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2008年3月25日

復活節GO長洲

星期五復活節假期,終於出發去長洲玩啦~
下午1點,準時到達TST碼頭,誰不知除左我同Raymond之外,全部人遲到!!!響M記食住野等阿枝同阿明,又誰不知Joey遲大到,等....等.....直至2點。可以出發去中環再去長洲喇。
到達之後,首要去拎屋匙....Joey果然係Book左東堤....我唔制呀!! 響個檔口睇到d相都叫做OK啦,誰不知去到渡假村找到12H後,打開到門.....嘩...惡劣左D播!!咁都要$800......
settle down之後去買BBQ既野,剛好接埋阿佘同小寶,返屋玩下野,Joey帶多盒jenga黎玩,之後又用左$30租左副麻雀打,到8點大家肚仔餓就起爐燒野食,一心諗住夜d去碼頭掃下街,點知飽過龍無幫襯,陪小寶四圍行影下相,要綀下點用部40D,果然好正~~返去又再邊燒邊打牌,今次執身彩贏百幾~~
3點幾上床訓,唔敢用張被....無被即刻無哂安全感....眼光光等天光,最終5點幾開燈先叫做訓得著,不過10點鐘起身,用部相機偷影佢地D睡相...太好笑啦 交鎖匙後去飲茶、睇櫻花、散步......下雨了.....要同長洲講byEbye了....

17句值得思考的句子

1. I love you not because of who you are, but because of who I am when I am with you.
我愛你不是因為你是誰, 而是我在你面前可以是誰。

2. No man or woman is worth your tears, and the one who is, won't make you cry.
沒有男人或女人是值得你為他流眼淚,值得的那一位,不會要你哭。

3. Just because someone doesn't love you the way you want them to, doesn't mean they don't love you with all they have.那人不是你所想般愛你,但不代表那人不是全心全意地愛你。

4. A true friend is someone who reaches for your hand and touches your heart
.一個真正的朋友是向著你伸手,觸動你心靈的人。

5. The worst way to miss someone is to be sitting right beside them knowing you can't have them.
掛念一個人最差的方式,就是你坐在他身旁,而知道你不能擁有他。

6. Never frown, even when you are sad, because you never know who is falling in love with your smile.
就算你不快樂也不要皺眉,因為你永不知道誰會愛上你的笑容。

7. To the world you may be one person, but to one person you may be the world.
在世界裡你可能只是某人,但對某人你可能是全世界。

8. Don't waste your time on a man/woman, who isn't willing to waste their time on you.
不要花時間在一個不會花時間在你身上的人。

9. Maybe God wants us to meet a few wrong people before meeting the right one, so that when we finally meet the person, we will know how to be grateful.
可能神要我們在遇到那位對的人之前先遇上一些錯的人,讓我們遇到那位對先生/對小姐時懂得珍惜。

10. Don't cry because it is over, smile because it happened.
不要因為完結而哭,要為曾經發生而微笑。

11. There's always going to be people that hurt you so what you have to do is keep on trusting and just be more careful about who you trust next time around.
這個世界永遠也會有一些傷害你的人,你要做的就是繼續去信人和小心你下次信的人。

12. Make yourself a better person and know who you are before you try and know someone else and expect them to know you.
在你嘗試了解其他人和盼望其他人明白你之前,先把你自己變成一個更好的人和了解你自己。

13. Don't try so hard, the best things come when you least expect them to.
不要太努力去找,最好的東西是在你最預計不到的時候出現。

REMEMBER: WHATEVER HAPPENS, HAPPENS FOR A REASON
.緊記: 所有事也是因果循環的。
True friends: How many people actually have 8 true friends?
真正朋友: 有幾多人有八位真正的朋友?
Hardly anyone I know ! But some of us have all right friends and good friends!!!
我幾乎不認識這些人! 但在我們當中有些人全有對和好的朋友!!!
happy is the priority of living,If u wanna be sad,Be sad 4 something thats worth it.
珍惜你所擁有的,慶幸所曾發生的。

21個買衫技巧

人做事情往往憑直覺,購衣、穿衣更是如此,只是之後總是免不了後悔。想成為穿衣高手嗎?在漂亮衣服面前,冷靜的判斷、理智的分析可是很重要的。在這個購物熱季,我們特意為你準備了穿衣的21個忠告,希望可以幫你省下銀兩,贏回面子。

1.由淺入深,穿衣有三層境界:第一層是和諧,第二層是美感,第三層是個性。
2.聰明、理智的你買衣服時可以根據下面三個標準選擇,不符合其中任何一個的都不要掏出錢包:你喜歡的、你適合的、你需要的。
3.經典很重要,時髦也很重要,但切不能忘記的是一點匠心獨具的別致。
4.衣服和丈夫一樣,適合自己的就是最好的。
5.不要太注重品牌,這樣往往會讓你忽視了內在的東西。
6.衣服可以給予女人很多種曲線,其中最美的依然是X形,襯托出女性苗條、修長的身段,女人味兒十足。
7.應該多花些時間和精力在服裝的搭配上,不僅能讓你以10件衣服穿出20款搭配,而且還鍛煉自己的審美品位。
8.即使你的衣服不是每天都洗,但也要在條件野i的情況下爭取每天都更換一下,兩套衣服輪流穿著一周比一套衣服連著穿3天會更加讓人覺得你整潔、有條理。
9.選擇精良材質的保暖外套,裏面則穿上輕薄的毛衣或襯衫,這樣的國際化著裝原則將會越來越流行。
10.絕沒有所謂的流行,穿出自己的個性就是真正的流行。
11.無論在色彩還是細節上,相近元素的使用雖然安全卻不免平淡,適當運用對立元素,巧妙結合,會有事半平羲漪?悅蘆G。
12.優雅的衣著有溫柔味道,但對於成熟的都市女子來說,最根本的是高貴和冷靜。
13.時尚發展到今日,其成熟已經體現?完美的搭配而非單件的精彩。
14.閃亮的衣飾在晚宴和Party上將會永遠風行,但全身除首飾以外的亮點不要超過2個,否則還不如一件都沒有。
15.一件品質精良的白襯衫是你衣櫥中不能缺少的,沒有任何衣飾比它更加能夠千變萬化。
16.Mix&match的原則不僅體現在服飾的搭配上,同樣可將便宜與貴的、新的與舊的服飾搭配起來。
17.每個季節都會有新的流行元素出臺,不要盲目跟風,讓自己變成潮流預報員,反而失去了自己的風格。關鍵是購買經典款式的衣飾,耐穿、耐看,同時加入一些潮流元素,不至於太顯沈悶。18.黑色是都市永遠的流行色,但如果你臉色不是太好則最好避免,加入灰色的彩色既亮麗又不會太跳,不挑人是合適的選擇。
19.尋找適合自己膚色的色彩,一定要注意服裝是穿在自己身上的,而不是白色或者黑色的模特衣架。
20.重視配飾,衣服僅僅是第一步,在預算中留出配飾的空間,認?配飾可有可無的人是沒有品位的。
21.逐步建立自己的審美方向和色彩體系,不要讓衣櫥成?色彩王國。選擇白、黑色、米色等基礎色作?日常著裝的主色調,而在飾品上活躍色彩。有助於建立自己的著裝風格,給人留下明確的印象。而且由於色彩上不會衝撞,也可以提高衣服間的搭配指數。

2008年3月24日

團年飯

[[[[炸子雞 ─ 看openrice食評,上個月還是$180一隻,現已加價至$200一隻; $100半隻。我們點了半隻,也真是皮脆肉嫩,不錯!]]]]]
訂檯後告訴菇媽,才得知菇媽與菇弟兩星期前欲在此飲茶,惜滿座不果,大家都是久仰大名卻未曾嘗過,兩母女心意相通也,我們還巧合地買了同一款賀年禮盒送禮呢!(令家中有六盒相同的)

早已聽聞舊式酒樓服務態度麻麻,料不到取位已是一大挑戰。原來一到達要先登記,登記的先後才是取檯次序的關鍵,你訂檯訂幾多點是沒有關係的。即是說,你訂8點但早在7: 25到達,就會比訂了7:30但準時到的人先有檯。加上職員不會大聲嗌名,大家焗住迫埋一齊等,櫃位狹窄,等得太久,呼吸困難,有些人又掛心在外等候的老人家,少不免黑面鬥黑面了。菇時訂了7:30,幸好7:15到達,等了35分鐘就有位,而大檯看來還要繼續等啊!所以奉勸訂大檯的人,一是不要在年晚這些繁忙日子來,一是比預訂時間早一個鐘來等位。

點了四道馳名菜:
乳豬併生腸 ─ 乳豬皮脆卜卜,還要香氣四溢,極品!生腸爽口。可惜乳豬的份量太少了,只得8件,後來閱報得悉乳豬比去年同期貴兩倍,也就原諒它吧!我由細到大都好鍾意這些伴碟菠蘿,嘻嘻!
窩蝦拼炒奶 ─ 招牌菜窩貼大明蝦拼大良炒鮮奶,大明蝦類似蝦多士,這類香口物趁熱食總會吃得高興,但不算突出。炒鮮奶加入金華火腿絲、少量蟹肉與炸欖仁(我本不知其名,是網上介紹的),粉太多,不夠滑,奶味亦唔多覺,似炒蛋白+粉多一點,幸好叫了雙併,不然真會吃膩的。
焗西米蓮蓉布甸(小) ─ 必須事先預訂。滿溢的西米發得很透,蓮蓉略嫌少了一點。熱燙燙,甜甜的太幸福了。怕甜的人未必喜歡,但真是好滋味啊!
道菜+四碗白飯,連茶芥加一,五位埋單$760,配上舊式酒樓格局,也著實不便宜。餐牌、賬單均沒有清楚列明所有小菜的價錢,所以都不知錢花在哪。

不過為著一家人都大讚的乳豬與焗布甸,有機會還是會試試鳳城其他分店,還有很多招牌菜未試呢!

飯後一家人逛逛旺角花市才漫步回家,今年最突出的吹氣產品是磨菇遮、金沙、巨型NDS筆與媽媽奶(維他奶),可惜持續的寒冷天氣令花兒乾枯枯冷清清,不夠鮮美了。這是唯一較艷麗的角落:

中環大牌檔碟頭飯


中上環午膳第25撃,趁天氣轉涼,與鐵男嘗嘗波記大牌檔的碟頭飯。

波記位處暗巷,又窄又斜,環境當然係欠佳,不過就風味十足。兩個爐頭火光熊熊,師傅舞動大鑊,一氣呵成,不消一分鐘上碟。一位師傅炒粉麵,另一位炒餸/ 飯,一人有一個助手遞材料、遞碟、遞飯盒,加上負責落單及包外賣的阿姐,大聲傳話,迅速走位,效率其高。鐵男話係咁0既環境下,都不其然食快0左好多,哈哈!單是欣賞師傅獻技已是賞心樂事。

我們選了一乾一濕,一河一飯:

乾炒牛河($23):勝在鑊氣夠,河粉條條分明,醬汁與牛肉不過不失。我估濕炒河會出色D。

福建炒飯($26):炒飯底加上熱辣辣的蝦仁、火腿、肉絲、菇菇、菜梗粒粒等,落足料好慷慨,隻蝦仲彈牙添!獻汁略鹹及稍嫌多味精,不過真係好味,正過唔少酒樓與茶餐廳,咁大碟非常抵食,如果三個人嗌兩碟share都夠哂喇!同檯叔叔點的蝦醬炒飯香氣撲鼻也很吸引。

以這裏的衛生環境,坐下的九成是男性,OL都是選擇外賣居多。

食飽飽再去附近買杯鮮榨果汁,便宜又滿足的午餐。

地址:中環士他花利街。若在中環出發,可沿皇后大道中,經H&M、中環街市一帶,再經太興,見士他花利街上幾級樓梯即到。如在上環出發,從新紀元廣場沿皇后大道中,往中環方向行3個街口就到喇!

