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  • Damage numbers will not be so large as to be meaningless.[2]
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.[2]Steven Sharif
  • Death by fall damage is possible.[4]
    • Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[4]

Damage types and resistances

Different damage types are mitigated by the defensive stats (resistances) on different types of armor.[6]

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.[7]Tradd Thompson
  • Players will be able to counter resistances with resistance penetration stats.[14]
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.[15]Steven Sharif
  • There is also non-mitigated damage.[6]
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.[14]Steven Sharif

Damage abilities

 This section contains potentially outdated information from Alpha-1 testing.
Skill Icon Origin Description
Air Strike   Ranger Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[17] The root effect is nature based.[18]
Arcane Volley   Mage Fires a volley of 7 arcane missiles at your target, dealing (35%🢆) arcane damage each.[19][20]
Ball Lightning   Mage Create a large ball of charged electricity that travels slowly forward, rapidly dealing (50%🢆) lightning damage and applying Volatile to enemies it overlaps with.[21][22][23]
Barrage   Ranger Fires a continual barrage of arrows at your target for 1.5 seconds, dealing 12% physical damage per arrow.[24]
Battle Cry   Fighter Unleash a resounding war bellow, applying the Riled effect to the caster and all nearby party members and Shaken to all nearby enemies. Gain 5 Combat Momentum for each target that was Riled. Riled targets have increased stability and have increased chance of tripping Shaken enemies.[25]
Beam Amplifier   Wand Wand Hit 6+ now deals 50% more damage if the previous wand combo hit was also a beam attack.[26]
Bear Trap   Ranger Spawn a Trap at the target location, which arms after 1 second. When an enemy triggers the Trap, they take damage and become Rooted for 2 seconds.[27]
Blade Twist   Greatsword Adds Wound to Greatsword Combo finishers and Extended Finishers.[28]
Blitz   Fighter Charge directly toward target enemy, dealing Physical damage to the target on arrival.[29]
Blizzard   Mage Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Periodically pulses Chilled to targets within the area. Each shard impact deals (50%🢆) ice damage in a small area around it and applies Frozen to targets with Chilled.[30][31][21]
Blood Fusion   Fighter Return 100% of damage dealt as health and 50% of damage dealt as mana over the next 6 seconds. If activated while below 50% health, gain 25% increased damage mitigation and healing received over the duration.[32]
Brutal Cleave   Fighter Perform a wide sweeping attack, dealing damage to all enemies in front of you. This ability shares a cooldown with Overpower, and hitting an enemy with a weapon combo finisher reduces its cooldown by 8 seconds. +10-20 Combat Momentum (based on number of targets hit) [33]
Bulwark   Tank Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[34][35][36][37]
Burning Blade   Greatsword Add Burning to Greatsword Combo finishers and Extended Finishers.[38]
Burning Projectiles   Wand Every wand projectile and beam has a 10% chance to Burn the target.[ citation needed ]
Call of the Wild   Ranger Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[39]
Castigation   Cleric Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[40][35][41][42]
Cataclysm   Fighter Deal heavy damage and apply Shaken to all enemies in a large area in front you. Shaken enemies have a 5% chance to Trip when hit, and the effect is removed when triggered. This chance doubles when hit by Riled targets.[43]
Chains of Restraint   Cleric Call forth spectral chains in a target area that stagger enemies within or stun enemies already under the staggered effect, then leave behind an area that deals radiant damage each second over 8 seconds.[44][45]
Chilling Projectiles   Wand Every wand projectile and beam has a 10% chance to Chill the target.[46]
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.[47]
Concentrated Scatter Shot   Ranger 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.[48]
Cone of Cold   Mage Blasts a cone of cold in front of the caster, dealing (125%🢆) ice damage. Applies Chilled to targets hit.[21][49][50]
Consecrating Wave   Cleric Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[51][52]
Crippling Blow   Fighter Deal Physical damage and apply Snare to target enemy for 6 seconds.[53]
Disengage   Ranger Delivers a quick kick backflipping in the opposite direction. Enemies hit are Snared for 4 seconds.[54]
Divine Censure   Cleric Hurls a radiant spear at the target, dealing damage.[55][35][56][42]
