Skill upgrades

Fonte: Ashes of Creation Wiki
Revisão em 00h04min de 17 de abril de 2024 por Lex (discussão | contribs) (→‎See also)

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Skill upgrade Icon Origin Upgrade to Description
Act of War Art of War Skill Tree IconAlpha.png Fighter Form Of Ferocity,Form Of Celerity,Form Of Fluidity Switching forms no longer triggers cooldowns or costs Combat Momentum.[1]
Brutality Greater Brutality Skill Tree IconAlpha.png Fighter Weapon combo finishers and extended finishers apply 5 Wound stacks, plus an additional Wound for every 10 stacks already on the target. Each wound stack reduces target healing received by 0.5% and target damage mitigation by 0.15%, up to a maximum of 100 stacks.[2]
Climactic Whirlwind Climactic Whirlwind Skill Tree IconAlpha.png Fighter Whirlwind Perform a final swing in an area in front of you after ending Whirlwind's channel, dealing heavy damage and generating 5-10 Combat Momentum based on number of targets hit.[3]
Concentrated Scatter Shot Multi-Scatter Shot Skill Tree IconAlpha.png Ranger Scatter Shot Scatter Shot becomes a held ability. After being fully charged, you instead fire a single projectile in a forward line that pierces through enemies and deals significantly increased damage. 30m range.[4]
Consuming Lethal Blow Consuming Lethal Blow Skill Tree IconAlpha.png Fighter Lethal Blow Lethal Blow returns 50% of overkill damage dealt as health and mana.[5]
Ensnaring Vine Field Ensnaring Vine Field Icon.png Ranger Vine Field Enemies are Snared while within Vine Field's area of effect.[6]
Expeditious Barrage Expeditious Barrage Skill Tree IconAlpha.png Ranger Barrage Reduce Barrage's movement penalty while channeled.[7]
Extended Duration I Extended Duration IconAlpha.png Greatsword Second Strike,Perfect Timing Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[8]
Extended Duration II Extended Duration IconAlpha.png Greatsword Second Strike,Perfect Timing Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[9]
Extended Duration III Extended Duration IconAlpha.png Greatsword Second Strike,Perfect Timing Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[10]
Extra Stacks I Second Strike IconAlpha.png Greatsword Second Strike,Perfect Timing Second Strike and Perfect Timing now stack up to 2 times.[11]
Greater Brutality Greater Brutality Skill Tree IconAlpha.png Fighter Overpower,Brutal Cleave Overpower and Brutal Cleave apply 10 Wound stacks to enemies hit.[12]
Greatsword Hit 3+: Extra Damage I Extra Damage IconAlpha.png Greatsword Greatsword Hit 3+ Increases the damage of Greatsword Hit 3+ by 10%.[13]
Greatsword Hit 3+: Extra Damage II Extra Damage IconAlpha.png Greatsword Greatsword Hit 3+ Increases the damage of Greatsword Hit 3+ by 10%.[14]
Greatsword Hit 3+: Extra Damage III Extra Damage IconAlpha.png Greatsword Greatsword Hit 3+ Increases the damage of Greatsword Hit 3+ by 10%.[15]
Greatsword Hit 4+: Extra Damage I Extra Damage IconAlpha.png Greatsword Greatsword Hit 4+ Increases the damage of Greatsword Hit 4 by 10%.[16]
Greatsword Hit 4+: Extra Damage II Extra Damage IconAlpha.png Greatsword Greatsword Hit 4+ Increases the damage of Greatsword Hit 4 by 10%.[17]
Greatsword Hit 4+: Extra Damage III Extra Damage IconAlpha.png Greatsword Greatsword Hit 4+ Increases the damage of Greatsword Hit 4 by 10%.[18]
Greatsword Hit 4: Extra Damage I Extra Damage IconAlpha.png Greatsword Greatsword Hit 4 Increases the damage of Greatsword Hit 4 by 10%.[19]
Greatsword Hit 4: Extra Damage II Extra Damage IconAlpha.png Greatsword Greatsword Hit 4 Increases the damage of Greatsword Hit 4 by 10%.[20]
Greatsword Hit 4: Extra Damage III Extra Damage IconAlpha.png Greatsword Greatsword Hit 4 Increases the damage of Greatsword Hit 4 by 10%.[21]
Hasting Snipe Heartseeking Snipe Skill Tree IconAlpha.png Ranger Snipe Gain 20% increased attack speed for 5 seconds after casting Snipe.[22]
Heartseeking Snipe Heartseeking Snipe Skill Tree IconAlpha.png Ranger Snipe Snipe has a 30% increased chance to critically hit against enemies beyond 20 meters.[23]
Meditative Form of the River Meditative Form of the River Skill Tree IconAlpha.png Fighter Form Of Fluidity Form of the River increases your mana regeneration by 0.01% of your maximum mana per point of Combat Momentum you have.[24]
Mortal Headshot Mortal Headshot Skill Tree IconAlpha.png Ranger Headshot Headshot deals 50% additional damage to targets below 50% of their maximum health.[25]
Multi Trap Bear Trap Multitrap Skill Tree IconAlpha.png Ranger Bear Trap Bear Trap now has 3 charges, but the cooldown is increased by 15 seconds.[26]