南蠻亭串燒lunch

中上環午膳第26撃,encore上環永合成餐廳,大馬站煲+煲仔白飯,豆腐+豆卜+腩肉,香氣撲鼻,冬日暖笠笠精選!O_O
烏冬彈牙,以串燒店來說是交足貨....><
第27撃鐵男生日,選了他最愛的日本菜 ─ 未曾嘗過的南蠻亭。
六款Set lunch,五款只需$68-$78,雜錦串燒套餐$108,我們選了:
咖喱牛肉手打烏冬套餐($68)
甜品是日本食肆常見的來貨雪米滋,哈哈,無誠意但我鍾意!
雜錦串燒套餐($108)有麵鼓湯、沙律、白飯、甜品與七串串燒
露筍豬肉卷&紫蘇葉豬肉卷,不過不失^^

.......還有南蠻燒牛肉、冬菇、青椒仔,以及我覺得最出色的銀鱈魚。由於慢慢燒逐串上,我們來不及影相就吃光了。
計番食物質素與價錢,都係$68餐較值得推介,下次要試有「牛舌串燒」0既餐先得!
地址:中環士丹頓街55號地下

飯後,鐵男上班,我就上workshop學整黑森林蛋糕作生日禮物,唔好睇少佢細細個,裏面仲有兩層忌廉與黑車厘子0架!由於我手腳慢兼手工欠佳,在有限的時間內,賣相係差d,不過材料份量有老師指導,味道相信是還可以的!

有關“吃”的十大奪命惡習

經常聽周圍的人說起:“怎麼辦呀,又查出來血脂異常了”,“某某血壓偏高呀”,“最近又胖了怎麼辦,上次體檢已經有脂肪肝了!”這些問題也許在你身上也發生過。其實這些問題的一個根源就是“吃”——下面羅列一下有關“吃”的十大健康殺手:

奪命惡習1:進食速度過快
  奪命理由:加重腸胃負擔,導致肥胖。很多辦公室一族的午餐,都是在非常匆忙的狀態下吃完的。進食速度過快,食物未得到充分咀嚼,不利於口中食物和唾液澱粉酶的初步消化,加重腸胃負擔;咀嚼時間過短,迷走神經仍在過度興奮之中,長此以往,容易因食欲亢進而肥胖。
  見招拆招:盡可能讓牙齒和舌頭動得慢一點,如果真的時間很緊張,那就犧牲一點打瞌睡的工夫。

奪命惡習2:不吃早餐
  奪命理由:嚴重傷胃,使你無法精力充沛地工作,而且還容易“顯老”。
  德國埃朗根大學研究人員在對7000個男女物件的長期跟蹤後發現,習慣不吃早餐的人占了40%,而他們的壽命比其餘60%的人平均縮短了2.5歲。而另所大學在一次對80-90歲老年人的研究中發現,他們長壽的共同點之一是:每天吃一頓豐盛的早餐。
  見招拆招:早餐食物儘量做到可口、開胃;有足夠的數量和較好的質量;體積小,熱能高;製備省時省力。
  我們知道,不同食物在胃中停留時間的長短是不一樣的,所引起的血糖反應也不相同。在正常情況下乾稀混合食物可以在胃中停留4~5個小時,而流質食物由於體積大,剛吃完感覺很飽,但在胃中停留時間很短,其中營養成分來不及充分消化即被排出,上升的血糖水平也很快就低落下來,不能持久。因此,在食物的選擇上一定要注意乾稀搭配,葷素兼備。

奪命惡習3:晚餐太豐盛
  奪命理由:傍晚時血液中胰島素含量為一天中的高峰,胰島素可使血糖轉化成脂肪被凝結在血管壁上和腹壁上,晚餐吃得太豐盛,久而久之,人便肥胖起來。同時,持續時間通常較長的豐盛晚餐,還會破壞人體正常的生物鐘,容易使人患上失眠。
  對於上班族來說,晚餐幾乎成了一天的正餐。早餐要看“表”,午餐要看“活”,只有到了晚上才能真正放鬆下來穩坐在餐桌前,美美地大吃一頓。
  見招拆招:第一,晚餐要早吃。晚餐早吃可大大降低尿路結石病的發病率。第二,晚餐要素吃。晚餐一定要偏素,以富含碳水化合物的食物為主,尤其應多攝入一些新鮮蔬菜,儘量減少過多的蛋白質、脂肪類食物的攝入。第三,晚餐要少吃。一般要求晚餐所供給的熱量以不超過全日膳食總熱量的30%。

奪命惡習4:嗜飲咖啡
  奪命理由:降低受孕率。每天每人喝一杯咖啡,受孕率就有可能下降50%;容易患心臟病。咖啡中含有高濃度的咖啡因,可使心臟功能發生改變並可使血管中的膽固醇增高;降低工作效率。
  美國醫學家研究發現,一個人每天喝5杯或更多咖啡,其患心臟病的幾率比不喝者高兩倍,且嗜咖啡年限越長,飲量越多,患心臟病的可能性越大。通過對858位45~69歲首次患心肌梗死的人和同樣人數從未患過心肌梗死的人的調查證明,每天喝5杯以上咖啡者患病的危險增加了70%。
  見招拆招:少喝。

奪命惡習5:食用酒精過量攝入
  奪命理由:大量或經常飲酒,會使肝臟發生酒精中毒而致發炎、腫大,影響生殖、泌尿系統。
  見招拆招:要喝就得先學會怎麼喝———
  最佳品種酒有白酒、啤酒、果酒之分,從健康角度看,當以果酒之一的紅葡萄酒為優。法國人少患心臟病即得益於此。據研究人員介紹,常飲紅葡萄酒患心臟病的幾率會降低一半。
  最佳時間每天下午兩點以後飲酒較安全。因為上午幾個小時,胃中分解酒精的酶-酒精脫氫酶濃度低,飲用等量的酒,較下午更易吸收,使血液中的酒精濃度升高。對肝、腦等器官造成較大傷害。此外,空腹、睡前、感冒或情緒激動時也不宜飲酒,尤其是白酒,以免心血管受害。
  最佳飲量一個體重60公斤的人每天允許攝入的酒精量應限制在60克以下。低於60公斤體重者應相應減少,最好掌握在45克左右。換算成各種成品酒應為:60度白酒50克、啤酒1公斤、威士卡250毫升。紅葡萄酒雖有益健康,但也不可飲用過量,以每天2至3杯為佳。
  最佳佐菜從酒精的代謝規律看,當推高蛋白和含維生素多的食物。如新鮮蔬菜、鮮魚、瘦肉、豆類、蛋類等。注意,切忌用鹹魚、香腸、臘肉下酒,因為此類熏臘食品含有大量色素與亞硝胺,與酒精發生反應,不僅傷肝,而且損害口腔與食道黏膜,甚至誘發癌症。

奪命惡習6:餐後吸煙
  奪命理由:使煙中的有害物質更易進入人體。
  飯後吸一支煙,中毒量大於平時吸十支煙的總和。因為人在吃飯以後,胃腸蠕動加強,血液迴圈加快,這時人體吸收煙霧的能力進入“最佳狀態”,煙中的有毒物質比平時更容易進入人體,從而更加重了對人體健康的損害程度。
  見招拆招:全面禁煙。

奪命惡習7:保溫杯泡茶
  奪命理由:破壞維生素,大量滲出鞣酸和茶鹼。
  茶葉中含有大量的鞣酸、茶鹼、茶香油和多種維生素,用80℃左右的水沖泡比較適宜,如果用保溫杯長時間把茶葉浸泡在高溫的水中,就如同用微水煎煮一樣,會使茶葉中的維生素全遭破壞,茶香油大量揮發,鞣酸、茶鹼大量滲出。這樣不僅降低了茶葉的營養價值,減少了茶香,還使有害物質增多。
  見招拆招:換杯子。

奪命惡習8:宴席不離生食
奪命理由:導致各種寄生蟲病。
  蚌、鱸魚、烏魚、生魚片、蛇、龜、蟹等辦公室一族商務宴請時的首選食物中,存在寄生蟲和致病菌的幾率很高,再加上廚師們為了追求味道的鮮美,烹調往往不夠充分,很容易讓你在大快朵頤之時,病從口入。
  見招拆招:生菜、生汁中的活性物質與人體接近,可使白血球處於正常狀態,還能使因吃熟食而損傷的免疫機能得以恢復。考慮到這些好處,先練好你的腸胃吧。畢竟,吃生食也有吃生食的講究——
1.每天飲用新鮮蔬菜汁和果汁。
  2.將新鮮蔬菜涼拌,可酌量加醋,少放鹽。
  3.人是依靠吃熟食生活而維持生命活動的,先吃水果等生食,然後再吃熟食,不會出現白血球增高的現象。
  4.不吃加工食品,如罐頭以及添加了防腐劑、色素、化工原料等加工劑的食品。

奪命惡習9:水果當主食
  奪命理由:造成人體缺乏蛋白質等物質,營養失衡,甚至引發疾病。
  很多辦公室一族由於長期靜坐的工作方式而造成的消化不暢、血脂增高、血管硬化等疾病,確實需要水果中的營養物質來化解。但是,水果不能當主食。因為水果中雖然含多種維生素和糖分,卻缺少人體需要的蛋白質和某些微量元素。
  見招拆招:先上網看看你的體質適合吃什麼不能吃什麼。

奪命惡習10:飲水不足
  奪命理由:導致腦老化;誘發腦血管及心血管疾病;影響腎臟代謝功能。
  辦公室一族在工作中,由於工作時精神高度集中,很容易忘記喝水,造成體內水分補給不足。體內水分減少,血液濃縮及黏稠度增大,容易導致血栓形成,誘發腦血管及心血管疾病,還會影響腎臟代謝的功能。
  見招拆招:多喝水,勤上洗手間;但要注意,對於部分大腸代謝功能差的朋友,最好在感到口渴的時候再去喝水,以免造成體內水代謝進一步紊亂。

禾輋冬菇亭

^^!八珍豆腐煲$42:我以前未試過0架,有豆腐、冬菇、豬潤、魷魚、豬肉、魚、菌、菜八種材料,蘸少少豆瓣醬都幾好送飯。
今晚鐵媽唔煮飯,正當頭痛何處晚飯之際,行行復行行,不知不覺來到了禾輋邨。係喎,我從未試過聞名已久的禾輋冬菇亭,選了聲名最響的陳根記,兩個小菜,一碗飯一碗河粉。
炸子雞半隻$68:好大碟,皮夠脆,不太突出。
食得大排檔,衛生情況當然預左差啦,但食食0下豆腐煲俾我咬到一大片海鮮殼,唔知係唔覺意跌落去還是洗碗洗得唔乾淨,雖則大菌食細菌,心裡還是有些不安。

整體麻麻地,同一般大排檔冇分別,可能人太少試不真啦,鄰桌大班年青人一檯啤得好開心呀!


