songfx 楷桶衾 2020-7-11 06:45:37

呴儂耀啣晤憮ん

Hota赻湍賸閉Ч腔呴儂耀啣晤憮ㄛ勤衾藩跺砐醴飲衄砆牉腔賤庋﹝醴ヶ硐衄荎恅唳ㄛй勤萇齟煦望薹猁⑴誕詢ㄛ扂腔捩暮掛萇齟懈�銜瑀侍縕�珆尨﹝
扂眒冪參坳枑�○鶺棚龕甽擱1磉墓�. 褫萸森狟婥.

掛�佶梲羌撳�坰ㄛ褫眕婓珋衄耀啣價插奻輛俴潠等党蜊. 褫眕婓藩跺⑹郖麼盄沭奻衵瑩輛俴砆牉扢离. 褫眕儕�殿諂庈簂鹹或幮歲鼘�, 埰勍嗣屾墅昜脹.
Ч轄膘祜衄ㄛ荎恅價插腔俙模旮�遹郋縑�砆牉佽隴獗森蟈諉 https://h3hota.com/en/templates



Random map templatesIntroductionEvery random map is generated following a certain template. The template prescribes, how many zones should map be divided into, how these zones should be interconnected, and certain details regarding zones and connections as well, while majority of objects and precise location of zones is selected randomly.This article presents you description and layouts of default HotA templates.NotationZonesGeneralZones are denoted by squares with rounded corners. Square size shows the relative size of the zone with respect to other zones on the template (however, actual size of the zone depends on the variety of factors and may not correspond to the size displayed on the layout).Zone color corresponds to a player whose starting town is located in this zone: this rule is held if only the first colors are selected by players (e.g., red and blue for two players), otherwise zone colors don*t correspond to players* colors.Zones not occupied by players are colored white (for content-poor zones), silver (for content-rich zones) or gold (for vastly content-rich zones).There is a number located at the bottom right corner of the square, which is this zone*s ID.PC icon located alongside zone number signifies that the player starting in this zone is imperatively AI-controlled.ContentsThere is a number at the top left corner, near the chest icon, which denotes the richness of this zone*s contents. The bigger is this number, the more precious objects this zone will generate (and the heavier will be the guards). This number alone specifies, if the zone will be colored white, silver or gold.Each zone*s contents are characterized by three (or less) content types. Each of these types is described by three numbers: minimum group value, maximum group value and relative frequency of occurrence. From now on each content type will be denoted as (每, ).The most frequently used content-wise zones are:
[*]55 〞 poor zone, white. Content types: (500每3000, 9), (3000每6000, 6), (10000每15000, 1).
[*]133 〞 rich zone, silver. Content types: (3000每6000, 9), (10000每15000, 6), (15000每20000, 1).
[*]242 〞 vastly rich zone, gold. Content types: (10000每15000, 9), (15000每20000, 6), (20000每30000, 1).
The asterisk above the richness number signifies that this zone uses custom rules for objects generation.Swords icon(s) at the top right corner denote the guards* relative power. Absence of swords means that the objects in this zone are not guarded at all. Otherwise, 1, 2 or 3 swords correspond to weak, medium or strong guards respectively.Towns and minesThere can be multiple towns in the zone. Town type (castles 〞 with Fort; non-fortified, aka villages 〞 without Fort) and amount is denoted by town icon(s) (castles 〞 with windows; villages 〞 without) and number(s) alongside them. Neutral and player-controlled towns are distinguished as well (neutral towns have grey tower tops, while player-controlled towns have tower tops of corresponding color).The amount of every type of mines is located alongside the corresponding resource icon.ConnectionsBasic connection between two zones is denoted by a single black line. The number on it is connection value, which specifies the power of units guarding it. Connection with a Border Guard is crossed by another shorter line in place of the number.Wide connection is denoted by thick grey line. This connection is never guarded, and, if zones connected with it have a common land border, they will be connected for the majority of this border*s width.Thin dashed line denotes fictive connection: the zones will not be actually connected, but despite this fact, the generator will try to place these zones close to each other, if possible.If the connection has an obligatory road, thin white dashed line is added inside the connection line. Note that if several connections with obligatory roads occur between the same pair of zones, only one road will be generated.Imperatively roadless connections are denoted by thick dashed lines.Mirror templatesMirror templates have their underground layer generated as an exact copy of the surface level. On the template layouts surface zones are drawn at the left and the underground ones 〞 to the right. Each surface zone #x has its underground copy as zone #100+x.Note that the right side of the layout is turned upside-down 〞 if some zone is found on the top of the surface part, its copy will be at the bottom of underground part.Connections between two mirror layers are marked red.Conditions of existenceSome zones and/or connections on the template may have a yellow outline. It means that this zone or connection may or may not appear during generation, depending on the map settings selected before start (number of players, map size). This way several templates may be configured differently, depending on the number of players or on the map size.Template editorIf you want more detailed view on any of the templates, you may open it using built-in template editor. To do so you need to run Rmg Template Editor.exe in the root directory of HotA, press Open and select HotA_RMGTemplates\rmg.txt.Note that there are multiple view modes, that may be switched using buttons 1每5.1 〞 standard view, described above.2 〞 towns and castles view. In this mode each zone displays all towns and castles total number, maximum allowed number of towns (if more than standard amount may be generated), allowed towns and castles alignment and notification if all the towns and castles in the zone must belong to the same alignment.3 〞 treasure view. In this mode each zone displays detailed view of its contents: minimum/maximum value and frequency for up to 3 types of treasures. Asterisk, as in the Standard view, signifies the custom settings or restrictions of certain objects generation.4 〞 terrain/placement view. In this mode each zone displays allowed terrain types, as well as placement options, like forced underground/surface level or zone repulsion.5 〞 IDs view. In this mode each zone*s ID is displayed in large scale.Double-clicking any zone or connection allows you to edit it. General settings can be viewed in the following tabs: Template pack -> Settings and Template pack -> Settings.Protection from modificationsHost player templates are used to generate map during multiplayer session. Therefore joining players must have means to ensure the template doesn*t contain any unknown modifications.At the beginning of new map generation all players have their templates compared between each other and with the reference template on HotA server. If no message appears after the check is performed, it means that host uses the template that is either to your corresponding template or corresponding reference template. Assuming that joining player has default template, it means that the host has also used the default template for map generation, and the players are free to proceed.Otherwise the user is shown a message describing inconsistency type and possible solutions to this issue.Original template packThis template pack is also known as Default template. It is a template pack that consists of multiple different templates suitable for various map configurations in terms of size and amount of players. Before generation starts, if this pack is used, one template is randomly selected from all the templates corresponding to the selected configuration. Although extensive, this template pack is believed to be not quite optimized for multiplayer sessions.Mirror templatesh3dm1One of the most popular mirror templates. This template follows a simple gameplan: starting zone > secondary town zone > treasure zone. Treasure zones contain rich rewards, but are often small and lack the most valuable treasures, like Relic artifacts. Connection guards are considered difficult on the first week, but starting from the second week they become an easy goal, thus letting players to pass them and get in contact with their opponents. Although, early contact is not guaranteed due to complicated map topology, so players are forced to clear the treasure zones and conduct spell research, as on XL+U maps. This template is considered to be among the most balanced ones.Specifications:
[*]Map size: L+U.
[*]Content types clarification:

[*]58 (player zones and white zones): content types (100每3000, 12), (3000每6000, 6), (10000每15000, 1).
[*]244 (gold zones): content types (6000每8999, 9), (10000每17000, 9), (17000每20000, 3).
[*]Mirror template. Underground is generated exactly similar to surface level. Zone content on the surface and in the underground is also the same.
[*]Zones 1每4 and their mirror copies have the native terrain of their corresponding town. Zones 5每10 and their mirror copies are generated with random terrain.
[*]Banned heroes: Kyrre, Gunnar, Alamar, Jeddite, Dessa, Luna, Labetha, Grindan, Miriam.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/h3dm1
mt_DiamondThis template is a mirror variant of Diamond template. Each player has 3 easy passages to the treasure zones on their own level and one difficult passage to the treasure zone on opponent*s level. AI zones are located between the treasure zones. Treasure zones content varies from unguarded gold, as well as some other small rewards, to the objects of immense value, like Relic artifacts. Road network is enhanced, compared to Diamond*sSpecifications:
[*]Map size: L+U.
[*]Content types clarification:

[*]58 (player zones and AI zones): content types (100每3000, 12), (3000每6000, 6), (10000每15000, 1).
[*]219 (gold zones): content types (100每3000, 9), (9000每20000, 9), (20000每30000, 3).
[*]Mirror template. Underground is generated exactly similar to surface level. Zone content on the surface and in the underground is also the same.
[*]Zones 1每4 and their mirror copies have the native terrain of their corresponding town. Zones 5每8 and their mirror copies are generated with random terrain.
[*]Different towns of the same zone are allowed to have different alignments.
[*]Non-coherent road networks are allowed inside all zones.
[*]Banned heroes: Kyrre, Gunnar, Alamar, Jeddite, Dessa, Luna, Labetha, Grindan, Miriam.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/mt_diamond
mt_JebusThis template is a mirror variant of Jebus Cross template. Each player has a big ang rich treasure zone on their native terrain at their disposal. There is also a heavily guarded access to an extra-rich central treasure zone. Central treasure zone consists of two parts 每 one on each layer 每 connected by unguarded portals. This treasure zone tends to be even richer than on original Jebus Cross maps.Specifications:
[*]Map size: L+U.
[*]Content types clarification:

[*]103 (player zones): content types (300每3000, 14), (5000每16000, 6), (12000每22000, 1).
[*]610 (gold zones): content types (10000每25000, 10), (25000每35000, 10), (35000每55000, 3).
[*]Mirror template. Underground is generated exactly similar to surface level. Zone content on the surface and in the underground is also the same.
[*]Mirror zones are cross-connected: a portal in an arbitrary zone #X leads to a portal in the copy of another zone #Y (i.e., zone #Y+100), and vice-versa.
[*]Mirror connection monoliths are repulsed from towns, land connection guards and each other.
[*]Zone 1 and its mirror copy have the native terrain of their corresponding town. Zone 2 and its mirror copy is always a sand zone.
[*]Different towns of the same zone are allowed to have different alignments.
[*]Banned heroes: Kyrre, Gunnar, Alamar, Jeddite, Dessa, Luna, Labetha, Grindan, Miriam.
[*]Maximum amount of Taverns, Mineral Springs and Hermit*s Shacks per zone is increased to 3.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/mt_jebus
mt_TeamJebusThis template is a mirror variant of Jebus Cross template for 2v2 team games. Each player has a big ang rich treasure zone on their native terrain at their disposal. There is also a heavily guarded access to an extra-rich central treasure zone. Ally zones lack direct connections, but hiring heroes in allied taverns, as well as using Town Portal spell is still available.Specifications:
[*]Map size: L+U 我抖我 M+U.
[*]Content types clarification:

[*]103 (player zones): content types (300每3000, 14), (5000每16000, 6), (12000每22000, 1).
[*]610 (gold zones): content types (10000每25000, 10), (25000每35000, 10), (35000每55000, 3).
[*]Mirror template. Underground is generated exactly similar to surface level. Zone content on the surface and in the underground is also the same.
[*]Mirror zones are cross-connected: a portal in an arbitrary zone #X leads to a portal in the copy of another zone #Y (i.e., zone #Y+100), and vice-versa.
[*]On M+U size map only 1 pair of mirror connection is allowed, on L+U size map 2 pairs are present.
[*]Mirror connection monoliths are repulsed from towns, land connection guards and each other.
[*]Zone 1每2 and their mirror copies have the native terrain of their corresponding town. Zone 3 and its mirror copy is always a sand zone.
[*]Different towns of the same zone are allowed to have different alignments.
[*]Banned heroes: Kyrre, Gunnar, Alamar, Jeddite, Dessa, Luna, Labetha, Grindan, Miriam.
[*]Maximum amount of Taverns, Mineral Springs and Hermit*s Shacks per zone is increased to 3.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/mt_teamjebus
mt_AndromedaThis is a mirror XL+U template, suitable for long and rather contactless games, heavily based on exploration and spell research. Treasure zones are not so rich and cannot contain Relic artifacts. Due to having underground tunnels replaced by fully functional surface layer, this template generates maps effectively bigger than regular XL+U, which is compensated by having obligatory roads for every connection.Specifications:
[*]Map size: XL+U.
[*]Content types clarification:

[*]55 (player zones, AI zones and white zones): content types (500每3000, 9), (3000每6000, 6), (10000每15000, 1).
[*]133 (silver zones): content types (3000每6000, 9), (10000每15000, 6), (15000每20000, 1).
[*]Mirror template. Underground is generated exactly similar to surface level. Zone content on the surface and in the Underworld is also the same.
[*]Player zones and AI zones and have the native terrain of their corresponding town. The rest are generated with random terrain.
[*]All connections have obligatory roads.
[*]Banned heroes: Kyrre, Gunnar, Alamar, Jeddite, Dessa, Luna, Labetha, Grindan, Miriam.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/mt_andromeda
mt_AntaresThis is a mirror template for early contacts and quick expansion. It is topologically close to mt_Andromeda, but the gameplay differs greatly. Treasure zones are small and not so rich, cannot contain Relic artifacts as well.Specifications:
[*]Map size: L+U.
[*]Content types clarification:

[*]55 (player zones, AI zones and white zones): content types (500每3000, 9), (3000每6000, 6), (10000每15000, 1).
[*]133 (silver zones): content types (3000每6000, 9), (10000每15000, 6), (15000每20000, 1).
[*]Mirror template. Underworld is generated exactly similar to surface level. Zone content on the surface and in the Underworld is also the same.
[*]Player zones and AI zones and have the native terrain of their corresponding town. The rest are generated with random terrain.
[*]All connections have obligatory roads.
[*]Banned heroes: Kyrre, Gunnar, Alamar, Jeddite, Dessa, Luna, Labetha, Grindan, Miriam.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/mt_antares
mt_FirewalkThis template is mirror version of Firewalk template and is focused on highly dynamic game. AI and player starting zones contain 3 towns and are very rich, but with some custom rules: 1 dwelling of 7th level and 2 dwellings of 6th level, and Pandora*s boxes with experience, are always present; Dragon Utopias and banks which give creatures in reward are forbidden. The connection to white zone is worth opening soon: there the big piles of gold, banks with gold in reward and a Conflux village can be found. Besides white zone, there are 3 treasure zones present on each layer of template, known as ※Creature Bank zone§, ※Big Sand zone§ and ※Dragon Utopia zone§.General specifications:
[*]Map size: XL+U.
[*]Content types clarification:

[*]96 (player and AI zones: 1, 2, 101, 102): content types (300每-3000, 10), (5000每-16000, 6), (12000每-22000, 3).
[*]113 (white zones: 4, 5, 104, 105): content types (300每-3000, 5), (3500每-3500, 20).
[*]610 (big sand zones: 3, 103): content types (10000每-25000, 10), (25000-每35000, 10), (35000-每55000, 3).
[*]480 (creature bank zones: 6, 106): content types (7900每-8100, 20), (7900-每8100, 20).
[*]9160 (dragon utopia zones: 7, 107): content types (7900每-8100, 20), (45000每45000, 100), (45000每-45000, 100).
[*]Mirror template. Underground is generated exactly similar to surface level. Zone content on the surface and in the underground is also the same.
[*]Mirror zones are cross-connected: a portal in an arbitrary zone #X leads to a portal in the copy of another zone #Y (i.e., zone #Y+100), and vice-versa.
[*]Starting player (1 and 101) and AI (2 and 102) zones have the native terrain of their corresponding town. Zone 3, 7 and their mirror copies are always sand zones. Zones 4, 5 and their mirror copies are always generated on dirt. Zone 6 and its mirror copy is always a lava zone.
[*]Banned heroes: Kyrre, Gunnar, Alamar, Jeddite, Dessa, Luna, Labetha, Grindan, Miriam.
[*]Villages in zones 4, 5 and their mirror copies are always Confluxes.
[*]Allowed artifacts: Orb of Inhibition and Recanter*s Cloak.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/mt_firewalk
Custom object generation rules:Zones 1, 101 and 2, 102. Player and AI zones.
fold
Banned:
Relic artifacts
Warrior tomb
Spell scroll - level 4 and 5
Dragon Utopia
Pandora*s Box with creatures: any level
Pandora*s Box with spells: any kind
Pandora*s Box with money: any amount
Quest artifacts for Seer*s Hut of any kind
Refugee camp
Creature banks giving creatures in reward: Red Tower, Experimental Shop, Wolf Rider Picket, Griffin Conservatory, Dragon Fly Hive
Allowed with custom value/frequency/limits:
Dwelling of level 7, frequency: 1000, max per zone: 1
Dwelling of level 6, frequency: 1000, max per zone: 2
Pandora*s Box with experience 5000, frequency: 100
Pandora*s Box with experience 10000, frequency: 50
Library of Enlightenment, max per zone: 1
Mercenary Camp, max per zone: 5
Marletto Tower, max per zone: 5
Star Axis, max per zone: 5
Garden of Revelation, max per zone: 5
School of War, max per zone: 5
School of Magic, max per zone: 5
Arena, max per zone: 3
Colloseum of the Magi, max per zone: 3


Zones 3 and 103. Big sand zones.
fold
Banned:
Dragon Utopia
Creature banks giving creatures in reward: Red Tower, Experimental Shop, Wolf Rider Picket, Griffin Conservatory, Dragon Fly Hive
All creature banks with gold reward: Imp Cache, Mansion, Dwarven Treasury, Naga Bank, Medusa Stores
All dwellings
Gold
Treasure chest
Pandora*s Box with spells from specific levels: 1-5 (Pandora*s Boxes with all spels from certain School are allowed)
Allowed with custom value/frequency/limits:
Library of Enlightenment, max per zone: 5
Prison - hero with 0 xp, max per zone: 6



Zones 4, 104 and 5, 105. White zones, dirt.
fold

Banned:
All objects are banned, except for those which are allowed in the next section
Allowed with custom value/frequency/limits:
Resource piles: wood, ore, sulfure, mercury, crystals, gems, gold, treasure chest, random resource
Naga Bank, value: 3500, frequency: 10000, max per zone: 3
Dwarven Treasure, value: 3500, frequency: 10000, max per zone: 3
Imp Cache, 3500, frequency: 10000, max per zone: 3
Medusa Stores, value: 3500, frequency: 10000, max per zone: 3
Churchyard, max per zone: 3
Crypt, max per zone: 3
Trading Post, value: 500, frequency 10000, max per zone 3
Stables, value: 500, frequency 10000, max per zone 2
Windmill, max per zone 3
Water wheel, max per zone 3
Mystical garden, max per zone 3



Zones 6 and 106. Army bank zones, lava.
fold
Banned:
All objects are banned, except for those which are allowed in the next section
Allowed with custom value/frequency/limits:
Red Tower, value: 8000, frequency: 100, max per zone: 4
Experimental Shop, value: 8000, frequency: 100, max per zone: 4
Griffin Conservatory, value: 8000, frequency: 100, max per zone: 4
Wolf Rider Picket, value: 8000, frequency: 100, max per zone: 6
Dragon Fly Hive, value: 8000, frequency: 100, max per zone: 6


Zones 7 and 107. Dragon utopias zones, sand.
fold
Banned:
All objects are banned, except for those which are allowed in the next section
Allowed with custom value/frequency/limits:
Dragon Utopia, value: 45000, frequency: 10000, max per zone: 8
Resource piles: wood, ore, sulfure, mercury, crystal, gems, random resource


XL+U templates6lm10aThis is one of the most popular XL+U templates. Map layout is heavily branched, and therefore there is no distinct centre. Vast territories are available for players* exploration, which makes this template quite well-balanced. Both players explore, conduct spell research and usually don*t contact each other, unless one of them does it intentionally. There is some variety in treasure zones: 4 gold zones (which may contain Relic artifacts) being the most valuable, but hard to access, because all connections that lead there are imperatively roadless.Specifications:
[*]Map size: XL+U.
[*]Content types clarification:

[*]55 (player zones, AI zones and white zones): content types (500每3000, 9), (3000每6000, 6), (10000每15000, 1).
[*]133 (silver zones): content types (3000每6000, 9), (10000每15000, 6), (15000每20000, 1).
[*]242 (gold zones): content types (10000每15000, 9), (15000每20000, 6), (20000每30000, 1).
[*]All zones with towns have the native terrain of their corresponding town. Zones without towns are generated with random terrain.
[*]Dragon Utopia frequency is increased to 200. Player and AI zones (1每6, 11每12) and intermediary zones (21每25) may have no more than 1 Dragon Utopia generated. Regular treasure zones (7每10, 13每16) may have no more than 2 Dragon Utopias generated. Greater treasure zones (17每20) have no limit on Dragon Utopia number.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Other differences from SoD version:
[*]Erratic 13每13 connection is removed.
[*]Connections 15每24 and 16每25 have their value changed from 3000 to 6000 (for the sake of symmetry).
[*]Obligatory roads added: 9每1每21每3 and 14每6每25每4 (2 roads per starting zone for red and blue players).
[*]Some connections were set to imperatively roadless: 3每23, 4每23, 9每23, 14每23 (shortcuts to the center) and 21每22, 24每25 (unguarded connections).
[*]Wide connections 21每22 and 24每25 are imperatively crossing the land borders.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/xlu-templates
8mm6aThis is the most contact XL+U template. Each player*s accessible area contains AI zone and a corner treasure zone. From their area players may enter one of the 2 central treasure zones, where clash is the most probable. The zones are moderately rich, Relic artifacts cannot be found on their own.Specifications:
[*]Map size: XL+U.
[*]Content types clarification:

[*]55 (player zones, AI zones and white zones): content types (500每3000, 9), (3000每6000, 6), (10000每15000, 1).
[*]133 (silver zones): content types (3000每6000, 9), (10000每15000, 6), (15000每20000, 1).
[*]Starting player zones and AI zones have the native terrain of their corresponding town. The rest are generated with random terrain.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Differences from SoD version:
[*]Obligatory roads added: 1每19, 6每22, square 19每12每22每11每19.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/xlu-templates
8xm12aThis is an XL+U template with vast topology and branching road network, where players are considered to explore the territory and research spells. The template has a rich central treasure zone (with Relic artifacts inside) and several poorer treasure zones.Specifications:
[*]Map size: XL+U.
[*]Content types clarification:

[*]55 (player zones, AI zones and white zones): content types (500每3000, 9), (3000每6000, 6), (10000每15000, 1).
[*]133 (silver zones): content types (3000每6000, 9), (10000每15000, 6), (15000每20000, 1).
[*]242 (central gold zone): content types (10000每15000, 9), (15000每20000, 6), (20000每30000, 1).
[*]Zones with towns have the native terrain of their corresponding town. The rest are generated with random terrain.
[*]Dragon Utopia frequency is increased to 210. Player and AI zones (1每8) and intermediary zones (21每32) may have no more than 1 Dragon Utopia generated. Regular treasure zones (9每20) may have no more than 2 Dragon Utopias generated. Greater treasure zone (33) have no limit on Dragon Utopia number.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Other differences from SoD version:
[*]Removed all connections 4每15 and 5每14.
[*]Connections with treasure zones ((3每14, 3每11, 4每11, 6每15, 6每18, 5每18, 26每14, 22每11, 27每15, 31每18, 21每9, 23每10, 25每13, 29每17, 24每12, 28每16, 30每19, 32每20)) have their value changed from 3000 to 6000.
[*]Obligatory roads added: 12每24每1每21每9, 21每22每3, 22每4 and 20每32每8每29每17, 32每31每6, 31每5 (2 roads per starting zone for red and blue players).
[*]Some connections were set to imperatively roadless: 11每33, 14每33, 15每33, 18每33 (shortcuts to the center zone) and 4每27, 5每26 (ways to opponent*s computer players).
[*]All mines except gold mines are removed from zone 33.
[*]Crystal and gem mines are added to zones 22 and 33. Mercury and sulfur mines are added to zones 21 and 32.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/xlu-templates
SpiderThis XL+U template is not so rich. The town number here is above usual, connections are poorly guarded. The players are expected to base their gameplan on exploration and spell research. Treasure zones are quite valuable (though they may not contain Relic artifacts), but they are roadless and quite heavily guarded.Specifications:
[*]Map size: XL+U.
[*]Content types clarification:

[*]53 (player zones, AI zones and white zones): content types (100每3000, 9), (3000每6000, 6), (10000每15000, 1).
[*]238 (gold zones): content types (6000每8999, 9), (10000每16000, 9), (16000每20000, 3).
[*]Zones with towns have the native terrain of their corresponding town. The rest are generated with random terrain.
[*]Dragon Utopia frequency in greater treasure zones (17每24) is increased to 200.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Other differences from SoD version:
[*]Upper range of zones 1每16 content is changed from 6000每9999 to 10000每15000, lesser range is changed from 0每3000 to 100每3000.
[*]Value of connections 3每9, 3每11, 4每10, 4每12 is changed from 3000 to 9000.
[*]Obligatory roads added: 1每9, 1每10, 1每13, 2每11, 2每12, 2每14 (3 roads per starting zone for red and blue players).
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/xlu-templates
NostalgiaThis is a non-contact XL+U template with a simple layout, exploration and spell research-based gameplan is expected. Every player has access to their own half of the map, halves being connected via rare treasure zones. The treasure zones are valuable, but only the central one may have Relics generated. Though this template is non-contact, the tempo is compensated by obligatory roads in each connection.Specifications:
[*]Map size: XL+U.
[*]Content types clarification:

[*]53 (player zones, AI zones and white zones): content types (100每3000, 9), (3000每6000, 6), (10000每15000, 1).
[*]244 (gold zones): content types (6000每8999, 9), (10000每17000, 9), (17000每20000, 3).
[*]292 (central gold zone): content types (10000每15000, 9), (15000每20000, 6), (20000每30000, 3).
[*]Starting player zones and AI zones have the native terrain of their corresponding town. The rest are generated with random terrain.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Other differences from SoD version:
[*]Lower range of white, player and AI zones content is changed from 0每3000 to 100每3000.
[*]Value of connections 12每16, 13每16, 10每17, 15每17, 11每24, 14每24 is changed from 6000 to 12500.
[*]All connections have obligatory roads.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/nostalgia
KerberosThis is an XL+U template suitable for three players game (exploration and spell research-based). It consists of a large number of zones. Each player has one AI and a corner treacure zone in their area, from where they can enter the central area, consisting of three regular- ad 3 rich (potential Relics can be found) treasure zones.Specifications:
[*]Map size: XL+U.
[*]Content types clarification:

[*]55 (player zones, AI zones and white zones): content types (500每3000, 9), (3000每6000, 6), (10000每15000, 1).
[*]133 (silver zones): content types (3000每6000, 9), (10000每15000, 6), (15000每20000, 1).
[*]242 (gold zones): content types (10000每15000, 9), (15000每20000, 6), (20000每30000, 1).
[*]Starting player zones and AI zones have the native terrain of their corresponding town. The rest are generated with random terrain.
[*]Different towns of the same zone are forced to have the same alignment.
[*]Banned heroes: Kyrre, Gunnar, Dessa.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/kerberos
Clash of DragonsThis template is played without any rules, like Anarchy. The most valuable treasure zones have neutral dragon dwellings, while the gameplan is based on joining the guards in these zones using Diplomacy.Specifications:
[*]Map size: XL+U.
[*]Content types clarification:

[*]72 (player zones): content types (300每1900, 15), (2000每5000, 4), (5000每9000, 6).
[*]93 (white zones): content types (300每1900, 15), (5000每12000, 2), (10000每20000, 4).
[*]336 (upper gold zones): content types (300每1900, 10), (10000每15000, 8), (20000每25000, 10).
[*]375 (lower gold zones): content types (20000每30000, 15).
[*]519 (indermediary gold zones): content types (300每1900, 6), (10000每15000, 10), (20000每25000, 15).
[*]800 (central gold zones, below): content types (80000每80000, 10).
[*]1000 (central gold zones, above): content types (80000每120000, 10).
[*]Starting player zones (1, 14) have the native terrain of their corresponding town. Neighboring zones 2, 15, as well as central zones 6每9 〞 grass or subterranean. Indermediary zones 4, 17 〞 dirt or subterranean. Upper Zones 3, 16 〞 always lava. The rest (5, 18, 10每13) 〞 snow or subterranean.
[*]Different towns of the same zone are allowed to have different alignments.
[*]Towns in zones 5, 18 are always Towers.
[*]Only Rampart, Dungeon and neutral creatures are generated in zones 6每13.
[*]Zones 6每13 contain only neutral dwellings; Pandora*s Boxes in these zones and Seer Huts requesting artifacts from these zones can have only neutral creatures as rewards.
[*]Guards can be accepted for free. 100% of group is accepted.
[*]Anarchy mode is on: SoD shifted guards bug is un-fixed, certain objects can be accessible using Fly or Dimension Door spell without fighting the guards.
[*]Allowed heroes: Sir Mullich and Galthran; banned heroes: Lord Haart and Ranloo.
[*]Allowed artifacts: Orb of Inhibition and Recanter*s Cloak.
[*]Allowed objects: Sanctuary, Cartographer, original Hill Fort; Banned object: HotA Hill Fort.
[*]Value of Spell Scrolls is reduced: 4th level spells 〞 from 8000 to 4000, 5th level spells 〞 from 10000 to 5000, Fly/Dimension Door/Town Portal 〞 from 20000 to 5000. Maximum amount of these Scrolls is increased from 3/2/1 to 4.
[*]Special weeks are allowed.
[*]Combat round limit is 100.
Other differences from SoD version:
[*]There cannot be more mines in the zone than the number on layout prescribes.
Suggested rules and settings:
[*]Map size: XL+U.
[*]The other rules are the same as Anarchy template rules: https://h3hota.com/en/rules#template-rules/anarchy
FirewalkThis template is focused on highly dynamic game. Player starting zones contain 3 towns and are very rich, but with some custom rules: 1 dwelling of 7th level and 2 dwellings of 6th level, and Pandora*s boxes with experience, are always present; Dragon Utopias and banks which give creatures in reward are forbidden. The connection to white zone is worth opening soon: there the big piles of gold, banks with gold in reward and a Conflux village can be found. Besides white zone, there are 3 treasure zones present on the template: ※Creature Bank zone§, ※Big Sand zone§ and ※Dragon Utopia zone§.General specifications:
[*]Map size: XL+U.
[*]Content types clarification:

