Skill points
Players receive skill points at specific points as they level.[2] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[3][4][5][6]
- Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[7] – Steven Sharif
- Skill points will accrue at specific XP milestones, such as 1/4, 1/2, 3/4 progress through the level, so as to avoid creating an imbalance with experience debt.[2]
- We do have this concept of experience debt that does accrue and we don't want to create an imbalance between skill points acquired versus experience, so we're going to predicate your skill points acquisition based on benchmarks you reach when leveling through a level. So these are going to be at specific points in the level, like one quarter progress, to half progress, to three quarters progress: you're going to get an influx of skill points and then you'll be able to allocate them into your skill tree.[2] – Steven Sharif
- Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[8]
- Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[9][10]
- Augments do not cost skill points.[11] It was previously stated that certain augments will have more expense required on the skill point side.[12]
- It will not be possible to max all skills in a skill tree.[6]
- In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[13]
Primary skills
Основные навыки (способности класса) основаны на архетипе игрока.[17] Игроки могут персонализировать свои основные навыки с помощью дополнительного архетипа.[18][17][19]
Дизайн дополнений заключается не только в том, чтобы изменить вкус, чтобы он отражал вторичный архетип, но и в корне изменить основные компоненты навыка.[20] – Steven Sharif
- Каждый вторичный архетип предлагает четыре разные школы аугментации.[18][21] Каждая школа дополнений по-разному влияет на навыки основного архетипа.[22]
- Например: Маг предлагает Телепортацию и элементарные школы аугментов. ти улучшения повлияют на основные навыки бойца иначе, чем на клирика.[18][22]
- Каждое улучшение имеет требования к уровню и количеству очков навыков, необходимых для его активации.[12]
- Будет определенный порог, при котором вы больше не сможете увеличивать свои активные способности на основе решений, которые вы усилили предыдущими способностями, поэтому вам придется выбирать, к каким из них вы хотите применить улучшения; и для некоторых дополнений потребуется больше очков навыков.[12] – Steven Sharif
- Дополнения к первичным навыкам коренным образом изменят способ работы способности: адаптируя то, что когда-то делала способность, чтобы включить идентичность вторичного архетипа.[24]
- Система развития аугментов очень похожа на систему развития класса.[25]
- Для изменения аугментаций ваших навыков вам потребуется обратиться к NPC в узле деревни или выше.[26]
- Некоторые цвета заклинаний и общие эффекты меняются в зависимости от дополнений.[27]
- Активные навыки могут выглядеть совершенно по-другому после применения аугментации.[28]
- Помимо навыков, специфичных для класса, может быть подмножество универсальных навыков, таких как активный блок и уклонение.[29]
Ожидается, что основные навыки в Alpha-2 будут сильно отличаться от навыков в Alpha-1.[30]
Список способностей в Alpha One и близко не соответствует тому, что будет, особенно с точки зрения уровня/прогрессии. Таким образом, вы можете ожидать, что он будет невероятно разным.[30] – Steven Sharif
Active skills
Игроки могут создавать своих персонажей с помощью активных навыков, которые они хотят, на панели действий.[32][33]
- Количество навыков на панели действий будет ограничено (менее 30).[34]
- Будет возможность включить несколько панелей быстрого доступа (панелей действий).[7][33]
- Например: один боец будет отличаться от другого в зависимости от того, какие активные навыки он выбрал.[34]
- Выбирая навыки, игроки могут настроить свой боевой опыт, сосредоточившись на навыках, ориентированных на вкладку навыках, ориентированных на действие, или на сочетании обоих.[35]
- Игроки не получают навыки по мере повышения уровня, они должны сделать выбор из списка доступных умений.[13]
- Нет никакой книги заклинаний, требующей запоминания.[36]
Очевидно, у вас будет несколько горячих панелей, потому что у вас будут расходные материалы, активные навыки и еще много чего. Но количество активных навыков не обязательно будет подавлять персонажа и не будет иметь значения, особенно на определенных этапах.[7] – Steven Sharif
Прокачка класса
- Игроки получают очки умений по мере повышения уровня. Их можно тратить на повышение уровней умений в дереве умений.[6]
- Повысить до максимума все умения в дереве умений будет невозможно.[6]
- Игрок может выбрать вторичный архетип по достижении 25 уровня.[18] Комбинация первичного и вторичного архетипов называется классом.[18][37][38]
