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Ashes of Creation Klassen Liste. Links sind die primären Archetypen. Oben sind die sekundären Archetypen.[1]

Klassen sind die Kombination eines primären und sekundären Archetypen.[2][3][1][4]

Wir haben eine spezifische Bezeichnung im Bezug auf Archetypen und Klassen. Klassen sind die Kombination aus dem sekundären Archetypen mit dem primären Archetypen.[2]Steven Sharif

Icon Archetype Type.[5]
bard symbol.jpg Barde Magisch
cleric thumb.png Kleriker Magisch
fighter icon.png Kämpfer Physisch
mage thumb.png Magier Magisch
ranger thumb.png Waldläufer Physisch
rogue icon.png Schurke Physisch
Summoner Class.jpg Beschwörer Magisch
tank thumb.png Tank Physisch

Wenn ein Spieler mit seinem primären Archetyp (Primärklasse) Fortschritte macht, hat er die Möglichkeit, einen sekundären Archetyp zu wählen, um seine primären Fähigkeiten mit Effekten aus seinem sekundären Archetyp (Sekundärklasse) zu erweitern.[6] Die Kombination von primären und sekundären Archetypen wird als Klasse bezeichnet.[4][1]

If a Kämpfer were to choose Magier as a secondary archetype, the fighter would become a Spellsword. This combination opens up augments that can be applied to skills in their primary skill tree. Fighters have a Rush skill that allows them to rush towards a target; and upon reaching the target, deal an amount damage with a chance to knock the target down. A Mage's escape augment could be applied to the rush skill, which would now teleport the player to the target; thus eliminating the charge time on the skill.[6]

Jede Fähigkeit im Primärbaum verfügt über mehrere Erweiterungsoptionen aus dem Sekundärbaum. Dies ist ein Beispiel für einen horizontalen Fortschritt.[6]

Spieler erhalten Fähigkeitspunkte, je nach Stufe. Diese können verwendet werden, um die Fähigkeiten innerhalb des Fähigkeitsbaums zu verbessern.[7]

  • Es wird nicht möglich sein, alle Fähigkeiten in einem Fähigkeitsbaum zu erreichen.[7]

Klassen nach Archetyp-Kombination

Mit 8 kombinierbaren Archetypen können die Spieler aus 64 Kombinationsmöglichkeiten wählen, um ihre Klasse zu gestalten.[4][1]

Barde Kleriker Kämpfer Magier Waldläufer Schurke Beschwörer Tank
Barde Minstrel Soul Weaver Tellsword Magician Song Warden Trickster Songcaller Siren
Kleriker Scryer High Priest Templar Oracle Protector Shadow Disciple Shaman Apostle
Kämpfer Bladedancer Highsword Weapon Master Spellsword Hunter Shadowblade Bladecaller Dreadnought
Magier Sorcerer Acolyte Battle Mage Archwizard Spellhunter Shadow Caster Warlock Spellstone
Waldläufer Bowsinger Soulbow Strider Scion Hawkeye Scout Falconer Sentinel
Schurke Charlatan Cultist Duelist Nightspell Predator Assassin Shadow Lord Shadow Guardian
Beschwörer Enchanter Necromancer Wild Blade Spellmancer Beastmaster Shadowmancer Conjurer Brood Warden
Tank Argent Paladin Knight Spellshield Warden Nightshield Keeper Guardian


Die 64 Klassen sind in acht primäre Archetypen unterteilt. Das Balancing der aktiven Skills bezieht sich nur auf diese acht primären Archetypen.[2][8]

  • Jedem Archetypen sind vier Gruppen von Erweiterungen zugewiesen. Das Balancing der Erweiterungen bezieht sich auf die vier Erweiterungs-Gruppen von jedem der acht Archetypen.[8]

Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[2]Steven Sharif

We're not really talking about 64 true classes, we're talking about eight classes with 64 variants... There isn't as much variance between the 64 classes as you might expect. It's not like there are 64 different versions of... radically different classes.[2]Jeffrey Bard

Balancing in Ashes of Creation wird auf Gruppen ausgerichtet sein und nicht auf 1v1 Kämpfe.[2][9]

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[9]Steven Sharif

Bestimmte sekundäre Archetypen können die Lücke zu ihrem Konter schließen.[10]

Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and bridge the divide slightly; and then move my identity that direction ever so slightly.[10]Steven Sharif

Der Alpha 1 Test ist primär auf die Kernfunktionalität fokussiert, anstatt auf das Balancing des Kampfsystems .[11]