[*]130 (player and zones: 1, 2): content types (300每-3000, 10), (5000每-16000, 6), (12000每-22000, 3).
[*]78 (white zones: 4, 5, 104, 105): content types (300每-3000, 5), (3500每-3500, 20).
[*]610 (big sand zones: 3, 103): content types (10000每-25000, 10), (25000-每35000, 10), (35000-每55000, 3).
[*]440 (army zones: 6, 106): content types (7900每-8100, 20), (7900-每8100, 20).
[*]9160 (dragon utopia zones: 7, 107): content types (7900每-8100, 20), (45000每45000, 100), (45000每-45000, 100).
[*]Zones 4, 5 and 7 are always located on the underground layer on subterranean terrain. The rest are located on surface layer. Starting player zones (1 and 2) have the native terrain of their corresponding town. Zone 3 is generated on sand, and zone 6 is generated on lava.
[*]Monsters disposition is forced to Savage (10) 〞 they won*t join neither for free, nor for gold.
[*]Villages in zones 4 and 5 are always Confluxes.
[*]Allowed artifacts: Orb of Inhibition and Recanter*s Cloak.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/firewalk
Custom object generation rules:Zones 1 and 2. Player zones.
fold
Banned:
Relic artifacts
Warrior tomb
Spell scroll - level 4 and 5
Dragon Utopia
Pandora*s Box with creatures: any level
Pandora*s Box with spells: any kind
Pandora*s Box with money: any amount
Quest artifacts for Seer*s Hut of any kind
Refugee camp
Creature banks giving creatures in reward: Red Tower, Experimental Shop, Wolf Rider Picket, Griffin Conservatory, Dragon Fly Hive
Ranged creatures* dwellings (level 1-3): Lizard Den, Archers*s Tower, Homestead, Workshop, Hall of Sins, Pillars of Eyes, Orc Tower, Frigate, Altar of Air, Altar of Water
Allowed with custom value/frequency/limits:
Dwelling of level 7, frequency: 1000, max per zone: 1
Dwelling of level 6, frequency: 1000, max per zone: 2
Dwelling of level 1-5, max per zone: 2
Pandora*s Box with experience 5000, frequency: 100
Pandora*s Box with experience 10000, frequency: 50
Library of Enlightenment, max per zone: 1
Mercenary Camp, max per zone: 5
Marletto Tower, max per zone: 5
Star Axis, max per zone: 5
Garden of Revelation, max per zone: 5
School of War, max per zone: 5
School of Magic, max per zone: 5
Arena, max per zone: 3
Colloseum of the Magi, max per zone: 3


Zone 3. Big sand zone.
fold
Banned:
Dragon Utopia
Creature banks giving creatures in reward: Red Tower, Experimental Shop, Wolf Rider Picket, Griffin Conservatory, Dragon Fly Hive
All creature banks with gold reward: Imp Cache, Mansion, Dwarven Treasury, Naga Bank, Medusa Stores
All dwellings
Gold
Treasure chest
Pandora*s Box with spells from specific levels: 1-5 (Pandora*s Boxes with all spels from certain School are allowed)
Allowed with custom value/frequency/limits:
Library of Enlightenment, max per zone: 5
Prison - hero with 0 xp, max per zone: 6



Zones 4 and 5. White zones, dirt.
fold

Banned:
All objects are banned, except for those which are allowed in the next section
Allowed with custom value/frequency/limits:
Resource piles: wood, ore, sulfure, mercury, crystals, gems, gold, treasure chest, random resource
Naga Bank, value: 3500, frequency: 10000, max per zone: 8
Dwarven Treasure, value: 3500, frequency: 10000, max per zone: 8
Imp Cache, 3500, frequency: 10000, max per zone: 8
Medusa Stores, value: 3500, frequency: 10000, max per zone: 8
Churchyard, max per zone: 5
Crypt, max per zone: 5



Zone 6. Army zone, lava.
fold
Banned:
All objects are banned, except for those which are allowed in the next section
Allowed with custom value/frequency/limits:
Red Tower, value: 8000, frequency: 100, max per zone: 4
Experimental Shop, value: 8000, frequency: 100, max per zone: 4
Griffin Conservatory, value: 8000, frequency: 100, max per zone: 4
Wolf Rider Picket, value: 8000, frequency: 100, max per zone: 6
Dragon Fly Hive, value: 8000, frequency: 100, max per zone: 6


Zone 7. Dragon utopias zone, sand.
fold
Banned:
All objects are banned, except for those which are allowed in the next section
Allowed with custom value/frequency/limits:
Dragon Utopia, value: 45000, frequency: 10000, max per zone: 8
Resource piles: wood, ore, sulfure, mercury, crystal, gems, random resource


XL-U templatesJebus CrossOne of the most popular templates overall, due to its simple layout and fast pace. Every player starts on a big, poorly guarded and rich zone with the native terrain. From the starting zone them may enter the extra-rich central zone. To do so, they must defeat strong passage guards. Once got into the central zone, the player starts to accumulate power rapidly, that*s why it*s crucial to get there as soon as possible (even on the first week). This template is not considered well-balanced, because the outcome depends greatly on the starting zones contents.Specifications:
[*]Map size: XL-U or L-U.
[*]Content types clarification:

[*]103 (player zones): content types (300每3000, 14), (5000每16000, 6), (12000每22000, 1).
[*]610 (central gold zone): content types (10000每25000, 10), (25000每35000, 10), (35000每55000, 3).
[*]Zones 2每5 have the native terrain of their corresponding town. Zone 1 is always sand.
[*]Different towns of the same zone are allowed to have different alignments.
[*]Zones 2每5 are set up symmetrically around the central zone 1.
[*]Banned hero: Ranloo. Allowed hero: Galthran.
[*]Maximum amount of Taverns, Mineral Springs and Hermit*s Shacks per zone is increased to 3.
[*]Ancient Lamps are enabled in zones 1每4.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Other differences from SoD version:
[*]There cannot be more mines in the zone than the number on layout prescribes.
[*]All town and guard alignments are allowed.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/jebus-cross
L+U templates2sm4d(3)Once popular, this template is now replaced by the others. The treasure zones on it may have valuable objects (like Relics), but connections leading there are imperatively roadless. The template allows a high variation of gameplay, the early contact in adjacent zones is as possible as exploration game or opponent zone rush. Even though the AI players are depicted on the layout, usually they are disabled, and their towns are rendered neutral.Specifications:
[*]Map size: L+U.
[*]Content types clarification:

[*]55 (player zones and AI zones): content types (500每3000, 9), (3000每6000, 6), (10000每15000, 1).
[*]242 (gold zones): content types (10000每15000, 9), (15000每20000, 6), (20000每30000, 1).
[*]All zones with towns have the native terrain of their corresponding town. The rest are generated with random terrain.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Differences from SoD version:
[*]There cannot be more mines and towns in the zone than the number on layout prescribes.
[*]Fixed road network: connections 1每2, 1每6, 1每8, 2每4, 2每7 have obligatory roads, the rest are imperatively roadless.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/2sm4d3
Mini-NostalgiaOn this template players never make an early contact between themselves, but since the first days they fight their corresponding AI. 3 lightly guarded passages lead from AI zones to rich, but usually small treasure zones with a chance of getting a Relic. Player zones are connected via even richer treasure zone, connections heavily guarded.Specifications:
[*]Map size: L+U.
[*]Content types clarification:

[*]61 (player zones and AI zones): content types (100每3000, 14), (3000每6000, 6), (10000每15000, 1).
[*]242 (gold zones): content types (10000每15000, 9), (15000每20000, 6), (20000每30000, 1).
[*]Starting player zones and AI zones have the native terrain of their corresponding town. The rest are generated with random terrain.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Differences from SoD version:
[*]Lower content value range is changed from 0每3000 to 100每3000.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/mini-nostalgia
DiamondThis is a rich and variative template. Every player has 4 lightly guarded passages to treasure zones, and players* treasure zones are separated by AI zones. Treasure zones may have unguarded small treasures, like piles of gold, but also th批 most valuable rewards, like Relics. The template has a lot of villages on it, and the road network alows quite a lot of variation in gameplay, from early contact to suspended endgame.Specifications:
[*]Map size: L+U.
[*]Content types clarification:

[*]68 (player zones): content types (100每3000, 12), (3000每6000, 6), (6000每8999, 3).
[*]58 (AI zones): content types (100每3000, 12), (3000每6000, 6), (10000每15000, 1).
[*]219 (gold zones): content types (100每3000, 9), (9000每20000, 9), (20000每30000, 3).
[*]Starting player zones and AI zones have the native terrain of their corresponding town. The rest are generated with random terrain.
[*]Different towns of the same zone are allowed to have different alignments.
[*]Non-coherent road networks are allowed inside all zones.
[*]Dragon Utopia frequency is increased to 200. Player and AI zones (1每8) may have no more than 1 Dragon Utopia generated. Greater treasure zones (9每16) have no limit on Dragon Utopia number.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Other differences from SoD version:
[*]Lower content value range is changed from 0每3000 to 100每3000.
[*]Obligatory roads added: 1每9, 1每10, 1每11, 1每15 and 2每12, 2每13, 2每14, 2每16 (4 roads per starting zone for red and blue players).
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/diamond
BoomerangThe template consisting of a large number of zones with default contents and several rich central treasure zones (Relic generation is possible).Specifications:
[*]Map size: L+U.
[*]Content types clarification:

[*]55 (player zones, AI zones and white zones): content types (500每3000, 9), (3000每6000, 6), (10000每15000, 1).
[*]242 (gold zones): content types (10000每15000, 9), (15000每20000, 6), (20000每30000, 1).
[*]Starting player zones and AI zones have the native terrain of their corresponding town. The rest are generated with random terrain.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/boomerang
ApocalypseQuite poor treasure-wise template, where the players start in underground level, and the surface consists of two large sand zones, separated by AI zones. In-zone guards are enhanced. There are no treasure zones whatsoever, but all zones have higher frequency of valuable objects. The template shows 3 sand zones per player, but, as they are connected with wide connections, 6 zones effectively turn into 2.Specifications:
[*]Map size: L+U.
[*]Content types clarification:

[*]76 (player zones, AI zones and white zones): content types (100每3000, 9), (3000每6000, 6), (9000每15000, 3).
[*]Starting player zones and AI zones are always located on the underground layer and have subterranean terrain. The rest are on the surface and have sand terrain.
[*]Players and AI cannot select Necropolis as starting alignment. All neutral tows are Necropoles.
[*]All Necropolis heroes are banned.
[*]Banned artifacts: Amulet of the Undertaker, Vampire*s Cowl, Dead Man*s Boots.
[*]Banned objects: Dragon Utopia and Skeleton Transformer.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/apocalypse
AnarchyThis template*s gameplay is based on the gameplay elements that are usually banned (mechanically or verbally): Cloak of the Undead King, joining guards by Diplomacy, Cartographer, poorly guarded spell scrolls, abusing misplaced guards. One template of 12 is randomly selected each generation, and the player has to guess each time.General specifications:
[*]Map size: L+U.
[*]Starting player zones have the native terrain of their corresponding town. The rest are generated with random terrain.
[*]Guards can be accepted for free. 100% of group is accepted.
[*]Anarchy mode is on: SoD shifted guards bug is un-fixed, certain objects can be accessible using Fly or Dimension Door spell without fighting the guards.
[*]Allowed heroes: Sir Mullich and Galthran; banned heroes: Lord Haart and Ranloo.
[*]Allowed artifacts: Orb of Inhibition and Recanter*s Cloak.
[*]Allowed objects: Sanctuary, Cartographer, original Hill Fort; Banned object: HotA Hill Fort.
[*]Value of Spell Scrolls is reduced: 4th level spells 〞 from 8000 to 4000, 5th level spells 〞 from 10000 to 5000, Fly/Dimension Door/Town Portal 〞 from 20000 to 5000. Maximum amount of these Scrolls is increased from 3/2/1 to 4.
[*]Special weeks are allowed.
[*]Combat round limit is 100.
Differences from SoD version:
[*]Lower content value range is changed from 0每3000 to 100每3000 on all templates of the pack.
[*]Connection 10每12 on the 6th template has the value changed from 12500 to 6000 (for the sake of symmetry).
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/anarchy
Particular templates layouts and specifications:
fold
AnarchyN1
Specifications:
[*]Content types clarification:

[*]53 (player zones): content types (100每3000, 12), (3000每6000, 6), (6000每8999, 1).
[*]58 (white zones): content types (100每3000, 12), (3000每12000, 6), (10000每15000, 1).
[*]244 (gold zones): content types (6000每8999, 9), (10000每17000, 9), (17000每20000, 3).
[*]316 (central gold zone): content types (10000每17000, 9), (17000每22000, 6), (22000每30000, 3).

AnarchyN2Specifications:
[*]Content types clarification:

[*]53 (player zones): content types (100每3000, 12), (3000每6000, 6), (6000每8999, 1).
[*]58 (white zones): content types (100每3000, 12), (3000每12000, 6), (10000每15000, 1).
[*]244 (gold zones): content types (6000每8999, 9), (10000每17000, 9), (17000每20000, 3).

AnarchyN3Specifications:
[*]Content types clarification:

[*]53 (player zones): content types (100每3000, 12), (3000每6000, 6), (6000每8999, 1).
[*]58 (white zones): content types (100每3000, 12), (3000每12000, 6), (10000每15000, 1).
[*]244 (gold zones): content types (6000每8999, 9), (10000每17000, 9), (17000每20000, 3).

AnarchyN4Specifications:
[*]Different towns of the same zone are allowed to have different alignments.
[*]Content types clarification:

[*]53 (player zones): content types (100每3000, 12), (3000每6000, 6), (6000每8999, 1).
[*]58 (white zones): content types (100每3000, 12), (3000每12000, 6), (10000每15000, 1).
[*]120 (silver zones): content types (9000每11000, 12).
[*]444 (gold zones): content types (10000每17000, 9), (15000每30000, 9), (30000每50000, 3).

AnarchyN5Specifications:
[*]Different towns of the same zone are allowed to have different alignments, unless they are player zones. Otherwise all the towns in the zone must have the same alignment.
[*]Content types clarification:

[*]119 (player zones): content types (100每3000, 12), (3000每6000, 9), (9000每11000, 6).
[*]58 (white zones): content types (100每3000, 12), (3000每12000, 6), (10000每15000, 1).
[*]183 (silver zones): content types (5000每8000, 9), (8000每11000, 9), (11000每15000, 3).
[*]352 (gold zones): content types (9000每15000, 9), (15000每22000, 9), (22000每30000, 3).

AnarchyN6Specifications:
[*]Content types clarification:

[*]53 (player zones): content types (100每3000, 12), (3000每6000, 6), (6000每8999, 1).
[*]58 (white zones): content types (100每3000, 12), (3000每12000, 6), (10000每15000, 1).
[*]375 (gold zones): content types (10000每17000, 9), (17000每22000, 9), (22000每30000, 3).

AnarchyN7Specifications:
[*]Different towns of the same zone are allowed to have different alignments, unless they are player zones. Otherwise all the towns in the zone must have the same alignment.
[*]Content types clarification:

[*]98 (player zones): content types (100每3000, 12), (5000每16000, 6), (12000每22000, 1).
[*]135 (silver zones): content types (5000每8000, 6), (8000每11000, 6), (11000每15000, 3).
[*]562 (gold zones): content types (10000每25000, 9), (25000每35000, 9), (35000每55000, 3).

AnarchyN8Specifications:
[*]Different towns of the same zone are allowed to have different alignments, unless they are player zones. Otherwise all the towns in the zone must have the same alignment.
[*]Content types clarification:

[*]98 (player zones): content types (100每3000, 12), (5000每16000, 6), (12000每22000, 1).
[*]135 (silver zones): content types (5000每8000, 6), (8000每11000, 6), (11000每15000, 3).
[*]562 (gold zones): content types (10000每25000, 9), (25000每35000, 9), (35000每55000, 3).

AnarchyN9Specifications:
[*]Content types clarification:

[*]53 (player zones): content types (100每3000, 12), (3000每6000, 6), (6000每8999, 1).
[*]58 (white zones): content types (100每3000, 12), (3000每12000, 6), (10000每15000, 1).
[*]244 (gold zones): content types (6000每8999, 9), (10000每17000, 9), (17000每20000, 3).

AnarchyN10Specifications:
[*]All the towns in the zone must have the same alignment.
[*]Content types clarification:

[*]68 (player zones): content types (100每3000, 12), (3000每6000, 6), (6000每8999, 3).
[*]244 (central gold zones): content types (6000每8999, 9), (10000每17000, 9), (17000每20000, 3).
[*]375 (border gold zones): content types (10000每17000, 9), (17000每22000, 9), (22000每30000, 3).

AnarchyN11Specifications:
[*]Every player has 3 starting towns in different zones.
[*]Different towns of the same zone are allowed to have different alignments.
[*]Content types clarification:

[*]53 (player zones): content types (100每3000, 12), (3000每6000, 6), (6000每8999, 1).
[*]58 (white zones): content types (100每3000, 12), (3000每12000, 6), (10000每15000, 1).
[*]244 (corner gold zones): content types (6000每8999, 9), (10000每17000, 9), (17000每20000, 3).
[*]442 (central gold zones): content types (10000每22000, 9), (22000每35000, 6), (35000每50000, 3).

AnarchyN12Specifications:
[*]Each player starts with 3 towns generated in different zones.
[*]Content types clarification:

[*]53 (player zones): content types (100每3000, 12), (3000每6000, 6), (6000每8999, 1).
[*]58 (white zones): content types (100每3000, 12), (3000每12000, 6), (10000每15000, 1).
[*]244 (gold zones): content types (6000每8999, 9), (10000每17000, 9), (17000每20000, 3).
[*]528 (central gold zone): content types (10000每22000, 9), (22000每35000, 9), (35000每50000, 3).



Black*n*BlueThis template makes use of non-standard objects. Each player has access to the snow zones with Ancient Lamps, Pandora Boxes with Stone Golems and Dragon Utopias; as well as Subterranean zones with Pandora Boxes waving Skeletons and (seldom) Vampire Lords inside. Player areas are connected via large and rich treasure zone with Ancient Lamps, Creature Pandora Boxes, Dragon Utopias and Faerie Dragon Dwellings.General specifications:
[*]Map size: L+U.
[*]Content types clarification:

[*]47 (player zones): content types (500每3000, 7), (3000每6000, 6), (6000每10000, 1).
[*]139 (lower silver zones): content types (250每3000, 4), (3000每12000, 6), (15000每20000, 5).
[*]199 (upper silver zones): content types (3000每8000, 8), (6000每10000, 10), (8000每17000, 6).
[*]550 (central gold zone): content types (5000每10000, 12), (10000每15000, 8), (15000每45000, 12).
[*]Zones 8每11 are always generated in the underground and always have subterranean terrain. The rest are always on the surface. Starting player zones (1每2) have the native terrain of their corresponding town. Zones 3每5, 7 are always snow zones. central zone 1 is always a sand zone.
[*]Zone 3每5, 7 towns are always Towers. Zone 8每11 towns are always Necropoles. Central zone 1 towns are always Confluxes.
[*]Banned heroes: Adele, Ryland and Cyra.
[*]Banned secondary skill: Diplomacy.
[*]Banned spells: Fly, Dimension Door and Town Portal.
[*]Banned artifacts: Angel Wings, Spellbinder*s Hat, Diplomacy set (Statesman*s Medal, Diplomat*s Ring, Ambassador*s Sash), Armor of the Damned (by banning Skull Helmet), Ironfist of the Ogre (by banning Tunic of the Cyclops King), Cloak of the Undead King (by banning Dead Man*s Boots).
[*]Special weeks are allowed.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/blacknblue
Custom object generation rules:
As a general rule: all objects are banned. Allowed objects are set separately for each zone.Note: list of object generation settings may seem overcomplicated on the first glance, but in practice it*s quite easy to understand. The settings are separated into 3 categories:
1. Allowed with default settings. This means that these objects are generated in certain zone similarly to any generic template. Neither object nor guard settings are changed.
2. Allowed with custom limits. These objects have almost the same settings as by default, but the maximum amount of them is limited. E.g., Churchyard with maximum of 1 will have the same settings as on generic template, but there cannot be more than 1 Churchyard in this zone.
3. Allowed with custom frequency and/or value. In case the value is changed, this may affect the power of the monsters guarding this object 〞 this is the most notable kind of change that can be applied to object generation settings, especially for more skilled players, who had already got used to default values. Frequency change may affect the number of objects of this type in a given zone, but, unlike changing the limits, this change is not so strict.Zone 1. Central treasure zone, sand.
fold
Allowed with default settings:
All resource piles, Treasure Chest and Campfire
Random artifact of any level
All objects increasing primary skill(s) for free (Mercenary Camp, Marletto Tower, Star Axis, Garden of Revelation, Library of Enlightenment, Arena, Colosseum of the Magi)
Level 2 and 4 shrines
Pandora*s Box with 10000 XP or 10000 gold
Cyclops Stockpile
Naga Bank
Black Market
Learning Stone
Witch Hut
Redwood Observatory
Allowed with custom limits:
Maximum per zone 〞 2: Prison 〞 15000 XP hero, Scholar
Maximum per zone 〞 4: Prison 〞 5000 XP hero, Pandora*s Box with 15000 exp, School of MagicAllowed with custom value/frequency/limits:
Ancient Lamp, value: 5000, frequency: 200
Pandora*s Box with level 4 creatures, frequency: 40, maximum per zone: 5
Pandora*s Box with level 5 creatures, frequency: 60, maximum per zone: 5
Pandora*s Box with level 6 creatures, frequency: 40, maximum per zone: 4
Ivory Tower, value: 8000, frequency: 200, maximum per zone: 6
Dragon Utopia, frequency: 300
Eye of the Magi, value: 2500
Magic Forest (Faerie Dragon dwelling), frequency: 120


Zones 2 and 6. Starting zones for red and blue players.
fold
Allowed with default settings:
All resource piles, Treasure Chest and Campfire
Random non-Relic artifact
Allowed with custom limits:
Maximum per zone 〞 1: Churchyard, Naga Bank, Dwarven Treasury, Trading Post, Redwood Observatory, Rally Flag, Tree of Knowledge, School of Magic, Arena, Fountain of Youth, Water Wheel, Windmill, Pandora*s Box with 5000 gold or 5000 exp, Level 3 Spell Scroll, Level 3 Dwelling, Level 2 Shrine
Maximum per zone 〞 2: Medusa Stores, Scholar, Witch Hut, Level 1 Spell Scroll, Level 2 Dwelling, Level 1 Shrine
Maximum per zone 〞 3: (Mercenary Camp, Marletto Tower, Star Axis, Garden of Revelation, Crypt, Black Tower, Gazebo, Wagon, Level 1 Dwelling
Maximum per zone 〞 4: Level 1 Spell Scroll


Zones 3, 4, 5 and 7. Medium treasure zones, snow.
fold
Allowed with default settings:
All resource piles and Treasure Chest
Random Treasure atrifact
Level 1 and 2 Shrines
Naga Bank
Medusa Stores
Allowed with custom limits:
Maximum per zone 〞 1: Warehouses of rare resources (Mercury, Sulfur, Crystals, Gems), Arena, School of Magic, Tavern, Rally Flag, Tree of Knowledge, Water Wheel, Redwood Observatory, Dwarven Treasury, Windmill, Witch Hut
Maximum per zone 〞 2: Cyclops Stockpile, Prison 〞 0 XP hero, Scholar, Parapet (Stone Gargoyle dwelling)
Maximum per zone 〞 3: Mercenary Camp, Marletto Tower, Star Axis, Garden of Revelation, Black Tower, Learning Stone, Magic Well
Maximum per zone 〞 4: Workshop (Gremlin dwelling), random Major artifact
Maximum per zone 〞 5: Level 1 Spell Scroll
Maximum per zone 〞 6: Crypt
Maximum per zone 〞 8: CampfireAllowed with custom value/frequency/limits:
Ancient Lamp, value: 5000, frequency: 320
Pandora*s Box with creatures: Stone Golems, frequency: 200, maximum per zone: 2
Dragon Utopia, frequency: 200, maximum per zone: 3
Ivory Tower, value: 8000, frequency: 200, maximum per zone: 4
Random Minor artifact, maximum per zone: 6


Zones 8, 9, 10 and 11. Lesser treasure zones, underground.
fold
Allowed with default settings:
All resource piles and Treasure Chest
Level 1, 2 and 3 Spell Scrolls
Random Treasure artifact
Allowed with custom limits:
Maximum per zone 〞 1: Warehouses of rare resources (Mercury, Sulfur, Crystals, Gems), Rally Flag, Skeleton Transformer, Pillar of Fire, Arena, Tavern, School of Magic
Maximum per zone 〞 2: Warehouses of Wood and Ore, Prison 〞 0 XP hero, Level 3 Shrine, Witch Hut, Scholar
Maximum per zone 〞 3: Mercenary Camp, Marletto Tower, Star Axis, Garden of Revelation, Pandora*s Box with creatures: Vampire Lords, Level 2 Shrine, Black Tower, Naga Bank, Churchyard, Magic Well, Cursed Temple (Skeleton dwelling)
Maximum per zone 〞 4: Tomb of Souls (Wight dwelling), Level 1 Shrine, Dwarven Treasury, Learning StoneAllowed with custom value/frequency/limits:
Pandora*s Box with creatures: Skeletons, frequency: 200, maximum per zone: 4
Imp Cache, value: 3000, frequency: 200, maximum per zone: 5
Refugee Camp, value: 3000, frequency: 200, maximum per zone: 4


M200 templates2sm2c(2)M-size template designed to use with 200% difficulty. The starting conditions are poor, and the possibilities are either rush directly to opponent*s zone (in case the guards are suitable), or explore the roadless treasure zone. The games are usually quick, and the outcome depends on spells found.Specifications:
[*]Map size: M-U.
[*]Content types clarification:

[*]42 (player zones): content types (800每800, 9), (1000每2100, 4), (3500每4900, 7).
[*]92 (white zones): content types (800每2100, 5), (4000每5000, 6), (6000每8000, 9).
[*]121 (silver zones): content types (350每2000, 9), (8000每9150, 10), (1000每40000, 1).
[*]Starting player zones (1每2) have the native terrain of their corresponding town. Neighboring zones (3, 6) are generated with random terrain. Treasure zones (4每5) are always dirt zones.
[*]Players cannot select Necropolis or Conflux as their starting alignment.
[*]Banned heroes: Solmyr, Aislinn, Deemer, Luna, Jeremy.
[*]Banned spells: Fly, Dimension Door and Town Portal. Banned artifact: Angel Wings.
[*]Banned objects: Obelisk, Trading Post.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/m200-templates
Skirmish(M)M-size template designed to use with 200% difficulty. Poor player areas are connected by 3 rather valuable treasure zones. The pairs of zones usually have multiple connections, some of which have roads. The games are usually quick, and the outcome depends on spells found.Specifications:
[*]Map size: M-U.
[*]Content types clarification:

[*]26 (player zones): content types (330每1000, 3), (1000每2000, 7), (3300每3500, 4).
[*]56 (white zones): content types (330每1500, 5), (1500每2000, 2), (5000每7000, 8).
[*]114 (silver zones): content types (350每2000, 3), (8000每9150, 10), (1000每40000, 1).
[*]Starting player zones (1每2) have the native terrain of their corresponding town. The rest (3每7) have their terrain randomly selected from the list: dirt, grass, lava, highlands.
[*]Players cannot select Necropolis or Conflux as their starting alignment. The towns in neighboring zones (3每4) are always Necropoles.
[*]Banned heroes: Solmyr, Aislinn, Deemer, Luna, Jeremy.
[*]Banned spells: Fly, Dimension Door and Town Portal. Banned artifact: Angel Wings.
[*]Banned objects: Obelisk, Trading Post.
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/m200-templates
Nine-day WonderM-size template designed to use with 200% difficulty. Special object generation settings improve the ballance, compared to other M-size templates. The players are able to enter the grass zone with poor treasures and the dirt zone with Dragon Fly Hives and Wolf Raider Pickets that have weaker-then-default guards; passage to both zones is lightly guarded. From these zones they may access the lava treasure zone with normally guarded Pickets and other valuable objects. One may also rush to the opponent*s zone via the dirt zone.General specifications:
[*]Map size: M-U.
[*]Content types clarification:

[*]35 (player zones): content types (300每2000, 10), (2000每5000, 5), (5000每9000, 1).
[*]47 (lower white zones): content types (100每3000, 10), (3000每6000, 7).
[*]96 (upper white zones): content types (500每6000, 9), (6000每10000, 7), (10000每12000, 1).
[*]135 (central silver zone): content types (2000每6000, 11), (6000每15000, 7), (15000每20000, 1).
[*]Starting player zones (1, 4) have the native terrain of their corresponding town. Neighboring zones 3 and 7 are always dirt zones. Neighboring zones 5每6 are always grass zones. Treasure zone 2 is always a lava zone.
[*]Banned heroes: Solmyr, Aislinn, Deemer, Luna, Ciele, Jeremy.
[*]Banned secondary skills: Pathfinfing, Diplomacy, Eagle Eye.
[*]Banned spells: Fly, Dimension Door and Town Portal. Banned artifact: Angel Wings.
[*]Banned artifacts: Resistance set (Garniture of Interference, Surcoat of Counterpoise, Boots of Polarity), Eagle Eye set (Bird of Perception, Stoic Watchman, Emblem of Cognizance), Legion set (Legs of Legion, Loins of Legion, Torso of Legion, Hands of Legion, Head of Legion), Wayfarer*s Boots, Cloak of the Undead King (by banning Amulet of Undertaker).
[*]Special weeks are disabled.
[*]Combat round limit is 100.
Suggested rules and settings:
[*]https://h3hota.com/en/rules#template-rules/m200-templates
Custom object generation rules:Note: object bans and permissions apply in the order of appearance on the list. I.e., some global bans may be overridden by further permissions (e.g., banning all dwellings, then allowing 1 level dwellings will cause only level 1 dwellings to generate). This principle applies both on general template settings and on specifications for each zone.General template rules:
fold
Banned:
Quest artifact for Seer Hut of any kind (therefore Seer Hut itself)
Obelisk
Trading Post
Experimental Shop
Tree of Knowledge
Freelancer*s Guild
Lean To
Temple of Loyalty
Allowed with custom map limits:
Maximum per map 〞 4: Cyclops StockpileAllowed with custom zone limits:
Maximum per zone 〞 1: Shrines of all levels, School of War, Prisons 〞 0, 5000 and 15000 XP heroes.Allowed with custom value/frequency/limits:
Imp Cache, value: 750, frequency: 30, maximum per zone: 2
University, value: 1500, frequency: 10, maximum per zone: 1
Warehouse of Gold, value: 2000, frequency: 30
Warehouses of Wood and Ore, value: 1000, maximum per zone: 1
Warehouses of rare resources (Mercury, Sulfur, Crystals, Gems), value: 1500, maximum per zone: 1



Zones 1 and 4. Starting zones of red and blue players.
fold
Banned:
Any dwellings
Churchyard
Level 4 Shrine
Naga Bank
Mansion
Allowed with custom value/frequency/limits:
Random Treasure artifact, value: 1500, frequency: 500, maximum per zone: 2
Level 1 Dwelling, frequency: 1000, maximum per zone: 1
Black Tower, frequency: 250, maximum per zone: 2
Treasure Chest, value: 1000
Altar of Sacrifice, frequency: 200
Griffin Conservatory, maximum per zone: 2



Zones 6 and 5. Neighboring zones, grass.
fold
Banned:
Mystical Garden
Allowed with custom value/frequency/limits:
Churchyard, frequency: 200
Crypt, frequency: 300



Zones 7 and 3. Neighboring zones, dirt.
fold
Banned:
Naga Bank
Mansion
Town Gate
Allowed with custom value/frequency/limits:
Dragon Fly Hive, value: 6000, frequency: 300, maximum per zone: 3
Black Market, value: 6000, frequency: 40
Wolf Raider Picket, value: 6500


Zone 2. Central treasure zone, lava.
fold
Banned:
Any dwellings
Allowed with custom value/frequency/limits:
Town Gate, value: 5000, frequency: 10000, maximum per zone: 1
Griffin Conservatory, frequency: 300, maximum per zone: 3
Wolf Raider Picket, frequency: 300, maximum per zone: 3
Random Major artifact, value: 5000, maximum per zone: 3
Dragon Utopia, maximum per zone: 2







jyw1990 楷桶衾 2020-7-11 08:37:24

嗣郅lz煦砅ㄛ樓蚐~

yunings 楷桶衾 2020-7-11 10:22:12

鎔挼ㄛ撈晞岆芞倛趙賸ㄛ艘覂涴繫嗣恅趼ㄛ甡�銘е毀騕贍�

songfx 楷桶衾 2020-7-11 12:40:26

涴う荎恅賡庄饒眈絞砆牉ㄛ翋猁岆蔡賤賸價掛衙癩甜鏽堤跪笱霜俴耀欴輛俴砆牉賤佽﹝

songfx 楷桶衾 2020-7-11 12:46:07

森唳掛峈hota巠蚚ㄛ窒煦昜极麼荎倯峈hota蚳衄ㄛ�觬譚湒OD麼era膘祜祥猁恁hota蚳衄腔囀�搳�
麼氪ぶ渾衄詢忒賤婦dll恅璃輛俴杸遙﹝

Archer30 楷桶衾 2020-7-11 12:48:38

芢熱楷善Mod⑹麼氪HotA⑹...

