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Agrios / アグリオス Basic Information Type Two-Legged Durabilty 820p OKE Weight 4580kg Payload 12000kg Payload in Engine Power 150% 18000kg On-Board Arms 4 Weapon 1 Assault Gun, Beam Gun Weapon 2 Electromagnetic Pulse Gun, Napalm Gun, Shell, Shotgun Weapon 3 Rocket Launcher(S12/M6/L3) , Missile Launcher(S12/M6/L3), Land Mine Dispenser(6), Aerial Mine Dispenser(6), Special Launcher(Sonic Blaster(12),the others(6)) Weapon 4 The same as Weapon 3. On-Board Options 3 On-Board Energy 2400GJ 480kg On-Board Energy in its rate 150% 3600GJ 720kg Heat Resist 2200P Attack Attack Low Hit twice with Tonfa. Attack High Hit to right with Tonfa → left rotation . Attack Far Jumping left straight. Special Move Number Name Summary 1 Right Slash Tonfa attack rotating about 90 deg. to right! 2 Left Slash The converse of 1! 3 Back Slash Tnfa attack rotating about 180 deg. to left! Feature A two-legged which can be used since Carnage Heart EXA. This OKE is used as an OKE for this game’s tutorial and package illustration, which is this game’s face. The kind of equipable weapons is abundant and the attack is strong with its Tonfa. The advantage is that on-board arms is 4. However this OKE’s payload is little, so this OKE tends to over the payload rate 130% when this OKE equips all weapons for you to want use. Therefore this OKE has many limits after all. It can say that this OKE is for tutorial but difficult about its use. The best advantage of this OKE is to equip two types of main weapons. However this OKE’s payload is little as above, so it’s important how you deal with this problem.I think it good to a choice that you dare to make this OKE equip only one main weapon.
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== FEATURES == New Chronicles, epic storyline experiences for solo and duo players, become available with 1.5. See CHRONICLES, below. New Planar Attunement system lets you continue to grow your character past level 50 and choose how you want to enhance their abilities. Details under PLANAR ATTUNEMENT! Veteran Rewards are being added as a bonus for longtime Ascended. Master-mode Dungeons challenge even the most experienced and well-equipped players who come looking for a fight! See below for more details on what to expect and how to enter them. A new Weekend Warfront joins the mix - check out LIBRARY OF THE RUNEMASTERS, below! New competitive rewards have been added for purchase with high-level zone event currency. Find them on the Planar Goods merchants in Sanctum and Meridian! More details under ZONE EVENT REWARD UPDATES. The Golden Maw unleashes chaos from an abandoned kingdom across the sea, as the Ashes of History world event begins SOON! AddOns for RIFT will soon be going into live beta! These are optional tools that can be used to enhance your personal gameplay experience. = ASHES OF HISTORY - WORLD EVENT = Two dragons of the Blood Storm have been defeated, but four still remain. With Akylios influence waning, the ancient Travel Stones, once buried, are on the verge of rediscovery. The cults of Laethys and Maelforge seek control of these long-abandoned portals to help them bring forth a future of fire and chaos. If Telarans wish to regain them, they ll need all of the Ascended help they can get! Keep an eye on your World Event UI for the start of this world event. = CHRONICLES = Chronicles, epic storyline experiences for duos and strong solo characters, begin rolling out with 1.5. The Chronicles of Attunement is a solo experience for all characters who reach level 50, congratulating them on their journey and introducing players to the Planar Attunement system. Duo or strong solo 50s can enter the Chronicles version of Greenscale s Blight or Hammerknell to take part in additional storylines separate from the Raid versions of these zones. The rewards for Chronicles - outside of taking part in the story itself! - include Planar Attunement experience, gear of use to newly-50 Ascended, and chances at unique artifacts, new and old vanity items, and mounts from prior events. Level 50 characters can access the new Chronicles window from the menu buttons on-screen or by pressing the J key. Under times of high demand, Chronicles will use a queue system to make sure everyone gets their turn! = PLANAR ATTUNEMENT = Advancement doesn t stop at level 50; after the Chronicles of Attunement, you can start earning Planar Attunement experience to further customize and enhance your character! Planar Attunements provide base enhancements to your character s Calling from each Plane, and is not Soul-specific. Your experience bar will turn into a Planar Attunement meter when you reach level 50. The mouseover tooltip will indicate that you are earning experience toward Planar Attunement. You must purchase all Planar Attunement abilities of a given tier before you can begin spending points in the next tier up. Rested experience does not apply to post-level-50 Planar Attunement experience. = VETERAN REWARDS = Our players are what make RIFT possible - as a thank you from us to you, additional bonuses are earned based on how long you ve been with us in Telara. Veteran Rewards are calculated based on prior existing time subscribed as well as any purchased future subscription time on your account. For example, if you ve been subscribed for 3 months and renew a 3-month subscription, you