Synergies exist between class skills, weapon skills, passive skills, proc effects, and status conditions.[12][13][14][15][16][17][18][19][20][21][22][23][24] These synergies also apply to active skills from other characters.[12][25]

Q: How much do you intend for those sort of synergy things to be done within one class, one character's kit, versus how much do you intend for them to be working with the other characters, the other archetypes and specializations to promote their things, or to also make sure you don't step on their feet and accidentally promote something they're trying to maximize?
A: When we talk about status conditions or keyword conditions and the promotion of those effects, there is going to be the bread and butter that each class kid has access to; and when they're creating the type of rotation with their ability system, they're going to want to emphasize those interactions that amplify or promote a particular type of status condition. So they'll have within the kit to their own interactions that they'll be able to leverage. But then in addition to that, they're going to have keyword status effects that help to either promote other classes' keyword status effects, or are the executed promotions of other classes initial status conditions. And when you think about the intent of the design: the intent of the design is that players are servicing themselves from a solo perspective when they want to go out and solo grind and solo experience and fulfill the quests. But when they come together to form a party to encounter group content, or a raid to encounter raid content: that the interconnectivity between those classes synergizes with these keyword promotions and/or effects; and there's a way to execute on that, that is successful and is effective, or a way that's not. And that's the skill ceiling/skill cap that requires interaction and cooperation and synchronization between, because there are limited time windows in which those keywords can get emphasized or executed upon when utilizing the ability.[12]Steven Sharif
When you think about it, it's very much a musical endeavor. When you think about a symphony or a concert, those instruments working with eachother to formulate this highly effective and very visceral experience of this music chain. When you accomplish that in combat, it's going to be noticeable; and that's the desire, is let's reward- let's dopamine hit when players are effective in their skill when executing on these ideas.[26]Steven Sharif


Die Effektivität von Klassen, Fähigkeiten und Ausrüstung hängt vom Gegner oder den verschiedenen Arten von Begegnungen ab. Es wird optimale Ausrüstungssets für verschiedene Herausforderungen und Schwierigkeitsgrade geben. Dieses Design zielt darauf ab, offensichtliche Meta- oder Standard-Builds in Ashes of Creation zu vermeiden.​[27]

  • Erhöhte Schwierigkeitsgrade fördern einen eher traditionellen vertikalen Stärke-Fortschritt, wie er in den meisten anderen MMOs zu sehen ist.[27]

Oftentimes you just have a very vertical power scale and that determines chase, but when you have a variety of relevance across certain types of adversaries and that variety changes over time because of player activity- and then that affects the economy and the crafter system and who was producing what for what demand- and everything gets shaken up. That's a very fun environment to exist in. It presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[27]Steven Sharif


Primäre Fähigkeiten (Klassenfähigkeiten) basieren auf dem Archetyp eines Spielers.[6] Spieler können ihre primären Fähigkeiten durch die Ergänzung um einen sekundären Archetyp (Sekundärklasse) personalisieren.[6][29]

  • Die Wahl des gleichen primären und sekundären Archetyps erhöht die Betonung auf diesen Archetyp.[30]
  • Jede Fertigkeit im Primärbaum hat mindestens vier Erweiterungsmöglichkeiten aus dem Sekundärbaum.[31]
  • In Bezug auf den Fähigkeitsfortschritt können die Spieler wählen, ob sie in die Breite gehen und eine Reihe von verschiedenen Fähigkeiten erwerben wollen oder ob sie vertieft auf einige spezifische Fähigkeiten eingehen wollen.[32]
  • Das Ändern der Fertigkeitserweiterungen erfordert, dass der Spieler zu einem NSC in einem Dorf-Knotenpunkt oder höher geht.[33]
  • Aktive Fähigkeiten können nach der Anwendung einer Erweiterung völlig anders aussehen.[34]

You only get active skills from your primary class and that active skill could look totally different after an augment gets applied. It really depends on what the augment is.[34]Steven Sharif

Key for the augment system is that these augments are meant to demonstrate a core identity of the secondary class type you've chosen. So if from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[35]Steven Sharif

The idea behind the system is that you're skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[36]Steven Sharif

Class augments

A player may choose a secondary archetype when they reach level 25.[37][3] Each secondary archetype offers four different schools of augmentation.[38][39][3][40] Each augment school affects a primary archetype's skills in different ways.[41]

