Artisanat

L'Artisanat et la collecte sont des éléments importants de l'économie sur lesquels les joueurs auront un contrôle direct. Que vous souhaitiez bâtir une plantation tentaculaire autour de votre maison ou voyager dans les contrées sauvages à la recherche de trésors ou de ressources. Il y a de nombreux outils disponibles pour les artisans de notre monde. Peu importe comment vous collectez vos ressources, nous croyons que chaque objet qui existe dans le monde doit, d'une certaine manière, refléter son créateur. Ainsi, il y aura une versatilité extrême dans le système d'artisanat - donnant aux artisans la possibilité de créer des objets uniques qui représentent leurs forces et leurs faiblesses.[2]
L'Artisanat est une des classes artisanales dans Ashes of Creation. C'est l'élément moteur de l'économie du jeu.[3]
- L'Artisanat nécessite l'acquisition de recettes pour fabriquer des objets.[4]
- Les postes de fabrication sont situés sur les propriétés privées ou au sein des nœuds.[5][6]
- Les postes de fabrication de niveau supérieur sont déverrouillés avec la progression du noeud.[7]
Tout ce que vous souhaitez créer dans le monde sera construit par les joueurs : que ce soit les navires, engins de siège, armes, armures, etc.[8] – Jeffrey Bard
Il n'y aura pas de système de main d'oeuvre ou d'énergie dans Ashes of Creation.[9]
Il n'y a pas de système de main d'oeuvre ou d'énergie dans Ashes. Cependant, ça ne veut pas dire que l'artisanat ne sera pas difficile. L'artisanat est très difficile ; mais c'est parce que c'est difficile que ça sera également très gratifiant.[9] – Steven Sharif
Crafting professions
- Arcane Engineering
- Armor smithing
- Menuiserie
- Jewel cutting
- Leatherworking
- Scribing
- Tailoring
- Weapon smithing
Crafting mechanics

This one is showing the base needs that we were establishing to get this system in-game and usable as soon as possible. So right now, our crafting does work in game and it's all functional and we're building out the functionality as we go to expand; and based on what we test.[10] – Colby Marchi
The developers will be seeking testing feedback on the addition of a gameplay layer to crafting that determines the outcome based on the player's performance.[11]
- For example, if you're creating a sword, and you are crafting that sword, you will have an interface- a gameplay layer that you will see and you will begin to hammer actually that sword into an appropriate outline. And your performance there can help influence the outcome of that craft.[11] – Steven Sharif
- It is likely that Star Wars Galaxies inspired crafting mechanics will be present in Ashes of Creation.[12]
- Without getting into too much detail I will say that it's likely that you will see some inspiration surface itself in that regard.[12] – Steven Sharif
- Previously it was stated that repetitive skill-based crafting mechanics, such as mini-games, are not an intended part of the crafting experience.[12][13]
- We did discuss that type of a feature where the skill of the crafter would grant a greater window of skill-based type crafting. So the higher master level you have of crafting a certain item, the greater your potential to impact the quality of that item might be... The concern obviously that we have when going into developing this type of system is that we don't want what is a fun - you know for lack of a better term - mini-game to be something that becomes repetitive and kind of makes it monotonous... If when we start to flesh out the crafting system and we take a look at that interaction of melding crafting, the actual activity of making something, there is room in the design sheet for different iterations of that particular action; and we may see something come about that can be skill oriented, but that's something that's going to require a lot of testing and different iterations from a design standpoint.[13] – Steven Sharif
Recipes
L'Artisanat dans Ashes of Creation repose sur des recettes, pas sur le hasard.[15][16]
