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Las mazmorras en Ashes of Creation variarán en tamaño y serán en su mayoría de mundo abierto.[4][5]

  • Las mazmorras de mundo abierto estarán pobladas para facilitar multiples grupos.[6]
    • 80% de las mazmorras serán de mundo abierto.[7][8]
  • Las mazmorras instanciadas también estarán presentes y servirán para misiones solitarias y de grupo.[6]
    • 20% de las mazmorras serán instanciadas.[7][8]

Habrá mazmorras lineales más pequeñas, más simples. Habrá mazmorras no lineales más grandes, más complejas. Entonces, es un poco de ambos. Queremos que el entorno sea un personaje. Para que el entorno sea un personaje, estos lugares deben ser interesantes y debe haber un dinamismo en ellos.[4]Jeffrey Bard

La mitad del problema no será solo resolver la mazmorra, sino también resolver a los otros jugadores.[6]Jeffrey Bard

La dificultad de la mazmorra aumentará cuanto más se aventure el jugador en la mazmorra.[9]

  • Las criaturas y sus mecánicas se volverán mas difíciles.[9]
  • Los peligros del terreno y ambientales aumentarán.[9]

Tipos de interacciones más profundas y oscuras se encontrarán mas profundo en la mazmorra.[9]Steven Sharif

Hay aproximadamente 6 o 7 mazmorras en Alpha-1.[10]

  • Una será casi de nivel raid de dificultad.[10]

Ubicaciones de las mazmorras

Las mazmorras y otros puntos de interés se encuentran repartidos por todo el mapa entre las 85 ubicaciones de los nodos.[11]

POIs of this size do not normally attach to just a single node. Usually there are multiple nodes that can potentially influence a large POI. The theming within the node occurs around storylines or NPC spawns and events.[12]Steven Sharif

Listado de mazmorras importantes

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.

Mazmorras submarinas

Las mazmorras submarinas forman parte del contenido naval en Ashes of Creation .[15]

Dungeon scale

The intention is that dungeons are going to be "massive" in scale.[17]

  • Massive caverns and open world spaces.[17]
  • Places to suit larger and smaller commitments.[17]
    • Where people with 30 minutes can participate.
  • Dungeons are vast and have room for multiple groups.[18]


Render 3D de un teniente de Los Antiguos.[20]

Estos dos modelos en particular, con alfa uno, estarán animados y presentes como adversarios en algunas de las ubicaciones de las mazmorras dentro de Ashes of Creation.[21]Steven Sharif

Los jefes o bosses se dividen en los siguientes tipos, con niveles crecientes de dificultad y tablas de loot, requiriendo un mayor número de jugadores para matar.[11]

Ciertos jefes y encuentros contaran con pistas de sonido originales específicas compuestas por Bear McCreary.[23]

Los mobs/bosses con nombre suelen tener un aspecto de personaje único.[22]

List of dungeon bosses

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.

Los Heraldos

Dillia's diary concept art.[24]

The Ancients and The Others they found their way to Verra at some point and they came through what we call the Harbingers, which are essentially these celestial bodies- these almost comet-like structures that were traveling through space to find the location of the new creation; and within those harbingers is a very strong source of magic that essentially acts as a bridge between the Void and the Material plane where Verra exists.[25]Steven Sharif

Los Heraldos son cuerpos celestes parecidos a cometas, impulsados por una poderosa fuente de magia que actúa como puente entre El Vacío y el Plano Material donde se encuentra Verra.[25]

  • Los Antiguos y Los Otros se sirvieron de Los Heraldos para viajar a Verra, iniciando así El Apocalipsis.[25]
  • Los Antiguos surgieron de los túneles que se abrieron en el centro de los Heraldos y empezaron a conquistar Verra.[26]
  • Los Heraldos que existen en Verra como mazmorras son los lugares desde donde Los Antiguos son capaces de entrar en el Plano Material. Pueden continuar haciéndolo bajo la apariencia de los estragos de la corrupción a medida que se extiende.[21]
    • Hay eventos que provocan la propagación de la corrupción y contra los que los jugadores tendrán que luchar. Los jugadores tendrán que participar en los eventos para ayudar a combatir la invasión.[21]

The worst thing that the Harbingers brought was not the Others, but the corruption that they spread. It twists and distorts everything it touches. It whispers in the ears of men, and guides their hands toward terrible ends. There does not seem a means to stop it - our prayers do nothing, our spells are ineffectual. The awful truth is that the Others could simply watch as we burned Verra to ash ourselves.[27]


Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[28][29]