Multi-Scatter Shot Multi-Scatter Shot Skill Tree IconAlpha.png Ranger Scatter Shot Scatter Shot has an additional charge.[27]
Omnidirectional Disengage Omnidirectional Disengage Skill Tree IconAlpha.png Ranger Disengage Disengage now moves you in the direction of your input instead of always backward.[28]
Overdrive Climactic Whirlwind Skill Tree IconAlpha.png Fighter Whirlwind After completing the final spin, you may continue spinning at maximum speed while rapidly depleting your Momentum. Ends after Momentum is fully depleted or after stopping the channel.[29]
Potency I Potency IconAlpha.png Greatsword Second Strike,Perfect Timing Second Strike - Increases the damage of the Second Strike Proc by 25%. Perfect Timing - Increases the cooldown reset by 1 second.[30]
Potency III Potency IconAlpha.png Greatsword Second Strike,Perfect Timing Second Strike - Increases the damage of the Second Strike Proc by 25%. Perfect Timing - Increases the cooldown reset by 1 second.[31]
Raging Blitz Raging Blitz Skill Tree IconAlpha.png Fighter Blitz Blitz generates 20 Combat Momentum.[32]
Recharging Lunging Assault Recharging Lunging Assault Skill Tree IconAlpha.png Fighter Lunging Assault Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[33]
Refreshing Headshot Mortal Headshot Skill Tree IconAlpha.png Ranger Headshot Headshot refunds 4 seconds of its cooldown when it hits a Marked target.[34]
Reinvigorating Disengage Omnidirectional Disengage Skill Tree IconAlpha.png Ranger Disengage When you hit one or more enemies with Disengage, its cooldown is refreshed and can be used again. This can only occur once per cooldown period.[35]
Reinvigorating Exert Reinvigorating Exert Skill Tree IconAlpha.png Fighter Exert Exert additionally refreshes all ability cooldowns by 1% per point of Combat Momentum the caster has upon activation.[36]
Reinvigorating Lethal Blow Raging Blitz Skill Tree IconAlpha.png Fighter Blitz Killing an enemy with Lethal Blow resets the cooldown of Blitz.[37]
Relentless Form of the Avalanche Relentless Form of the Avalanche Skill Tree IconAlpha.png Fighter Form Of Celerity Form of the Avalanche causes your weapon combo attacks to apply 3 stacks of Staggered to enemies hit, plus 1 additional stack per 30 Combat Momentum you have. Staggered reduces physical accuracy by 0.1% per stack and physical disable reduction by 1% per stack.[38]
Slicing Maim Slicing Maim Skill Tree IconAlpha.png Fighter Maim Maim launches a piercing projectile that deals damage to enemies in its path.[39]
Swordmaster: Consistent I Extended Duration IconAlpha.png Greatsword Swordmaster: Swiftness,Swordmaster: Endurance Adds Swordmaster: Swiftness - Increases effect duration by 0.5s. Swordmaster: Endurance - Increases minimum possible health restored by 0.5% Max HP.[40]
Swordmaster: Consistent II Extended Duration IconAlpha.png Greatsword Swordmaster: Swiftness,Swordmaster: Endurance Adds Swordmaster: Swiftness - Increases effect duration by 0.5s. Swordmaster: Endurance - Increases minimum health restored by 0.5% Max HP.[41]
Swordmaster: Potential I Swordmaster Potential IconAlpha.png Greatsword Swordmaster: Swiftness,Swordmaster: Endurance Adds Swordmaster: Swiftness - +5% Attack speed from effect. Swordmaster: Endurance - Increases maximum possible health restored by 1% Max HP.[42]
Swordmaster: Proc Rate I Swordmaster Proc Rate IconAlpha.png Greatsword Swordmaster: Swiftness,Swordmaster: Endurance Increases all Swordmaster effect proc rates by 25%.[43]
Swordmaster: Proc Rate II Swordmaster Proc Rate IconAlpha.png Greatsword Swordmaster: Swiftness,Swordmaster: Endurance Increases all Swordmaster effect proc rates by 25%.[44]
Swordmaster: Proc Rate III Swordmaster Proc Rate IconAlpha.png Greatsword Swordmaster: Swiftness,Swordmaster: Endurance Increases all Swordmaster effect proc rates by 25%.[45]
Trap Slinger Bear Trap Multitrap Skill Tree IconAlpha.png Ranger Bear Trap Bear Trap becomes a thrown projectile and arms itself instantly upon landing. Deals double damage when triggered.[46]
Unstoppable Exert Reinvigorating Exert Skill Tree IconAlpha.png Fighter Exert Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[47]
Weapon Mastery: Bows Weapon Mastery Bows Skill Tree IconAlpha.png Bow Barrage,Scatter Shot Lowers the Cooldown of Barrage and Scatter Shot by 3s upon: Completion of a bow weapon combo; Firing a fully charged Longbow.[48]
Weapon Proficiency IX Swordmaster Potential IconAlpha.png Greatsword Increased Attack Speed by 1%.[49]

