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Archaeology: Digging all the Rares
来自 duphorid
[Last Updated]:
2018/12/14
变更日志
补丁:8.0.1
目录
评分:
Introduction
This guide is intended to provide insight into the actual mechanisms of the
Archaeology
profession. These mechanisms can be hard to glean because the profession was designed to be opaque: constraints are not described and drop rates cannot be datamined. Blizzard has directly confirmed only a few of these mechanisms. As a result, I’ll be discussing a few
apparent
mechanisms from my own observational experience.
Background
In late 2018, I spent a significant amount of time engaging with Archaeology. It started because as a Shadow Priest I feel a special connection to the
Old Gods
via
萨拉塔斯,黑暗帝国之刃
, and thus I wanted the
尤格萨隆的谜之匣
, which is also needed for the
Glory of the Uldir Raider
raid meta achievement that my guild wanted to complete. From there, I began to develop an interest in this strange little profession. Over five weeks, I obtained 96% of the rare items that the profession can yield.
Profession History
Archaeology was introduced in Patch 4.0 , with 9 races represented across the original dig sites in Kalimdor, Eastern Kingdoms, Outland, and Northrend. Subsequent expansions introduced dig sites in their respective new zones.
The profession was originally designed as a way to engage in old zones/content in a new way. You visited old zones to collect Fragments from the dig sites, and then used these fragments to solve artifacts. These artifact items had a chance to be rare pets, toys, gear and mounts.
Archaeology gear rewards used to be epic. Some number of items have always been equippable gear that is Bind on Account, meaning you can pass it between your characters and across servers. In the first iteration, this gear was high-level and viable for raiding. Some players back in Cata ground like crazy for specific pieces, and this gear was the rarest of the rares in the profession, rarer even than the mounts. In subsequent expansions, Blizzard shifted their strategy for the Archaeology gear, making it more relevant to leveling as opposed to end game (though it’s also potentially useful for timewalking), and easier to attain.
I suspect that the drop chance for old epic gear rares (excluding Tol’vir!) has been buffed over time, as those items are not really useful anymore. Multiple players from 2011/12 shared their experience of grinding through 300-500+ solves just to get epic
Dwarf
or
Troll
weapons. In 2018, I obtained the epic Troll weapon and all other Troll rares within a mere
16
solves. Either I was regularly and extremely lucky, or these old items are easier to get now. I’d love to hear about your experiences in the comments!
Initial player response in 4.0 was generally negative because the experience of digging in particular is tedious, repetitive, and unrewarding. It was reworked in 4.1 to be less of a grind, and each new expansion has introduced small tweaks, but the core mechanics have remained largely unchanged.
How Archaeology Works
Profession Components
The profession has two components: a Digging Minigame and a Solve Queue. If you need to level up your archaeology skill,
Archaeology 1-800 Leveling and Collecting Strategies
is a good power leveling guide - I won't be covering that here.
You find a dig site on your map, travel to it, and within that site you run around looking for Fragment Nodes.
These Nodes are lootable like
Herbalism
nodes are, but only appear once you’ve discovered the Node by performing the
勘测
action very close to it.
Each digsite offers up fragments for a particular race, based upon the continent/zone within which it appears. Dig site counts by Race and Continent:
Kalimdor
Eastern Kingdoms
Outland
Northrend
Pandaria
Draenor
Broken Isles
Zandalar
Kul Tiras
TOTAL
Night Elf
35
2
-
4
-
-
-
-
-
41
Dwarf
1
17
-
-
-
-
-
-
-
18
Fossil
13
14
-
-
-
-
-
-
-
27
Troll
5
19
-
5
-
-
-
-
-
29
Vrykul
-
-
-
14
-
-
-
-
-
14
Nerubian
-
2
-
7
-
-
-
-
-
9
Orc
-
-
13
-
-
-
-
-
-
13
Draenai
-
-
15
-
-
-
-
-
-
15
Tol'vir
16
-
-
-
-
-
-
-
-
16
Pandaren
-
-
-
-
29
-
-
-
-
29
Mogu
-
-
-
-
30
-
-
-
-
30
Mantid
-
-
-
-
19
-
-
-
-
19
Draenor Clans
-
-
-
-
-
27
-
-
-
27
Ogre
-
-
-
-
-
16
-
-
-
16
Arrakoa
-
-
-
-
-
10
-
-
-
10
Demonic
-
-
-
-
-
-
32
-
-
32
Highborne
-
-
-
-
-
-
20
-
-
20
Highmountain Tribes
-
-
-
-
-
-
13
-
-
13
Zandalari
-
-
-
-
-
-
-
18
-
18
Drust
-
-
-
-
-
-
-
-
19
19
For more information on dig sites
WoW Digs
is an older reference but has detailed artifact lists and maps.