生活瘦臉十種方法

1 、運動法:運動也可瘦臉!運動減肥的效果是全方位的,如果你的臉真的“腫”了,劇烈運動後的大量排汗,可有助於水分迅速排出體外。
、飲食法:平日三餐中多吃那些可以消腫利濕的蔬果,如冬瓜等。如果你的臉是因肌肉碩大引起的肥胖,就請拒絕口香糖、甘蔗等鍛煉咀嚼肌的食品,因為它們只能促使你的面部肌肉更加健碩。沐浴法:我們都知道高溫沐浴是瘦身好方法,同樣高溫沐浴也可以瘦臉。你可以每天在 38 ℃ 的水溫中坐在浴缸裏沐浴,水深達心窩處,並配合瘦臉霜按摩面部,浸浴時間以 20 分鐘為宜。
4 、面部減肥操:有氧按摩 : 按摩過程中著重刺激睛明、太陽、四下關、頰車幾個穴位,能有效預防面部贅肉橫生。
準備運動:進行 3 分鐘有氧運動。
第一步 : 從額頭到太陽穴,雙手按壓 3-4 次。
第二步:雙手中指、無名指交替輕按鼻翼兩側,重複 1-2 次;再以螺旋方式按摩雙頰:由下頜至耳下,耳中、鼻翼至耳上部按摩,重複 2 次。
第三步:以雙手拇指、食指交替輕挽下頜線,由左至右往返 3 次。
第四步:以雙手掌由下向上輕撫頸部。專業瘦臉法:如果你想快速變成標準的小臉美女,不妨到美容院試試專業瘦臉法吧。大多數專業美容沙龍部設置快速瘦臉服務,效果隨方式而變,你可根據自身狀況進行選擇。
美容院的瘦臉效果毋庸置疑,只是在選擇美容院和瘦臉方式上要仔細考慮自身的情況再做選擇,千萬別留下什麼遺面部吸脂術:同身體其他部位的吸脂差不多,從耳後插入吸脂管,吸除面部多餘脂肪。
面部整形術:比如說將圓臉矯正為鴨蛋臉或瓜子臉,醫生會將你的臉頰兩側多切去一小塊骨頭,這樣原本過圓的下頜變尖了,整個臉型就變成了鴨蛋臉。聽起來似乎很容易,但切記慎重而為之。
面部注射肉毒素:這是一種使肌肉萎縮的毒素,見效快,對身體的健康雖無大礙,但它的缺點是:半年左右易恢復。
指壓消腫法:使臉頰消腫的穴道有“聽會穴”、“大迎穴”、“頰車穴”等。由於這些穴道比較難記難找,我們可以按照下面的方法進行按摩指壓,以達到按壓穴道的作用.
大拇指指腹貼近顴骨下方,稍用力垂直往下輕壓 2 公分左右,指力往上輕抬即可,再緩緩將指力放鬆。
中指、無名指併攏,沿顴骨下緣指力平行往下輕壓至 2 公分處,再往上頂。
四指併攏,在臉頰的穴道上輕拍數下。
畫圓圈:四指併攏,輕觸臉頰上,似碰未碰。順時針方向,由內往外畫圓圈。
注意:以上的指壓按摩動作,適合兩天做一次。過於頻繁或用力過度的按摩,都有可能造成神經傳導遲鈍或肌肉松垮、挫傷。
化妝瘦臉法:與上面的方法相比,這簡直就是不痛不癢的小兒科。
如果你覺得運動按摩太辛苦,又覺得吸脂手術太痛苦,就用這種方法好了,除了比較麻煩外,效果也是不錯的!
眉型修成弓型,細而高挑;用咖啡色將眼影拉長,並從眼尾向內勾勒出雙眼凹陷效果。
鼻根勾出直挺的立體陰影。
唇型擴大,唇峰明朗,下唇厚而略方。
兩頰用咖啡色打出自然凹陷陰影,臉部立體明晰的五官立刻凸現出來。
淋巴推拿瘦臉法 : 面部浮腫,是由於氣脈不通引起的肥胖,可以在專業的美容院通過對淋巴推拿打通堵塞的通道,消除浮腫。
洗臉:改變平常洗臉的方式,用溫水冷水交互洗臉,來促進血液迴圈及新陳代謝。
其他飲茶:喝杯利尿的烏龍茶 ( 或咖啡 ) 將臉上多餘的水分迅速排出。冷敷:用手巾包住冰塊,敷在浮腫的眼皮上 3 分鐘,以利用熱脹冷縮的原理消腫。

蘋果+牛嬭嘅瘦腹法

適閤人群:輕微超重,且腸胃健康者
實行方案:每次減肥時隻係兩日,第三、四日恢復正常飲食,然後,再開始兩日。一般係第一個週期內,就可以見到明顯嘅瘦腹傚果。如果
重復兩到三個週期。則傚果更穩定。
1Day:蘋果1kg(5~6個,最多唔可以超過7個),係哩一日,全天隻可以食蘋果,唔可以飲水,唔可以飲酸奶,唔可以食任何嘢!靜係食蘋
果,食嘅時候將蘋果洗幹凈,然後,慢慢細細淡咁食。
2Day:酸奶或脫脂牛奶1000ml,分成6、7等份,每次飲1份,全天隻可以飲牛奶,唔可以食其他嘢,口渴就用牛奶代替水。(也可以牛奶
、酸奶同時飲,但係要註意分量)。如果達到理想體重,就可以用哩個方法再黎1次,中間係唔可以飲水,也唔可以將蘋果同牛奶摳
埋一齊食,必須單獨分開黎食,咁樣先至會有傚果。唔可以飲水,係因為我地係減肥期間,如果攝入水分,那麼,身體肯定係先消
耗攝入嘅水分,而唔會消耗體內嘅水分。食蘋果要日斷水,基本上減嘅就係身體嘅水分,水分減得差唔多,就會減到脂肪。
關鍵提示:飲牛奶果日好關鍵,唔可以飲水,如果循環幾次,體重肯定可以減落黎,而且會比較切實嘅減咗體內嘅脂肪,建議放係週末實行
,作為清腸減重嘅好方法

2008年3月23日

三國策V




策略大作《三國策V》增加了全新“美女與野獸”的蠻兵組合、重型器械裝備和其他特色寶物,使得原本就已趨近完善的戰局系統變得更為豐富、刺激!如果你想體驗一個真實而完整的三國史卷,如果你已經厭倦了枯燥的打怪和無盡的副本,如果你是策略遊戲的愛好者,我們真誠邀請和您一起夢回三國,重征帝王之路!



三國策V》七大新特色

◎蠻族兵種震撼加盟,號角吹響帶來全新感受

《三國策V——蠻族入侵》引入了四大蠻族兵種:狼騎兵、象兵、藤甲兵、女蠻兵。新的酷炫造型,超強獨特的戰鬥力,將讓玩家驅“策”中原更具爆發力,讓玩家線上廝殺更過癮!!


女蠻兵原畫 狼騎兵原畫

◎機械武器重裝亮相,傳說裝備引發多變戰局

戰爭是科技發明的催化劑,玩家期盼已久的機械武器,如木牛流馬、瞭望塔也將在本作中重裝亮相。後勤物資的隨軍補給、盟軍之間糧草和武將士兵的支持互補、己方視野在戰場每個角落的可能性蔓延,每一項都使戰局系統變得更加完整、真實和富於多變性!


 
◎新增寶物華麗實用,如虎添翼命運自己主宰

“人中呂布,馬中赤兔”,寶馬自然要贈給英雄。《三國策Ⅴ》特別針對每個兵種都量身定做了一樣蓋世神兵,如蒼天破、皓月鉤,飛馬弓等每一件都能讓玩家如虎添翼。
“三國拆遷小組”的最終神兵利器——“蒼天破”,該寶物能使刀、槍部隊打城時增加攻擊,屬於強力攻城裝備;皓月鉤能使弓兵部隊近戰攻擊加成是女蠻兵、弓兵的最愛;而飛馬弓能增加騎兵騎射攻擊的傷害,是西涼鐵騎、大漠狼騎居家旅行的必備寶物!

◎傳奇陣法宏偉宮殿,新增地圖快感直線升級

諸葛亮的八陣圖、美後趙飛燕的未央宮、充滿變數的棋盤陣,都將在《三國策Ⅴ》中成為玩家智勇殺敵的戰鬥地圖。與之前的真實地形地圖比較,本作新增的三張地圖更講究策略,相信會成為老玩家們切磋較量時的最愛!

◎人像設計重大突破,獨特技術再創藝術巔峰

三國策系列遊戲一直以精美的人物形象設定為廣大玩家所稱道,在歷經兩年淬煉之後,《三國策V》更是在人像設計藝術上做出了重大突破,絕對值得玩家翹首以待!

精美原畫之黃蓋 精美原畫之劉備

◎軍團系統換血改造,多項功能打造最強之師

軍團系統的完善創新也是本作的一個重頭戲:軍團成員自定義分級、成員許可權劃分、軍團合併功能啟用等等,讓軍團玩法更有意思、更趨合理、更講究謀略,真正打造一個讓玩家有歸屬感的溫暖之家、威武之師!

◎交談系統多重優化,玩家互動友情持續升溫

《三國策Ⅴ》的交談系統與前作相比有了巨大提升,表情系統、自動密語等新設置讓玩家之間的交流更為簡單方便和人性化。新增的小喇叭功能,甚至可以讓戰局中陷入危機的您,直接向社區外的高手討教奇謀異策,以扭轉戰局!



《三國策Ⅴ—蠻族入侵》巧妙地融合了SLG(策略)及RPG(角色扮演),徹底擺脫了打怪升級的模式,以三國故事為背景,讓玩家透過與其他玩家的對戰,以及軍團間的合縱連橫,進而開創三國的英雄事業,甚至一統天下,成為九五之尊!