HotA Crews祥頗�蠍佌滶�腔ㄛ薺呇滲岆猁冞齟藷奻腔

carttlew 楷桶衾 2020-7-11 12:48:41

竭Чㄛhota蚚涴跺價掛蜆衄腔飲衄賸﹝

zsqzsqzsq 楷桶衾 2020-7-11 14:24:16

覜郅煦砅ㄐㄐㄐㄐ

ybxiaoy 楷桶衾 2020-7-11 17:50:41

夔堤笢恅唳腔鎘﹜﹝﹝呴儂耀唳飲辦覜橇祥善呴儂腔覜橇賸﹝﹝

13872408990 楷桶衾 2020-7-11 18:55:31

羶衄恅趙淩褫鷓 珨曆羶艘雅

songfx 楷桶衾 2020-7-12 07:24:18

耀啣賡庄(艘祥雅腔褫眕艘狟珨瞼腔儂楹笢恅)IntroductionRandom maps are not fully random. Behind every random map, there is a template that describes the structure and the main features of the map.Horn of the Abyss expansion offers both:
[*]An editor to create custom templates;
[*]An extension to the original template format, allowing for deeper customization of random maps;
[*]Various bugfixes of the original random map generator (RMG).
Templates are packed in text files called ※template packs§. A pack can contain one or more templates. To create a random map, the random map generator takes a template pack as input. When you press ※Begin§ to start a game, RMG randomly picks from the pack a template that matches the game settings (map size, number of players, etc). Then the random map is generated based on this particular template.RMG template editor only creates template packs. But most of the time, for custom templates, a pack contains only a single template. So the notions of template pack and template are often mixed (including in game interface), and ※template packs§ are simply called ※templates§. In this article, both concepts will be clearly separated.Disclaimer: water mapsDespite the fact that water objects are supported by RMG, and despite the fact this article frequently describes how certain options work with water maps, it should be kept in mind that the mechanism of water generation on random maps is imperfect and usually creates non-playable maps. At the moment, it is hardly possible to create a worth-playing template for water maps.Template pack settingsIn addition to template pack name and description, this section contains some settings that may restrict the choice of starting options that is performed by player before the template is chosen from template pack.NameThe name is the identifier of the templates pack, just like non-random maps have their own name. It is displayed in the description of the generated map, along with the name of the particular template selected for this map. However, in the future, the name of the template pack may be used more extensively in the template selection menu (unlike the name of the template, which is only needed to show which template was selected from the pack). If the template pack is added to the HoMM 3 HD selection list, it is recommended that the template pack name matches the template folder name. Currently, only the template folder name is displayed in the selection list in HD. If the template pack contains only one template, it is recommended that both the template and the pack have the same name.DescriptionThe template description is intended to play the same role as the map description does for non random maps. If it is non-empty, it is displayed in game on the place of the map description.Allowed TownsThis setting allows you to restrict the towns that can be selected at the start of the game, before generating the map. It applies equally to all players.Note that it only restricts the starting towns that can be selected. All towns can still appear on the map, and all towns remain available as starting towns if the player selects ※Random§. To completely ban a town from the template pack, you need to ban it from all zones of all templates of the pack.It is recommended to synchronize the list of banned towns of the pack with the list of banned towns of every starting zone of every template.If all towns are banned, the Castle will automatically be allowed.HeroesThis setting controls which heroes can:
[*]Be selected (randomly or not) at the start of the game;
[*]Appear in taverns or prisons.
By default, the following are banned:
[*]Campaign Heroes: Adrienne, Catherine, Dracon, Gelu, Kilgore, Haart Lich, Mutare, Roland, Mutare Drake, Boragus, Xeron, Bidley and Tark;
[*]Galthran and Sir Mullich;
[*]Thorgrim;
[*]Sylvia, Voy and Elmore if a random map is generated with ※Water content: No§;
[*]Beatrice, Kinkeria and Derek if a random map is generated ※Water content: Normal§ or ※Water content: Islands§.
Any hero can be allowed or banned. Template pack settings always take precedence over default settings (regardless what the ※water content§ is). However, the choice of the starting hero will always be limited to a list of 16. If the heroes count is higher for a town, only the first 16 will be available for manual selection. The others will still available through random selection, though.You can ban any number of heroes, but if the total heroes count is not greater than 10 * (number of players) + 48 heroes, no Prisons will be generated. And if the total count is smaller, there may be a situation where you can hire only one hero from the Tavern, or where you just cannot hire any. If all heroes of a certain class are banned, heroes from other classes will be generated instead.If the hero Gem is allowed, her starting spell will be either ※Summon Boat§, if water content is ※Normal§ or ※Islands§, or ※Bless§, if water content is ※No§.In case Interference secondary skill is disabled and Resistance secondary skill is enabled all heroes with starting Interference (except ones with Interference speciality) will have Interference replaced by Resistance.Max Battle RoundsIf the option is turned on, any battle involving a player and lasting more rounds than the limit setup will be forcibly terminated. The attacking player will be invited to retreat, surrender, or end with quick combat. The availability of retreat and surrender depends on whether they were available in the first place (except Shackles of War are now ignored). Quick combat is only available in a battle against AI. During finishing with the quick combat a hero of the human player does not cast spells. By default, there is no battle round limit.Template SettingsA template defines the structure and main features of a random map. One of them is randomly selected from the pack before map generation.Special WeeksThis setting allows you to enable or disable the weeks and months of monsters (except when Deity of Fire is constructed), as well as the months of the plague. By default, special weeks are enabled.Spell ResearchThis setting allows you to enable or disable spell research, which allows you to change spells in the Guild of Mages for a cost. It applies equally to all towns and players. By default, spell research is turned on.
Rock BlocksBy default, zones will always stretch to cover the entire non-underground area of the map. RMG proceeds in two steps. First, zones are laid out without forcing all the space to be occupied. At this stage, zones tend to have regular, circular shapes, and do not cover the whole map: there are usually unoccupied cells next to the border and at the corners of the map. In a second step, all unoccupied cells are claimed by the nearby zones. As a result, these zones may expand significantly, regardless their size setting. When ※rock blocks radius§ option is enabled, some of the unoccupied cells are filled with obstacles, so they do not contribute to extend the playable area of the nearby zones. It results in zones that are more uniform in size and shape. The ※rock block radius§ setting controls the relative radius of the playable zone. Default value is 1.0. The smaller the value, the more cells are filled with obstacles, resulting in smaller playable zones, but with more regular shape. However, if the value is too small, the option will be automatically disabled.For underground zones, a similar algorithm is always enabled, with a radius of 4.0. This value will be overwritten by ※rock blocks radius§ value, if enabled.For templates with water content, water will be generated instead of obstacles. Water zones are not affected by rock block radius option.Rock block radius can be tuned, by trial and error, to adjust zone sizes and/or zone size ratios. Note that a radius value will only be suitable for a given map size and a given template structure. If you change these, you may have to manually adjust the radius again.
Zone sparsenessWhen creating zones, RMG sets a reference square, and tries to ensure, as much as possible, that all zone shapes individually fit into it. Zone sparseness option allows to adjust the size of this reference square by a scaling factor. Default value is 1.0. If value is less than 1.0, zones will be constrained to individually fit into a smaller reference square, so they will tend to be more even and more circular and proportionally sized, but there will be less diversity in shapes and less randomness in placement. If value is more than 1.0, zone shapes will be less constrained, so there will be more randomness in shapes and placement, but zones will tend to be less circular and to have irregular sizes.Zones sparseness can be tuned, by trial and error, to adjust zone sizes and/or zone size ratios. Note that effect depends on template structure, map size, and water content. So if you change those, you may have to manually adjust zone sparseness again.AnarchyThis option reconfigures the object groups in such way that some objects may be reachable without fighting the monsters: the free cells around the objects are added, allowing take objects with Fly; and the fix of the misplaced object guard bug is turned off.ArtifactsThis setting controls which artifacts can, or cannot, appear during the game. Banned artifact will not appear on the map, nor in any situation, including: as random artifact on map, as starting artifact, in map objects and Artifact Merchants, and as quest artifact for Seer*s Hut. Special artifacts (Spellbook, Spell Scrolls, War Machines and Grail) are not affected by this setting. By default, the following artifacts are prohibited:
[*]All assembled artifacts (they can be assembled from component parts, but they can not be found on the map already assembled);
[*]Vial of Dragon Blood, Armageddon*s Blade and Horn of the Abyss;
[*]Recanter*s Cloak and Orb of Inhibition;
[*]Garniture of Interference, Surcoat of Counterpoise, and Boots of Polarity;
[*]Sea Captain*s Hat, Necklace of ocean guidance, Boots of Levitation, if the random map is generated with ※water content: No§.
Any artifact can be allowed or banned. Template settings always take precedence over default settings (regardless the water level). However, it should be noted that if spell ※Summon Boat§ or ※Scuttle Boat§ is banned, then the Captain*s Hat is automatically banned. Also, quest artifacts for Seer*s Huts are automatically disabled on the map and exist only in a single copy.At least one artifact must be allowed. If all artifacts are banned, the Blackshard of the Dead Knight will automatically be allowed. If all artifacts of a certain class are banned, then artifacts of other classes will be generated instead (except for quest artifacts for Seer*s Huts, which can only belong to ※treasure artifacts§ class).SpellsThis setting controls which spells can or cannot appear. Banned spells will not appear in Mage Guilds, Shrines, Pyramids, Spell Scrolls, Pandora*s Boxes and Scholars, and will not be granted by Tomes of magic school and Spellbinder*s Hat. But they will still be available as heroes starting spell. In particular, note that if the hero ※Gem§ is allowed, her starting spell will always be ※Summon Boat§ if water content setting is ※Normal§ or ※Islands§, and ※Bless§ otherwise. Special spells (Titans Lightning Bolt and creature abilities: Stone, Poison, Bind, Disease, Paralyze, Aging, Death Cloud, Thunderbolt (Thunder Birds), Dispel Good, Death Stare and Acid Breath) are not affected by this setting. By default, the following spells are disabled:
[*]Summon Boat, Scuttle Boat and Water Walk if a random card is generated with water content: ※No§.
Any spell can be allowed or banned. Template settings always take precedence over default settings (regardless the water level). If Summon Boat or Scuttle Boat are banned, the Sea Captain*s Hat it automatically banned.At least least one spell of each level should always be allowed. If you ban all spells of a level, one of those will automatically be enabled:
[*]Level 1: Magic Arrow;
[*]Level 2: Lightning;
[*]Level 3: Fireball;
[*]Level 4: Chain Lightning;
[*]Level 5: Implosion.
Pandora*s Box and Spell Scroll types that contain only forbidden spells will be automatically banned.Secondary skillsThis setting controls which secondary skills can be learned. Banned skills will not appear when a hero levels up, nor anywhere else on the map, including Witch Huts, Universities and Scholars, but they will still be available as heroes starting skills. By default, the following skills are banned:
[*]Resistance;
[*]Navigation if a random map is generated with a water level of ※No§.
Any secondary skill can be allowed or banned. Template settings always take precedence over default settings (regardless the water level).At least four secondary skills should always be allowed. If less than four skills are allowed, the missing ones will automatically be taken from the beginning of the list.In case Interference secondary skill is disabled and Resistance secondary skill is enabled all heroes with starting Interference (except ones with Interference speciality) will have Interference replaced by Resistance.Zone SettingsRandom maps are made of interconnected zones. Each zone is a self-coherent piece of land, containing a single terrain type. Zone settings control zone size, location, terrain, objects content, and much more.SizeControls the relative size of the zone. The actual size depends on additionnal factors such as:
[*]Map size;
[*]Nubmer of zones;
[*]Sizes of other zones;
[*]Zone sparseness setting;
[*]Rock blocks setting.
So zone size must be adjusted by trial and error until the right size is obtained. Adjusting zone sparseness and rock blocks may also help to have better control over zone sizes.

PlacementThis option allows you to specify on which level of the map (ground or underground) the zone must be generated. By default, zones can be generated on any level, except player*s starting zones, that can be generated only on ground level for non-evil factions. When playing without underground, placement option is ignored. If placement is set to ※ground only§ or ※underground only§, it takes precedence over default behavior, forcing zone to belong to the specified level.
Allow non-Coherent RoadsBy default, all the roads passing through a zone are connected: all road tails, towns and shipyards can be accessed without leaving the road and without leaving the zone. Enabling the option ※Allow non-coherent roads§ will allow disconnected roads to coexist in the same zone. In most cases, all roads of the zone will still be connected, but if there are many zones with several towns in the template, zones with disconnected roads may appear frequently, making the entire road network of the template more unpredictable.
Zone RepulsionIf Zone Repulsion is enabled, RMG will try to place this zone as far as possible (by summary travel distance) from all other zones where ※Zone Repulsion§ is also turned on. Note that zone location depends on many other factors, including connections with other zones. Of all these factors, Zone Repulsion is the one with the lowest priority. So if zone location is already very constrained, this option may have no tangible effect. See advanced zone placement for more details about how the RMG prioritizes constraints.Town Type Hint
[*]The option allows setting up zone town type selection. Town type can be set to coincide the type of another town (in the same or different zone), or to be distinct from it.
[*]Player towns of a single zone are set up together (they will have the same type). Neutral town types are set up separately.
[*]One can set up complex constraints on town type selection by using this option for several zones. When the map is generated, RMG selects a town type set that satisfies all conditions (if possible).
[*]Option limits:
[*]If the fields ※town density / castle density§ are used, any extra town/castle created beyond ※minimum towns / minimum castles§ may not have the right type.
[*]If the zone is so small that not all towns/castles planned by ※minimum towns / minimum castles§ can be created, the missing towns will still put constraints on other towns, even though they are not created.
[*]In some rare cases, the algorithm used for town type solving may not be able to succeed within a reasonable timeframe, even though a valid town type distribution exists. This may happen if the number of valid town type distributions is very low and the total number of town type distributions is very high.

[*]If anything goes wrong (that is, if not all constraints are met), one will always get a warning when the random map is generated. It is also possible to check for errors using template editor.

Force Neutral CreaturesThis option is labeled as ※Dwellings / creature rewards: only neutral§ in template editor.
When enabled, it sets the zone faction to be neutral:
[*]only dwellings of neutral creatures can be generated
[*]only neutral creatures can be found in Pandora*s Boxes that contain creatures
[*]if the prize for a Quest Artifact generated in this zone is creatures, they can only be neutral (note that the Seer*s Hut for this artifact will be located in another zone, see here for more information about quest artifacts mechanism).
In case this option is not activated, zone faction is determined by the default rules and depends on main town type or terrain type.Monster settingsStrength
[*]※None§ setting means that treasures of this zone will be unguarded.
[*]In other cases a presence and size of guard of each object group is defined by common rules and depends on the monster strength selected.
[*]Presence and size of zone connections* guards are not affected by this setting.
Disposition
[*]Each monster on the map has a score, between 0 and 10, which quantifies how likely the monsters are to join player*s army, 0 being ※always join§ and 10 being ※never join§.
[*]The setting ※Compliant§ points that monsters always join hero army. The setting ※Savage§ points that monsters never join hero army.
[*]The settings ※Friendly (1每7)§, ※Aggressive (1每10)§, and ※Hostile (4每10)§ define a score range: for each monster, a random number will be drawn within the range (potentially not the same for each monster).
[*]Custom settings define the score directly (score is the same for all monsters).
[*]This option affects all monsters on zone cells, including zone connection guards.
Joining Percent
[*]Sets the fraction of monsters that will join hero army in case of acceptance. The remaining monsters disappear. If the monsters join for money, player will have to pay the cost of full group anyway.
[*]This option affects all monsters on zone cells, including zone connection guards.
Join only for money
[*]If the option is turned on, the monsters in zone will join hero army only for money. Otherwise they may join for free.
[*]This option affects all monsters on zone cells, including zone connection guards.
Monster factions
[*]The option sets the available factions of monsters in zone. The faction can be linked to zone town type.
[*]This option affects all monsters on zone cells, including zone connection guards.
Connection SettingsConnections are ways to move from one zone to another. It includes direct land contact between zones, but also contact through underground gates or monoliths. On maps with water, it also includes contact through shipyards. However, this last type of connection often violates the structure of the map and will not be considered in detail in this article.
The only possible connections between zones are the ones described in the template.Connection Types
[*]Standard connections are typically guarded by monsters, whose strength depends on connection value. If the value is too low, monsters may not be generated. If the connection takes the form of a direct land contact between zones, there may be, depending on the length of the common boundary, several contact points, each of them being guarded by its own monster stack. If the connection takes the form of a monolith, there always will be a single monolith guarded from both sides. Idem for underground gates.
[*]Wide connections are never guarded. If the connection takes the form of a direct land contact, then the passage between zones is wide, practically covering the entire common boundary. In any other case, the connection is similar to a standard connection without monsters.
[*]Connections with Border Guard are blocked by two successive Border Guard objects, with different colors (instead of normal monsters guard). Both zones will have the Keymaster*s Tent (without monster protection) that unlocks the Border Guard of the opposite side. So in order to pass through, one must first visit the Keymaster*s Tent on the other side (as well as the local one). In the case of a direct land connection, more than two colors of Border Guard can be used. The number of Border Guard colors is limited. If there are no colors left, the remaining border guard connections will be generated as standard connections (you can set the value for these links). Note that each Border Guard color can only be dedicated to a single purpose, which is either guarding a connection or guarding Keymaster Tent treasure (see here). In case there are not enough Border Guard colors available to fulfill the template needs, Border Guards dedicated to connections will take precedence over the ones dedicated to treasure. Using Border Guard connections is not recommended.
[*]Fictive connections, unlike regular connections, will not materialize into some way of traveling from one zone to another. However, like other connections, they will affect the placement of zones, increasing the chances for connected zones to be close to each other (given that they have adequate zone placement settings, and compatible connection placement settings).

PlacementPlacement setting affects the location of the connected zones. Note that in most cases, this setting only acts as a hint: there is no guarantee that zones will actually meet the requested placement (RMG may not always be able to fulfill you requests). However, RMG creates zones one after another, in ascending zone number, so choosing adequate zone ID is often an efficient way to achieve the desired placement. For example, connected zones that have successive numbers are more likely to follow the placement request.Placement options are:
[*]Free: This is the default setting. RMG tries to place connected zones either next to each other with direct land contact, or one on top of the other with underground gate contact. Monoliths are avoided as much as possible.
[*]Ground: RMG will try to place zones on the same level, next to each other so they can have direct land connection. If a zone has both ※Ground§ and ※Free§ connections, ※Ground§ setting takes precedence for zone placement.
[*]Underground: RMG will try to place connected zones one under the other so that they can be connected by an Underground Gate. If a zone has both ※Underground§ and ※Free§ connections, ※Underground§ setting takes precedence for zone placement. If the map has no underground level, this setting is automatically replaced by ※Free§.
[*]Monolith: connection will not affect zone placement, and zones will always be connected via a monolith (even if they are close enough to be connected by direct land connection or Underground Gate).
[*]Random: connection will not affect zones placement. If zones end up being close enough, they will be connected by direct land contact or underground gates. Otherwise, they will be connected via a monolith.
The more links with ※Ground§ or ※Underground§ option, the more difficult it will be for RMG to comply with all the placement hints, and the more difficult it will be to lay out zones tightly (as a result, zone sizes will fluctuate more). ※Monolith§ and ※Random§ options, on the contrary, simplify RMG*s task, favoring the respect of other placement constraints, and allowing tight zone placement.RoadsThis setting allows to control the generation of roads from one zone to another.Roads options are:
[*]※Random§ (default): the roads a generated under the default mechanism. The possibility of their presence depends on the template structure and includes a random element.
[*]※Yes§ (obligatory road): if the connection is part of a simple path (without zone and connection reoccurrence) between two zones with towns, and all the connections along this path have their road option set to ※Yes§, then a road will always go through this path. Otherwise this setting works like ※Random§. Less formal, obligatory roads must always connect zones with towns (possibly through intermediate zones without towns), otherwise they are ignored.
[*]※No§: no roads will pass through this connection. This option is automatically turned on for connections through water (from shipyard to shipyard).
RMG firs creates obligatory roads. Then it connects resulting road networks with each other and with remaining towns and shipyards with the default algorithm (one that connects towns in the original game) using some of the connections with ※Random§ road setting.In case there are several parallel connections between two zones, they are considered one connection with the ※maximum§ road option (※Yes§ > ※Random§ > ※No§) from all gathered connections.For connections that take the form of a one-way monolith, a road will go to their enters.By default, all the roads passing through a single zone are connected: all road tails, towns and shipyards can be accessed without leaving the road and without leaving the zone. If the option allow non-coherent roads in zone settings is turned on this rule can be not fulfilled. In this case obligatory roads connect the closest towns or shipyards of the zones, and all other towns and shipyards are connected to the road network with the default algorithm.Portal RepulsionWhen this option is enabled and if the connection materializes as a monolyth, the monolyth will be placed as far as possible from towns, ground connection guards, underground gates and other monoltyhs.
Advanced zone placementControlling zones placement is one of the most difficult tasks when creating a template. By nature, zones are randomly laid out, based on template structure, and template format does not offer direct control over zone placement. However, several tricks can be used to control zone placement better, improving the playability of the map:
[*]For any zone, you can specify whether it should be generated on the ground or underground. Unlike other placement options, this one always works. It is thus an efficient way to separate zones.
[*]You can ask the generator to place zones side by side by using standard or fictive connections together with placement hints ※Default§, ※Ground§ or ※Underground Gate§. Note that zone placement will be much more strongly affected by placement hints ※Ground§ and ※Underground gate§ than ※Default§. Connections with placement hint ※Ground§ or ※Underground gate§ put strong placement constraints on the RMG, and should be used carefully: it should be always possible for RMG to fulfill these hints. Otherwise RMG may sacrifice other important layout constraints in order to meet those, which could lead to unreliable map generation.
[*]Zone numbering is important. RMG creates zones one after another, in ascending zone number order. Each zone is placed as best as possible considering its relationship with zones already in place. After laying down all zones, RMG randomly mixes them, but only if it helps to implement connection settings better. Thus, in a number of cases, it is possible to mentally picture zone layout process, and choose zone numbers so that each zone ends up in a well-known position, clearly identified by the connections.
[*]Zone locations are affected by zone sparseness setting. If RMG finds several layouts that equally fulfill connection settings, the final layout is chosen either randomly (if there are few enough zones), or in such way that the largest zone dimension (height or width) is minimal. ※Zone sparseness§ setting affects the point from which zones will begin to be packed more tightly. If zone sparseness is small enough, the first two zones will always be placed diagonally from each other (since such configuration best fits into a square).
[*]Zones can have the zone repulsion option. The RMG will try to place them as far as possible from each other. This option has the lowest priority: when laying a the zone, the generator first selects, among all possible locations, the ones that implement connection settings best. Then, it selects, among these locations, the ones where the zone best fits into the reference square controlled by zone sparseness. Then only comes zone repulsion: the final location is the one that, among the remaining locations, has the largest sum of (travel) distances to other zones that also have zone repulsion turned on.
Let us illustrate some of these mechanisms by an example. Let us assume that we want to create a map without underground, where a central zone is surrounded by peripheral zones laid out in a predetermined order.A first obvious way to achieve this is to create fictive connections between the central zone and peripheral zones, and between adjacent peripheral zones. However, this will not work as expected unless proper zone numbering is set. For example, if the central zone has the largest number, then peripheral zones will be laid out first, and map configuration will unlikely be exactly a central zone surrounded by a ring of peripheral zones. With a small ※zone sparseness§ settings, zones will be packed tightly together without large gaps, so the central zone will not fit in the middle: it will be put on the side. During zone shuffling process, RMG may manage to fix the layout 〞 and is actually likely to succeed for simple configurations 〞 but in our case there are too many constraints to fulfill them with the simple shuffling.So the right approach is to give central zone the smallest number. But the numbering of other zone matters, too. Lets us assume that the next two zones (by numbers) are peripheral zones that are not adjacent in the connection circle. After laying out the first two zones (the center and one peripheral zone), the third one can be placed anywhere around the center, including near the second zone. In fact, with a small zone sparseness setting, third zone will always be next to the second zone. In such case, it becomes impossible for zone 2 and 3 to have two neighbors each, so RMG will have to tear off some zones from the center, which will disrupt zones layout.In order to avoid that, peripheral zones must be numbered so that adjacent zones have consecutive numbers. This way, RMG will always place peripheral zones correctly in its first attempt. Every peripheral zone will have a common boundary with the previous one, as well as free boundary available to welcome the next zone.There is one more difficulty with such circular zone layout: to ensure that all zones are placed in a circle around the center and there are no gaps between them, you need to choose appropriate zone dimensions. In practice, due to the random factor, it is almost impossible to avoid a gap between zones. Thus, with the numbering approach described above, one of the fictive connections will not be implemented properly. To avoid this, you must first select a pair of adjacent peripheral zones and remove their fictive connection (or put the recommended location to ※Random§, if the connection is not fictive). It will result in a gap between these two zones, and both will have an increased size, because they will spread over some of the cells of this gap. From this point, zone sizes can be adjusted in order to make the gap as small as possible, in such way that most cells from the gap are distributed to peripheral zones and not the center, without affecting the appearance of the map. But enough gap should be kept to eliminate the chance that peripheral zones will not fit around the central zone.This method works if there are at least 6 peripheral zones. If there are less, you have to make the central zone small enough, otherwise is will take the most of the cells of the gap between the peripheral zones.If you want to solve a similar problem for 4 peripheral zones around a central zone, you can use the option ※Zone Repulsion§. Zone numbering should then be as follows: the first zone is the centeral one, the second one is any of the peripheral zones, and the third one is on the opposite side of the second one. All zones except the center must use the option ※Zone Repulsion§. ※Zone Sparseness§ of the template must be large enough. Links between peripheral zones must either be removed or set to ※Random§ placement. Each peripheral zone must be connected to the center by a normal or fictive connection.With such zone numbering, RMG will first lay down the central zone and the first peripheral zone. Then, the second peripheral zone will be placed on the opposite side (due to zone repulsion option). The third peripheral zone will be put in between the first and second, and the fourth in the remaining spot.If you choose the appropriate zone dimensions and if you use a small enough Zone Sparseness, you can force peripheral zones to be located in the corners: the first peripheral zone will be placed diagonally from the center due to the small Zone Sparseness, and the second peripheral zone will be put in the adjacent corner, due to both Zone Sparseness and Zone Repulsion settings.About objects and guardsTo effectively control how objects appear on a map, one must understand the general principles of object generation. They are described in this section.Object OptionsGeneralEach object has the following set of parameters:
[*]Value: it defines both the protection of the object and the treasure range required for a zone to be able to host the object. In essence, it usually represents how valuable the object is to the player.
[*]Frequency: determines the probability of an object to be selected over other objects of similar value.
[*]Maximum number on the map.
[*]Maximum number in the zone.
[*]Allowed terrain types: determines what type of terrain the object can appear on.
Object settings can be defined either at template level (whole map) or at zone level (zone only). Rules defined at zone level prevail over rules definied at template level.Value and frequency can be customized for most objects. Maximum number per zone/map can be customized, but some objects have hard-coded count limitations that cannot be exceeded. Allowed terrains cannot be customized. Object-specific restrictions are listed below. Some objects are disabled by default: they will never appear on the map unless you explicitly enable them.The default object settings are listed below.
Object TypesOrdinary objects.
[*]Altar of Sacrifice
[*]Value: 100.
[*]Frequency: 20.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: any except water.

[*]Arena
[*]Value: 3000.
[*]Frequency: 50.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Black Market
[*]Value: 8000.
[*]Frequency: 20.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Buoy
[*]Value: 100.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: water.

[*]Campfire
[*]Value: 2000.
[*]Frequency: 500.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Swan Pond
[*]Value: 100.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: dirt, grass, swamp.

[*]Veil of Darkness (disabled by default)
[*]Value: 500.
[*]Frequency: 25.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: any except water.

[*]Corpse
[*]Value: 500.
[*]Frequency: 100.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: sand, rough.

[*]Marletto Tower
[*]Value: 1500.
[*]Frequency: 100.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Eye of the Magi (disabled by default)
[*]Value: 100.
[*]Frequency: 50.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: any except water.

[*]Faerie Ring
[*]Value: 100.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: dirt, grass, swamp, highlands.

[*]Flotsam
[*]Value: 500.
[*]Frequency: 1000.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: water.

[*]Fountain of Fortune
[*]Value: 100.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: dirt, grass, swamp.