Echo   Wand Adds a 25% chance to gain the Echo proc upon completion of Wand Combo Finishers & Extended Finishers. This rate increases to 100% upon beam finishers. Echo - When you strike a target with direct damage, it gets struck again for magical damage.[57]
Electrifying Projectiles   Wand Every wand projectile and beam has a 10% chance to Electrify the target.[ citation needed ]
Elemental Attunement I   Wand Increases the trigger chance of Elemental status effect wand procs by 5%.[58]
Elemental Attunement II   Wand Increases the trigger chance of Elemental status effect wand procs by 5%.[ citation needed ]
Elemental Attunement III   Wand Increases the trigger chance of Elemental status effect wand procs by 5%.[ citation needed ]
Elemental Lure I   Wand Wand damage is increased by 3% per application of Burning, Chilled, or Volatile on the target, up to 9%.[ citation needed ]
Elemental Lure II   Wand Wand damage is increased by 3% per application of Burning, Chilled, or Volatile on the target, up to 9%.[ citation needed ]
Elemental Lure III   Wand Wand damage is increased by 3% per application of Burning, Chilled, or Volatile on the target, up to 9%.[59]
Ensnaring Vine Field   Ranger Enemies are Snared while within Vine Field's area of effect.[60]
Essence Harvest   Wand Every time you trigger a wand proc, you have a 50% chance to increase magical powerby 3% by 10 seconds. Stacks up to 5 times.[61]
Exert   Fighter Consume your Combat Momentum rapidly, gaining 20% increased attack and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted.[62]
Extended Duration I   Greatsword Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[63]
Extended Duration I (Wand)   Wand Extends the duration of the Echo and Perfect Timing proc effects by 2.5 seconds.[ citation needed ]
Extended Duration II   Greatsword Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[64]
Extended Duration II (Wand)   Wand Extends the duration of the Echo and Perfect Timing proc effects by 2.5 seconds.[65]
Extended Duration III   Greatsword Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[66]
Extended Duration III (Wand)   Wand Extends the duration of the Echo and Perfect Timing proc effects by 2.5 seconds.[ citation needed ]
Extra Stacks I   Greatsword Second Strike and Perfect Timing now stack up to 2 times.[67]
Extra Stacks I (Wand)   Wand Second Strike and Perfect Timing now stack up to 2 times.[ citation needed ]
Extra Stacks II (Wand)   Wand Second Strike and Perfect Timing now stack up to 3 times.[68]
Extra Stacks III (Wand)   Wand Second Strike and Perfect Timing now stack up to 4 times.[69]
Fireball   Mage Hurl a ball of fire toward your target, dealing (100%🢆) fire damage and applying Burning for (75%🢆) fire damage. 3 charges.[70]
Fissure   Mage Call forth a line of jagged earthen spikes in a line in front of you, dealing (175%🢆) pierce damage, applying Staggered, and launching each enemy hit.[71]
Form Of Celerity   Fighter While in this form, the caster receives +2% Movement Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[72]
Form Of Ferocity   Fighter While in this form, the caster receives +2% Attack Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[73]
Form Of Fluidity   Fighter While in this form, the caster receives +4% Disable Resistance Chance per 10 Combat Momentum, up to a maximum of +40%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[74]
Frostbolt   Mage Launch a bolt of frost towards your target, dealing (225%🢆) ice damage. Applies Frozen if the target is Chilled.[75][76]
Grapple   Tank Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[77][78]
Greatsword Hit 3+   Greatsword Weapon Combo Finisher. Greatsword Hit 3+ Unlocked. Has 25% chance to proc. Increased damage.[79]
Greatsword Hit 3+: Extra Damage I   Greatsword Increases the damage of Greatsword Hit 3+ by 10%.[80]
Greatsword Hit 3+: Extra Damage II   Greatsword Increases the damage of Greatsword Hit 3+ by 10%.[81]
Greatsword Hit 3+: Extra Damage III   Greatsword Increases the damage of Greatsword Hit 3+ by 10%.[82]
Greatsword Hit 4   Greatsword Weapon Combo Extended Finisher. Greatsword Hit 4 Unlocked. Increased damage.[83]
Greatsword Hit 4+   Greatsword Weapon Combo Extended Finisher. Greatsword Hit 4+ Unlocked. 25% chance to proc. Increased damage.[84]
Greatsword Hit 4+: Extra Damage I   Greatsword Increases the damage of Greatsword Hit 4 by 10%.[85]
Greatsword Hit 4+: Extra Damage II   Greatsword Increases the damage of Greatsword Hit 4 by 10%.[86]
Greatsword Hit 4+: Extra Damage III   Greatsword Increases the damage of Greatsword Hit 4 by 10%.[87]
Greatsword Hit 4: Extra Damage I   Greatsword Increases the damage of Greatsword Hit 4 by 10%.[88]
Greatsword Hit 4: Extra Damage II   Greatsword Increases the damage of Greatsword Hit 4 by 10%.[89]
