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الفرق بين المراجعتين لصفحة «Resources»
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سطر ٣٤: | سطر ٣٤: | ||
{{Procedural generation}} | {{Procedural generation}} | ||
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+ | == Processing == | ||
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+ | {{Processing}} | ||
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+ | === Materials === | ||
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+ | {{Materials}} | ||
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+ | === High-level materials === | ||
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+ | {{High level materials}} | ||
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+ | == Crafting == | ||
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+ | {{Crafting}} | ||
+ | |||
+ | === Recipes === | ||
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+ | {{Recipes}} | ||
+ | |||
+ | === Crafted items === | ||
+ | |||
+ | {{Crafted items}} | ||
== See also == | == See also == | ||
+ | * [[Crafting]] | ||
* [[Gathering]] | * [[Gathering]] | ||
* [[Farming]] | * [[Farming]] | ||
* [[Crops]] | * [[Crops]] | ||
* [[Seasons]] | * [[Seasons]] | ||
+ | * [[Artisan classes]] | ||
{{Notes}} | {{Notes}} | ||
[[Category:Artisan]][[Category:Gathering]] | [[Category:Artisan]][[Category:Gathering]] |
مراجعة ١٩:٥٠، ٢٠ مايو ٢٠١٨
Gatherable resources (also known as raw materials, gatherables, and harvestables) occur in locations where you would expect them to be organically.[3][4]
- Lower level resources will be abundant. Higher level resources that are gatherable by Apprentice level or higher artisans will spawn randomly but in places that make sense for that type of resource. Surveying is a mechanic that solo or group players can utilize to track these resources down.[3]
- We want to be able to spawn stuff randomly and we want to put it in places in the world that will make people travel and bolster up our local player-to-player economies: have people actually be out in the world looking for stuff and not standing in the same place waiting for a tree or a flower to respawn over and over again. So, we're having the best of the both Worlds where we have our lower tier stuff that will fill out the base look of our world, so that it's always looking good; and then the higher tier stuff, from apprentice onward, will always spawn randomly in places that we've deemed look good and make sense for what that thing is. So, surveying is a way that you can track that stuff down. It will help you find places, will help you find particular resources, will help you find resources at a certain rarity; and so it should be something you could do as a gatherer on your own, or group up with other people to bolster up the power of your survey, or the range or reach of it.[3] – Kory Rice
- Certain resources will only be gatherable for a limited time during specific story arcs.[5]
- You want to take advantage of the limited time you have during the story arcs to get some of these rare resources for crafting things.[5] – Jeremy Gess
- Some resources are only gatherable at specific times of the day or night.[10]
- The location the resource was found can affect the benefits, bonuses, and other characteristics of that resource.[11]
- Players drop resources and other items upon death, based on their applicable death penalties.[14][15][16][17]
- Resources looted from caravan wreckages become stolen resources.[18][19]
- Resources do not expire or degrade over time.[20]
- We don't want to create an environment I feel where you're having to micromanage each of the resources that are very vast in our game. We have 100 plus material system where you're having to play whack-a-mole with managing those things... I don't see the value in it.[20] – Steven Sharif
- Raw materials (gatherable resources) are not to be confused with crafting materials (processed goods).[21][22]
Resource extractors
Resource extractors are potential constructions that can collect resources over time.[23][24]
- Available to node citizens who own a freehold near a "resource center".[24]
- Requires several people to construct.[24]
- Moving resources from the extractor will likely require a caravan.[24]
List of resources
- Aged Aelan Whiskey Barrel
- Ancient Aelan Wine Barrel
- Ancient Aelan Wine Flagons
- Animal byproducts
- Animals
- Apples
- Armament Cases
- Barrels of Fish
- Beef
- Bins of Stone
- Carton of Flasks
- Case of Dunir Tools
- Case of Everburn Scented Candles
- Case of Kaelar Wooden Soldiers
- Casks of Wine
- Cloth Bolts
- Commodities
- Cords of Wood
- Corrupted resources
- Crates of Lumber
- Crop Bundles
- Crops
- Dyed Fabrics
- Eggs
- Fish
- Gems
- Hardy Rations Shipment
- Harvest Bundles
- Hauling Wagons
- Herb Bushels
- Herbs
- Lightly Seasoned Meat
- Livestock
- Lumber
- Meal Packs
- Meat Racks