Skill points

Alpha-1 early preview skills UI.[50]

É aqui que os jogadores alocam pontos de habilidade em suas habilidades ativas, suas habilidades passivas - que podem aprimorar seu uso de armas e armaduras e regeneração da saúde e stats passivos e coisas assim - mas no lado das armas, é onde você se especializará em certos tipos de procs baseados em grupos de armas. Por isso, já falamos um pouco sobre isso no passado: Se você tiver uma adaga, as adagas podem ter a chance de causar um sangramento em seu ataque com armas e isso se sinergizaria com uma habilidade ativa, como digamos Backstab, que faz danos adicionais se o alvo estiver sob um efeito de sangramento. Agora dissemos no passado que os jogadores serão capazes de alocar pontos de habilidade em suas habilidades ativas que são mais voltadas tanto para o combate de ação quanto para o alvo de tabulação.[50]Steven Sharif

Os jogadores recebem skill points a medida que sobem de level. Esses pontos podem ser usados para upar as habilidade (aumentar o seu rank) dentro das árvores de habilidades ativas, passivas ou de combate/arma.[51][52][53][54]

  • Não será possivel upar ao máximo todas as habilidade em uma árvore de habilidade.[54]
  • Em relação a progressão de habilidade os jogadores conseguem escolher ter uma variedade maior de habilidade, ou ter um numero menor e mais especifico de habilidades.[55]
  • Os jogadores tem a opção de resetar e realocar os seus pontos de habilidade.[56]


Tornar as habilidades ativas capazes de receber alocações de pontos de habilidade adicionais e desbloquear recursos adicionais de modo que, do ponto de vista da escolha dos jogadores, caberá a você decidir se quer ou não ser mais diversificado, mas menos profundo - mais amplo e não mais versátil, em algumas dessas escolhas de habilidades. Ou se você quiser ser muito versátil, isso será algo que caberá ao jogador nesse aspecto.[57]Steven Sharif

Respeccing

Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[58][56]

I am still conflicted on whether or not I want to allow respecs on-the-fly. I believe that respecing should be done at a particular location that requires a bit of transit and some strategic thinking ahead of time about the encounters that you're expecting, but respecing your class should be relatively easier obviously with that constraint of being at a particular location.[58]Steven Sharif
  • Swapping between multiple saved specs may be able to be done after a suitable cooldown period.[59][60]
  • Respeccing artisan skills is going to be more difficult than respeccing adventuring skills.[58]

Primary skills

UI de habilidades e seus espaços de habilidadesAlpha-1 .[61]

A proposta do segundo modelo e do sistema de modificações é misturar um pouco o papel de cada classe. Então enquanto seguimos o sistema tradicional para o papel das classes, nós estamos utilizando o sistema de modificações secundárias para mostrar um pouco da direções que o jogador pode tomar[62]Steven Sharif

Habilidades primárias (habilidades de classe) são baseadas no modelo do jogador.[64] Jogadores poderão personalizar suas habilidades primárias com modificações do segundo modelo.[65][64][66]

O design por trás das modificações não vem somente de mudar o estilo da habilidade para que reflita a segunda modificação, mas também fundamentalmente alterar os componentes principais das habilidades.[67]Steven Sharif

