These are object types that are available for modding and have configurable properties
-`configurable` - see [Rewardable](Map_Objects/Rewardable.md). Visitable object which grants all kinds of rewards (gold, experience, Bonuses etc...)
-`bank` - see [Creature Bank](Map_Objects/Creature_Bank.md). Object that grants award on defeating guardians. Deprectated in favor of [Rewardable](Map_Objects/Rewardable.md)
-`dwelling` - see [Dwelling](Map_Objects/Dwelling.md). Object that allows recruitments of units outside of towns
-`market` - see [Market](Map_Objects/Market.md). Trading resources, artifacts, creatures and such
-`boat` - see [Boat](Map_Objects/Boat.md). Object to move across different terrains, such as water
-`hillFort` - TODO: documentation. See config files in vcmi installation for reference
-`shipyard` - TODO: documentation. See config files in vcmi installation for reference
-`terrain` - Defines terrain overlays such as magic grounds. TODO: documentation. See config files in vcmi installation for reference
### Common types
These are types that don't have configurable properties, however it is possible to add additional map templates for this objects, for use in editor or in random maps generator
-`static` - Defines unpassable static map obstacles that can be used by RMG
-`generic` - Defines empty object type that provides no functionality. Note that unlike `static`, objects of this type are never used by RMG
-`borderGate`
-`borderGuard`
-`lighthouse`
-`magi`
-`mine`
-`obelisk`
-`subterraneanGate`
-`whirlpool`
-`resource`
-`denOfThieves`
-`garrison`
-`keymaster`
-`pandora`
-`prison`
-`questGuard`
-`seerHut`
-`sign`
-`siren`
-`monolith`
### Internal types
These are internal types that are generally not available for modding and are handled by vcmi internally.