1.1 After entering the game, players can use the face creation system to create their characters.
1.2 The face creation system allows players to unleash their imagination to create the character they want.
1.3 Players may choose to create a male or female character.
1.4 Players may choose their preferred face type by adjusting the face, eyes, nose, mouth, ears, hairstyle, and much more.
1.5 The game also provides many character presets for players to choose from. Tap confirm to save adjustments and enter the game.
2.1 Server Structure
2.2 The world in Myth of Empires consists of prefectures (server groups), and each prefecture contains many counties (servers).
2.3 Newly created characters may go to any county.
2.4 After choosing a county, players may not go to another county as they please. They must cross servers to go to another county.
3.1 Players may cross to other servers in the Hall.
3.1.1 Select the target county and tap the button on the bottom left to automatically go to the selected county.
3.1.2 Hall Cross Servers - Characters will be treated as if they had died and respawned. No items must be present when respawning in a new county.
3.1.3 Hall Cross Servers - Deployed warriors and horses will all die.
3.1.4 Cross Server Notice: Characters will die upon crossing servers, unable to take any items with them to the new county. Moreover, deployed mounts and warriors will all die. Players must check and then tap confirm to cross servers.
3.1.5 The rules for the Hall Cross Servers are the same as the Stage Station. There is a CD for crossing servers. Players must be at a certain level to cross servers, and they may only choose counties from the current or adjacent prefectures.
3.2 Cross-server Teleport has 2 types:
3.2.1 Teleport at the Stronghold.
3.2.2 Unlock the Stage Station at the Guild Tech to teleport.
3.2.3 When players arrive at the Stronghold, they will see the Coachman.
3.2.4 Speak with the Coachman to see the options. Tap the button to teleport to the selected county.
3.2.5 The Stage Station built by players has the same features. After building the Stage Station, hold E to leave the current prefecture.
3.3 Cross-server Teleport Rules:
3.3.1 Cross-server Teleportation: Players can only teleport to counties with fortresses in adjacent prefectures. After crossing to a PVP-server from a PVE-server, there is a 24-hour cooldown period.
3.3.2 Characters may not teleport if mounts or warriors are deployed.
3.3.3 Cannot cross servers if there are items in the Character Inventory, Stage Station Inventory, or Battlefield Inventory that are transporting.
3.3.4 A fee will be required when items are uploaded to the Stage Station.
3.3.6 If items are placed in the Stage Station or Battlefield Inventory for too long, they will be confiscated and forfeited.
3.3.7 Cross-server Teleportation has a time limit, which is one hour for both PVP-to-PVP and PVE-to-PVE teleportation.
3.4 Battlefield Teleport
3.4.1 Before using battlefield teleport, players must unlock the Guild Logistics recipe in the Guild Tech first and build the Guild Logistics.
3.4.2 After building, press E to use battlefield teleport.
3.4.3 Players can put items from their own inventory into the battlefield teleport inventory and teleport to the battlefield through the Logistics Department. The teleport panel will show the corresponding rules and requirements for the battlefield teleport.
4 Inventory Operations
4.1 Some basic survival and output items can be crafted from the inventory (for details, please see craft recipes)
4.2 The equipment slot on the left can be divided into helmet, armor, greaves, cape, and flag
4.3 The equipment slots on the right can be divided into helmet (skin), armor (skin), greaves (skin), and cape (skin). Skins can only change the appearance of equipment and will not provide bonus stats. Players can use skins they've already unlocked by clicking with the right mouse button.
4.4 Toxicity: Interactions and statuses in the game will affect a player's health. The three toxicities are divided into: Meridian Toxicity, Gastro Toxicity, and Body Toxicity, all of which will reduce a character's various stats. These can be recovered by using food in-game.
4.5 Protection: Weather conditions will affect a player's Heat Protection, Cold Protection, and Miasma Protection. If protection drops below a certain amount, the player will suffer the corresponding weather ailment and can even die.
Cold Protection: This will appear in the icons of the player's statuses when traveling through snow mountain maps. This buff will reduce the Cold Protection value. When it reaches 0 and the player is in a snow mountain map, the player will enter the cold state (HP will quickly drop). The player must drink alcohol to resist the cold. Different types of alcohol will recover different amounts of Cold Protection, so choose accordingly. (When leaving snow mountain maps, the Cold Protection value will slowly recover)
Heat Protection: This will appear in the icons of the player's statuses when traveling through scorching plateau maps. This buff will reduce the Heat Protection value. When it reaches 0 and the player is in a scorching plateau map, the player will enter the hot state (HP will quickly drop). The player must drink porridge to resist the heat. Different types of porridge will recover different amounts of Heat Protection, so choose accordingly. (When leaving scorching plateau maps, the Heat Protection value will slowly recover)
Miasma Protection: This will appear in the icons of the player's statuses when traveling through swamp maps. This buff will reduce the Miasma Protection value. When it reaches 0 and the player is in a swamp map, the player will enter the miasma state (HP will quickly drop). The player must drink medicine to resist the heat. Different types of medicine will recover different amounts of Miasma Protection, so choose accordingly. (When leaving swamp maps, the Miasma Protection value will slowly recover)
4.6 Stamina: Sprinting and missing attacks will consume Stamina. After Stamina is depleted, the player may rest in place to recover Stamina quickly. Walking will also gradually recover Stamina over time. Low Stamina will slow movements, such as attacking.
4.7 Fullness: Recovering Stamina and HP will consume Fullness over time. When Fullness reaches 0, HP will continuously drop.
4.8 HP: As HP falls, the screen will become dimmer, causing adverse effects, such as making it harder to detect dangers. When HP drops to 0, players will enter the dying state, during which they can be rescued by other players. Players can use bandages, pills, and other items to gradually recover HP. They can also wait for Fullness to automatically deduct. (Dying players cannot recover HP)
4.9 Carrying Capacity: The total weight of carried items. When players exceed this amount, their MOV SPD will decrease accordingly until it hits 0, when they can no longer move. Some pills or tools can temporarily increase the carrying capacity limit.
4.10 Movement Speed (MOV SPD): The player's MOV SPD will be affected by various statuses. Equipping different types of weapons/armor will also affect MOV SPD.
4.11 Level: Characters can earn EXP from collecting, killing monsters, crafting, mission rewards, and much more. Characters can level up once they have earned enough EXP. Once a character is above lv. 20, EXP rate will be adjusted according to the server's level.
5 Sandbox Collection
5.1 In Myth of Empires, players can interact with most trees, stones, and shrubs to collect various resources from them.
5.1.1 Collection Method and Process
1、Use tools (axe, hammer, sickle) and left-click with the mouse to attack trees, stones, and shrubs to collect wood, stone, or grass.
2、First, place the tools in your inventory in the sidebar.
3、Press the corresponding hotkey (1-0) to use the tool.
4、Left-click with the mouse to attack trees, stones, and shrubs to collect wood, stone, or grass resources.
5、Press "E" while facing a shrub to collect the grass resource.
6、First, move closer within range of the shrub (the small plant in the scene).
7、When "Press E to collect" appears in the center of the screen, press "E" to collect resources from the shrub.
6 Battle
Battle Method
Melee: Attack/parry with one-handed, two-handed, polearm, or shields. Simulates melee weapon effects in ancient times.
Ranged: Attack from ranged with bow, crossbow, and projectiles. Simulates ranged weapons in ancient times.
Ground/Mount Mode: Various mounts can be used on the ground or while mounted. Simulates the characteristics of infantry and cavalry.
7 Building Construction
7.1 Drag building items from your inventory to the sidebar.
7.2 Press the corresponding hotkey to preview building placement. Click the left mouse button to confirm placement.
7.3 Buildings are made of different components (foundation, walls, etc.). Follow simple building rules to piece together various components.
7.4 At this point, the left side of the screen will display information about the types of buildings that can be switched. Press the corresponding hotkey to switch.
7.5 If the building cannot be placed, it will show up in red. Clicking the left mouse button at this time will do nothing, and the building will not be placed.
7.6 Use the various building items in-game to create what you want.
7.7 Buildings have load-bearing regulations. Beyond a certain distance, buildings can no longer support extensions.
7.8 Face the camera at specific building modules to view information about the building, such as durability, ownership, decay rate, and more.
8 Siege Weapon
8.1 Gameplay Introduction
8.1.1 Siege weapons are crucial tools during a siege. They deal massive damage to buildings and have a somewhat far range.
8.2 Details
8.2.1 Players must first level up the guild to unlock the blueprints for the Guild Workshop and Siege Weapon Workshop. Then, they must unlock the corresponding siege weapon recipes.
8.2.2 Before creating siege weapons, players must first build the Guild Workshop, and then build the Siege Bench.
8.2.3 Players can craft the siege weapons they want at the Siege Bench.
8.2.4 When controlling a siege weapon, left-click with the mouse to load ammunition. If the character has more than one type of ammunition in the inventory, press R to change between ammunitions.
When controlling a siege weapon, the bottom right-hand corner will show the ammunition type and amount currently being used from the character's inventory.
Ammunition can also be launched when stored in a siege weapon.
8.2.5 After loading ammunition, different siege weapons will differ in the way the ammunition is launched. Some are launched directly, some require charging, and others are sprayed continuously.
For siege weapons that launch ammunition directly, such as the ballista, left-click with the mouse to launch.
For siege weapons that require charging to launch ammunition, such as the mangonel, hold the left mouse button to c
harge, and then release to launch.
For siege weapons that spray ammunition continuously, such as the flamethrower, hold the left mouse button to spray, and then release to stop.
8.2.6 In the control panel, there are tips on how to operate the different siege weapons.
8.2.7 Siege weapons will conform to the slope when moving on uneven terrain. The trajectory of launched ammunition will also change.
8.2.8 Warriors can offer support in controlling some siege weapons, such as battering rams.
8.2.9 Aside from siege weapons used in battle, there are also carts and chariots used for transportation.
You can choose whether the carts and chariots are pulled by men or horses.
9 Vein Detection
9.1 Unlock Recipe This unlocks the recipe for Dowsing Rod, Mine Prospecting Shovel, Mining Pickaxe, and Mining Hut.
9.2 Search for Veins Use the Dowsing Rod and go in the direction indicated by the dragon head until the Dowsing Rod glows.
9.3 Prospect Veins Below Your Feet Use the Mine Prospecting Shovel to check for veins under your feet.
9.4 Mine Ores Use the Mining Pickaxe to attack the ground at your feet to uncover the vein.
9.5 Build Mining Hut Place the Mining Hut on the sidebar and press the corresponding hotkey to use. Align it with the shaft to place it, then confirm the placement with the left mouse button.
9.6 Place Warrior in Shaft to Produce
Bring recruited warriors near the Mining Hut and hold E while facing it. In the pop-up menu, choose the warrior that will idle here.
At the same time, press E to open the Mining Hut inventory and place food in the food slot. The warrior will start working to produce resources.
10 Farming
10.1 When players reach lv. 16, they can unlock the Cultivation recipe that allows them to start planting.
10.2 In Myth of Empires, there are many types of crops: sorghum, wheat, rice, soybean, flax, peas, clove, sand onion, notoginseng, Knotweed herb, false daisy, honeysuckle, dangshen, dragon's blood resin, barley, and many more.
10.3 There are also many fields in Myth of Empires.
10.3.1 There are 4 different types of Wild fields: Dry Farmland, Paddy, Sandy Farmland, and Wet Farmland.
10.3.2 Players can also build three types of fields: Crude Planter, Common Planter, and Exclusive Planter.
10.4 There are four factors that determine the yield of crops: green manure, organic fertilizer, ash fertilizer, and moisture. Through the entire growth process, if the nutrients in the soil are sufficient for the crops, they will mature perfectly, resulting in the highest yield. Conversely, insufficient nutrients will lead to poor harvest and low yield.
10.5 The attribute that determines which seeds can be planted in the field is soil porosity. Players must use a hoe to cultivate the land to increase its porosity. Only when the porosity reaches the requirement can the seeds be sown.
10.6 The attribute that affects fertilization of the fields is the number of fertilizations. Within a unit of time, the amount of nutrients the soil can absorb is limited. Therefore, it's advisable to use more nutrient-rich fertilizers in the limited number of fertilizations.
10.7 The higher the quality of crops, the more fertile the soil required. Similarly, dry farmlands can be divided into barren, common, bountiful, and fertile. High-quality crops can be planted on barren farmlands, but require more fertilizer and moisture.
10.8 Players need to water and fertilize their crops. The barrel and various fertilizers can be unlocked in the recipe panel.
10.9 Improving Planting skill, including skill level and skill talents, can effectively help characters increase the speed of hoeing, crop yields, seed yields, and the effectiveness of watering and fertilizing.
10.10 Characters can also unlock and craft wells in the later stages. With the assistance of warriors, the well can automatically water fields within a certain range, greatly improving the convenience of planting.
10.11 Farmland
10.11.1 Common Farmland can be unlocked from the Guild Skills interface. Afterward, it can be crafted from Construction Benches.
10.11.2 When placing farmland, the player will need to select a point to start plowing, then pull the green box to set the shape and size of the farmland. This area can be up to 15 plots in size.
10.11.3 The larger the area, the higher the fertilizer and hydration limits will be.
10.11.4 After placing the area to be farmed, the player will need to use a hoe to cultivate each of the plots. After this area has been cultivated, the farmland has officially been formed.
10.11.5 From the "Production" option of the Guild Skill interface, players can level up "Rigorous Cultivation" to increase the amount of farmland they can place.
10.11.6 Players can also set warriors to farm for them. As long as these warriors are fed, they will help the player plow, plan, and harvest.
11 Taming Animals
11.1 How to Capture Small Animals (rabbits, foxes):
11.1.1 Craft a small animal trap and place it near a group of rabbits or foxes. After a period of time, the nearby rabbits or foxes will be captured by the animal trap.
11.1.2 Press E when facing the animal trap to place the captured rabbit or fox in your inventory.
11.1.3 Build a rabbit pen or fox pen, and take the captured rabbit or fox nearby. Press E when facing the building and select the option that puts the animal in the building. Now that the animal has been successfully placed in the den, the player can start raising it.
11.2 How to Capture Larger Animals (deer, wolf, boar, panther, bear, crocodile, tiger):
11.2.1 Create a cart, which can be pulled by men or horses. Then create an animal cage and install it on the cart.
11.2.2 Create a bludgeon-type weapon that can stun the target or use a blunt-tipped arrow to knock the animal unconscious.
11.2.3 When the animal is unconscious, pull it near the animal cage on your cart. Press E to place the unconscious animal inside the animal cage.
11.2.4 Move the cart with the unconscious animal near the animal pen. Press E when facing the building and select the option that puts the animal in the building. The player can start raising it.
11.3 How to Raise Animals:
11.3.1 Birth and death rates are affected by comfort level and mood.
11.3.2 The comfort level is affected by the amount of food and the total number of animals in the pen.
11.3.3 The output is affected by mood and the total number of animals.
11.3.4 Animals have favorite foods that can improve mood.
11.3.5 Assign warriors to work at the pen, and they will automatically feed animals and collect items.
12 War Rhino and War Elephant
12.1 Saddle Platform
12.1.1 In Myth of Empires, large creatures can serve as carriers for advanced combat platforms. Buildings and heavy machinery can be built on these platforms, allowing these large creatures to participate in combat. Currently, there are two types of saddle platforms: War Elephant Tank and War Rhino Tank. Both saddle platforms allow 5 types of buildings.
12.2 Crafting Saddles
12.2.1 Players can spend 2 Recipe Points to unlock the relevant recipes in [Recipes] - [Tame & Recruit] - [War Rhino Armor].
12.2.2 Players can spend 3 Recipe Points to unlock the relevant recipes in [Recipes] - [Tame & Recruit] - [War Elephant Armor].
12.2.3 Place the required items in the [Horse Tack Bench] and then select the items to craft. Press the button to start crafting.
12.3 Saddle Platform Installation
12.3.1 Hold E when facing the War Rhino to open up the inventory. Drag the War Rhino Tank onto the equipment slot to install the saddle platform. Conversely, dragging it out is considered uninstalling.
12.3.2 Hold E when facing the War Elephant to open up the inventory. Drag the War Elephant Tank onto the equipment slot to install the saddle platform. Conversely, dragging it out is considered uninstalling.
12.3.3 Drag the saddle platform to the sidebar and press the corresponding hotkey to enter the use phase. Then face the elephant or rhino to install. Please note: Different buildings may have equip limitations.