- Dans une recette d'artisanat, il y a des cadrans (basés sur les spécialisations d'artisanat) qui sont utilisés pour personnaliser les objets fabriqués, par exemple :[17]
Je pense que Star Wars Galaxies avait un excellent système d'artisanat... La collecte des ressources et le système d'artisanat étaient, je crois, dans leur ensemble, très en avance sur leur temps. C'est dans ce type de direction que nous voulons aller, où il y a des choix à faire dans le système d'artisanat et ces choix changent le résultat que vous obtenez... Ce n'est pas simplement réaliser la recette X pour obtenir l'objet Y. Vous voyez, il y a vraiment de la réflexion présente et il y a un marché à capter sur la base de ces décisions.[19] – Jeffrey Bard
Obtaining recipes
Il y a de nombreuses façons d'obtenir des recettes. Nous voulons prendre l'artisanat et loger ces recettes au sein de différentes voies de progression, de sorte que tout ne soit pas cantonné à une façon de progresser.[20] – Steven Sharif
Les recettes sont dénichées dans le monde, pour la plupart.[21]
- Butins de monstres.[20]
- En terminant des quêtes.[20]
- Devenir Maire peut déverrouiller des recettes spécifiques relatives au noeud.[20]
- Progression au sein d'une social organization, telle que la guilde des Voleurs ou l'académie des Érudits.[20]
- En tuant un boss légendaire.[20]
- En gagnant un titre.[20]
- En construisant certains bâtiments sur une propriété privée.[20]
- Selon le statut au sein d'une organisation religieuse/église.[20]
- La déconstruction/désassemblage d'un objet rare abandonné par des boss peut produire des recettes pouvant être utilisées pour répliquer cet objet.[21]
- Il y aura peut-être un système de royalties dans lequel les joueurs pourront concéder des recettes à d'autres joueurs pour une période donnée et ainsi récupérer des redevances.[21]
Nous avons évoqué l'idée que si quelqu'un découvre une recette, il obtient un accès exclusif à cette recette pour une période donnée à l'image d'un brevet ; et ensuite, il peut céder la licence de cette recette à d'autres artisans de sorte qu'ils pourront utiliser cette recette, et finalement cette période s'achève et alors chacun peut l'utiliser, mais nous voulons récompenser les gens qui essayent, sortent dans le monde et qui trouvent quelque chose de nouveau..[21] – Steven Sharif
Crafting materials
Matériaux (also known as processed goods and crafting materials) are obtained in the following ways:
The quality of crafting materials will influence the quality of the crafted item.[25]
Players drop materials and other items upon death, based on their applicable death penalties.[26][27][28][29]
High-level materials
Matériaux for crafting high-level items are obtained from world bosses and through the deconstruction of other high-level items.[23]
Many end level items with crafting will require mats from world bosses etc. we want those systems intertwined. However. There may be opportunities to deconstruct high level items and replace those needed materials as well. We will be testing the crafting trees in alpha and beta.[23] – Steven Sharif
Crafting stations
Crafting stations (also referred to as Crafting benches and Workbenches) are workstations located on freeholds or within nodes.[30][31][5][6]
- Crafting stations relate to specific nodes, areas, or buildings.[5]
- Different tiers of crafting stations represent the quality of the items that can be crafted.[5]
- Higher tier crafting stations are unlocked with node progression.[7]
- Légendaire crafting benches are present in the Académie unique building of Métropole (organiser 6) Nœuds scientifiques.[32]
- Upper-tier crafting benches within a node are accessible by its citizens.[33]
- Crafting stations can pull inventory from a player's personal storage and warehouse storage from the node that the crafting station is in.[34]
- Crafting stations are distinct from processing stations, which are used to process raw materials into processed goods (crafting materials) at nodes or on freeholds.[30][31][35][36]
- Q: Can crafting stations be mobilized / moved and can they be placed anywhere in the world?