- После этого игрок может дополнить свои основные навыки эффектами от вторичного архетипа.[18][17]
- У каждого навыка в первичном дереве навыков будет несколько вариантов дополнения из вторичного дерева. Это - пример горизонтальной прогрессии.[17]
- Дополнения первичных навыков могут коренным образом изменить работу навыка - адаптируя изначальную механику способности, чтобы отразить особенность вторичного архетипа/класса.[24]
Если Файтер выбрал Мага в качестве второго архетипа, файтер станет Spellsword. Эта комбинация открывает дополнения, которые можно назначить умениям в первичном дереве умений. У файтеров есть Rush - умение, которое позволяет им делать рывок к цели, а при достижении цели - наносить урон с шансом сбить цель с ног. К этому умению можно добавить дополнение Mage's escape, благодаря которому умение станет телепортировать игрока к цели, снижая время, которое тратилось на рывок.[17]
Развитие класса не связано с развитием ремесленной профессии игрока.[41]
Мировые события не влияют напрямую на эффективность класса, но могут иметь дополнительные эффекты с точки зрения доступности снаряжения, чар или татуировок.[42]
Weapon skills
A weapon combo system (also referred to as Weapon use combo, Weapon attack combo, Weapon combo, and Weapon use ability) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[43][45][46][47][48][49][50]
- The combo system consists of a sequence of combat animations based on the weapon type, referred to as a combat animation montage.[51]
- Combos are triggered by performing basic weapon attacks (default Q or left-mouse-click).[52]
- Let's say for example you're using a two-handed warhammer or something and you have a number of weapon combos that play animation style based on how many combos deep you go into an attack with that warhammer. So the first is going to be like a forward swing. Second is going to be a back swing. The third is going to be swing down and the fourth is going to be some twirl that you do; and that's what we call the combo animation montage.[51] – Steven Sharif
- The number of steps and passive effects that trigger during weapon combos can be customized in the weapon skill tree.[53][54]
- We wanted to have a combo length progression available to players so that certain builds could have longer weapon combos and other builds can have shorter weapon combos with more passive effects.; and this has been the result of our exploration. So, when you start out you've got a pretty quick four-hit combo, but whenever you unlock the additional hits you get the fifth and sixth hits, which are at approximately 50% to the overall combo length. But we found that that gave a pretty satisfying floor and ceiling to how long the combo can be.[53] – Brian Ferguson
- Depending on class skill choice these effects will have synergy with the combat montage.[51]
- Depending on what your class skill choice has been those are going to have synergy effects with the weapon skill tree. So my skill called spin-to-win might do 30 additional damage on a staggered target. So I see when my proc occurs with the stagger effect on my first swing, like for me as a player I might be only interested in landing that first swing, so every now and then I'm gonna swing once and then I'm gonna use a skill and then I'm gonna come back and swing again because that'll play my first swing montage, because it's been interrupted. So I won't move to the second one because I'm really just wanna hit that stagger effect. So that's going to be how my rotation lines up. However I might have some skill that on a stun target it might be an immediate cast and it's like some power you push or power hit; and that does- it knocks back a stun target. So if the target's stunned when this skill plays, it has an added effect of knock down and now they're gonna get knocked down for an additional two seconds. Now I might spec into that and as a result I want to finish through: swing, swing, and then knock down. So I get my chance at stunning that target with that weapon skill.[51] – Steven Sharif
- Weapon progression such as set bonuses may change at what level any proc effects occur and therefore enable different combo rotations.[51]
- You may have items or set bonuses that change at what level those proc occurs. So I may have a full set of battle armor that changes all third hit combo procs to second hit requirements and now I have a chance not only on my second hit to land that tapering slow but I also have a chance to land my one second stun proc because I have the full set that changes my weapon progression. So that's the way itemization works with your weapon skill tree, is you can enhance when those weapon skill trees become available in your combat montage and that can be a relevant factor in how your skill rotations come to play; and mixes with your weapon attacks.