When you reach the class phase, which is around level 25 and you introduce that secondary archetype selection to create your one of 64 classes, then you'll have a number of augments that you'll be able to apply on a per-ability basis; and your core ability kit comes from your primary archetype selection; and those augments will change the look and feel of those abilities; and some will have the affect to create more darker thematic aspects to it. Or just generally different aesthetics to the abilities that represent the secondary [archetype] selection.[37]Steven Sharif
If a Kämpfer were to choose Magier as a secondary archetype, the fighter would become a Spellsword. This combination opens up augments that can be applied to skills in their primary skill tree. Fighters have a Rush skill that allows them to rush towards a target; and upon reaching the target, deal an amount damage with a chance to knock the target down. A blink augment could be applied to the rush skill, which would now teleport the player to the target; thus eliminating the charge time on the skill.[6]
  • Each augmentation has a level requirement.[43]
  • Augments to primary skills can fundamentally change the way the ability works - adapting what the ability once did to incorporate the identity of the secondary archetype/class.[23]
  • Augments do not cost skill points.[44] It was previously stated that certain augments will have more expense required on the skill point side.[43]
There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards.[43]Steven Sharif
  • Choosing the same primary and secondary archetype increases focus on that archetype.[30]
  • Secondary archetype augments allow different aesthetics to apply to primary abilities that reflect the secondary archetype selection.[37]
    • Some spell colors and general FX change based on augments.[45]
    • Active skills could look totally different after an augment gets applied.[46]
  • Changing skill augmentations will require visiting a NPC in a Dorf node or higher.[47]

Class resources

Class resources are generated by certain class abilities based on specific criteria.[48] The current design approach is for every archetype to have its own resource, in addition to Mana, which is universal across all archetypes.[49][50][51][52]


Alpha-1 Vorschau der Talent Benutzeroberfläche.[53]

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[54]Steven Sharif

Spieler erhalten Talentpunkte wenn sie im Level aufsteigen. Diese können genutzt werden um Aktive, Passive oder Kampf/Waffen- Talentbäume zu erlernen/verbessern.[25][20][21][55]

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.[58]Steven Sharif

Allgemeine Fähigkeiten

Zusätzlich zu den Klassen-spezifischen Fähigkeiten könnte es universal skills wie z.B. Aktives Blocken oder Ausweichen geben.

Allgemeine Fähigkeiten werden voraussichtlich an den passiven Talentbaum des Spielers angepasst.

Outside of your class-specific skill tree, there's going to be a subsection of a few skills that are universal, like active block, like dodge; and I think what we're going to do- or at least what we're going to be discussing here- is those universal skills will have progressions that might align with your passive tree; and you can spec skill points into progressing additional features of those universal abilities that you will have access to. So I think that's probably going to be the direction that we're going to take.[59]Steven Sharif


Ashes of Creation hosts a wide array of progression paths that offer augments to a character's active skills.[38][39][60][61]

Q: There are 32 augment schools, not including racial/social/religious augments, meaning a total of 8960 (280 spells * 32 augment schools) different variations of spells. How do you guys plan on tackling that, or has the augment system for the classes changed since?
A: It has not changed; and the intent is for us to design relatively templatable effects conferred by each school of augmentation; and those effects will have a lot of shared benefits that get conferred to a particular ability when the augment gets applied.[65]Steven Sharif

Erweiterungen are applied individually to active skills from a character's primary archetype.[38][39]

  • Augment effects are intended to be templatable so they can apply to a range of abilities.[65]
  • A character can have one active augment on an ability at any given time.[38]
  • Augments do not cost skill points.[44]
    • It was previously stated that certain augments will have more expense required on the skill point side.[43]
  • Secondary class augments may be applied to any skill, but it is possible that some specific augments may be locked to specific abilities.[38]
  • The progression system for augments is very similar to the class progression system.[42]

Erweiterungen can affect a multitude of things and can (in some cases) create entirely new skills.[66]

Augments can affect a multitude of things. It can drastically change the ability itself. It can change the damage type. It can change the cooldown period. It can change the damage values. It can change the distance. It can dramatically change it from a ranged effect to a melee effect. Augments are essentially can create- they are creating entirely new skills, but they're going to keep obviously some identity with what that primary active ability was.[66]Steven Sharif

Klassen/Archetypen wechseln


Der primäre Archetyp (einer Klasse) kann nicht geändert werden.[1]

When players choose their primary class, it’s not just dictating how the next several hundred hours of gameplay will go... It’s only the primary class that cannot be changed. And hey, that’s what alts are for![1]


Der sekundäre Archetyp einer Klasse kann geändert werden, jedoch nicht umgehend.[57][67]