  • The first party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.[28][29]
    • These numbers will be balanced based on testing.[28]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[28][29]
We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights[28]Steven Sharif
Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15.[30]Steven Sharif

Master gatherers may have the ability to "spoil" a boss' loot.[31]

If you want to be able to get those mats from the boss, they're just not going to drop for anybody. They will only drop for a master gatherer who is capable of extracting those resources from the creature itself... The reason why we say there's a lot of interdependencies between the crafters of the world and the raiders of the world and our PvPers of the world is because we don't want to house the capability to attain these things all within the adventuring class. We want there to be an influence necessary from the craftsmen's guild to come in to either come and participate and spoil the boss and gather the goods or something along those lines.[31]Steven Sharif

Loot tables

Loot tables (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[33][34] Monsters drop hunting certificates, Artículos and crafting materials rather than gold.[35][36]

Hunting certificates

Hunting certificates are bound items that house the value of a mob's death and are also provided as rewards for completing certain quests, events, and achievements. These are intended to be the primary method to generate gold in the Ashes of Creation economy.[46][47][35][36]

When you kill certain monsters or when you complete certain events and/or achievements, you will be granted some number of certificates; and you will take those certificates to Hunting Lodges that exist within different nodes around the world, and you will trade those certificates in either for a direct gold value or for commodities; and if you're trading them in for commodities, those commodities are tied to the economic region where the commodity is granted; and that commodity can only be traded in at a nearby economic region; and the greater the distance is from the originating location of the commodity to the turn in location of the commodity is what determines the ratio of return for gold given.[46]Steven Sharif
The important thing to note about these certificates is that they are also the basis of your tax economy. So you don't turn in certificates if you intend to use them for either citizenship dues or your land taxes and housing taxes. That means that you are not going to have the ability for players to RMT gold or to land baron essentially without them directly engaging with the game in some way shape or form, because those certificates are bound.[46]Steven Sharif

Dungeon content

Alpha-1 preview pirate themed dynamic point of interest.[53]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is its final state.[53]Jeffrey Bard

Los nuevos puntos de interés (como las mazmorras, jefes de mundo, y zonas corruptas) aparecen conforme los nodos se desarrollan.[54][55]Este contenido se adapta a la progresión del nodo de la zone donde se encuentra.[53][56]

Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[57]

Jumping mechanics

Acertijo de salto en la entrada de una mazmorra en Alpha-1.[60]

Eventualmente aparecerán puzles de salto en el mundo.[61]

Dungeon difficulty

La dificultad del contenido PvE, como raids y mazmorras se adaptará en función del rendimiento de la raid o el grupo contra los jefes anteriores en ese encuentro.[63]

Raid bosses are aware of the number of combatants within an area in proximity to them and that awareness is part of an indicator to which behaviors they're going to utilize as part of their behavior tree. So as it's assessing the types of combatants that are facing it, the number of those combatants, the position of those combatants, the abilities and totals of those combatants, it weighs certain actions in its behavior tree and then it acts on those actions; and in the scenario where you're bringing overwhelming odds to a particular fight, that might weigh heavier the AoE options that the boss has access to, where they're utilizing a lot more AoE abilities during an engagement due to that overage of of players. So in that sense it's a bit adaptive. It's a bit dynamic based on the encounter scenario.[64]Steven Sharif
Q: How challenging will raid boss mechanics be given the given that players may need to simultaneously fight other players while also fighting the boss?
A: It depends. The great thing about our encounter system is that it has a wide scalability from encounters that some might consider easy given their composition to encounters that some might consider impossible until they get their gear level to a certain stage. The level of interaction with other players is really predicated on the encounter itself. We may have some encounters that are in instances although the predominant portion of those will be in the open world, in which case they do have the potential being contested; and these encounters, especially the big ones that might land in contention, are giving some of the best-in-slot gear you can get in the game. So it's important that they are contested because it is a significant victory point; and one of our core pillars is risk versus reward: and the higher that risk the higher that reward should be. So those two things seem fitting and then in addition we do have the concept of winners and losers. Not everybody in Ashes of Creation is going to be a winner; and that sucks if you're not I guess, but there is opportunity for you to continue to excel and become one. But it gives much more meaning to an achievement when not everybody gets the achievement. That's our philosophy.[67]Steven Sharif


Los niveles, las estadísticas, o las habilidades no se escalarán para que los jugadores de bajo nivel puedan participar en encuentros con jugadores de mayor nivel.[68][69]

Programa de mentores

Habrá un programa de mentores en el que los jugadores de nivel superior podrán beneficiarse de hacer grupo y/o ayudar a los jugadores de nivel inferior y hacer que ubiquen dentro del juego.[69]