[*]Fountain of Youth
[*]Value: 100.
[*]Frequency: 50.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: dirt, grass, swamp, water.

[*]Garden of Revelation
[*]Value: 1500.
[*]Frequency: 100.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: dirt, grass, swamp, subterranean, highlands.

[*]Hut of the Magi (disabled by default)
[*]Value: 100.
[*]Frequency: 25.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: any except water.

[*]Idol of Fortune
[*]Value: 100.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: any except water.

[*]Lean To
[*]Value: 500.
[*]Frequency: 100.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: snow.

[*]Library of the Enlightenment
[*]Value: 12,000.
[*]Frequency: 20.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]School of Magic
[*]Value: 1000.
[*]Frequency: 50.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any (including water).

[*]Magic Spring (this object has several trigger cells, so it is never guarded even if value is increased, and it can not be part of an object group)
[*]Value: 500.
[*]Frequency: 50.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: rough.

[*]Magic Well
[*]Value: 250.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: any except water.

[*]Mercenary Camp
[*]Value: 1500.
[*]Frequency: 100.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Mermaids
[*]Value: 100.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: water.

[*]Mystical Garden
[*]Value: 500.
[*]Frequency: 30.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: dirt, grass, swamp.

[*]Oasis (this object has several trigger cells, so it is never guarded even if value is increased, and it can not be part of an object group)
[*]Value: 100.
[*]Frequency: 50.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: sand.

[*]Obelisk
[*]Value: 350.
[*]Frequency: 200.
[*]Maximum on the map: 48 (cannot be increased).
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: any except water.

[*]Star Axis
[*]Value: 1500.
[*]Frequency: 100.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Pyramid
[*]Value: 5000.
[*]Frequency: 20.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: sand.

[*]Rally Flag
[*]Value: 100.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: any except water.

[*]Random treasure artifact
[*]Value: 2000.
[*]Frequency: 150.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Random minor artifact
[*]Value: 5000.
[*]Frequency: 150.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Random major artifact
[*]Value: 10,000.
[*]Frequency: 150.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Random relic artifact
[*]Value: 20,000.
[*]Frequency: 150.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Random resource (at the start of the game, this object is randomly replaced by any specific resource, among wood, ore, mercury, crystal, sulfur, gem and gold. Objects for specific resources also exist, with other generation parameters)
[*]Value: 1500.
[*]Frequency: 2000.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Refugee Camp
[*]Value: 5000.
[*]Frequency: 20.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Sanctuary (disabled by default)
[*]Value: 100.
[*]Frequency: 50.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: any except water.

[*]Scholar
[*]Value: 1500.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Sea Chest
[*]Value: 1500.
[*]Frequency: 500.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: water.

[*]Shipwreck Survivor
[*]Value: 1500.
[*]Frequency: 50.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: water.

[*]Shrine of Magic Incantation
[*]Value: 500.
[*]Frequency: 50.
[*]Maximum on the map: 32.
[*]Maximum per zone: unlimited.
[*]Terrain types: any (including water).

[*]Shrine of Magic Gesture
[*]Value: 2000.
[*]Frequency: 100.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any (including water).

[*]Shrine of Magic Thought
[*]Value: 3000.
[*]Frequency: 50.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any (including water).

[*]Shrine of Magic Mystery
[*]Value: 7000.
[*]Frequency: 100.
[*]Maximum on the map: 32.
[*]Maximum per zone: 1.
[*]Terrain types: any except water.

[*]Mermaids
[*]Value: 100.
[*]Frequency: 20.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: water.

[*]Stables
[*]Value: 200.
[*]Frequency: 40.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: dirt, grass, rough.

[*]Tavern
[*]Value: 100.
[*]Frequency: 20.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: any (including water).

[*]Temple
[*]Value: 100.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: any except water.

[*]Den of Thieves
[*]Value: 100.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: any except water.

[*]Trading Post
[*]Value: 3000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: dirt, grass, snow, rough, highlands.

[*]Learning Stone
[*]Value: 1500.
[*]Frequency: 200.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Treasure Chest
[*]Value: 1500.
[*]Frequency: 1000.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Tree of Knowledge
[*]Value: 2500.
[*]Frequency: 50.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: dirt, grass, snow.

[*]University
[*]Value: 2500.
[*]Frequency: 20.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Wagon
[*]Value: 500.
[*]Frequency: 50.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: rough.

[*]School of War
[*]Value: 1000.
[*]Frequency: 50.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Warrior*s Tomb
[*]Value: 6000.
[*]Frequency: 20.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Water Wheel
[*]Value: 750.
[*]Frequency: 30.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: dirt, grass, snow, swamp.

[*]Watering Hole (this object has several trigger cells, so it is never guarded even if value is increased, and it can not be part of an object group)
[*]Value: 500.
[*]Frequency: 50.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: rough.

[*]Windmill
[*]Value: 2500.
[*]Frequency: 90.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Witch Hut
[*]Value: 1500.
[*]Frequency: 80.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: 3 (cannot be increased).
[*]Terrain types: any except water.

[*]Freelancer*s Guild
[*]Value: 100.
[*]Frequency: 50.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1 (cannot be increased).
[*]Terrain types: any except water.

[*]Temple of Loyalty
[*]Value: 100.
[*]Frequency: 20.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: any except water.

[*]Skeleton Transformer
[*]Value: 500.
[*]Frequency: 15.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: subterranean.

[*]Colosseum of the Magi
[*]Value: 3000.
[*]Frequency: 50.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Watering Place
[*]Value: 500.
[*]Frequency: 50.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: rough.

[*]Mineral Spring
[*]Value: 500.
[*]Frequency: 50.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: highlands.

[*]Hermit*s Shack
[*]Value: 1500.
[*]Frequency: 80.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: 1.
[*]Terrain types: highlands.

[*]Gazebo
[*]Value: 1500.
[*]Frequency: 50.
[*]Maximum on the map: 32 (cannot be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: highlands.

[*]Junkman
[*]Value: 200.
[*]Frequency: 40.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: highlands.

[*]Derrick
[*]Value: 750.
[*]Frequency: 30.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: wasteland.

[*]Warlock*s Lab
[*]Value: 10000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: snow, wasteland.

[*]Prospector
[*]Value: 500.
[*]Frequency: 30.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: wasteland.

[*]Trailblazer
[*]Value: 200.
[*]Frequency: 40.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: wasteland.

[*]Ancient Lamp (disabled by default)
[*]Value: 7000.
[*]Frequency: 10.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: sand, snow.

[*]Sea Barrel
[*]Value: 500.
[*]Frequency: 400.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: water.

[*]Jetsam
[*]Value: 500.
[*]Frequency: 600.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: water.

[*]Vial of Mana
[*]Value: 3000.
[*]Frequency: 50.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: water.

[*]Seafaring Academy
[*]Value: 8000.
[*]Frequency: 20.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: none (this object is temporarily not available: it will never be generated).

[*]Observatory
[*]Value: 500.
[*]Frequency: 20.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: water.

[*]Altar of Mana (this object has several trigger cells, so it is never guarded even if value is increased, and it can not be part of an object group)
[*]Value: 100.
[*]Frequency: 20.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: water.

[*]Town Gate
[*]Value: 10,000.
[*]Frequency: 20.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: any except water.

[*]Grave (this object has no trigger cells, so it is never guarded even if value is increased, and it can not be part of an object group)
[*]Value: 500.
[*]Frequency: 30.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: wasteland.


Pandora*s Box.
[*]Maximum on the map: 200 (common count for all kinds of content, can not be increased).
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.
Pandora*s Box with creatures.
There is one kind of Pandora*s Box object per creature type. The amount of creatures inside the box depends on the creature level and the creature AI Value. It is adjusted in such way that the stack of creatures has roughly the same total AI Value that depends on the creature level. Pandora*s Box with creatures can only be generated in zones where zone faction is the same as creatures* faction. It is recommended to enable/disable entire levels of creatures, rather than individual creatures for this object.
[*]Value cannot be changed, calculated as: (AI Value of the creature)*(Number of creatures)*(1 + n/N), where:
[*]N is the number of zones with at least one town or castle;
[*]n is the number of zones with the main town faction the same as dwelling*s faction.

[*]Frequency: 3.
Pandora*s Box with experience.
[*]5,000 experience
[*]Value: 6000.
[*]Frequency: 20.

[*]10,000 experience
[*]Value: 12,000.
[*]Frequency: 20.

[*]15,000 experience
[*]Value: 18,000.
[*]Frequency: 20.

[*]20,000 experience
[*]Value: 24,000.
[*]Frequency: 20.

[*]You can also add Pandora*s Box with custom experience amount, from 0 to 99,999,999, but there are no default settings for such object.
Pandora*s Box with gold.
[*]5,000 gold
[*]Value: 5000.
[*]Frequency: 5.

[*]10,000 gold
[*]Value: 10000.
[*]Frequency: 5.

[*]15,000 gold
[*]Value: 15,000.
[*]Frequency: 5.

[*]20,000 gold
[*]Value: 20000.
[*]Frequency: 5.

[*]You can also add Pandora*s Box with custom amount of gold, from 0 to 99,999, but there are no default settings for such object.
Pandora*s box with spells.
[*]All 1st level spells
[*]Value: 5,000.
[*]Frequency: 2.

[*]All 2nd level spells
[*]Value: 7,500.
[*]Frequency: 2.

[*]All 3rd level spells
[*]Value: 10,000.
[*]Frequency: 2.

[*]All 4th level spells
[*]Value: 12,500.
[*]Frequency: 2.

[*]All 5th level spells
[*]Value: 15,000.
[*]Frequency: 2.

[*]All Air spells
[*]Value: 15,000.
[*]Frequency: 2.

[*]All Water spells
[*]Value: 15,000.
[*]Frequency: 2.

[*]All Fire spells
[*]Value: 15,000.
[*]Frequency: 2.

[*]All Earth spells
[*]Value: 15,000.
[*]Frequency: 2.

[*]All spells
[*]Value: 30,000.
[*]Frequency: 2.

[*]You can also add a Pandora*s Box with a custom level range and a custom set of magic schools, but there are no default settings for such object.
If all spells of some Pandora*s Box are banned at template level, then that Pandora*s Box is automatically banned too.
Keymaster*s Tent (disabled by default). When generating a Keymaster*s Tent in a zone, a reward is created in another zone, behind a Border Guard that matches the color of the tent. The reward is a group of objects, with a value equal to 1.5 times the value of the Keymaster*s Tent itself. Objects are generated according to the rules of the zone where the Keymaster*s Tent is, without consideration for the terrain type, object rules, and treasure value ranges of the zone that hosts the objects. There can be only one tent of each color per map. There are no restrictions on the amount of tents per zone. Tents can be generated on any terrain except water. The frequency is 10 (all colors together). Default values of Kaymaster*s Tents are:
[*]5000
[*]7500
[*]10000
[*]15000
[*]20000
[*]You can also use a custom value, but there are no default settings for such object.
Using this object is not recommended.Cartographer (disabled by default). The maximum amount per map is not limited. The maximum number per zone is 1 (cannot be increased).
[*]Ground Cartographer
[*]Value: 10000.
[*]Frequency: 20.
[*]Terrain types: any except subterranean and water.

[*]Underground Cartographer
[*]Value: 7500.
[*]Frequency: 20.
[*]Terrain types: subterranean.

[*]Water Cartographer
[*]Value: 5000.
[*]Frequency: 20.
[*]Terrain types: water.

Creature Banks.
[*]Derelict Ship
[*]Value: 4000.
[*]Frequency: 20.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: water.

[*]Dragon Utopia
[*]Value: 10000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Crypt
[*]Value: 1000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: dirt, sand, grass, snow, swamp.

[*]Shipwreck
[*]Value: 2000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: water.

[*]Cyclops Stockpile
[*]Value: 3000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Dwarven Treasury
[*]Value: 2000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Griffin Conservatory
[*]Value: 2000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Imp Cache
[*]Value: 5000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Medusa Stores
[*]Value: 1500.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except subterranean and water.

[*]Naga-Bank
[*]Value: 3000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Dragon Fly Hive
[*]Value: 9000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Beholders* Sanctuary
[*]Value: 2500.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Temple of the Sea
[*]Value: 10000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: water.

[*]Pirate Cavern (disabled by default)
[*]Value: 3500.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: rough.

[*]Mansion
[*]Value: 5000.
[*]Frequency: 50.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Spit (disabled by default)
[*]Value: 1500.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: swamp.

[*]Red Tower
[*]Value: 4000.
[*]Frequency: 20.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: 1.
[*]Terrain types: any except water.

[*]Black Tower
[*]Value: 1500.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Ivory Tower (disabled by default)
[*]Value: 7000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: sand, snow.

[*]Churchyard
[*]Value: 1500.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Experimental Shop
[*]Value: 3500.
[*]Frequency: 80.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Wolf Raider Picket
[*]Value: 9500.
[*]Frequency: 70.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.

[*]Ruins
[*]Value: 1000.
[*]Frequency: 100.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: highlands.


Creature Dwellings (each dwelling is a separate object). The amount per map and per zone is not limited. Dwellings can be generated on any type of terrain (except water), but each zone can only host dwellings from a single faction, in accordance with its zone faction. It is recommended to enable or disable entire levels of creatures, rather than individual dwellings.
[*]Value cannot be changed, calculated as: (AI Value of the creature)*((Creature growth)*(1 + n/N) + n/2), where:
[*]N is the number of zones with at least one town or castle;
[*]n is the number of zones with the main town faction the same as dwelling*s faction;
[*]total value is tripled for the Estate (Vampires* dwelling) and the Hovel (Peasants* dwelling).

[*]Frequency: 40.
Some creatures have several dwelling types with different images. Maximum amount per map and per zone is common for all dwellings of the creature and the density set up for creature dwellings is divided to the amount of this creature dwelling types. Thus different dwellings of one creature are counted as single object type.Composite Creature Dwellings (Golem Factory and Elemental Conflux). The amount per map and per zone is not limited. Can be generated on any land except water. Can be generated only in zones that have the same zone faction as (at least one of the) creatures.
[*]Value: half-sum of the values of the dwelling creatures, each calculated same as regular dwellings. It cannot be changed.
[*]Frequency: 20.
Hill Fort. The maximal map count is not limited, the maximum count per zone is 1 and cannot be increased (there can be only one version of Hill Fort per zone).
[*]Hill Fort for 1每7 level creatures, with reduced cost for 1每4 level creatures (this object is disabled by default)
[*]Value: 7000.
[*]Frequency: 20.
[*]Terrain types: dirt, grass, snow.

[*]Fort on Hill for 1每5 level creatures, with double cost
[*]Value: 7000.
[*]Frequency: 20.
[*]Terrain types: any except water.

Observation towers. Value is 750. Frequency is 100. The amount on the map is not limited. Maximum per zone is 1 (cannot be increased).
[*]Redwood Observatory
[*]Terrain types: any except subterranean and water.

[*]Pillar of Fire
[*]Terrain types: subterranean.

[*]Observation Tower
[*]Terrain types: water.

Prison. The amount per map is limited in such way that remaining free heroes count is at least 10*(number of players) + 48. The amount per zone is not limited. It can be generated on any terrain except water.
[*]Hero of level 1 (0 experience)
[*]Value: 2,500.
[*]Frequency: 30.

[*]Hero of level 5 (5000 experience)
[*]Value: 5,000.
[*]Frequency: 30.

[*]Hero of level 10 (15000 experience)
[*]Value: 10,000.
[*]Frequency: 30.

[*]Hero of level 20 (90000 experience)
[*]Value: 20,000.
[*]Frequency: 30.

[*]Hero level 30 (500000 experience)
[*]Value: 30,000.
[*]Frequency: 30.

[*]You can also add a Prison with a hero with any other amount of experience (0每99,999,999), but for this object there are no default settings.
Resource. The amount on map and per zone is not limited. It can be generated on any terrain except water.
[*]Wood
[*]Value: 1400.
[*]Frequency: 300.

[*]Mercury
[*]Value: 2000.
[*]Frequency: 300.

[*]Ore
[*]Value: 1400.
[*]Frequency: 300.

[*]Sulfur
[*]Value: 2000.
[*]Frequency: 300.

[*]Crystal
[*]Value: 2000.
[*]Frequency: 300.

[*]Gems
[*]Value: 2000.
[*]Frequency: 300.

[*]Gold
[*]Value: 750.
[*]Frequency: 300.

There is also a Random Resource object, with its own settings, which is replaced by a specific resource at the start of the game.
Quest Artifact for a Seer*s Hut. This object is a random artifact of level 1 (treasure artifact), which is not part of any compound artifact. This artifact is unique on the map. When this object is generated, an unguarded Seer*s Hut is created in another zone on the map, looking for the artifact. This object is divided in several categories depending on the reward given by the Seer*s Hut.
[*]Maximum on the map: unlimited.
[*]Maximum per zone: unlimited.
[*]Terrain types: any except water.
Seer*s hut with creature reward (one object for each type of creature).
The amount of creatures depends on the creature level and the creature AI Value. It is adjusted in such way that the stack of creatures has roughly the same total AI Value that depends on the creature level. Seer*s Huts with creature reward can only be generated in zones where zone faction is the same as creature faction. It is recommended to enable/disable entire levels of creatures, rather than individual creatures for this object.
[*]Value cannot be changed, calculated as: (2*(AI Value Creatures)*(Number of creatures)*(1 + n/N) - 4000) / 3, where:
[*]N is the number of zones with at least one town or castle;
[*]n is the number of zones with the main town faction the same as dwelling*s faction.

[*]Frequency: 3.
Seer*s hut with experience reward.
[*]5,000 experience
[*]Value: 2000.
[*]Frequency: 10.

[*]10,000 experience
[*]Value: 5333.
[*]Frequency: 10.

[*]15,000 experience
[*]Value: 8666.
[*]Frequency: 10.

[*]20,000 experience
[*]Value: 12000.
[*]Frequency: 10.

[*]You can also add an object with custom experience reward (from 0 to 99,999,999), but there are no default settings for such object.
Seer*s hut with gold reward.
[*]5,000 gold
[*]Value: 2000.
[*]Frequency: 10.

[*]10,000 gold
[*]Value: 5333.
[*]Frequency: 10.

[*]15,000 gold
[*]Value: 8666.
[*]Frequency: 10.

[*]20,000 gold
[*]Value: 12000.
[*]Frequency: 10.

[*]You can also add an object with custom gold reward (from 0 to 99,999), but there are no default settings for such object.
Spell Scroll. The amount on the map / per zone is not limited. It can be generated on any terrain except water.
[*]Level 1 spell
[*]Value: 500.
[*]Frequency: 30.
[*]Maximum per zone: 6.

[*]Level 2 spell
[*]Value: 2000.
[*]Frequency: 30.
[*]Maximum per zone: 5.

[*]Level 3 spell
[*]Value: 3000.
[*]Frequency: 30.
[*]Maximum per zone: 4.

[*]Level 4 spell (except Town Portal and Water Walk)
[*]Value: 8000.
[*]Frequency: 30.
[*]Maximum per zone: 3.

[*]Level 5 spell (except for the Dimension Door and Fly)
[*]Value: 10000.
[*]Frequency: 30.
[*]Maximum per zone: 2.

[*]Spell Scroll with Town Portal, Water Walk, Dimension Door, or Fly
[*]Value: 20000.
[*]Frequency: 30.
[*]Maximum per zone: 1.

If all spells of one of these categories are disabled, the spell scroll for this category is automatically disabled.War Machine shops. The amount on the map is unlimited, the maximum per zone is 1 (there can be only one type of machine shop per zone). It can be generated on any terrain except water.
[*]War Machine Factory
[*]Value: 1500.
[*]Frequency: 50.

[*]Cannon Yard
[*]Value: 3000.
[*]Frequency: 25.

Warehouse. The amount on the map is not limited. It can be generated on any terrain except water.
[*]Wood
[*]Value: 2250.
[*]Frequency: 30.
[*]Maximum per zone: 1.

[*]Mercury
[*]Value: 2500.
[*]Frequency: 25.
[*]Maximum per zone: 1.

[*]Ore
[*]Value: 2250.
[*]Frequency: 30.
[*]Maximum per zone: 1.

[*]Sulfur
[*]Value: 2500.
[*]Frequency: 25.
[*]Maximum per zone: 1.

[*]Crystal
[*]Value: 2500.
[*]Frequency: 25.
[*]Maximum per zone: 1.

[*]Gems
[*]Value: 2500.
[*]Frequency: 25.
[*]Maximum per zone: 1.

[*]Gold
[*]Value: 6000.
[*]Frequency: 15.
[*]Maximum per zone: 1.


Mines. Mines are not part of the standard object settings system, and are configured separately. But each mine has a value that defines its protection, like for regular objects. Each mine can be surrounded by 1每3 resources of its own type. These resources are not guarded.
[*]Sawmill
[*]Value: 1500.

[*]Alchemist*s Lab
[*]Value: 3500.

[*]Ore Pit
[*]Value: 1500.

[*]Sulfur Dune
[*]Value: 3500.

[*]Crystal Cavern
[*]Value: 3500.

[*]Gem Pond
[*]Value: 3500.

[*]Gold Mine
[*]Value: 7000.

Creature RewardsCreature count in Pandora*s Box and Seer*s HutThe total AI Value of the awarded creature stack depends on creature level:
[*]Level 1: 5,000
[*]Level 2: 7,000
[*]Level 3: 9,000
[*]Level 4: 12,000
[*]Level 5: 16,000
[*]Level 6: 21,000
[*]Level 7: 27,000
First, a preliminary creature count is calculated as (total AI Value) / (single creature AI Value). Result is rounded down, but is always at least 1.Then, creature count is rounded using the following rules:
[*]1每5: no extra rounding.
[*]6每12: rounded up to the even number.
[*]13每50: rounded to the nearest multiple of 5.
[*]More than 50: rounded to the nearest multiple of 10 (multiples of 5 are rounded to the larger nearest multiple of 10).
If this count exceeds 150, the actual creature count will be reduced to 150, but the value of Pandora*s Box will still be calculated based on the raw count.Zone faction 〞 conditions for the generation of dwellings and Pandora*s Boxes and Quest Artifacts for the Seer*s Hut with creaturesEach zone has a town faction that determines:
[*]Which dwelling objects can be hosted.
[*]Which kind of creature can be found in Pandora*s Box.
[*]Which kind of creature reward can be obtained from Quest artifacts generated in this zone (the reward is located in another zone).
Zone faction is determined as follows:
[*]If zone has towns/castles: faction is the same as the main town/castle (one that is located in zone center);
[*]If zone has no towns/castles, but some town types are allowed in zone settings: faction is chosen randomly among allowed town types;
[*]If zone has no towns/castles and there are no allowed town types:
[*]Zone faction has a 25% chance of being neutral;
[*]Zone faction has a 75% chance of being randomly chosen based on terrain:
[*]Dirt: Castle, Rampart, Necropolis.
[*]Sand: Stronghold, Cove.
[*]Snow: Tower.
[*]Grass: Castle, Rampart, Necropolis.
[*]Swamp: Fortress, Necropolis, Cove.
[*]Rough: Stronghold.
[*]Subterranean: Inferno, Necropolis, Dungeon.
[*]Lava: Inferno.
[*]Highlands: Conflux.
[*]Wasteland: Stronghold.


[*]If force neutral creatures is checked in zone settings, zone faction is always neutral, regardless the above criteria.
Note that the value calculation of dwellings, Pandora*s Boxes with creatures and quest artifacts for Seers* Huts with creatures counts only zones with towns and the types of the main towns of the zones. Zone faction does not influence value, although it is usually the same as zone main town type.
Treasure GenerationZone treasures are generated as groups of objects. All objects of a group are adjacent, and share the same protection (if any). Each group falls into one of the three treasure categories that you can specify in zone settings. Each category is defined by a value range and a frequency. Value range control the value of the object group (defined as the sum of individual object values), and frequency controls the amount of object groups that will be generated (the amount of object groups is proportionnal to the frequency, but it also depends on zone size).Each group is generated as follows. A random number total_value is generated within the value range of the group*s treasure category. Then, an object with a value between total_value / 4 and total_value is randomly selected among valid objects for this zone. The probability for an object to be selected is proportionnal to its frequency.Then, as long as the value sum group_value of already generated objects meets one of the conditions total_value - group_value < 1500 or group_value < total_value / 2, another object with a value between 0.25*(total_value) and 1.25*(total_value - group_value) is randomly selected and added to the group. This process is reapeated until none of the 2 conditions are met, or no valid object can be found within the requested value range. Object groups can be made of a single object.
Object and Connection GuardsObjects and connections protection is calculated as follows.A protection index is calculated as protection_index = monsters_strength_zone + monsters_strength_map, where:
[*]monsters_strength_zone is 0 for connections, and depends on the ※monsters strength§ option of zone settings for objects:
[*]if weak, -1;
[*]if average, 0;
[*]if strong, 1;

[*]monsters_strength_map depends on the monsters strength set in game menu, before starting the game:
[*]if weak, 2;
[*]if normal, 3;
[*]if strong, 4.

The protection_index varies from 1 to 5, and fully determines monsters strength, regardless the terms it derives from.The monster stack is generated based on a total AI value, calculated as follows: total_Ai_Value = (object_value - minimal_value_1)*coefficent_1 + (object_value - minimal_value_2)*coefficent_2object_value is the value of the protected object, group of objects, or connection.Minimal values and coefficents depends on the protection_index:minimal_value_1
[*]1: 2500
[*]2: 1500
[*]3: 1000
[*]4: 500
[*]5: 0
coefficient_1
[*]1: 0.5
[*]2: 0.75
[*]3: 1
[*]4: 1.5
[*]5: 1.5
minimal_value_2
[*]1: 7500
[*]2: 7500
[*]3: 7500
[*]4: 5000
[*]5: 5000
coefficient_2
[*]1: 0.5
[*]2: 0.75
[*]3: 1
[*]4: 1
[*]5: 1.5
object_value - minimal_value is nulled if negative.If total_Ai_Value is less than 2000, then no guard is generated. Otherwise, a random type of monster is selected, and an average monsters count is calculated as total_Ai_Value / monster_AI_value. If the average number of monsters is less than ((minimal_random_monster_count + maximal_random_monster_count) / 2 rounded down) or greater than or equal to 100, then the monster type is invalid and another one is chosen. The minimum and maximum random monsters counts are monster-specific. They can be retrieved, for example, in map editor, by right clicking a monster in the monster selection panel.After the type of monster is selected, the actual monsters count is set as follows:
[*]an Average_count is calculated as total_Ai_Value / monster_AI_value, rounded to the nearest whole number (rounded up if equally close to upper and lower whole numbers).
[*]If Average_count < 4, then the actual number of monsters is Average_count.
[*]Otherwise, the number of monsters is Average_count + random_number_1 - random_number_2. Both random numbers are generated within the range from 0 to Average_count / 4 (rounded down). Thus, the actual monster count can be from 75% to 125% of the average, with a higher probability of being close to the average.
Example 1.
[*]Global monsters strength: Strong, Monsters strength in zone: Strong, Object: Serpent Fly Hive (value 9000).
[*]protection_index = 1 + 4 = 5.
[*]9000 > minimal_value_1 (0), 9000 > minimal_value_2 (5000).
[*]total_Ai_Value = (9000 - 0)*1.5 + (9000 - 5000)*1.5 = 19500.
[*]19500 > 2000, so monsters are generated. For example, 26 Zealots (single creature AI Value: 750).
Example 2.
[*]Global monsters strength: Weak, Monsters strength in zone: Weak, Object: Serpent Fly Hive (value 9000).
[*]protection_index = -1 + 2 = 1.
[*]9000 > minimal_value_1 (2500), 9000 > minimal_value_2 (7500).
[*]total_Ai_Value = (9000 - 2500)*0.5 + (9000 - 7500)*0.5 = 4000.
[*]4000 > 2000, so monsters are generated. For example, 26 Harpies (single creature AI Value: 154).
Example 3.
[*]Global monsters strength: Normal, Monsters strength in zone: Average. Object: Gold mine (value 7000).
[*]protection_index = 0 + 3 = 3.
[*]7000 > minimal_value_1 (1000), 7000 < minimal_value_2 (7500).
[*]total_Ai_Value = (7000 - 1000)*1 = 6000.
[*]6000 > 2000, so monsters are generated. For example, 24 Wight (single creature AI Value: 252).
Example 4.
[*]Global monsters strength: Weak, Monsters strength in zone: Weak. Object: Prison with a level 5 hero (value 5000).
[*]protection_index = -1 + 2 = 1.
[*]5000 > minimal_value_1 (2500), 5000 < minimal_value_2 (7500).
[*]total_Ai_Value = (5000 - 2500)*0.5 = 1250.
[*]1250 < 2000, so no protection is generated.
Example 5
[*]Global monsters strength: Strong. Connection with a value of 6000.
[*]protection_index = 4.
[*]6000 > minimal_value_1 (500), 6000 > minimal_value_2 (5000).
[*]total_Ai_Value = (6000 - 500)*1.5 + (6000 - 5000)*1 = 9250.
[*]9250 > 2000, so monsters are generated. For example, 56 Stone Gargoyles (single creature AI Value: 165).
Object SettingsGeneralThe list of allowed objects can be customized, as well as object generation parameters. Object customization can be set at template level 〞 settings will apply to the whole map 〞 and/or at zone level. It takes the form of an ordered list of rules.RMG has an intitial, default list of available objects, along with default parameters for objects. You can add custom rules to amend this list or/and these parameters. There are two types of rules you can add:
[*]※Disable§ rules: remove an object (or a group of objects) from the list;
[*]※Enable / Edit§ rules: add an object to the list and/or change the parameters for this object.
Rules are applied in the order they are listed, each rule taking precedence over the previous ones. In some cases, rules order matters. For example, if you want to disable all objects except a few, you need to first add a ※disable everything§ rule, and then add rules to re-allow specific objects. Whereas if the ※disable everything§ rule is at the end of the list, all objects will be disabled regardless what the previous rules are.
Rules defined at template level apply before rules defined at zone level. It means that zone-specific rules always override general rules.Rules of type ※Disable§ can target a single object, but also groups of objects of the same kind (for exmple, all Pandora*s Boxes, all Creature Banks, etc). You can also disable all objects at once.However, only objects that follow the regular generation process can be disabled. Object rules cannot be used to disable:
[*]Towns/castles;
[*]Mines and the few resources that come with 〞 those will not be affected even if the resource type is disabled;
[*]Unprotected Keymaster*s Tents dedicated to zone connections 〞 but Keymaster*s Tents dedicated to protect valuable objects can be disabled.
These objects are managed using other zone and connection settings.
In addition, via zone settings it is not possible to preclude Seers* Huts and groups of objects that may appear due to the presence of Keymaster*s Tent located in another zone (unless, of course, by disabling Seer*s Hut quest artifacts or Keymaster*s Tent for the entire template).
Rules of type ※Allow / Edit§ require to set object parameters: value, frequency, maximum count on the map and per zone (maximum count on the map can only be set at template level, and not at zone level). If the object is already part of the allowed objects list, then its parameters will be overridden by the custom ones. Otherwise, the object will be added to the list with the custom parameters.Parameters can be left unchanged by setting them to ※default§. A parameter set to ※default§ will not be changed when the rule is applied. If the new object is added, ※defaulted§ parameters will have the values from the template settings (the list of objects that is created by adjusting only template level rules to default list). If there is no such object in this list, ※defaulted§ parameters will have the default, hard-coded value (see here). Thus, by setting all parameters to ※default§, you can simply allow the object to be generated in a standard way.Dwellings, Pandora*s Boxes with creature reward, and Quest Artifacts for Seer*s hut with creature reward can be disabled, enabled, or customized individually (for each creature type), but also by entire level. If so, parameters defined for an entire creature level will be individually applied to each object, for each creature. It is recommended to use this mechanism instead of customizing individual objects, because each zone can only host objects with creatures from a single faction.RestrictionsAdding an object to the list of allowed objects does not guarantee that it will actually appear on the map / in the zone. Here are some of the limitations that should be considered when managing objects:
[*]Many objects can only be generated on specific terrain types (see this section). This cannot be changed. However, it is possible to select appropriate terrain types in zone settings, in order to guarantee that a specific object can be hosted in a specific zone.
[*]Many objects have restrictions on the maximal count on the map and per zone. These cannot be changed.
[*]As stated in this previous section, objects are always selected within a range of values. If an object has a value that exceeds all three treasure ranges of a zone, then the object cannot be selected when filling the zone. And even if object value exactly matches the maximum of the treasure range, the chances for the object to be selected for this range are very small, unless both minimum and maximum values of the treasure range are the same. If an object has a value lower than one quarter of the lowest treasure maximum, then the object cannot be generated as ※first choice§, but only as a complement for an object group. If the minimum value of all ranges is greater than 500, then objects of value 100 are almost never generated, because they cannot be selected as ※first choice§, and can hardly be selected as a complement for an object group, due to the generation rules described before.
[*]When setting the list of objects in a zone, one must ensure that for any value in any treasure range, there is at least one object that fits beetween 25% and 100% of this value, and is not limited in number. Otherwise, RMG may not be able to create any object for a given random value, and after several failed attempts, zone filling will stop, even if more objects could eventually have been generated with other random values. To avoid such situation, it is recommended to always enable a sufficient number of objects of different values. It is also recommended to avoid very wide treasure ranges (like 100每30000), because it increases the chances of randomly picking a value that is not suitable for any object. Instead, try to use several shorter ranges that match the values of allowed objects.
[*]It is recommended to ensure that in each zone, there is a sufficient number of one-cell objects 〞 that is, with a single trigger cell and without obstacle cells (for example, Resources, Artifacts, Pandora*s Boxes, Serpent Fly Hive) 〞 that are allowed and fit into treasure ranges. Otherwise, due to the amount of obstacles in the zone, RMG cannot place large objects properly, and may interrupt object generation, leaving some areas empty.
[*]For external Dwellings, for Pandora*s Boxes with creatures, and for Quest Artifacts for Seer*s Huts with creatures, value cannot be customized. It is calculated based on the number of zones with towns/castles of different factions. But you can adjust the treasure ranges of zones so they include required values.
[*]External Dwellings, Pandora*s Boxes with creatures and Quest Artifacts for Seer*s Huts with creatures can be generated only in zones where zone faction is the same as creature faction. But it is possible to force zone faction to be neutral.
[*]Sometimes an object is rarely generated due to its low frequency. Increasing object frequency increases the probability of generation.