- A: It depends on the crafting station. There are going to be different tiers of crafting stations that represent the quality of item you're looking to create within that specific profession. There's going to be crafting stations that can be utilized by players within their freeholds and then crafting stations that are resigned only to the development of particular nodes, within particular areas, or particular buildings... There's a wide variety of those things to make it a more dynamic experience and something that caveat how players decide to build the world and what the value of those things are.[5] – Steven Sharif
List of crafting stations
Crafted items
Crafted items (also referred to as Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[30][31][37][5][6]
- Crafted gear is considered best-in-slot in Ashes of Creation.[37]
- Previously it was stated that crafted items will be on-par with boss dropped items.[38][39][40]
- Crafters will be able to assign different skills/abilities and stats on gear.[41][42]
- Master crafters will be able to influence several (but not all) stats on their crafted items.[41][43]
- Crafted gear in the game is the best gear... One thing that I'm not a fan of is that you develop a crafting system in a game and you've spent a lot of time making this from a material and resource perspective. All the tables that you can receive, all the connectivity in the economy and how crafting is associated with the game; and then you undermine the crafting entirely by presenting a separate route of gear acquisition that is on-par with the crafting efforts. So here you have these people who are acquiring all of the resources getting, all the recipes, leveling up their professions and then everything they make is less or equal to anything you could just have chosen the easier path of and gone down the questing and received the best gear. So what we do focus on is that crafters make the best shit. Excuse me, the best things.[37] – Steven Sharif
- The rarity of crafted items will be commensurate with the effort required to gather, process and craft the items.[40]
- Statistiques on crafted items will vary based on the item's rarity.[44]
- That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be kind of dictated based on the mastery level of the particular crafter; and the higher they become a master of those professions, whether it be for armor or for weapons or for accessories, they're going to have some agency and put their mark on essentially what items they're introducing into the economy.[44] – Steven Sharif
- Crafters are able to influence what their crafted items will look like.[41][45]
- At the moment, harnessing corruption to warp items into demonic or decayed things is not on the cards.[46]
- A crafter's name is embedded in the items they craft.[47]
- We believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[2]
Skills and stats on gear
Crafters will be able to assign different skills/abilities and stats on gear.[41][42]
- Master crafters will be able to influence several (but not all) stats on their crafted items.[41][43]
- Statistiques on crafted items will vary based on the item's rarity.[44]
- There will also be methods of moving stat blocks around but this won't necessarily be an easy task.[48][41]
- All gear will be able to be assigned any stat.[41]
Crafters will be able to 'rejigger' stat blocks; and there will be a couple of other ways to move things around to create both the look and the stat block that you're looking for. It's not always going to be easy. There will be a lot of challenges involved with that. But the goal is to give you guys the option to customize your gear the way you want them to be.[41] – Jeffrey Bard
Not all armor sets will be the cookie cutter kind of set. They will have the influences from the crafter available in it, if it's a crafted set.[42] – Steven Sharif
Gear is broken down into Core Stats and Additional Stats.[49]
Item creation suite
An "item creation suite" that allows crafters to create unique appearances for items has been discussed as a future possibility.[50]
Artisan progression
Les joueurs doivent choisir un chemin dans l'arbre de compétences d'artisan pour chaque personnage.[51] Pour chaque chemin d'artisan (Collecte, Traitement et Artisanat) il y a plusieurs professions. Un personnage ne pourra suivre qu'un seul chemin entièrement.[52][53]
- Les joueurs peuvent s'essayer à chaque profession en tant que "débutants" avant de décider quel chemin ils suivront.[54]
- Choisir un chemin particulier dans l'arbre de compétences donne l'opportunité aux joueurs de se spécialiser dans un certain domaine. Cela crée de l'inter-dépendance entre les joueurs, améliorant l'expérience en tant qu'artisan.[14]