will receive 6-month Veteran Rewards at the time the renewal occurs. Check your in-game mailbox to receive Veteran Rewards! For additional details including the list of rewards and milestones, see http //www.riftgame.com/en/game/veteran-rewards.php = MASTER-MODE DUNGEON - DARKENING DEEPS = For those Ascended looking for a group-sized challenge, new Master Mode dungeons are underway, starting with Darkening Deeps. Intended for elite groups of Ascended, these Master modes may require you to use multiple roles and advanced tactics including crowd control and support souls. Epic rewards await those who successfully complete these dungeon modes; dropped items are more powerful than tier 2 Expert gear and provide an alternative to Raid Rifts and entry Raids for gear. There are rumors of a few super-powerful items to be found as well! Groups wishing to tackle Master Mode dungeons must form up and enter the zone with the Master dungeon difficulty selected. Master Mode groups cannot be formed through the Looking for Group tool. = NEW WEEKEND WARFRONT - LIBRARY OF THE RUNEMASTERS = A new Warfront joins the weekend rotation - this one in an all-new setting! Within the depths of Hammerknell, Guardians and Defiants fight to take control of abandoned Dwarven Rune vessels. With the ability to bind powerful planar beings, these artifacts could prove invaluable to the armies of Ascended. Join the fight to control these powerful vessels - but be warned, the longer one is within your grasp, the more its dark power will eat away at your soul. Earn points for your team by holding the relic as long as possible. None can withstand the power of the relic for too long, though, and the carrier will take an increasing amount of damage until they die. Points can also be gained by defeating enemy players. = ENDGAME RIFT ZONE EVENT REWARD UPDATE = Awesome new weapons, armor, and Synergy Crystals have been added to the Planar Goods merchants that can be purchased with Inscribed Sourcestone - these are expert-level equipment and worth checking out as a means of gearing up your character! Combined Crystal sourcestone and Inscribed Sourcestone into a single currency for end game rift rewards. Crystal Sourcestone has been removed and any existing Crystal Sourcestone will automatically be converted into Inscribed Sourcestone. Added Inscribed Sourcestone drops to all high level events, Rifts, and Rift related daily quests. Significantly increased the rate in which players can obtain Inscribed Sourcestone. Items that used to cost Crystal Sourcestone have had their costs converted to Inscribed Sourcestone. = WARFRONT ACCOLADES = A new Warfront Accolade callout system gives recognition and group bonuses to Favor, Experience, and Prestige for completing a variety of certain feats in Warfront PvP. Example feats include the defeat of two opponents at once, defeating multiple opponents in a row without dying yourself, or for saving a teammate from the brink of death with a well timed heal. There are even Warfront-specific feats for unique actions! = GUILD WALL = A new tab in the Guild UI allows members to post messageboard-style updates for all guild members to see. Use it to set up Raids, Events, or just to coordinate with friends who may not be online at the same time. Permissions allowing members to post on the Guild Wall, or to delete posts, are set under the Rank permissions settings. GENERAL GAMEPLAY You can now interact with merchants, quest NPCs, and Healer NPCs while they are in combat! This should help in some situations where a great many invaders are present. Trinkets and other usable-equippables will now enter their cooldown period when equipped. Quantum Sight and Omen Sight now last 15 minutes. The Planar Vendors in Sanctum and Meridian have been reorganized to hopefully make them more user-friendly. A number of the goods available have been repriced. Ascended Powers are now on their own merchant in Sanctum and Meridian. Fixed an edge case with master looting where a group could become ineligible for assigned loot. Fixed a bug where characters could end up with multiple stacks of Soul Exhaustion. Fixed the message Dummy has decayed from [item] appearing whenever a temporary enchantment was applied to an item. NPCs now give a more descriptive error message when you attempt to turn in too many repeatable quests in a single day. If you try to pay for a cash-on-delivery mail attachment multiple times, we don t actually charge you more than once. When right-clicking stackable items to move them into a Guild Bank, they will be merged into any existing stacks in the bank if there is room. Quests that share updates with party members will now also share across the whole raid, not just within your raid group. Using click-to-move no longer acts bizarrely if you click on a floor above or below your character. Smart Targeting now actually changes your target to the one chosen by your ability. CHAT SYSTEM UPDATES You no longer need to be Prestige rank 2 to join the World Defense chat channel. Characters will be added to the World Defense channel when reaching level 50 - current level 50s will be added automatically after the update. Combined some of the level range chat channels - new channel ranges are Level 1-29, Level 30-49, and Level 50 chats. When your character is automatically added to a new level channel (when reaching 