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Racial appearance
Latest Dünir character model concept art.[1][2]
Updated Empyrean character 3D render. Concepted by Emanuel Gonzalez. 3D model by Chris Atkins.[3]
Updated Kaelar character model concept art by Emanuel Gonzalez.[4]
Updated Niküa character model 3D renders.[5]
Updated Py'rai character models.[6]
Updated Ren'Kai character model concept art.[7]
Updated Vaelune character model 3D renders.[9]
Updated Vek character models.[10]
The races in Ashes of Creation are primarily humanoid in appearance. This was mainly driven from a lore perspective as well as savings in animation and character design.[11]
- I didn't feel that it was necessary to recreate the wheel on races from a fantasy perspective. I'm not sure how much that would add to the flavor of the game. Obviously I think that we're capable of doing unique things within the cultures and I think we are doing that specifically, like an islander dwarf race. I mean that really hasn't been seen before. Or a stargazing noble Vek looking race: Those things are still unique and they still bring innovation to the idea of what these races can be, but at the same time there's a familiarity there that players can feel comfortable with in the traditional fantasy setting.[12] – Steven Sharif
Artistic style
Ashes of Creation will have a higher graphical fidelity than most western games. It will not be too stylized or "cartoony".[14]
- We can push the limits a little bit on the graphical fidelity, especially using Unreal Engine 4... My desire was not to see very cartoony games. I'm not a big fan of highly stylized art.[14] – Steven Sharif
- It's not to say that people can't do steampunk well. I've enjoyed some steampunk stuff. I'm a very high fantasy oriented type of storyteller; and the inspiration for Ashes obviously comes from my pathfinder campaigns that I ran long ago; and those are always set in a high fantasy world. So it just compromises what I believe is the perspective of the storytelling in the environment.[15] – Steven Sharif
- Intrepid Studios does not use AI for art production.[16]
- We do not use AI for production, except in unique internal cases when communicating fast reference material.[16] – Steven Sharif
Artistic influences on the races
- Aelean architecture has a French medieval influence.[19]
- Dünir have a Nordic cultural influence.[20]
- Empyreans have a Greco-Roman imperialistic feeling.[21]
- The Kaelar have a European influence.[22]
- The Niküa have a Polynesian influence.[23][21]
- The Py'Rai have a Navajo Native American influence.[21] Py'Rai architecture has a woodland inspiration.[24][25]
- Pyrian architecture has a Greco-Roman influence.[26]
- Ren'Kai architecture has an Asian influence.[17]
- The Vaelune have a Middle Eastern influence.[27]
- The Vek have a Mesoamerican influence.[27]
- You will see in the different races that are available from a player character standpoint a lot of different influences that reflect many cultures in the world: Not just European, not just Africa, not Mesoamerican. These cultures are going to be present in many of the races.[28] – Steven Sharif
- The idea is just to find a base component in the real world as a starting point and then to begin to fantasize.[19] – Steven Sharif
Character racial appearance
Character appearance can be customized in the character creator (CC)[32] and via in-game salons/barbershops.[33][34]
- We want there to be a lot of room for people to manifest their own identity, to role play how they want to from an appearance standpoint. There's going to be parameters within which you will be able to customize a character. We want the culture and the identity of the races to exist in a range that makes them easily identifiable from other players and other cultures. So, because of that, we have to have a spectrum you can exist on. There will be a lot of hair variants you can do, body art tattoos that you can apply. You'll be able to play with the scales of the facial structure, the bones, the height, width, the body fat percentage. You'll be able to add body hair on different parts of the body. If you want to have hair on your feet, you can dial that up.[35] – Steven Sharif
- Character models are focused on realism.[36]
- A player will see a generic character before customization.[37]
- Character designs will have influences from a wide range of cultures, such as European, African and Asian.[38]
- Lolis will not be in the game.[39][40]
- Sliders and other controls, such as color palettes, will offer flexibility in customization but there will be limits based on race, gender, and the artistic style guidelines that the developers are adhering to.[41][42][39][43][44]
- There's going to be constraints to the sliders, so that was one of those big questions as work began on the character creator: How much agency do you want to allow pulling like the lower lip all the way down in this weird deformed look, or having like [an] offset cheek that's just asymmetrical to the side of the face. There's not going to be the ability or agency to create those types of weird character things. However you will have the ability to move, slide, change, grow, decrease all those components, but they'll be kept in a more reasonable and presented way in the same sense you won't be able to change the appearance of the dwarven, nor the Dünir or the Niküan races to, in my opinion, create what would be traditionally considered a Loli character.[39] – Steven Sharif
Aelan appearance
Vaelune have Jinn influence in their lineage, which manifests as an essence-like rupture in their skin after stepping through the divine gateways.[46]