There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[71]Steven Sharif

The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[70]Steven Sharif

Group sizes

We're not creating a solo game, but it doesn't mean that we don't offer gameplay that is solo centric as well: It lives in addition to the social aspect of What MMOs provide; and so part of what we do in order to to give that element of gameplay is we have quest lines that are devoted towards solo players. We have hunting grounds. Obviously one of the benefits of being a solo player is you get to keep everything that drops. You don't have to share loot with a party or with friends; that's one benefit of being a solo player. But it's going to be more difficult to overcome challenges; and those individuals who are up to taking that additional level of of difficulty are going to excel perhaps in their character progression a bit faster than those who are more group-centric. It's going to be a little bit of a roll of the dice there because there are loot tables, there are reward tables that accompany that, but it's important to note that from a content perspective Ashes of Creation is looking to fulfill both that solo-oriented mind in gameplay as well as the group and social experience; and a lot of times those paths diverge: They move apart, they come back together; and that process is going to be seen throughout the leveling in Ashes of Creation where you'll have more opportunities for solo gameplay and some opportunities for group gameplay.[72]Steven Sharif

Ashes of Creation is designed for solo players as well as large and small groups.[72][73][74]

The idea behind an 8-person group is to allow us to really amplify party roles, and to create a need for each of the archetypes in every party.[75]
  • Incursiones will have 40 man groups.[76]
  • Content will be tailored for 40, 16 and 8 person group sizes.[34]
  • Arenas will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[77]
    • There won't specifically be guild vs guild arenas but team-based matchmaking allows teams to face other teams.[78]
  • Asedios a castillos are expected to have at minimum 250x250 players to be on a single battlefield, with the possibility of increasing this to 500x500 over time.[79][80][81][82]
The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[82]Steven Sharif


For every play, there should be a counterplay. We often see Castle Sieges turn into zerg-fests, which really doesn’t capture the epic, back-and-forth battles we wish to see in Ashes of Creation. One of our key pillars is that Choice Matters[83], and that applies to tactics and strategy as well. A well-formulated battle plan should win out over stat sheets and bodies. Zergs will generally be difficult to pull off, and will be eminently counterable through siege weapons, traps, and other battlefield tricks.[84]

Los Zergs están fortalecidas por el viaje rápido. Los tiempos de viajes tan signficativos evita que el juego de zerg sea una gran influencia.[85]

Los encuentros se diseñan para tener significado en términos de jefes, habilidades y la aptitud relacionada con las composiciones, tácticas y estrategias del grupo. El Zerging no experimenta este contenido.[86] Hay diferentes maneras de hacer que una pelea sea más difícil para que grupos más grandes, sin depender únicamente de los potenciadores de estadísticas o hacer que el jefe sea una "esponja de daño".[87]

  • Los jefes de raids y mazmorras tienen mecánicas y habilidades específicas que los jugadores deben aprender y reaccionar.[87] Los Zergs que no sean conscientes de estas mecánicas o que no reaccionen a ellas como es debido, serán eliminados.[86]
  • Puede haber peligros ambientales y efectos de AoE que causen más daño según la cantidad de jugadores presentes.[87]
  • Hay un toma y daca para los gremios que quieren ver una mayor cantidad de miembros en lugar de un grupo más reducido y enfocado que puede ser parte de una alianza.[88]

We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[88]Steven Sharif

Las mecánicas que fomentan la intriga política desempeñarán un papel en la desestabilización de los zergs.[89]

The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We want that political intrigue to be present in the game.[89]Steven Sharif

El juego basado en objetivos ayuda a equilibrar la mentalidad de zerg.[90]

I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[90]Steven Sharif

Las zonas instanciadas no juegan un papel importante en la limitación de zergs, debido a que el 80% del contenido en Ashes of Creation es mundo abierto.[91]

  • Puede haber zonas instanciadas dentro de asedios a castillos y nodos donde grupos en particular pueden participar en ciertos puntos de referencia basados en objetivos.[91]

Zerging is always a problem in a lot of these MMORPGs where you really can't control the number of participants in certain open-world systems; and in that sense instancing is a great tool that designers can sometimes use to curate a particular number of participants that you want. But the predominant amount of content within Ashes of Creation, over 80% of which is is open-world content, so instancing is very limited.[91]Steven Sharif

Tablas de clasificación

info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

Habrá tablas de clasificación de mazmorras y raid .[92]

  • Algunas tablas de clasificación estarán en todos los servidores.[93]



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