- Il est possible de maîtriser chaque profession du chemin d'artisan choisi, mais cela sera une épreuve longue et laborieuse, coûteuse en ressources.[55]
- La maîtrise n'est pas qu'une question de création d'item. Elle donne accès à beaucoup de choses, même des titres, accès à des items, des négociations, et des quêtes. [58]
- Choisir une profession n'affecte pas les stats des joueurs.[59]
- Les personnages d'un même compte (Alts) pourront avoir différentes professions.[52]
Les joueurs auront l'opportunité de tâter chaque profession à un niveau très bas celà leur donne un avant-goût de chaque profession et leur permet de savoir vers laquelle ils préfèrent s'orienter et quelle profession ils veulent maîtriser.[54] – Steven Sharif
Quand on dit que vous ne pourrez pas tout maîtriser nous ne disons pas que vous ne serez pas maître au sein de votre propre arbre d'artisan, qui sont l'artisanat, la collecte et le traitement. Vous serez un maître d'un des trois, mais vous ne serez pas un maître des deux autres.[53] – Steven Sharif
Artisan mastery
A character may only ever master one of the three parent artisan paths (Collecte, Traitement or Artisanat).[60][61][53][52]
- That character may then master up to two professions within this mastered path (subject to testing).[60][61][53][52]
- A character will be able to achieve up to tier 3 or tier 4 proficiency in professions that are not mastered.[61][54]
- Players will have the opportunity to dabble in all of the professions at a very beginners level and then you know that gives them an understanding of what that profession feels like and then allows them to pinpoint the direction that they want to go in to master particular professions.[54] – Steven Sharif
- Based on testing, it may be decided to limit profession mastery certificates to a capped value.[56][57]
- Becoming a master Crafter or a master Processor or a master Gatherer should be a significant time investment and resource investment; and because of that it should also be something that when you achieve that status it's like people on the server know who you are.[62] – Steven Sharif
- Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [58]
- Previously it was stated that with considerable effort a player can master all professions within a mastered parent artisan class.[55][63] This was later changed to a player being able to master some but not all professions within a mastered parent artisan class.[64][51] This was changed to being able to master up to two or three professions within a mastered parent artisan class (subject to testing).[61] The current stance is being able to master up to two professions.[60]
Race or class locked crafting
Artisanat will not be race or class locked.[65]
Artisan gear
Artisan gear will boost artisans in their gathering, processing, or crafting professions.[66][67]
- Artisan gear may be able to be equipped in an undergarment slot that can be toggled between adventuring gear and artisan gear.[66]
- The developers are planning to have artisan gear sets available for Alpha-2.[66]
- Gear for artisans are going to live alongside your adventuring gear. So you will currently- the approaches, and we'll test this but currently- the approach is you'll have artisanship oriented gear. This might be beneficial for your gathering; it might be beneficial for your processing, or crafting, or whatever it is- your profession. Essentially you will craft that gear, you will equip that gear, it'll live almost as a undergarment slot so to speak; and then you can activate that and it will show the appearance if you wish during the activation when you gain the benefit from the from the gear itself; and then could disappear afterwards and go back to your adventuring gear. That's the current approach. We're going to play with that a little bit. There's some discussion and disagreement on the team about how we do that, but our hopes are for Alpha two, we will have I think a couple of sets at least. We're demonstrating all of the artisanship from gathering to processing to crafting in limited fashion in Alpha 2 want to have that gear present to kind of play with this approach.[66]
Artisan supply chain
Les artisans dans Ashes of Creation doivent choisir une voie dans leur arbre de compétences d'artisanat. Cette interdépendance crée une chaîne d'approvisionnement allant des matières premières jusqu'au produit fini.[68][18] Chaque étape de la chaîne peut nécessiter des caravanes pour transporter les marchandises d'un artisan à l'autre.[14]
- Obtenir les matières premières :[69]
- En utilisant le métier de Collecte.
- En tuant des monstres et des boss.[70]
- Par la déconstruction d'armes ou d'armures.
- En les achetant à d'autres joueurs.
- Raffiner les matières premières grâce au métier de Traitement.[18]
- Fabriquer le produit fini en utilisant sa recette de fabrication.