Each digsite contains some number of Fragment Nodes that you have to find via the
勘测
action. Within each node, can you discover:
5-9 Fragments specific the to dig site race, +1 if you’re a dwarf.
1 Keystone that is worth some number of additional fragments. This is a low chance, something like 5%.
In Pandaria and ever since, you have a small chance for various other low % random procs, like ghosts that appear and attack you, and drop fragments/keystones when you kill them.
Digging is the time sink component of the profession. There are a number of parameters to dig sites that can inform your strategy, which generally will be to minimize time spent digging:
Distance between sites
The Kalimdor and Eastern Kingdoms digsites can be REALLY far apart.
Northrend as well.
Pandaria and WoD were a little more compressed.
Legion and BfA are the most compressed.
Size of the dig site
The original dig sites were (and still are) quite large, which makes it harder to find nodes.
In Pandaria the dig sites were made smaller, and smaller sites have been the norm ever since.
Number of nodes in digsite
Cataclysm: 6 (Prior to patch 4.1, these original dig sites only had 3 Fragment Nodes)
Pandaria: 6
WoD: 9 to 12
Legion: 9
BfA: 9
Size and relevance of keystone
Cataclysm, Legion and BfA Keystones are worth 12 fragments.
WoD and Pandaria Keystones are worth 20 fragments.
Random % Procs
In Pandaria, these are always Sha that give Mogu items only.
In WoD and beyond, the mobs are tied to the race of the dig site
In Legion, there are myriad different types of Procs, with some being more lucrative.
Average number of Fragments needed to solve commons, by race (coming soon)
The Archaeology profession window (accessed via your professions tab) is where you see the fragments you’ve gathered, organized by race.
For each race, you have one item that is available to you to solve. Before you can poke the solve button, you have to gather the requisite # of fragments, which is anything from 30-120 (usually ~50) for commons and 100-200 (usually ~150) for rares.
As soon as you complete the solve, the next item in the queue pops up. This will occasionally be a rare item, and that’s what you’re looking for.
Each race has its own unique collection of rare artifacts. There are a total of 62 Archaeology rares, listed in detail here and summarized by type in the following matrix:
Mount
Pet
Toy
Gear
Other
Night Elf
-
-
5
2
-
Dwarf
-
1
2
1
-
Fossil
1
2
1
1
-
Troll
-
1
1
1
-
Vrykul
-
-
1
1
-
Nerubian
-
-
2
-
-
Orc
-
-
-
1
-
Draenai
-
-
1
-
1
Tol'vir
2
1
1
3
-
Pandaren
-
-
-
2
-
Mogu
-
-
1
1
-
Mantid
-
-
-
2
-
Draenor Clans
-
1
-
1
-
Ogre
-
-
-
2
-
Arrakoa
-
1
-
1
-
Demonic
-
1
1
1
-
Highborne
-
-
1
-
4
Highmountain Tribes
1
-
-
2
-
Zandalari
-
1
1
1
-
Drust
-
1
1
1
-
TOTAL
4
10
19
24
5
For a list of all Rare items, check out
Archaeology Rares
Outside of the rares, each race also has a number of Common items. These are basically what you grind through as you hope to get a Rare in your Solve Queue.
Cataclysm Common solves create vendor trash in your inventory that you sell for 1G to 350G, with the more valuable ones being harder to find.
Pandaria+ Common solves create items in your inventory that have a Use ability that lets you “crate” them into a
修复的遗物
.