- The Vaelune have an interesting lineage and there is some influence there that when the Vaelune step through the portal, some portions of their body begin to exhibit this almost essence-like rupture in the skin; and you guys are going to see some examples of that in the future; and it is a bit of some Jinn influence in their lineage as a race that sets them apart from their Kaelar counterparts.[46] – Steven Sharif
Dünir dwarven appearance
- Facial hair has been portrayed on Dünir male and female characters, and Niküa male characters.[5][2][47]
- Body hair may also be a character customization option for female Dünir.[48]
- The developers updated the Dünir dwarves' design to have a more stout traditional fantasy appearance based on feedback from Alpha-1.[49][50]
- Niküa dwarves have a "halfling" appearance.[49][50]
- Facial hair is characteristic of the Dünir, not the Niküa.[35]
- Female Dünir beards will not match that of the male. It will be more of a braided option that is not as voluminous.[35]
Pyrian appearance
All Py'rai will have antlers, but their length, size, width, color, and other components can be adjusted via the character creator.[52][53]
- The horns are a unique feature of the Py'Rai, but it may be possible to remove them.[54]
- Py'rai will be capable of having brown skin.[55]
Ren'Kai Appearance
Ren'Kai are large and 'buff' in appearance.[58][59]
- They are the tallest race in Ashes of Creation.[58][60]
- They are considerably taller than their human counterparts.[60]
- Red or green skin tone is selectable via the character creator.[60]
Vek are "goblinesque" in appearance and have a somewhat "contorted" stature.[57][59]
- The Vek are taller than the Dünir but appear shorter than the Kaelar and Vaelune due to their stature.[57][61]
Tulnar appearance
The Tulnar race does not have sub-types. Instead, players will be able to significantly customize the appearance of Tulnar characters based on three base influences; or blend between these different influences.[63][64][65][66][67][68]
- Simian (or mammalian).[63][64][65][66][68]
- Bestial/feline.[63][64][65][66][68]
- Reptilian.[63][64][65][66][68]
Races are primarily humanoid in appearance.[11]
- There are feline and bestial components that can be scaled up when creating a Tulnar character but Tulnar do not equal furries.[39][65]
- Catgirl and Loli Tulnar are not able to be created.[39]
- Tulnar do not equal furries, but there are definitely some bestial components that you can scale up when you're creating your Tulnar character, so you could max that setting I guess. Whether or not that would give you what you would think of as a furry, I guess it's going to be up to your interpretation of what a Furry is.[65] – Steven Sharif
- The Tulnar do not have avian characteristics. The sentient avian races (such as the Sladeborne) did not take refuge in the Underrealm.[69]
- Q: Will character creator allow us to make Tulnar that might look somewhat like Kobolds from Pathfinder or DnD?
- A: I wouldn't say exactly, but there's definitely elements of Kobolds that you could incorporate in a character creator with the Tulnar, yes.[70] – Steven Sharif
- Mammalian Tulnar may have snout features, fur and inverted knees.[71]
- Reptilian Tulnar may have more circular eyes and head shape, and scaly skin.[71]
Weapon and armor appearance
Weapons and armor are not race locked, but armor will take on a racial appearance.[75][76][77]
- The customization of equipment per race is really focused on Armor sets not Weapon props. Weapon props will, from a model standpoint, will translate pretty one-to-one across the races.[78] – Steven Sharif
- Racial appearance of gear is focused on Armor. Weapons will not change in appearance but will scale in size based on race.[79][78]
- Let's say for example you have the Eagle set or something, right: The Eagle set has in art, it has a thematic design that's going to include certain attachments to the armor. It's going to include color palette and theme. It's going to have some aspects to it that define it as the Eagle set, right. When a Elf wears the Eagle set or when an Orc wears the Eagle set, you obviously have two different cultures there; and you don't want to stomp out that culture by assigning a de facto 'This is the Eagle set and this is how it looks on everybody.' What we want to have is cultural influences play a role in showing how that set looks.[78] – Steven Sharif
- Racial appearance of gear sets is tied to the character model of that race.[80]
- When you say, what if I'm an Orc but want to look like an Elf and I want my Eagle set to be the Elf representation? Well the issue becomes there that Orcs have a different organic model. You know, their body is different than that of the Elf. So, from a scope-creep standpoint, it's one thing to add different influences that represent the cultures that are donning the armor; it's another thing to adapt each influence as a matrix that can be worn pretty much by everything. From a scope perspective, that's a very difficult task for the character artists to tackle. So instead what we've done is, in order to facilitate a variety of cultural representation between the races but allow for the sharing of assets like different armor sets, we give different representations of those armor sets to each race.[80] – Steven Sharif
- Q: Since a single armor set will look different on each race, how will we have large varieties of in-game achievable gear for each race if we have to make nine different looks for each set?