- Milk
- Mushrooms
- Node commodities
- Ore
- Packs of Fresh Produce
- Palettes of Stonework
- Pig Hide
- Pig Meat
- Resource locations
- Resource types
- Rolls of Leather
- Salt Cured Meat
- Seeds
- Stacks of Ingots
- Stacks of Pelts
- Stolen resources
- Structural Materials
- Trained Draft Beasts
- Wool
عمج
عمج is one of the artisan classes in Ashes of Creation.[1][28]
- Many of the visible resources (such as Trees and Ore) in the open world are gatherable.[25]
- The exact type of resource present within a resource node is not known until the node is harvested.[27]
- There's a bunch of different things in Ashes that will be gatherable. We have plants and trees and rocks and fish and animals and creatures that can be tamed; and we're thinking to reach the visual fidelity bar and to have things a little bit more rooted in what we know is that it wouldn't really make sense for you to just see gold all over the world in the same way that you would plants and trees; so we wanted to get feedback on what players think about some of the different gatherable types having different things that you would have to know and expect from them. So rocks are a good example of this, where you can see a rock but until you crack that thing open you don't know if it's full of stone, crystals, rubies, gold. So we wanted to try that out with some of our gatherables to have players have to open this thing up- and that's not to say that we players won't stumble on a nice load, or vein, or geode of gold, but most of the stuff that they would they would find to the world, unless they they look hard enough, would require them to crack that stone open.[27] – Kory Rice
- Gathering is intended to be accessible to both solo and group-based gatherers.[30]
- Gathering requires the creation and use of tools.[31][32]
- Gatherers who complete the gathering interaction first will gain the resources. Gathering speed can be improved as follows:[33]
- Higher levels of artisan progression.[33][34]
- Better quality artisan gear and gathering tools.[33][35][34]
- Surveying plays a key role in helping gatherers identify resources in particular locations.[36][37]
- Gathering within a node's ذوفنلا هقطنم (ZOI) will contribute to its experience growth.[1]
- Certain low level gatherables will have a tiered progression into higher level crafting.[38]
- Certain low level gatherables will have a tiered progression into higher level crafting. So for example 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 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.[38] – Steven Sharif
Gathering professions
Seasonal resources
Seasons affect crops and other herbology resources available for gathering or planting, including how crop rotation is managed.[6][7][8][9]
- Seasonal variations in resource availability will impact the economy and necessitate the transit of goods between different regions.[7]
- One of the things that is huge about the season system and how it affects crops and the gatherables in the game is the impact it will have on the economy. When a particular area no longer is capable for a week's period of time, or even potentially longer, of producing a certain type of crop or harvestable; and that has to change across the world regionally, now the transit system of those materials of those gatherables they become more relevant, and they're subject to potential risk; and the prices might go up in certain areas. It is something that is actually very instrumental in the overall design of the economy in the game.[7] – Steven Sharif
- Seasons may not directly affect certain gatherables, such as veins of ore, but access to those resources may be blocked during certain weather conditions.[6][7]
- It won't likely affect too much on certain resource spectrums like veins of ore. Those might not be affected by the seasons or weather systems, but there might be blockages to cave networks that house those types of ore veins. Alternatively it is going to be significant impact on any type of herbology or plant-based types of gatherables. It's going to have significant impacts on crops that players can plant themselves on their properties; and that they'll be able to harvest. They're going to need to time the crop placement and its maturity window so that it's harvestable and available to be harvest before the change of seasons that might adversely affect certain types of crops. And not every biome will experience the same type of effects caused by the seasonality of the world. The desert biome might instead of snow have significant more winds that pick up that could be damaging to more fragile types of crops if you have a freehold in that location.[6] – Steven Sharif
Underrealm resources
Resources will be different in the يلفسلا ملاعلا, including unique species of fish.[41][42][43]
- This will affect professions such as fishing, farming, and animal husbandry.[41][43]