12.4 Saddle Platform Building Control
12.4.1 The saddle platform cannot load players or warriors, but most of the buildings on the saddle platform must be controlled by players or warriors.
12.4.2 Press E when facing the saddle platform building to open up the interaction panel. Then select whether this building is controlled by the player or a warrior.
12.5 Saddle Platform Effect
12.5.1 War Rhino Saddle Elephant Buildings
Flamethrower (War Rhino): An improved portable flame thrower. As powerful as always. When wielded by a deployed warrior it automatically fights against attacking enemies.
Battering Ram (War Rhino): Wield the war hammer and swing it horizontally to strike. Destructive against buildings. When wielded by a deployed warrior, the warrior automatically strikes with the war hammer.
War Scythe (War Rhino): Wield the steel sword and swing it horizontally to strike enemies. When wielded by a deployed warrior, the warrior automatically strikes with the steel sword.
War Drum (War Rhino): Beat the drum to boost ally morale, thus increasing Stamina and MOV SPD.
Small Battering Ram (War Rhino): A battering ram mounted on a rhino. Very destructive against gates.
12.5.2 War Elephant Saddle Platform Buildings
Flamethrower (War Elephant): An improved portable flame thrower. As powerful as always. When wielded by a deployed warrior it automatically fights against attacking enemies.
Elephant Tower (War Elephant): A carriage on the back of an elephant. It can carry 6 riders.
Small Mangonel (War Elephant): A small mangonel on the back of an elephant. Launches large destructive Pellets at enemies. Players can assign warriors to use it to defend against enemies actively.
13 Stronghold Treasure Chests
13.1 Introduction
13.1.1 In most of the camp's strongholds, there are common and rare treasure chests scattered around.
13.2 Process
13.2.1 How to Obtain Chest Keys Keys are a type of item that can be divided into common and rare keys, which open the corresponding chest. Keys can be dropped by camp monsters when they are killed.
13.2.2 Opening Treasure Chests Find the corresponding chest in the stronghold. If you have the corresponding key, press E when facing the chest to open it and obtain the rewards within.
14 Treasure Maps
14.1 Obtaining Treasure Maps
14.1.1 There is a chance to obtain treasure maps when defeating elites and humanoid bosses in the game.
14.1.2 Elites and bosses drop different treasure maps.
1、 Treasure maps obtained from elites will trigger the opening of a treasure chest at the designated location of a wild stronghold.
2)、Treasure maps obtained from bosses will trigger the opening of an instance at the designated location in the wild. Teleport into the instance with 2-5 other players, along with their warriors and mounts.
14.2 Treasure Map Gameplay
14.2.1 Open your inventory and right-click the corresponding treasure Map. Select "Map Marker" to mark the treasure's location on the map.
14.2.2 If the marked location is an object similar to a boundary marker, press E when facing it to start the instance. A number of nearby players, warriors, and horses will also teleport into the instance. The instance has a boss and many elites, and players will get a reward for every enemy defeated.
1、 If players fail the challenge, they will lose all the items in their inventory, which cannot be picked up again.
2、 After failing a challenge, return to the Warrior Camp or stable to recover.
3、 Once the timer for the instance challenge ticks down, all players, warriors, and horses will be forcefully teleported to the instance.
14.3 Treasure Map Rewards
14.3.1 Defeat enemies to obtain items for warriors such as Arts, Life Force, Loyalty, Obedience, and Rescue Time. Used for warrior growth.
15 Monster Siege
15.1 In Myth of Empires, after you create or join a guild, your behaviors when hunting will affect your relationship with various NPC factions in the game. These factions include Animal, Vagrant, Pirate, Rebel, Yellow Turban, Robber, and Raider.
15.2 When you kill animals, vagrants, pirates, rebels, Yellow Turbans, Robbers, or Raiders, the corresponding Hostility will increase.
15.3 Different attack events will trigger based on the Hostility of every NPC faction.
15.3.1 After the various events of a monster siege occur, the Hostility of the corresponding NPC faction will decrease. Whenever an attack event that targets the player ends, Hostility will decrease by 5. Whenever an attack event that targets the boundary marker of a guild base ends, Hostility will decrease by 10.
15.3.2 Events that target the boundary marker of a guild base have a preparation phase that lasts 12 hours. During the preparation phase, the player can spend Copper Coins to end this attack event. During the preparation phase, players can initiate an attack, which will cause the event to start immediately.
15.3.3 Players can also spend Copper Coins at the boundary marker to reduce the Hostility with the NPC faction.
16 Merchants
16.1 There are a total of six merchants in various neutral camps on the map.
16.2 Speak with the merchant to buy and sell items.
16.3 After purchasing items, you may sell the items to another merchant to earn a profit based on the price difference. 16.4 Every transaction will affect the price of items. Sell the items to the merchant offering the highest price to maximize your profits.
17: Fishing
17.1 Fishing Areas
17.1.1 Players can fish from most bodies of water in this game.
17.2 Fishing Gameplay
17.2.1 Fishing Preparations After a character reaches lv. 15, spend some recipe points in [Recipes] - [Workbench and Tools] - [Fishing] to unlock fishing. Unlock - Fishing Rod - Fishing Bait. Use the corresponding items to craft a fishing rod and fishing bait. Drag the fishing rod to the sidebar and drag fishing bait onto the fishing rod. Once you've done so, a number will appear on your fishing rod, which represents the amount of fishing bait left.
17.2.2 Starting to Fish Move by the river with a fishing rod equipped and left-click with the mouse to cast the rod. Please note: Holding down the left mouse button will cast the rod even further. When the fishing bob moves up and down, and the sound of water ripples is heard, press O or the right mouse button to reel in. The caught fish will automatically enter the inventory.
18 Spear Fishing
18.1 Unlocking the Harpoon Recipe Unlock the harpoon recipe in the Recipe Panel, and then craft a harpoon from your character inventory.
18.2 Searching for Fish Schools There are scattered fishes in the shallow waters of the plains.
18.3 Spear Fishing Equip the harpoon, then aim at a fish and click the left mouse button to attack. Upon a successful hit, the player can harvest a river fish.
19 Catching Silkworms
19.1 Unlocking Recipes Unlock the "Sweep Net" recipe in the Recipes panel.
19.2 Searching for Butterflies There is a chance for dancing moths to appear in the Knotweed Herb of the plains region and shrubs of the mountainous region in the southwest.
19.3 Catching Butterflies Equip the sweep net, then left-click with the mouse to attack the butterflies to obtain silkworms.
1.1 There are three different ways to tame horses: Calm Taming, Forced Taming, and Stable Taming.
1.1.1 Calm Taming: Equip hay and reins to the sidebar. When approaching a wild horse, press the hotkey for hay and release the left mouse button to toss out the hay, which will attract the horse. Then, take out the reins and approach the horse from behind. When you see the button notification, press the corresponding button to ride the horse. When taming a horse, there are four progress bars:
1、The first yellow progress bar is the tame value, which represents the total value required to tame this horse.
2、The second red progress bar is the anger value. When taming a horse, this bar will keep growing. When full, the horse will be enraged, during which the horse will try to throw the player off its back. The player must follow the prompt and click the left/right mouse button quickly to suppress the horse's behavior. If thrown off the horse, the player must wait until the horse's anger falls below half before trying to tame the horse again.
3、The third progress bar is the break loose value. This will only grow when the horse is enraged, but it will grow rapidly. When the bar is full, the horse will try to throw the player off its back. The player must follow the prompt and click the left/right mouse button quickly to reduce the break loose value.
4、The fourth progress bar is the tame evaluation. This value represents the player's performance for the taming, which will not reset to zero even if the player is thrown off the horse.
1.1.2 Forced Taming: Use a wooden stick or blunt-tipped arrow to knock the horse unconscious. When the horse falls to the ground, place a hay from your inventory onto the ground. When the horse's hunger value drops, it will search for hay to eat. When taming, there will be two progress bars shown. The first progress bar is the stun value. When this value reaches 0, the horse will wake up, causing the taming to fail. The player must feed stun medicine to the horse from time to time to keep the horse stunned. The second progress bar is the tame value. This value will grow when the horse eats hay. When this value is full, the player has successfully tamed the horse.
1.1.3 Stable Taming: The player must first tame a horse with calm taming, and then ride the wild horse over to the stable. When facing the stable, press E and find the corresponding option to put the horse inside the table. The tame value for the horse will gradually grow when in the stable, and it will be successfully tamed when the tame value is full.
2.2 Horse Attributes:
2.2.1 Horse Quality: The quality of horses is divided into: Common (Green), Fine (Blue), Excellent (Purple), Unparalleled (Orange), and Holy (Red). All horses can be obtained through capturing and breeding.
2.2.2 A horse has various awakening prefixes and names. When tamed to a certain degree, the horse has a chance to awaken. A horse may have multiple awakenings, which can be changed at any time. A horse's name can also be changed.
2.3 Horse Level: Players can level a horse's 60 levels above its wild level.
2.4 Horse's Equipment Slot
Saddle: A horse must have a saddle equipped to be ridden.
Armor: Can equip horse armor.
Other: Flags can be equipped here
Awakening Skill: Every awakened horse has its own exclusive skill.
Quality Evaluation: An evaluation of the horse's growth quality, which is affected by the horse's quality and skills, is divided into five different attributes.
Speed: The horse's speed
HP: The horse's HP and Health
Stamina: The horse's stamina
Control: The horse's rotation and acceleration speed
Carrying Capacity: The horse's carrying capacity.
Dismiss: Can dismiss this mount to make room.
Execute: Can execute this mount to solve some problems.
Neuter: Can neuter a male horse to prevent it from mating, but there is a chance to obtain better skills.
Bloodline: Can view information about the horse's two preceding generations in both the paternal and maternal family lines, such as level, quality evaluation, and skills.
2.5 Mount Attributes: Shows specific data about the mount.
HP: The horse's HP. When HP falls to 0, the horse will lose Life Force and enter the dying state. It must be returned to the stable to recover.
Stun: The horse will be stunned and it can be fed to be tamed.
Stamina: The horse will consume Stamina when sprinting. Once Stamina is below a certain percentage, speed will greatly decrease, and the player must wait for Stamina to recover.
Max Speed: The max speed that the horse can reach.
Control: How well the horse turns and accelerates.
Fullness: The horse's fullness will affect its status.
Carrying Capacity: The horse's carrying capacity includes the rider's capacity.
Health: The horse's Health will affect all its attributes.
Impact: The greater the impact, the easier it is to knock down characters and warriors.
Life Force: The horse's real life force. When consumed, the horse cannot recover.
2.6 Mount Talent: Shows the horse's skills.
The categories are as follows
Talent: An innate talent that the horse was born with, which will not change.
Traits: This will change according to the horse's experiences.
Weakness: A negative skill that will change according to the horse's experiences. May be eliminated by some encounters.
Inheritance: The traits and weaknesses of the predecessor have a chance to be inherited by the next generation. If the skills are not inherited, they will enter the genetic pool. There is a chance that they will be passed on to the next generation through inheritance.
2.7 Putting Horse into Stable
Stable/Inventory: Can store food needed for the horse and trainer.
Mating: After pressing the button, two horses of opposite genders can be selected for mating, which will consume Life Force. After mating, the stallion will enter a cooldown period during which it cannot mate again. The mare has a chance to become pregnant. Pregnant mares will become hungry quickly, requiring more food. After some time, the mare will give birth to a foal, which needs to be manually adopted.
Taming: Can ride a wild horse near the stable. When facing the stable, press E to place the wild horse in the stable, where the wild horse will slowly be tamed. Use the trainer to accelerate the taming speed.
Training: Dispatch a trainer to train the horse, which will give bountiful rewards.
Retrieve: Take the horse out of the stable. Dismiss: Dismiss a dying horse. Recover: You can recover a dying horse. You can use a Horse Trainer to accelerate Recovery Speed.
1. Getting and Training Warriors
1.1 Getting Warriors
1.1.1 Calm Recruit
Vagrants can be recruited with calm recruit by satisfying their requests.
First, put what the vagrant wants in your inventory. Then tap Recruit This Person - Confirm to recruit the vagrant, which will remove the items from your inventory.
1.1.2 Capture Recruit
The player must be lv. 15 to unlock some items needed for this type of recruit.
1、Press P to open the Craft Recipe panel. Select Tame & Recruit and unlock the first capture recipe. When unlocked, you can craft the items required to recruit the warrior - Simple Club, Twine, and Torture Rack.
2、Bring the Simple Club, Twine, and Torture Rack with you to find the warrior NPC. Use the Simple Club to stun the warrior.
3、Press E when facing the stunned warrior and select carry.
4、Carry the warrior over to the torture rack prepared in advance.
5、Press E when facing the torture rack and select Use. The player will then try to convince the warrior.
6、When the Obedience progress bar reaches 100%, the warrior will be recruited.
7、Press E when facing the building and select release, and the NPC will follow the player into battle.
2.1 Warrior Attributes
Warrior skills need to be unlocked with proficiency level. Players can assign warriors to the operating platform to increase proficiency. (Warriors gain proficiency in the same way as players)
2.2 Warrior Equipment Attributes Panel
Just like the player, you can view the corresponding warrior's equipment attributes.
Warrior Skill Panel
Warrior Skill: Different warriors will have different random skill pools. To unlock a skill, two requirements must be met. 1. The warrior must meet the required attributes for the skill.
2. The warrior's owner must have learned the Art of War for the skill. This will be explained in the Warrior Growth - Arts section.
Weakness: Warriors have some weaknesses, and every weakness has a different debuff.
Anger: A warrior's passive skill, where the warrior's attack is enhanced under specific conditions.
3.1 Identification
When reaching Lv. 18, players will unlock the monocular, which can be equipped to identify a warrior. Players must train the Charisma - Recruit - Perceptive Eye series of skills. The more skills unlocked, the more information will be obtained when identifying.
Equip the monocular to inspect a wild warrior. When the circle in the center stops spinning, the identification is complete, and information about the warrior will be shown in the panel. That way, you can search for the warriors you wish to recruit.
3.2 Training Warriors
3.2.1 Warrior Abilities
Quality is divided into green, blue, purple, gold, and orange. Shown in the image are blue, purple, and gold in order of increasing quality.
Effect: The higher the quality, the higher the limit of expertise allocated to each warrior skill.
The higher the quality, the more common skill proficiency is earned for each level-up after being recruited.
Skill Expertise Points
Every skill of the warrior also has expertise. Just like characters, the more expertise assigned to a skill, the more efficient the warrior becomes in practicing that ability, up to 5 points of expertise.
Aside from receiving a fixed amount of expertise after successful recruiting, warriors can also allocate expertise when leveling up.
3.3 Arts
Characters must learn from Art books to unlock the corresponding skill. These skills can be used to unlock their own warrior skill.
Arts is obtained by playing the game, primarily through the following three ways.
Right-click on treasure maps and reach the specified location on the map to open the instance. Defeat the NPC in the instance to obtain Art of Strategy, Art of Improvement, or Art of Provocation. The three types of Arts correspond to the three types of warrior skills.
Right-click on treasure maps and reach the specified location on the map to open the treasure chest, which will trigger an elite NPC. Defeat the NPC to obtain Art of Strategy or Art of Improvement.
Use the common and rare keys that drop to open the chest of the corresponding level at strongholds to obtain Art of Strategy.
How to use Arts
After obtaining Arts in the game, right-click to use it, and the character will learn the corresponding Art of War. The higher the Art of War level, the stronger the corresponding warrior skill.
3.4 Level up Warriors
Warriors can earn EXP by defeating enemy NPCs, working, training at the training dummy, and more.
When leveling up, warriors will earn common skill proficiency, which the player can freely allocate to the warrior skills. When leveling up, warriors will earn expertise at fixed levels. Players can freely allocate expertise to warriors, allowing them to specialize in certain abilities.
9.5 Advance Warriors
When warriors level up 30, 40, or 50 times, the player must press the advance button to advance the warrior. However, the player must first put the required items in the inventory. Advance the warrior to keep leveling up.
9.6 Warrior Training Just like players, warriors must use weapons in battle to gain proficiency for that type of weapon skill, which will increase that skill's level. Warriors can also craft items to earn skill proficiency of the corresponding type.
9.7 Warrior Wages
Open the Warrior panel (Y). In the bottom right of the warrior's avatar is a copper coin icon, which represents giving wages.