- A: The approach for that is to create a modular piece set for armor creation; and the way we achieve that is by two steps: So, on the modeling side, each race has these geo sets basically where you're creating pieces of the armor for heavy plate armor, for medium, for robes; and you get to grab those modular pieces and mix and match as design makes a request for a particular set to the art teams. So, design comes along and they say, "hey we have a theme for a set that we want to create", so let's use Carphin in that example; and that theme from design's standpoint is going to include color, it's going to include materials, it's going to have an etymology for the set to give a background so that they can incorporate certain types of attachments- whatever they want to include on the art side. Then, the character team says, "okay let's take our base sets of geo and let's mix and match those pieces to create the Carphin set and then we're going to do a materials pass on it, and then we're going to do a color pass on it"; and that way we have a lot of essentially pieces of the puzzle to create these many different unique sets. Now we can also deform pieces across from race to race. So, even if we create unique geo on a per-race basis, we can grab the pauldron from the Human set and put it onto the Vek representation; and the end game there is that we have a particular set, for example Carphin, and that Carphin is communicating the theme; and when you don the armor for the Carphin set- you've acquired the Carphin set and you put it on- it is going to look Vek if you're a Vek. It is going to look Kaelar if you're a Kaelar, but it is still going to have the identity and the theme of the Carphin set.[81] – Steven Sharif
Racial skins
Racial skins are cosmetics that enable a player to change their character's racial appearance.[82][83][84][85]
- Racial skins transform the appearance of the character to that skin. The original racial appearance of the character is entirely replaced.[82]
- Racial skins are not costumes. This means that armor and character customization is possible on these.[86]
- There are plans to create other racial skins.[89]
- Some potential future ideas include undead and werewolf (lycan) skins.[90]
- Racial skins can be toggled on and off.[85]
- You're changing your race over to that, which means that you won't look uniquely different if you were a Vek angel or a Human angel.[82] – Steven Sharif
Racial influence on node development
Node layout and style is determined by several factors:[93][94]
- The way that the node system is built is that they can exist across a spread of 18 biomes, but at the same time have to represent the cultural influence of these cultures that are intrinsically a part of a specific biome.[95] – Steven Sharif
- Environment (biome) and location of the node.[95][93][94]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[96]
- Currently the way that the platform system is set up, is it's capable of adjusting the topography of the node's footprint, regardless of the surrounding terrain. So the reason for that is we want to have flexibility in the presentation of the node's layout and how it is essentially both from an aesthetic standpoint as well as a mechanical standpoint with node sieges- how it's constructed and that construction should have the ability to take on a variance of different types of topography. So it shouldn't be dependent on the surrounding area. Now that's not to say that the surrounding area isn't going to have some influence over. So for example... we're experimenting a little bit with the platform tech and putting up a node up against the side of a mountain or on the edge of a cliff or something that has a beautiful vista. Those are things that we're going to test out obviously as we continue to work on the node tool and how that platform system works, but the idea is to have the node independent of the surrounding terrain.[96] – Steven Sharif
- Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor.[94] – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, and props.[75][97][93][92][94][98][99]
- All nodes, whether they're associated with a castle or associated with normal node structure, has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[101] – Steven Sharif
- The rest is determined by the node's mayor.[94]
- It should be possible for a node to complete several building projects within a mayor's one month term in office.[102]
- Q: How long would you say it will take players on average to fill/build up a node completely from wilderness to metropolis?