一個沉迷網路遊戲的男孩寫的文章

  • 我目前待業中,是個失業的人,今年25歲,這篇文章獻給所有愛好網路世界的朋友 3年前,剛退伍,
  • 我還是一個公司新人,因為單親家庭的關係,所以我必須為了家裡的經濟打拼,每天努力上班,除了讓家裡有一個好的生活環境,也希望能有一個好的成就和未來. 有一天同事聚在一起聊天,聊到了網路遊戲,那是個我所不熟悉的世界,同事們問了我有沒有網路遊戲的經驗之後,都
    訝異我竟然沒有接觸過網路遊戲迷人的地方.因此,下了班後,大夥人便帶我去網咖接觸了影響我一生的遊戲~[天堂]. 玩過之後,我深深著迷網路遊戲迷人的地方,可以交朋友,可以練功,可以跟一群朋友去廝殺'去冒險'去打寶.後來下了班,我也成為網咖的常客.但是網咖的環境不是很好,人多又亂,所以我自己買了電腦可以在家玩.每天下了班回到家所做的事情,就是打開電腦,
    跟著我的盟友一起去冒險.但是漸漸的我發現,下班之後練功的時間有限,如果練晚一點,隔天上班又沒精神,所以我毅然決然的辭了工作,來專心玩天堂. 那一陣子,我的生活重心就是天堂,每天不斷的練功打怪來增強自己的實力,在跟盟友浴血奮戰守城的時候,建立了堅定不移的感情,我發現天堂裡面,都是我的一切,我每天沉迷在網路中,但卻不知道真實生活的世界,已經開始慢慢的產生變化. 有的時候跟朋友出去,閉口開口聊的都是去哪打寶,哪個怪會掉好東西這
    樣的問題.有跟我相同話題的人,我才會想跟他出去.那些因為沒玩天堂跟我搭不上話題的朋友,我則漸漸的疏遠了他,因為我覺得跟他出來沒什麼好聊的.所以朋友慢慢的變成了剩下固定的那幾個戰友. 家裡因為少了收入,收支不能平衡,所以母親開始去外面找工作,母親問我何時才想上班,我只是淡淡的回:等我練完...我因為沒有收入,一個月一次的月卡和偶爾上網咖的錢,都要跟家裡拿,如果拿錢的時候被問到上班的事情,我還會翻臉.生活上的不如意,我都會跟網路我的朋友說,因為他們了解我,會安慰我,我可以在天堂裡得到精神的慰濟和支持. 時間轉眼過去,就這樣,過了3年...我如願的讓兩隻角色變成死騎,享受著走過眾人時大家的驚嘆,身上的
    無敵裝備,算一算可以換台幣好幾萬元.我也是盟裡守城的時候不可或缺的一員大將,當然,身邊還有一個天天上線陪我的可愛婆.. 但是卻在此時,發生了一件讓我從來沒想過的事情... 我母親走了,是的...她離開我們了....為了家裡的經濟,她用她並不是狀況很好的身體去工作,積勞成疾,得了肝癌,但是我卻深埋網路世界中,完全不知道她身體上的變化,等到知道時,我只是收到了一張死亡通知單,和去殯儀館看我母親的最後一面...當晚,我像一個遊魂的騎著機車到處亂逛,騎到了淡水海邊,我坐在沙灘上抽著煙,開始回想起 過去的一切... 這3年,因為我沉迷於網路世界.不知道親人身體的健康竟然產生了這麼大的變化,我渾然不知覺.直到失去了才知道.
    所以因為網路遊戲,我失去了親情. 這3年,原本一些在一起的好朋友,因為我用天堂話題來區別朋友,只跟聊的來天堂世界的人在一起,那些沒在玩的朋友他們的邀約我一律拒絕,因為我覺得與其跟你們去玩,我不如練等.結果我失去了不少本來很談的來的朋友.所以因為網路遊戲,我失去了友情. 這3年我甚至不記得我女朋友何時離開我的,我只知道本來我玩天堂的時候,總會有一個人坐在旁邊陪我,但是她何時不在來我家陪我了,說真的,我沒有印象,因為在天堂中,總有個貼心的婆會陪我一起練,跟我談心,我覺得她甚至比我現實的女朋友好,有這樣的婆在身邊,何必要現實的女友,所以因為網路遊戲,我失去了現實世界的愛情. 思考了許久,我領悟了很
    多.網路裡面我成就非凡,但是現實生活中我卻[一無所有]....親人走了,沒朋友,沒女友,只剩下自己一個人.我才驚覺,原來當初坐在電腦前面所奮鬥的東西,都是一場空...如果可以給我一次機會,我願意拿我天堂裡的一切換回我母親的生命.... 隔天,我在天堂表明離去的意願,令我訝異的是,那些我所謂的好盟友,甚至我心愛的婆, 都只是問我:[你不玩了..那裝備可以給我嗎?]看著他們說出的那些話,意外的,我不生氣,也不感嘆他們的無情.因為似乎,早就知道他們得知我要離去時,他們真正關心的是什麼,所以我沒有眷戀,裝備都給了人,你問我心痛嗎?我可以跟你說,如果你碰到同樣的事情,要你把裝備給別人,如果你是沉迷於網路世界中的人,那你會心痛,反之,則沒感覺.如果你又問我那不給別人可以換台幣阿,為什麼不換?我只想說,那是遊戲,
    如果你要賺錢那為什麼不一開始就花錢去買裝備呢?所以我沒有想要換台幣的念頭. 當晚,我又去淡水海邊,思考我的未來.一切從頭開始吧,我這樣告訴自己.回首3年,好像做了一場夢,很不實際的夢....那些網路上並肩作戰的朋友,還有貼心的婆,我現在想想,他們到底是誰...我現實中完全不認識,但我竟然跟那些虛幻的人,浪費了3年的光 陰.我離去時,他們只關心我的裝備而不是我離去的原因,我才發現,原來大家所謂的結盟,都只是互相利用而已.當你要離開的時候,
    那些好朋友或是婆,馬上就消失在你的世界中.離你遠去.... 決定了未來後,騎著機車在回家的路上,經過了一間網咖,看到裡面那些玩家盯著電腦專注的神情,我不禁笑了... 我笑我慶幸自己跳出這個虛幻的世界,終於醒了過來,也笑那些在網咖奮鬥的人,他們只能享受那些虛幻世界中的虛榮和成就,卻不知道自己身邊的世界正慢慢的改變,以及他們所曾經擁有的東西正在慢慢的離他們遠去... 一個月後,我領了3年後的第一份薪水,我很想拿去孝敬我母親只是如今那些
    錢,卻只能化作陣陣的清煙,伴隨著金紙的灰燼隨風飄舞...... 是的,我3年後的第一份薪水,只能燒給我母親.當天我懊悔的在我母親墳前大哭,我好懊悔因為網路失去了我母親,我多希望聽到她的聲音,我多希望在看到她的背影,我多希望在吃到她親手幫我煮的每一餐,我好恨我自己感覺好像3年沒看到我母親,竟然連她的 臉我要回想都感到模糊.但是..已經失去的.永遠也挽不回來...人總是要失去後..才懂得珍惜...... 把這篇文章獻給正在沉迷於網路遊戲世界中的朋友,也許你看的下去,也許你看不下去但是因為我的文章可以幫你跳出這個世界,我恭喜你.你繼續沉迷,我也只能替你惋惜.這是我的經驗,我的切身之痛,我把它寫出來,希望可以幫助到人. 僅將此文獻給我母親,以及網路上的每個玩家.QUOTE:心得感想:分享這文章另一點也是思念一位以前在龍族打寶的男孩子海棠在台北的日子有他 真的好好 ..但如文章中的他 等到回頭時就來不急朋友不在 ,,親人也不在了留下只有傷心..還有後悔 ..無限的思念 ...
==經過==
半夜,她突然出現在我的網咖,不慌不忙的動手煮起咖啡
"又偷跑出醫院?"這是我跟她的特殊問候語
點了點頭,轉身走向她的專屬位,開電腦,她難得上了聊天室
每個問候她都規規矩矩的回了一個嗯字,之後的住哪幾歲就見她無動於衷的愣在那
遞上她的咖啡,滿臉蒼白,我不得不拿件外套給她蓋著
許久,她似乎找到樂子,霹靂啪拉鍵盤敲個不停,探了頭看,原來有個不問住哪
幾歲的男子逗趣的跟她搭上線,她開門見山的告知對方,她有癌症,醫生跟她說
了不起多活個五六年,所以心情不好,所以上聊天室,還有雙子男甩開她的手事件
那男的可能想說她在鬼扯竟也興致勃勃的安慰閒聊起,看著她露出難得微笑
我也不打擾在旁看著我的小說.
店裡的人相繼買單離開,天亮六點,她留電話給那男子,關機
跑來櫃台又跟我要了杯咖啡,問了個問題
"昨午雙子男甩開她的手,我有點小難過,為什麼!?"
"那是因為雙子男不懂你的脆弱,別在意"我輕輕搔著她的頭
"對了,那個不問住那幾歲的男子會打給你嗎?"
"我想應該不會,聊天室不就是逢場作戲!"
相視笑了笑,拿起鑰匙她走向她的車,可愛的給我兩個友誼親親
揚長不知下一站會去哪....
======================
==相遇==
"聊天室不就是逢場作戲"
那男子不客氣的堆翻我兩一致認同的佳句
她在回程的路上先是收到男子的簡訊,隨後兩人熱線好一段時間
直至男子要上班,才收了線
在他和她電話連線的一個禮拜後的夜晚,跑不掉的相見
不過他倆的地點是:電玩場!
她在樓下的7-11買了罐裝咖啡,上了二樓電玩區,換了零錢,點了煙,坐在快打98
前起興,片刻一隻手拿起她前方的煙盒,抽了跟煙就點,"你喔" 她回頭, "嗯"
他也答的自然,像是見過不知道幾百回面的第一次相見,兩個人就順其的在電玩
場殺個你死我活,直到夜深,她也有些疲累...
她堅持要陪他開車回去,理由是他一個人開車回去太無聊
"那妳怎麼回來?"
"把我隨便丟在一個網咖,我就有辦法回家"
就這樣上了他的車,到達後真有個網咖,也真把她丟在網咖...趕去上班
午休時間,他急忙奔向網咖,慘綠著臉撥打手機給她
"人咧!?"緊張的他問 "到家了阿"她手拿咖啡輕鬆答道
"...你還真有辦法回去!?"
"不是有跟你說了嗎?我人在哪一通電話就有人來載,放心!"
放心的他再回到公司上班
而她在我家喝著我的下午茶,好笑的形容兩人的奇妙相見記
===========================
==熱戀==
車子開向暗道,寒的夜不適合她出遊,她還是不要命的跟著他走
他沒事的拉著她冰冷的手,走向她分不清是椰子還是檳榔旁的小道去
"這是椰子!?"她悶著問,"這是檳榔=.=",他憋著笑意回答,"那這是椰子囉!"
她自以為懂
了的問,
"這個也是檳榔",他止不住的笑了出聲
兩人笑語的一問一答在靜道蔓延,牽著手往前才走了幾步
突來的失溫與沉痛,不得不讓她想起自己是個病人
她硬是撐著,直到他發現她臉色的不對勁,才趕緊讓她上了車
為了不讓自己顯現痛楚而驚嚇到他,她抿著嘴,左右手交叉狠狠的抓進雙臂
希望能讓頭上的撕裂感分散,身旁的他見狀,急忙拉開她的手往自己手臂放
不從的她又是要抵禦頭上那道慘痛,又擔心抓傷他,痛苦指數往上飆漲
時間跑了多分鐘,鬆開了雙手,淡淡的血痕至他的手臂滲出
她難過的開口就罵他笨,字字都是傻,她卯足力的唸
他笑笑"你已經夠痛了,我分擔一點沒關係"
也許他不知道,蔓延的不只是嘻笑間的靜道
或許還加了點分擔的感動在她的心中無限度的越拉越長
===========================
==維持==
"回憶,我只要一個能記得住你的回憶"
這是她唯一要求他的要求,他也應允答許
他不曾當她有病,她索性忘了定期回診
開心的譜寫她和他的回憶
晴朗的星期三,飄著雨的星期天
奔馳寂夜與晨曦來臨之際,童話世界般的工業區,廢水溝成了河畔風景
墾丁鮮少人知的一角,涯邊是海,海連著天,他說叫天涯海角
雖然沒創意,卻很名符其實
滿溢的星砂,吹來的微風,腳下的翠原,我想,她當時一定樂歪了
之後美好的時光讓她喪志的個性,起了作用
她開始期待精彩的人生,學著努力去尋找更好的醫療方式
各大醫院也讓她試驗了新研發的藥品
but嚐試是有風險的,剛開始她會忘了前幾天做過的,接連著忘記標示重要的
事物,甚至到萬事為先的他也像水滴蒸發似地不見蹤影
半年過去,他沒接到她任何一通消息
才正要為這段回憶,畫下句號的同時,他msn來了一句"是你嗎,我要找的人?"
拿起手機他快速撥了電話,整晚她的語氣滿滿的欠疚,不安懷疑
忽然他才明白,為什麼她只要一段能記的住他的回憶
進行安排的療程,使她想逃,他的存在,只是加速她逃的步調
"我怎麼能把你忘掉!!"
他笑了笑,清楚印在腦海裡的每個角落,屬於他跟她的回憶....
"我答應妳的,我會把回憶,通通還給你..."
========================================
==句點==
電話響起:喂? 你在哪?
我在家...
"可以陪我出去走走嗎?"
她看起來又更憔悴了...深陷的眼窩 蒼白的臉頰 佈滿針孔的手腕
他堆起滿臉的笑容 一樣握著方向盤 一樣握著她的手
無所不用其極的 引誘她露出讓他朝思暮想的笑容 ...
他不得不承認 他有點累了
一次又一次的 重覆他與她之間發生大大小小的事
直到現在 那樣的回億 已經不再是回億了
而是一種折磨...
當"妳記不記得..."這樣的問句在他和她短短不到三十公分的距離間回蕩
而回應總是"你說真的還是假的?"的時候
無力感一次又一次的衝擊他越趨敏感的神經
但他依然相信他們會在繼續,所以等著她
============================================
她的身體很平靜的躺著,四周的管子卻不停的流動,我扔了海芋換上向日葵,走過去緊緊 的握著她的手
"回憶對你已超載,成了一種虐待"我輕淡的口氣,卻重重的環繞病房裡
"在空調下逐漸冷去,亡隱約透露著,在活著而死去之間,有一種奇妙的關連
只能一對一嚐著自知的苦澀,沒有第二個人,能身受",
"好想再見他,加倍的...",斜著頭望著我紅了眼框的她說
幫她蓋好了被子,關上門
我不懂,只是要當下的美,疲憊前難過作祟,走遠後流眼淚,卻是他和她不爭氣的無所謂
總是以為他,想要人陪,總是認為她,需要安慰
這樣的氛圍讓愛可能加倍,但他和她堅持不肯的後悔,是對?還是不對?
她依然期待她會好轉,然後回去和他製造更美好的回憶
今年的某月某日,她已逝世