- Since players may only have one Freehold, they must choose their Artisan specializations accordingly if they wish to place it in the Underrealm.[43]
Resource locations
Ashes of Creation will predominantly have curated content, but procedural mechanics will be leveraged in a places where they don't appear to be 'procedural'.[44]
- Verra's map will not be procedurally generated, but starting resource points may be different on each server.[45][46]
- Node locations and types are predefined and are the same on each server but they will develop differently on each and drive different narratives and storylines.[47][46][48]
- Node layout and style is determined by several factors, such as Environment (biome) and location, Node type, and Race.[49][50]
- Roads are both pre-generated and player influenced.[44][51]
Wherever we can leverage procedural mechanics in such a way that does not appear procedural we should. There's a healthy blend between the things that we do in having defined parameters for it and then incorporating a procedural component; and in that sense it will be perceived well, but where we the predominance of what we're implementing should be curated or by design.[44] – Steven Sharif
هجلاعم
هجلاعم is one of the artisan classes in Ashes of Creation.[21]
- Processing involves the refining of raw materials obtained from gathering and item deconstruction.[21]
- Each processing profession has four processing stations that unlock as players progress.[52][53]
- 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 crafting materials.[54]
- Processing up to journeyman level can be carried out in nodes.[55][56][60][58][59]
- There will be public spaces in nodes where processing artisans can carry out lower-tier animal husbandry and farming activities.[61]
- The intent is that there are also public spaces where animal husbandry and farming can be utilized... Those systems provide opportunities for players who might be more solo-oriented, aren't a part of a family, don't think they'll be able to acquire a freehold, but still want to participate with those particular particular types of professions. But they may not do it at a mastery level as a result; but they'll still have access to lower-tier versions of that so that they can progress through that particular profession up to a degree.[61] – Steven Sharif
Materials
Crafting materials (also known as Processed goods) are obtained in the following ways:
The rarity of crafting materials influences the quality of the crafted items.[64][65][66][67]
- Q: Are crafting materials going cross tiers? For example, using higher level materials in lower level recipes, or low level materials in a higher level recipe? Is that allowed?
- A: Yes.[64] – Steven Sharif
It's unlikely that crafting materials to craft all pieces of equipment will be able to be sourced solely by farming open-world dungeons.[68]
- It's unlikely that organized parties will be able to get all of the materials they need to craft every piece of equipment from farming open world dungeons alone.[68] – Cody Peterson
Players drop materials and other items upon death, based on their applicable death penalties.[14][15][16][17]
High-level materials
Materials for crafting high-level items are obtained from world bosses and through the deconstruction of other high-level items.[62]
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.[62] – Steven Sharif
هغايص
هغايص is one of the artisan classes in Ashes of Creation. It is a driving force for the game economy.[2][70]
- Crafting in Ashes of Creation is recipe-based not RNG based.[64][71][31][72][73]
- Crafting stations are located on freeholds or within nodes.[74][75]
- Higher tier crafting stations are unlocked with node progression.[76]
- Players can only craft up to journeyman level on freeholds.[53]
- Top tier crafting stations are present at all node types, however Academic nodes offer additional bonuses to crafting performed there.[77]
- Artisan gear will enable crafting of stronger items.[78][79]
- Crafting times may vary between professions but the bulk of the time spent in the artisan system resides in the processing branch.[54]
- Not every crafting profession is able to craft consumables.[80]
- The developers are seeking feedback on the addition of a gameplay layer to crafting that determines the outcome based on the player's performance.[81][82]
- The developers are debating whether this occurs on a craft-by-craft basis or a one-off basis following after a new level of certification has been achieved.[81]
- This will be revealed when it is ready to be showcased.[81]
- There will not be a labor or energy system in Ashes of Creation.[83]
- There is no labor or energy system in Ashes. However, that's not to say that crafting will not be difficult. Crafting is very difficult; but it is because it is difficult that it will be very rewarding as well.[83] – Steven Sharif
Recipes