Giving wages will increase the warrior's loyalty, which can be done once a day to increase loyalty by 5. You can give at most 7 days of wages.
Not giving wages will decrease warrior's loyalty by 10.
The amount of wages given will increase based on the warrior's level, quality, and rarity.
5.1 Idle
Personal Building Idle
Warriors can idle in production/crafting buildings to increase the production efficiency and quality of items produced.
Warriors can also idle with some siege weapons and in defensive buildings to increase their siege damage. They will also attack on their own.
Place food to get warriors to work.
Production Building Idle
In the map scene, players can place production farms, self-producing mines, and other idle buildings where warriors can be assigned to idle. After placing food, these warriors will automatically work for you and produce resources.
1 Skills and Talents
1.1 Skills and Talents Page
1.1.1 Shown in the images are how to maneuver around the Skills and Talents page.
1.1.2 Skill Proficiency and Level
1、In this system of attribute growth, players can increase their skill level by accumulating skill proficiency through repeated actions. For example, shooting with a bow and arrow repeatedly will increase Archery proficiency. When proficiency reaches a certain phase, the skill level will automatically level up. Moreover, there are items in the game that increase skill proficiency, which allows the players to accumulate skill proficiency.
2、Unlock the skill level cap. Players can find the Skill Breakthrough Master in a neutral camp to unlock the skill level cap. Skill levels are divided into the following: Initial (0-450), Expert (450-600), Master (600-750), and Artisan (750-900). After reaching the skill level cap, players must spend Copper Coins to unlock the level cap.
3、Common skill proficiency is an universal skill proficiency, which can be used to learn any skill.
1.1.3 Expertise and Expertise Points Expertise provides an efficiency boost to skill proficiency. Players obtain expertise points from leveling up, which can be allocated to enhance the proficiency gain for specific skills.
1.1.4 Comprehension and Talents Some skills require players to consume Comprehension to unlock, which can be obtained by exploring the large map and finding Comprehension Tablets.
1.1.5 Remaining Expertise Resets and Expertise Reset Items There is a limited amount of expertise, and players must strategically allocate it. Players can change their strategy by using the remaining expertise resets or expertise reset items.
1.2 Skill Proficiency Accumulation and Effect
1.2.1 Strength Strength increases the character's "melee attack." Strength-type talents are further divided into five proficiencies: One-handed, Shield, Two-handed, Polearm, and Heavy Armor. Various methods can be employed to increase the proficiency level. As proficiency levels increase, the improvement of "Strength" will also be higher.
1.2.2 Agility Agility increases the character's "ranged attack." Agility-type talents are further divided into five proficiencies: Projectile, Archery, Crossbow, Riding, and Light Armor. Various methods can be employed to increase the proficiency level. As proficiency levels increase, the improvement of "Agility" will also be higher.
1.2.3 Physique Physique increases the character's "Max HP and DMG Reduction." Physique-type talents are further divided into five proficiencies: Physique, Mining, Lumbering, Hunting, and Planting. Various methods can be employed to increase the proficiency level. As proficiency levels increase, the improvement of "Physique" will also be higher.
1.2.4 Intelligence Physique increases the character's "Siege Weapon DMG." Intelligence-type talents are further divided into five proficiencies: Crafting, Siege, Building, Armorer, and Medicine. Various methods can be employed to increase the proficiency level. As proficiency levels increase, the improvement of "Intelligence" will also be higher.
1.2.5 Charisma Charisma increases the character's "all subordinate warriors' damage, Max HP, and DMG Reduction." Charisma-type talents are further divided into five proficiencies: Command, Drill, Recruit, Taming, and Honor. Various methods can be employed to increase the proficiency level. As proficiency levels increase, the improvement of "Charisma" will also be higher.
1.3 Talents
1.3.1 Each talent has several skills that can be unlocked.
1.3.2 Unlock talent skills to obtain more powerful abilities.
1.3.3 Unlocking talent skills requires both talent level and player level to meet the requirements.
1.3.4 Some talents will require Copper Coins, Talent Book, and Comprehension to unlock.
2 Guild Skills
2.1 Guild Skill Panel
After creating or joining a guild, open the Guild panel (default hotkey G). Then select "Guild Skill" at the bottom to open the panel.
All guilds have the same guild skills. Every guild member enjoys the bonus effects, without having to level it themselves. If players leave the guild, they will no longer enjoy the bonus effects.
Guild members with the proper permissions can spend guild Activeness and their own Copper Coins or Copper Coins in the guild depot to level up guild skills.
2.2 Guild Skill Effects
Mouse over the guild skill icon to view the skill effects and requirements to level up.
2.3 Guild Skill Upgrade
After meeting the requirements, press the icon to level up the guild skill. At this point, a confirmation dialog will appear. Players can check the option to use their own Copper Coins instead of the Copper Coins in the guild depot. If this option is selected, a second confirmation is required.
3 Equipment System
3.1 Armor
Armor is divided into three parts: helmet, body, and legs. Armor is also divided into light and heavy armor.
3.1.1 Crafting Armor
Unlock armor recipes (refer to Recipe & Crafting for how to unlock)
After unlocking, craft the corresponding armor from the inventory or the Tailoring Bench.
The unlocked recipe for armor after level 30 is armor padding, which can be crafted at the Smithing Table.
1) After obtaining armor padding, it needs to be quenched at the Quenching Pool in order to be equipped.
2) How to Quench
Place the Quenching Pool.
Press E to open the Quenching Pool. When opened, it will be shown as in the images.
Drag the armor padding over to the shining spot.
At this point, the items required for quenching will be shown below.
Place the required items into the slots at the top of the panel.
Press the confirm button to start quenching.
After quenching succeeds, the icon will change. At this point, you may drag the equipment to your inventory and right-click to equip it.
The armor quality is decided by the player's Armorer talent when crafting the armor padding.
The quality is divided into: Worn, Lv. 10, Lv. 30, Lv. 50, Lv. 70, and Lv. 100.
Different qualities of armor will have different defense and durability.
3.1.2 Armor Enhance
Enhancing will affect an armor's defense.
Only lv. 40 armor and above can be enhanced.
Drag the enhancement item onto the equipment to enhance it.
3.2 Weapon and Smithing
3.2.1 Weapon Crafting
The crafting process for weapons and armor is completely the same. For more info, please refer to armor crafting.
3.2.2 Weapon Enhance
3.3 Saddle and Horse Armor
3.3.1 Crafting Saddle and Horse Armor
Unlock armor recipes (refer to Recipe & Crafting for how to unlock). After unlocking, you can craft the saddle or horse armor from the inventory or at the Horse Tack Bench.
3.3.2 Horse Equipment
After placing a saddle in the horse's equipment slot, players can ride the horses. After placing a horse armor in the horse's equipment slot, the horse's defense will increase.
4 Nobility Growth
4.1 System Introduction
4.1.1 Players must first accumulate enough Honor before spending Copper Coins to upgrade their nobility.
4.2 System Panel Screenshots
4.3 Details
4.3.1 Complete achievements, kill treasure map monsters, and participate in battlefields (County Battle, Prefecture Battle, Fortress Battle) to earn Honor.
4.3.2 Players must accumulate Honor and then spend Copper Coins to upgrade their nobility.
4.3.3 Upgrading nobility will only consume Copper Coins, not Honor.
4.3.4 Nobility must be unlocked in order, and cannot be skipped.
4.3.5 Obtain bonus attributes for being nobility. These attributes include:
Sturdiness: Increase base HP.
Piercing Expertise: Percentage increase base Piercing DMG.
Slash Expertise: Percentage increase base Slash DMG.
Blunt Expertise: Percentage increase base Blunt DMG.
Light Armor Expertise: Percentage decrease base damage taken when wearing light armor.
Heavy Armor Expertise: Percentage decrease base damage taken when wearing heavy armor.
Horse Expertise: Percentage increase damage when mounted.
Shield Expertise: Percentage increase Shield-breaking DMG.
Weakness Expertise: Percentage increase to Headshot DMG.
Counterattack: Percentage increase to DMG during revenge.
5 Official Titles
5.1 System Introduction
5.1.1 The Guild Lord can obtain official titles through the battlefield gameplay, and then assign the titles to guild members.
5.2 Details
5.2.1 There are two ways to obtain official titles. One is through the battlefield gameplay, such as when the Guild Lord becomes the Magistrate when winning the County Battle or becomes the Prefecture when winning the Prefecture Battle. A Guild Lord who simultaneously controls all fortresses within a single prefecture can become the inspector.
Official titles obtained from the battlefield take effect automatically.
5.2.2 The other type is the subordinate titles that are appointed by the Guild Lord.
A player can only hold one subordinate title.
The same subordinate title cannot be given to multiple guild members.
5.2.3. Guild Lords can only hold the official titles of Magistrate, Prefecture, and Inspector. They cannot give themselves a subordinate title.
5.2.4. When a Guild Lord holds multiple official titles, only the highest will appear.
5.2.5 Official titles will give bonus effects to skills. Different titles will give different effects.
6 Achievements
6.1 System Introduction
6.1.1 Players accumulate data through in-game actions to achieve objectives and receive rewards.
6.2 System Panel Screenshots
6.2.1 Overview Panel
The screenshot includes the recently obtained achievement list, overall achievement progress, and the attributes bonus from the achievements.
6.2.2 Achievement List
6.3 Details
6.3.1 The system will collect data about the player's actions in the game, so that players may unlock achievements.
6.3.2 The system will collect data about the player's level, collection, battle, crafting, building, and more.
6.3.3 Unlock achievements to obtain rewards, such as Honor, attributes, EXP, and Copper Coins.
1 Guild
Guilds are a core mechanic of the game. Players can grow stronger by being in a guild. Call up the Guild panel by pressing G.
1.1 Guild Selection Panel
1.1 My Guild: Players can view detailed information about the guild they created/joined.
1.2 Guild List: Players can see brief information about all guilds. Here, players can apply to guilds, and alliances can invite guilds to join.
1.3 My Alliance: Players can view detailed information about the alliance they created/joined.
1.4 Alliance List: Players can see brief information about all alliances. Here, guilds can apply to alliances.
2 Guild Info Panel
2.1 Guild Name Change: You can change the name of a guild you created once a week.
2.2 Guild Members: Shows the number of guild members recruited and total number that can be recruited.
2.3 Guild Lord: The name of the Guild Lord.
2.4 Guild Level: The current guild level. Increase the guild level to unlock more guild tech and guild skills, as well as unlock more items that can be purchased in the Guild Shop.
2.5 Base Camp: Shows the current guild capital.
2.6 Next Level Activeness: The required Activeness EXP to level up the guild.
2.7 Guild Activeness: The current accumulated Activeness of the guild.
2.8 Guild Icon: Tap the icon to enter the panel to modify the guild icon, which can be done once a week.
3 Applicants:
3.1 Shows the applicants.
3.2 Name: The name of the applicant.
3.3 Level: The level of the applicant.
3.4 Manage: Accept/deny the applicant.
3.5 Open Recruitment: Open by default. It can be closed to prevent applicants from applying.
4 Permission Set:
4.1 Set the various permissions for guild members.
4.2 Recruit Permission: Grants the permission to manage applicants.
4.3 Kick Permission: Grants the permission to kick guild members of a lower position.
4.4 Entry Battlefield Permission: Grants the permission to enter battlefield.
4.5 Modify Announcement Permission: Grants the permission to modify guild announcement and recruitment message.
4.6 Use Building Permission: Grants the permission to lock/unlock buildings and use buildings.
4.7 Manage Building Permission: Grants the permission to demolish buildings or set building permissions.
4.8 Modify Guild Position Permission: Grants the permission to modify member positions.
4.9 Map Marker Permission: Grants the permission to add/delete markers on the minimap.
4.10 Modify Custom Group Permission: Grants the permission to add a group for guild members.
4.11 Allocate Activeness Permission: Grants the permission to manage Activeness, which is used to level up the guild and unlock guild tech/skills.
4.12 Modify Honor Point Permission: Grants the permission to modify a member's Honor Point.
4.13 Modify Evaluation Permission: Grants the permission to evaluate members in Internal Affairs.
4.14 Building Ownership: Settings for the building's default ownership and management.
4.15 Guild Ownership and Guild Management: The ownership of newly-joined members and newly-acquired buildings by bidding belongs to the guild. The default building management permissions are set by the guild.
4.16 Personal Ownership and Guild Management: The ownership of newly-joined members and newly-acquired buildings by bidding belongs to the bidder. The default building management permissions are set by the guild.
4.17 Personal Ownership and Personal Management: The ownership of newly-joined members and newly-acquired buildings by bidding belongs to the bidder. The default building management permissions are set by the bidder.
4.18 Same Alliance Switch Door Permission: Grants the permission to guilds from the same alliance to open the door without the password.
4.19 Same Alliance Use Building Permission: Grants the permission to guilds from the same alliance to use buildings from this guild.
4.20: Same Alliance Nearby Building Permission: Grants the permission to guilds from the same alliance to build near the boundary marker or buildings from this guild.
4.21 Choosing Colors: After a guild or alliance occupies a prefecture, they will obtain the corresponding color for the territory. If a guild or alliance has multiple prefectures, there will be multiple colors corresponding to different territories. The Lord of the guild or alliance can choose one of these colors as the territorial color to show on the world map.
5 Invitation
5.1 Alliance Name: The alliance that sent the invitation.
5.2 Inviter: The name of the Alliance Lord who sent the invitation.
5.3 Manage: Whether to join this alliance
5.4 Receive Alliance Invitation: Open by default. It can be closed to prevent alliances from inviting.
5.5 Modify the guild recruitment message for the whole world to see.
5.6 Modify the guild announcement, which can only be seen by guild members.
5.7 The Guild Lord can select the current county to build the base camp for the guild.
6 Guild Member Info Panel
6.1 Name: The name of the guild member.
6.2 Level: The level of the guild member.
6.3 Position: The position of the guild member, used primarily to differentiate permissions.
6.4 Activeness: These points reflect how active the guild member is. Activeness is automatically added to the guild's Activeness. Fulfilling the guild's daily Activeness will not affect the personal Activeness gained by guild members.
6.5 Official Titles: Obtained when a guild occupies a county, capital, or prefecture. Official titles will also give corresponding bonuses.
6.6 Category: The guild management can add tags to categorize members. These tags have nothing to do with permissions.
6.7 Evaluation: In Internal Affairs, the guild management can evaluate the performance of guild members.
6.8 Status: Shows the current guild members that are online.
6.9 Manage: Can kick this member from the guild.
7 Guild Feature Panel
7.1 Internal Affairs:
7.2 In Internal Affair, the Lord can come up with requests that guild members must complete, and then evaluate them based on their performance.
7.3 Name: The name of the guild member.
7.4 Level: The level of the guild member.
7.5 Position: The position of the guild member, used primarily to differentiate permissions.
7.6 Required Items: The management can enter the item and amount required to a member, who must then place the designated item into the designated slot in the guild depot.
7.7 Receive Inventory: Refers to the specific location of the guild depot.
7.8 Evaluation: A guild member's evaluation by a manager.
7.9 Control: The management's options for the entry.
7.10 Copy: Copy the content of this column.
7.11 Paste: Paste the copied content to this column.
7.12 Clear: Clear the content of this column.
7.13 Details: The management can evaluate members here and review past evaluations.
8 Group Management:
8.1 The Lord can add tags here to make notes and group members accordingly.
8.2 Can create/edit group tags, up to 5.
9 Guild Skills: Guild skills are divided into 4 types: battle, production, command, and boundary marker.
9.1 The guild management can consume Activeness and Copper Coins to unlock guild skills, which will take effect for all guild members. After leaving the guild, the former members will no longer benefit from guild skills.
9.2 The skill talents for every guild skill can be allocated differently for various effects.
10 Guild Tech:
10.1 Players can unlock the various guild recipes in the guild tech, and then build the different buildings and siege weapons.
10.2 The guild management can consume Activeness and Copper Coins to unlock recipes for guild tech. After unlocking, all guild members can craft the items for the recipes. After leaving the guild, the former members will no longer be able to craft these items.
11 Guild Honor:
11 The Guild Lord can give Guild Honor to members here, which is used primarily to claim items from the guild depot.
12 Guild Depot
12.1 Guild members can store items, horses, warriors, and Copper Coins in here.
12.2 Depot Notification: The guild management that has permission can modify the depot notification.
12.3 Depot Permission Settings: Separate permission settings for the depot.
12.4 Item Depot:
12.5 Items are divided into 5 tabs, each corresponding to 5 positions. Guild members can store items in any tab, but each position can only retrieve items from their corresponding tab.