- A: It's one thing to get a node to a certain level: it's another thing to develop the node; and I can't really give you an on-average expectation, because there's a lot of variables at play. There's how many citizens does the node have attracted to it; what's the type of traffic that the node is attracting to it based on things like its tax rates, or the specialization that it chose to spec into, based on the building types it's chosen to build. All of those things are variables that can affect the quote-unquote "average build-out time" of a particular node. So it's difficult to give you an average when there's so many variables along those lines. But the idea is that if there is a particular project that players are interested in in developing based on the node stage, that they would have the ability to complete several of those projects as within a single term of a mayor; and a term of a mayor is one month.[102] – Steven Sharif
Racial mounts
Characters are able to obtain racial mounts via a quest in that race's starting area.[103][104]
Each starting area will have a different quest line that will yield a different type of starting mount. But by default you don't just choose human and here you get a horse, so to speak. Because you can be a human in our game and choose to start in a different racial area- at a different Divine Gateway- and as such then you could follow the quest line that gives you the Orc mount.[103] – Steven Sharif
Racial influence on caravans
Personal caravans (also referred to as Self-directed/player-driven caravans) are utilized by players to transport cargo across Verra. These are land-based and water-based (raft caravans) that a single player drives and directs.[107][108][109][110][111][112]
- Personal caravans are prepared and launched from caravansary buildings at Village (scena 3) or higher nodes.[113][114]
- Personal caravans can also be summoned in the open-world from caravansaries in nearby nodes.[115]
- Personal caravans are capable of transitioning to/from raft caravans.[111][116]
- Caravan components modify caravan stats and grant passive and active abilities to the caravan. Components can be upgraded to increase a caravan's power.[108][111]
- By default, personal caravans have a racial appearance that influences the types of animals that are moving the caravan.[111]
- Players will be able to apply caravan skins to change the default appearance.[111]
- Caravan drivers receive a significant defensive buff while they are driving a caravan. This reduces CC effects and increases damage mitigation significantly.[117]
- The caravan owner is able to grant permissions to allow other players to drive their caravans. If these permissions are not activated by the owner then anyone can drive their caravans. If the caravan driver is killed or otherwise removed from the caravan then any player will be able to drive the caravan for a period of 15 to 20 minutes before the caravan despawns and becomes a wreckage.[117]
- Caravans have collision, so other players could jump on the caravan while it is being driven.[117]
Racial animations
- Combat is animation-driven to ensure it is impactful and responsive.[122]
- Basic attack animations are triggered by the weapon combo system based on weapon type.[123][124]
- Skill animations are (generally) not impacted by the type of weapon equipped.[125]
- We really wanted to build the combat system to- like i said earlier- be as physical as possible. So we have it very animation driven. Everything is handled based on a reference of animation as opposed to nebulous timings, which allows it to feel very impactful and very responsive.[122] – Keenan Reimer
- We're not going to be having I think unique combat animations. However we will have unique non-combat animations, such as your idle, your walk, your run cycle: things that the combat attacks do not have to blend back into.[126] – Steven Sharif
See also
References
- ↑ Forums: Player Feedback Request Dünir Race
- ↑ 2.0 2.1 Transmisja na żywo, 2023-03-31 (1:06:38).
- ↑ Transmisja na żywo, 2022-09-30 (1:05:25).
- ↑ Transmisja na żywo, 2022-09-30 (1:06:56).
- ↑ 5.0 5.1 Transmisja na żywo, 2023-06-30 (1:32:10).
- ↑ Twitter - Revised Py'Rai models.
- ↑ Transmisja na żywo, 2022-07-29 (46:09).
- ↑ Transmisja na żywo, 2022-07-29 (59:00).
- ↑ Transmisja na żywo, 2023-03-31 (1:07:25).
- ↑ Twitter - Behold! The full-body models for the female and male Vek!
- ↑ 11.0 11.1 Wywiad, 2021-06-13 (33:21).
- ↑ Podcast, 2021-09-29 (20:27).
- ↑ 13.0 13.1 Transmisja na żywo, 2022-02-25 (46:17).
- ↑ 14.0 14.1 Wywiad, 2018-10-20 (2:17:43).