2008年3月18日

這是官方目前的第2支極地之眼的宣傳影片,這次則以為人熟知的女主角-GWEN,的個人旁白的敘述方式,戲劇化地將遊戲主體呈現出來,很有典型預告片味道。
大體上算是記述類的方式表達,影片剛開始不久後便進入阿斯卡隆毀滅的時期,接者展開尋找新家園的壯闊冒險旅程,GW從古至今最主要的主題。而到了今天,"戰爭依然持續著",冒險更是進入新的轉捩點,許多過去將在這裡結束,許多未來也將從這裡開始,但泰瑞亞的號角會依然迴響,貫穿一切始末........。
在經過這個資料片後,GW就會進入全新的歷史時代,迎接100年後的泰瑞亞大陸......
(敬請期待 Guild Wars 2) 真正的完整50MB清晰版下載點<----相信我,觀賞最原版的高質畫面與音效會感動到流眼淚 ftp://ftp.guildwars.com/movies/gwen/gwen-ingametrailer-hires-tw.zip(不是上面這2個影片版本,這2個只有19MB) 若想單獨聽這支影片用的音樂請來這,足足3分鐘長度喔!
以下是激戰設計師Ben Miller在美國遊戲網站gamespot的機密故事!
在設計『極地之眼』時,我們的想法是,過去做的好的部份要做得更好! 而不好的部份,例如:對於部分玩家痛恨的任務型態,我們將完全的丟棄…
我們會設計出玩家過去沒有見過的全新的任務型態,例如:過去或許所有的玩家都是在故事中沿著同一個劇情往前走,『極地之眼』卻會提供玩家更多個人的選擇,玩出屬於自己的遊戲!
在『激戰間奏曲 極地之眼』這個新的產品中,我們很清楚的知道它的產品取向主要是鎖定在高等角色上,因此,在製作時我們不再需要將心思分散在如何教導新玩家上,如此的專注讓我們可以投入所有資源,確保在遊戲內任務是超級的酷、新、截然不同!
『激戰間奏曲 極地之眼』中有兩個最主要的設計原則。
首先:我們希望獎勵是真的舉足輕重的!
『激戰間奏曲 極地之眼』是完全為20級角色打造的內容,我們希望玩家在完成任務後,心中有無比大的成就感,也就是說,任務的獎勵,將會讓20級的玩家有所不同,比如:技能,『激戰間奏曲 極地之眼』中許多的任務會提供你特別的技能,讓你在面對敵人時更強大!
第二個原則就是:多樣又有趣。
『激戰間奏曲 極地之眼』中的任務要讓玩家有多樣化、而且又有趣的感覺。也因此,FEDEX快遞式的任務是完全不出現。實際上,在我們任務設計人員的工作區域上掛了這樣一個牌子:『做出FEDEX快遞任務,就是在亞霸頓面前裝小狗搖尾巴!』 “Every time you make a fedex quest, Abaddon will feast on puppy eyes.” 我們希望『激戰間奏曲 極地之眼』中的任務給玩家全新的目標、新的挑戰、以及新的享受遊戲的方式。
(HO小編碎碎念:FEDEX快遞任務 = =? 大家猜猜看這是什麼意思?!…)
例如:在你進入NORN的區域時,你可能會被邀請去參加技能比武,你的對手可能是聞名已久的NORN不敗之王:Magni the Bison,當然! 如果你打敗他,你可能可以說服他跟你一起進行後續的探險。
(QQ小編碎碎念:NORN~神的名稱?! 新種族?!...好想知道…)
而在大腦比較發達的阿蘇拉之地,有一種叫polymock的特別的遊戲,如果你可以說服阿蘇拉大師,讓他們了解人類小小的腦袋,也可以了解這個遊戲的箇中奧妙,那阿蘇拉大師就會願意教你如何進行這個遊戲。當然! 如果你在這個遊戲中獲勝,就可以獲得新的polymock遊戲元件,讓你在以後的比賽中使用。輸了,就是讓阿蘇拉們恥笑。
(OPOP小編碎碎念:感覺起來很像卡片遊戲…)
如果拳擊是你比較喜歡的活動,那你可以在進入矮人城後與Kilroy Stonekin對打。這傢伙是從席娃山脈來的,你別以為你跟他左勾拳、右勾拳比賽就結束了。想像一下,你可能會對抗Destroyer王,而且是空手對抗他。這該有多麼令人血脈噴張。
(tin69小編碎碎念:空手耶~無法想像但又覺得似乎非常有趣的樣子…)
你或許會問:該找誰接任務?
『激戰間奏曲 極地之眼』中,主要的故事情節都是由北方的一個團體敘述的,透過任務你可以獲得經驗值、物品、技能、金幣,除此之外,你也會透過任務裡的小遊戲或是特殊的打鬥,建立在NORN、阿蘇拉、矮人群中屬於你獨特的名聲,擁有名聲就有機會獲得專屬於NORN、阿蘇拉、矮人的特殊技能。
過去,激戰玩家或許都是以相當快的速度在進行故事劇情模式,而在『激戰間奏曲 極地之眼』中,我們特別對於那些想要慢慢花時間好好體驗遊戲世界的玩家們,提供更多的回饋,這也是我們追加了PVE專用技能的原因之一。
PVE專用技能只能使用在故事劇情模式中,大部分的PVE專用技能都與你的名聲有關,當然,也不會破壞PVP的遊戲平衡性。
『激戰間奏曲 極地之眼』設計的主要概念是:讓玩家們選擇想玩什麼、怎麼玩、跟誰一起同樂! 因此在難度上有一般的、也有難度相當高的。類型上有單人的、也有組隊的。重點是,我們希望不管是想花長時間玩遊戲,或是只有很短時間可以進行遊戲的玩家們,都可以找到屬於他們的遊戲內容。
在『激戰間奏曲 極地之眼』的世界中,隨時都有事情發生。你可以選擇跟英雄或朋友們一起探險,你可以在NORN的城鎮中打敗傳說中的人物,你可以進行阿蘇拉的動腦遊戲,你可以進入地層仔細品嚐故事。
多元的遊戲、有趣的遊戲、有深度的故事,希望這些內容玩家們會喜愛!
(小編碎碎念:看完這篇訪談,我真的非常非常期待!!!!!!! 我想玩阿蘇拉的動腦遊戲…)
以下是接著資料網站暴露訊息,以及國際官方提出聲明後,台灣巴哈姆特t遊戲網撰寫的新聞稿,真的是新聞一波接著一波,看來是宣傳的時候到了!
「激戰」首部資料片「激戰間奏曲:極地之眼」預計8月31日全球同步上市,遊戲中玩家將能體驗18個大型的地層任務、150種全新技能、10種全新英雄、40種全新防具,以及更豐富的新道具、新武器與新頭銜...「激 戰」首度推出的資料片「極地之眼(Eye of the North)」,將於8月31日全球同步上市。「激戰」原廠 ArenaNet表示,此資料片完全是為了現存的高等角色(20級)所設計,因此研發這次也特別著重在RPG任務的多樣化與樂趣,不但提供玩家更多個人化 的選擇,除此之外,玩家還可在「極地之眼」裡預見「激戰2」的全新種族與全新劇情,並能透過獨特紀念碑將「激戰」裡的成就帶往「激戰2」中。「激 戰間奏曲:極地之眼」故事主要發生在從未探索過的首部曲「泰瑞亞大地」,包括席娃山脈、夏爾的家鄉、灰暗沿岸、還有連結地表下深處的地層,也將會發現深受 玩家喜愛的小女孩「關」的後續發展。在過去的「激戰」中,玩家幾乎都在故事中沿著同一個劇情主線發展,但「極地之眼」將會提供更多個人化的選擇,任何一個 決定都將可能改變劇情的發展與結果,而這樣的設計是為了使玩家更深入貼近「極地之眼」的故事,讓每個人都能玩出屬於自己的遊戲!在「激戰間奏曲:極地之 眼」中,玩家將能體驗18個大型的地層任務、150種全新技能、10種全新英雄、40種全新防具,以及更豐富的新道具、新武器與新頭銜。吉 恩立表示,由於「激戰間奏曲:極地之眼」的遊戲內容主要是針對高等玩家而設計,所以必須曾經儲值過首部曲至三部曲中任一章節的無限暢玩資格,才能夠體驗 「極地之眼」。玩家可至激戰官網「激戰間奏曲:極地之眼」問與答活動網頁,搶先了解改版最新訊息。另外,玩家所關心的台港澳產品上市時間與價格目前都在規 劃中,敬請玩家期待。 【激戰間奏曲 極地之眼】第1支宣傳畫面公佈 預計8/31開放伺服器最新登入主題曲再更新 進行曲般的泰瑞亞﹗想加入的新手因為付費而困擾嗎? 不用因此退卻 請看以下說明激戰間奏曲-極地之眼 新聞介紹 幕後剖析激戰這次的新作的確有點不同,主要是因為明年要推出的激戰2,現在已正在動手開發,因此激戰間奏曲:極地之眼,就是連接這2個朝代的歷史橋樑 (激戰2設定為目前的100年後),並讓激戰1的元老玩家成就能延續到激戰2。而激戰2的開發目的,就是進一步技術的革命,改良目前的缺點 (就是現在所有曾被人指證為缺點的地方,通通都會改革掉,但原來1代的優勢和現在理念也不會被更動,這是屬於開發商的挑戰)。另外一個值得提的特點,就是此次資料片的相隔時間將近1年,在一般的規局中每個新章節都維持6個月推出一次的速度,但為了這次大改革特地延了1年,我想研發時間也是過去的2倍,這樣的龐大鉅作我想相當值得一玩,算是激戰最近最大手筆的作品,這是它的另一特點。
而此次除了沿襲了舊有的劇情動畫﹑多樣不同元素的關卡等之外﹐還多加了NPC挑戰任務﹐與王等級的NPC挑戰﹐以獲得遊戲的地位﹑頭銜﹔多歧劇情分歧﹐強調多樣的劇情走向﹐讓每個玩家玩出屬於自己的際遇﹔還有令老玩家期待的新競技遊戲﹐享受多元的樂趣體驗........(其他還有的新內容﹐請待官方進一步公佈訊息)













光榮第三款登陸台灣的online games
每款正統系列作都破百萬銷售量的遊戲之網路版,台灣的玩家終於可以享受到了

這次的主題,我將以下列方式呈現:

1.大綱

2內容語特色

3.結論與評語

好的,我們進入主題吧

1.大綱

此遊戲為「真三國無雙」系列作的網路版

是一款可以體驗一騎當千、廣大戰場的動作遊戲

有華麗的動作,爽快感、以及臨場感

加上了網路,將以更豐富的遊戲內容呈現

在線上與玩家一同為了自己的國家戰鬥,並獲得勝利

過程中可以強化自己的角色以及與歷史上的名將相遇並成為同伴

一同上戰場殺敵!

就是這樣的一款遊戲

2.內容與特色



↑ 遊戲的戰鬥介面與單機版大同小異,左上角多出了訊息欄以及勝利條件

左上方則已經不是士氣表,取而代之的是雙方殺敵比例以及目前所佔有的據點

(個人小怨念:ko count 沒有特效..)

而角色下方的shot,稍後會作出介紹。



↑ 這是在城鎮中的介面以及畫面,我只能說光榮真的很用心在遊戲的介面設計,不管是在訊息欄、左上角的年代勢力表,都作的很精緻,擺脫了那種網路遊戲的「工作介面」感,相信這種設計是讓人減緩玩時的疲憊有一定的效果在,對我來說效果就不錯;在這裡是與玩家交流、購買防武、物品拍賣、接任務的地方,這遊戲並沒有「世界」的存在,城鎮是唯一你能夠「啪啪走」的場所。



這裡是自宅,所有跟身體有關的設定通通在這裡作調整(裝備、武器、戰績...等)

擺設位置可以自己決定,從這點來推測,正式營運後或許是商城收費模式

一開始所能夠選擇的武器,並不是那種「超強」「超實用」的武器(X的,要不然大家都選呂布或者是周泰、馬超的不就好了..)

而是各有缺優的的武器,像是趙雲槍,很好上手,但是蓄力攻擊3並不好用

龐德的雙戟雖然無雙好用,但是攻速、移動速度很慢,以此類推..

我所選擇的是周瑜的劍,因為沒有君主劍可以用..

剩下沒出現的武器,就要藉由戰場上取得



↑ log in 畫面

第一次登入遊戲會立刻被要求進入一場徵兵戰鬥

結束後,就要開始去投靠君主

伺服器的世代是處在「黃巾之亂」後

就是董卓暴政時期,所以除了江東之虎孫堅、亂世奸雄曹操、桃園三結義的劉備可以投靠之外

還有董卓、袁紹可以選

或者是其有名的武將都可以選擇投靠

武降的不同,一開始給予的優惠也不同



雖說不上是畫面很好,但是已經可以把某家一堆保皇成員公司所代理的遊戲畫面通通比下去了

(顯示卡:N卡8600gt 256M 解析度1280*1024 特效全開 AA兩倍,fps值約在35上下,相當順暢)



戰鬥準備畫面,因為是跟人打+網路遊戲,所以沒有那些什麼軍團情報、戰場背景歷史

輔助道具變成「次數」制 (ex:白虎牙*3...)

能力數值方面,除了原本的無雙值、體力值、攻擊防禦力、移動力之外

多了一個「破壞力」,就是攻擊建築物的威力,相對的也出現了新的道具

戰場的勝利方式,是時間到了之後,雙方的進攻值為依據來決定哪方勝利

還有佔領全部的據點

增加的進攻值的方法,是以擊破數為主

佔領據點則可以影響佔場優勢,在據點裡面可以回復體力,也是勝利條件

所以有很多的不確定要素存在著,可以說是很有策略

隊友們需要非常配合才很有可能常勝



↑ 哈哈,輸了(苦笑

另外,伺服器的勢力狀況是會根據玩家國戰間的勢力拉拔而產生差異

A伺服器為魏國獨大

而到了B伺服器就很有可能是董卓獨大..

沒錯,玩家們擁有顛覆歷史的能力



Loading 畫面,好緊張~



下雨了。

接著是前面提到,很創新的shot系統

戰場上,並沒有攻擊防禦15秒2倍的道具,取而代之的就是shot系統

每個武器約有7個shot,必須由戰場上的殺敵以取得「仙簞」來使shot得以使用

每個shot所擁有的功能也不同

舉個例子:



當吃了一個仙簞後,就會開啟shot1,按下滑鼠滾輪鍵就可以獲得該效果

每個shot內的功能都不同,主要是依武器決定

若是需要shot2 shot3的效果則就要吃兩個、三個仙簞

也就是說,當你需要shot7的功能時,你就必須連續吃7個仙簞才行

當然shot數越高的效果就越實用

如此設計,除了解除有人會背強化道具地點的不公平之外

也更加的有變化,可以依照當前需求去改變shot功能

在舉個例子,當吃到玉襲時(10秒內無雙值無限),而前方又有個不要命的敵方朝著你過來

這時就可以配合shot使用「攻擊2倍」來將他秒殺!