  • Cada Modelo secundário oferece 4 esferas diferentes de modificações.[65][68] Cada uma das modificações afeta as habilidades dos modelos primários de formas diferentes.[69]
    • Por exemplo: Um Mage oferece teleporte e esferas elementais de modificações. Essas modificações vão afetar as habilidades primárias de um Fighter de uma forma diferente de como afetariam a de um Cleric, por exemplo.[65][69]
    • Cada modificação tem seu nível de requerimento e número de pontos de habilidade necessários para serem adquiridos.[70]
    Haverá um certo limite após o qual você não poderá modificar suas habilidades da mesma maneira que modificou suas habilidades anteriores, então você terá que pegar e escolher cada uma que você quer modificar com muita atenção; certas modificações vão ter maior requerimento de pontos de habilidade.[70]Steven Sharif
  • Escolher o mesmo modelos como primário e secundário aumentara o foco nesse modelo.[71]
  • Modificações nas habilidades primárias irão fundamentalmente mudar a forma de como aquelas habilidades funcionam: Adaptando o que a habilidade fazia para incorporar a identidade do modelo secundário.[72]
  • Para alterar as modificações em suas habilidades será necessário que você fale com um PNJ dentro de uma base em estágio de Vilarejo ou acima.[74]
  • Algumas cores e efeitos de habilidade mudam baseado em suas modificações.[75]
    • Habilidades ativas poderão ficar totalmente diferentes depois que uma modificação for aplicada.[76]

Jogadores receberão pontos de habilidades à medida que passam de nivel. Esses podem ser usados para aumentar o nível das suas habilidades, nas árvore de habilidades ativas, passivas ou de combate.[52][53][54]

  • Não será possível maximizar todas as habilidades na árvore de habilidades.[54]
  • Em termos de progressão de habilidades, jogadores poderão escolher diversidade e pegar muitas habilidades, ou se aprofundar em poucas habilidades específicas.[55]

Independente de qual dos oito modelos você escolha como secundário, você receberá uma escolha de modificações que representam alguns dos ideais daquela classe. Sabe, como um tank se especializa em controlar o campo de batalha, em sobreviver. O mago se especializa em dar dano e elementos e habilidades em área. O ladino se especializa em ficar invisível e dar dano crítico. Então essas modificações vão tentar oferecer um pouco dessas identidades.[77]Steven Sharif

A ideia por trás do sistema é que você está meio que caminhando entre as linhas através dessas modificações do seu papel, sabe. Nós temos a tradicional trindade que está presente no design de classes para MMOs e, no geral, essas classes ou seguem um padrão à risca ou desviam completamente do padrão. A modificação procura oferecer um equilíbrio entre isso, onde você ainda mantém um semblante daquele sistema de trindade enquanto oferece a oportunidade de puxar seu jogo para um dos outros ângulos do triângulo[78]Steven Sharif

Active skills

Players can build their characters with the active skills they want on their action bar (hotbar).[80][81][82]

Some people like to have a very minimalistic number of hot bars. They don't need necessarily to have three, four, five hot bars that are available; but some people do like that: They want to have all their items listed on their hotbar as well as their abilities, as well as as their mounts, as well as anything that they can essentially interact with as an icon.[86]Steven Sharif
  • Players are not given skills as they level up, they must choose what skills they take.[55]
  • There is no spellbook requiring memorization.[87]

There will be multiple hot-bars that you obviously have available, because you're going to have consumables, you're going to have active skills and whatnot. But the number of active skills are not going to overwhelm necessarily the character and be irrelevant especially at certain stages.[80]Steven Sharif

Weapon skills

Alpha-2 work-in-progress Greatsword weapon skill tree.[88]

The intent here is to give you choices. Either I want to extend and improve my combo, or I want just passive benefits that increase my attack speed or crit chance.[89]Brian Ferguson

Weapon skills grant passive skills and proc effects and other status conditions, rather than usable skills on a player's action bar.[90] The more skill points that are allocated to the weapon tree, the greater a player's weapon familiarity. This influences things like the number of attacks, attack speed, and increased chances of proc effects from carrying out basic attacks with that weapon. These procs may offer synergy with the player's active skills.[91][92][93][90][94][95][96][97][98][99][52][53][100][72][101] This synergy also applies to active skills from other characters.[92][51]