هغايص in Ashes of Creation is recipe (blueprint, schematic) based, not RNG based.[64][71][31][72][73]
- Recipes that are obtained must be committed to a player's recipe book (by right-clicking on the recipe item). This "consumes" the recipe item and unlocks the ability to craft the item in question.[71][85]
- Artisans must have the required artisan certification to learn recipes at that level (or lower).[86]
- Recipes can be traded or sold prior to them being committed into a player's recipe book.[85]
- In most cases learned recipes are permanently added to a character's recipe book, but in certain unique cases there will be a "charge count" where learned recipes will disappear from the recipe book after a number of uses.[71]
- Once a recipe is learned, it cannot be shared with other characters, including alts.[87]
- Recipes have slots for required and selectable crafting materials. Adding higher rarity selectable materials increases the rarity of the crafted item.[64][88][65][66][67] Choosing different selectable materials can also result in crafted items with different statblocks and unique properties.[89][90]
- These are the things we want to explore on [the] crafting side, where we introduce maybe new stat lines, or a different proportion or ratios of stats at certain tiers; and when you craft these items using better materials, the rarity of the item increases. For demonstration purposes we're using legendary, but basically when you use a higher tier than the recipe is intended for- so we could technically build this item with common copper and zinc fragments, then that would produce an uncommon item. But, since we're showcasing this at legendary tier, you can move up the tiers and have the stats increase.[66] – Mike Han
- Recipes may have an XP component, where crafting that recipe multiple times can level up the recipe and unlock better results.[88][92]
- Something unique in our crafting system [is] where we want to have recipe XP of some sort; and then those sub-recipes could [be] earned by leveling up your recipe, which means that you have to craft the Nightblade multiple times to level it up to have a better result. The sub-recipe could be from a vendor recipe or world drops like we said earlier, but the idea is one type of item can have potential to be multiple different outcomes.[92] – Mike Han
- While selectable materials offer a wide degree of customization, crafting results must lie broadly within the realms of the recipe's definition; and so cannot be arbitrarily customized.[93][91][94]
- Q: Will players have the ability to innovate within the crafting system creating unique items or designs? If so, how much customization can players expect when it comes to crafting their own gear or items?
- A: There are statically defined an array of results that can come out of a particular recipe; and your ability to unlock those results is predicated on what composition of resources you contribute to crafting that particular weapon type; and so in that sense, yes crafters will have the ability to uniquely create certain types of the recipes results, based on how they're contributing resources to it. The result has to have a corresponding recipe definition; and so in that sense it isn't completely customizable to the point where the player gets to uniquely create these particular items, but rather they are discovering what creations are possible with each recipe type.[93] – Steven Sharif
Crafted items
Crafted items (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[95][96][58][97][74][75]
- Completed items can be accessed by players in warehouses at any node regardless of citizenship or housing ownership.[98][95][99]
- Crafted gear is considered best-in-slot in Ashes of Creation.[97]
- Previously it was stated that crafted items will be on-par with boss dropped items.[100][101][102]
- Crafters will be able to assign different skills/abilities and stats on gear.[103][104]
- Master crafters will be able to influence several (but not all) stats on their crafted items.[103][105]
- 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.[97] – Steven Sharif
- The rarity of crafted items will be commensurate with the effort required to gather, process and craft the items.[102]
- Stats on crafted items will vary based on the item's rarity.[106]
- Gear appearance is influenced by the rarity of the crafted item.[81]
- That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be 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.[106] – Steven Sharif
- Crafters are able to influence what their crafted items will look like.[103][107]
- At the moment, harnessing corruption to warp items into demonic or decayed things is not on the cards.[108]
- A crafter's name is embedded in the items they craft.[109]
- 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]
See also
عجارملا
- ↑ 1.0 1.1 1.2 1.3 البث المباشر, 2017-09-03 (10:48).