蓄力攻擊5(單機4代的蓄力爆發)也得用shot7的「連擊強化」來獲得(一開始只有到c4)

不過要注意的一點,所有武器c6都取消掉了(也對,不然袁紹那類直街放衝擊波的c6角色就很強了)

若是將shot7的連擊強化使用三次

將會出現evo模式,也就是進化攻擊出現,普通攻擊為八下附加覺醒牌功能,約30秒可以發動一次

evo模式將是逆轉劣勢重要能力

剩下的系統都是為配合網路而開發出來的系統,說是特色也太牽強,所以不多作介紹



3.結論與評語

整體的感覺,以每一代都玩過的我來說,是很不錯的

即使在單機有那種「玩到爛掉了」的想法,來到了online也會有全新的體驗!

和敵對互相攻防的過程相當的刺激,與隊友的配合的重要性,在單機是體會不到的

還有為自己的君主而努力,擁有改變歷史的能力

更是讓玩家能夠投入其中

只是希望台灣的網路遊戲文化別把這個難得的好遊戲搞砸了

公測開始後,大家可以去嘗鮮看看

以上

--------------------------------------------------------------------------------------------------------------------------

現在是題外話

光榮逐漸將名下的作品逐漸網路化

受到韓國影響,日本也開始投入這一塊網路大餅

在這個韓國的網路遊戲充斥整個市場的時代

日本已經逐漸崛起,跟別有一樹的的歐美網路遊戲更加容易輕近

深度卻比韓國高

以韓國最近前幾年出來的遊戲,跟日本開發的網路遊戲相較之下

日本的態度嚴謹多了。

像是光之國度(六聖魔法使online)、信長之野望online、ffxi等都是很棒的遊戲

不論遊戲的世界觀設定、或者是內容設計,都是深且堅固

在回頭看看韓國:

蒼天→根本就是學真三國無雙

路尼亞→劇情牛頭不對馬尾,根本不知道在幹什麼..

神泣(兩三年前的遊戲)→魔獸四不像一枚,什麼1500vs1500根本像是小孩子在打群架,地圖的規劃也很差

勁舞團→學對戰熱舞,不要臉

我想真正不錯的是目前的「AION」吧?

不是我硬要雞蛋裡挑骨頭,品質好不好可見一斑

最後,我只能說,日本來勢洶洶要來搶你這一塊大餅

韓國,你檔的住嗎
(↑畫面很好,營造出相當廣闊的世界!)
寒假,想說找個網路遊戲來玩
想不到都沒有什麼幹勁
於是就來試試這一款傳說中最難接近的遊戲「激戰」
我會這麼說是有原因的,等等在提
這遊戲的歷史,是暴風雪中的三巨頭,因為理念與公司不合而離開暴風雪之後去加入其他的公司
來創造「激戰」
(↑城鎮的一部分,很遼闊)
「激戰」中所強調的是玩家間的PVP對戰 以及一切對戰可能影響因素的應用
結論就是 注重對戰
等級二十級就封頂 相當特殊的設定
目的是在於,擺脫線上遊戲練等級的壓力
也沒有裝備的迷思
遊戲中的確有頂裝的存在
但是數值是與一般武器差不多的,差的只是外表而已
角色的能力分配點數,還可以依照想要的狀況調整
(角色的能力質可以自由調整)
也就是說,點了可以取消在點別的 相當自由
(↑角色的選擇畫面,做的很有特色)
(↑選擇職業時的畫面,依然有特色)
為了增加遊戲的豐富性(技能佈置),製作角色之前就會選擇模式
有分為「故事劇情模式」、「PVP對戰模式」
(↑模式的選擇)
前者理所當然是有著劇情任務的模式
後者則是純粹的對戰模式
一開始等級就已經20 已解封的技能全部可使用 裝備自己挑 自己調整(只是沒有好看的外表)
這樣就造就了一個公平的環境來對戰
且你的對戰對手並不是只限於台灣地區
是全世界! 對戰模式是跟全世界的人一同對戰!
你站的地方是與世界接軌的廣大對戰平台
相當吸引人的地方。
何謂技能解封?
遊戲獲得技能的方式,並不是單純的提升等級獲得
而是通過劇情任務模式的任務
就會給予新技能
激戰的技能多達上百種(情報沒錯的話)
代表了,對戰有著相當多的變化因素
一個角色能夠裝備的技能只有八個
技能卻很多
有著相當深奧的系統存在著(這種感覺讓我像是在玩card game..)
畫面部分:
(↑畫面很高的網路RPG,影子的地方 讓我驚艷)
(↑各位可以看看畫面右下角的fps值 竟然高達75!)
(↑你有看過泡菜遊戲有把壁畫做的這麼精緻嗎?)
小系統:
(↑為了能夠輕鬆的進行遊戲,在劇情模式中 可以在路上直接打開全體地圖直接回城鎮)
(重點是PVP所以 這部分就大幅縮短的走路的乏味)
(↑你沒看錯,是wiki! 這遊戲的幫助鈕竟然內建wiki搜尋! 相當貼切的設定! 還有歷史紀錄都有!)
安裝方法相當特殊
只要下載一個62K的安裝程式並花不到1小時的時間就可以完成安裝
剩下的都是再要到該地圖時才會開始進行下載(速度也是很快)
這樣做法相當省時間也很符合效率
也照顧到了低頻寬的玩家(←本人256/64)
其他:
後面是我的傭兵 並非是玩家角色
為了怕單獨玩家
做出了所謂的傭兵
出城鎮之後會跟隨角色一同冒險與作戰
如此般的設定,讓我相當的開心
因為我常常交不到朋友,這種設定
讓我遇到多人的任務 也比較不會困擾
(↑章節的選擇)
在來說說重點吧
此遊戲的收費方式與一般的網路遊戲並不相同
普通都是免費 或者是使用點數卡進行計費/包月
激戰的收費方式除了一般的點數包月之外
多了一個「買斷」
遊戲中的劇情內容分為三章+資料片
每個章節都是獨立的劇情與內容
他把三章的內容分開來收費
也就是說,當你想玩第三章
你可以收費 或者是買斷
買斷就是,一次付了一定的金額後該章節就可以無線暢玩
就是隨便你玩
這樣做的缺點,就是一次要花很多錢
優點呢? 就是沒有玩遊戲的時間壓力以及長期下來是便宜的
舉個例好了
魔獸包月一個月450
玩了一年=12個月=450*12=5400
買斷則是1280
玩了一年=12個月=1280
差了4120元
這樣看下來,你還認為貴嗎?
而且沒有包月的時間壓力,和樂而不為?
不過此遊戲在台灣人氣並不是很高
除了代理商的宣傳不力之外
收費的觀念大家也不是很了解
再加上遊戲模式特殊
所以是個很難接近的遊戲
現在我也是在考慮是否真的要買斷中
但我確實被深深吸引著
不過,我的確是為這個難得的遊戲在台灣的人氣打包不平。
可能預估在開一篇 觀光篇
大家請拭目以待

2008年3月6日

其實整體感覺是不錯啦,都剪精采畫面,蠻好看的 XD雖然和GW2無關就是了.....要說有關,大概只有最後一個畫面..Guild Wars 2 comming soon... = ="話說背景音樂很耳熟...應該是十大禁片之一的Requiem for a Dream的OST前幾月才看過.........(害我心情又難過了 =___=)