Greatsword Hit 4: Extra Damage III   Greatsword Increases the damage of Greatsword Hit 4 by 10%.[90]
Greatsword basic attack   Greatsword
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.[91]
Headshot   Ranger Deals 175% physical damage to target enemy.[92]
Heartseeking Snipe   Ranger Snipe has a 30% increased chance to critically hit against enemies beyond 20 meters.[93]
Hit 5+ Proc Chance I   Wand Increases the base trigger chance of Hit 5+ to 50%.[94]
Hit 5+ Proc Chance II   Wand Increases the base trigger chance of Hit 5+ to 75%.[95]
Hit 5+ Proc Chance III   Wand Increases the base trigger chance of Hit 5+ to 100%.[96]
Hit 6+ Proc Chance I   Wand Increases the base trigger chance of Hit 6+ to 50%.[97]
Hit 6+ Proc Chance II   Wand Increases the base trigger chance of Hit 6+ to 75%.[98]
Hit 6+ Proc Chance III   Wand Increases the base trigger chance of Hit 6+ to 100%.[99]
Inciting Strikes   Tank Slashes twice in a forward cone while adding additional threat.[100]
Judgment   Cleric Cast a heal on target ally for a large amount of health. If this is cast on an enemy, it instead deals radiant damage to the target and applies 2 stacks of Burning.[101][102]
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.[103]
Leap Strike   Fighter Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[104]
Lethal Blow   Fighter Perform a powerful descending strike upon target enemy, dealing additional physical damage based on the amount of % missing health, up to 300% base damage.[105]
Lightning Reload   Ranger Grants a charge of Lightning Reload, allowing you to fire one ability Shot for free, ignoring its cooldown and other costs.[106]
Lightning Strike   Mage Held ability: Charge up a bolt of lightning to unleash upon your target, dealing (275%🢆) lightning damage based on how long it was charged. Also applies 20 stacks of Shocked to targets.[107][108]
Longbow basic attack   Longbow A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[109][110][111]
Lunging Assault   Fighter Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing damage to enemies in front of you. You are immune to hard crowd control effects while performing this ability.[112]
Magma Field   Mage Erupts the earth at target location, forming a boiling pool of lava that deals (50%🢆) fire damage and applies Burning at (50%🢆) fire damage power every 2 seconds to enemies within the area. Lasts 8.1 seconds.[113]
Maim   Fighter Perform a powerful melee strike in a short forward cone, dealing physical damage to all targets hit, plus 100% additional damage to recently tripped targets.[114]
Meteor   Mage Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals (200%🢆) fire damage and applies Conflagrating to targets with Burning. After landing it continues to roll forward for its remaining distance, dealing damage to enemies along its path.[115]
Mortal Headshot   Ranger Headshot deals 50% additional damage to targets below 50% of their maximum health.[116]
Multi Trap   Ranger Bear Trap now has 3 charges, but the cooldown is increased by 15 seconds.[117]
Multi-Scatter Shot   Ranger Scatter Shot has an additional charge.[118]
Omnidirectional Disengage   Ranger Disengage now moves you in the direction of your input instead of always backward.[119]
Overpower   Fighter Deal direct damage and apply Shaken to target enemy. This ability shares a cooldown with Brutal Cleave, and hitting an enemy with a weapon combo finisher refreshes the cooldown of this ability. +10 Combat Momentum.[120]
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.[121]
Perfect Timing (Wand)   Wand Adds a 25% chance to gain the Perfect Timing proc upon completion of Weapon Combo Finishers & Extended Finishers. This rate increases to 100% upon beam finishers. Perfect Timing - Reduces the Cooldown of the next ability you cast by 5 seconds.[122]
Piercing Shot   Ranger Fire a projectile that travels in a straight line, piercing through and damaging all enemies in its path.[123]
Potency I   Greatsword Second Strike - Increases the damage of the Second Strike Proc by 25%. Perfect Timing - Increases the cooldown reset by 1 second.[124]
Potency III   Greatsword Second Strike - Increases the damage of the Second Strike Proc by 25%. Perfect Timing - Increases the cooldown reset by 1 second.[125]
Raining Death   Ranger Fires a dense rain of arrows 20 meters ahead, dealing high damage. Deals more damage to more distant targets.[126]
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.[127]
Refreshing Headshot   Ranger Headshot refunds 4 seconds of its cooldown when it hits a Marked target.[128]
Reinvigorating Disengage   Ranger 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.[129]