En tant qu'artisan, vous allez vouloir savoir où certaines recettes peuvent être complétées ; quels nœuds ont la capacité de créer ce pour quoi vous avez transformé les ressources que vous avez récoltées ; et ensuite, vous allez vouloir planifier votre itinéraire afin d'y acheminer les marchandises ou faire en sorte de vous trouver dans une zone où vous pouvez à la fois collecter et fabriquer. Donc il y aura beaucoup de planification qui sera nécessaire.[71] – Steven Sharif
Collecte
La collecte est l'une des classes artisanales dans Ashes of Creation.[74][75]
- Les ressources récoltables sont découvertes par essais et erreurs et en apprenant leurs apparences.[74]
- La collecte nécessite la fabrication et l'utilisation d'outils.[4][76]
- Collecter dans la zone d'influence (ZOI) d'un nœud contribuera à son gain d'expérience.[74]
- Certain low level gatherables will have a tiered progression into higher level crafting.[77]
Certain low level gatherables will have a tiered progression into higher level crafting. So for example you know if I'm gathering... leaves of the blue petal flower to craft a pigment that's going to be used in the development of a tunic that I can wear at level one, then I may need to collect those in order to craft the pigments to craft a greater pigment that might be present in the in the crafting of a higher level item. So it's going to be kind of a tiered progression so that materials have relevancy throughout the different levels of of crafting; and that's important from an economic stability standpoint. You need to have layered demand from a supply standpoint so that players who are interested in collecting and gathering those materials still are relevant when the later level items are crafted.[77] – Steven Sharif
Traitement
Traitement is one of the artisan classes in Ashes of Creation.[22]
- Processing involves the refining of raw materials obtained from gathering and item deconstruction.[22]
- The bulk of the time spent in the artisan system resides in the processing branch. The processing time varies based on the quality of the processed goods.[36]
- Some processing can be carried out in nodes, but the best processing can only be carried out on freeholds at processing stations.[31][35]
Upgrading items
Il existe deux types d'enchantements pour les objets : Verticale et horizontal.[78]
- Les enchantements verticaux sont une progression de puissance pour un objet fabriqué. Plus de dégâts ou d'atténuations, d'effets ou de bonus supplémentaires. Les enchantements verticaux comportent des risques.[78]
- Il n'y a pas de RNG dans l'artisanat mais il peut y avoir une petite quantité de RNG dans l'enchantement.[16]
- Sur-enchanter des objets comporte un risque potentiel que l'objet soit usé ou même détruit si la marge de sécurité est dépassée. Ce système est soumis à des tests.[79][15]
En ce qui concerne les choses sur-enchantées, ce que nous allons faire est probablement d'avoir une sécurité - et c'est évidemment quelque chose qu'il faut tester - mais nous allons avoir une période d'enchantement de sécurité vous savez, comme dans Lineage 2, je pense que vous pourriez enchanter à plus quatre ou quelque chose comme ça. Et donc nous allons avoir un système similaire où vous pouvez enchanter en toute sécurité, puis lorsque vous commencez à prendre des risques, ce pourcentage d'endommager potentiellement votre objet soit via le système d'usure, soit en le désactivant complètement via le système de destruction sera un risque présent.[79] – Steven Sharif
- Les enchantements horizontaux sont plus situationnels. Par exemple : J'aimerais que mon épée fasse des dégâts de force au lieu de dégâts sacrés car les monstres que j'ai tendance à combattre sont incorporels.[78]
Les services d'enchantements sont vendus dans les étals de joueurs.[80]
L'enchantement n'augmente pas le niveau requis des objets.[81]
- Vous ne poussez pas vraiment l'exigence de niveau d'un élément particulier ou l'identité de cet élément. Vous pouvez l'améliorer, vous pouvez y ajouter des enchantements, mais c'est toujours l'objet qu'il est.[81] – Steven Sharif
Repairing items