  • Spieler werden wahrscheinlich mit einem NPC in einer Dorf-Node (oder höher) sprechen müssen, um ihren sekundären Archetyp (Zweitklasse), sowie ihre Fähigkeiten-Erweiterungen zu ändern.[68]
  • Es könnte einen Cooldown (Abklingzeit) für das Wechseln der Zweitklasse geben.[69]
    • Es könnte auch möglich sein, nach der Abklingzeit zwischen mehreren Specs zu wechseln.[69]

The secondary class choice, which comes after some time getting used to the world of Verra, will be more fluid. If you choose the Fighter and the Rogue to make a Shadowblade, but eventually want to try your hand at Summoning to make a Bladecaller, you’ll be able to do so.[1]

We don't want you to be able to change your secondary class or the augments you have applied out in the open. We want you to have to make a conscious choice somewhere at a NPC. The level of node necessary for that particular NPC to be available will likely be either at the Village stage or above. So, if you are far out in the wilderness exploring – and we have no instant teleportation in the world – you need to be conscientious of what your choices are; and not be able to change them on-the-fly.[71]Steven Sharif

Klassen-spezifische Aufträge

Es wird Klassen-spezifische Aufträge in Ashes of Creation geben.[72]

There's going to be a lot of shared quests but there's also going to be class-specific quests; and the reason for that is that some classes are better at others than doing certain things and that'll play itself out through the general community quests. That's fine, but there are certain periods from a designer's perspective where you want to make an encounter be the antithesis of what a player is good at. It also gives them perspective because we have a more fluid class combination system where you can play the line in your traditional role by adding a secondary class that's different from your primary classes role. The benefit of having these class-specific quests early on especially in an archetype is that you can come to a determination and have greater experience for the things you're not good at. So you know how to progress your class in the future with the things you have access to that are different from what you're good at.'[72]Steven Sharif

Diese Aufträge werden durch die Auswahl der primären und sekundären Archetypen im Laufe des Klassenfortschritts beeinflusst.

So you want to give them storyline that's relevant and make sense for them to their class progression. If I'm a fighter I should be going to a barracks and learning from this dude early on. Later on if I want to take on that mage secondary and I'm more arcane in the things I do, or more based in the essence, then yeah it makes sense for my also again for a catered quest to me that lets me focus on that route in the narrative.[73]Steven Sharif

Ausprobieren von Klassen

Es wird in Ashes of Creation kein System zum Testen von Klassen geben.[74] Nachdem ein primärer Archetyp gewählt wurde, kann dieser nicht mehr gewechselt werden.[57][1]


In Ashes of Creation wird es das traditionelle Trippel aus den Rollen Tank, DD und Support/Heiler geben.[75][76]

  • Obwohl traditionelle Rollen vorhanden sind, sollten sich die Spieler nicht durch ihren primären Archetypen geprägt fühlen.
  • Die im Klassensystem verfügbaren Fähigkeitserweiterungen ermöglichen es, Charaktere außerhalb ihrer Hauptrolle zu personalisieren.
  • Spieler können auch ihre Wahl des Archetyps verdeutlichen, um ihre Hauptrolle zu stärken.


We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[77]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[78]Steven Sharif

Ashes of Creation ist ein PvX Spiel. Die Spieler werden dabei sowohl auf PvP- als auch auf PvE-Elemente treffen.[79][80] Es ist unwahrscheinlich, dass sich ein Spieler ausschließlich auf das reine PvP oder das reine PvE konzentrieren könnte.[80]