songfx 楷桶衾 2020-7-12 07:25:23

掛瞼峈奻珨瞼腔 儂楹笢恅

耀啣斐膘ㄩ陔髡夔賡庄呴儂芞祥岆俇�屎皛�腔﹝藩桲呴儂華芞腔綴醱飲衄珨跺耀啣ㄛ蚚衾鏡扴華芞腔賦凳睿翋猁杻涽﹝旮唻眳褒腔孺桯肮奀枑鼎ㄩ
[*]斐膘赻隅砱耀啣腔晤憮ん˙
[*]埻宎耀啣跡宒腔孺桯ㄛ褫眕載旮�賮媔併で皛�華芞˙
[*]埻宎呴儂芞汜傖んㄗRMGㄘ腔跪笱渣昫党淏﹝
耀啣湖婦婓備峈※耀啣婦§腔恅掛恅璃笢﹝珨跺婦褫眕婦漪珨跺麼嗣跺耀啣﹝猁斐膘呴儂芞ㄛ呴儂芞汜傖ん蔚耀啣婦釬峈怀�諢ㄤ採�偌※羲宎§羲宎蚔牁奀ㄛRMG頗植婦蚾笢呴儂恁寁珨跺迵蚔牁扢离ㄗ華芞喜渡ㄛ俙模�侕�脹ㄘぁ饜腔耀啣﹝�遣騤躨搛襟媔乖ㄟ暯�傖呴儂芞﹝RMG耀啣晤憮ん躺斐膘耀啣婦﹝筍岆婓湮嗣杅①錶狟ㄛ勤衾赻隅砱耀啣ㄛ珨跺婦躺婦漪珨跺耀啣﹝秪森ㄛ耀啣婦睿耀啣腔衙癩冪都髦磁婓珨れㄗ婦嬤婓蚔牁賜醱笢ㄘㄛ※耀啣婦§潠備峈※耀啣§﹝婓掛恅笢ㄛ謗跺衙癩蔚掩ь奠華煦羲﹝轎孮汒隴ㄩ阨芞鴃奪RMG盓厥阨勤砓ㄛ甜й鴃奪掛恅冪都鏡扴議虳恁砐�蝥扃輵晒模酴蟣墓瓊炸帥汝о﹌皛�芞奻腔阨汜傖儂秶甜祥俇囡ㄛ籵都頗莉汜祥褫俙俶華芞﹝醴ヶㄛ撓綱祥褫夔峈阨芞斐膘硉腕珨俙腔耀啣﹝耀啣婦扢离壺賸耀啣婦靡備睿鏡扴眳俋ㄛ掛誹遜婦漪珨虳扢离ㄛ涴虳扢离褫夔頗癹秶俙模婓植耀啣婦笢恁寁耀啣眳ヶ硒俴腔ゐ雄恁砐腔恁寁﹝靡備靡備岆耀啣婦腔梓妎睫ㄛ憩砉準呴儂茬扞衄む赻撩腔靡備珨欴﹝坳珆尨婓汜傖腔華芞腔佽隴笢ㄛ眕摯峈森華芞恁寁腔杻隅耀啣腔靡備﹝筍岆ㄛ蔚懂ㄛ耀啣婦腔靡備褫夔頗婓耀啣恁寁粕等笢載嫘滓華妏蚚ㄗ迵耀啣靡備祥肮ㄛ耀啣靡備躺剒猁珆尨植婦笢恁寁賸闡跺耀啣ㄘ﹝�蝜�蔚耀啣婦氝樓善HoMM 3 HD恁寁蹈桶笢ㄛ膘祜耀啣婦靡備迵耀啣恅璃標靡備ぁ饜﹝絞ヶㄛHD腔恁寁蹈桶笢躺珆尨耀啣恅璃標靡備﹝�蝜�耀啣婦躺婦漪珨跺耀啣ㄛ寀膘祜耀啣睿婦撿衄眈肮腔靡備﹝鏡扴耀啣鏡扴祤婓れ善迵準呴儂華芞腔華芞鏡扴眈肮腔釬蚚﹝�蝜�坳岆準諾腔ㄛ坳蔚婓蚔牁笢腔華芞鏡扴弇离珆尨﹝埰勍腔傑淜籵徹森扢离ㄛ蠟褫眕癹秶婓蚔牁羲宎ヶ褫眕汜傖華芞腔傑淜﹝坳肮欴巠蚚衾垀衄俙模﹝③蛁砩ㄛ坳躺癹秶褫眕恁寁腔れ宎傑淜﹝�蝜�蚔牁氪恁寁※呴儂§ㄛ寀垀衄傑淜�埱遛奿婘埰戰痤媏暴洷炬〥皊齾迣м藭埥屺龕穹蟣撲м礡�猁俇�娃�砦耀啣婦笢腔議跺傑淜ㄛ蠟剒猁輦砦蜆婦笢垀衄耀啣腔垀衄⑹郖﹝膘祜蔚婦腔輦蚚淜蹈桶迵藩跺耀啣藩跺れ宎⑹郖腔輦蚚淜蹈桶肮祭﹝�蝜�垀衄傑淜飲掩輦砦ㄛ寀傑惜蔚赻雄掩埰勍﹝荎倯森扢离諷秶闡虳荎倯褫眕ㄩ
[*]婓蚔牁羲宎奀掩恁笢ㄗ呴儂麼祥呴儂ㄘ˙
[*]堤珋婓嬴奩麼潼郜笢﹝
蘇�珌橦鼘瞿狠�砦眕狟俴峈ㄩ
[*]噥恁荎倯ㄩ鬲肅璨假ㄗAdrienneㄘㄛ翮阞轅ㄗCatherineㄘㄛ肅嶺諫ㄗDaconㄘㄛ裔糧ㄗGeluㄘㄛ價嫌資嫌ㄗKilgoreㄘㄛ慇杻﹞瞳もㄗHaart Lichㄘㄛ鐃坢濘ㄗMerareㄘㄛ蹕擘ㄗRolandㄘㄛ鐃坢濘﹞肅濘親ㄗMutare Drakeㄘㄛ票櫛跡佴ㄗBoragusㄘㄛ��癒ㄗXeronㄘㄛ掀肅瞳ㄗBidleyㄘ睿坢親ㄗTarkㄘ˙
[*]樓佷擘睿鐃爵洷橋尪˙
[*]坰跡�蟤�
[*]SylviaㄛVoy睿Elmoreㄛ�蝜�汜傖湍衄※阨漪講ㄩ瘁§腔呴儂芞˙
[*]掀陝杻璨佴ㄛ諫親爵捚睿肅爵親ㄗ�蝜�汜傖賸呴儂華芞※阨漪講ㄩ淏都§麼※阨漪講ㄩ燭絢§ㄘ﹝
�庥扃B蛚撚奿埜閩庈簏繸遢�砦﹝耀啣婦扢离宎笝蚥珂衾蘇�珈髲瓊佳瓽菕偕畋挨縑捩в笛提屆ㄤ封ラ甚蟣樓B蛣麵√鬅封樂桵鼘痵�16跺蹈桶﹝�蝜�議跺傑淜腔荎倯杅講載詢ㄛ寀硐衄ヶ16跺褫鼎忒雄恁寁﹝祥徹ㄛむ坻腔�埱遛奿奜邦�呴儂恁寁鳳腕﹝蠟褫眕輦砦�庥恀�講腔荎倯ㄛ筍岆�蝜�荎倯軞杅祥閉徹10 *ㄗ俙模杅講ㄘ+ 48弇荎倯ㄛ寀祥頗汜傖�庥弮隑�﹝�蝜�軞�侕�誕屾ㄛ寀褫夔頗堤珋蠟硐夔植苤嬴奩嗶蚚珨弇荎倯ㄛ麼氪跦掛拸楊嗶蚚�庥扃B蛣饒橦騿��蝜�議跺濬梗腔垀衄荎倯飲掩輦砦ㄛ寀頗汜傖む坻濬梗腔荎倯﹝�蝜�埰勍荎倯惘坒ㄛ寀むれ宎紸逄蔚岆※欸遢摒§ㄗ�蝜�阨漪講峈※淏都§麼※絢适§ㄘ麼※蛅腦§ㄗ�蝜�阨漪講峈※瘁§ㄘ﹝�蝜�輦蚚賸補�顫併�撮夔甜ゐ蚚賸蕨俶落翑撮夔ㄛ寀垀衄撿衄場宎補�霾鼯B菇防葯倢婽漈圮鼴僋朴鼯B蛦�俋ㄘ飲蔚掩蕨俶杸遙峈補�禳�郔湮桵須隙磁�蝜�湖羲蜆恁砐ㄛ寀�庥恌瞍匙瞍痀珜笢瓥牲�擁癹腔隙磁腔桵須飲頗掩Ч秶笝砦﹝馴僻氪蔚掩肂③雪豖ㄛ芘蔥麼眕辦厒桵須賦旰﹝雪豖睿芘蔥腔褫蚚俶�▽齥硪�蠅岆瘁珨羲宎憩褫蚚ㄗ桵淰Sha坶珋婓掩綺謹賸ㄘ﹝辦厒桵須躺婓迵AI腔桵須笢褫蚚﹝婓俇傖辦厒桵須綴ㄛ�侚閟瞍珛鼯B蛢遙慲弧芋�蘇�珌橦鼘瞿珍閨俷蓿溶媞珫皵ヾㄦ雇導頞乖ㄟ撊例斲佫皛�芞腔賦凳睿翋猁杻涽﹝婓汜傖華芞眳ヶㄛ植婦笢呴儂恁寁む笢眳珨﹝杻梗笚森扢离妏蠟褫眕ゐ蚚麼輦蚚墅昜腔陎ぶ睿堎爺ㄗ膘婖※鳶朸§奀壺俋ㄘ眕摯恔砮腔堎爺﹝蘇�珌橦鼘瞿甚譥襟婽瑱Ю琚�紸逄旃噶森扢离埰勍蠟ゐ蚚麼輦蚚紸逄旃噶ㄛ植奧埰勍蠟葆煤載蜊藹楊衪頗笢腔紸逄﹝坳肮欴巠蚚衾垀衄傑淜睿統迵氪﹝蘇�珌橦鼘瞿甚棣棋郋艘而痟翾臥棧活�
旂坒輸蘇�珌橦鼘瞿甭驞羷封樂梏借嬬堋硫З媏撐齣�跺準華狟⑹郖﹝RMG煦謗祭輛俴﹝忑珂ㄛ婓祥Ч秶梩蚚垀衄諾潔腔①錶狟票离⑹郖﹝婓森論僇ㄛ⑹郖厘厘撿衄寞寀腔埴倛倛袨ㄛ甜й拸楊葡裔淕跺華芞ㄩ籵都婓華芞腔晚賜睿褒邈揭飲羶衄�侗衿△警疋疙鞢ㄤ痗�祭ㄛ蜇輪⑹郖勤垀衄帤梩蚚腔檣滇輛俴坰�﹛ˊ廜�ㄛ涴虳⑹郖褫夔頗珆覂孺桯ㄛ奧祥奪む湮苤扢离�蝥峞�ゐ蚚※旂輸圉噤§恁砐綴ㄛ珨虳帤梩蚚腔等啋蔚喃雛梤鬼昜ㄛ秪森坳蠅祥頗衄翑衾孺桯蜇輪⑹郖腔褫俙⑹郖﹝涴頗絳祡⑹郖腔湮苤睿倛袨載樓歙埱﹝※旂輸圉噤§扢离諷秶褫俙⑹郖腔眈勤圉噤﹝啎扢硉峈1﹝0﹝硉埣苤ㄛ梤鬼昜沓喃腔等啋埣嗣ㄛ褫俙⑹郖埣苤ㄛ筍倛袨埣寞寀﹝筍岆ㄛ�蝜�硉怮苤ㄛ蜆恁砐蔚掩赻雄輦蚚﹝勤衾華狟⑹郖ㄛ宎笝ゐ蚚圉噤峈4.0腔濬侔呾楊﹝�蝜�ゐ蚚ㄛ森硉蔚掩※旂坒輸圉噤§硉葡裔﹝勤衾漪阨講腔耀啣ㄛ蔚汜傖阨奧祥岆梤鬼昜﹝阨⑹祥忳旂輸圉噤恁砐腔荌砒﹝褫眕籵徹毀葩彸桄懂覃淕旂輸圉噤ㄛ眕覃淕⑹郖湮苤睿/麼⑹郖湮苤掀薹﹝③蛁砩ㄛ圉噤硉躺巠蚚衾跤隅腔華芞喜渡睿跤隅腔耀啣賦凳﹝�蝜�載蜊涴虳扢离ㄛ寀褫夔斛剕婬棒忒雄覃淕圉噤﹝
⑹郖洁抌婓斐膘⑹郖奀ㄛRMG頗扢离珨跺統蕉淏源倛ㄛ甜郭彸鴃褫夔�楛�垀衄⑹郖倛袨等黃巠磁む笢﹝⑹郖洁抌恁砐埰勍籵徹掀瞰秪赽懂覃淕森統蕉淏源倛腔湮苤﹝蘇�珋舒�1.0﹝�蝜�硉苤衾1.0ㄛ寀⑹郖蔚掩埮旰峈等黃巠磁誕苤腔統蕉淏源倛ㄛ秪森坳蠅蔚⑸砃衾載歙埱ㄛ載埴倛睿傖掀瞰華湮苤ㄛ筍倛袨奻腔嗣欴俶載屾甜й溫离腔呴儂俶載屾﹝�蝜�蜆硉湮衾1.0ㄛ寀⑹郖倛袨腔埮旰蔚誕屾ㄛ秪森倛袨睿溫离腔呴儂俶頗載湮ㄛ筍岆⑹郖腔埴倛最僅頗蔥腴ㄛ甜й撿衄祥寞寀腔湮苤﹝褫眕籵徹毀葩彸桄懂覃淕⑹郖洁抌僅ㄛ眕覃淕⑹郖湮苤睿/麼⑹郖湮苤掀薹﹝③蛁砩ㄛ虴彆�▽齥矬ㄟ敶廜馳炸媏撈鯗◇豖捏玻縑�秪森ㄛ�蝜�載蜊涴虳扢离ㄛ寀褫夔斛剕婬棒忒雄覃淕⑹郖洁抌俶﹝拸淉葬袨怓森恁砐笭陔饜离勤砓郪ㄛ眕晞褫眕婓祥迵墅昜桵須腔①錶狟善湛議虳勤砓ㄩ氝樓勤砓笚峓腔赻蚕等啋跡ㄛ植奧埰勍妏蚚Fly眸鳳勤砓˙甜壽敕賸溫渣弇离腔勤砓滅誘渣昫腔党葩最唗﹝帢砉森扢离諷秶蚔牁ぶ潔褫眕堤珋麼祥夔堤珋闡虳帢砉﹝掩輦砦腔帢砉蔚祥頗堤珋婓華芞奻ㄛ珩祥頗婓�庥恉橦鼘糧鼘痑為�嬤ㄩ釬峈華芞奻腔呴儂帢砉ㄛ釬峈場宎帢砉ㄛ婓華芞勤砓睿帢砉妀�匊倷埮啞龕杵eer's Hut腔袚⑴帢砉﹝杻忷馱璃ㄗ※藹楊抎§ㄛ※藹楊橙粣§ㄛ※桵淰儂ん§睿※吤戚§ㄘ祥忳森扢离腔荌砒﹝蘇�珌橦鼘瞿狠�砦眕狟馱璃ㄩ
[*]垀衄郪蚾疑腔馱璃ㄗ坳蠅褫眕植郪傖窒煦郪蚾奧傖ㄛ筍岆婓眒冪郪蚾疑腔華芞奻梑祥善ㄘ˙
[*]韓悛眳せㄛ岍賜藺�欶旅郕虭鍘併捐ラ�
[*]濘諫杻腔蠹瑞睿輦秶惘紩˙
[*]補�曬鵃甚蝶瑢黿篳皞芞峒婧皿茛�
[*]漆奻摒酗腔簽赽ㄛ漆栥竘絳砐蟈ㄛ汔諾眳悒ㄛ�蝜�呴儂華芞汜傖奀湍衄※阨漪講ㄩ瘁§﹝
�庥庣兮�飲褫眕掩埰勍麼輦砦﹝耀啣扢离宎笝蚥珂衾蘇�珈髲瓊佳瓽袷晌銀蝥峉屆ㄤ封ラ皇次譙D漟騫ラ畏蝜�輦砦妏蚚※欸遢摒§麼※嗎齪摒§ㄛ寀蔚赻雄輦砦奻徆腔簽赽﹝肮欴ㄛ婓華芞奻赻雄輦蚚賸Seer's Huts腔�恄鮸鮿驐炬〥瓟鶼窴祳痤斥鷏控擁苤ㄠ寪鄵賽椆庈繂遘鶾兮�﹝�蝜�垀衄恅昜飲掩輦砦ㄛ寀蔚赻雄埰勍侚厗る尪腔窪呯え﹝�蝜�議跺濬梗腔垀衄馱璃飲掩輦砦ㄛ寀蔚汜傖む坻濬梗腔馱璃ㄗ壺賸Seer's Huts腔�恄髀兮�ㄗ硐夔扽衾※惘昜§ㄘ眳俋ㄘ﹝楊扲森扢离諷秶褫眕珆尨麼祥珆尨闡虳紸逄﹝掩輦砦腔楊扲祥頗堤珋婓楊呇俴頗ㄛ朸扦ㄛ踢趼坢ㄛ楊扲橙粣ㄛ攣嗣嶺藹碟睿悝氪笢ㄛ甜й祥頗掩藹楊悝苺腔抎渭赽睿楊扲賦磁氪腔簽赽垀忨軑﹝筍岆坳蠅�埱遛奿婟龕肩B蛑羌樂駃懮墓獺�杻梗猁蛁砩腔岆ㄛ�蝜�埰勍荎倯※惘坒§妏蚚ㄛ寀�蝜�漪阨講扢离峈※淏都§麼※絢适§ㄛ寀むれ宎紸逄蔚宎笝峈※欸遢摒§ㄛ瘁寀峈※蛅腦§﹝杻忷楊扲ㄗ怍拊匢萇睿汜昜夔薯ㄩ坒ㄛ馮狻ㄛ堂隅ㄛ撞瓷ㄛ鎊敘ㄛ迉橾ㄛ侚厗堁ㄛ濘萇ㄗ濘纏ㄘㄛ��汃囡謎ㄛ侚厗覽弝睿呫網柲ㄘ祥忳森扢离荌砒﹝蘇�珌橦鼘瞿狠�蚚眕狟ぐ迡ㄩ
[*]�蝜�呴儂汜傖賸漪阨講峈※瘁§腔縐えㄛ寀欸遢摒ㄛ傻蔑摒睿阨奻鞦祭﹝
褫眕埰勍麼輦砦�庥挋駃鵅�耀啣扢离宎笝蚥珂衾蘇�珈髲瓊佳瓽袷晌銀蝥峉屆��蝜�欸遢摒麼嗎齪摒掩輦砦ㄛ坳蔚赻雄掩輦砦﹝藩跺撰梗祫屾茼埰勍祫屾珨跺紸逄﹝�蝜�蠟輦砦議跺撰梗腔垀衄紸逄ㄛ寀頗赻雄ゐ蚚む笢眳珨ㄩ
[*]1撰ㄩ藹楊璋˙
[*]菴2撰ㄩ匢萇˙
[*]3撰ㄩ鳶⑩˙
[*]4撰ㄩ蟀坶匢萇˙
[*]撰梗5ㄩ囀惇﹝
躺婦漪輦砦腔紸逄腔Pandora腔Box睿Spell Scroll濬倰蔚掩赻雄輦砦﹝笢悝撮夔森扢离諷秶褫眕悝炾闡虳笢悝撮夔﹝絞荎倯汔撰奀ㄛ掩輦砦腔撮夔祥頗堤珋ㄛ婓華芞奻む坻�庥庰媟膛辰�嬤拵ち苤挌ㄛ湮悝睿悝氪ㄘ珩祥頗堤珋ㄛ筍�埥屺龕肩B蛣饑踼髒敵傱棵墓獺�蘇�珌橦鼘瞿狠�砦眕狟撮夔ㄩ
[*]萋蕨俶;
[*]絳瑤岆瘁汜傖賸阨弇峈※瘁§腔呴儂華芞﹝
�庥挋倳尬敵僆撚奿埜閩庈簏繸遢�砦﹝耀啣扢离宎笝蚥珂衾蘇�珈髲瓊佳瓽袷晌銀蝥峉屆�祫屾茼埰勍侐跺笢悝撮夔﹝�蝜�埰勍腔撮夔屾衾侐跺ㄛ寀�捻棫躁敵傰契蚆訇穔醴肺煌堈粉鮵﹛��蝜�輦蚚賸補�顫併�撮夔甜ゐ蚚賸蕨俶落翑撮夔ㄛ寀垀衄撿衄場宎補�霾鼯B菇防葯倢婽漈圮鼴僋朴鼯B蛦�俋ㄘ飲蔚掩蕨俶杸遙峈補�禳�⑹郖扢隅呴儂芞蚕眈誑蟀諉腔⑹郖郪傖﹝藩跺⑹郖飲岆珨輸赻眈壽腔芩華ㄛ硐婦漪珨跺華倛濬倰﹝⑹郖扢离褫諷秶⑹郖湮苤ㄛ弇离ㄛ華倛ㄛ勤砓囀�搧�﹝喜渡諷秶⑹郖腔眈勤湮苤﹝妗暱湮苤�▽齥硤頖�秪匼ㄛ瞰�蝤�
[*]華芞湮苤˙
[*]⑹郖腔杅趼
[*]む坻⑹郖腔湮苤˙
[*]⑹郖洁抌扢离˙
[*]旂坒輸扢离﹝
秪森ㄛ斛剕毀葩郭彸覃淕⑹郖湮苤ㄛ眻善鳳腕淏�殿譬鯗﹡肯飽ㄤ孍�⑹郖洁抌僅睿旂坒輸珩褫夔衄翑衾載疑華諷秶⑹郖湮苤﹝

溫离森恁砐埰勍蠟硌隅斛剕婓華芞腔闡珨脯ㄗ華醱麼華狟ㄘ奻汜傖⑹郖﹝蘇�珌橦鼘瞿玷奿娵痝�俙模腔れ宎⑹郖眳俋腔�庥弮雇蟘珈�傖⑹郖ㄛ蜆⑹郖硐夔婓華醱奻峈準訄填巖炵汜傖﹝婓羶衄華狟蚔牁腔①錶狟ㄛ溫离恁砐蔚掩綺謹﹝�蝜�溫离扢离峈※躺華醱§麼※躺華狟§ㄛ寀坳蚥珂衾蘇�玿倛炒炭荈躝�妏⑹郖扽衾硌隅撰梗﹝
埰勍準蟀嫗耋繚蘇�珌橦鼘瞿畋齾倰邦�⑹郖腔耋繚飲岆蟀籵腔ㄩ垀衄耋繚腔帣窒ㄛ傑淜睿婖摒釦飲褫眕婓祥燭羲耋繚й祥燭羲⑹郖腔①錶狟輛�諢�ゐ蚚※埰勍準蟀嫗耋繚§恁砐蔚埰勍剿羲蟀諉腔耋繚婓肮珨⑹郖笢僕湔﹝婓湮嗣杅①錶狟ㄛ⑹郖笢腔垀衄耋繚�埣垮ㄢ祫疤見炸封а蝜�耀啣笢衄勍嗣撿衄嗣跺傑淜腔⑹郖ㄛ寀耋繚祥眈蟀腔⑹郖褫夔頗け楛堤珋ㄛ植奧妏耀啣腔淕跺耋繚厙釐載樓祥褫啎聆﹝
⑹郖齬喇�蝜�ゐ蚚賸⑹郖齬喇ㄛ寀RMG頗郭彸蔚蜆⑹郖溫离婓迵垀衄む坻肮奀ゐ蚚賸※⑹郖齬喇§腔⑹郖眈肮腔弇离ㄗ偌軞俴妡擒燭ㄘ﹝③蛁砩ㄛ⑹郖弇离�▽齥硞穚鉐頖�秪匼ㄛ婦嬤迵む坻⑹郖腔蟀諉﹝婓垀衄涴虳秪匼笢ㄛ⑹郖齬喇岆蚥珂撰郔腴腔珨跺﹝秪森ㄛ�蝜�⑹郖弇离眒冪準都忳癹秶ㄛ寀森恁砐褫夔羶衄�庥恀絳庈完�﹝衄壽RMG�蝥恛毓侃暱驞欐�撰腔載嗣砆牉陓洘ㄛ③統獗詢撰⑹郖溫离﹝傑淜濬倰枑尨
[*]蜆恁砐埰勍扢离⑹郖傑淜濬倰恁寁﹝褫眕蔚傑淜濬倰扢离峈迵鍚珨跺傑淜腔濬倰眈肮ㄗ婓眈肮麼祥肮⑹郖笢ㄘ麼迵眳⑹梗﹝
[*]等跺⑹郖腔俙模傑淜蔚珨れ扢离ㄗ坳蠅蔚撿衄眈肮腔濬倰ㄘ﹝笢俶傑淜濬倰岆等黃扢离腔﹝
[*]籵徹勤嗣跺⑹郖妏蚚森恁砐ㄛ褫眕勤傑淜濬倰恁寁扢离葩娸腔埮旰﹝汜傖華芞綴ㄛRMG蔚恁寁珨跺雛逋垀衄沭璃腔傑淜濬倰摩ㄗ�蝜�褫夔ㄘ﹝
[*]恁砐癹秶ㄩ
[*]�蝜�妏蚚※傑淜躇僅/傑惜躇僅§趼僇ㄛ寀婓※郔苤傑淜/郔苤傑惜§眳俋斐膘腔�庥庤鎡滼м�/傑惜飲褫夔羶衄淏�殿釋閛矷�
[*]�蝜�⑹郖怮苤ㄛ眕祫衾祥夔斐膘※郔苤傑淜/郔苤傑惜§數赫腔垀衄傑淜/傑惜ㄛ饒繫撈妏羶衄斐膘ㄛ�捩孝議м藭埣奎堁頖�傑淜凳傖埮旰﹝
[*]婓憤屾杅①錶狟ㄛ撈妏湔婓衄虴腔傑淜濬倰煦票ㄛ蚚衾傑淜濬倰⑴賤腔呾楊珩褫夔拸楊婓磁燴腔奀潔囀傖髡硒俴﹝�蝜�衄虴腔傑淜濬倰煦票腔杅講準都屾й傑淜濬倰煦票腔軞杅準都詢ㄛ寀褫夔頗楷汜涴笱①錶﹝