Rupture   Fighter Deal physical damage and apply a debuff to the target. While the debuff is active, the target acquires 5 wound stacks per second that they are moving. After 5 seconds, the largest takes heavy damage, plus additional damage for each stack of wound it has.[130]
Scatter Shot   Ranger Fires a spread of projectiles, dealing Physical Damage to every enemy target within a 20m cone in front of the caster.[131]
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.[132]
Second Strike (Wand)   Wand Adds Second Strike proc to Wand Combo Finisher Procs & Extended Finisher Procs: Second Strike When you strike a target for physical damage with an ability, it gets struck again.[ citation needed ]
Shield Assault   Tank Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[133]
Shortbow basic attack   Shortbow A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[110][111]
Slicing Maim   Fighter Maim launches a piercing projectile that deals damage to enemies in its path.[134]
Smite   Cleric Smite your target, dealing instant damage and applying a stack of Burning to target enemy. Has no cast time and deals increased damage if activated within melee range of the target. This attack always critically hits on targets under the effect of Condemn.[135][136]
Snipe   Ranger Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[137]
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.[138]
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.[139]
Thundering Shot   Ranger Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[140]
Trap Slinger   Ranger Bear Trap becomes a thrown projectile and arms itself instantly upon landing. Deals double damage when triggered.[141]
Tremoring Bellow   Tank Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[142]
Vine Field   Ranger Summons 3 fields of grabbing vines, one at the target location every .5s for 1.5s. Targets hit are damaged for 10% physical damage and snared for 3s, reducing their movement speed by 40%. Targets that have more than 10s of snare duration are rooted. This effect can only trigger once per target.[143]
Wand Damage Focus I   Wand Increases the damage of all wand projectiles and beams by 5%.[ citation needed ]
Wand Damage Focus II   Wand Increases the damage of all wand projectiles and beams by 5%.[ citation needed ]
Wand Damage Focus III   Wand Increases the damage of all wand projectiles and beams by 5%.[144]
Wand Hit 5 Extra Damage I   Wand Wand Hit 5 deals 15% more base damage.[ citation needed ]
Wand Hit 5 Extra Damage II   Wand Wand Hit 5 deals 15% more base damage.[ citation needed ]
Wand Hit 5 Extra Damage III   Wand Wand Hit 5 deals 15% more base damage.[ citation needed ]
Wand Hit 5+   Wand Wand Hit 5+ Unlocked. You have a 25% chance on the 5th hit to instead fire a beam at the target that triggers proc efffects. Triggers Weapon Finisher Effects.[145]
Wand Hit 5+ Extra Damage I   Wand Wand Hit 5+ deals 15% more base damage.[ citation needed ]
Wand Hit 5+ Extra Damage II   Wand Wand Hit 5+ deals 15% more base damage.[ citation needed ]
Wand Hit 5+ Extra Damage III   Wand Wand Hit 5+ deals 15% more base damage.[ citation needed ]
Wand Hit 6   Wand Wand Hit 6 Unlocked. Triggers Weapon Finisher Effects.[146]
Wand Hit 6 Extra Damage I   Wand Wand Hit 6 deals 15% more base damage.[ citation needed ]
Wand Hit 6 Extra Damage II   Wand Wand Hit 6 deals 15% more base damage.[147]
Wand Hit 6 Extra Damage III   Wand Wand Hit 6 deals 15% more base damage.[148]
Wand Hit 6+   Wand Wand Hit 6+ Unlocked. Wand Hit 6+ Unlocked. You have a 25% chance on the 6th hit to instead fire a beam at the target that triggers proc effects. Deals 50% more damage if the previous wand combo hit was also a beam attack. Triggers Weapon Finisher Effects.[149]
Wand Hit 6+ Extra Damage I   Wand Wand Hit 6+ deals 15% more base damage.[150]
Wand Hit 6+ Extra Damage II   Wand Wand Hit 6+ deals 15% more base damage.[151]
Wand Hit 6+ Extra Damage III   Wand Wand Hit 6+ deals 15% more base damage.[ citation needed ]
Wand Projectile Damage I   Wand Increases the damage of all wand projectiles by 8%.[152]
Wand Projectile Damage II   Wand Increases the damage of all wand projectiles by 8%.[ citation needed ]
Wand Projectile Damage III   Wand Increases the damage of all wand projectiles by 8%.[ citation needed ]
Wand basic attack   Wand
Weapon Training: Deflection   Greatsword Increases your Evasion by 0.5%.[153]
Weapon Training: Followthrough   Greatsword Increases your Mitigation Penetration by 0.5%.[154]
Weapon Training: Power   Greatsword Increases your Critical Damage by 0.5%.[155]
Weapon Training: Power (Wand)   Wand Increases your Critical Damage by 2%.[156]
Weapon Training: Precision   Greatsword Increases your Accuracy by 0.5%.[157]
Whirlwind   Fighter Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[158]

