigation.[107]

What you're seeing currently in the Battle Royale feature of Apocalypse is you find armor and that gives you an armor pool and then you can regenerate your armor. What we're going to be experiencing in the castle siege form is each class will have a set amount of armor that they join the match with that's already full and a set amount of health that's already full. Upon losing armor you can either have your armor replenished by an Engineer or there there may be ability for you to find items that are in the world or there could be objectives that replenish armor for the entire team, such as one of the buffs for taking a control point.[109]Steven Sharif

Armes and Armure are tied to skills in Ashes of Creation Apocalypse.[110]

  • Swapping between weapons will allow players to access the different skills on their hotbar.[110]
  • Certain armor pieces have utility and defensive skills, such as like Camouflage, Polymorph and Battlefield wall.[110]
  • Weapons are tied to one specific skill in early testing, but this may change.[111]

Weapons will have skills associated with them and they'll will rest on a hot bar and you can swap between the weapons on the hot bar and that'll allow you to access the different skills. Additionally the breastplate, the leggings: Those also have skills associated with them those are more utility and defensive abilities, such as like camouflage, polymorph, battlefield wall; that stuff. Those are on the armor pieces and then they are associated with right now the VC hotkeys for their abilities.[110]Steven Sharif

Right now weapons are tied to one specific skill; and that's just again because we're so early in alpha 1; but well probably be changing that as we continue to iterate and test.[110]Steven Sharif

Ashes of Creation Apocalypse armor skills

- None -

Ashes of Creation Apocalypse armor appearances

Ashes of Creation Apocalypse item rarities

Ashes of Creation Apocalypse weapons and abilities get better with each tier.[112]

  1. Blue – uncommon.[113]
  2. Yellow – rare.[113]
  3. Red – legendary.[113]

Artwork

Voir également

Les références

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  3. 3.0 3.1 helmet.jpg
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  5. no capes!.jpg
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  7. Polymorphic Breastplate.png
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  9. belt items.jpg
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  52. equitable-cosmetics-quote.png
  53. cash shop non tradable.jpg
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