We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[83]Steven Sharif

Community guides

Siehe auch


  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Ashes of Creation class list.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Liveübertragung, 2020-10-30 (33:26).
  3. 3.0 3.1 3.2 3.3 3.4 3.5 Interview, 2020-07-18 (1:05:04).
  4. 4.0 4.1 4.2 archetypeclass.png
  5. Interview, 2020-07-29 (49:53).
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 progression.png
  7. 7.0 7.1 Liveübertragung, 2023-07-28 (19:05).
  8. 8.0 8.1 Interview, 2018-10-20 (2:40:17).
  9. 9.0 9.1 9.2 Podcast, 2018-04-23 (59:28).
  10. 10.0 10.1 Podcast, 2018-04-23 (1:01:01).
  11. Liveübertragung, 2021-05-28 (1:13:05).
  12. 12.0 12.1 12.2 Interview, 2023-07-09 (1:14:09).
  13. Liveübertragung, 2022-12-02 (56:09).
  14. Liveübertragung, 2022-06-30 (1:12:38).
  15. Liveübertragung, 2022-09-30 (53:15).
  16. Liveübertragung, 2022-09-30 (43:45).
  17. Video, 2022-09-30 (24:49).
  18. Podcast, 2021-09-29 (47:57).
  19. Interview, 2021-02-07 (49:18).
  20. 20.0 20.1 Interview, 2020-07-19 (53:59).
  21. 21.0 21.1 Interview, 2020-07-18 (1:07:51).
  22. Liveübertragung, 2020-01-30 (1:28:40).
  23. 23.0 23.1 February 8, 2019 - Questions and Answers.
  24. Liveübertragung, 2018-06-04 (1:11:19).
  25. 25.0 25.1 Interview, 2020-07-29 (55:44).
  26. Interview, 2023-07-09 (1:16:45).
  27. 27.0 27.1 27.2 27.3 Podcast, 2021-04-11 (54:35).
  28. Video, 7. Februar 2017 (0:02).
  29. class secondary.png
  30. 30.0 30.1 class same.png
  31. Liveübertragung, 9. Februar 2018 (41:56).
  32. Liveübertragung, 2017-11-16 (30:02).
  33. Liveübertragung, 8. April 2018 (PM) (20:45).
  34. 34.0 34.1 Interview, 11. Mai 2018 (53:15).
  35. Liveübertragung, 16. Oktober 2017 (1:00:44).
  36. Interview, 2018-08-08 (22:27).
  37. 37.0 37.1 37.2 37.3 Liveübertragung, 2023-07-28 (1:04:27).
  38. 38.0 38.1 38.2 38.3 38.4 38.5 38.6 38.7 38.8 Podcast, 2021-09-29 (30:04).
  39. 39.0 39.1 39.2 39.3 39.4 39.5 Liveübertragung, 2021-06-25 (1:05:01).
  40. 40.0 40.1 Liveübertragung, 2018-02-09 (41:56).
  41. 41.0 41.1 Liveübertragung, 2019-12-17 (1:13:14).
  42. 42.0 42.1 Liveübertragung, 2019-07-26 (1:09:22).
  43. 43.0 43.1 43.2 43.3 Interview, 2020-07-18 (1:07:06).
  44. 44.0 44.1 Forums - Livestream Q&A 2022-08-26.
  45. augmentcolors.png
  46. Interview, 2018-05-11 (53:15).
  47. Liveübertragung, 2018-04-8 (PM) (20:45).
  48. Video, 2022-12-02 (10:12).
  49. Liveübertragung, 2023-04-28 (1:02:04).
  50. steven-class-resources.png
  51. steven-mana-1.png
  52. Liveübertragung, 2020-08-28 (1:14:54).
  53. Liveübertragung, 2021-06-25 (23:08).
  54. Liveübertragung, 2020-08-28 (1:12:50).
  55. 55.0 55.1 Liveübertragung, 2017-07-28 (19:05).
  56. Liveübertragung, 2017-11-16 (30:02).
  57. 57.0 57.1 57.2 Interview, 2020-07-29 (54:44).
  58. Liveübertragung, 2020-08-28 (1:19:24).
  59. Liveübertragung, 2021-11-19 (50:38).
  60. weapon augments.png
  61. Official Livestream - May 4th @ 3 PM PST - Q&A
  62. Podcast, 2018-04-23 (24:47).
  63. Liveübertragung, 2017-06-01 (31:47).
  64. class racials.png
  65. 65.0 65.1 Interview, 2023-09-10 (50:40).
  66. 66.0 66.1 66.2 66.3 66.4 66.5 66.6 Podcast, 2021-09-29 (46:20).
  67. Liveübertragung, 2017-07-18 (37:43).
  68. Liveübertragung, 2018-04-8 (PM) (20:07).
  69. 69.0 69.1 69.2 Liveübertragung, 2020-10-30 (1:06:53).
  70. Podcast, 2017-05-04 (17:02).
  71. Liveübertragung, 8. April 2018 (PM) (20:07).
  72. 72.0 72.1 Podcast, 2021-04-11 (44:29).
  73. Podcast, 2021-04-11 (46:10).
  74. Liveübertragung, 8. April 2018 (AM) (21:21).
  75. Blog: Gruppen Dynamik
  76. Liveübertragung, 22. Mai 2017 (46:04).
  77. Video, 2018-04-16 (1:32).
  78. Podcast, 2021-04-11 (38:31).
  79. 79.0 79.1 Liveübertragung, 12. Mai 2017 (24:52).
  80. 80.0 80.1 80.2 80.3 Liveübertragung, 5. Mai 2017 (33:25).
  81. Liveübertragung, 15. Mai 2017 (14:05).
  82. pvx stats.png
  83. Liveübertragung, 2023-06-01 (37:39).