- Weapon skill choices and rotations will vary based on whether the player is more focused on PvP or PvE.[51]
- Right now some people might just say, "I don't care at all about my weapon attacks. I'm not going to invest a lot of points into that. And if I do, it's going to be primarily PvE focused where I'm more comfortable using just swinging my weapon, and I may not use them as much in PvP. I'm just going to be focused on skill rotations." That's okay, but the reason for those skill montages- back to your question- is they have a very relevant role in when certain procs come online from a weapons skill tree perspective.[51] – Steven Sharif
- Using a skill/ability other than a basic attack will in general reset the combo.[52]
- The developers are considering specific abilities that might be able to be used without resetting the combo system.[52]
- It acts similar in the sense of the core loop of what an auto attack is so to speak; where typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable skill effect that you can continually attack with but it's a little bit more involved than what a traditional auto attack is; and it has components from a from an advancement standpoint when it comes to the types of procs that your weapon can have during that combo system... It's not going to have the quick time event that you guys saw early on in PAX and gave great feedback on, but it is going to have development with regards to the power of the weapon the type of weapon you're using, the additional proc effects that you can skill into: Those types of things are going to make it a little bit more complex of a system capture.[48] – Steven Sharif
Classes of weapons
Weapon classes (also referred to as weapon types and weapon groups) in Ashes of Creation may deal different types of physical damage.[56][57]
Weapon progression
Weapons have their own progression paths.[48][60]
- Each type of weapon has its own skill tree that grants passive skills and proc effects and other status conditions.[61][62][47][63][51][57][4][5][48][24][64]
- The weapon combo system determines special effects that proc based on weapon progression.[48][64]
- Ancillary effects proc based on enchantment types.[64]
- Gear enhancements (power stones) can be applied to add elemental or energy types of damage.[64]
- Dual wielded weapons will have its own progression based on weapon type.[65]
- Weapon proficiency (based on length of use of a weapon) is not a planned feature.[24]
- Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[64] – Steven Sharif
Passive skills
Passive skills are used to augment weapon usage, armor usage, health regeneration, and passive stats.[66]
- Passive skills can be levelled up by allocating skill points on the skills UI.[66]
- Passive skills enable players to work toward mastery of a weapon.[24]
- Passive skills are based on the player's choice of primary archetype.[67]
- Some passives may be introduced with the choice of secondary archetype, but this hasn't been finalized yet.[68]
- All these passive abilities: mana regen, attack damage, critical hit damage, health regeneration, defense mitigation, maximum health: A lot of different changes from the passive side of things and these are based on what archetype you've chosen.[67] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Act of War | Fighter | Switching forms no longer triggers cooldowns or costs Combat Momentum.[69] | |
Blade Twist | Greatsword | Adds Wound to Greatsword Combo finishers and Extended Finishers.[70] | |
Brutality | 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.[71] | |
Burning Blade | Greatsword | Add Burning to Greatsword Combo finishers and Extended Finishers.[72] | |
Caravan Trail Speed Bonus | Caravan | Minor speed boost for travelling on a simple trail.[73] | |
Climactic Whirlwind | Fighter | 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.[74] | |
Consuming Lethal Blow | Fighter | Lethal Blow returns 50% of overkill damage dealt as health and mana.[75] | |
Extended Duration I | Greatsword | Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[76] | |
Extended Duration II | Greatsword | Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[77] | |
Extended Duration III | Greatsword | Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[78] | |
Extra Stacks I | Greatsword | Second Strike and Perfect Timing now stack up to 2 times.[79] | |
Greater Brutality | Fighter | Overpower and Brutal Cleave apply 10 Wound stacks to enemies hit.[80] | |
Greatsword Hit 3+ | Greatsword | Weapon Combo Finisher. Greatsword Hit 3+ Unlocked. Has 25% chance to proc. Increased damage.[81] | |
Greatsword Hit 3+: Extra Damage I | Greatsword | Increases the damage of Greatsword Hit 3+ by 10%.[82] | |
Greatsword Hit 3+: Extra Damage II | Greatsword | Increases the damage of Greatsword Hit 3+ by 10%.[83] | |
Greatsword Hit 3+: Extra Damage III | Greatsword | Increases the damage of Greatsword Hit 3+ by 10%.[84] | |
Greatsword Hit 4 | Greatsword | Weapon Combo Extended Finisher. Greatsword Hit 4 Unlocked. Increased damage.[85] | |
Greatsword Hit 4+ | Greatsword | Weapon Combo Extended Finisher. Greatsword Hit 4+ Unlocked. 25% chance to proc. Increased damage.[86] | |