Weapon classes

 
Weapons 3D renders. These are depicted in the Threads of Fate cosmetic costume but are not part of that set. Models by Eli Hurst.[159]

Weapon classes (also referred to as weapon types and weapon groups) in Ashes of Creation may deal different types of physical damage.[12][13]

See also

References

  1. Livestream, July 25, 2020 (1:34:55).
  2. 2.0 2.1 Interview, August 24, 2018 (1:45).
  3. Podcast, September 29, 2021 (46:20).
  4. 4.0 4.1 Livestream, February 25, 2022 (1:06:45).
  5. Livestream, December 19, 2023 (1:17:45).
  6. 6.0 6.1 6.2 6.3 Interview, July 18, 2020 (1:02:44).
  7. 7.0 7.1 7.2 Video, December 2, 2022 (19:38).
  8. Interview, July 18, 2020 (1:05:04).
  9. Livestream, May 24, 2017 (27:47).
  10. Livestream, 2018-04-8 (PM) (26:19).
  11.  
  12. 12.0 12.1 Video, August 31, 2023 (45:06).
  13. 13.0 13.1 Interview, February 7, 2021 (49:18).
  14. 14.0 14.1 14.2 Livestream, June 25, 2021 (1:08:23).
  15. Interview, September 10, 2023 (42:09).
  16. [to https://twitter.com/AshesofCreation/status/1571960759894286336 Twitter - Creature resistances.]
  17.  
  18. Video, September 30, 2022 (15:28).
  19.  
  20. Video, April 28, 2023 (22:13).
  21. 21.0 21.1 21.2 Video, September 29, 2023 (11:29).
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  30. Video, April 28, 2023 (9:22).
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  34. Alpha-1 screenshot.
  35. 35.0 35.1 35.2  
  36. Video, February 9, 2021 (0:37).
  37. Livestream, July 31, 2020 (1:14:26).
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  108. Video, April 28, 2023 (13:40).
  109. Livestream, September 30, 2022 (26:42).
  110. 110.0 110.1 Video, September 30, 2022 (19:32).
  111. 111.0 111.1 Video, September 30, 2022 (10:44).
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  134.  
  135. Video, July 28, 2023 (29:23).
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  159. Livestream, August 27, 2021 (1:04:30).