Weapon skill trees are skill trees that you can unlock and invest points into as you continue to develop your experience with certain weapon types, certain weapon groups, like a dagger; and when you're doing your basic combo attack with those weapons, which is universal for all classes- anybody can use any type of weapon because stats can be changed on these weapon types through crafting and through drops- there will be certain proc effects that live on the weapon skill tree as you advance in them; and those proc effect effects will be able to interact with your archetype skills because they will have promotion type effects that occur when they synergize with one another.[91]Steven Sharif
Our approach is not going to be providing skills through weapons. It's going to be providing skills through classes.[94]Steven Sharif
Let's say a dagger has some slashing effects that bleed the target or that cripple the target... Every time you attack you have a chance to proc that effect. That effect then can synergize with what your active skills tree has available to it. So let's say your backstab deals 30 additional damage to a bleeding target. If you attack with your main weapon first and the target gets the bleed proc off and you do your backstab skill then you're synergizing your effects.[53]Steven Sharif
Let's say backstab that you can apply to deals damage to the target and it'll have a conditional modifier on that damage if you're behind the target, and it'll have a conditional modifier deal additional 50 damage if the target is under a bleed effect. So you want to synergize essentially your weapon proc conditions with your active skills so that you're timing your certain active skills appropriately with the status conditions that the target has taken.[52]Steven Sharif

Ver também

Referências

  1. Art of War Skill Tree Description.png
  2. Brutality Description.png
  3. Climactic Whirlwind Skill Tree Description.png
  4. Concentrated Scatter Shot Skill Tree Description.png
  5. Consuming Lethal Blow Description.png
  6. Ensnaring Vine Field Skill Tree Description.png
  7. Expeditious Barrage Skill Tree Description.png
  8. Extended Duration 1 Weapon Tree Description.png
  9. Extended Duration 2 Weapon Tree Description.png
  10. Extended Duration 3 Weapon Tree Description.png
  11. Extra Stacks 1 Weapon Tree Description.png
  12. Greater Brutality Description.png
  13. Greatsword Hit 3+ Extra Damage 1 Weapon Tree Description.png
  14. Greatsword Hit 3 Extra Damage 2 Weapon Tree Description.png
  15. Greatsword Hit 3 Extra Damage 3 Weapon Tree Description.png
  16. Greatsword Hit 4+ Extra Damage 1 Weapon Tree Description.png
  17. Greatsword Hit 4+ Extra Damage 2 Weapon Tree Description.png
  18. Greatsword Hit 4+ Extra Damage 3 Weapon Tree Description.png
  19. Greatsword Hit 4 Extra Damage 1 Weapon Tree Description.png
  20. Greatsword Hit 4 Extra Damage 2 Weapon Tree Description.png
  21. Greatsword Hit 4 Extra Damage 3 Weapon Tree Description.png
  22. Hasting Snipe Skill Tree Description.png
  23. Heartseeking Snipe Skill Tree Description.png
  24. Meditative Form of the River Skill Tree Description.png
  25. Mortal Headshot Skill Tree Description.png
  26. Bear Trap Multitrap Skill Tree Description.png
  27. Multi-Scatter Shot Skill Tree Description.png
  28. Omnidirectional DIsengage Skill Tree Description.png
  29. Whirlwind Overdrive Skill Tree Description.png
  30. Potency 1 Weapon Tree Description.png
  31. Potency 3 Weapon Tree Description.png
  32. Raging Blitz Skill Tree Description.png
  33. Recharging Lunging Assault Description.png
  34. Refreshing Headshot Skill Tree Description.png
  35. Reinvigorating Disengage Skill Tree Description.png
  36. Reinvigorating Exert Skill Tree Description.png
  37. Reinvigorating Lethal Blow Skill Tree Description.png
  38. Relentless Form of the Avalanche Skill Tree Description.png
  39. Slicing Maim Skill Tree Description.png
  40. Swordmaster Consistent 1 Weapon Tree Description.png
  41. Swordmaster Consistent 2 Weapon Tree Description.png
  42. Swordmaster Potential 1 Weapon Tree Description.png
  43. Swordmaster Proc Rate 1 Weapon Tree Description.png
  44. Swordmaster Proc Rate 2 Weapon Tree Description.png
  45. Swordmaster Proc Rate 3 Weapon Tree Description.png
  46. Bear Trap Trapslinger Skill Tree Description.png
  47. Unstoppable Exert Skill Tree Description.png
  48. Weapon Mastery Bows Skill Tree Description.png
  49. Weapon Proficiency 9 Weapon Tree Description.png
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