Greatsword Hit 4+: Extra Damage I | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[87] | |
Greatsword Hit 4+: Extra Damage II | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[88] | |
Greatsword Hit 4+: Extra Damage III | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[89] | |
Greatsword Hit 4: Extra Damage I | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[90] | |
Greatsword Hit 4: Extra Damage II | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[91] | |
Greatsword Hit 4: Extra Damage III | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[92] | |
Guard | Greatsword | Your abilities have a 30% chance to proc Guard. Guard: Your next weapon combo finisher grants 6 seconds of temporary health equal to 1-3% of your maximum health.[93] | |
Keen Edge | Greatsword | Your abilities have a 30% chance to proc Keen Edge. Keen Edge: Your next weapon combo finisher has +100% chance to critically hit.[94] | |
Meditative Form of the River | Fighter | Form of the River increases your mana regeneration by 0.01% of your maximum mana per point of Combat Momentum you have.[95] | |
Overdrive | Fighter | 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.[96] | |
Perfect Timing | Greatsword | Adds the Perfect Timing proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: Perfect Timing Reduces the Cooldown of the next ability you cast by 5 seconds.[97] | |
Potency I | Greatsword | Second Strike - Increases the damage of the Second Strike Proc by 25%. Perfect Timing - Increases the cooldown reset by 1 second.[98] | |
Potency III | Greatsword | Second Strike - Increases the damage of the Second Strike Proc by 25%. Perfect Timing - Increases the cooldown reset by 1 second.[99] | |
Raging Blitz | Fighter | Blitz generates 20 Combat Momentum.[100] | |
Recharging Lunging Assault | Fighter | Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[101] | |
Refreshing Followthrough | Greatsword | Your abilities have a 30% chance to proc Refreshing Followthrough. Refreshing Followthrough: Your next weapon combo finisher restores 3-5% of your maximum mana.[102] | |
Reinvigorating Exert | Fighter | Exert additionally refreshes all ability cooldowns by 1% per point of Combat Momentum the caster has upon activation.[103] | |
Reinvigorating Lethal Blow | Fighter | Killing an enemy with Lethal Blow resets the cooldown of Blitz.[104] | |
Relentless Form of the Avalanche | Fighter | 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.[105] | |
Second Strike | Greatsword | Adds Second Strike proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: Second Strike When you strike a target for physical damage with an ability, it gets struck again.[106] | |
Slicing Maim | Fighter | Maim launches a piercing projectile that deals damage to enemies in its path.[107] | |
Swordmaster: Consistent I | Greatsword | Adds Swordmaster: Swiftness - Increases effect duration by 0.5s. Swordmaster: Endurance - Increases minimum possible health restored by 0.5% Max HP.[108] | |
Swordmaster: Consistent II | Greatsword | Adds Swordmaster: Swiftness - Increases effect duration by 0.5s. Swordmaster: Endurance - Increases minimum health restored by 0.5% Max HP.[109] | |
Swordmaster: Endurance | Greatsword | Adds Swordmaster: Endurance proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: 25% chance to recover 2-4% of your maximum health.[110] | |
Swordmaster: Potential I | Greatsword | Adds Swordmaster: Swiftness - +5% Attack speed from effect. Swordmaster: Endurance - Increases maximum possible health restored by 1% Max HP.[111] | |
Swordmaster: Proc Rate I | Greatsword | Increases all Swordmaster effect proc rates by 25%.[112] | |
Swordmaster: Proc Rate II | Greatsword | Increases all Swordmaster effect proc rates by 25%.[113] | |
Swordmaster: Proc Rate III | Greatsword | Increases all Swordmaster effect proc rates by 25%.[114] | |
Swordmaster: Swiftness | Greatsword | Adds Swordmaster: Swiftness proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: 25% chance to gain 25% attack speed for 1.5 seconds. Stack up to 2 times.[115] | |
Unstoppable Exert | Fighter | Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[116] | |
Weapon Mastery: Bows | Bow | Lowers the Cooldown of Barrage and Scatter Shot by 3s upon: Completion of a bow weapon combo; Firing a fully charged Longbow.[117] | |
Weapon Proficiency IX | Greatsword | Increased Attack Speed by 1%.[118] | |
Weapon Training: Deflection | Greatsword | Increases your Evasion by 0.5%.[119] | |
Weapon Training: Followthrough | Greatsword | Increases your Mitigation Penetration by 0.5%.[120] | |
Weapon Training: Power | Greatsword | Increases your Critical Damage by 0.5%.[121] | |
Weapon Training: Precision | Greatsword | Increases your Accuracy by 0.5%.[122] |
Смотрите также
Ссылки
- ↑ 1.0 1.1 Видео, 2023-12-19 (5:29).
- ↑ 2.0 2.1 2.2 Прямая трансляция, 2023-07-28 (1:03:27).
- ↑ Интервью, 2020-07-29 (55:44).
- ↑ 4.0 4.1 Интервью, 2020-07-19 (53:59).
- ↑ 5.0 5.1 Интервью, 2020-07-18 (1:07:51).
- ↑ 6.0 6.1 6.2 6.3 Прямая трансляция, 2017-07-28 (19:05).
- ↑ 7.0 7.1 7.2 Прямая трансляция, 2020-08-28 (1:19:24).