12.6 Warrior Depot: Can store warriors. When stored, the warrior's ownership will not change, but it will change ownership when retrieved.
12.7 Depot Management: Can set the required Guild Honor to retrieve items.
12.8 Guild Bank: A place to store Copper Coins. Stored Copper Coins are owned by the guild and can be used to unlock guild skills and tech.
4.13 Guild Shop:
13.1 A place to purchase consumables. Every item has a purchase limit.
13.2 Merit Shop: Merit can be used as tokens to redeem items in the shop. Personal Activeness will automatically be converted to merit at a ratio.
13.3 Copper Coin Shop: A shop where items can be purchased with copper coins.
13.4 Guild Level: The current guild level.
13.5 Character Level: The current character level.
13.6 Requires Guild Level: The guild level required to purchase this item.
13.7 Requires Character Level: The character level required to purchase this item.
13.8 Required Merit: The unit price of this item.
13.9 Restock Time: The next time that items will be restocked.
14 Stage Station:
14.1 Players can use the Stage Station to teleport items, horses, and warriors to other servers. For specific rules, please refer to the Cross-server Teleport Rules in the building section.
14.2 Stage Station Teleport Rules:
1 Cross-server Teleportation: Players can only teleport to counties in adjacent prefectures. After crossing to a PVP-server from a PVE-server, there is a 24-hour cooldown.
2 Characters may not teleport if mounts or warriors are deployed.
3 Cannot cross servers if there are items in the Character Inventory, Stage Station Inventory, or Battlefield Inventory that are transporting.
4 A fee will be required when items are uploaded to the Stage Station.
5 A fee will also be required when items are downloaded after being transported between PVP and PVE servers.
6 If items are placed in the Stage Station or Battlefield Inventory for a certain period of time, they will be confiscated and forfeited. (disappears)
7 Copper Coins, guild buildings, and siege weapons cannot be teleported.
15 Guild Logistics Department
15.1 Players can use the Logistics Department to teleport items, horses, and warriors to the battlefield servers. For specific rules, please refer to the Cross-server Teleport Rules in the building section.
15.2 Guild Logistics Department Teleport Rules:
1. County Battle and Prefecture Battle on different servers can only be accessed by transferring from their corresponding servers.
2. There are no server restrictions for entering fortress battles.
3. Characters may not teleport if mounts or warriors are deployed.
4. Cannot upload if there are items in the Character Inventory or Battlefield Inventory that are transporting.
5. It is free to upload items to the Battlefield Inventory.
6. If items are placed in the Stage Station or Battlefield Inventory for a certain period of time, they will be confiscated and forfeited.
7. The Logistics Department will only be available four hours before the battle begins. Players can upload items, warriors, and mounts.
8. Only items can be uploaded in the Logistics Department once the battle begins. Players can retrieve items, warriors, and mounts from the Logistics
2 Alliance
2.1 In the game, players can create guilds and alliances, which are formed between guilds. The purpose of an alliance is to allow players from different guilds to experience the game together.
2.2 To create an alliance, players must press the Create Alliance button. Then input the name of the alliance and press Confirm to create the alliance.
2.3 Inviting/Joining Alliance:
2.3.1 In the guild list, they can select the guild they wish to invite to the alliance, and then press "Invite to Alliance."
2.3.2 If the Guild Lord accepts the invitation, the guild will join the alliance.
2.3.3 Players can also press E when facing a Guild Lord to send an invitation.
2.3.4 The alliance name can be modified in the My Alliance panel.
2.3.5 Can view the list of alliance applications.
2.3.6 Can see the names of guilds in the alliance.
2.3.7 The Kick button allows you to kick out unwanted guilds.
2.3.8 Players can also disband alliances.
After a guild joins an alliance, players can join any guild in the alliance (except for the Guild Lord).
2.3.9 In the alliance list, view how many alliances are currently present in the county, as well as some information about each alliance.
2.4 Guilds & Alliances
2.4.1 Initiate Alliance
1、The guild that created the alliance will become the Alliance Lord, who can then invite other guilds to join.
2、The relationship between the initiating and accepting party is:
3、The relationship between the Alliance Lord (initiating party) and the vassal (accepting party).
4、The Alliance Lord can delegate management of captured capitals, fortresses, and prefectures to vassals.
5、If an alliance joins a bigger alliance as a whole, it retains the relationships and emblems of the original alliance. However, the original Alliance Lord can no longer manage the original alliance. Only when the original alliance leaves the bigger alliance completely will these management rights be returned to the original Alliance Lord.
6、If an Alliance Lord joins a new alliance, the entire alliance will join the new alliance as a whole.
7、After a small alliance joins a bigger one, if a guild within the small alliance wants to leave the small alliance, it only needs to leave the alliance. They can then be invited by the Alliance Lord of the bigger alliance to leave the small alliance.
2.4.3 Alliance Termination
2.1 Kick From Alliance
The Alliance Lord has the authority to kick other guilds in the alliance. If the guild being kicked is the Alliance Lord of a sub-alliance, the whole sub-alliance will automatically be kicked.
2.2 Leave Alliance
1、Guilds of the same alliance can choose to leave the alliance.
2、After leaving, the guilds will retain their buildings and territories.
3、For a period of time after leaving an alliance, guilds cannot create or join a new alliance.
2.3 Disband Alliance
The Alliance Lord can disband the alliance. Upon doing so, all guilds and small alliances will retain their relationships and emblems.
2.5 Alliance Battles
2.5.1 Guild cannot participate in County Battle and Prefecture Battle as an alliance.
2.5.2 Alliances can assist in defense in fortress battles.
2.5.3 Alliance Relationship Chart
2.6 Official Titles
2.6.1 The Alliance Lord holds the highest official title. When the Alliance Lord holds multiple titles, only the highest one will take effect.
2.6.2 The Alliance Lord can transfer ownership of their territory to other guilds in the Territory or Power Hierarchy panels. The guilds who receive ownership obtain the corresponding taxes and official titles, which they can then delegate to their own guild members.
2.6.3 Vassals enjoy all the rights and powers of the county town and capitals they capture.
2.6.4 Official titles within a county cannot be transferred mutually, but the official titles in a capital or fortress can be transferred within the alliance.
2.6.5 If a guild in an alliance captures all the fortresses in a prefecture, the ownership of the prefecture belongs to the Alliance Lord.
2.6.6 If a guild or alliance with an Inspector becomes the vassal of an alliance without an Inspector, the position, tax rewards, and ownership will transfer to the Alliance Lord.
2.6.7 If the vassal with an Inspector leaves the alliance, the Alliance Lord will lose all privileges, as well as the official title. These prefecture privileges will be returned to the vassal that left.
2.7 How to Obtain Vassal Titles and Their Restrictions:
Magistrate: The winner of the County Battle
Prefecture: The winner of the Prefecture Battle
Inspector: If any guild in the alliance captures all the fortresses through fortress battles, the Alliance Lord will automatically become the Inspector. The Alliance Lord can transfer the Inspector position to other guilds within the alliance.
Governor: When the alliance owns 3 or more prefectures, the Alliance Lord will automatically become the Governor. When that happens, vassals cannot become Governor, even if vassal guilds own 3 or more prefectures. Vassals can only become Governor in the following ways: 1. Leave the alliance; 2. The Alliance Lord becomes King.
King: When the alliance owns 5 or more prefectures, the Alliance Lord will automatically become the King. When that happens, vassals cannot become Kings, but they can become Governors if vassal guilds own 3 or more prefectures.
Emperor: When the alliance owns 10 or more prefectures, the Alliance Lord will automatically become the King. Vassals can become Kings at most.
3 County Battle
3.1 Server First Magistrate Battle
3.1.1 On a new server, the County Battle will not be available yet. A guild must defeat the four bosses and collect the fragments of the Four Mythical Beast Official Seal. After doing so, the guild can craft the official seal and become the first Magistrate. Afterward, the County Battle gameplay is officially open.
3.2 PVP County battle
3.2.1 Challenging the Magistrate
After the local magistrate is established, guilds not under the rule of the magistrate can contribute Copper Coins during the contribution period. The guild that contributes the most during this period will gain the right to challenge the magistrate.
3.2.2 Battlefield Opens
The County Battle will be available at a fixed time once every week, with varying times for servers in different regions.
3.2.3 Entering the Battlefield
The county guild and members of the guild who declared war can enter the battlefield through the County Battle panel during the event.
3.2.4 Battlefield Gameplay
There are three flags in the county battle: A, B, and C. The offense must occupy all flags to enter the siege phase.
At this point, the offense can attack the County Hall. If destroyed, it is considered a victory for the offense.
However, if the County Hall is not destroyed within the time limit, it is considered a victory for the defense.
3.2.5 Victory Rewards
The Guild Lord of the victorious side will become the new magistrate for the server.
Players who participate will gain Honor Points and Copper Coins.
4 Prefecture Battles
4.1 Gameplay Introduction
4.1.1 After a magistrate is established on the servers within a server group, players can compete for the Prefecture position through the Prefecture Battle.
4.2 Gameplay Panel Screenshots
4.3 Event Process
During the preview stage, all Magistrates in the prefecture will automatically enroll. At the end of the preview stage, the battlefield order will be randomly assigned to Magistrate guilds from different servers.
After being available for the first time, the Prefecture Battle will take place every two weeks.
After the preview stage ends, the battles will take place at the following times: 19:00 - 19:45 (Beijing Time) for top 8; 20:00 - 20:45 for quarterfinals; 21:00 - 21:45 for semifinals; 22:00 - 22:45 for finals.
4.4 Battlefield Rules
1、The format for the battlefield is TvT. Any member of the Magistrate guild can participate, with a maximum of 20 players per side. Players can re-enter the battlefield if they leave in the middle of battle.
2、Each side of the battlefield has two contention points: outpost and base. There is one neutral flag point.
3、When only members of one's team are within the flag area, a capture progress bar will be triggered. If the bar completes without interruption, the point will be captured. However, if enemies enter the area during the capture, the bar will be interrupted.
4、The occupation progress bar will go faster when more people are occupying.
5、Occupying a neutral flag point grants eligibility to contend for the enemy's outpost. Occupying this output grants eligibility to steal resources from the enemy's base. All contention points can be repeatedly occupied.
6、The first side to capture the enemy base camp wins. If no base camp is captured within the time limit, the side that has occupied more points wins. If both sides have an equal amount of points occupied, the side that has more victories wins. If that is also the same, the defending side wins.
7、Every contention point in the battlefield has 2 revival points. The side that captures the contention point can choose to revive at the corresponding revival point. 2
4.5 Rewards:
In a single round, the winner will earn 500 Honor and the loser will earn 300 Honor. (Honor is used to level up nobility)
The Guild Lord of the winning side will become Prefecture.
5 Fortress Battle
5.1 Gameplay Introduction
5.1.1 When a Prefecture is established, the nearby prefectures, guilds, and alliances will be pulled into a war over fortresses.
5.2 Gameplay Process
5.2.1 A fortress will be activated between two adjacent fortresses. Fortresses will remain closed until all nearby prefectures are opened.
5.2.2 When a new prefecture is established, the closed fortresses will enter a countdown.
5.2.3 The Prefecture and other guilds who control fortresses in this prefecture are qualified to participate in the fortress battle.
5.2.4 When the countdown for a fortress ends, if no Prefecture has been appointed for this prefecture and the adjacent Prefecture is established, the adjacent Prefecture will immediately occupy this fortress (press the occupy button). Furthermore, after occupying the corresponding fortress, the adjacent prefecture can continue to other other fortresses in the prefecture. In the event that multiple prefectures are contesting the fortresses, the one who occupies the fortress first will obtain ownership.
5.2.5 When the fortress countdown ends, players can enter through Event - Fortress Battle.
5.2.6 The whole process is divided into 3 phases: Occupy Fortress, Offense Registration, and Enter Battlefield. Occupy Fortress and Offense Registration is handled by lords of the corresponding guilds. Other members can enter the battlefield when the battle is about to start.
5.2.7 When it's not time for war, the button will show up as "Locked".
5.2.8 Fortresses without ownership can be occupied by quickly pressing the occupy button.
5.2.9 It is possible to declare war on a fortress already owned by another guild, essentially signing up for an attack. The guild that currently owned the fortress will default to the defending side.
5.2.10 The fortress battle will determine who gains ownership of the fortress.
5.2.11 Guilds in the same alliance can assist in fortress battles by allocating participants for battle. Every battlefield can hold up to 20 people on each side (20v20).
5.2.12 After the countdown for the closure of the fortress ends, the first Monday at 00:00 (in this case, on Asia servers, the specific time may vary with the regional servers) is designated as Fortress Battle Day.
5.2.13 The enrollment time for the fortress battle is 00:00 - 2100.
5.2.14 Priority enrollment phase is 00:00 - 1200, during which the Prefecture of this prefecture and adjacent ones can enroll for the fortress battle. The regular enrollment phase is 1201 - 2100, during which the Prefecture and relevant guilds can enroll and declare war. Guilds who occupy other fortresses in this prefecture (not necessarily the Prefecture) can also participate in the fortress battle by declaring war.
5.2.15 The battle time for the fortress battle is 2100 - 2230. 5.2.16 When the battle is over, the countdown for the next fortress battle will begin, which currently lasts 28 days.
5.2.17 Players can only join fortress battles in their current prefecture. If they wish to join fortress battles in another prefecture, they must first cross servers.
5.3 Battlefield Rules
5.3.1 There are two factions of a fortress battle, the attacker and the defender. The ownership by default is set to the defender.
5.3.2 Items in the character's inventory can be brought into battle. Large items need to be uploaded through the guild at the Logistics Department to be used in battle. Once inside the battlefield, the items can be retrieved. Please note: Logistics supplies can only be stored for a maximum of 48 hours. Please retrieve them through the guild's Logistics Department in the county they were uploaded within the specified time. Otherwise, they will be reclaimed by the system.
5.3.3 When the Attacker successfully destroys the Defender towers within the allotted time, it will be considered a successful occupation. If the combat time runs out and the towers are still intact, it will be considered a successful defense. 5.3.4 The initial time for Fortress Battle is 30 minutes. There are 3 occupying points on the battlefield. When 1 point is occupied, 20 minutes of combat time will be added to a total of 90 minutes.
5.3.5 Players may leave battle at any time to assist in other fortress battles.
5.3.6 Rewards will be given to participants of the battle, regardless of win or loss. The winner of the fortress battle will obtain possession of the fortress.
5.4 Fortress Rewards
5.4.1 The Lord of the guild that occupies all the fortresses will become the Inspector of the prefecture, receiving the corresponding tax rewards for the official title.
5 Tax
5.1 System Introduction
5.1.1 Players must pay a tax of Copper Coins when fighting monsters.
5.2 Details
5.2.1 Players automatically pay taxes on the Copper Coins obtained from monster kills and the profits earned from trading.
5.2.2 There are three types of tax: Magistrate, Prefecture, and Inspector.
The calculation method for all three is the initial base multiplied by the tax rate, with different tax rates for each.
5.2.3 The system will collect taxes up to a limit of 100000 Copper Coins.
5.2.4 When players become Magistrate, Prefecture, or Inspector, they can withdraw the accumulated tax from the Tax Collector.
5.2.5 Speak with the Tax Collector in the county to open up the Tax panel.
5.2.6 Tax Reduction Tips
The icon corresponds to the guild icon of the player who currently holds the official title. If there are no players who hold the title, a default icon is used.
6 Territory
6.1 Prefecture List: Can select a prefecture, similar to a region.
6.2 Show fortress: Shows the location of fortresses on the map.
6.3 Show capital: Shows the location of capitals on the map.
6.4 Capital List:
6.4.1 The names of guilds who control the capitals.
6.4.2 Guild Lord: The Guild Lord, as well as the Prefecture.
6.4.3 The emblem of the guild.
6.4.4 Guild Lord Official Title: The highest title of the Guild Lord.
6.4.5 Members: The total number of guild members.
6.4.6 Counties Occupied: The total number of counties occupied.
6.4.7 Fortresses Occupied: The total number of fortresses occupied.
6.4.8 Capitals Occupied: The total number of capitals occupied.
6.4.9 County List: A list of all counties in the prefecture, which is the server list.
6.4.10 The diamond shape represents the server status.
6.4.11 Refresh: Refresh the status of the current server.
6.4.12 Return: Closes the county list.
6.5 Territory Feature: Primarily used to view the occupied counties, fortresses, capitals, and prefectures.
1 Missions
1.1 System Introduction
1.1.1 Missions can guide players to experience various systems and gameplay in this game.
1.2 Mission Tracker Panel
Press J to hide the mission tracker.