You can trade in
修复的遗物
at Archaeology vendors to purchase a box of fragments specific to any particular race. The fragment box equates to one Fragment node, or 5-9 fragments with a small chance for a Keystone.
This gives you an alternative option for farming rares. For example, if you wanted to farm Tol’vir fragments, you could dig in Pandaria, solve 24 common items after digging up roughly 1,200 fragments, and turn those into 24
修复的遗物
. You can then sell those to the Pandaria vendor for
一箱托维尔考古碎片
, and loot all those boxes, to get an average of ~168 Tol’vir fragments, ~3 (or 4 if you’re lucky) solves, or the equivalent of digging 4 Tol’vir sites in Uldum. (This example and the 7:1 ratio seems crazy until you experience how rare the Tol’vir sites are)
There’s also a low % chance for common items in Pandaria+ to solve as a “pristine” item, which creates a quest that you turn in at the vendor for 3 crates + 1 keystone for that race. These pristines also give you progress towards various meta-achievements in the profession.
Legion did a revamp to the profession where rares were only obtained via a fixed, regular schedule of bi-weekly quests you could pick up form the Archaeology Trainer in new Dalaran, rather than via your solve queue. Rather than grind for rares, you just had to wait, up to 6 months, for the quest to pop. With Battle for Azeroth Blizzard has reverted to the prior means of obtaining Rares through the Solve Queue.
About Tol'vir
Tol’vir
was introduced in Cataclysm , as the first (and last)
Epic Archaeology Race
, and was intended to be the challenging archaeology end game.
You have to have a profession skill of 450 (the max at the time) to see Tol’vir dig sites.
The dig sites only spawn on
Uldum
in Kalimdor, but compete for spawns with the 4 other races across the entire continent.
Historical tidbit:
托维尔符文
can also be used to nerf
The Lost City of Tol'vir
, sort of the opposite of today’s Mythic keystones.
Tol’vir commons all cost
45
托维尔考古碎片
; Tol’vir rares all cost
150
托维尔考古碎片
. Other races have more variability in their numbers but Tol’vir has fixed costs.
The rare solves themselves are desirable:
The Scepter of Azj'Aqir
Rarity: Epic
Solve Chance: unknown, est 0.5-1%
Gives
深蓝其拉作战坦克
Recipe: The Vial of Sands inside a Canopic Jar
Rarity: Epic
Solve Chance for Container (
坎努匹克陶罐
) unknown, est ~10%
Drop Chance of Alchemy Recipe (
配方:时沙之瓶
) unknown, est ~5%
Recipe creates Passenger Mount
沙石幼龙
Note the recipe only drops for Alchemists
Mummified Monkey Paw
Rarity: Epic
Solve Chance: unknown, est 0.5-1%
Gives Battle Pet
蠕行之爪
Pendant of the Scarab Storm
Rarity: Epic
Solve Chance: unknown, est 5%
Gives Toy
圣甲虫风暴坠饰
The Ring of the Boy Emperor
Rarity: Epic
Solve Chance: unknown, est 5%
Gives Bind on Account ring
孩童皇帝的戒指
Staff of Ammunae
Rarity: Epic
Solve Chance: unknown, est 0.5-1%
Gives Bind on Account staff
阿穆纳伊之杖
Scimitar of the Sirrocco
Rarity: Epic
Solve Chance: unknown, est 0.5-1%
Gives Bind on Account 1H sword
热风弯刀
Getting the Rares
Archaeology offers a fixed schedule of variable rewards. You poke the solve button to complete the current item, and you hope to see a rare item pop up next in your queue. There’s no way to work around the solve queue, you simply have to grind through it. Randomness (or as players say RNG) is a element of the system, but it’s definitely not the whole system. Blizzard also built a number of important constraints, likely in an effort to make the profession more engaging:
It's Random, but within Constraints
At any given time, you’ll have 4 digsites up on each continent. These digsites don’t go away until you go and dig them out. A new digsite pops as soon as you complete an old one. If there are multiple races on a continent then the new site could be any one of those races. The new site that pops is pretty much random, but there are some constraints:
Some races have more digsites on the continent and thus a higher chance to appear
If you’ve solved ALL the rares for a given race, there’s a blanket 50% reduction to that race’s chance to appear. This was introduced and confirmed in 4.1 and is still apparent today.