2008年3月1日

世界的變化-玩GW2

9/24/07 - Ultimate Guild Wars Guide on sale now!
The Movement of the WorldA Guild Wars 2 History Lesson, by Ree Soesbee
"By the Mouvelian calendar, the year when the Goddess Kormir ascended was the year 1075. From that date, we will begin our history lesson, and within that classification of dates we will show you the future—that has become our past. For two hundred and fifty years, the heroes of Tyria have struggled as the world shifted around them. Massive upheavals, cataclysms, and other global-spanning events have changed the world. The humans are in decline. Other races are rising, taking control of large portions of the world and shifting the balance of power. The world has changed."—Decimus the Historian, Durmand Priory
The world of Tyria has known conflict, chaos, and generations of war. Rarely has there been a time of peace in these troubled lands. The years since the Ascension of Kormir and the defeat of the Great Destroyer have been no different. There have been dangers. There have been adventures. The world is no longer the Tyria it once was—and yet, so many things are the same, beneath her troubled exterior.
Sleeping monsters, aeons old, have awakened. They crawled from beneath the earth, razor claws sinking into stone and ground over a world that has not seen their like in millennia—and where they rose, they dominated the world around them, twisting it to serve their purposes. The first of these, Primordus, gathered minions to replace the Destroyers that once served its cause and began to overrun the caverns beneath the earth, gradually pressing the Asura to the surface. Gunnar's Hold fell to monsters of ice, and the Norn were driven southward into the empty territory that had once been held by the Dwarves. The Charr have a tentative friendship with the Norn, respecting their sense of power and personal strength.
To the south, the peninsula of Orr has risen from the ocean, flooding the coasts with tidal waves. Sanctum Cay, D'Alessio Seaboard, and the Battle Isles sank beneath the waves, and even Lion's Arch was so completely flooded by the cataclysmic upheaval that the great city had to be abandoned, its buildings collapsed in the flood. The corsair ships that once hid among the sunken islands of Orr capsized, and only a few ships made it out of the tidal areas. Those that did settled along the ruined northern coast, steering clear of the black-masted ships that began sailing the Orrian territories. The lost souls of Orr, commanded by a dark power from below the sea, rose to take command of the land freed from the depths of the sea.
Strange races—the Norn, the Asura and the mysterious Sylvari—took over large portions of the continent. Their civilizations pushed the humans north and west, away from their ancestral land. These races have solidified their presence in Tyria and now take an active role in the events around them.
Dragons
"Never trust the past. There has been too much forgotten, too many things hidden beneath the sand of ages. Even your own memory can lie to you..."—Decimus the Historian
Over the last 250 years, the races of Tyria have seen a great deal of strife and war. Conflicts between the humans and the Charr, the Norn and any who might challenge them, and among other sentient races have continually threatened the peace of the continent—but these are not the only issues. Although sentient races are one threat, there are, as always, wild creatures and monsters across the countryside; dangers to be faced and troubles to be conquered. But on Tyria, there are even worse things yet to be faced.
The cataclysms that tore apart the land and flooded Lion's Arch were not caused by natural forces, no more than were the earthquakes that freed the Destroyers in the northern Shiverpeaks. These were both caused by the surfacing of ancient powers—true dragons, more dangerous than anything Tyria has ever known before. Glint and Kuunavang were but youths, lesser powers to the ancients that came before. These mystic and terrifying creatures rival the gods themselves.
Primordus was the first of the ancient dragons to awaken, calling his servants from their slumber. With his breath, he twisted earth and stone, shaping creatures and giving them life. Although the death of the Great Destroyer, his most powerful general, set back the dragon's awakening by two generations, Primordus once again rose to create ever more minions far beneath the ground. To this day, he continues to spread his power throughout the deep caverns beneath Tyria.
After Primordus, the other great dragons began to stir one by one. The rise of the dragon beneath Orr caused the entire continent to surface, sparking a tidal wave that swept the coastline and drowned thousands. In the deepest waters of the sea, another dragon breathed, twisting the waters themselves into tentacled horrors that rose from every lake and river of the land. Only a few years ago, yet another dragon erupted from the northern mountains and flew south over the Charr territory of Ascalon. The land directly below the path of the dragon’s flight was corrupted, becoming a crater of horror. The ground blackened from the dragon's presence and any creatures caught within the wind of its breath twisted and changed.
Although these creatures are called dragons, they are as different from Kuunavang and Glint as night to day—more powerful, older, born of different, unfathomable magic, these horrors are controlled by no god nor any other power known to the races of Tyria. What connection they have to these "younger dragons" is unknown, but they certainly do not possess the mercy or familiarity with the sentient races of the world that Kuunavang or Glint portray. The cycle of their awakening reaches back to the time of the giganticus lupicus, and even further, back into prehistory. The only thing known about these monsters is that they have no pity, no curiosity—no concern at all for the other races of the world. Their only goal seems to be to dominate, to control, and to destroy.
Guilds
The guilds of Tyria have grown and expanded, despite the destruction of the Battle Isles. Balthazar helped raise a new temple in Lion's Arch, stepping on the hearthstone of the construction and opening a gate there to the Mists, so that heroes of each world could compete in contest. But these guilds are not racially aligned as they were in the past—no longer restricted merely to humans, they accept heroes of all societies into their halls.
The Asura easily fit into the guild system, using guilds as they would any other krewe designed for a task. To the Charr, the guilds are like warbands. They do not replace the loyalty the Charr hold to their legion but instead allow them unique opportunities to display the strength of their race and increase their own personal reputations as ferocious combatants. Norn are always eager for a fight, and their loyalty to friends makes them a blessing to any combat force. Sylvari bring unique and unpredictable strengths to a guild, and are eager to enter into any danger simply for the experience of it.
Guilds are a prominent force in Tyria, taking on challenges that individual adventurers fear to face, and braving even the most dangerous opponents. It is said that if there is any hope for the races of Tyria to find peace, it will come from the guilds and their atmosphere of cooperation and unity.
Ascalon, Kryta, and Orr
For centuries, humans dominated the continent of Tyria, but over the last 250 yeras that has changed. Humanity clings by a thread, maintaining its cities only through the absolute dedication of its armies. Ascalon City fell. Rin belongs to the Charr. Lion's Arch, inundated by tidal waves, was rebuilt by the mercenary guilds, and Orr . . . rose into undeath and corruption.
The gods of the humans have been notably distant these past two centuries, withdrawing into silence even as the world beneath them shattered. Although they still answer prayers, they do not intervene—even as Tyria crumbles and the human race calls out desperately for heroes to save them from their darkening struggle.
Ascalon
Having lost their homeland to the Charr, the humans of the Ascalon kingdom have been pushed ever west and south. The Great Northern Wall fell, and Ascalon City lies in ruins. The royal line of Adelbern ended with the death of Prince Rurik. The lone remaining human fortress in Ascalon lies at the far southern tip, where the eastern Blazeridge Mountains merge with the western Shiverpeaks. This last Ascalonian fortress, known as Ebonhawke, stands alone against all the might the Charr legions have to offer.
The continuing conflict between the humans and the Charr along the borders of Ascalon forced the humans ever farther into the Shiverpeaks. Although open war has ended save on a few small fronts, the hatred between the Charr legions and the human kingdoms never abated. If anything, it is worse than ever before. Ebonhawke stands alone in defiance, supplied by an Asura gate from Krytan territories.
The Charr solidified their control over Ascalon from their original lands in the north all the way south to the merging of the two mountain ranges at the edge of the Crystal Desert. Within the main territories of Ascalon, between the broken Great Northern Wall and the fortress of Ebonhawke, the Charr rule—but not unchallenged. In the last battle of Ascalon City, Adelbern used the final power of his enchanted sword, Magdaer, a relic from the age when the True Gods walked Tyria and built the city of Arah.
The stories told by the Charr (and the few, scattered human survivors of the battle) speak of a gout of sword-shaped flame rising from the highest tower in the city. After a white, burning heat swept the city streets, the dead and defeated Ascalonian guard arose once more, their spirits animated by the power of Adelbern's sword. In the face of this spectral resistance, the Charr were forced to abandon the city.
Since that time, the spectral soldiers have guarded the ruins of Ascalon City and the eastern frontier. They resist the Charr, but do not communicate with living soldiers from Ebonhawke. Their spirits are only memories, the lingering presence of a past that cannot let go of the present. Some believe that one day, when the rightful king of Ascalon returns with one of the two flaming swords—either Adelbern’s Magdaer or his son's, named Sohothin—the legion will abandon the city and sink at last into peaceful death. Until then, everyone is the enemy.
Kryta
Kryta, too, has known its share of conflict and heartache. Once noble Lion's Arch fell to the plundering sea, its coast devastated by storms, rising water, and tidal waves. And yet, the nation of Kryta is the last bastion of humanity—and in that, their last hope. Under siege from other races for centuries, beset by bad luck and misfortune, and perhaps even forgotten by the gods themselves—human civilization is on the verge of collapse. Only Kryta's crown has survived to this modern age.
Although various factions restored the Krytan throne to its rightful ruler, a descendant of Queen Salma, there is no peace in the Talmark Wilderness. The lands of Kryta have known significant upheaval—both in war and internal conflicts. As the sole remaining human kingdom on the continent of Tyria, Ascalonians flocked there in droves with no king and no real leadership. The few humans who claim Orrian descent never proclaim their heritage publicly; being connected to those dark lands is dangerous in these times. Refugees from Elona and Cantha, discovering themselves trapped by the rising wasters of Orr, struggled to maintain a native culture while integrating into Krytan society. This melting pot of humanity provides the one thing they all seek: a home.
Through faith in the gods and the nobility of the Krytan spirit, the queen solidified her hold over Kryta and her people, and did not devolve into tyrannical rule. From the beginning, they were willing to accept Ascalonian refugees. And, as cataclysms across the world displaced other humans, and Canthans and Elonians joined the wave of humanity fleeing to the new city of Divinity's Reach, they found a welcome home in the high bastion created to replace Lion's Arch when the floodwaters of Orr claimed it. Divinity's Reach, a breathtaking monument of white parapets and high, pale towers, was built on the edge of the Divinity coast, far from the rising waters of the southern bays.
In Divinity's Reach, the new queen of Kryta established a system of government designed to give all people—not just native Krytans—a voice. Senators design law, proposing their measures to the queen, who authorizes or rejects their placement into society. These senators come from all human races, representing many voices working in tandem with the queen's will. Initially, this system was designed as a temporary government for the refugee camps, but in the 150 years since the flood of Lion's Arch, it has become a stable system, a respected government, and a cornerstone of Krytan culture.
However, Kryta is not un-assailed—secret agents of the White Mantle still fight for their unseen gods, and the Centaurs, displaced across the continent, are flooding into human territory, fighting over every scrap of land. Kryta is a war zone with a few safe-havens, a land where humans must fight for their security—and their future.
Orr
Risen from the ocean by the will of a powerful undead dragon, Orr no longer stands under human control. The beings roaming those lands are twisted, perverted remnants of Orr's once-magnificent culture. Drowned by magic and then raised into service by the will of a monster so terrible there are only whispers of its nature, they now serve a dragon more horrible and more powerful than any other being in Tyria.
The elder dragon of Orr rules this re-emerged continent with an indomitable will, claiming the peninsula for its own. The city of Arah, where once the True Gods walked, rose to the surface to become the creature's home. Its arrival heralded a time of cataclysm and change for the world. Though Arah lies in ruins, conquered by the dragon and its minions, those who venture onto Orrian soil say they have seen her spired towers, bedecked with rotted banners and guarded by twisted, draconian troops.
When the dragon awoke and the peninsula breached the waves, once-ruined buildings and shattered coastal highways rose above the sea as well. In addition to drowning the coastlands of Kryta and flooding Lion's Arch, this cataclysmic event even turned parts of northern Elona green again—for a time. The changes were truly cataclysmic across all of Tyria. Only the greatest of heroes dare venture within the ruined cities of Orr; to adventure there is to face the dragon and its minions directly, and that creature's power is not to be underestimated.
Many of the corsairs who inhabited the island chain before the peninsula rose again were subsumed by the dragon's power, twisted by its breath, and enslaved to its will. Ships with black sails, built from seized corsair vessels, sail along the Strait of Malchor, west of Orr. These vessels surround the Fire Islands, manned by undead minions of the dragon that fear neither fire nor sea.
This undead armada has cut off all human contact with Cantha, and the dragon’s undead army wages war even now along the northern Elonian border, preventing all in Tyria from departing for other lands . . . for now.
Cantha, Elona, and the Free City of Lion's Arch
"What we can know about the lands overseas, we know from the hands of refugees, lost warriors, and desperate sojourners. It is slanted, as all such history must be, against the blade of a sword."—Decimus the Historian
The history of Cantha and Elona, as we know it, ceases around the time of Orr's liberation from the sea. Little contact with these nations has made its way north to the Tyrian continent; the undead of Orr and the upheaval in the Crystal Desert made news scarce and difficult to acquire.
Cantha
In the year 1127 AE, Emperor Usoku, successor to Kisu, took a firm hold of his nation. He raised the Canthan military, spending millions in gold to arm his troops, and then swept the countryside. He defeated the Luxons and the Kurzick, incorporating these disparate people back into his nation. Usoku unified Cantha behind a strong national identity and began to drive out all non-humans. His regime was ironclad, tyrannical, and fierce. Those Canthans who did not agree with the emperor's dictates were given no choice but to leave their homeland, seeking refuge and sanctuary in Elona and Tyria.
As a result, Cantha became extremely isolationist. Once Orr rose from the ocean, those tendencies were reinforced by an inability to safely sail the western seas. Any ships venturing near the Strait of Malchor are sunk by the black ships, then dredged from the ocean floor by the Orrian dragon and commandeered into service. Thus, completely cut off from Kryta, Cantha vanished entirely. Travelers, refugees, and even Xunlai agents residing within Tyrian heard nothing more from Cantha.
Sporadic sailors have washed ashore on the southern coast of the Maguuma jungles, but that is the only evidence that Cantha even exists past the cataclysmic event that cut it off from Tyria. It can only be assumed that Usoku's successors continued his dictatorial, isolationist rule, and that Cantha continues beneath the iron fist of the emperor, as ever.
Elona
For years after the defeat of Varesh Ossa and the fall of Abaddon, Elona was at peace. The Sunspears spread across all three continents, attempting to fulfill their ancient purposes. But the peace they brought was not to last. In their campaign to end the threat of Varesh Ossa and stop Abaddon's final attempt to free himself from the prison of the gods, the Sunspears also unleashed the architect of their own doom back upon the world—a monster who would bring about the next dark age.
The monster's name was Palawa Joko. Within sixty years of Kormir's rise to godhood, Palawa Joko mustered his former power and marched a new army of mummies, zombies, and other undead out of the Crystal Desert into war with Vabbi. To ensure his dominance, Palawa dammed and diverted the river Elon, causing drought and famine amid the northern provinces of Elona and creating a green and growing area within the Crystal Desert. In this area, Palawa Joko established the seat of his new kingdom.