1.2.1 Mission Details
1.3 Daily Missions
1.3.1 Characters may complete five daily missions, which require the player to kill monsters, kill elite monsters, craft, or collect. These missions can be completed repeatedly. There will be a bonus reward for completing five daily missions.
1.4 Weekly Missions
1.5 Characters that complete a total of 30 daily or weekly missions for the guild in a week will receive a bonus reward. There is also another reward for characters that reach 800000 Activeness in a week.
1.6 Main Missions
The main missions will provide players with stage-specific objectives based on their current level.
1.7 Side Missions
Side missions can help the player quickly understand the various rules and mechanics in this game.
1.8 Limited-Time Missions
Players can seek limited-time NPC in neutral camps to undertake limited-time missions. Complete these missions to obtain treasure chest rewards.
1.9 Challenge Missions
Players can seek advanced trainers in neutral camps to undertake challenge missions. Complete these missions to obtain valuable in-game items.
2 Recipe & Crafting
2.1 Recipe Use
2.1.1 Players must first unlock recipes to craft the corresponding items in this game.
2.2 Recipe Types
2.2.1 There are a total of 8 types of recipes:
The majority of production and survival items typically require different types of workbenches for crafting. Currently, all crafting recipes are categorized into: Workbench and Tools, Buildings and Furniture, Weapons, Armor, Tame & Recruit, Food and Medicine, Cart and Cage, and Decorative Buildings.
2.2.2 Workbench and Tools The recipes for Workbench and Tools encompass all basic and advanced production tools, as well as all recipes related to agriculture, utensils, brewing, metalworking, textiles, constructions, fishing, hunting, and much more.
2.2.3 Buildings and Furniture
The recipes for Building and Furniture encompass foundations, supports, roofs, doors, windows, scaffolding, fortifications, furniture, and more.
2.2.4 Weapons
The recipes for Weapons encompass a variety of weapons and shields made from different metals.
2.2.5 Armor
The recipes for Armor are primarily divided into Light Armor and Heavy Armor. Special "suits" for armor require learning the corresponding suit recipes to unlock and craft. Suit blueprints can be obtained by defeating Dragon-Patterned Gold Border bosses or by opening chests hidden in the camps of various neutral factions.
2.2.6 Tame & Recruit
The recipes for Tame & Recruit are mostly for taming mounts and recruiting warriors. This includes the blueprints for buildings related to housing mounts and warriors.
2.2.7 Food and Medicine
The recipes for food and medicine include medicine that restores HP to the character, soups that provide Keen Sight, alcohol and food that provide special effects, and boxes.
2.2.8 Cart and Cage
Carts and Cages include food and buildings related to convenient transportation and animal taming. They also include special vehicles used for war and collection.
2.2.9 Decorative Buildings
Decorative Buildings include exquisite furniture and instruments that can be played.
2.3 How to Craft with Recipes
2.3.1 Craft From Inventory
After unlocking a recipe, it will usually appear in the crafting queue of the inventory.
2.3.2 Craft from Workbench
1、In the craft recipe panel, mouse over the icon of an unlocked recipe to see which building (workbench) the recipe can be crafted at. (In the image below, for example, the furnace requires a Construction Bench. That means the furnace will appear in the crafting queue of the Construction Bench, not the inventory). If nothing shows up, then the item can be crafted from the inventory.
2、Press E to open the corresponding building inventory to see the recipe for this item.
3、Drag the resources required for the recipe from your inventory to the Crafting Materials panel. When the requirements are met, double-click or right-click with the mouse to start crafting.
4、After crafting is successful, the item will appear in the Crafting Materials panel.
3 Map
3.1 Press M to open the map.
3.2 Players can see their own location on the map.
3.2.1 Strongholds and camps around players will show up as question marks when unexplored.
3.2.2 Detailed information will be shown after players have explored them.
3.2.3 In the bottom left-hand corner of the map, players can filter the icons that appear on their map.
3.3 Players can click with right mouse button to mark locations on the map.
3.4 After marking, the corresponding marker will show up in-game.
4 Boundary Marker
4.1 System Introduction
4.1.1 After joining a guild, players can claim territory by building boundary markers. These markers also serve various purposes, such as preventing building decay, protecting buildings from attacks, resource collection, and offering blessings.
4.2 Panel Screenshot
4.2.1 Boundary Marker Info Panel
4.2.2 Protection Setting Panel
4.2.3 Tax Panel
4.2.4 Resource Collection Panel
4.2.5 Blessing Panel
4.3 Details
4.3.1 After joining a guild, go to Guild - Guild Tech panel to unlock the blueprints for Boundary Marker and Guild Workshop.
4.3.2 Follow the blueprint to craft the Boundary Marker at the Guild Workshop. The model is depicted in the image.
4.3.3 In the beginning, each guild can only build one boundary marker. This limit can be unlocked in the guild teach, up to a maximum of 3 at the same time across multiple servers.
4.3.4 The boundary marker starts at lv. 1 when built, and it can level up by contributing materials.
4.3.5 In the Boundary Marker Info Panel, contribute items to prevent buildings within range from decaying.
4.3.6 Players can purchase protection time in the Tax Panel of the boundary marker.
There are a total of 3 taxes, and each type provides the same amount of protection time. Each type of tax can only be paid once a week, and the total protection time for the current week is the sum of the time provided by the 3 types of taxes.
4.3.7 The purchase of protection time is based on a natural week. You can buy protection time for the upcoming week in advance or purchase it for the current week.
By default, the protection time purchased is for the upcoming week.
As shown in the image, check the option to purchase protection time for the current week.
4.3.8 The purchased protection time can be increased by upgrading guild skill. For more info, please see the guild skill section.
The longest invulnerability duration in a week is 120 hours.
4.3.9 After purchasing protection time, set when to receive protection in the Protection Setting panel.
4.3.10 Protection time is set on a weekly basis, following the natural week.
Please note that the game uses UTC, so the natural week starts on Monday 0800 to the following Monday 0800 in Beijing time.
4.3.11 You can set two times every day where protection is active.
4.3.12 Buildings within the boundary marker during the protection time are invincible and cannot be attacked.
4.3.13 If a building is built within range of an enemy's boundary marker, it will undergo accelerated decay.
4.3.14 After building a boundary marker, the map will also show the guild range and protection time of your boundary marker.
Enemy boundary markers must be scouted to show their info.
4.3.15 Players can sell basic resources to the system in exchange for Copper Coins through the Resource Collection panel of the boundary marker.
Non-basic resources cannot be sold to the system
4.3.16 Player level determined how much Copper Coins are collected as tax in the Resource Collection of the boundary.
Players can also increase the tax limit through guild skills.
4.3.17 Players can spend Copper Coins in the blessing panel of the boundary marker to purchase efficiency boosts. The following efficiency boosts can be purchased: Character EXP, Character Proficiency, Collection Efficiency, Carrying Capacity, Warrior EXP, Warrior Proficiency, and Horse EXP.
4.3.18 The blessing effect depends on the guild level. The higher the guild level, the better the effect, but Copper Coins consumed are also higher.
Players can also increase the blessing effect through guild skills.
5 Server Level
5.1 Server Level Details
5.1.1 After the game server is launched, the server level increases daily. When a player reaches lv. 20 or above, they receive an experience bonus if their level is lower than the server level and an experience penalty if their level is higher than the server level. To check the server level, open the character list, and hover the mouse over the EXP bar to see the corresponding text explanation.
5.1.2 Server Level Bonus/Penalty Value
If the character level is above 20 and 1-3 levels below the current world level, the EXP reward is 0%.
If the character level is above 20 and 4-5 levels below the current world level, the EXP reward is 10%.
If the character level is above 20 and 6-7 levels below the current world level, the EXP reward is 20%.
If the character level is above 20 and 8-9 levels below the current world level, the EXP reward is 30%.
If the character level is above 20 and 10-11 levels below the current world level, the EXP reward is 40%.
If the character level is above 20 and 12-13 levels below the current world level, the EXP reward is 50%.
If the character level is above 20 and 14-15 levels below the current world level, the EXP reward is 60%.
If the character level is above 20 and 16-17 levels below the current world level, the EXP reward is 70%.
If the character level is above 20 and 18-19 levels below the current world level, the EXP reward is 80%.
If the character level is above 20 and 20-21 levels below the current world level, the EXP reward is 90%.
If the character level is above 20 and 22 or more levels below the current world level, the EXP reward is 100%.
If the character level is above 20 and 1-3 levels above the current world level, the EXP penalty is 0%.
If the character level is above 20 and 4 levels above the current world level, the EXP penalty is 10%.
If the character level is above 20 and 5 levels above the current world level, the EXP penalty is 20%.
If the character level is above 20 and 6 levels above the current world level, the EXP penalty is 30%.
If the character level is above 20 and 7 levels above the current world level, the EXP penalty is 40%.
If the character level is above 20 and 8 levels above the current world level, the EXP penalty is 50%.
If the character level is above 20 and 9 levels above the current world level, the EXP penalty is 70%.
If the character level is above 20 and 10 or more levels above the current world level, the EXP penalty is 99.9%.
7.1.3 Panel Display
Character - EXP - Mouse over to display.
6 Rankings
6.1 System Introduction
6.1.1 The rankings show the Activeness of all players on the current server.
6.2 Details
6.2.1 Currently, the game only has an Activeness ranking, which is for a single server, not cross-server.
6.2.2Players can only obtain Activeness after they join a guild.
6.2.3 Players in a guild can obtain Activeness by collecting, crafting, defeating bandits, completing missions, and much more.
6.2.4 Activeness obtained on a server is recorded in the corresponding server's rankings. Due to the existence of cross-server activities, it is possible for a player to appear in the rankings of different servers.
6.2.5 The Activeness ranking is ranked from high to low based on Activeness. The top 15 players can obtain the corresponding server's passport registration.
6.2.6 The Activeness ranking resets every week.
6.2.7 Players need to claim the "passport" rewards in the previous period's ranking tab.
6.2.8 The "Proficient" column in the rankings will show the player's highest skill.
7 Passport
7.1 In Myth of Empires, there are many server groups. Each server group is represented by counties, and each county has a corresponding passport.
7.2The purpose of a passport is to allow direct entry into the county when the population reaches its limit, bypassing queue restrictions.
7.3 There are 2 ways to obtain a passport.
7.3.1 One is from the 5 passports that can be claimed in the county every week.
7.3.2 The other is by being in the top 15 players in the Activeness rankings every week. Each player can only have one passport.
7.3.3 After obtaining a Passport, its effect lasts for a week. Players will need to get a new passport for the following week.
7.4 Passports cannot be abandoned. They cannot be dropped or transferred to another container, including various chests and depots.
7.5 Unused passports can be used by right-clicking, and they can also be transferred to other members in the same guild.
7.6 Unused passports can be sold to other players.
8 Trading Post
8.1 In Myth of Empires, the market can be built after it is unlocked in the guild tech.
8.2 Sell Limitations
8.2.1 Players have two choices for how long items are listed on the trading post: 1 day or 3 days.
8.2.2 Players can list up to 10 groups of items, 5 warriors, and 5 horses.
8.2.3 Items cannot be purchased within 30m of their listing.
8.2.4 A guild can only build one trading post in a server.
8.3 Consignment Fee and Tax
8.3.1 The consignment fee is 1% of the listed price in Copper Coins.
8.3.2 The consignment tax is 15% of the listed price in Copper Coins.
8.4 Items purchased from the trading post cannot be sold again for 48 hours.
8.5 Pending Order Acquisition
8.5.1 Players are permitted to use pending order acquisition in the game. Items will automatically be purchased once the acquisition requirements are met.
8.5.2 When placing a pending order acquisition, players must prepay the amount of Copper Coins to be spent.
8.6 Listing Limitations
8.6.1 Equipment cannot be listed unless they are at full durability.
8.6.2 Items cannot be listed unless they have more than 1 day of validity.
8.7 Search Feature
8.7.1 Players can search for items by keywords.
8.7.2 Players can also search for items by category.
9 Custom Flag
9.1 Custom motifs are available for Banner of Strong Wind, Honor Flag, and Dragon-Patterned Banner.
Custom motifs can be printed and dyed at the Tailoring Bench.
Press E when facing the Tailoring Bench to select the flag motif to be printed and dyed.
The motif can include a background and a graphics overlay. The graphics can be modified by scaling, moving, and much more. Furthermore, motifs can be stacked on top of each other. Afterward, remember to press the Save button.
Place the flag you wish to print and dye on the Tailoring Bench. Hold E when facing the Tailoring Bench and select Print/Dye Flag Motif to open the Print/Dye feature.
On the left, select the motif to print/dye, then select the flag on the right. Remember to press the Save button to finish.
Equip the printed/dyed flag to view its effect.
10 Emoticons
10.1 Players can set their emoticons in this panel.
10.2 Press Tab in the game to bring up the emoticons, then select the one to use.
11 Log Feature
11.1 Personal Log
Records important personal reminders, with the actual date and time, as well as the events that occurred and where they took place.
11.2 Guild Log
Records important guild reminders, with the actual date and time, as well as the events that occurred and where they took place.
12 Chat
12.1 Located on the bottom left corner of the main panel, open the chat window by pressing the hotkey Ctrl+T.
12.2 Enter the content you wish to send in the chat window and then press Enter to send.
12.3 Tap the bottom left corner of the chat window to switch between channels. There will be more channels once players enter a guild or an alliance.
12.4 Press the arrow in the top right corner to filter content.
12.5 Players can click on the different tabs to switch between them.
12.5.1 For example, the combat tab will show recent information about damage dealt and taken.
12.5.2 The system tab will show recent system information.
13 Mail
13.1 Mail Content
13.1.1 Mail serves as a means for players to receive rewards and important official information. Press the Email button to bring up the Email panel.
13.1.2 As shown in the image, this is an official mail sent to players. Players can claim rewards through the mail. Open the mail to see detailed content.
13.2 In Myth of Empires, players can only receive mail, not send mail.
14 Bulletin Board
14.1 The bulletin board is the official platform for players to issue feedback and inquiries. Any problems you encounter in the game can be reported through the bulletin board.
14.1.1 The feature can be accessed in the Esc menu.
14.1.2 Press E and select Bulletin Board, which will redirect you to the corresponding link.
15.1 Personal Item Retrieval
15.1.1 When a player's character dies in-game, their items will drop in a pack and remain in place for 30 minutes. During this time,
15.1.2 the player can pick it up.
15.1.2 If the pack is not picked up within 30 minutes after death, it will disappear.
15.1.3 After the pack has disappeared, players may still spend a small amount of Copper Coins at the Guild Depot to retrieve the items from that pack.
15.1.4 This pack will be retrievable from the Guild Depot for up to seven days. Players can also manually delete the pack.
15.1.5 Items dropped by a player's horses or warriors on death cannot be retrieved.
15.1.6 This function cannot be used to retrieve items that players manually discard.
15.1.7 Items cannot be retrieved from other servers.
15.2 Guild Item Retrieval
15.2.1 Upon expiration of a pack that appears when any of a guild's storage crates (Wooden Chests, Lockers, Large Lockers, Safes, Mechanical Chests) are destroyed, players can use Copper Coins at the Guild Depot to retrieve those items. (This function cannot be used to retrieve items that players manually discard.)
15.2.2 These packs will be retrievable from the Guild Depot for up to 48 hours, after which time they will permanently disappear.
16 Outfit and Structure Skins
16.1In Myth of Empires, players can acquire skins for their equipment and structures by opening chests and from the Shop.
16.2 Players can preview these skins from the "Skin Preview" interface.
16.3 Equipment skins and decorations owned by the player require corresponding items to be used.
16.4 Skins for helmets, armor, greaves, and cloaks can be equipped from the relevant equipment's interface.
16.5 To use the skin, you must first use Copper Coins to purchase the Decorative Stone Pillar from the Guild Shop.
16.6 Items corresponding to skins for weapons, musical instruments, structures, and decorations must be dragged to the shortcut bar before the skin can be selected.
16.7 Horse skins require owning a saddle and armor. Select the corresponding slot in the horse's interface to equip the skin.