For example: if you have an iron sword and then the sword gets damaged from use, you have to use more iron to repair it; and what that does is... make sure that there's significant sinks in the game for base materials so that you are creating a scarcity and demand that's present on the creation of higher goods as well as supplying the necessary decay components for the world.[83] – Steven Sharif
Item repair will cost crafting materials.[84][83][85]
- 0% durability will unequip items, increasing its repair cost.[86]
- Damaged gear can be reforged at a player stall using a portion of the materials that were necessary to craft the item.[87][88][83]
- There may be additional constraints for repairing "very unique items", such as having a crafter and recipe to effectuate repairs. This is subject to testing.[89]
- There is no limit to the number of times an item can be repaired.[90]
There will be ways to repair destructible structures (such as walls and gates) and also repair (or re-craft) siege weapons that were damaged during sieges.[91]
- There's a lot of ancillary activities that can be had during sieges... It's obviously strategy and tactics and you know raid-versus-raid components, but also you want to have individual contributions where players can do things during the siege to aid in the greater effort so to speak; and it doesn't require you having 50 people by your side to effectuate that influence over something. So repairs are great ways to do that. Repairs for walls, repairs for gates, being able to spawn and essentially craft the designs for specific types of siege weapons to provide those to the team.[91] – Steven Sharif
Escrow system
An escrow system is planned to prevent griefing in the crafting system.[92]
- We're going to have a UI... you're gonna put the resources in or they're gonna put the resources in. It'll be like an escrow system and then once [the job] is complete you'll get the item they'll get the money.[92]
Timeline
Classes artisanales (Collecte, Traitement, Artisanat) is expected to come online fully in Alpha-2 and the Betas.[93][94]
- Approximately 10 percent of the artisan system was online in Alpha-1.[95][93][94]
- Crafting honestly will not come online in any sense of its true form until Alpha-2. Alpha-1 has essentially what are intended to be the core gameplay loop of crafting, meaning the collection of materials, the translation of those materials into processed goods, and the use of those processed goods into item acquisition. That's the core gameplay loop that is currently present in Alpha-1. But those are mostly facilitated kind of piggy backing the merchant systems right now and not actually using the real crafting system; and that's because crafting hasn't been completed in a form that can be implemented in Alpha-1, but will be for Alpha-2. What's present in Alpha-1 doesn't even really scratch the surface for crafting.[94] – Steven Sharif
Visuels
Guides de la communauté
Voir également
Les références
- ↑ Direct, 2018-08-17 (15:14).
- ↑ 2.0 2.1 About Ashes of Creation.
- ↑
- ↑ 4.0 4.1 Entrevue, 2020-03-27 (9:00).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 Direct, 2020-01-30 (1:38:26).
- ↑ 6.0 6.1 6.2 Direct, 2017-05-12 (1:00:18).
- ↑ 7.0 7.1 Entrevue, 2020-07-19 (6:38).
- ↑ Direct, 2017-05-24 (17:08).
- ↑ 9.0 9.1 Entrevue, 2018-10-20 (2:31:39).
- ↑ 10.0 10.1 Direct, 2023-02-24 (39:43).
- ↑ 11.0 11.1 Direct, 2022-10-14 (35:22).
- ↑ 12.0 12.1 12.2 Entrevue, 2021-02-07 (45:41).
- ↑ 13.0 13.1 Podcast, 2018-05-11 (27:20).
- ↑ 14.0 14.1 14.2 Direct, 2017-05-10 (6:12).
- ↑ 15.0 15.1 Direct, 2017-05-05 (20:41).
- ↑ 16.0 16.1
- ↑ Direct, 2017-05-26 (5:25).
- ↑ 18.0 18.1 18.2 18.3 18.4 Direct, 2017-05-10 (8:22).
- ↑ Direct, 2018-06-04 (35:11).
- ↑ 20.0 20.1 20.2 20.3 20.4 20.5 20.6 20.7 20.8 Direct, 2018-04-8 (PM) (28:38).
- ↑ 21.0 21.1 21.2 21.3 21.4 Direct, 2017-05-26 (26:00).
- ↑ 22.0 22.1 22.2 Direct, 2017-05-05 (34:15).
- ↑ 23.0 23.1 23.2 23.3
- ↑ Direct, 2021-07-30 (1:16:05).
- ↑ Entrevue, 2018-10-20 (17:31).
- ↑ Direct, 2021-03-26 (1:07:33).
- ↑
- ↑ Podcast, 2017-05-05 (43:05).
- ↑ Entrevue, 2020-07-18 (27:11).
- ↑ 30.0 30.1 30.2
- ↑ 31.0 31.1 31.2 31.3 Direct, 2023-04-07 (31:49).