- ↑ Прямая трансляция, 2023-12-19 (1:49:56).
- ↑ Прямая трансляция, 2023-12-19 (1:46:12).
- ↑ 10.0 10.1 10.2 Интервью, 2020-07-29 (54:44).
- ↑ Forums - Livestream Q&A 2022-08-26.
- ↑ 12.0 12.1 12.2 Интервью, 2020-07-18 (1:07:06).
- ↑ 13.0 13.1 Прямая трансляция, 2017-11-16 (30:02).
- ↑
- ↑ Прямая трансляция, 2017-10-16 (1:00:44).
- ↑ Интервью, 2018-08-08 (22:27).
- ↑ 17.0 17.1 17.2 17.3 17.4 17.5
- ↑ 18.0 18.1 18.2 18.3 18.4 18.5 18.6 Интервью, 2020-07-18 (1:05:04).
- ↑
- ↑ Прямая трансляция, 2020-07-25 (1:47:55).
- ↑ Прямая трансляция, 2018-02-09 (41:56).
- ↑ 22.0 22.1 Прямая трансляция, 2019-12-17 (1:13:14).
- ↑
- ↑ 24.0 24.1 24.2 24.3 24.4 February 8, 2019 - Questions and Answers.
- ↑ Прямая трансляция, 2019-07-26 (1:09:22).
- ↑ Прямая трансляция, 2018-04-8 (PM) (20:45).
- ↑
- ↑ Интервью, 2018-05-11 (53:15).
- ↑ Прямая трансляция, 2021-11-19 (50:38).
- ↑ 30.0 30.1 Прямая трансляция, 2021-09-24 (1:18:06).
- ↑ Прямая трансляция, 2020-08-28 (1:21:03).
- ↑ Прямая трансляция, 2017-05-03 (15:15).
- ↑ 33.0 33.1 Прямая трансляция, 2020-03-28 (1:41:42).
- ↑ 34.0 34.1 Прямая трансляция, 2017-05-03 (17:59).
- ↑ Прямая трансляция, 2017-11-16 (30:45).
- ↑ Прямая трансляция, 2017-05-19 (43:09).
- ↑ 37.0 37.1 Ashes of Creation class list.
- ↑
- ↑ Прямая трансляция, 2017-05-03 (50:50).
- ↑ Прямая трансляция, 2017-07-18 (37:43).
- ↑ Прямая трансляция, 2020-07-31 (1:31:11).
- ↑ Подкаст, 2021-04-11 (54:35).
- ↑ 43.0 43.1 Видео, 2024-03-29 (50:16).
- ↑ Видео, 2024-03-29 (57:52).
- ↑ Видео, 2023-12-19 (10:08).
- ↑ Видео, 2023-04-28 (15:35).
- ↑ 47.0 47.1 Прямая трансляция, 2022-09-30 (43:45).
- ↑ 48.0 48.1 48.2 48.3 48.4 Прямая трансляция, 2020-01-30 (1:28:40).
- ↑ Прямая трансляция, 2018-01-18 (22:46).
- ↑
- ↑ 51.0 51.1 51.2 51.3 51.4 51.5 51.6 51.7 Подкаст, 2021-09-29 (47:57).
- ↑ 52.0 52.1 52.2 Прямая трансляция, 2020-02-28 (1:10:21).
- ↑ 53.0 53.1 Видео, 2023-12-19 (8:37).
- ↑ Прямая трансляция, 2021-09-24 (1:19:17).
- ↑ Прямая трансляция, 2021-08-27 (1:04:30).
- ↑ Видео, 2023-08-31 (45:06).
- ↑ 57.0 57.1 Интервью, 2021-02-07 (49:18).
- ↑ Прямая трансляция, 2021-04-30 (53:08).
- ↑ Интервью, 2018-10-20 (2:53:52).
- ↑ Прямая трансляция, 2018-05-04 (45:37).
- ↑ Прямая трансляция, 2022-06-30 (1:12:38).
- ↑ Прямая трансляция, 2022-09-30 (53:15).
- ↑ Видео, 2022-09-30 (24:49).
- ↑ 64.0 64.1 64.2 64.3 64.4 Прямая трансляция, 2018-06-04 (1:11:19).
- ↑ Прямая трансляция, 2021-06-25 (1:29:39).
- ↑ 66.0 66.1 Прямая трансляция, 2020-08-28 (1:12:50).
- ↑ 67.0 67.1 Прямая трансляция, 2021-06-25 (23:08).
- ↑ Прямая трансляция, 2023-03-31 (1:30:07).
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