- ↑ 15.0 15.1 Transmisja na żywo, 2023-03-31 (1:17:42).
- ↑ 16.0 16.1
- ↑ 17.0 17.1 Transmisja na żywo, 2019-10-31 (40:27).
- ↑ Transmisja na żywo, 2022-02-25 (49:42).
- ↑ 19.0 19.1 Wywiad, 2018-10-20 (3:47:17).
- ↑
- ↑ 21.0 21.1 21.2 Wywiad, 2018-05-11 (1:03:21).
- ↑ Podcast, 2018-05-11 (31:35).
- ↑ Transmisja na żywo, 2022-09-30 (1:08:24).
- ↑ Transmisja na żywo, 2022-02-25 (44:28).
- ↑
- ↑ Transmisja na żywo, 2017-10-16 (15:58).
- ↑ 27.0 27.1 Podcast, 2018-05-11 (31:35).
- ↑ Wywiad, 2018-05-11 (1:04:27).
- ↑ Video, 2022-03-31 (13:47).
- ↑ Transmisja na żywo, 2020-04-30 (46:51).
- ↑ Transmisja na żywo, 2022-06-30 (1:01:00).
- ↑ Transmisja na żywo, 2017-05-08 (47:35).
- ↑ Transmisja na żywo, 2022-04-29 (5:05).
- ↑ Transmisja na żywo, 2017-05-15 (51:19).
- ↑ 35.0 35.1 35.2 Transmisja na żywo, 2018-04-8 (PM) (13:39).
- ↑ Transmisja na żywo, 2017-06-30 (11:21).
- ↑ Transmisja na żywo, 2017-06-30 (10:04).
- ↑ Transmisja na żywo, 2017-06-30 (12:39).
- ↑ 39.0 39.1 39.2 39.3 39.4 Podcast, 2021-09-29 (18:19).
- ↑
- ↑ Transmisja na żywo, 2022-03-31 (1:00:14).
- ↑ Video, 2022-03-31 (9:23).
- ↑ Transmisja na żywo, 2020-04-30 (1:10:46).
- ↑ Transmisja na żywo, 2017-06-30 (13:13).
- ↑ Transmisja na żywo, 2023-03-31 (1:09:08).
- ↑ 46.0 46.1 Transmisja na żywo, 2022-08-26 (41:37).
- ↑ 47.0 47.1 47.2 Twitter - The female Dünir models have received some upgrades!
- ↑ Transmisja na żywo, 2022-01-28 (53:29).
- ↑ 49.0 49.1 Transmisja na żywo, 2022-01-28 (50:00).
- ↑ 50.0 50.1 Transmisja na żywo, 2021-08-27 (1:17:07).
- ↑ Video, 2022-06-30 (22:03).
- ↑ 52.0 52.1 Transmisja na żywo, 2022-02-25 (54:08).
- ↑ Transmisja na żywo, 2022-02-25 (50:17).
- ↑ Twitter - Py'Rai male concept art.
- ↑
- ↑ X.com - This Friday, we will see the Fighter Archetype Preview for Alpha Two! And the Ren'Kai Orcs!
- ↑ 57.0 57.1 57.2 Transmisja na żywo, 2022-01-28 (39:30).
- ↑ 58.0 58.1 Transmisja na żywo, 2022-01-28 (47:00).
- ↑ 59.0 59.1 Wywiad, 2021-06-13 (31:24).
- ↑ 60.0 60.1 60.2 Transmisja na żywo, 2021-09-24 (1:06:30).
- ↑ Transmisja na żywo, 2021-08-27 (1:18:30).
- ↑ Twitter - The Tulnar are a proud, noble, Underrealm-dwelling race.
- ↑ 63.0 63.1 63.2 63.3 63.4 Transmisja na żywo, 2022-07-29 (56:00).
- ↑ 64.0 64.1 64.2 64.3 Podcast, 2021-09-29 (16:51).
- ↑ 65.0 65.1 65.2 65.3 65.4 65.5 Transmisja na żywo, 2018-04-8 (AM) (3:12).
- ↑ 66.0 66.1 66.2 66.3 Transmisja na żywo, 2017-08-23 (31:29).
- ↑ Transmisja na żywo, 2017-07-28 (20:17).