There is an apparent proximity-bias constraint as well, such that any new dig site that appears has a higher than random chance to be near the one you just completed. This was likely implemented to reduce travel time between digs. It can be a blessing and a curse. In farming Tol’vir for example, I could perceive this working against me as I was clearing Night Elf sites and more kept spawning nearby, but also working for me when I finally got a Tol’vir site to pop, since all the Tol’vir sites are clustered in Uldum. I’d often get 2-3 Tol’vir sites in a row after getting the first one to appear.
Solving has a few crucial constraints to understand:
Each character can only complete each rare solve once, even if you trash the item.
A character is guaranteed to get each common for a race before getting duplicate commons for that race. Stated another way: each character can complete common solves any number of times, but will never get a duplicate solve for any one common until they’ve found all of the commons at least once.
A character is guaranteed to get one rare solve in his or her first ten solves for a race, including Tol’vir.
This appears to be on a simple curve, as follows: Solve 1-10 has an increasing % chance to be a rare until a rare is found, with solve 10 being 100% chance if you haven’t seen a rare for the race by that point. Within that “first rare” slot, the random roll is apparently constrained to just rare items, basically an only-rare loot table, but some rares are much more common than others. So, again considering Tol’vir, most people will get the relatively common ring or the toy in that first rare slot and only very few will get the pet, mount, or gear.
Outside of the above constraints, the mechanism behind what item comes up in your solve queue is apparently just RNG where rare items simply have a very low (anything from 0.5 - 10%) chance to appear. Valuable vendor commons (which sell for 200+ gold) also have a lower chance to appear.
Until you’ve wrapped your head around the above, the mechanisms of Archaeology seem maddeningly opaque. A number of player theories have emerged about ways to influence the system. Most of these my direct experience quickly disproved.
Myth
Status
Last Seen
Maxing out to 200 fragments for a race will reduce the chance for a dig site to appear for that race.
FALSE
2017
You are guaranteed to get a rare solve before solving all commons more than once
FALSE
2012
You are guaranteed to get 2nd-nth rare solves on any specific interval or at specific solve count ranges
FALSE
2013/14
You are more likely to get rare solves to appear by digging or solving in particular continents or zones (like Uldum)
FALSE
2011
Obtainment Strategies
Your strategy will depend upon which race you're after.
If Not Tol’vir
Generally if you’re trying to get rares for a particular race, then find and go dig in the continent that has the most dig sites for that race. If my experience is an indication, you’ll find that you get rares pretty readily, since a lot of the blues have an apparently decent (~10%) chance to pop and because you have a guaranteed rare in your first 10 solves. Most races only have 2 or 3 rares to obtain.
If Tol’vir
Tol’vir rares are harder to obtain and present a much more challenging grind. There are a few viable ways to approach it. In my experience, here are your best options, ranked in order of how much time they save, with some consideration given to fringe benefits:
The Best Option
Complete all Night Elf, Fossil, Troll rares and then farm in Kalimdor
Take advantage of Digsite Constraints to force more Tol’vir sites to spawn.
Why it works
Archaeology has a constraint that makes dig sites for a race 50% less likely to appear once you’ve attained all rares for that race.
If you get all Night Elf, Fossil and Troll rares, you greatly increase the chance to get Tol’vir sites in Uldum.
There are 16 Tol’vir sites in Kalimdor compared to 35 Night Elf, 13 Fossil, 5 Troll, and 1 Dwarf site(s). By default, Tol’vir sites don’t have a great chance to spawn (22.86% to be exact.)
But with all three races completed you’ll have a 36.78% chance for your next dig site in Kalimdor to be Tol’vir (ignoring any proximity bias mechanisms.) Without Troll maxed the number is still good @ 34.78% chance.
There are also a lot of portals and teleports you can use to cut travel time, including the direct portal from Org to Uldum and the BfA portal from Zandalar hub to Sithilus.
I averaged 17min 3sec to attain 8 Tol’vir nodes, which is conservatively enough for ~1 Tol’vir solve, or 3-4 solves per hour.
