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Technical discussion: templates, screenshots, links...

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22.09.2013 There is:
2.10. Restrictions on the heroes Izra and Vidomina. 2.10.1. Izra and Vidomina are allowed to upgrade the Wizardry skill to the Expert level only with the last available skill or with the help of a Scholar. In this case, there are no further restrictions on its use. 2.10.2. Izra and Vidomina, who have acquired the Expert Wizardry skill in a way other than that specified in paragraph 2.10.1, can only attack neutral monsters, followed by surrendering or paying a ransom. In this case, they are not allowed to use the Shackles of War artifact. 2.10.3. Izra and Vidomina, released from prison with Expert Wizardry, can be used without restrictions during the day they were obtained. Subsequently, the use of these heroes is limited by paragraph 2.10.2.
2.10.2. attack a hero, a city, a mine with a garrison, or neutral monsters, ??? Add: 2.10.4. Izra and Vidomina, attacked by an opponent or a computer player, are allowed to defend themselves without restrictions. There is:
2.6. Transitions between zones. The words "a specific passage between zones" on a generated game map refer to the space between obstacles that form the boundaries of zones, through which a hero can pass into an adjacent zone. In a real game situation, there may be several such passages, even if the template scheme indicates that there is only one passage. On all templates, except for XL+U size templates: 2.6.1. To pass from one zone to another through a specific passage, it is necessary to eliminate the guard of this passage. If there are several guards on the passage, it is enough to destroy any one of them. 2.6.2. If the guard of the passage between zones is moved deeper into the adjacent zone, it is allowed to pass into this zone to eliminate it. If there are several guards of the passage, it is allowed to pass into the adjacent zone to eliminate any guard at the player's choice. Eliminating the guard in these cases should be the first action in the new zone. 2.6.3. It is allowed to penetrate into the adjacent zone without eliminating the guard of the passage in order to visit an object belonging to the zone in which the player is located. 2.6.4. When passing through a Portal or Underground Gate, it is enough to eliminate the guard at the entrance. 2.6.5. In the absence of a passage guard, it is allowed to freely pass from zone to zone. 2.6.6. It is allowed to penetrate into adjacent zones using Angel Wings, Spatial Gate, and Flight spells, without eliminating the guard. 2.6.7. It is allowed to pass by the passage guards, without destroying them, if: - the player has already passed through this passage (i.e., destroyed one of the guards); - the player saw the opponent destroy one of the guards or pass through this passage; - there is any other undeniable evidence that the guard was destroyed. On XL+U and Diamond size templates, it is allowed to pass from one zone to another without eliminating the moved guard.
2.6. Transitions between zones. The words "a specific passage between zones" on a generated game map refer to the space between obstacles that form the boundaries of zones, through which a hero can pass into an adjacent zone. In a real game situation, there may be several such passages, even if the template scheme indicates that there is only one passage. Portals and Underground Gates are also passages between zones. On the 2SM4d(3), Jebus cross, Panic, Balance templates, and M size templates: 2.6.1. To pass from one zone to another through a specific passage, it is necessary to eliminate the guard of this passage. If there are several guards on the passage, it is enough to destroy any one of them. After destroying any one guard, the player can use this passage without restrictions, and his heroes can freely pass by the remaining moved guards of this passage. 2.6.2. If the guard of the passage between zones is moved deeper into the adjacent zone, it is allowed to pass into this zone to eliminate it. If there are several guards of the passage, it is allowed to pass into the adjacent zone to eliminate any guard at the player's choice. Eliminating the guard in these cases should be the first action in the new zone. 2.6.3. It is allowed to penetrate into the adjacent zone without eliminating the guard of the passage in order to visit an object belonging to the zone in which the player is located. 2.6.4. When passing through a Portal or Underground Gate, it is enough to eliminate any one guard at the entrance. 2.6.5. It is allowed to pass by the passage guards, without destroying them, if: - the player has already passed through this passage (i.e., destroyed one of the guards); - the player saw the opponent destroy one of the guards or pass through this passage; - there is any other undeniable evidence that the guard was destroyed. On the Nostalgia and Mini-Nostalgia templates, it is forbidden to pass by the moved GO. It is allowed to pass by the moved guards of other passages between zones. On XL+U and Diamond size templates, it is allowed to pass from one zone to another without eliminating the moved guard. Additional rules for transitions between zones for the Jebus cross template - paragraph III.3. On all templates, except for Jebus cross (see paragraph III.3 for Jebus cross), Panic, Balance, and M size templates (see III.5): 2.6.6. In the absence of a passage guard, it is allowed to freely pass from zone to zone. 2.6.7. It is allowed to penetrate into adjacent zones using Angel Wings, Spatial Gate, and Flight spells, even if none of the guards between these zones have been destroyed. On the Panic and Balance templates, it is additionally forbidden to penetrate into treasure zones through bugged passages until the guards corresponding to the template scheme are eliminated.