- ↑ 68.0 68.1 68.2 68.3 Transmisja na żywo, 2017-06-30 (15:10).
- ↑ Podcast, 2020-11-15 (1:03:17).
- ↑ Wywiad, 2019-04-22 (58:20).
- ↑ 71.0 71.1 Wywiad, 2019-04-15 (20:15).
- ↑ Video, 2020-09-30 (2:44).
- ↑ Transmisja na żywo, 2020-09-30 (47:47).
- ↑ Transmisja na żywo, 2019-07-26 (54:06).
- ↑ 75.0 75.1 75.2 Transmisja na żywo, 2022-03-31 (4:57).
- ↑ Transmisja na żywo, 2017-05-26 (44:11).
- ↑ Transmisja na żywo, 2017-05-26 (20:46).
- ↑ 78.0 78.1 78.2 Podcast, 2018-08-04 (53:43).
- ↑ Transmisja na żywo, 2022-10-28 (1:41:06).
- ↑ 80.0 80.1 Podcast, 2018-08-04 (55:17).
- ↑ Transmisja na żywo, 2024-02-29 (1:15:51).
- ↑ 82.0 82.1 82.2 Transmisja na żywo, 2020-05-29 (1:42:43).
- ↑
- ↑ Transmisja na żywo, 2017-05-12 (1:04:04).
- ↑ 85.0 85.1
- ↑ Kickstarter 12k+ backers.
- ↑
- ↑
- ↑ February 8, 2019 - Questions and Answers.
- ↑ Transmisja na żywo, 2018-04-8 (AM) (4:47).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ 92.0 92.1 92.2 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 93.0 93.1 93.2 Transmisja na żywo, 2020-10-30 (39:17).
- ↑ 94.0 94.1 94.2 94.3 94.4 94.5 Transmisja na żywo, 2018-09-27 (53:06).
- ↑ 95.0 95.1 Transmisja na żywo, 2022-02-25 (41:00).
- ↑ 96.0 96.1 Transmisja na żywo, 2021-02-26 (1:12:18).
- ↑ Podcast, 2021-04-11 (29:47).
- ↑ Wywiad, 2018-05-11 (54:34).
- ↑ Transmisja na żywo, 2017-05-26 (21:23).
- ↑ Podcast, 2021-04-11 (23:36).
- ↑ 101.0 101.1 Wywiad, 2018-05-11 (47:27).
- ↑ 102.0 102.1 Transmisja na żywo, 2022-07-29 (1:13:09).
- ↑ 103.0 103.1 Transmisja na żywo, 2020-12-22 (1:16:22).
- ↑
- ↑ 105.0 105.1 Video, 2023-10-31 (20:17).
- ↑ Video, 2023-10-31 (17:20).
- ↑ Video, 2023-10-31 (13:32).
- ↑ 108.0 108.1 Video, 2023-10-31 (10:13).
- ↑ Video, 2023-10-31 (1:52).
- ↑
- ↑ 111.0 111.1 111.2 111.3 111.4 Transmisja na żywo, 2020-04-30 (58:05).
- ↑ Transmisja na żywo, 2017-07-28 (19:43).
- ↑ Transmisja na żywo, 2022-08-26 (1:20:17).
- ↑ Transmisja na żywo, 2022-07-29 (3:21).
- ↑ Video, 2023-10-31 (16:25).
- ↑ Transmisja na żywo, 2018-04-8 (AM) (15:46).
- ↑ 117.0 117.1 117.2 Transmisja na żywo, 2023-10-31 (1:27:50).
- ↑ Transmisja na żywo, 2020-07-25 (55:32).
- ↑ Transmisja na żywo, 2023-10-31 (1:30:52).
- ↑ Transmisja na żywo, 2023-04-28 (1:21:29).
- ↑ 121.0 121.1 Video, 2022-06-30 (20:29).
- ↑ 122.0 122.1 Video, 2022-06-30 (21:19).
- ↑ Podcast, 2021-09-29 (47:57).
- ↑ Transmisja na żywo, 2020-02-28 (1:10:21).
- ↑ Transmisja na żywo, 2024-03-29 (1:55:14).
- ↑ 126.0 126.1 Transmisja na żywo, 2022-06-30 (53:33).
- ↑ Transmisja na żywo, 2020-12-22 (1:12:56).