To create a custom server, go to the game's main menu, select "Custom Server," switch to the "Single Server" tab, and click on "Create Server" to open the server tool. Alternatively, you can right-click on "Empire of Mythology" in your Steam game list, select "Manage," and then choose "Browse Local Files." Open the "PrivateServerTool" folder and run "PrivateServerTool.exe."
Server Basic Settings:
In the left tab, select "Server Basic Settings." Pay attention to the following configurations:
Server Name: The name displayed in the game under the custom server - single server list.
Server Password: If set, players need to enter the password to join.
Server ID: If multiple servers are launched on a physical host, each server must have a unique ID. If only one server is being opened, it can be left as the default. Server archives are saved based on the server ID, and changing the server ID will result in the loss of archives.
Game Port/Query Port/Remote Management Port: Each server on a physical host needs different ports. Ensure they are within the range 1024-65535 and not in use.
Enable Remote Management: Default is enabled; allows remote management using tools like RCON. Configure the IP and port.
GM Accounts: Automatically retrieves Steam IDs of logged-in Steam accounts; use semicolons to add multiple GMs.
Start Server in P2P Mode: Enables network traversal via Steam for players outside the LAN when lacking a public IP. Note: this feature is unstable in complex intranet environments.
Parameter Settings:
Adjust game parameters according to preference from Advanced Settings to Guild Settings.
Mod Management:
Automatically detects installed mods; input Steam Workshop Mod IDs and click "Install" to add mods.
In SteamModList, click the leftmost square (□) of the desired mod to enable (turns into a checkmark, √).
Launch Console:
In the Launch Console tab, choose the map and click "Save Configuration" to complete server setup.
To quickly generate another server configuration with similar settings, modify the server list ID and click "Clone Server." Adjust server basic settings like name, ID, and ports.
Start Server:
In the Launch Console tab, click "Start Server." A window will appear; double-click "Start Private Server.bat" to launch the server. When the following information appears in the server info, the server has started:
ServerId:100, ServerState:EGameServerState::SERVER_STATE_OPENED
Possible Issues:
If the server fails to start, repeatedly showing an error in red text, check for port conflicts, and verify local memory and network conditions.
If the server starts successfully but others cannot join, confirm if your machine has a public IP or perform port mapping.
At the game's main menu, choose "Custom Server," switch to the "World" tab, and click "Create Server" to open the server tool. Alternatively, in the Steam game list, right-click on "Myth of Emoire" select "Manage," and then choose "Browse Local Files." Open the "MatrixServerTool" folder and run "MatrixServerTool.exe."
For non-professional users, most configurations can be left at their default settings. Only a few operations, such as adding and saving, are required.
Scene Server Configuration:
Switch to the "Scene Server" tab on the left after opening the tool.
In a custom server of the World type, you can open multiple scene servers, each representing a county in the official servers.
Scene Server Map:
Choose between the two official maps, Middle Earth and East Earth. The tool may add support for selecting MOD maps in the future.
Scene Server ID:
Each server needs a unique ID, and the archives are saved based on the server ID. Changing the ID will result in the loss of archives.
Scene Server Internal IP:
The LAN IP of the physical host, used for communication between different servers. The tool will automatically retrieve this information.
Scene Server External IP:
The public IP of the physical host, used for client login. Note that the obtained public IP may not always connect to your server, and additional port mapping may be required.
If there's no public IP, you can use the LAN IP, limiting access to only local players. Alternatively, enable the "Start Server in P2P Mode" in the upper-left tab of the tool, allowing non-local players to enter without a public IP. However, this feature is unstable and may fail in complex intranet environments.
Game Ports, Query Ports, and Shutdown Ports:
Used for accessing server-related functions. Each service on a physical host needs a different port, and the tool will automatically check for port availability.
After configuring the above, click "Add Scene Server" to create a scene server. Then, modify server ID, county ID, ports, etc., to add another scene server.
Battle Server Configuration:
A custom server can also open multiple battle servers. Players can enter the battlefield only after the set start time.
Battle Server Map:
To initiate a battlefield, only one of the following needs to be opened: County Battle, Prefecture Battle, or Fortress Battle. For Fair Battlefield - Jousting, one of the specific rules, such as Horse Station Battle, County Battle (Jousting), Prefecture Battle (Jousting), or Fortress Battle (Jousting), can be opened. Multiple Fair Battles can be initiated simultaneously.
Battle Server ID: Each server needs a unique ID.
IP/Port: Refer to the scene server's relevant instructions.
Lobby Server Configuration:
Only one lobby server is needed for player connections, character creation, AFK, county selection, etc.
Server List Name: Displayed in the client's custom server - world interface server list.
Lobby Server ID: Each server needs a unique ID.
Lobby Server Password: If set, players need to enter a password when entering your server.
IP/Port: Refer to the scene server's relevant instructions.
Lobby Server Player Limit:
As one lobby server serves multiple scene servers, the player limit needs to be higher than that of a single scene server. Default settings are recommended.
Public Server Configuration:
Server ID, IP, and ports follow the scene server's relevant instructions.
Peripheral Server Configuration:
Note that Redis configuration is required for peripheral servers. Install Redis software, and the tool's default IP and port match the default settings during Redis installation (no password).
All IPs in the peripheral server are internal IPs, and ports should be different from those of other services.
Database Configuration:
For non-professional users with a moderate number of players, it's recommended not to use the MySQL database. No changes are needed on this tab. The default is to use the SQLite database, which requires no software installation or additional configuration.
Parameter Settings: From the left tabs, Advanced Settings to Guild Settings are various in-game function parameter settings. Default settings match official servers, and you can adjust parameters based on personal preferences.
Mod Management:
The tool automatically detects installed mods; you can input Steam Workshop Mod IDs in the top input box and click "Install" to add mods.
In the SteamModList, click the leftmost square (□) of the desired mod to enable it (turns into a checkmark, √).
Start Server:
After completing the configurations, go to the bottom of the left tabs, select "Launch Console," click "Save Configuration," and start the server. The tool will start all server processes at once.
When the Lobby Server shows "LogStoreServer: [2] Log: register succeed," the lobby server is launched. At this point, your server should be searchable in the server list, and players can enter to create characters.
The Scene Server's startup is relatively slow, so after creating a character and selecting a county, the map may initially appear empty. Wait for some time.
When the Scene Server displays the following information, it means it has started:
ServerId=50000, ServerState=EGameServerState::SERVER_STATE_OPENED
Possible Issues:
If the game_chat_service repeatedly shows "remove visitor groups' members failed, will retry in 2 seconds," the issue may be incorrect Redis configuration. Use the default Redis configuration in the tool if you haven't modified the IP, port, or password after installation.
If the server fails to start, repeatedly displaying an error in red text, check for port conflicts, or examine local memory and network conditions.
If the server starts successfully but other players cannot join, confirm whether your machine has a public IP or perform port mapping operations.
Example: You have resources related to a laser sword and are preparing to make a laser sword weapon.
Click the Mod icon on the far right side of the toolbar above the editor to open the Mod tool.
Click NEW MOD to create a new mod, write a name and description, select a cover image, then click CREATE.
The content browser will automatically jump to the newly-created laser sword content directory. It is recommended to set a color for the folder or add it to your favorites so that you can find it easily. Import your laser sword-related resources into the folder.
Next, create a new blueprint class in this directory, search for gamedata, choose to inherit the first option, and fill in the name as you like. In this example, we’ve chosen GameData_LaserBlade.
This will be the mod’s base file. It records all of the configuration files in the mod that need to be loaded into the game. If you open it now and take a look, you won’t find any content. The configuration files that will be loaded by the mod will be configured here later. For now, leave it as is.
First, let’s find an existing sword in the game to copy its basic configuration. Search for BP_MathTest_SwordLv60 in the content browser. This is the weapon blueprint corresponding to the Meteoric Blade in Myth of Empires. Let’s use the Reference Viewer to see its associated files.
1. The general item table. The static data of all associated items are summarized in this table. This can be generated through the use of tools. Let’s first configure all files related to the item and then use tools to generate them.
2. The item blueprint. This is the blueprint of the item that can be dropped and crafted in the game. Once equipped in the item bar, the weapon’s actor will be generated based on the item blueprint.
3. The one-handed sword parent class. The normal configuration method is to create a new blueprint class and inherit this parent class. It has been copied here, so you don’t need to worry about the parent class.
4. The broken special effect. This special effect will play when the weapon runs out of durability and breaks. There is no need to change this if you don’t intend to apply a special breaking effect.
5. The sword’s static mesh. This will need to be replaced with your own weapon model.
6. The sword’s destroyed mesh. This is used when your sword is broken and fragments into different pieces. This must also be replaced with your own model.
For now, what we’ll use is the blueprint itself and 2. First, copy these two to the mod directory that you just created. Change the name to whatever you want. In our example, we will call them BP_LaserBlade and ItemBP_LaserBlade.
Open BP_LaserBlade.
Select the Weapon Static Mesh. First, replace the sword model with the laser sword, and change the Destroyed Mesh in the class’s default values to the destroyed mesh corresponding to your new model.
Open ItemBP_LaserBlade.
Modify the Item Icon, Item Name, and Description.
Modify the Soft Item Actor Class. This is the actor blueprint class corresponding to this item. Let’s change it to our BP_LaserBlade.
Next we need to configure ItemBP_LaserBlade into a general item table. This table is used when searching for and creating items in the game. Create a new data table, search for ItemRowBase in the row structure, and give it whatever name you like. In this example, we’re calling it DT_Item_LaserBlade.
Open DT_Item_LaserBlade and add a row.
Item ID: Default settings are fine here. The correct ID will be automatically generated when the mod is loaded.
Item Name: This is used to find items in the game.
Item Class: This is the item blueprint corresponding to this data row. Select ItemBP_LaserBlade.
Allow Use: This toggles whether the item can be created in-game by a GM. If unchecked, the item can only be generated when dropped or through crafting. While in the editor, you will not be subject to this restriction.
Note: There is a filed called DT_Item in the official file that is a general list of all items. The contents of this newly-created table in the mod directory will be appended to DT_Item when the mod is loaded. Mods cannot directly modify any official game data.
Now all you need to do is configure DT_Item_LaserBlade and DT_ItemStatic_LaserBlade into the GameData_LaserBlade you created in the beginning, and then you will be able to create them in-game.
Open GameData_LaserBlade
All Item Table: Configure DT_Item_LaserBlade
All Item Static Data Table: Configure DT_ItemStatic_LaserBlade
At this point, weapon configuration is complete. Run the game, press /, Server settings, and search for the item you created.
The combat-related data of the weapon you created can be found in the BP_LaserBlade weapon blueprint. Data related to Durability and crafting can be found in the ItemBP_LaserBlade item blueprint. When you open them, only the modified attributes will be displayed. Since there are many attributes and they are all basically annotated, we won’t go into those here.
Note: If you find that any modifications made to the item configuration are not taking effect, you may still need to right-click on the item blueprint, click Scripted Actions, then click Apply Item Static Data to Table.
In the game, all of the actions associated with weapons have their own corresponding sound effects. The sound effects are configured in the game through data tables. Mods cannot yet modify the data tables of sound effects, so the sound effects that play when damage is dealt cannot be modified at this time. However, the sound effects that play when a weapon is put away or swung can be modified directly in the animation. You need to find these animation resources, copy them to your own mod’s directory, modify the sound effects, then replace the animations configured on the weapon blueprint with these new animations. Of course, you can also simply use any animations you’ve created yourself.
Open BP_LaserBlade, search for “attack anim” (uncheck “Show only modified attributes”)
Right-click on Weapon Data Anim Config to collapse it. The animations we’re looking for are under the Stand Aim Anims Config and Crouch Aim Anims Config categories. These refer to standing attack and crouching attack animations, respectively.
Expand Stand Aim Anims Config.
Attack Anims - Standing attack animations in which the off-hand has nothing equipped
Off Hand Attack Anims - Standing attack animations in which something is equipped in the off-hand
Rider Attack Anims - Same as Attack Anims above, but for when you’re riding a mount
Rider Off Hand Attack Anims - Same as Off Hand Attack Anims above, but for when you’re riding a mount
展开Attack Anims
This is the attack animation when attacking from different directions. Up, down, left, right, diagonal, etc. These will all need to be replaced.
Expand these in order, find the animation montage corresponding to the configured Attack Anim and the animation sequence in the attack part of the montage, then copy them all to your own mod’s directory.
Open the animation sequence. There are two CustomPlaySound_AnimNotify, which correspond to the weapon swinging sound effect and the character shout sound effect that plays when attacking. Delete the swinging sound effect, create a new animation notification that plays a sound effect, and couple to it a sound effect of a laser sword being swung.
Repeat the above actions to modify the sound effects in all of the attack animation sequences.
Modify all animation montages and change the reference to the first half of the attack animation to the animation sequence we copied.
Modify the animation montage in BP_LaserBlade and change it to the montage we copied.
Now play the game, equip your laser sword, and see what the attack sound effect sounds like.
Now let’s modify the animation and sound effects that play when drawing and sheathing your weapon. In BP_LaserBlade, search for “equip”.
Follow similar steps to modify the animation and sound effects that play when drawing and sheathing your weapon.
Crafting and Crafting Recipe configuration methods for weapons, armor, structures, consumable items, etc. are the same. Please refer to the crafting recipe tutorial for more info.
Armor can be difficult to make. Unlike weapon models, which use static meshes, armor uses skeletal meshes. All characters and armor models in the game use a common skeleton so that human actions can be performed, which means that models migrated from other projects cannot be used, as they use different bones.
If you want to make your own armor appearances, you may need to use 3DMAX, Maya, and other tools to create the model and skin, before importing them into the editor. Common bone asset download links will be provided on the page where this tutorial is located.
The following tutorial assumes that you already have a working armor model with universal bones.
For instructions on creating a mod, please refer to the weapon mod tutorial.
First find an armor from the game to copy.
Search for Item_HArmor_Breast_60_1. This is the item blueprint corresponding to the game’s Five-casting Meteoric Armor. Unlike weapons, armor is not divided into the item blueprint and weapon blueprint configurations. For armor, all configurations are located on the item blueprint. Copy this blueprint to your mod’s directory.
Here are the attributes that you need to pay attention to when you open the item blueprint.
Item Icon: This is the item icon.
Item Name: This is the item name.
Description: This is the item description.
Init Max Durable:This is the maximum Durability that armor will have when a player crafts it or it drops. If crafted, the armor’s Durability will be increased based on the player’s Armorer Proficiency.
Level: The Armor Level in Myth of Empires doesn’t restrict players from wearing a piece of armor at certain levels, but is used to calculate proficiency attenuation when crafting.
Before Quench Item: This refers to a pre-quenching item. If a piece of equipment needs to have multiple craftable qualities, players cannot craft that equipment from raw materials alone, they need to also have an Armor Padding item corresponding to that equipment. That item can then be quenched to craft the wearable equipment.
Item Sub Type: Item sub types are based on the armor’s actual type, for instance a light helmet or heavy cuirass.
Armor Data: This refers to all data related to the armor.
Addtive Sound ID: This is the sound produced when moving while wearing this armor. The sound effect is configured in DT_EquipmentSoundSetting. Currently, mods cannot add new data to this table and can only use the existing data.
Attach Info: The skeletal mesh data of the armor. Male and female characters have different skeletal meshes.
Protection EVValue: This is the cold and heat resistances of the armor.
In Item_HArmor_Breast_60_1 ‘s Before Quench Item attribute, find
BP_Quality_Item_HArmor_Breast_60_1, then copy it to your mod’s directory.
The main attributes you’ll need to pay attention to are:
Quench Craft Item:The item that will be crafted through quenching
Need Quench:Whether it needs to be quenched or not
Quench Time:How long it takes to quench
Quench Resource Requirement: Different qualities of armor padding have different quenching material requirements
Create a data table in your mod’s directory, row structure ItemRowBase, add two rows, and configure both the item blueprint and the armor padding blueprint. For more details on this step, refer to the weapon mod tutorial.
Refer to the weapon mod tutorial for more info. All item configurations need to go through this step.
Open the GameData blueprint that was created when you made your new mod, and configure the following properties:
All Item Table: Configure the item table
All Item Static Data Table: Configure the item static data table
At this point, you’ve finished configuring your armor. Run the game, press the / key, open the server settings, and search for the item that you created.