[*]�蝜�楷汜�庥帤簊鞶例移虮г童畏蝜�帤雛逋垀衄埮旰ㄘㄛ寀婓汜傖呴儂茬扞奀蔚宎笝彶善劑豢﹝珩褫眕妏蚚耀啣晤憮ん潰脤渣昫﹝

Ч秶笢蕾汜昜婓耀啣晤憮ん笢ㄛ森恁砐梓暮峈※蛂晙/汜昜蔣療ㄩ躺笢蕾§﹝
ゐ蚚綴ㄛ坳蔚⑹郖巖炵扢离峈笢蕾ㄩ
[*]硐夔汜傖笢蕾汜昜腔蛂垀
[*]婓攣嗣嶺藹碟笢硐夔梑善笢俶汜昜
[*]�蝜�婓森⑹郖汜傖腔�恄鮸鮿鰽躅推鑫б�昜ㄛ寀坳蠅硐夔岆笢蕾腔ㄗ③蛁砩ㄛ森朸ん腔珂眭苤挌蔚弇衾鍚珨跺⑹郖ㄛ衄壽�恄鮸鮿鷋�秶腔載嗣陓洘ㄛ③統獗森揭ㄘ﹝
�蝜�帤慾魂森恁砐ㄛ寀⑹郖巖炵蚕蘇�牊窴藭毓見炬〦▽齥稂壨玟м聸閛芼繺寪怹閛矷ㄨ笥懭頞些蕊�
[*]※拸§扢离砩庤覂蜆⑹郖腔湴惘蔚祥忳悵誘﹝
[*]婓む坻①錶狟ㄛ藩跺勤砓郪腔忐怹腔湔婓睿湮苤蚕籵蚚寞寀隅砱ㄛ甜�▽齥硪灪★笥齔鐘汐縑�
[*]⑹郖蟀諉滅誘蚾离腔湔婓睿湮苤祥忳森扢离腔荌砒﹝
俶跡
[*]華芞奻腔藩跺墅昜飲衄珨跺煦杅ㄛ賡衾0善10眳潔ㄛ蚚衾講趙涴虳墅昜樓�輹瞍瓴�勦腔褫夔俶ㄛ0峈※宎笝樓�諢悵�10峈※植祥樓�諢情�
[*]扢离※磁寞§桶尨墅昜軞岆樓�邆B蛨�勦﹝扢离※珧�芊控簆器笥擽殮雯遙廒蚧邆B蛨�勦﹝
[*]扢离※衭疑ㄗ1每7ㄘ§ㄛ※馴僻俶ㄗ1每10ㄘ§睿※菩勤ㄗ4每10ㄘ§隅砱賸腕煦毓峓ㄩ勤衾藩跺墅昜ㄛ飲頗婓蜆毓峓囀餅秶珨跺呴儂杅ㄗ褫夔祥藩跺墅昜飲珨欴ㄘ﹝
[*]赻隅砱扢离眻諉隅砱腕煦ㄗ垀衄墅昜腔腕煦歙眈肮ㄘ﹝
[*]森恁砐頗荌砒⑹郖等啋奻腔垀衄墅昜ㄛ婦嬤⑹郖蟀諉滅誘蚾离﹝
樓襠啃煦掀
[*]扢离婓掩諉忳腔①錶狟蔚樓�邆B蛨�勦腔墅昜掀瞰﹝呁狟腔墅昜秏囮賸﹝�蝜�涴虳墅昜峈賸ヴ奧樓�諴疥瓽袾蝥峉疤瞍瓟垓輓簷閥孛僅垓諦攫撋譟晊獺�
[*]森恁砐頗荌砒⑹郖等啋奻腔垀衄墅昜ㄛ婦嬤⑹郖蟀諉滅誘蚾离﹝
硐峈ヴ奧樓��
[*]�蝜�ゐ蚚蜆恁砐ㄛ⑹郖笢腔墅昜蔚躺堤衾踢ヴ醴腔樓�邆B蛨�﹝瘁寀ㄛ坻蠅褫眕轎煤樓�諢�
[*]森恁砐頗荌砒⑹郖等啋奻腔垀衄墅昜ㄛ婦嬤⑹郖蟀諉滅誘蚾离﹝
墅昜巖炵
[*]蜆恁砐扢离⑹郖笢墅昜腔褫蚚巖炵﹝巖炵褫眕蟈諉善⑹郖傑淜濬倰﹝
[*]森恁砐頗荌砒⑹郖等啋奻腔垀衄墅昜ㄛ婦嬤⑹郖蟀諉滅誘蚾离﹝
蟀諉扢隅蟀諉岆植珨跺⑹郖痄雄善鍚珨跺⑹郖腔源楊﹝坳祥躺婦嬤⑹郖眳潔腔眻諉翻華諉揖ㄛ遜婦嬤籵徹華狟湮藷麼淕极賦凳腔諉揖﹝婓衄阨腔華芞奻ㄛ坳遜婦嬤籵徹婖摒釦輛俴腔薊炵﹝筍岆ㄛ郔綴珨笱蟀諉濬倰籵都頗峊毀華芞腔賦凳ㄛ秪森掛恅蔚祥勤む輛俴砆牉賡庄﹝
⑹郖眳潔峔珨褫夔腔蟀諉岆耀啣笢鏡扴腔蟀諉﹝蟀諉濬倰
[*]梓袧蟀諉籵都蚕墅昜悵誘ㄛ墅昜腔Ч僅�▽齥睋狠衱窗��蝜�蜆硉怮腴ㄛ寀褫夔祥頗汜傖墅昜﹝�蝜�蟀諉粒�﹊驞藰挺馺掃蚋蔥婼荋扔鹹恀膛皈藭▽齥盚姘盛蔇蝯議介�ㄛ褫夔頗衄撓跺諉揖萸ㄛ藩跺諉揖萸飲蚕赻撩腔墅昜剽梬悵誘﹝�蝜�蟀諉粒蚚淕极倛宒ㄛ寀宎笝頗植謗耜悵誘等跺淕极﹝肮奻華狟湮藷﹝
[*]遵滓腔蟀諉蚗堈祥頗忳善悵誘﹝�蝜�蟀諉粒蚚眻諉諉揖腔倛宒ㄛ寀⑹郖眳潔腔籵耋竭遵ㄛ妗暱奻葡裔賸淕跺鼠僕晚賜﹝婓�庥恇頖�①錶狟ㄛ蜆蟀諉飲濬侔衾羶衄墅昜腔梓袧蟀諉﹝
[*]迵晚噫忐怹腔蟀諉掩謗跺蟀哿腔晚噫忐怹勤砓郯砦ㄛ坳蠅撿衄祥肮腔晇伎ㄗ奧祥岆ぱ籵腔墅昜忐怹ㄘ﹝謗跺⑹郖飲蔚撿衄Keymaster腔梛囑ㄗ拸墅昜悵誘ㄘㄛ褫眕賤坶勤醱腔晚滅窒勦﹝秪森ㄛ猁籵徹蜆籵耋ㄛ斛剕忑珂溼恀鍚珨傷ㄗ眕摯掛華傷ㄘ腔Keymaster梛囑﹝婓眻諉諉華蟀諉腔①錶狟ㄛ褫眕妏蚚謗笱眕奻腔晚滅劑怹勦晇伎﹝晚滅劑怹勦晇伎腔杅講岆衄癹腔﹝�蝜�羶衄晇伎ㄛ寀呁豻腔晚滅劑賭蟀諉蔚釬峈梓袧蟀諉汜傖ㄗ蠟褫眕峈涴虳蟈諉扢离硉ㄘ﹝③蛁砩ㄛ藩笱晚滅劑怹晇伎硐夔蚳蚚衾珨跺醴腔ㄛ暫褫眕悵誘蟀諉ㄛ珩褫眕悵誘Keymaster Tent湴惘ㄗ③統堐森揭ㄘㄘ﹝�蝜�羶衄逋劂腔晚滅怹勦晇伎懂雛逋耀啣剒⑴ㄛ寀蚳蚚衾蟀諉腔晚滅怹勦蔚蚥珂衾湴洇腔晚滅怹勦﹝祥膘祜妏蚚Border Guard蟀諉﹝
[*]剞攜蟀諉迵都寞蟀諉祥肮ㄛ祥頗曹傖植珨跺⑹郖善鍚珨跺⑹郖腔議笱換畦源宒﹝筍岆ㄛ砉む坻蟀諉珨欴ㄛ坳蠅蔚荌砒⑹郖腔溫离ㄛ崝樓蟀諉⑹郖捨森蕞輪腔儂頗ㄗ樑扢坳蠅撿衄逋劂腔⑹郖溫离扢离眕摯潭�搧鐘狠虓纖蟹髲瓊屆�

溫离溫离扢离頗荌砒蟀諉⑹郖腔弇离﹝③蛁砩ㄛ婓湮嗣杅①錶狟ㄛ森扢离躺釬峈枑尨ㄩ祥夔悵痐⑹郖頗淩淏雛逋③⑴腔桯尨弇离ㄗRMG褫夔甜祥軞岆夔劂雛逋蠟腔猁⑴ㄘ﹝筍岆ㄛRMG頗眕菰崝腔⑹郖晤瘍甡棒斐膘⑹郖ㄛ秪森恁寁巠絞腔⑹郖ID籵都岆妗珋垀剒溫离腔衄虴源楊﹝瞰�蝤狡葯釓疣爣鉭霾鐘狠蚡驞繨�褫夔郩悜溫离③⑴﹝溫离恁砐衄ㄩ
[*]轎煤ㄩ涴岆蘇�珈髲獺ΟMG郭彸籵徹眻諉腔諉華諉揖蔚蟀諉腔⑹郖捨森眈邁溫离ㄛ麼氪籵徹華狟藷腔諉揖蔚蟀諉⑹郖溫离婓鍚珨跺⑹郖腔奻源﹝鴃褫夔旌轎淕极賦凳﹝
[*]華醱ㄩRMG頗郭彸蔚⑹郖捨森溫离婓肮珨阨す盄奻ㄛ眕晞坳蠅褫眕眻諉諉華﹝�蝜�⑹郖肮奀撿衄※華醱§睿※赻蚕§蟀諉ㄛ寀※華醱§扢离蚥珂衾⑹郖溫离﹝
[*]華狟ㄩRMG頗郭彸蔚眈蟀腔⑹郖溫离婓鍚珨跺⑹郖腔狟源ㄛ眕晞褫眕籵徹華狟湮藷蔚む蟀諉﹝�蝜�⑹郖肮奀撿衄※華狟§睿※赻蚕§蟀諉ㄛ寀※華狟§扢离蚥珂衾⑹郖溫离﹝�蝜�華芞羶衄華狟梓詢ㄛ寀森扢离蔚赻雄杸遙峈※轎煤§﹝
[*]淕极宒ㄩ蟀諉祥頗荌砒⑹郖溫离ㄛ甜й⑹郖蔚宎笝籵徹淕极宒蟀諉ㄗ撈妏坳蠅眳潔腔擒燭逋劂輪ㄛ褫眕籵徹眻諉諉華蟀諉麼華狟藷蟀諉ㄘ﹝
[*]呴儂ㄩ蟀諉祥頗荌砒⑹郖溫离﹝�蝜�⑹郖郔笝逋劂蕞輪ㄛ坳蠅蔚籵徹眻諉腔華醱諉揖麼華狟湮藷蟀諉れ懂﹝瘁寀ㄛ坳蠅蔚籵徹淕极蟀諉﹝
※ Ground§ㄗ華醱ㄘ麼※ Underground§ㄗ華狟ㄘ恁砐腔蟈諉埣嗣ㄛRMG郩忐垀衄溫离枑尨腔麵僅憩埣湮ㄛ踡踡華票离⑹郖憩埣嬪麵ㄗ賦彆ㄛ⑹郖湮苤頗疏雄ㄘ載嗣ㄘ﹝眈毀ㄛ※ Monolith§睿※ Random§恁砐潠趙賸RMG腔�恄韗皇釔�衾郬笭む坻溫离埮旰ㄛ甜埰勍踡躇⑹郖溫离﹝耋繚森扢离埰勍諷秶植珨跺⑹郖善鍚珨⑹郖腔耋繚汜傖﹝耋繚恁砐婦嬤ㄩ
[*]※呴儂§ㄗ蘇�洷岡瘧畏珌橦鼘薺�傖腔耋繚﹝坳蠅湔婓腔褫夔俶�▽齥矬ㄟ敶廜僕1�嬤呴儂啋匼﹝
[*]※岆§ㄗЧ秶俶耋繚ㄘㄩ�蝜�蟀諉岆撿衄傑淜腔謗跺⑹郖眳潔腔珨沭潠等繚噤ㄗ羶衄⑹郖睿蟀諉笭葩ㄘ腔珨窒煦ㄛ甜й朓蜆繚噤腔垀衄蟀諉腔耋繚恁砐飲扢离峈※岆§ㄛ寀珨沭耋繚蔚蚗堈軗涴沭繚﹝瘁寀ㄛ森扢离腔馱釬源宒濬侔衾※呴儂§﹝祥怮淏宒腔Ч秶俶耋繚斛剕宎笝蔚⑹郖迵傑淜蟀諉ㄗ褫夔籵徹羶衄傑淜腔笢潔⑹郖ㄘㄛ瘁寀坳蠅蔚掩綺謹﹝
[*]※瘁§ㄩ羶衄耋繚褫眕籵徹森蟀諉﹝勤衾籵徹阨腔蟀諉ㄗ植摒釦善摒釦ㄘㄛ森恁砐赻雄湖羲﹝
RMG濮冱斐婖賸斛冪眳繚﹝�遣鞶畎墓獺� Random§耋繚扢离笢腔議虳蟀諉ㄛ妏蚚蘇�玹蒴見里帟倚樓恘煦迮議м臗狠蚙蟪提岡狠宥�傖腔耋繚厙釐捨森蟀諉ㄛ甜迵む豻傑淜睿婖摒釦輛俴蟀諉﹝�蝜�謗跺⑹郖眳潔湔婓嗣跺甜俴蟀諉ㄛ寀蔚坳蠅弝峈垀衄彶摩腔蟀諉笢撿衄※郔湮§耋繚恁砐ㄗ※岆§>※呴儂§>※瘁§ㄘ腔珨跺蟀諉﹝勤衾粒蚚等砃黃坒倛宒腔蟀諉ㄛ珨沭繚蔚輛�踰靿踸琚�蘇�珌橦鼘瞿畋齾倰邦�等跺⑹郖腔耋繚飲岆蟀籵腔ㄩ垀衄耋繚帣窒ㄛ傑淜睿婖摒釦飲褫眕婓祥燭羲耋繚й祥燭羲⑹郖腔①錶狟輛�諢��蝜�ゐ蚚賸※ 埰勍⑹郖扢离笢腔準蟀嫗耋繚 §恁砐ㄛ寀森寞寀拸楊妗珋﹝婓涴笱①錶狟ㄛ斛党耋繚蟀諉⑹郖笢郔輪腔傑淜麼婖摒釦ㄛ奧垀衄む坻傑淜睿婖摒釦歙妏蚚蘇�玹蒴阪狠茧蔥擢溴讕蝖�藷齬喇ゐ蚚森恁砐綴ㄛ�蝜�蟀諉傖峈等脯ㄛ寀蔚等脯溫离婓鴃褫夔堈燭傑淜ㄛ華醱蟀諉滅誘蚾离ㄛ華狟湮藷睿む坻等脯腔弇离﹝
詢撰⑹郖溫离斐膘耀啣奀ㄛ諷秶⑹郖溫离岆郔嬪麵腔�恄鵖朔說ㄠ擁岕洷甭驞藡К躨暊ㄟ敶廜嘈皛�票离腔ㄛ甜й耀啣跡宒祥夔眻諉諷秶⑹郖腔溫离﹝筍岆ㄛ褫眕妏蚚珨虳撮б懂載疑華諷秶⑹郖弇离ㄛ植奧蜊囡華芞腔褫俙俶ㄩ
[*]勤衾�庥恉驞礗珀�飲褫眕硌隅岆婓華醱遜岆婓華狟汜傖﹝迵む坻桯尨弇离恁砐祥肮ㄛ蜆恁砐宎笝衄虴﹝秪森ㄛ涴岆煦燭⑹郖腔衄虴源楊﹝
[*]蠟褫眕猁⑴楷汜ん籵徹妏蚚梓袧麼剞攜蟀諉眕摯溫离枑尨※蘇�洁悵活偷茧堙掩礡做媝藏禳捲〣韁纖蠅驞礡�③蛁砩ㄛ⑹郖枑尨忳※ Ground§ㄗ華醱ㄘ睿※ Underground gate§ㄗ華狟藷ㄘ枑尨腔荌砒猁掀※ Default§ㄗ蘇�洷承區鼽�湮﹝湍衄溫离枑尨※ Ground§麼※ Underground gate§腔蟀諉勤RMG囥樓賸Ч轄腔溫离埮旰ㄛ茼輝氘妏蚚ㄩRMG宎笝茼夔劂雛逋涴虳枑尨﹝瘁寀ㄛRMG褫夔頗枺汊む坻笭猁腔票擁埮旰眕雛逋涴虳埮旰ㄛ涴褫夔頗絳祡汜傖祥褫蕞腔華芞﹝
[*]⑹郖晤瘍竭笭猁﹝RMG眕菰崝腔⑹郖晤瘍佼唗珨跺諉珨跺華斐膘⑹郖﹝蕉藉善藩跺⑹郖迵眒冪湔婓腔⑹郖眳潔腔壽炵ㄛ藩跺⑹郖飲茼溫离婓鴃褫夔郔槽腔弇离﹝溫狟垀衄⑹郖綴ㄛRMG頗呴儂髦磁坳蠅ㄛ筍ヶ枑岆坳衄翑衾載​​疑華妗珋蟀諉扢离﹝秪森ㄛ婓勍嗣①錶狟ㄛ褫夔頗婓齟漆笢鏡餅⑹郖票擁徹最ㄛ甜恁寁⑹郖晤瘍ㄛ眕晞藩跺⑹郖郔笝善湛笲垀笚眭腔弇离ㄛ甜蚕蟀諉ь奠華梓妎堤懂﹝
[*]⑹郖弇离忳⑹郖洁抌僅扢离腔荌砒﹝�蝜�RMG梑善賸撓跺肮欴褫眕雛逋蟀諉扢离腔票擁ㄛ寀郔笝票擁猁繫呴儂恁寁ㄗ�蝜�⑹郖逋劂屾ㄘㄛ猁繫恁寁郔湮⑹郖喜渡ㄗ詢僅麼遵僅ㄘ郔苤腔源宒﹝※⑹郖洁抌§扢离頗荌砒跪跺⑹郖羲宎載踡躇湖婦腔弇离﹝�蝜�⑹郖洁抌僅逋劂苤ㄛ寀ヶ謗跺⑹郖蔚宎笝捨森傖勤褒盄溫离ㄗ秪峈涴笱饜离郔巠磁淏源倛ㄘ﹝
[*]⑹郖褫眕撿衄⑹郖齬喇恁砐﹝RMG蔚郭彸蔚坳蠅鴃褫夔華溫离婓捨森眳潔﹝蜆恁砐腔蚥珂撰郔腴ㄩ婓と扢⑹郖奀ㄛ汜傖ん忑珂婓垀衄褫夔腔弇离笢恁寁郔夔妗珋蟀諉扢离腔弇离﹝�遣鞶皈祰瑱或閥譆倳√鯁驞藦醡妧珃囟驞藲﹋頞�諷秶腔統蕉源跡腔⑹郖﹝�遣鯡閨陎驞艣鑒滹禍鍶梉閥蟾л硤駃閜閥譆苺炸複頖�珩ゐ蚚賸⑹郖齬喇腔⑹郖腔郔湮擒燭ㄗ俴最ㄘ軞睿﹝
�襞疰е邦�珨跺瞰赽懂佽隴む笢珨虳儂秶﹝�襞疰Ф棨駘疰й玫晾例遘鶱閨迮媝繕警媏慫甚馺倗俴饒驞繸趕椒介佯創繰樂繭騵瑢序驞繵�峓﹝妗珋森醴腔腔菴珨跺珆奧眢獗腔源楊岆婓笢栝⑹郖睿俋峓⑹郖眳潔眕摯眈邁腔俋峓⑹郖眳潔膘蕾剞攜蟀諉﹝筍岆ㄛ壺準扢离賸淏�殿饒驞繸鉭籟炤鵋藑熀屋瑀佰�都馱釬﹝瞰�蝤畏蝜�笢陑⑹郖腔杅講郔嗣ㄛ寀蔚忑珂票离俋峓⑹郖ㄛ甜й華芞饜离祥怮褫夔ョ疑岆掩俋峓⑹郖遠婦峓腔笢陑⑹郖﹝婓※⑹郖洁抌§扢离誕苤腔①錶狟ㄛ⑹郖蔚踡躇華踡躇齬蹈婓珨れㄛ奧羶衄誕湮腔潔炩ㄛ秪森笢陑⑹郖蔚祥巠磁溫婓笢潔ㄩ蔚溫离婓耜醱﹝婓⑹郖蜊郪徹最笢ㄛRMG褫夔頗扢楊党葩票擁-妗暱奻勤衾潠等腔饜离褫夔頗傖髡-筍婓扂蠅腔偶瞰笢ㄛ怮嗣腔癹秶拸楊籵徹潠等腔蜊郪懂妗珋﹝秪森淏�殿譟蔆京К鱣俴饒驞藦鍤△騫�講﹝筍岆む坻⑹郖腔晤瘍珩竭笭猁﹝�襞疰Ф棨頧衃臍斯鐘螂鷍驞礗辰棵�趼ㄘ岆婓蟀諉埴笢祥眈邁腔俋峓⑹郖﹝婓勤ヶ謗跺⑹郖ㄗ笢陑⑹郖睿珨跺俋峓⑹郖ㄘ輛俴票擁眳綴ㄛ褫眕蔚菴��跺⑹郖溫离婓笢陑笚峓腔�庥恄閥瓊為�嬤菴媼跺⑹郖蜇輪﹝妗暱奻ㄛ妏蚚誕苤腔⑹郖洁抌扢离ㄛ菴��跺⑹郖蔚宎笝弇衾菴媼跺⑹郖腔籥晚﹝婓涴笱①錶狟ㄛ⑹郖2睿3祥褫夔煦梗撿衄謗跺邁懈ㄛ秪森RMG蔚祥腕祥植笢陑侉狟議虳⑹郖ㄛ涴蔚ぢ輓⑹郖票擁﹝峈賸旌轎涴笱①錶ㄛ斛剕勤俋峓⑹郖輛俴晤瘍ㄛ眕晞眈邁⑹郖撿衄蟀哿晤瘍﹝涴欴ㄛRMG蔚宎笝婓忑棒郭彸笢淏�毽纖襖瑢序驞礡�藩跺俋峓⑹郖飲蔚迵ヶ珨跺⑹郖衄珨跺鼠僕晚賜ㄛ眕摯褫蚚衾辣茩狟珨跺⑹郖腔赻蚕晚賜﹝涴笱埴倛⑹郖腔票擁遜衄鍚珨跺嬪麵ㄩ猁�楛�垀衄⑹郖飲峓�ひ俴議彸紹庢纖瓊炬〥皊�蠅眳潔羶衄潔炩ㄛ寀剒猁恁寁巠絞腔⑹郖喜渡﹝妗暱奻ㄛ蚕衾呴儂秪匼ㄛ撓綱祥褫夔旌轎⑹郖眳潔腔潔炩﹝秪森ㄛ妏蚚奻扴晤瘍源楊ㄛ剞攜蟀諉眳珨蔚拸楊淏�滔舜痋�峈旌轎涴笱①錶ㄛ蠟斛剕忑珂恁寁珨勤眈邁腔俋峓⑹郖ㄛ甜刉壺坳蠅腔剞攜蟀諉ㄗ麼氪ㄛ�蝜�蟀諉祥淏都ㄛ寀蔚膘祜腔弇离溫婓※呴儂§弇离ㄘ﹝涴蔚絳祡涴謗跺⑹郖眳潔堤珋潔炩ㄛ甜й謗氪飲頗崝湮喜渡ㄛ秪峈坳蠅蔚汃票婓蜆潔炩腔議虳等啋笢﹝植涴珨萸堤楷ㄛ褫眕覃淕⑹郖湮苤ㄛ眕妏潔炩鴃褫夔苤ㄛ涴欴珨懂ㄛ湮嗣杅懂赻潔炩腔砉啋頗煦票善俋峓⑹郖奧祥岆笢陑ㄛ奧祥頗荌砒華芞腔俋夤﹝筍岆茼悵厥逋劂腔潔炩ㄛ眕秏壺俋峓⑹郖拸楊巠磁笢陑⑹郖腔褫夔俶﹝�蝜�祫屾衄6跺俋峓⑹郖ㄛ寀森源楊衄虴﹝�蝜�杅講誕屾ㄛ寀斛剕妏笢陑⑹郖逋劂苤ㄛ瘁寀蔚梩蚚俋峓⑹郖眳潔潔炩腔湮窒煦等啋﹝�蝜�猁賤樵峓�ひ俴饒驞繺�4跺俋峓⑹郖腔濬侔恀枙ㄛ褫眕妏蚚恁砐※⑹郖齬喇§﹝⑹郖晤瘍茼�覤瞿熊祴遘鷍驞藡н俴饒驞礗炸痗�跺⑹郖岆�庥怤瑢序驞礗炸硜�跺⑹郖弇衾菴媼跺⑹郖腔眈勤耜﹝壺笢陑俋腔垀衄⑹郖飲斛剕妏蚚※⑹郖齬喇§恁砐﹝耀啣腔※⑹郖洁抌僅§斛剕逋劂湮﹝斛剕刉壺俋峓⑹郖眳潔腔蟈諉ㄛ麼氪蔚む扢离峈※呴儂§溫离﹝藩跺俋峓⑹郖斛剕籵徹都寞麼剞攜蟀諉蟀諉善笢陑﹝妏蚚涴笱⑹郖晤瘍ㄛRMG蔚忑珂溫狟笢栝⑹郖睿菴珨跺俋峓⑹郖﹝�遣鞶炸痗�跺俋峓⑹郖蔚溫离婓眈毀腔珨耜ㄗ蚕衾⑹郖齬喇恁砐ㄘ﹝菴��跺俋峓⑹郖蔚弇衾呁豻弇离腔菴珨跺睿菴媼跺眳潔ㄛ眕摯菴侐跺眳潔﹝�蝜�恁寁巠絞腔⑹郖喜渡ㄛ甜й妏蚚逋劂苤腔※ ⑹郖洁抌僅§ㄛ寀褫眕蔚俋峓⑹郖Ч秶扢离婓塹褒揭ㄩ蚕衾※⑹郖洁抌僅§誕苤ㄛ菴珨跺俋峓⑹郖蔚迵笢陑傖勤褒盄溫离ㄛ菴媼跺⑹郖蚕衾※⑹郖洁抌§睿※⑹郖齬喇§扢离ㄛ俋峓⑹郖蔚溫离婓眈邁腔褒笢﹝壽衾昜极睿滅誘蚾离峈賸衄虴華諷秶勤砓婓華芞奻腔珆尨源宒ㄛ斛剕賸賤勤砓汜傖腔珨啜埻燴﹝坳蠅婓掛誹笢輛俴鏡扴﹝勤砓恁砐珨啜藩跺勤砓飲衄眕狟統杅摩ㄩ
[*]硉ㄩ坳隅砱賸勤砓腔悵誘眕摯⑹郖夔劂創婥勤砓垀剒腔笙惘毓峓﹝植掛窐奻蔡ㄛ坳籵都桶尨勤砓勤俙模腔歎硉﹝
[*]け薹ㄩ�毓例遘鷇婘饃銑>迮醴厊嗝婞疙葯硤頖�濬侔硉腔勤砓﹝
[*]華芞奻腔郔湮�侕�﹝
[*]⑹郖笢腔郔湮杅醴﹝
[*]埰勍腔華倛濬倰ㄩ�毓邑婘騜奿堀鼘笪矬齡硉寪恌洁�
褫眕婓耀啣撰梗ㄗ淕跺華芞ㄘ麼⑹郖撰梗ㄗ躺⑹郖ㄘ隅砱勤砓扢离﹝婓⑹郖撰梗隅砱腔寞寀蚥珂衾婓耀啣撰梗隅砱腔寞寀﹝褫眕峈湮嗣杅勤砓赻隅砱硉睿け薹﹝褫眕赻隅砱藩跺⑹郖/華芞腔郔湮杅講ㄛ筍岆議虳勤砓撿衄祥夔閉徹腔茞晤鎢數杅癹秶﹝埰勍腔華倛拸楊赻隅砱﹝杻隅衾勤砓腔癹秶婓狟醱蹈堤﹝蘇�珌橦鼘瞿珀創弦婘鯞Х�蚚腔ㄩ壺準隴�滑譥襠�蠅ㄛ瘁寀坳蠅蔚蚗堈祥頗堤珋婓華芞奻﹝蘇�炩婘鯠髲譎硨藏碻迣騿�
勤砓濬倰ぱ籵昜极﹝
[*]撬抭
[*]歎硉ㄩ100﹝
[*]け薹ㄩ20
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1ㄗ拸楊崝樓ㄘ﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]噥撮部
[*]歎硉ㄩ3000﹝
[*]け薹ㄩ50﹝
[*]華芞奻腔郔湮硉ㄩ32ㄗ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]窪庈
[*]歎硉ㄩ8000﹝
[*]け薹ㄩ20
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]腹梓
[*]歎硉ㄩ100﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ阨﹝

[*]茠鳶
[*]歎硉ㄩ2000﹝
[*]け薹ㄩ500﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]毞塑喀
[*]歎硉ㄩ100﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1ㄗ拸楊崝樓ㄘ﹝
[*]華倛濬倰ㄩ懾芩ㄛ翌椒ㄛ梌屙﹝

[*]窪做醱伝ㄗ蘇�牮�蚚ㄘ
[*]歎硉ㄩ500﹝
[*]け薹ㄩ25﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]坌极
[*]歎硉ㄩ500﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ32ㄗ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ伈赽ㄛ棉缽﹝

[*]鎮蹈迖坢
[*]歎硉ㄩ1500﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ32ㄗ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]玵尪眳桉ㄗ蘇�牮�蚚ㄘ
[*]歎硉ㄩ100﹝
[*]け薹ㄩ50﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]珈鍾賭硌
[*]歎硉ㄩ100﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1ㄗ拸楊崝樓ㄘ﹝
[*]華倛濬倰ㄩ懾芩ㄛ翌椒ㄛ梌屙ㄛ詢華﹝

[*]煙蹋
[*]歎硉ㄩ500﹝
[*]け薹ㄩ1000﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ阨﹝

[*]笙蜓眳��
[*]歎硉ㄩ100﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1ㄗ拸楊崝樓ㄘ﹝
[*]華倛濬倰ㄩ懾芩ㄛ翌椒ㄛ梌屙﹝

[*]ч景眳��
[*]歎硉ㄩ100﹝
[*]け薹ㄩ50﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1ㄗ拸楊崝樓ㄘ﹝
[*]華倛濬倰ㄩ懾芩ㄛ翌椒ㄛ梌屙ㄛ阨﹝