30 or 50), we ll no longer also remove you from the old one. RIFTS AND INVASIONS A new zone event weekly quest is available from Raj Tahleed in Meridian and Abbess Katia in Sanctum. Increased the experience gain around Rift activities - a small increase to experience gained from Rifts, a moderate increase for footholds and Major Rifts, and a large increase for zone event Colossi! The Defiant s Flare and Guardian s Flare abilities now summon more numerous and stronger assistants to help take down an enemy foothold. The ability cooldown is now 2 minutes. Raid Rift tears no longer time out and disappear. Guardian or Defiant invasions summoned by Ascended Abilities should more reliably assist each other. Anti-Planar Augmentation and Blessed Champion abilities now have a duration and cooldown of 1 minute, instead of the previous 30 second duration and 5 minute cooldown. After invaders take over a location they will start stacking the Burning Out debuff, causing them to take increased damage for each stack. Player pets no longer deal reduced damage to Invaders. Zone event broadcasts should now always contain the name of the zone the event is starting in, rather than just an area within the zone. Between the high level zones - Stillmoor, Shimmersand, and Iron Pine Peaks - only one zone event will be active at a given time. Raid Rift tears now have a unique map icon. When a PvP Rift is active in a zone, the activity icon will be visible on your main map, which has a tooltip giving info about the active Rift and event. PvP Rifts will also be visible on the main map when zoomed in, even if you re not currently in the zone. LOOKING FOR GROUP The Random Daily Dungeon completions via the LFG tool now also award experience for Planar Attunement, where appropriate for your level. Stats contributed from armor set bonuses now count toward tier requirements when looking for dungeons. Fully LFG-formed groups now default to having the tank set to leader. LFG groups can now vote kick someone who is not in the instance. You can also access other useful things from the party member s right click menu even if they are not in your instance - promote, mark, invite to guild, friend, etc. Fixed a case where you wouldn t be able to use the Leave Dungeon option if you entered an LFG dungeon from within another dungeon. Two-player parties that disband during a LFG queue pop no longer leave an orphan window on the screen. Characters who level while queued in the LFG system will not be kicked for forgetting to spend Soul Points for a couple of levels. Once you leave the queue for any reason you will have to spend those Soul Points before you can rejoin it. LFG players who are briefly disconnected but still in the group will no longer cause unusable replacement popups on the group leader s screen. Killing the first boss in a normal dungeon will properly remove the party s LFG cooldown debuff, much like the Expert dungeons do. Party leaders that are overleveled for their LFG instance can now successfully use the Find Replacement popup if needed. Leaders of raids with 5 players or less can now enroll them in the LFG queue, even if more than one group exists in the raid . Parties queued for LFG will remain in the queue when converted to raid, as long as they meet the 5 player or less limit. Leaders of LFG raidframe groups can now change the order of players within the party. The soul respec window will now warn you that respeccing may kick you from an LFG queue, depending on how much you change! The LFG system will no longer get confused if you add a party member during a dungeon queue pop. It also won t forget group member names if someone is in a Warfront when the window comes up. Attempting to use Master Looter to grant loot to a member who is offline now has a more useful error message. GUILDS Guild Perk Bloodthirsty Duration increased to 10 seconds, percentage healed lowered to 5-15% healing, and now cannot trigger a second time while active. Found and removed a weekly guild quest that had an incorrect level set on it and would result in only 2 quests being offered, rather than three, in a particular week. COMBAT Fixed a bug that caused passive abilities to not apply on pets if they were already summoned at the time of login. Also fixed a bug with item abilities not triggering on pets if the item was equipped prior to the pet being summoned. Area effect heals that were using up a heal count on a dead friendly target will no longer do so. Fixed an issue causing tooltips from some abilities (most trinkets, in particular) to display inaccurate values for damage and healing when the character has active effect that modify their incoming/outgoing damage or healing values. Your camera angle will no longer change when struck by an NPC using Thunderous Kick. ==SOULS== Cleric mana pools will now increase just a bit more from gains in Intelligence. Fixed an issue causing some passive abilities to linger after resetting your Soul Points. CLERIC CABALIST All Sigils are now area of effect on the target rather than ground targeted area effects. Ravaging Darkness The damage from Ravaging Darkness itself is now properly converted into healing. Reversal of Fortune No longer causes you to be hit by your own Decays. Dark Water Fixed tooltip inconsistencies. Symbol of the Ancient Removed the extra comma from the tooltip. Curse of Discord, Curse