The horrible famine caused by the diverted river caused widespread rebellion among the people of Vabbi and northern Kourna. Palawa Joko then found it all too easy to break the backs of Elonian resistance. Vabbi bowed to his strength simply to survive, and Kourna and Istan both became vassal states.
Palawa’s price for benevolence was tribute, forced loyalty, and all those who bore the name Ossa delivered unto his care. Periodically, a few more descendants were found hiding in the hills of Elona—and all were delivered unto the undead ruler of Elona. From the descendants of his ancient enemy, Palawa created a living army to match his undead one, reveling in the irony that Ossa's children owed their lives—and their loyalty—to him.
Palawa also took great pride in the destruction of his greatest enemies: the Sunspears. Broken, their strongholds destroyed, their members scattered to the winds, they stood as a force no longer in Elona. Eventually, most of the populace forgot about the Order and their heroic deeds. Those few Sunspears who survived passed on the teachings of the Order over the course of more than a hundred years, holding onto the tenets of a barely-remembered vision. They became wandering mystics, philosophers, and lone warriors in a world that chose to forget their presence.
All but a few. Some Sunspears, taken in by Palawa Joko's offers of power and rank, abandoned their vows. These traitors to the Order were given command of Palawa’s armies or allowed to work alone against those in Elona who once scorned them. Each one, converted personally by Palawa, was given power over death and sent out to hunt down and destroy their fellow Sunspears—or bring them before their lord to be drawn into their unholy cause. These knights, called the Mordant Crescent, became a dark presence in the sunlit southern lands of Tyria.
Order of Whispers
The Order still exists and has moved beyond the borders of Elona. The first to discover the awakening of the dragons—in Orr, and elsewhere—the Order was aware that nobody would believe them. They chose instead to spread their members across Tyria, gaining as many converts as possible and then slowly educating them about the real danger threatening all the races of the world.
They work with the Krytans and Ascalonians, and even maintain a presence in Elona, although crossing the Crystal Desert is currently impossible due to Palawa's stranglehold over the southern reaches and the desert dragon's presence in the northern desert. Still, the Order of Whispers somehow maintains communication with Elona, aiding its military in their fight against Palawa and his minions.
The Order of Whispers also contributed to the continuation of human knowledge when Lion's Arch was flooded, threatening the great library within the city. The Order rescued thousands of ancient scrolls, books, and other historical artifacts, carrying them to a hidden monastery in the nearby Shiverpeaks. Stored far above the rising waters, these antiquities remain the only true records of the ancient age of humanity. The monks of that monastery are part historian and part warrior, studying and protecting their sacred charges.
Lion's Arch
When the waters that inundated Lion’s Arch after Orr rose from the sea began to recede, the ruins of that once majestic city became a pirate stronghold. Those seagoing vessels driven off the Orrian island chain by the rise of the undead found safe haven in the ruins of Lion’s Arch and created there a neutral town open to all races, ruled in a mercenary fashion.
The Battle Isles flooded at the same time, decimating the temples. The priests of Balthazar scattered for a time, before also finding their way to Lion’s Arch after the tides began to recede. They claim they were called there by Balthazar, and the god did indeed open a massive portal within the city to the Mists where a great battle between worlds wages for his favor. With the fall of the Battle Isles, Lion’s Arch became the Guild Home, a central point for the guilds of the world as well as the conduit to the Hero’s Hall.
Dwarves
"Those few who remain live undying existences, their flesh and hearts encased in stone. The Great Dwarf gave them the power to defeat the Destroyers . . . but that strength came with a heavy price."—Decimus the Historian
The fight between the Dwarves and the Destroyers consumed the Dwarven race. Few lived to return to the surface and tell the tale of their victory—and those who did had been irrevocably altered. No longer made of flesh and bone, no blood pumped through their veins. Instead, they found their bodies composed entirely of stone surrounding nothing but cold, hard earth.
No longer interested in maintaining their solidarity as a race, these last Dwarves scattered across Tyria, finding battles to fight in the deep caverns or making new homes in far-flung hills, ever-watching the borders where caverns emerge into the surface world. Those few individuals who can rightfully claim to have met a Dwarf in their lifetime are rare, and all speak of the strange, driven passion that consumes these few survivors.
Charr
The Legions of the Charr threw off the shackles of religion, casting their Shamans down to the lowest order of Charr society, and elevating the military warbands into a solidified government. Although the legions have no central rule, they work together to maintain their territories in Ascalon, and make plans to one day spread farther—eradicating humans wherever they fester on the face of the world.
The four primary legions of the Charr, the Ash Legion, Blood Legion, Gold Legion, and Iron Legion, each control city-strongholds, spread out across the eastern lands. Charr warbands strike out from these safe havens to defend their territories, battling the shades of Ascalonian warriors, the twisted servants of the desert dragon, and the horrifying beasts that come up from beneath the ground throughout Ascalon and the Shiverpeaks.
While all four legions can claim lineage to the Khan-Ur, the ancient ruler of the Charr, the Gold Legion has been considered outcast since the fall of the Shaman caste during the time of the famous Charr heroine Kalla Scorchrazor. And yet, the Charr alliance remains strong enough that none of the three allied legions bars another from their capital. Even though the lands of the Charr are divided, the legions work together to unify the whole and finish their conquest—to the heart of Ascalon City and beyond.
The fall of the Charr Shamans from their height as leaders effected more than the Gold Legion. While Shaman are still considered useful to the war effort, they are also viewed as dangerous and subversive, and are almost universally scorned. No Charr in the new age would willingly suffer a Shaman to rule them.
Even after more than 200 years, the Charr still bristle at the memories of the time when the Shaman and the Titans held power over them. The Charr of today are fierce in their rejection of all gods and any who serve them. They do not accept any god’s authority and are quick-tempered about any Charr worship or manipulation by godlike beings.
And while no Charr would ever willingly follow the Shamans, it is still the underlying goal of every Charr leader to prove his own superiority, subjugate his fellows, and raise the banner of one legion above the rest. Unity, they say, can only be established beneath a single military leader. Most Charr believe that only under such rule can their race fulfill its destiny to rule all of Tyria. Unfortunately for them (and fortunately for the members of the other races), most Charr leaders also believe the only leader capable of unifying their race is themselves.
Asura
The Asura are a subterranean race driven to the surface during the time of the Great Destroyer. Incredibly intelligent, they used their skills with magic and crafting to establish their presence on the surface. With the sudden absence of the Dwarves, the Asura became the foremost crafters on Tyria, their abilities and skills instantly invaluable. The Asura acclimated to life aboveground in the wake of the Destroyers, creating cities that spanned territory above and below the surface.
Although the Asura have grown to appreciate the skills and talents of other races, often using them in experiments or on dangerous missions, they still hold fast to their organized society. They have no organized government, preferring to create krewes and follow the most experienced leader for the duration of each individual task.
The short stature of this race has not impeded their confidence, however. In fact, one might even call them condescending, as they are perhaps a touch too confident for the comfort of some other races. The Asura believe they are destined to rule the larger, less intelligent races of the world. They see humans, especially, as quite good for heavy lifting, and in general terms, view other races as merely pawns to be manipulated in Asuran schemes.
As a step in their master plans, the Asura established good relations with every other intelligent race on Tyria, from the militant Charr to the inquisitive Sylvari. They even established Asura Gates in major cities to provide safe passage from city to city and promote trade. However, they control these gates jealously, maintaining their trade routes and their neutrality as carefully as a gem, always keeping themselves on the edges of disputes and wars. Their own cities are far off the main paths of travel, distant even from central Lion's Arch. There they perform experiments, searching for new magics and new power to control.
Although some say the Asura have integrated into society, it would be more accurate to say they're creeping over it like ivy and moss, fingers digging into crevices where their magic can take hold. In some ways, they fear the caverns beneath the earth, still troubled by horrible beasts of fire and scale. The dragon that dwells in the Depths threatens them above all, forcing them to abandon their ancient ways and discover new resources. For now, to keep their place, they must still maintain their neutrality among the powerful races of Tyria, but the Asura fear that sooner or later they will have to take sides—and then their tottering world may crumble back into the dark depths.
Norn
Many expected the initial Charr expansion through northern Tyria to become a tide of blood that would crash upon the Shiverpeaks, drowning Charr and Norn alike. The reality proved different. When the Charr reached the foothills, the Norn drove them back with a single crushing blow, completely decimating every warband sent against them.
Although it is certain the Charr could have destroyed the Norn resistance if they but turned their entire army—or even one full legion—to the cause, warbands and smaller raiding parties could not overcome the individual strength of the Norn. These initial skirmishes taught both sides to respect the strength of the other.
From this accord of mutual respect and strength arose a strange pseudo-alliance that has yet to be broken. For nearly two hundred years, the eastern border of the Shiverpeaks has been stable. The Charr are allowed passage through Gunnar's Hold, and the lower canyons where the Norn had spread.
In fact, during the Searing, the Norn allowed the Charr armies passage through the northern pass from Ascalon into Kryta, setting the stage for the Charr invasion of the central human lands. Although this was not a sign of any alliance, it set the stage for the two races to live within a watchful peace.
No peace accord was ever signed; a treaty would have been meaningless to the individualistic Norn and no Charr would even spit upon such a paper. However, the two races allowed one another passage and trade, while keeping their borders secure. Occasionally, a warband (or a Norn hunter) might cross the line into the other's land, only to be cut down without prejudice . . . but these skirmishes do not disrupt the accord reached by mutual consent between these nations.
Over the past one hundred years, more and more Norn have been seen in Kryta and lands beyond. An elder dragon of ice and snow arose in the farthest northern peaks, driving even the most stalwart hunters south into Dwarven lands. There they found abandoned Dwarven forts and a new challenge in the form of the Dredge, the old nemeses of the Dwarves, now almost unrecognizable from the primitive, frightened creatures of the past.
The Dredge, reveling in their new-found freedom after the Dwarves fell to the Destroyers, seized that opportunity to become a real threat in the Shiverpeaks, while the Norn revel in the hunt of new enemies. The Norn and the Dredge fight over control of these lands in a continual war that rages along the highest mountains.
The Norn have also kept ties with their human friends, although those ties are not as close as they once were for the Norn often felt betrayed by their unpredictable human allies. In recent years, that sense of betrayal has deepened, as the Norn do not trust the Krytan queen.
The queen is seen by members of this independent race as being too dependant on her advisors, too unwilling to act on her own as a hero must. Although relations have grown colder, the Norn hold out hope that the Krytan queen will prove herself by dominating her race, or that someone else will rise from among the humans to show them what it means to be strong.
Sylvari
While humans explored the Far Shiverpeaks and the Dwarves fought the Destroyers, a new race began to grow in the southern lands of Tyria. A single seed as big as a man's fist, planted in the ground of a ruined village along the southern tip of the Maguuma Jungle, began a centuries-long gestation—and heralded a new age.
This story began with a human soldier named Ronan whom, while separated from his patrol, discovered a cavern filled with strange seed-pods. This cavern was protected by terrible plant creatures, so he fled, clinging to a single seed to show his daughter when he returned home from war. But, upon his arrival, Ronan discovered the Mursaat had destroyed his village and murdered his family, leaving only ruined houses and mass graves. In agony, he planted the seed on their graves and swore never to return to battle.
Ronan was joined by an aging Centaur named Ventari, who had also begun to lose hope in peace. The human and the Centaur, against all odds, formed a friendship that surpassed the bounds of race. Together, they decided to begin their lives anew and create a refuge for human and Centaur alike. They built their safe haven near the ocean and the budding tree for all those who sought peace and the shelter of friendship.
The pale oak grew under the watchful and gentle eye of Ventari, becoming strong and healthy, and giving the old Centaur great joy. Yet with this bliss came sorrow. The Centaur tribes of the north and west, crushed and driven out by Krytans fleeing from their flooding coastline, grew more and more savage and brutal. As more tribes joined the war, fewer were willing to listen to Ventari’s words, and his new outpost became smaller and smaller.
At last, old and gray, Ventari carved his life's lessons upon a marble tablet, which he placed at the base of the pale tree so that future travelers might read it and, perhaps, learn the ways of peace and harmony. Then, many years after his human companion had passed on, Ventari laid down beside the tree Ronan had planted, and died. The year was 1165 AE.
The tree, white and sparkling, continued to grow. Over a hundred years later, small cocoons appeared among its branches. These cocoons spun out, shifting and eventually ripping open, birthing a new race of people into the world—fully grown, as if they had awakened from some magical dream. They called themselves the Sylvari, and these “Firstborn” were only the beginning of a widespread emergence, all born from the same massive tree.
The marble tablet still bears Ventari's last words, and the Sylvari who emerged from the tree found themselves strangely guided by these ancient lessons. Whether the tree, tended by Ventari, somehow became imprinted with the noble Centaur's morals and ethics, or whether it absorbed both the remains of the Centaur's flesh as well as his compassionate soul upon his death, no one knows for certain. But it is certain that his influence over the Sylvari is strong, even so many decades after his death. Their race venerates the Ventari Tablet as their most sacred artifact and testament.
It is unknown how old a Sylvari can become, as they come forth fully mature and show no signs of aging thereafter. Sylvari have no children, no families as such, but each Sylvari feels a special connection with others through what they call the “Dream of Dreams.” In this dream, they commune with the inner mind of the race, learning how to speak, walk, use simple tools, and interact with the world. Thus, when a Sylvari emerges, she knows a great deal more about the world than one might expect.
But the Dream of Dreams also contains nightmares—hidden whispers behind the voices of their fellow Sylvari. They do not understand what it means—but the Sylvari have yet to experience much of the world around them. They do not know the dangers and troubles of Tyria as intimately the other races do. But they are learning.
Time and Tide
The years have not been kind to Tyria. Even so, as green plants grow over the scorched rocks of Ascalon and the waters recede from Lion's Arch, a new city rises and the shattered coastline gives way to new life. New adventures lurk around every corner, and ancient places beneath the surface push up, their doors opened to reveal lost secrets.
However, the massive power of the dragons has been unleashed, spilling across the land like a disease that twists everything in its wake. Unless they can be stopped, the dragons will change the face of Tyria irrevocably, eradicating the sentient races . . . to what end, we can only guess.
Time and tide have changed the world. The races of Tyria now stand on equal ground, fighting for superiority even as dragons far older than history—truly primal powers—awaken to claim the world in their bloody claws. If there are heroes left in these lands anywhere among the races, it is time for them to step forward, if the world is to be saved.
Someone must rise to seize glory, offer a moment of hope, and perhaps give the world one last chance for peace. If those who would be heroes are listening . . .
. . . Now is your time.

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