In making these time measures my rule was to start at closest zone point (Org, Tb, or Sithilus) and then port directly to Uldum as soon as the first Tol’vir site appeared if/when I could.
Profession Skill of 450
Obtain all Fossil and Night Elf rares, and ideally all Troll rares as well.
I don’t think this is as hard as is sounds, but my data here is limited to my own experience: I have all 7 Night Elf rares obtained @ 122 total Night Elf solves.
You’ll get 15 other rares including a mount, 3 pets, and 6 toys as you progress on Tol’vir! Some of these old rares are really cool.
You’ll also make it easier to farm Vrykul and Nerubian rares since you’ll nerf the pesky Night Elf/Troll spawns in Northrend.
First Runner Up (For Now)
The "Mantid Method" in Pandaria
Take advantage of the
螳螂妖神器猎人的装备箱
that is sold by
谭欣眺
.
Why it works
(Note BFA Pathfinder Part 2 will make these benefits obsolete - see Alternative 1 below)
You can use the items in
螳螂妖神器猎人的装备箱
to apply the Mantid Hunter buff and immediately reset Pandaria dig sites to be Mantid for an entire day. Minimize travel, solve a ton of Mantid commons & pristines, and turn those in for Tol’vir Fragments.
Mantid sites are relatively small and well-clustered, and only appear in the two western zones, so this method cuts out significant travel time.
Mantid keystones are also worth 20 fragments rather than 12 (as are all Pandaria/WoD keystones, too.) In my experience, it also seems like Mantid keystones are a higher drop chance than other keystones.
Mantid commons have a fairly reliable low fragment cost of 40-50 per solve.
Taken together these things mean you can get a decent number of mantid common solves pretty quickly.
I averaged 18min 56sec to attain 8 Restored Artifacts, or the equivalent of 8 Tol’vir nodes, which is conservatively enough for ~1 Tol’vir solve.
In making these time measures my rule was to always fly to closest dig site, and only counted Pristines as 1 Restored (since you won’t get many of those)
Profession Skill of 600
Exalted with
游学者
(this takes a few hours) - follow the
Lorewalkers Reputation Guide
Kit itself costs
2
修复的遗物
, lasts for a day
There are far fewer fringe benefits here than above, in my opinion, because you won’t get very many rares over the course of your grind.
You’ll get the two Mantid rares pretty easily, they’re both weapons.
You’ll get some pristines and the relevant achievement progress.
You’ll get occasional Mogu solves (maybe even rares) from the low % Sha procs off the Mantid nodes.
Notable Alternatives
Farm Zandalar or Kul Tiras
The BFA zones each have small digsites, only one race per continent, and 9 nodes per site (rather than Pandaria’s 6), while also having low % procs for the relevant race, and low Common fragment costs. As soon as we can fly in Kul’Tiras and Zandalar, you get all the same benefits as the Mantid Method in current content and without the prerequisites or the mind-numbing repetitiveness.
With the future introduction of 8.2 and BfA Pathfinder, I think the Mantid method will become obsolete to simply farming your BfA island of choice.
Farm WoD
Draenor does have some travel time costs, but also has small sites with more (9-12) nodes and big (20 fragment) keystones. I didn’t farm WoD as much because it’s a little slower and boring, but I still averaged about 21 minutes to get 8 Restored Artifacts when I did.
Farm Legion
I don’t generally recommend this because legion has some ridiculously high Common fragment solve costs, with several Commons costing 100+ fragments. This greatly slows down your ability to get quick solves. I found it took me closer to 27 min to get 8 Restored Artifacts this way. That’s too bad because Legion restricts dig sites to one race / one zone automatically on a two-week rotating schedule based upon the race of the active rare quest. Legion dig sites are small, and there’s a whole collection of interesting low % procs to give you extras, including bonus sites that give more fragments in now-trivial areas. You’ll get lots of fragments quickly… but you won’t crate as many Restored Artifacts due to the solve costs. Still, if you want a particular Legion rare, or the Groundbreaker title, then dig here for a change of scenery without losing that much time.