- ↑ Blog: Know Your Nodes - Scientific Node Type
- ↑ Podcast, 2021-09-29 (4:43).
- ↑ Direct, 2022-07-29 (1:17:33).
- ↑ 35.0 35.1 Direct, 2022-06-30 (1:08:02).
- ↑ 36.0 36.1 Podcast, 2021-04-11 (40:20).
- ↑ 37.0 37.1 37.2 Direct, 2022-06-30 (1:18:55).
- ↑ February 8, 2019 - Questions and Answers.
- ↑
- ↑ 40.0 40.1 Direct, 2017-05-10 (14:45).
- ↑ 41.0 41.1 41.2 41.3 41.4 41.5 41.6 41.7 Direct, 2020-11-30 (1:05:22).
- ↑ 42.0 42.1 42.2 Podcast, 2018-08-04 (59:58).
- ↑ 43.0 43.1
- ↑ 44.0 44.1 44.2 Direct, 2020-12-22 (1:15:01).
- ↑ Direct, 2017-05-24 (24:19).
- ↑
- ↑
- ↑ Podcast, 2021-09-29 (52:58).
- ↑ Direct, 2020-08-28 (1:14:54).
- ↑ Direct, 2017-05-24 (24:20).
- ↑ 51.0 51.1
- ↑ 52.0 52.1 52.2 52.3 Direct, 2017-05-24 (32:07).
- ↑ 53.0 53.1 53.2 53.3 Direct, 2019-07-26 (1:09:46).
- ↑ 54.0 54.1 54.2 54.3 Entrevue, 2020-03-27 (5:25).
- ↑ 55.0 55.1
- ↑ 56.0 56.1 56.2
- ↑ 57.0 57.1
- ↑ 58.0 58.1
- ↑ Direct, 2017-07-18 (37:25).
- ↑ 60.0 60.1 60.2
- ↑ 61.0 61.1 61.2 61.3 Direct, 2022-04-29 (1:13:00).
- ↑ Entrevue, 2020-07-20 (18:47).
- ↑
- ↑
- ↑ Direct, 2017-07-28 (22:36).
- ↑ 66.0 66.1 66.2 66.3 Direct, 2022-06-30 (1:17:34).
- ↑ Direct, 2021-03-26 (1:06:50).
- ↑ Entrevue, 2020-07-20 (20:17).
- ↑ Direct, 2017-05-08 (20:41).
- ↑ Direct, 2017-07-18 (38:30).
- ↑ Entrevue, 2018-05-11 (24:18).
- ↑
- ↑ Direct, 2020-03-28 (48:31).
- ↑ 74.0 74.1 74.2 Direct, 2017-09-03 (10:48).
- ↑
- ↑ Entrevue, 2018-05-11 (38:25).
- ↑ 77.0 77.1 Podcast, 2018-05-11 (1:00:07).
- ↑ 78.0 78.1 78.2 78.3 78.4
- ↑ 79.0 79.1 Entrevue, 2020-07-29 (15:04).
- ↑ Direct, 2017-05-17 (58:55).
- ↑ 81.0 81.1 Direct, 2021-03-26 (1:15:57).
- ↑
- ↑ 83.0 83.1 83.2 Entrevue, 2020-07-19 (51:11).
- ↑ Entrevue, 2021-02-07 (13:14).
- ↑ Podcast, 2017-05-13 (25:55).
- ↑
- ↑ Entrevue, 2020-07-29 (16:46).
- ↑
- ↑ Direct, 2021-05-28 (1:53:04).
- ↑ Direct, 2020-09-30 (1:01:45).
- ↑ 91.0 91.1 91.2 Direct, 2021-05-28 (1:04:29).
- ↑ 92.0 92.1 Direct, 2017-05-10 (32:22).
- ↑ 93.0 93.1 Direct, 2021-03-26 (42:28).
- ↑ 94.0 94.1 94.2 Entrevue, 2021-02-07 (35:30).
- ↑ Direct, 2021-04-30 (41:18).