[*]ゐ尨豪埶
[*]歎硉ㄩ1500﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ32ㄗ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ懾芩ㄛ翌椒ㄛ梌屙ㄛ華狟ㄛ詢華﹝

[*]玵尪苤挌ㄗ蘇�牮�蚚ㄘ
[*]歎硉ㄩ100﹝
[*]け薹ㄩ25﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]笙蜓髒砉
[*]歎硉ㄩ100﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1ㄗ拸楊崝樓ㄘ﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]儕祔
[*]歎硉ㄩ500﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ32ㄗ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ狟悕﹝

[*]ゐ蟹芞抎奩
[*]歎硉ㄩ12,000
[*]け薹ㄩ20
[*]華芞奻腔郔湮硉ㄩ32ㄗ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]藹扲悝埏
[*]歎硉ㄩ1000﹝
[*]け薹ㄩ50﹝
[*]華芞奻腔郔湮硉ㄩ32ㄗ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ�庥峉辰�嬤阨ㄘ﹝

[*]藹扲粟銅ㄗ森勤砓撿衄嗣跺揖楷等啋ㄛ秪森撈妏硉崝樓珩祥頗忳善悵誘ㄛ甜й坳祥夔傖峈勤砓郪腔珨窒煦ㄘ
[*]歎硉ㄩ500﹝
[*]け薹ㄩ50﹝
[*]華芞奻腔郔湮硉ㄩ32ㄗ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1ㄗ拸楊崝樓ㄘ﹝
[*]華倛濬倰ㄩ棉缽﹝

[*]藹扲凝
[*]歎硉ㄩ250﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1ㄗ拸楊崝樓ㄘ﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]嗶荈茠
[*]歎硉ㄩ1500﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ32ㄗ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]藝�剆�
[*]歎硉ㄩ100﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ阨﹝

[*]朸贈豪埶
[*]歎硉ㄩ500﹝
[*]け薹ㄩ30﹝
[*]華芞奻腔郔湮硉ㄩ32ㄗ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ懾芩ㄛ翌椒ㄛ梌屙﹝

[*]蟯粔ㄗ森勤砓撿衄嗣跺揖楷等啋ㄛ秪森撈妏硉崝樓珩祥頗忳善悵誘ㄛ甜й坳祥夔傖峈勤砓郪腔珨窒煦ㄘ
[*]歎硉ㄩ100﹝
[*]け薹ㄩ50﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1ㄗ拸楊崝樓ㄘ﹝
[*]華倛濬倰ㄩ伈赽﹝

[*]源潑戛
[*]歎硉ㄩ350﹝
[*]け薹ㄩ200﹝
[*]華芞奻腔郔湮硉ㄩ48ㄗ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1ㄗ拸楊崝樓ㄘ﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]陎粣
[*]歎硉ㄩ1500﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ32ㄗ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]踢趼坢
[*]歎硉ㄩ5000﹝
[*]け薹ㄩ20
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ伈赽﹝

[*]嶺薯よ
[*]歎硉ㄩ100﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1ㄗ拸楊崝樓ㄘ﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]呴儂惘昜
[*]歎硉ㄩ2000﹝
[*]け薹ㄩ150﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]呴儂苤帢砉
[*]歎硉ㄩ5000﹝
[*]け薹ㄩ150﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]呴儂翋猁朸ん
[*]歎硉ㄩ10,000﹝
[*]け薹ㄩ150﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]呴儂疻昜
[*]歎硉ㄩ20,000﹝
[*]け薹ㄩ150﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]呴儂訧埭ㄗ婓蚔牁羲宎奀ㄛ蜆勤砓掩躂第ㄛ鄴坒ㄛ僖ㄛ儒极ㄛ闈ㄛ惘坒睿酴踢笢腔�庥恟媔侈彸森皛�杸遙﹝遜湔婓撿衄む坻汜傖統杅腔杻隅訧埭勤砓ㄘ
[*]歎硉ㄩ1500﹝
[*]け棒ㄩ2000﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]麵鏍茠
[*]歎硉ㄩ5000﹝
[*]け薹ㄩ20
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]悵誘⑹ㄗ蘇�珌橦鼘翻�蚚ㄘ
[*]歎硉ㄩ100﹝
[*]け薹ㄩ50﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1ㄗ拸楊崝樓ㄘ﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]悝氪
[*]歎硉ㄩ1500﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]漆倠
[*]歎硉ㄩ1500﹝
[*]け薹ㄩ500﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ阨﹝

[*]麥摒倷湔氪
[*]歎硉ㄩ1500﹝
[*]け薹ㄩ50﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ阨﹝

[*]藹紸朸蛔
[*]歎硉ㄩ500﹝
[*]け薹ㄩ50﹝
[*]華芞奻腔郔湮硉ㄩ32﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ�庥峉辰�嬤阨ㄘ﹝

[*]藹楊朸蛔
[*]歎硉ㄩ2000﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ32ㄗ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ�庥峉辰�嬤阨ㄘ﹝

[*]藹扲佷砑朸蛔
[*]歎硉ㄩ3000﹝
[*]け薹ㄩ50﹝
[*]華芞奻腔郔湮硉ㄩ32ㄗ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ�庥峉辰�嬤阨ㄘ﹝

[*]藹楊吤蛔
[*]歎硉ㄩ7000﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ32﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]藝�剆�
[*]歎硉ㄩ100﹝
[*]け薹ㄩ20
[*]華芞奻腔郔湮硉ㄩ32ㄗ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ阨﹝

[*]鎮
[*]歎硉ㄩ200﹝
[*]け薹ㄩ40﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1ㄗ拸楊崝樓ㄘ﹝
[*]華倛濬倰ㄩ芩ㄛ翌ㄛ棉缽﹝

[*]嬴奩
[*]歎硉ㄩ100﹝
[*]け薹ㄩ20
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1﹝
[*]華倛濬倰ㄩ�庥峉辰�嬤阨ㄘ﹝

[*]侁鏜
[*]歎硉ㄩ100﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1ㄗ拸楊崝樓ㄘ﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]聒崞陴悃
[*]歎硉ㄩ100﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1ㄗ拸楊崝樓ㄘ﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]蝠眢桴
[*]歎硉ㄩ3000﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1ㄗ拸楊崝樓ㄘ﹝
[*]華倛濬倰ㄩ芩ㄛ翌ㄛ悕ㄛ棉缽ㄛ詢華﹝

[*]悝炾坒
[*]歎硉ㄩ1500﹝
[*]け薹ㄩ200﹝
[*]華芞奻腔郔湮硉ㄩ32ㄗ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]啃惘眊
[*]歎硉ㄩ1500﹝
[*]け薹ㄩ1000﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]眭妎攷
[*]歎硉ㄩ2500﹝
[*]け薹ㄩ50﹝
[*]華芞奻腔郔湮硉ㄩ32ㄗ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ芩ㄛ翌ㄛ悕﹝

[*]湮悝
[*]歎硉ㄩ2500﹝
[*]け薹ㄩ20
[*]華芞奻腔郔湮硉ㄩ32ㄗ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]陬々
[*]歎硉ㄩ500﹝
[*]け薹ㄩ50﹝
[*]華芞奻腔郔湮硉ㄩ32ㄗ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ棉缽﹝

[*]桵淰悝埏
[*]歎硉ㄩ1000﹝
[*]け薹ㄩ50﹝
[*]華芞奻腔郔湮硉ㄩ32ㄗ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]桵尪贏
[*]歎硉ㄩ6000﹝
[*]け薹ㄩ20
[*]華芞奻腔郔湮硉ㄩ32ㄗ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]阨陬
[*]歎硉ㄩ750﹝
[*]け薹ㄩ30﹝
[*]華芞奻腔郔湮硉ㄩ32ㄗ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ芩ㄛ翌ㄛ悕ㄛ梌屙﹝

[*]Watering Holeㄗ蜆勤砓撿衄嗣跺揖楷等啋ㄛ秪森撈妏崝樓硉珩蚗堈祥頗忳善悵誘ㄛ甜й坳祥夔傖峈勤砓郪腔珨窒煦ㄘ
[*]歎硉ㄩ500﹝
[*]け薹ㄩ50﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1ㄗ拸楊崝樓ㄘ﹝
[*]華倛濬倰ㄩ棉缽﹝

[*]瑞陬
[*]歎硉ㄩ2500﹝
[*]け薹ㄩ90﹝
[*]華芞奻腔郔湮硉ㄩ32ㄗ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]躓拵苤挌
[*]歎硉ㄩ1500﹝
[*]け薹ㄩ80﹝
[*]華芞奻腔郔湮硉ㄩ32ㄗ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ3ㄗ拸楊崝樓ㄘ﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]赻蚕眥珛氪衪頗
[*]歎硉ㄩ100﹝
[*]け薹ㄩ50﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1ㄗ拸楊崝樓ㄘ﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]笳剴朸蛔
[*]歎硉ㄩ100﹝
[*]け薹ㄩ20
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]嘎殤曹揤ん
[*]歎硉ㄩ500﹝
[*]け薹ㄩ15
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1﹝
[*]華倛濬倰ㄩ華狟﹝

[*]玵尪須忤部
[*]歎硉ㄩ3000﹝
[*]け薹ㄩ50﹝
[*]華芞奻腔郔湮硉ㄩ32ㄗ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]蝸阨腔華源
[*]歎硉ㄩ500﹝
[*]け薹ㄩ50﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1﹝
[*]華倛濬倰ㄩ棉缽﹝

[*]鄴��
[*]歎硉ㄩ500﹝
[*]け薹ㄩ50﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1﹝
[*]華倛濬倰ㄩ詢華﹝

[*]笐尪腔苤挌
[*]歎硉ㄩ1500﹝
[*]け薹ㄩ80﹝
[*]華芞奻腔郔湮硉ㄩ32ㄗ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1﹝
[*]華倛濬倰ㄩ詢華﹝

[*]褸秅
[*]歎硉ㄩ1500﹝
[*]け薹ㄩ50﹝
[*]華芞奻腔郔湮硉ㄩ32ㄗ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ詢華﹝

[*]摒馱
[*]歎硉ㄩ200﹝
[*]け薹ㄩ40﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1﹝
[*]華倛濬倰ㄩ詢華﹝

[*]肅爵親
[*]歎硉ㄩ750﹝
[*]け薹ㄩ30﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ酸華﹝

[*]扲尪妗桄弅
[*]歎硉ㄩ10000﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1﹝
[*]華倛濬倰ㄩ儅悕ㄛ酸華﹝

[*]抻鄴氪
[*]歎硉ㄩ500﹝
[*]け薹ㄩ30﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ酸華﹝

[*]羲阹氪
[*]歎硉ㄩ200﹝
[*]け薹ㄩ40﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1﹝
[*]華倛濬倰ㄩ酸華﹝

[*]嘉測腑ㄗ蘇�牮�蚚ㄘ
[*]歎硉ㄩ7000﹝
[*]け薹ㄩ10
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ伈ㄛ悕﹝

[*]漆肭
[*]歎硉ㄩ500﹝
[*]け薹ㄩ400﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ阨﹝

[*]Jetsam
[*]歎硉ㄩ500﹝
[*]け薹ㄩ600
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ阨﹝

[*]楊薯せ
[*]歎硉ㄩ3000﹝
[*]け薹ㄩ50﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ阨﹝

[*]瑤漆悝埏
[*]歎硉ㄩ8000﹝
[*]け薹ㄩ20
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1﹝
[*]華倛濬倰ㄩ拸ㄗ森勤砓婃奀祥褫蚚ㄩ蚗堈祥頗汜傖ㄘ﹝

[*]毞恅怢
[*]歎硉ㄩ500﹝
[*]け薹ㄩ20
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1﹝
[*]華倛濬倰ㄩ阨﹝

[*]楊薯撬抭ㄗ森勤砓撿衄嗣跺揖楷等啋ㄛ秪森撈妏硉崝樓珩祥頗忳善悵誘ㄛ甜й坳祥夔傖峈勤砓郪腔珨窒煦ㄘ
[*]歎硉ㄩ100﹝
[*]け薹ㄩ20
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1﹝
[*]華倛濬倰ㄩ阨﹝

[*]傑藷
[*]歎硉ㄩ10,000﹝
[*]け薹ㄩ20
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]旆笭ㄗ森勤砓羶衄揖楷等啋ㄛ秪森撈妏崝樓硉珩蚗堈祥頗忳善悵誘ㄛ甜й坳祥夔傖峈勤砓郪腔珨窒煦ㄘ
[*]歎硉ㄩ500﹝
[*]け薹ㄩ30﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ酸華﹝


攣嗣嶺藹碟﹝
[*]華芞奻腔郔湮硉ㄩ200ㄗ跪笱囀�搧議ˉ�杅講ㄛ拸楊崝樓ㄘ﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�
攣嗣嶺藹碟迵汜昜﹝
藩笱汜昜濬倰飲衄珨笱攣嗣嶺藹碟勤砓﹝遺囀腔汜昜杅講�▽齥硭�昜脹撰睿汜昜AI硉﹝輛俴覃淕腔源宒岆ㄛ珨剽汜昜撿衄湮祡眈肮腔軞AI硉ㄛ蜆硉�▽齥硭�昜脹撰﹝硐夔婓⑹郖巖炵迵汜昜巖炵眈肮腔⑹郖笢汜傖湍衄汜昜腔攣嗣嶺藹碟﹝膘祜ゐ蚚/輦蚚淕跺撰梗腔汜昜ㄛ奧祥岆峈森勤砓ゐ蚚等跺汜昜﹝
[*]硉拸楊載蜊ㄛ數呾源宒峈ㄩㄗ汜昜腔AI硉ㄘ*ㄗ汜昜杅ㄘ*ㄗ1 + n / Nㄘㄛむ笢ㄩ
[*]N岆祫屾衄珨跺傑淜麼傑惜腔⑹郖杅˙
[*]n岆翋猁傑淜巖炵迵蛂晙巖炵眈肮腔⑹郖杅﹝

[*]け薹ㄩ3﹝
衄冪桄腔攣嗣嶺藹碟﹝
[*]5,000冪桄
[*]歎硉ㄩ6000﹝
[*]け薹ㄩ20

[*]10,000冪桄
[*]歎硉ㄩ12,000
[*]け薹ㄩ20

[*]15,000冪桄
[*]歎硉ㄩ18,000﹝
[*]け薹ㄩ20

[*]20,000冪桄
[*]歎硉ㄩ24,000
[*]け薹ㄩ20

[*]蠟遜褫眕氝樓撿衄赻隅砱极桄講腔Pandora碟赽ㄛ毓峓植0善99,999,999ㄛ筍蜆勤砓羶衄蘇�珈髲獺�
攣嗣嶺藹碟腔酴踢﹝
[*]5,000踢啟
[*]歎硉ㄩ5000﹝
[*]け薹ㄩ5﹝

[*]10,000踢啟
[*]歎硉ㄩ10000﹝
[*]け薹ㄩ5﹝

[*]15,000踢
[*]歎硉ㄩ15,000﹝
[*]け薹ㄩ5﹝

[*]20,000踢
[*]歎硉ㄩ20000﹝
[*]け薹ㄩ5﹝

[*]蠟遜褫眕氝樓赻隅砱杅講峈0祫99,999腔赻隅砱酴踢杅講腔攣嗣嶺藹碟ㄛ筍岆蜆勤砓羶衄蘇�珈髲獺�
攣嗣嶺藹碟﹝
[*]垀衄1撰楊扲
[*]歎硉ㄩ5,000﹝
[*]け薹ㄩ2﹝

[*]垀衄菴媼撰楊扲
[*]歎硉ㄩ7,500﹝
[*]け薹ㄩ2﹝

[*]垀衄��撰楊扲
[*]歎硉ㄩ10,000﹝
[*]け薹ㄩ2﹝

[*]垀衄菴4撰楊扲
[*]歎硉ㄩ12,500﹝
[*]け薹ㄩ2﹝

[*]垀衄5撰楊扲
[*]歎硉ㄩ15,000﹝
[*]け薹ㄩ2﹝

[*]垀衄諾笢楊扲
[*]歎硉ㄩ15,000﹝
[*]け薹ㄩ2﹝

[*]垀衄阨炵楊扲
[*]歎硉ㄩ15,000﹝
[*]け薹ㄩ2﹝

[*]垀衄鳶炵
[*]歎硉ㄩ15,000﹝
[*]け薹ㄩ2﹝

[*]垀衄華⑩紸逄
[*]歎硉ㄩ15,000﹝
[*]け薹ㄩ2﹝

[*]垀衄紸逄
[*]歎硉ㄩ30,000﹝
[*]け薹ㄩ2﹝

[*]蠟遜褫眕氝樓撿衄赻隅砱撰梗毓峓睿赻隅砱藹扲悝苺摩腔攣嗣嶺藹碟ㄛ筍岆森濬勤砓羶衄蘇�珈髲獺�
�蝜�議跺攣嗣嶺藹碟腔垀衄紸逄婓耀啣撰梗掩輦砦ㄛ寀蜆攣嗣嶺藹碟腔紸逄珩頗掩赻雄輦砦﹝
Keymaster腔梛囑ㄗ蘇�牮�蚚ㄘ﹝婓議跺⑹郖笢汜傖Keymaster腔梛囑奀ㄛ頗婓鍚珨跺⑹郖笢斐膘珨跺蔣療ㄛ蜆蔣療弇衾迵梛囑晇伎ぁ饜腔晚滅窒勦腔綴醱﹝蔣療岆珨郪勤砓ㄛむ硉脹衾Keymaster梛囑掛旯腔硉腔1.5捷﹝勤砓岆跦擂Keymaster腔梛囑垀婓⑹郖腔寞寀汜傖腔ㄛ奧羶衄蕉藉華倛濬倰ㄛ勤砓寞寀睿創婥勤砓腔⑹郖腔湴幛歎硉毓峓﹝藩桲華芞藩笱晇伎硐夔衄珨跺梛囑﹝藩跺⑹郖腔梛囑杅講羶衄癹秶﹝梛囑褫眕婓壺阨眕俋腔�庥庰寪恌炰�汜﹝け薹峈10ㄗ垀衄晇伎婓珨れㄘ﹝Kaymaster梛囑腔蘇�珋舒炒�
[*]5000
[*]7500
[*]10000
[*]15000
[*]20000
[*]蠟珩褫眕妏蚚赻隅砱硉ㄛ筍岆蜆勤砓羶衄蘇�珈髲獺�
祥膘祜妏蚚森勤砓﹝秶芞呇ㄗ蘇�珌橦鼘翻�蚚ㄘ﹝藩跺華芞腔郔湮杅講羶衄癹秶﹝藩跺⑹郖腔郔湮杅講峈1ㄗ拸楊崝樓ㄘ﹝
[*]華醱秶芞呇
[*]歎硉ㄩ10000﹝
[*]け薹ㄩ20
[*]華倛濬倰ㄩ華狟睿阨壺俋﹝

[*]華狟秶芞呇
[*]歎硉ㄩ7500﹝
[*]け薹ㄩ20
[*]華倛濬倰ㄩ華狟﹝

[*]阨秶芞呇
[*]歎硉ㄩ5000﹝
[*]け薹ㄩ20
[*]華倛濬倰ㄩ阨﹝

汜昜窅俴﹝
[*]煙ィ腔摒
[*]歎硉ㄩ4000﹝
[*]け薹ㄩ20
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ阨﹝

[*]韓拫迖堊
[*]歎硉ㄩ10000﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]華悃
[*]歎硉ㄩ1000﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ懾芩ㄛ伈赽ㄛ翌ㄛ悕ㄛ梌屙﹝

[*]麥摒
[*]歎硉ㄩ2000﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ阨﹝

[*]黃桉操�佪漺�
[*]歎硉ㄩ3000﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]鬥�佴�踱
[*]歎硉ㄩ2000﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]跡爵煉秞氈悝埏
[*]歎硉ㄩ2000﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]Imp遣湔
[*]歎硉ㄩ5000﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]藝債伔妀虛
[*]歎硉ㄩ1500﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ華狟睿阨壺俋﹝

[*]馨樓窅俴
[*]歎硉ㄩ3000﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]韓茯瑚陴
[*]歎硉ㄩ9000﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]①�侕瓦�
[*]歎硉ㄩ2500﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]漆朸鏜
[*]歎硉ㄩ10000﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ阨﹝

[*]漆聒韌悃ㄗ蘇�牮�蚚ㄘ
[*]歎硉ㄩ3500﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ棉缽﹝

[*]湮狪
[*]歎硉ㄩ5000﹝
[*]け薹ㄩ50﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]苂ㄗ蘇�珌橦鼘翻�蚚ㄘ
[*]歎硉ㄩ1500﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ梌屙﹝

[*]綻坢
[*]歎硉ㄩ4000﹝
[*]け薹ㄩ20
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]窪坢
[*]歎硉ㄩ1500﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]砓挴坢ㄗ蘇�牮�蚚ㄘ
[*]歎硉ㄩ7000﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ伈ㄛ悕﹝

[*]贏華
[*]歎硉ㄩ1500﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]妗桄虛
[*]歎硉ㄩ3500﹝
[*]け薹ㄩ80﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]曖芼炷氪壁舷勦
[*]歎硉ㄩ9500﹝
[*]け薹ㄩ70﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

[*]煙剡
[*]歎硉ㄩ1000﹝
[*]け薹ㄩ100﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ詢華﹝


汜昜蛂晙ㄗ藩跺蛂晙飲岆珨跺等黃腔勤砓ㄘ﹝藩跺華芞睿藩跺⑹郖腔杅講羶衄癹秶﹝褫眕婓�庥怹閛芚警寪峉佯拿�俋ㄘ奻汜傖蛂晙ㄛ筍岆藩跺⑹郖硐夔跦擂む⑹郖巖炵迖奪等跺巖炵腔蛂晙﹝膘祜ゐ蚚麼輦蚚淕跺撰梗腔汜昜ㄛ奧祥岆等跺蛂晙﹝
[*]硉拸楊載蜊ㄛ數呾鼠宒�覤瞿漆享�昜腔AI硉ㄘ*ㄗㄗ汜昜傖酗ㄘ*ㄗ1 + n / Nㄘ+ n / 2ㄘㄛむ笢ㄩ
[*]N岆祫屾衄珨跺傑淜麼傑惜腔⑹郖杅˙
[*]n岆翋猁傑淜巖炵迵蛂晙巖炵眈肮腔⑹郖杅˙
[*]疻莉ㄗ柲悛寤腔蛂垀ㄘ睿苤挌ㄗ觼鏍腔蛂垀ㄘ腔軞歎硉崝樓賸​​��捷﹝

[*]け薹ㄩ40﹝
衄虳汜昜衄撓笱撿衄祥肮芞砉腔蛂晙濬倰﹝蜆汜昜腔垀衄蛂垀藩桲華芞睿藩跺⑹郖腔郔湮杅講岆眈肮腔ㄛ甜й峈蜆汜昜蛂垀扢离腔躇僅壺眕蜆汜昜蛂垀濬倰腔杅講﹝秪森ㄛ珨跺汜昜腔祥肮懈垀掩弝峈等跺勤砓濬倰﹝葩磁汜昜蛂晙ㄗ藹砉馱釦睿啋匼�睆洷屆�藩跺華芞睿藩跺⑹郖腔杅講羶衄癹秶﹝褫眕婓壺阨眕俋腔�庥怤蟋婻炰�汜﹝硐夔婓迵ㄗ祫屾む笢眳珨ㄘ汜昜撿衄眈肮⑹郖巖炵腔⑹郖笢汜傖﹝
[*]硉ㄩ懈蛂汜昜腔歎硉腔軞睿腔珨圉ㄛ藩笱數呾源楊迵都寞蛂晙眈肮﹝拸楊載蜊﹝
[*]け薹ㄩ20
洷嫌惜﹝郔湮華芞數杅羶衄癹秶ㄛ藩跺⑹郖腔郔湮數杅峈1ㄛ甜й祥夔崝樓ㄗ藩跺⑹郖硐夔衄珨跺唳掛腔Hill Fortㄘ﹝
[*]巠蚚衾1每7撰汜昜腔洷嫌惜惜ㄛ蔥腴賸1-4撰汜昜腔傖掛ㄗ蘇�珌橦鼘翻�蚚森勤砓ㄘ
[*]歎硉ㄩ7000﹝
[*]け薹ㄩ20
[*]華倛濬倰ㄩ芩ㄛ翌ㄛ悕﹝

[*]傑惜猁��1每5撰汜昜ㄛ煤蚚楹捷
[*]歎硉ㄩ7000﹝
[*]け薹ㄩ20
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�

咡坢﹝硉岆750﹝け薹岆100﹝婓華芞奻腔杅講羶衄癹秶﹝藩跺⑹郖腔郔湮硉峈1ㄗ拸楊崝樓ㄘ﹝
[*]綻躂毞恅怢
[*]華倛濬倰ㄩ華狟睿阨壺俋﹝

[*]鳶翐
[*]華倛濬倰ㄩ華狟﹝

[*]夤劓坢
[*]華倛濬倰ㄩ阨﹝

潼郜﹝藩桲華芞腔杅講忳善癹秶ㄛ眕妏呁豻腔轎煤荎倯�侕�祫屾峈10 *ㄗ俙模�侕�ㄘ+48﹝藩⑹郖腔杅講祥忳癹秶﹝坳褫眕婓壺阨眕俋腔�庥庰寪恌珈�傖﹝
[*]1撰荎倯ㄗ0萸冪桄ㄘ
[*]歎硉ㄩ2,500﹝
[*]け薹ㄩ30﹝

[*]5撰荎倯ㄗ5000萸冪桄ㄘ
[*]歎硉ㄩ5,000﹝
[*]け薹ㄩ30﹝

[*]10撰荎倯ㄗ15000萸冪桄ㄘ
[*]歎硉ㄩ10,000﹝
[*]け薹ㄩ30﹝

[*]20撰荎倯ㄗ90000冪桄ㄘ
[*]歎硉ㄩ20,000﹝
[*]け薹ㄩ30﹝

[*]荎倯30撰ㄗ500000冪桄ㄘ
[*]歎硉ㄩ30,000﹝
[*]け薹ㄩ30﹝

[*]蠟珩褫眕氝樓撿衄�庥恇頖�冪桄硉ㄗ0每99,999,999ㄘ腔荎倯腔潼郜ㄛ筍岆蜆勤砓羶衄蘇�珈髲獺�
訧埭﹝華芞睿藩跺⑹郖奻腔杅講祥忳癹秶﹝坳褫眕婓壺阨眕俋腔�庥庰寪恌珈�傖﹝
[*]躂
[*]歎硉ㄩ1400﹝
[*]け薹ㄩ300﹝

[*]僖
[*]歎硉ㄩ2000﹝
[*]け薹ㄩ300﹝

[*]鄴坒
[*]歎硉ㄩ1400﹝
[*]け薹ㄩ300﹝

[*]闈
[*]歎硉ㄩ2000﹝
[*]け薹ㄩ300﹝

[*]阨儒
[*]歎硉ㄩ2000﹝
[*]け薹ㄩ300﹝

[*]惘坒
[*]歎硉ㄩ2000﹝
[*]け薹ㄩ300﹝

[*]踢
[*]歎硉ㄩ750﹝
[*]け薹ㄩ300﹝

遜衄珨跺呴儂訧埭勤砓ㄛ撿衄赻撩腔扢离ㄛ蜆勤砓婓蚔牁羲宎奀頗掩杻隅腔訧埭杸遙﹝
扆梑珂眭苤挌腔朸ん﹝蜆勤砓岆撰梗1腔呴儂帢砉ㄗ湴惘帢砉ㄘㄛ坳祥岆�庥庛景玴救騊黨輔蕙痋ㄧ羅兮�婓華芞奻岆峔珨腔﹝汜傖森勤砓綴ㄛ蔚婓華芞奻腔鍚珨跺⑹郖笢斐膘拸�佪棵寊萰鹹﹡搟皆婧啦珗兮�﹝跦擂珂眭苤挌跤軑腔蔣療ㄛ蜆勤砓煦峈撓濬﹝
[*]華芞奻腔郔湮硉ㄩ拸癹秶﹝
[*]藩跺⑹郖腔郔湮硉ㄩ拸癹秶﹝
[*]華倛濬倰ㄩ壺阨眕俋腔�庥庰寪峞�
珂眭腔苤挌湍衄汜昜蔣療ㄗ藩笱汜昜飲衄珨跺昜极ㄘ﹝
汜昜杅講�▽齥硭�昜脹撰睿汜昜AI硉﹝輛俴覃淕腔源宒岆ㄛ珨剽汜昜撿衄湮祡眈肮腔軞AI硉ㄛ蜆硉�▽齥硭�昜脹撰﹝撿衄汜昜蔣療腔珂眭苤挌硐夔婓⑹郖巖炵迵汜昜巖炵眈肮腔⑹郖笢汜傖﹝膘祜ゐ蚚/輦蚚淕跺撰梗腔汜昜ㄛ奧祥岆峈森勤砓ゐ蚚等跺汜昜﹝
[*]硉拸楊載蜊ㄛ數呾鼠宒峈ㄩㄗ2 *ㄗAI硉汜昜ㄘ*ㄗ汜昜杅講ㄘ*ㄗ1 + n / Nㄘ-4000ㄘ/ 3ㄛむ笢ㄩ
[*]N岆祫屾衄珨跺傑淜麼傑惜腔⑹郖杅˙
[*]n岆翋猁傑淜巖炵迵蛂晙巖炵眈肮腔⑹郖杅﹝

[*]け薹ㄩ3﹝
珂眭腔苤挌撿衄冪桄蔣療﹝
[*]5,000冪桄
[*]歎硉ㄩ2000﹝
[*]け薹ㄩ10

[*]10,000冪桄
[*]歎硉ㄩ5333﹝
[*]け薹ㄩ10

[*]15,000冪桄
[*]歎硉ㄩ8666﹝
[*]け薹ㄩ10

[*]20,000冪桄
[*]歎硉ㄩ12000﹝
[*]け薹ㄩ10

[*]蠟珩褫眕氝樓撿衄赻隅砱极桄蔣療ㄗ植0善99,999,999ㄘ腔勤砓ㄛ筍岆蜆勤砓羶衄蘇�珈髲獺�
珂眭腔苤挌湍衄踢啟蔣療﹝
[*]5,000踢啟
[*]歎硉ㄩ2000﹝
[*]け薹ㄩ10

[*]10,000踢啟
[*]歎硉ㄩ5333﹝
[*]け薹ㄩ10

[*]15,000踢
[*]歎硉ㄩ8666﹝
[*]け薹ㄩ10

[*]20,000踢
[*]歎硉ㄩ12000﹝
[*]け薹ㄩ10

[*]蠟遜褫眕氝樓撿衄赻隅砱踢啟蔣療ㄗ植0善99,999ㄘ腔勤砓ㄛ筍岆蜆勤砓羶衄蘇�珈髲獺�
紸逄幗雄﹝華芞奻/藩跺⑹郖奻腔杅講祥忳癹秶﹝坳褫眕婓壺阨眕俋腔�庥庰寪恌珈�傖﹝
[*]1撰楊扲
[*]歎硉ㄩ500﹝
[*]け薹ㄩ30﹝
[*]藩跺⑹郖腔郔湮硉ㄩ6﹝