Level Archaeology on another Character
You can also
power-level Archaeology on an alt
to try and get lucky on your guaranteed first rare in 10 solves for a certain race. If you’re farming Tol’vir for example, you can power level archaeology up from 1 to 600 in WoD, which will take you 3-4 hours and yield ~50 Restored Artifacts that you can trade in at the Pandaria or WoD vendor for fragments. I did this on three alts, and got the ring or the toy every time. I can’t generally recommend it if you're targeting a specific ultra-rare, but it is something to consider.
Other Tips
Dig Faster
As soon as you gather a fragment,
勘测
the next fragment where you stand and mount as soon as the Survey action completes. You’ll be mounted by the time the Surveying beacon spawns, which saves you time.
If your first and second
勘测
are both red, triangulate towards their point of intersection.
Don’t fly too far between surveys, even red ones. Eventually you’ll get familiar with the sites and gain intuition about how far you are from nodes. Most sites have identifiable node clusters / patterns.
Set small daily goals, like “5 Tol’vir solves per day” to avoid frustration and burnout. There’s no need to be in a hurry with this profession.
Use a few Addons
Minimal Archaeology
is a wonderful addon, incredibly useful for doing solves and tracking progress without constantly opening and closing windows.
TomTom
to more quickly route between dig sites. Minimal Archaeology has an integration with it.
Gathermate2
tracks node locations on your minimap to help you find nodes faster
Final Thoughts
I hope this guide has provided useful information and insights for you. Please let me know your thoughts in the comments, share your experiences there as well. The Archaeology Profession has a challenging design at best; you probably won’t enjoy the grind. That said, you’ll probably enjoy having the rewards, which are fairly unique and rare these days.
Beyond the mounts and pets, a few highlights for me:
Discovering the amazing
赤精之伞
in
Pandaria
, transmogging the appearance onto my OH, and immediately having multiple people ask about it.
Discovering
泰兰德最爱的玩偶
, which I’d never heard of, and using it to heal in Timewalking content - it was so great!
Realizing the
扭曲骸骨
turned me into a Naga, which I can then enlarge with
维库饮水角
to become a giant Naga while waiting on boss pulls.
And of course, whispering into the
尤格萨隆的谜之匣
, the reward that started it all for me.
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评论
评论来自
dryzl
Great guide. Will have to get going on some of this!
评论来自
Freyan
Thank you for the guide! Any tips on getting skill points in BFA? I've been sitting at 939/950 for what feels like months, no matter how many BFA digs or solves I do. It seems like the Darkmoon Faire is the only option to get skill points from here that doesn't require extreme grinding and patience - am I missing something? I always thought you got a skill point for every solve until you reach max skill, but that is clearly not the case.
评论来自
Deizen
Actually, the easiest way to do Tol'vir Archaeology, is by not doing Tol'vir Archaeology.
Instead, you:
1. Get your Archaeology to 600
2. Go to Pandaria
3. Get exalted with Lorewalkers
4. Buy the "Mantid Arficat Sonic Locator"
5. Buy the "Lorewalker's Map"
6. Use the map, go do Mantid dig sites for a day
7. Turn all the mantid artifacts into restored artifacts
8. Turn those restored artifacts into Tol'vir fragments
9. Solve a ton of Tol'vir artifacts.
评论来自
Svandir
For anyone reading this in the current year: You are not guaranteed a rare in your first ten solves. I tried using this method on my priest, after doing a lot of archaeology on my druid, and found no troll rare after 12 solves, 11 of which were unique. Unsure if this is a bug or a feature
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两大目的:
它还维护WoW的一个插件
Wowhead Looter
, 在您游戏时采集数据!
它将
采集所得数据
上传至Wowhead,保证数据库时刻掌握最新信息!
您可以用它追踪完成的任务、配方、坐骑、伙伴宠物以及头衔!
您还在等什么?立即
下载客户端
整装待发吧。
我们用 Wowhead 客户端保证数据库的及时更新,向您提供额外的有趣的功能!
两大目的:
您可以用它追踪完成的任务、配方、坐骑、伙伴宠物以及头衔!
您还在等什么?立即 下载客户端 整装待发吧。