Crafting and Crafting Recipe configuration methods for weapons, armor, structures, consumable items, etc. are the same. Please refer to the crafting recipe tutorial for more info.
Example: You want to make a chair.
For instructions on this step, please refer to the weapon mod tutorial.
First find a structure from the game to copy.
Search for StructureBP_Decoration_ImperialChair_1. This is a blueprint for a structure in Myth of Empires. Use the Reference Viewer to find the corresponding item blueprint and copy both files to your own mod’s directory, renaming them StructureBP_SoftChair and ItemBP_Structure_SoftChair.
Open StructureBP_SoftChair. The main attributes you’ll want to pay attention to are:
Static Mesh: Model that will be shown once the structure is placed.
Preview Create Mesh: The preview model that will be shown when placing the structure.
Destroyed Mesh: Model with a “shattering” effect when the structure is dismantled or destroyed
Number Seats: The number of seats
Seat Socket Name: If there are multiple seats, there must be a corresponding number of sockets.The sockets need to be added to the static mesh of the structure.
Passenger Anims Config: Character animation that plays when seated
Consume Item: The item blueprint corresponding to this structure. Materials returned when the structure is demolished are based on the crafting materials configured on this item.
Description Name: The name displayed when the structure is placed in the scene and approached
HP: The structure’s Health
Force Create on Floor: When ticked, this means the structure will need to be placed on a foundation or floor. If unticked, the structure can be placed directly on the ground.
Create Check Box: A detection box used to see whether a structure overlaps with other nearby items during placement. There are other Offset/Scale attributes below, which are used to control the size and position of the detection box. Use the ShowStructureDebugInfo GM command to place it. When you place a structure, you will be able to see the actual size of the structure’s detection box (note that its orientation is currently fixed due to a bug, but the actual orientation will change along with the structure).
Reduction Rate: Building damage reduction ratio
Open ItemBP_Structure_SoftChair. The main attributes you’ll want to pay attention to are:
Item Icon: This is the item icon.
Item Name: This is the item name.
Description: This is the item description.
Max Amount: This is the maximum stackable amount.
Soft Item to Structure: This is the corresponding structure blueprint.
Both blueprints need to be configured in their respective data tables.
Create a new data table in your mod’s directory, row structure ItemRowBase, add a row, and configure the structure’s item blueprint. For more details, refer to the weapon mod tutorial.
Create a new blueprint class in your mod’s directory and inherit SGGameDataCreateStructureData.
Open this blueprint, add a row of data, and reference StructureBP_SoftChair.
Note: There is a file called BP_SGGameDataCreateStructureData in the official file that is a general list of all items. The contents of this newly-created table in the mod directory will be appended to BP_SGGameDataCreateStructureData when the mod is loaded. Mods cannot directly modify any official game data.
Refer to the weapon mod tutorial for more info. All item configurations need to go through this step.
Open the SGGameData blueprint that was created when you made your new mod, and configure the following properties:
All Item Table: Configure the item table
All Item Static Data Table: Configure the item static data table
Create Structure Datas: Configure the structure data table
At this point, you’ve finished configuring your armor. Run the game, press the / key, open the server settings, and search for the item that you created.
Crafting and Crafting Recipe configuration methods for weapons, armor, structures, consumable items, etc. are the same. Please refer to the crafting recipe tutorial for more info.
Click the Mod icon on the far right of the toolbar above the editor to open the Mod tool. Enter the mod’s name, a description, select a cover image, then click Create.
Level mods are different from weapon and structure mods in that you do not need to start with the SGGameData class, but can instead start by creating a new level map.
Note: The main level name and the mod’s name must be identical to be used in Hosted mode.
Create a new level in your new mod directory, or use assets migrated from other projects. For details on making your own levels, please refer to official Unreal tutorials. The following document explains level-related functions specific to Myth of Empires.
To start off, all levels will require a blueprint called BP_SGAudioManager. This is the audio manager for the game, which records all audio-related data. If you want to use your own audio resources, you can copy this blueprint to your mod’s directory and modify the related audio data within the blueprint.
The spawner is used to control the spawning of monsters. It mainly consists of two parts: Npc Spawn Volume and Npc Static Spawn Info. If you need an NPC to patrol along a fixed route, then you will also need SG Road Path.
Note: To use the spawner in a level, you must first enable Generate Npc Enable in the world settings panel.
Search for Npc Spawn Volume and Npc Static Spawn Info in the Place Actors panel and drag them into the level.
The Npc Spawner menu is where you can configure the location where NPCs spawn, their patrol behavior, and other information. The main configuration options are:
Static Spawn Volume: When you check this box, the NPCs in this Npc Spawner will perform patrols as well as other actions.
BrushSettings: Used to configure the size of the range box.
Spawn Points: Configures the coordinate points at which NPCs will respawn. After creating a new element, you will be able to see the corresponding actor in the level. The initial position is at the center point of the Spawn Volume. You can select it directly and drag it to the desired position.
Behavior Point Config: Configures NPC behavior, for example standing guard, patrolling, sleeping, etc.
If the Spawner has 10 Spawn Points to spawn 10 monsters, but only two executable behaviors are configured in the Spawner, then only two of the NPCs will execute them, and the NPCs executing that behavior will switch each other out every once in a while based on the time configured in the Change Guard CDTime option.
Add an element and set the Behavior Point Type to Sentry. Note that if you need multiple guard positions, you do not need to add multiple Behavior Point Config elements. Instead, just add multiple Behavior Point Data to this element.
Add elements to Behavior Point Data. The contents that need to be configured here are:
Time Weight: Configure the start time, end time, and weight. Multiple groups can be configured to achieve an effect in which an NPC has an 80% chance of sleeping between 00:00~06:00, and a 20% probability of sleeping between 06:00~24:00.
Transform: The coordinates for executing this behavior. For example, if you want two NPCs to stand guard at a door, you’ll need to add two Behavior Point Data elements to the Sentry behavior and configure their coordinates to the two sides in front of the door.
If the Behavior Point Type is set to Patrol, you’ll need to additionally configure a patrol route.
Add an element to Patrol Behavior Point Data and configure the Time Weight.
Road Path Config: Sets the patrol route. For Road Path Actor, you’ll need to select an SG Road Path class Actor that has already been placed in the level. In Enum Road Path Type, you’ll have 3 path types to choose from:
Random Points will send the NPC to a random point along the route each time.
Round Trip Route will send the NPC to patrol each point along a route. After reaching the final point, they will return point by point.
Closed Loop Route will also send the NPC to patrol point by point along a route, but the route is a closed loop and the NPC will return to the first point after reaching the last one.
Formation Config: You can have multiple NPCs patrol along a route at the same time. They will form a formation based on the configuration here. You will need to configure the relative positions of multiple points in their team in Formation Vectors.
Be careful not to choose the wrong one when placing an actor.
This actor is used to configure the information of the monsters that the Spawner will spawn.
Generally speaking, you will need to configure these settings:
Use All NPCSpawn Datas: Optional; used in conjunction with Npc Spawn Template Class.
Npc Spawn Template Class: Used to configure the blueprint, level, and other information of the monster to be spawned. There is a lot to know here, so we will talk about it in more depth below.
Npc Spawn Volume Datas: This is the Npc Spawn Volume corresponding to the monster spawner’s information. Choose the monster spawner that has been placed in the level.
Default Spawn Volume Floor Tag: Only when the ground beneath the spawn point has the same value as this tag will a spawn take place on this ground. As a result, you will need to add an element to the tags attribute on the level’s ground actor that has the same value here.
Init Npc Total Time: How long it will take the spawner to spawn monsters after loading.
Check Player Distance: Monsters will not spawn if there is a player within the range set here.
Check Structure Distance: Monsters will not spawn if there is a structure within the range set here.
Create a new blueprint and inherit BP_NpcTemplate.
The file content should appear as in the picture above. Generally, you only need to configure the content under NPCSpawn Datas.
Npc Template Classes: Configures the blueprint of the monster to be spawned. You can configure multiple elements and randomly select one. It should be noted that if multiple monster blueprints are configured, the other parameters below with multiple elements need to be configured with the same number of elements.
Npc Override Level: Determines whether a monster’s level will be reset upon spawn. 1 indicates yes (monster level has been configured on the monster blueprint and can be reset here).
Npc Min Level Offset: Resets level to a random value within an interval. This parameter is the minimum value of the level interval.
Npc Max Level Offset: Resets maximum value of the level range.
Npc Spawn Weight: When multiple monster blueprints are configured in Npc Template Classes, the importance of each monster is randomly assigned.
When you need to spawn multiple different monsters in a spawner, you have two implementation options.
Option 1: Configure multiple elements in Npc Template Classes. In this case, they will be randomly spawned in these multiple monster blueprints according to their weight (importance) in Npc Spawn Weight.
Option 2: Configure multiple elemnets in NPCSpawn Datas. In each element’s Npc Template Classes, configure only one monster blueprint, then enable Use All NPCSpawn Datas on the level’s Npc Static Spawn Info. In this case, the monster blueprints configured in each NPCSpawn Datas element will spawn in a specific order and not randomly. For example, if you want a boss to be spawned at Point 5 in the Npc Spawn Volume and the boss’s followers to be spawned at Points 6 and 7, then you would configure the boss’s blueprint on the fifth element of NPC Spawn Datas, and configure the followers on the sixth and seventh elements.
If you need an NPC to carry out patrolling bheavior, you will need to configure a patrol route for it.
Search for sg_roadpath in the Place Actors panel, then drag it into the level and choose this actor in Road Path Actor of the patrol behavior of Npc Spawn Volume.
In this actor’s details panel, the main attributes you will need to pay attention to are Type and Closed Loop.
Type is the shape of the route, for example curves, straight lines, etc. If Closed Loop is checked, then the NPC will resume their route from the beginning upon reaching its end.
After the patrol route actor is placed, two path points will be automatically generated, one at the actor’s location, and one above it (the white cube in the picture). Click to select the path point to adjust its position, or click the arrow button with the red line above to switch the path point.
After selecting a waypoint, hold down the Alt key on the keyboard and drag the transformation arrow to generate a new waypoint. This is a quick way to lay out a patrol route, as you can continuously add new waypoints.
You can find SGNatureController from the Place Actors panel. This is a weather controller that can be used to control weather effects, day and night effects, and more. There is a lot of content there. You can refer to the configuration in the LargeTerrain_Central_Mainlight level.
After enabling the level mod you made in the custom server, you need to find LargeTerrain_Central_Main in the start server batch file, replace it with the level name of your level mod, then start the server.
After enabling the level mod in Hosted Mode, you will be able to see all the levels provided by this mod in the options.
Note: When making a level mod, the mod name and the main level name must be the same.
DT_CraftPerkGroup corresponds to personal recipes, while DT_GuildCraftPerkGroup corresponds to guild recipes. Simply place your recipe into one of these two groups to begin.
Configure these attributes in the item blueprint of the item you wish to craft.
Is Craft In Structure: If this is checked, an item will need to be crafted at a work bench. If this is not checked, the item can be crafted by hand.
Craft in Structure Item: If an item needs to be crafted at a work bench, this is where you can configure which work bench the item will need to be crafted at. You will need to select a work bench’s item blueprint.
Base Craft Resource Requirements: The materials needed to craft an item. You can configure multiple types of materials.
Time to Craft: How long an item takes to craft
Base Craft Experience to Add: How much EXP the player will earn by crafting this item
Craft Add Skill Exp: How much Skill EXP a player will earn by crafting this item
Finish Craft Repair Add Skill Type: Which skill’s EXP is earned
Item Craft Skill Type: Based on which skill’s level crafting time is reduced
If the item needs to be manufactured at a work bench, you also need to add the item blueprint to the to the Default Craft Item in the Inventory Component of the corresponding work bench’s structure blueprint.
(Note that structure blueprint names generally begin with StructureBP, and item blueprint names generally begin with ItemBP)
Note: If you find that your modifications to the item configuration does not take effect, you mayneed to right-click on the item blueprint, click Scripted Actions, then click Apply Item Static Data to Table.
Create a new blueprint class in your mod’s directory and inherit SGCraftPerk.
Only the following two items need to be configured:
Craft Texture: This is the recipe’s icon. It is usually the icon of the crafted item.
Craft Item: The item that is crafted by the recipe
Create a new blueprint class in your mod’s directory and inherit SGCraftPerkGroup.
This is how the configuration is displayed on the in-game interface for learning crafting recipes. Once configured, this is how it will be shown:
These are the key attributes that you will need to configure:
CPGName: This is the recipe group name.
CPGDescription: This is the recipe group description.
CPGTexture: This is the recipe group icon.
CPGCircle Bg: This is the recipe group icon’s background image.
CPGType Index: On which page of the crafting recipe interface you want the crafting recipe to be located. 0 indicates the first page.
From left to right, 0-7
CPGTimes: You can leave this as its default, Time0
Rows: On which row of the crafting recipe interface you want the crafting recipe to be located. 0 indicates the first row.
Column: On which column of the crafting recipe interface you want the crafting recipe to be located. 0 indicates the first column.
This crafting recipe is located at Row 0, Column 0
Required Character Level: Character level required to learn the recipe
Required Craft Points: The number of Recipe Points required to learn the recipe
Craft Requirement: The preceding recipe that must be learned before this recipe can be learned. The configuration’s “Craft Entries” does not require any preceding recipes.
If two recipes have a dependency, they will be connected by a line.
Require Copper: Copper Coins required to learn the recipe
Require Items: Items required to learn the recipe
Craft Perks: Other recipes that are unlocked upon learning this recipe; can have multiple
Create a new data table, select the CraftPerkRowBase row structure, and add a row.
Craft Perk Group ID: Leave this on the default. The correct ID will be automatically generated when the mod is loaded.
Craft Perk Group Class: Associated recipe group blueprint
Finally, configure this data table to either All Craft Perk Group Table or Guild CraftPerk Group Table in SGGameData in your mod’s directory.
As mentioned in the beginning of this tutorial, the recipe group can be a personal recipe or a guild recipe. The two tables correspond to personal recipes and guild recipes, respectively. The row structures of the tables are the same.
Wrapper ID: This is the ID that is actually configured into NPC death drops and treasure chest drops. Considering that multiple mod authors cannot effectively perform unified ID management, you may need to use a larger random number.
Count: Drop times
Rate: Drop rate. 1 = 100%
Drop ID: This is the ID related to the DropRule table. A single Wrapper ID can hold multiple rows of data corresponding to different Drop IDs, while each Drop ID can drop one type of item.
Drop ID: Used to link data in the DropWrapper table.
Weight: A Drop ID can have multiple rows of data corresponding to different items, but only one of them will be dropped. The probability of each item dropping is determined based on its weight. The total weight does not need to add up to 100% but is calculated based on the drop weight of a single item divided by the sum of the weights of all items with the same Drop ID.
Item Class: A drop item’s item blueprint
MinNum: Drop items can come in random quantities, this is the minimum random value
MaxNum: Drop items can come in random quantities, this is the maximum random value. If this is set to the same value as MinNum, then the drop quantity will not be random.
Quality: When equipment and other similar items are dropped, you can choose the quality of these items, as the blueprints of equipment and items of different qualities are the same
If you need to drop multiple different items at the same time, you will need to configure multiple rows of data in the DropWrapper table to use the same Wrapper ID and different Drop IDs. If you want to randomly drop only one of multiple items, you will need to use the same Drop ID.
The Rate in the DropWrapper table determines whether something will drop, and the Weight in the DropRule table determines what will be dropped.
In order to ensure that monsters of different levels who are using the same monster blueprint can drop different items, the DropWrapper ID is not immediately configured when the monster dies and the item drops. Instead, a data table needs to be configured on the monster blueprint (row structure NPC Death Drop Item Table) in which the drop data for the different levels is configured.
Type Name: This corresponds to the Death Drop Type Name in the monster blueprint. This makes sure that multiple monster blueprints can share the same table while still distinguishing which monster blueprint the data belongs to. Of course, different monsters can also use the same death Drop Type Name, which would mean that their drops are the same.
Death Drop Item Config:
Min Level: Minimum drop level
Max Level: Maximum drop level; When a monster’s level is within the range between Min Level and Max Level, its drop data will use the following data:
Death Drop Item Data:
Drop Wrapper ID: The drop wrapper level. This is related to Drop Wrapper Table
Drop Wrapper Factor: This is the drop rate. This is usually configured in Drop Wrapper Table. Its default value is 1
Drop Wrapper Weight: This is the drop weight (importance). This is usually configured in Drop Wrapper Table. Its default value is 1
Let’s say you want to make it so that there is a 100% chance of dropping 100~200 copper coins and a 50% chance of dropping a Meteoric Blade when killing a monster. Meteoric Blades come in White, Green, and Blue qualities, and their respective weights are 10, 5, and 1.