- ↑ 2.0 2.1 2.2 2.3 About Ashes of Creation.
- ↑ 3.0 3.1 3.2 فيديو, 2023-11-30 (28:22).
- ↑ 4.0 4.1 البث المباشر, 2017-05-08 (54:26).
- ↑ 5.0 5.1 فيديو, 2023-03-31 (16:42).
- ↑ 6.0 6.1 6.2 6.3 البث المباشر, 2022-05-27 (55:47).
- ↑ 7.0 7.1 7.2 7.3 7.4 فيديو, 2022-05-27 (15:50).
- ↑ 8.0 8.1 البث المباشر, 2017-05-08 (20:27).
- ↑ 9.0 9.1
- ↑ فيديو, 2023-11-30 (34:36).
- ↑ البث المباشر, 2023-04-28 (1:24:36).
- ↑ البث المباشر, 2020-07-31 (1:05:58).
- ↑ البث المباشر, 2020-07-25 (1:04:50).
- ↑ 14.0 14.1 البث المباشر, 2021-03-26 (1:07:33).
- ↑ 15.0 15.1
- ↑ 16.0 16.1 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2017-05-05 (43:05).
- ↑ 17.0 17.1 مقابلة, 2020-07-18 (27:11).
- ↑ البث المباشر, 2023-10-31 (1:18:33).
- ↑
- ↑ 20.0 20.1 البث المباشر, 2023-03-31 (1:19:26).
- ↑ 21.0 21.1 21.2 21.3 البث المباشر, 2017-05-05 (34:15).
- ↑ 22.0 22.1 البث المباشر, 2017-05-10 (8:22).
- ↑
- ↑ 24.0 24.1 24.2 24.3 البث المباشر, 2017-05-30 (10:24).
- ↑ 25.0 25.1 25.2 25.3 فيديو, 2022-10-28 (0:47).
- ↑ فيديو, 2022-10-28 (12:31).
- ↑ 27.0 27.1 27.2 فيديو, 2022-10-28 (9:19).
- ↑
- ↑ البث المباشر, 2021-07-30 (1:11:58).
- ↑ البث المباشر, 2023-11-30 (1:58:35).
- ↑ 31.0 31.1 31.2 مقابلة, 2020-03-27 (9:00).
- ↑ مقابلة, 2018-05-11 (38:25).
- ↑ 33.0 33.1 33.2 البث المباشر, 2023-12-19 (1:53:02).
- ↑ 34.0 34.1 فيديو, 2022-10-28 (26:14).
- ↑ فيديو, 2023-06-30 (3:14).
- ↑ فيديو, 2022-10-28 (10:52).
- ↑ البث المباشر, 2022-04-29 (25:16).
- ↑ 38.0 38.1 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2018-05-11 (1:00:07).
- ↑ فيديو, 2022-10-28 (19:10).
- ↑ البث المباشر, 2022-04-29 (56:24).
- ↑ 41.0 41.1 البث المباشر, 2023-04-07 (27:30).
- ↑ ﺺﻧ, 2022-11-05 (10:46:47).
- ↑ 43.0 43.1 43.2 البث المباشر, 2017-06-01 (24:30).
- ↑ 44.0 44.1 44.2 البث المباشر, 2022-02-25 (1:07:36).
- ↑
- ↑ 46.0 46.1 البث المباشر, 2017-05-19 (37:03).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ A reactive world - Nodes.
- ↑ البث المباشر, 2020-10-30 (39:17).
- ↑ البث المباشر, 2018-09-27 (53:06).
- ↑ البث المباشر, 2021-01-29 (1:13:04).
- ↑ البث المباشر, 2023-06-30 (33:26).