[*]2撰楊扲
[*]歎硉ㄩ2000﹝
[*]け薹ㄩ30﹝
[*]藩跺⑹郖腔郔湮硉ㄩ5﹝

[*]3撰楊扲
[*]歎硉ㄩ3000﹝
[*]け薹ㄩ30﹝
[*]藩跺⑹郖腔郔湮硉ㄩ4﹝

[*]4撰楊扲ㄗ傑淜藷誧睿阨奻祭俴壺俋ㄘ
[*]歎硉ㄩ8000﹝
[*]け薹ㄩ30﹝
[*]藩跺⑹郖腔郔湮硉ㄩ3﹝

[*]5撰紸逄ㄗ※峎僅眳藷§睿※滄俴§壺俋ㄘ
[*]歎硉ㄩ10000﹝
[*]け薹ㄩ30﹝
[*]藩跺⑹郖腔郔湮硉ㄩ2﹝

[*]湍衄傑淜換冞藷ㄛ阨奻祭俴ㄛ喜渡藷麼滄俴腔楊扲橙粣
[*]歎硉ㄩ20000﹝
[*]け薹ㄩ30﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1﹝

�蝜�輦蚚賸涴虳濬梗眳珨腔垀衄紸逄ㄛ寀蜆濬梗腔紸逄幗雄頗赻雄輦蚚﹝桵淰儂ん妀虛﹝華芞奻腔杅講岆拸癹腔ㄛ藩跺⑹郖腔郔湮硉岆1ㄗ藩跺⑹郖硐夔衄珨笱濬倰腔儂迮陬潔ㄘ﹝坳褫眕婓壺阨眕俋腔�庥庰寪恌珈�傖﹝
[*]桵淰儂ん釦
[*]歎硉ㄩ1500﹝
[*]け薹ㄩ50﹝

[*]樓觼蘿部
[*]歎硉ㄩ3000﹝
[*]け薹ㄩ25﹝

累踱﹝華芞奻腔杅講羶衄癹秶﹝坳褫眕婓壺阨眕俋腔�庥庰寪恌珈�傖﹝
[*]躂
[*]歎硉ㄩ2250﹝
[*]け薹ㄩ30﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1﹝

[*]僖
[*]歎硉ㄩ2500﹝
[*]け薹ㄩ25﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1﹝

[*]鄴坒
[*]歎硉ㄩ2250﹝
[*]け薹ㄩ30﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1﹝

[*]闈
[*]歎硉ㄩ2500﹝
[*]け薹ㄩ25﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1﹝

[*]阨儒
[*]歎硉ㄩ2500﹝
[*]け薹ㄩ25﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1﹝

[*]惘坒
[*]歎硉ㄩ2500﹝
[*]け薹ㄩ25﹝
[*]藩跺⑹郖腔郔湮硉ㄩ1﹝

[*]踢
[*]歎硉ㄩ6000﹝
[*]け薹ㄩ15
[*]藩跺⑹郖腔郔湮硉ㄩ1﹝


華濘﹝華濘祥岆梓袧勤砓扢离炵苀腔珨窒煦ㄛ奧岆等黃饜离腔﹝筍岆藩跺華濘飲衄珨跺隅砱む悵誘腔硉ㄛ憩砉都寞勤砓珨欴﹝藩跺華濘飲褫眕掩む赻旯濬倰腔1-3笱訧埭婦峓﹝涴虳訧埭祥忳悵誘﹝
[*]撾躂釦
[*]歎硉ㄩ1500﹝

[*]褻踢扲尪腔妗桄弅
[*]歎硉ㄩ3500﹝

[*]鄴諧
[*]歎硉ㄩ1500﹝

[*]闈鉸伈⑧
[*]歎硉ㄩ3500﹝

[*]阨儒韌悃
[*]歎硉ㄩ3500﹝

[*]惘坒喀
[*]歎硉ㄩ3500﹝

[*]踢鄴
[*]歎硉ㄩ7000﹝

汜昜蔣療攣嗣嶺藹碟睿珂眭苤挌腔汜昜杅講垀蔣療汜昜剽詁腔軞AI硉�▽齥硭�昜脹撰ㄩ
[*]1撰ㄩ5,000
[*]2撰ㄩ7,000
[*]3撰ㄩ9,000
[*]4撰ㄩ12,000
[*]5撰ㄩ16,000
[*]6撰ㄩ21,000
[*]7撰ㄩ27,000
忑珂ㄛ蔚場祭汜昜數杅數呾峈ㄗ軞AI硉ㄘ/ㄗ等跺汜昜AI硉ㄘ﹝賦彆侐忔拻�諴炸封樂欶賽棈�1﹝�遣鞶畎墓證婘繒窴繲埩�昜數杅輛俴侐忔拻�諴�
[*]1-5ㄩ拸嗣豻忔�諢�
[*]6-12ㄩ侐忔拻�賮褐暱�﹝
[*]13每50ㄩ侐忔拻�賮論蹐蚑�腔5腔捷杅﹝
[*]湮衾50ㄩ侐忔拻�賮�10腔郔諉輪腔淕杅ㄗ5腔淕杅侐忔拻�賮�10腔郔湮郔輪腔淕杅ㄘ﹝
�蝜�蜆杅講閉徹150ㄛ寀妗暱汜昜杅講蔚熬屾峈150ㄛ筍�埣姣齾祲倚暱�講數呾攣嗣嶺藹碟腔歎硉﹝⑹郖巖炵-膘婖滇挌睿攣嗣嶺藹碟腔沭璃ㄛ眕摯湍衄汜昜腔珂眭苤挌腔刲扆ん昜藩跺⑹郖飲衄珨跺傑淜巖炵ㄛ蜆巖炵�毓見�
[*]褫眕迖奪闡虳懈蛂勤砓﹝
[*]攣嗣嶺藹碟ㄗPandora's Boxㄘ笢褫眕梑善闡笱汜昜﹝
[*]褫眕植婓蜆⑹郖笢汜傖腔�恄髀兮�笢鳳腕闡笱汜昜蔣療ㄗ蔣療弇衾鍚珨跺⑹郖笢ㄘ﹝
⑹郖巖炵腔�毓亞覤瞿�
[*]�蝜�⑹郖衄傑淜/傑惜ㄩ巖炵迵翋猁傑淜/傑惜眈肮ㄗ弇衾⑹郖笢陑ㄘ˙
[*]�蝜�⑹郖羶衄傑淜/傑惜ㄛ筍⑹郖扢离笢埰勍議虳傑淜濬倰ㄩ婓埰勍腔傑淜濬倰笢呴儂恁寁巖炵˙
[*]�蝜�⑹郖羶衄傑淜/傑惜ㄛ甜й羶衄埰勍腔傑淜濬倰ㄩ
[*]⑹郖巖炵衄25ㄔ腔儂頗悵厥笢蕾˙
[*]⑹郖巖炵衄75ㄔ腔儂頗跦擂華倛呴儂恁寁ㄩ
[*]拹兢ㄩ傑惜ㄛ傑Хㄛ贏華﹝
[*]伈ㄩ猁��ㄛ漆俜﹝
[*]悕ㄩ坢﹝
[*]翌ㄩ傑惜ㄛ傑Хㄛ贏華﹝
[*]梌屙ㄩ惜濫ㄛ湮贏華ㄛ苤漆俜﹝
[*]棉缽ㄩ猁��﹝
[*]華狟ㄩ華郜ㄛ湮贏華ㄛ華檣﹝
[*]�覘猀熊寔�﹝
[*]詢華ㄩConflux﹝
[*]酸埻ㄩ擂萸﹝


[*]�蝜�婓⑹郖扢离笢恁笢賸Ч秶笢蕾汜昜ㄛ寀拸蹦眕奻沭璃�蝥峉甭驞艣奻脾樂梛н釓6纂�
③蛁砩ㄛ蛂晙ㄛ蚾衄汜昜腔攣嗣嶺藹碟睿撿衄汜昜腔珂眭苤挌腔�恄鮸鮿鰽躁詎絳で蜣遞で蒑�​​傑淜腔⑹郖眕摯蜆⑹郖翋猁傑淜腔濬倰﹝⑹郖巖炵呥�銓迅�迵⑹郖翋猁傑淜濬倰眈肮ㄛ筍祥荌砒歎硉﹝
惘紲腔莉汜⑹郖湴惘岆釬峈珨郪勤砓汜傖腔﹝珨郪笢腔垀衄勤砓飲岆眈邁腔ㄛ甜й僕砅眈肮腔悵誘ㄗ�蝜�衄ㄘ﹝藩跺郪扽衾蠟褫眕婓⑹郖扢离笢硌隅腔��跺惘紲濬梗眳珨﹝藩跺濬梗歙蚕硉毓峓睿け薹隅砱﹝硉毓峓諷秶勤砓郪腔硉ㄗ隅砱峈跪跺勤砓硉腔軞睿ㄘㄛけ薹諷秶蔚猁汜傖腔勤砓郪腔杅講ㄗ勤砓郪腔杅講迵け薹傖掀瞰ㄛ筍珩�▽齥硥驞繷葧蝤屆�藩跺郪腔汜傖�覤癒�婓郪腔惘昜濬梗腔硉毓峓囀汜傖珨跺呴儂杅total_value﹝�遣鞶炭虒蠅驞繺鼯俴孜婘鯡倓皛�恁寁珨跺硉ㄛ蜆勤砓腔硉婓total_value / 4睿total_value眳潔﹝恁寁勤砓腔衙薹迵むけ薹傖淏掀﹝�遣鞶盆閡肫挸�傖勤砓腔硉group_value雛逋沭璃total_value-group_value <1500麼group_value <total_value / 2眳珨ㄛ寀鍚珨跺勤砓腔硉賡衾0.25 *ㄗtotal_valueㄘ睿1.25 *ㄗtotal_value-group_valueㄘ眳潔呴儂恁寁甜氝樓善郪笢﹝笭葩硒俴森徹最ㄛ眻善謗跺沭璃飲祥雛逋ㄛ麼氪婓③⑴腔硉毓峓囀梑祥善衄虴腔勤砓﹝勤砓郪褫眕蚕等跺勤砓郪傖﹝
勤砓睿蟀諉滅誘勤砓睿蟀諉悵誘腔數呾�覤癒ㄠ˙少裘�腔數呾鼠宒峈protection_index = monsters_strength_zone + monsters_strength_mapㄛむ笢ㄩ
[*]monsters_strength_zone腔蟀諉硉峈0ㄛ�▽齥痗婘鯪驞藙髲繭纂偎笥懘蕊�§恁砐ㄩ
[*]�蝜��鶜皈藬�-1˙
[*]�蝜�す歙ㄛ寀峈0˙
[*]�蝜�Чㄛ寀峈1˙

[*]monsters_strength_map�▽齥祲睊羌樓恘煦旁啪祳恘歇佽皮倅髲繭贏笥懘蕊�ㄩ
[*]�蝜��鶜皈�2˙
[*]�蝜�淏都ㄛ寀峈3˙
[*]�蝜�Ч袕ㄛ4﹝

垀扴protection_index曹趙植1祫5ㄛ喃煦�毓巡贏笥懘蕊�ㄛ奧祥蹦坳植巖汜腔扲逄﹝墅昜剽梬價衾軞AI硉莉汜ㄛ數呾�覤瞿演otal_Ai_Value =ㄗOBJECT_VALUE - minimal_value_1ㄘ* coefficent_1 +ㄗOBJECT_VALUE - minimal_value_2ㄘ* coefficent_2object_value岆忳悵誘勤砓ㄛ勤砓郪麼蟀諉腔硉﹝郔苤硉睿炵杅�▽齥猢rotection_indexㄩminimal_value_1
[*]1ㄩ2500
[*]2ㄩ1500
[*]3ㄩ1000
[*]4ㄩ500
[*]5ㄩ0
炵杅_1
[*]1ㄩ0.5
[*]2ㄩ0.75
[*]3ㄩ1
[*]4ㄩ1.5
[*]5ㄩ1.5
minimal_value_2
[*]1ㄩ7500
[*]2ㄩ7500
[*]3ㄩ7500
[*]4ㄩ5000
[*]5ㄩ5000
炵杅_2
[*]1ㄩ0.5
[*]2ㄩ0.75
[*]3ㄩ1
[*]4ㄩ1
[*]5ㄩ1.5
OBJECT_VALUE - minimal_value岆ㄛ�蝜�蛹ь錨﹝�蝜�total_Ai_Value苤衾2000ㄛ寀祥頗汜傖悵誘﹝瘁寀ㄛ恁寁珨跺呴儂濬倰腔墅昜ㄛ甜йす歙墅昜數杅掩數呾峈total_Ai_Value / monster_AI_value﹝�蝜�墅昜腔す歙杅講苤衾ㄗㄗminimal_random_monster_count + maximal_random_monster_countㄘ/ 2侐忔拻�諴彿繯鯙睇繺�衾100ㄛ寀蜆墅昜濬倰拸虴ㄛ鍚珨笱掩恁寁﹝郔苤睿郔湮呴儂墅昜杅岆杻隅衾墅昜腔﹝褫眕婓華芞晤憮ん笢籵徹衵瑩等僻墅昜恁寁醱啣笢腔墅昜懂潰坰坳蠅﹝恁寁墅昜濬倰綴ㄛ妗暱墅昜數杅扢离�覤瞿�
[*]珨跺Average_count數呾峈total_Ai_Value / monster_AI_valueㄛ忔�賮論蹐蚑�腔淕杅ㄗ侐忔拻�躽蝜�肮欴諉輪奻狟淕杅ㄘ﹝
[*]�蝜�Average_count <4ㄛ寀墅昜腔妗暱杅講峈Average_count﹝
[*]瘁寀ㄛ墅昜腔杅講峈Average_count + random_number_1 - random_number_2﹝謗跺呴儂杅歙婓0善Average_count / 4ㄗ砃狟忔�諴延譟僇岌硭�傖﹝秪森ㄛ妗暱腔墅昜杅講褫夔岆す歙硉腔75ㄔ善125ㄔㄛ諉輪す歙硉腔褫夔俶載詢﹝
毓瞰1﹝
[*]�室罋笥嬼汐縛瘉縛甭驞罋笥嬼汐縛瘉縛珀膨磩盡葯炯產併�9000ㄘ﹝
[*]protection_index = 1 + 4 = 5﹝
[*]9000> minimum_value_1ㄗ0ㄘㄛ9000> minimum_value_2ㄗ5000ㄘ﹝
[*]total_Ai_Value =ㄗ9000-0ㄘ* 1.5 +ㄗ9000-5000ㄘ* 1.5 = 19500﹝
[*]19500> 2000ㄛ秪森汜傖賸墅昜﹝瞰�蝤�26跺遼��氪ㄗ等跺汜昜AI硉ㄩ750ㄘ﹝
尨瞰2
[*]�室罋笥嬼汐縛瘓鶜甭驞罋笥嬼汐縛瘓鶜疥嚗�ㄩ彴茯陴ㄗ硉9000ㄘ﹝
[*]protection_index = -1 + 2 = 1﹝
[*]9000> minimum_value_1ㄗ2500ㄘㄛ9000> minimum_value_2ㄗ7500ㄘ﹝
[*]total_Ai_Value =ㄗ9000-2500ㄘ* 0.5 +ㄗ9000-7500ㄘ* 0.5 = 4000﹝
[*]4000> 2000ㄛ秪森頗汜傖墅昜﹝瞰�蝤皇�26跺Harpiesㄗ等跺汜昜AI硉ㄩ154ㄘ﹝
毓瞰3﹝
[*]�室罋笥嬼汐縛瘋梠見甭驞艡盚笥嬼汐縛瘋蝨龤ㄥ婘鞶瑤蟫鞶併�7000ㄘ﹝
[*]protection_index = 0 + 3 = 3﹝
[*]7000> minimum_value_1ㄗ1000ㄘㄛ7000 < minimum_value_2ㄗ7500ㄘ﹝
[*]total_Ai_Value =ㄗ7000-1000ㄘ* 1 = 6000﹝
[*]6000> 2000ㄛ秪森頗汜傖墅昜﹝瞰��24 Wightㄗ等跺汜昜AI硉ㄩ252ㄘ﹝
毓瞰4﹝
[*]�室罋笥嬼汐縛瘓鶜甭驞罋笥嬼汐縛瘓鶠ㄥ婘鞶碩萍�5撰荎倯ㄗ歎硉5000ㄘ腔潼郜﹝
[*]protection_index = -1 + 2 = 1﹝
[*]5000> minimum_value_1ㄗ2500ㄘㄛ5000 < minimum_value_2ㄗ7500ㄘ﹝
[*]total_Ai_Value =ㄗ5000-2500ㄘ* 0.5 = 1250﹝
[*]1250 <2000ㄛ秪森祥汜傖悵誘﹝
瞰赽5
[*]�室罋笥懮聒忙瘉縑�蟀諉腔硉峈6000﹝
[*]protection_index = 4﹝
[*]6000> minimum_value_1ㄗ500ㄘㄛ6000> minimum_value_2ㄗ5000ㄘ﹝
[*]total_Ai_Value =ㄗ6000-500ㄘ* 1.5 +ㄗ6000-5000ㄘ* 1 = 9250﹝
[*]9250> 2000ㄛ秪森汜傖賸墅昜﹝瞰�蝤皇�56跺坒墅忤ㄗ等跺汜昜AI硉ㄩ165ㄘ﹝
勤砓扢隅珨啜褫眕赻隅砱埰勍腔勤砓蹈桶眕摯勤砓汜傖統杅﹝褫眕婓耀啣撰梗扢离勤砓赻隅砱ㄗ扢离蔚茼蚚衾淕跺華芞ㄘ睿/麼婓⑹郖撰梗扢离﹝坳粒蚚寞寀腔衄唗蹈桶腔倛宒﹝RMG撿衄褫蚚勤砓腔場宎蘇�狫訇繂埮偉婘騕闡畏炰恀�﹝蠟褫眕氝樓赻隅砱寞寀懂党蜊森蹈桶麼/睿涴虳統杅﹝蠟褫眕氝樓謗笱濬倰腔寞寀ㄩ
[*]※輦蚚§寞寀ㄩ植蹈桶笢刉壺珨跺勤砓ㄗ麼珨郪勤砓ㄘ˙
[*]※ゐ蚚/晤憮§寞寀ㄩ蔚勤砓氝樓善蹈桶睿/麼載蜊蜆勤砓腔統杅﹝
寞寀偌む蹈堤腔佼唗茼蚚ㄛ藩跺寞寀蚥珂衾珂ヶ腔寞寀﹝婓議虳①錶狟ㄛ寞寀佼唗竭笭猁﹝瞰�蝤畏蝜�猁輦蚚壺屾杅勤砓眳俋腔垀衄勤砓ㄛ寀剒猁忑珂氝樓※輦蚚垀衄勤砓§寞寀ㄛ�遣鯦篲蚢窴藟婐寪謹庈篱媔邑婘鞳��蝜�※輦蚚垀衄囀�搳措窴藬閨睋訇穔闡或產皈藬瓽裉�ヶ腔寞寀岆妦繫ㄛ垀衄勤砓飲蔚掩輦蚚﹝
婓耀啣撰梗隅砱腔寞寀蚥珂衾婓⑹郖撰梗隅砱腔寞寀﹝涴砩庤覂杻隅衾⑹郖腔寞寀宎笝頗葡裔珨啜寞寀﹝※輦蚚§濬倰腔寞寀褫眕渀勤等跺勤砓ㄛ珩褫眕渀勤肮珨濬倰腔勤砓郪ㄗ瞰�蝤畋齾陓侀鈶俸宋苺畋齾倅�昜踱脹ㄘ﹝蠟珩褫眕珨棒輦蚚垀衄勤砓﹝筍岆ㄛ硐夔輦蚚郩悜都寞汜傖徹最腔勤砓﹝勤砓寞寀祥夔蚚衾輦蚚ㄩ
[*]傑淜/傑惜˙
[*]華濘睿蜇湍腔屾講訧埭 -撈妏輦蚚賸訧埭濬倰ㄛ珩祥頗忳善荌砒˙
[*]蚳蚚衾⑹郖蟀諉腔祥忳悵誘腔Keymaster腔梛囑-筍岆褫眕悵誘蚳蚚衾悵誘衄歎硉腔勤砓腔 Keymaster腔梛囑﹝
涴虳勤砓岆妏蚚む坻⑹郖睿蟀諉扢离懂奪燴腔﹝
森俋ㄛ籵徹⑹郖扢离ㄛ祥褫夔齬壺蚕衾弇衾鍚珨跺⑹郖笢腔Keymaster's Tent奧絳祡堤珋腔Seers's Huts睿勤砓郪ㄗ絞�誨炯�準籵徹輦蚚Seer's Hut�恄髀兮�麼Keymaster's Tent懂輦蚚ㄘ﹝淕跺耀啣ㄘ﹝
※埰勍/晤憮§濬倰腔寞寀猁⑴扢离勤砓統杅ㄩ硉ㄛけ薹ㄛ華芞奻睿藩跺⑹郖腔郔湮數杅ㄗ華芞奻腔郔湮數杅硐夔婓耀啣撰梗扢离ㄛ奧祥夔婓⑹郖撰梗扢离ㄘ﹝�蝜�勤砓眒冪岆埰勍腔勤砓蹈桶腔珨窒煦ㄛ寀む統杅蔚掩赻隅砱統杅葡裔﹝瘁寀ㄛ蜆勤砓蔚妏蚚赻隅砱統杅氝樓善蹈桶笢﹝褫眕籵徹蔚統杅扢离峈※蘇�洁推敢ㄢ眵跼銦�茼蚚寞寀奀ㄛ祥頗載蜊扢离峈※蘇�洁接觸恀�﹝�蝜�氝樓賸陔勤砓ㄛ寀※蘇�洁捲恀�蔚撿衄耀啣扢离ㄗ籵徹躺蔚耀啣撰梗寞寀覃淕峈蘇�狫訇穚矕晾巡譯婘髂訇瞨拄迮齡窗��蝜�森蹈桶笢羶衄森濬勤砓ㄛ寀※蘇�洁捲恀�蔚撿衄蘇�炵鼯盛鉰鄵童些貒弮�森揭ㄘ﹝秪森ㄛ籵徹蔚垀衄統杅扢离峈※蘇�洁悵珀�褫眕潠等華埰勍眕梓袧源宒汜傖勤砓﹝褫眕煦梗ㄗ渀勤藩笱汜昜濬倰ㄘ輦蚚ㄛゐ蚚麼赻隅砱ㄗ勤衾藩笱汜昜濬倰ㄘ蛂晙ㄛ湍衄汜昜蔣療腔攣嗣嶺藹碟眕摯峈Seer腔苤挌枑鼎腔抻坰朸んㄗ渀勤藩笱汜昜濬倰ㄘㄛ珩褫眕偌淕跺撰梗輦蚚ㄛゐ蚚麼赻隅砱﹝�蝜�岆涴欴ㄛ寀蔚峈淕跺汜昜撰梗隅砱腔統杅煦梗茼蚚衾藩跺汜昜腔藩跺勤砓﹝膘祜妏蚚森儂秶奧祥岆赻隅砱等跺勤砓ㄛ秪峈藩跺⑹郖硐夔�暊伝驞迮斥鷌奻萋迮馨�昜腔勤砓﹝癹秶沭璃蔚勤砓氝樓善埰勍腔勤砓蹈桶笢甜祥夔悵痐蜆勤砓妗暱奻頗堤珋婓華芞/⑹郖笢﹝眕狟岆奪燴勤砓奀茼蕉藉腔珨虳癹秶ㄩ
[*]勍嗣勤砓硐夔婓杻隅腔華倛濬倰奻汜傖ㄗ③統堐掛誹ㄘ﹝涴拸楊載蜊﹝筍岆ㄛ褫眕婓⑹郖扢离笢恁寁巠絞腔華倛濬倰ㄛ眕�楛ˋ奿埣屏媔邑婘鯢邿嗩确媔些驞藰苤�
[*]勍嗣勤砓勤華芞睿藩跺⑹郖腔郔湮杅講衄癹秶﹝涴虳祥夔載蜊﹝
[*]�褘曼遢硪鱹鬕皈藡樂梊稂絲僇岌硢√騅婘鞳��蝜�勤砓腔硉閉徹⑹郖腔垀衄��跺惘紲毓峓ㄛ寀婓沓喃⑹郖奀拸楊恁寁蜆勤砓﹝奧йㄛ撈妏昜こ腔歎硉迵笙蜓毓峓腔郔湮硉俇�宦汀銫炯�準蜆笙蜓毓峓腔郔苤硉睿郔湮硉眈肮ㄛ瘁寀恁寁蜆昜こ腔儂頗憩竭苤﹝�蝜�珨跺勤砓腔歎硉腴衾郔腴惘紲歎硉腔侐煦眳珨ㄛ寀蜆勤砓祥夔釬峈※忑恁§汜傖ㄛ奧硐夔釬峈勤砓郪腔硃喃﹝�蝜�垀衄毓峓腔郔苤硉飲湮衾500ㄛ寀撓綱祥頗汜傖硉100腔勤砓ㄛ秪峈坳蠅祥夔掩恁寁峈※忑恁§ㄛ甜й蚕衾汜傖奧竭麵掩恁寁峈勤砓郪腔硃喃﹝鏡扴腔寞寀眳ヶ﹝
[*]扢离⑹郖笢腔勤砓蹈桶奀ㄛ斛剕�楛ㄥ娸硜庥帢曳媟僇岌痤饑庥挋童盆賽棑倷遘鷇婘鯞妧炴匊紫�25ㄔ祫100ㄔ眳潔ㄛ甜й杅講祥忳癹秶﹝瘁寀ㄛRMG褫夔拸楊峈跤隅腔呴儂硉斐膘�庥庤婘鞶炬〥眕睄葩帠〨埰妍傴鞶狩棵塽鍶梲厊僈慲墓蟻頖�呴儂硉汜傖載嗣勤砓ㄛ⑹郖沓喃珩蔚礿砦﹝峈旌轎涴笱①錶ㄛ膘祜宎笝ゐ蚚逋劂杅講腔祥肮硉腔勤砓﹝遜膘祜旌轎妏蚚準都湮腔笙蜓毓峓ㄗ瞰��100每30000ㄘㄛ秪峈涴頗崝樓呴儂恁寁祥巠磁�庥庤婘騕齡紫躉�頗﹝眈毀ㄛ③郭彸妏蚚撓跺誕傻腔毓峓懂ぁ饜埰勍腔勤砓腔硉﹝
[*]膘祜�楛�婓藩跺⑹郖笢衄逋劂杅講腔等牉婉勤砓ㄗ撈撿衄等跺揖楷等啋й羶衄梤鬼昜等啋ㄗ瞰�蝤盃彸提牲兮�ㄛ攣嗣嶺藹碟ㄛ彴茯瑚滇ㄘㄘ〞掩埰勍甜巠磁惘紲毓峓﹝瘁寀ㄛ蚕衾蜆⑹郖笢腔梤鬼昜徹嗣ㄛRMG拸楊淏�毽纖繫鯗迓懪憯炬Ⅶ厊嗒迠玴懪撋觸�汜ㄛ植奧妏議虳⑹郖諾錠﹝
[*]勤衾俋窒滇挌ㄛ勤衾湍衄汜昜腔攣嗣嶺藹碟ㄛ眕摯勤衾勤衾湍衄汜昜腔珂眭苤挌腔�恄鮸鮿驐疥瑀侈堈例樛窗�坳岆跦擂撿衄祥肮巖炵腔傑淜/傑惜腔⑹郖杅講數呾腕堤腔﹝筍岆蠟褫眕覃淕⑹郖腔惘紲毓峓ㄛ眕晞坳蠅婦漪斛剒腔硉﹝
[*]硐夔婓⑹郖巖炵迵汜昜巖炵眈肮腔⑹郖笢汜傖俋窒蛂垀ㄛ湍衄汜昜腔攣嗣嶺藹碟睿湍衄汜昜腔珂眭苤挌�恄鮸鮿驉ㄤ封к郈厊剺�妏華⑹巖梗悵厥笢蕾﹝
[*]衄奀ㄛ蚕衾むけ薹腴ㄛ竭屾汜傖勤砓﹝崝樓昜极け薹頗崝樓莉汜腔褫夔俶﹝

Archer30 楷桶衾 2020-7-12 12:24:26

涴爵珩砑質涴跺瞰赽恀珨狟 @yunings 蹦抭衄羶衄spoiler髡夔儸ˋ砉涴笱閉酗腔泃赽ㄛ�蝜�衄酗僅啎劑ㄛ萸僻珆尨綴符淏都珆尨ㄛ頗掀誕源晞堐黍珨萸

Archer30 楷桶衾 2020-7-12 12:52:11

祥齬壺硐衄翋瞼褫眕楹珜﹝鍚俋楹珜衄珨跺輓揭岆ㄛ勤衾忒儂唳蹦抭拸楊汜虴 @yunings

yunings 楷桶衾 2020-7-12 12:55:22

鉣ㄛ旃噶賸狟ㄛ煦珜髡夔硐夔岆忑泂符夔妏蚚ㄛ躲泃岆祥夔妏蚚腔﹝撿极妏蚚源楊獗狟ㄩ

QQ810765756 楷桶衾 2020-7-12 13:44:29

艘祥雅ㄛ怮旮兜賸﹝﹝﹝﹝﹝﹝

canary 楷桶衾 2020-7-13 02:30:14

�汁縎羅�ㄛ蚚涴跺馱撿斐膘賸撓跺呴儂華芞耀啣簷侔ERA唳掛腔蚚祥賸ㄛ扂隙芛�戊繷藡Е銘Л棋﹎狫毐OTA腔囀�搳�
�汁篞A笝獌稹漟騫捱翽迋江鵜眶耀狡黤譏熁智繺皮掠袢釋棠秈ㄟ暷驞羃墓陎蠵橧狠嶂炮例撣鷒鷍蠵樨菠硱д奐蔣蒢芊�

燠砯ю 楷桶衾 2020-7-14 10:32:05

擱##筍岆楷珋涴跺陲昹疑砉淩腔穻疑俙ㄛ夔詻堤準都跺俶腔呴儂芞######

zhuhengji 楷桶衾 2020-7-15 18:15:08

艘れ懂雙葩娸腔﹝

syhtiepi 楷桶衾 2020-9-1 02:29:31

釴脹湮朸蠅犖趙ㄛ珂覜郅珨狟ㄐ
珜: [1] 2
脤艘俇淕唳掛: 呴儂耀啣晤憮ん

曇崌