In the mod directory, create two data tables, with their row structures set as DropWrapper and DropRule.
DropWrapper’s configuration
DropRule’s configuration
To create a mod that replaces the player character model, you first need to obtain a skeletal mesh that adapts to the universal skeleton of characters in the Myth of Empires game. This is because characters are able to perform lots of actions, and these actions are distributed across many locations - they cannot be replaced individually. Models can only be bound to the same bones to be able to use these actions. Therefore, you need to be able to use certain 3D modeling software and bind the character model to the bones yourself. The required bones will be provided for download. Since the size of custom models may vary from the game’s default character models, they may not adapt well to official game equipment, so it is recommended that your model itself comes with clothing.
For instructions on this step, please refer to the weapon mod tutorial.
Once you’ve created the mod, import the skeletal mesh with bound bones into the mod directory.
Copy the following files to your mod directory
Content/Blueprints/GameData/Appearance/DT_Appearance
Then open and modify the following content:
HQ Human Mesh: A high-precision character model. Be sure to modify both male and female models to the skeletal mesh you just imported.
Human Mesh: A normal-precision character model. Be sure to modify both male and female models to the skeletal mesh you just imported.
HQ Bra: A high-precision model of the torso’s underwear. Since the size of the model you’re making may differ from the size of the original model, the original model’s underwear may not fit. You can make a copy of the underwear blueprint here, delete the skeleton mesh, and then configure the new underwear blueprint here to effectively hide the underwear; you can also make your own underwear replacement. In addition, you can use the Hide Equipment function described below to hide underwear to obviate the need to change it here.
Bra: See above
HQ Underwear: See above
Underwear: See above
Once configured, open the GameData blueprint, and configure DT_Appearance to the Appearance Data Table.
Next, you need the character skin from the mod to replace the game’s own character skin. Here are two methods you can use to carry out the replacement operation. You can also try other methods, just refer to the blueprint node used in this method.
We need to modify the interface blueprint of the equipment panel, and then replace the official files layer by layer according to the reference relationships. Since this is achieved by replacing the official files as opposed to appending them, this means that only one of multiple such mods can take effect.
Copy the following files to your mod directory
Content/Blueprints/UI/N_Inventory/WBP_N_EquipmentPanel
Content/Blueprints/UI/N_Inventory/WBP_N_Inventory
Content/Blueprints/HUD/DT_UISettings
Content/Blueprints/HUD/BP_HUD
Content/Blueprints/GameMode/BP_SGGameModeLogic
Note that the file names mentioned below are the file names of the official files, but the files that will be run are the files you copied. It is best to rename them to make them easier to find.
Open WBP_N_EquipmentPanel and add a button as shown below.
Next open WBP_N_Inventory and find the EquipPanelCanvas control. Add the newly-modified WBP_N_EquipmentPanel as a sub-control under this control, and replace the current EquipPanel control.
Search for WBP_N_EquipmentPanel in the Palette (seen in the upper-left corner of the image above) to find the one you modified. It will be easier to find if you have renamed it.
Drag it to the EquipPanelCanvas level, then change its anchor point, offset, and size to be the same as EquipPanel, then delete the EquipPanel control and rename the new control to EquipPanel.
Next, open DT_UISettings, search for WBP_N_Inventory, and change the Soft Widget Template and Cache Widget Template in this line to the WBP_N_Inventory that you just modified.
Now open BP_HUD, and modify UISettings Data Table to the DT_UISettings you just modified.
Finally, open BP_SGGameModeLogic and change the HUD Class to the BP_HUD you just modified.
The GameMode blueprint does not need to be configured into other blueprints. The program will directly replace the official GameMode blueprint with the mod’s GameMode blueprint.
After reaching this step, run the game and you should be able to see the newly-added button in the equipment interface.
Sometimes, an unresolved problem may occur where the text on the copied WBP_N_Inventory is missing. This is because the localized key has been changed. A fix for this will be issued in the future.
However, clicking this button will currently have no effect.
Open the WBP_N_EquipmentPanel that you just modified and find the button that you added. You will see several events at the bottom of the details panel. Add an On Click event.
The blueprint logic is as follows:
The blueprint nodes from left to right are:
Cast to SGCharacter (its Object is linked to Bind Character)
GetCharacterAppearanceIndex (its ReturnValue is saved as the variable CurrentMeshIndex)
SetCharacterAppearanceIndex (its Index is set to CurrentMeshIndex+1 and then is modulated by 2, so that the value of CurrentMeshIndex can be switched between 0 and 1)
ServerSetCharacterAppearanceIndex
AppearanceIndex is the row number in the DT_Appearance table. The official default data is row 0. The data added by the mod starts from 1, so switching between 0 and 1 will switch between two different skins.
Once you’ve completed this step, run the game and click the button you added to switch between the character’s original skin and the new skin.
Here is another way to switch. You can start here directly without performing the above two steps.
We’re going to set F1 and F2 as shortcut keys to switch between the original skin and the custom skin. This method is relatively simple, but it requires two buttons. In this case, F1 and F2 are just examples - these are shortcut keys for general commands and cannot be used directly.
Copy the following files to your mod’s directory and rename them:
Content/Blueprints/GameMode/BP_SGGameModeLogic
Content/Blueprints/PlayerController/BP_PlayerController
Open BP_SGGameModeLogic and modify Player Controller Class to the copied BP_PlayerController
Open BP_PlayerController and add blueprint logic. This file may appear as a pure data blueprint. Click Open Full Blueprint Editor at the top to see the blueprint chart.
The blueprint logic is as follows:
Once done, run the game and press the F1 and F2 keys to switch between the original skin and the custom skin.
Due to size differences between custom models and the official model, official equipment skins may not fit custom models very well. In some cases, players may not want the custom skin to be covered up by equipment. Here, we can hide the skin of the equipment model.
In DT_Appearance, scroll to the bottom, find Hidden Appearance Flags, and check the parts that need to be hidden.
This way, when switching to this skin, the equipment in the corresponding parts will be hidden.
Applicable to versions 1.0.4 and above
GModDataEx is designed to replace the use of SGGameData for extended data. SGModDataEx offers more freedom and more advanced features than SGGameData. We recommend using SGModDataEx in future MOD production. However, using SGGameData is still supported.
Create a new blueprint class and search for SGModDataEx.
SGModDataEx takes effect only after it is reloaded
Select the SGModDataEx blueprint class. Once you open the blueprint, you will see the following default values:
Additional Components:
Here you can configure a blueprint class with a base class of SGModActor. This will allow the server to create an Actor (referred to as Mod Info Actor) after the server starts. There will be no other way to create an Actor, so the BeginPlay event of this Actor will only be executed when the server starts. You can use blueprints to write some logic to be executed on this Actor, or use it to record data for easy retrieval in UI and other places.
For example, you can use the following blueprint logic to modify the stack quantity of an item.
1. Use GetGameData->GetAllItems to obtain blueprint class references for all items.
2. Iterate through these classes using GetClassDefaultObject to obtain their class default objects. When a new item is created, the default values for all item properties are obtained from the class default object. Therefore, modifying the properties of the class default object will change the corresponding properties of newly created items.
3. Check if the maximum stack quantity of the item is greater than 1. If an item has a maximum stack quantity of 1, it is not intended to be stackable, as each instance of this type of item may have different data.
4. Use the Mod Obj Set Prop Int32 method to set the Max Amount property of the item. Note that you need to cast the item object to SGItem in order to access and set the MaxAmount property, as SGItem is the parent class of all items.
Note: Always Relevant and Replicates need to be enabled in the class default values of Mod Info Actor. Otherwise, they will only be executed on the server, not the client.
This allows you to add a component that will be attached to a structure blueprint. You can use blueprint events in this component to query or modify the properties of the attached structure, such as adding custom recipes to the official Weapon Workbench.
To add an actor component:
Add the component to SGModDataEx.
Class Target Game Play Actor: Set the target game play actor to the desired structure blueprint.
Addtional Component: Choose the additional component to be attached.
Component Tag: Add a component tag for reference.
Component Rule: Set the component rule for network mode, such as client-only, server-only, or server replicated. Normally, you just need to sync the server and you are set.
In the example given above, we added a component to the Weapon Bench. The blueprint event is shown below:
1. “Self” obtains a reference to itself.
2. Retrieve the owner of self. Since this component is attached to the Weapon Bench, the object returned by Get Owner is the Weapon Bench.
3. Next, cast it to SGStructureFunctionCraft, which is the parent class of all crafting stations. You can also cast it to StructureBP_Lowlevel_WeaponBench, which represents the Weapon Bench. Both can achieve the subsequent functionality.
4. Use Get Component by Class on the casted object to retrieve its inventory component, with the Component Class being SGInventory Component.
5. To add the blueprint of a weapon item that can be crafted at the Weapon Bench to the “Default Craft Items” property of the backpack component, you can use the two blueprint nodes “Add Default Craft Items” and “Add Craft Item by Class”. Make sure that the item class you provide for both nodes corresponds to the blueprint of the weapon item you want to add to the crafting station.
Note: Actually, using "Add Craft Item by Class" is enough to render the Weapon Bench able to craft your newly added item. "Add Default Craft Items" is used to add this item to the Default Craft Items property of the crafting station's backpack component. This is not necessary, but if you want to design a universal crafting station that can craft all items from other crafting stations, you would need to retrieve all the items that the crafting station can craft from the Default Craft Items property of all other crafting station backpack components.
After completing the above steps, you can run the game and use the official Weapon Bench to craft the weapon you added with your mod. You don't need to create your own crafting station.
Adding a component to a “Character” type blueprint, you can use the blueprint event to query or modify player or NPC character properties. For example, adding a component to a “BP_Character” and granting it a buff upon logging into the game.
To add an actor component:
Add the component in SGModDataEx
The blueprint event is shown below:
1. "Self" obtains a reference to itself.
2. Retrieve the owner of self. Since this component is attached to BP_Character, the object returned by Get Owner is the player character.
3. Cast To BP_Character.
4. Obtaining the buff component of the object after casting.
5. Use Add Buff to add a buff to the buff component.
Note: If you want to add a buff during the "Event Begin Play" of a character blueprint, you may need to add a delay, because the buff component of the player character may not have been loaded yet, causing the application of the buff to fail.
You can also implement the functionality to add a specific buff when wearing a certain piece of equipment.
On the blueprint of the equipment where you want to add the buff, ad a variable with the SGBufftype, which is a class reference, and configure the buff that you want to add.
In SGModDataEx, add a component to BP_Character.
The blueprint events within the class are as follows:
Get the Inventory Component that’s been attached to the character, then use Bind Event to On Inventory Add Equip to bind a custom event, which will be triggered when a new item is added to the equipment slot.
Use Find Item by Slot to obtain the object of the newly added equipment, cast it to the equipment to which you want to add the buff, and then access its buff variable.
Use AddBuff to add buff.
Similarly, use Bind Event to On Inventory Remove Equip to bind an event for equipment removal, and use Remove buff.
In this update, we have introduced a new blueprint interface called "Merge Table" for extending data tables. This functionality allows you to extend almost any data table that you can find in the editor, with the exception of the following examples:
In other words, the configurations listed in the default values of the SGModDataEx class can only be extended here. For everything else, you can use Merge Table.
This feature replaces the use of GameData for extending data tables in previous versions, and it offers a wider range of extensibility.
SGModDataEx provides two events as functional entry points: Event PreInit and Event Preload. Both can be used, with Preload being executed earlier during the game loading phase, and PreInit during the initialization phase. In practical use, there is not much difference between them.
In actual usage, there have been cases where users use PreInit to merge tables, which takes effect on custom single servers but not on larger server groups, while using PreLoad works on both types of custom servers. It is recommended to try using the other event if such an issue occurs.
The Merge Table function requires two configuration parameters: Officetable, which represents the official data table, and Modtable, which represents the additional table in your Mod. This function merges Modtable into Officetable. In some data tables that rely on row names or IDs, using the same row names or IDs as the official data table can override the official configuration data.
The Merge Table function returns a boolean value, which can be used to determine whether the merge was successfully executed. If it cannot be executed successfully, it means that it has been blocked by the program. Generally, only the data tables listed in the default class values mentioned earlier will be blocked from merging.
The Merge Table function not only provides greater flexibility than using GameData for extending data, but also enables special functionalities. For example, by using Get Current Language to retrieve the client language, if the return value contains "zh," it indicates that the client language is Chinese, and thus the Chinese data will be used when merging the tables. If the client language is not Chinese, then the English data will be used when merging the tables. Since the Mod editor currently does not support packaging localized content, if you want your Mod to be available to users in multiple languages, you can temporarily achieve this through this method.
Example: Modifying the web page linked to the in-game encyclopedia (Wiki) interface
In previous versions, replacing the interface through overriding the GameMode was possible but very cumbersome. When multiple mods attempted to override the GameMode, only one could succeed. However, in the new version, modifying the UI will become much simpler.
Search for WBP_Wiki under Content, copy it to your Mod directory, open the blueprint, switch to the Graph view, and modify the New URL in the Load URL panel to the web page you want to link to.
Create a new data table with the row structure SGUISetting. Open the table and add a new entry with the row name "Wiki," and configure the Soft Widget Template with the WBP_Wiki you copied.
In SGModDataEx, use the Merge Table function to merge this data table into the official data table DT_UIsettings. (All interface modifications need to be done through modifying this data table.)
As data is retrieved from DT_UIsettings based on row names, when row names are the same, the program will prioritize the data from the lower rows. This allows for the replacement of official configurations.
Now run the game and open the encyclopedia interface, and you will see that the modifications have been successful.
The OverrideUI in the default values of the SGModDataEx class is also used to replace UI. This functionality was developed before Merge Table, and its function can now be replaced by Merge Table. In future versions, this configuration may be removed, so it is recommended not to use it.
In the blueprint event graph, create a new blueprint node, search for "Mod," and you will also see other newly added blueprint functions.
Get All Player Character: You can use this to retrieve all currently online player characters. Note that "self" must be passed as an object.
GetGameData: You can retrieve the current GameData and return its object. You can use Mod Obj Query Prop or Mod Obj Set Prop to query or set some parameters configured in GameData.
GetModInfo: Retrieve SGModActor objects based on tags (attached components in SGMod Info Class configured actors).
GetOwnerSteamID: Retrieve players’ SteamIDs.
Mod Obj Query Prop: Queries the value of a specified property type for an object.
Mod Obj Set Prop: Sets the value of a specified property type for an object. This method has a boolean return value. If the property you want to set is read-only and cannot be set using this method, it will return false.
In previous versions, assets within the editor could not be exported. Starting with this update, exports will be allowed.
In this update, a mechanism has been added to prevent the modification of files under the Projects\SG\Content directory from being saved. This is because some mod configurations are injected into the official configuration at runtime, but the injected data cannot be removed programmatically after the runtime ends. This mechanism is added to prevent such configurations from being repeatedly injected with data.
If you intend to modify the official configuration and still see the effects of the modifications during runtime, it will still be effective, but the changes cannot be saved to the file. Additionally, this mechanism only affects files under the Projects\SG\Content directory and will not impact mod configurations.
If you absolutely need to allow these files to be saved, you can find the configuration in the file Projects\SG\Config\DefaultEditor.ini:
[UnrealEd.ModEditorSettings]
bEnableEditSave=false
Change "false" to "true". However, please note that after changing it to "true", some mod configurations will not be correctly merged into the official configuration when running in the editor, for example, DT_Item and DT_AllItemStaticData.
When configuring DT_Item, the ItemID did not need to be configured in previous versions, and was renumbered by the program directly from 50000 when the mod was loaded. However, some unexpected bugs appeared during actual use, so we abandoned this scheme.
Now it has been changed to require users to enter their own ItemID. Its value needs to be between 50,000-2,147,483,647 to be effective, and the ItemID of all items cannot be repeated. Simply use a slightly larger random number and try to avoid duplicate Itemids with other users' mods.
The numeric type IDs in other data tables also need to be handled in the same way.
At the same time, the item name and the mod name also should not be duplicated, so please try to add a personal unique mark in the name.