- ↑ 53.0 53.1 53.2 Development Update with Freehold Preview.
- ↑ 54.0 54.1 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2021-04-11 (40:20).
- ↑ 55.0 55.1 فيديو, 2023-11-30 (49:24).
- ↑ 56.0 56.1 فيديو, 2023-11-30 (44:18).
- ↑ فيديو, 2023-06-30 (16:02).
- ↑ 58.0 58.1 58.2 البث المباشر, 2023-04-07 (31:49).
- ↑ 59.0 59.1 البث المباشر, 2022-06-30 (1:08:02).
- ↑
- ↑ 61.0 61.1 مقابلة, 2023-07-09 (51:26).
- ↑ 62.0 62.1 62.2 62.3
- ↑ البث المباشر, 2021-07-30 (1:16:05).
- ↑ 64.0 64.1 64.2 64.3 64.4 البث المباشر, 2023-11-30 (1:58:55).
- ↑ 65.0 65.1 البث المباشر, 2023-11-30 (1:38:47).
- ↑ 66.0 66.1 66.2 فيديو, 2023-11-30 (59:21).
- ↑ 67.0 67.1 مقابلة, 2018-10-20 (17:31).
- ↑ 68.0 68.1 Forums - Livestream Q&A 2022-08-26.
- ↑ البث المباشر, 2023-06-30 (50:07).
- ↑
- ↑ 71.0 71.1 71.2 71.3 71.4 فيديو, 2023-11-30 (3:49).
- ↑ 72.0 72.1 البث المباشر, 2017-05-05 (20:41).
- ↑ 73.0 73.1
- ↑ 74.0 74.1 البث المباشر, 2020-01-30 (1:38:26).
- ↑ 75.0 75.1 البث المباشر, 2017-05-12 (1:00:18).
- ↑ مقابلة, 2020-07-19 (6:38).
- ↑ البث المباشر, 2023-12-19 (1:50:51).
- ↑ البث المباشر, 2022-06-30 (1:17:34).
- ↑ البث المباشر, 2021-03-26 (1:06:50).
- ↑ البث المباشر, 2023-11-30 (2:00:22).
- ↑ 81.0 81.1 81.2 81.3 البث المباشر, 2023-11-30 (1:40:11).
- ↑ البث المباشر, 2022-10-14 (35:22).
- ↑ 83.0 83.1 مقابلة, 2018-10-20 (2:31:39).
- ↑ فيديو, 2023-11-30 (3:15).
- ↑ 85.0 85.1 مقابلة, 2021-02-07 (37:26).
- ↑ ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2023-12-03 (17:10).
- ↑ البث المباشر, 2023-11-30 (1:57:38).
- ↑ 88.0 88.1 البث المباشر, 2023-11-30 (1:54:37).
- ↑ فيديو, 2023-11-30 (1:01:04).
- ↑ البث المباشر, 2017-05-26 (5:25).
- ↑ 91.0 91.1 البث المباشر, 2022-01-28 (1:19:48).
- ↑ 92.0 92.1 فيديو, 2023-11-30 (1:02:15).
- ↑ 93.0 93.1 البث المباشر, 2023-11-30 (1:56:01).
- ↑ مقابلة, 2021-02-07 (38:15).
- ↑ 95.0 95.1
- ↑
- ↑ 97.0 97.1 97.2 البث المباشر, 2022-06-30 (1:18:55).
- ↑
- ↑ مقابلة, 2023-09-10 (47:13).
- ↑ February 8, 2019 - Questions and Answers.
- ↑
- ↑ 102.0 102.1 البث المباشر, 2017-05-10 (14:45).
- ↑ 103.0 103.1 103.2 البث المباشر, 2020-11-30 (1:05:22).
- ↑ ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2018-08-04 (59:58).
- ↑
- ↑ 106.0 106.1 البث المباشر, 2020-12-22 (1:15:01).
- ↑ البث المباشر, 2017-05-24 (24:19).
- ↑
- ↑