of Solitude Both now specify in their tooltips that they will not stack with each other. DRUID Fae Blast Now properly generates aggro. INQUISITOR Corporal Punishment Now grants a flat 50% chance to gain increased damage to your Life and Death based abilities for 5 seconds. Does not scale based on points spent in the Inquisitor soul. JUSTICAR Bolt of Radiance Removed the secondary taunt effect that required Mien of Leadership. Provoke Now available with 12 points in Justicar. Taunts the target, forcing them to attack the Justicar for 3 seconds. Does not trigger a global cooldown. Interdict No longer has a delay before actually interrupting the target. PURIFIER Ancestral Flame Improved the way the shield absorb bonus is calculated from having points in Disciple of Flame - the net result is a higher amount absorbed by an Ancestral Flame proc when you have both abilities purchased. Rite of the Ancestors Corrected the tooltip on the effect. SENTINEL Serendipity Now grants a flat 40% chance to reduce the casting time of your next heal. Does not scale based on points spent in the Sentinel soul. Lasting Invocation This now considers both the healing applied as well as overhealing done by Healing Invocation for determining the amount of the heal-over-time portion. Vigilance Rank 2 is no longer blocked by the Latent Blaze debuff. SHAMAN Lust for Blood Now grants a flat 45% chance to deal additional damage on your next Physical hit. Does not scale based on points spent in the Shaman soul. Vengeance of the Primal North Corrected the effect tooltip. TEMPLAR [PvP] Nysyr s Brand Increased cooldown to 10 seconds. WARDEN Overflow Now grants a flat 40% chance to proc an additional heal on your target. Does not scale based on points spent in the Warden soul. MAGE Warlock s Opportunity and Dominator s Quick Thinking no longer stack with each other. Opportunity has a higher priority and will be applied if both would be up at the same time. Fixed an issue where using two Charge-consuming abilities at the same time would only have the first one consuming Charge. ARCHMAGE [PvP] Nenvin s Lament Fixed an issue where a previously cast spell would consume Nenvin s Lament if it was cast before the prior spell finished hitting the target. ARCHON Disorient Now triggers Swift Control when the stun portion successfully lands, instead of when the confuse portion hits. Rock Slide Fixed an issue where the last tick of Rock Slide would remove 10 Charge but deal no damage and no buff stacks if you had between 10 and 19 Charge at the time of the last tick. Leeching Flames Multiple Archons can now have Leeching Flames up on the same target. No longer triggers the Elementalist ability Icy Carapace. Opportunity procs from the Warlock soul no longer gives Archon auras a casting time if the Archon has branch abilities making them instant. DOMINATOR Charged Shield, Mass Charged Shield Shield damage now checks for damage buffs and debuffs at the time the damage occurs. Mass Charged Shield Fixed a bug with the tooltip of Rank 2-4 of this spell where the damage was not being displayed correctly. Death s Edict, Mental Shock Now deals damage even if the target is immune to the stun portion of the effect. Swift Control Updated the description to help clarify how this spell functions. Improved Charged Shield Updated the description to indicate that it increases the base damage of an ability. Pets will now be able to attack enemies affected by the root from Storm Shackle. Quick Thinking No longer consumed by abilities that you ve spent soul points to make instant-cast, such as Chloromancer s Bloom. ELEMENTALIST Fixed an issue with the Water Elemental s Icy Chains ability that prevented the root from being cleansed. Sever Bonds Can now be cast while silenced. NECROMANCER Last Gasp Can now critically hit. Flesh Rot Updated the description to indicate that it increases the base damage of an ability. Symbiote Updated ability description to clarify that it applies to the base healing of Essence Link. Fixed an issue where Blood Spike on the Skeletal Zealot was not correctly reducing its cooldown when it consumed a stack of Deathly Calling. Corpse Explosion Fixed a bug where this wouldn t trigger if used on another player. PYROMANCER Due to the below changes, characters with soul points spent in Pyromancer will receive a free soul respec. Withering Flames Can now critically hit. Burning Shield Now absorbs 50% of the damage received, up to the indicated amount. It no longer has restrictions on when it can be cast. Ground of Power updates Renamed to Glyphs of Power. Glyphs of Power is now an instant cast self-buff with a 1 hour duration. This buff provides the same bonus to Fire abilities and increase to damage taken that Ground of Power did, but only applies the bonus while the caster is standing still. Now also increases mana regeneration. PVP - Glyphs of Power The bonus to Fire damage from Glyphs of Power in PvP combat is 5%. Improved Ground of Power Renamed to Improved Glyphs of Power. Retains the same effect on Glyphs of Power that it had on Ground of Power. Improved Grounding Removed. Improved Flame Jet - New Ability Grants Flame Jet a 33-100% chance to knock back targets it hits. Available after spending 5 points in Pyromancer. Wildfire The buff can now be clicked off or otherwise removed. Flicker Can now be cast while silenced. STORMCALLER Absolute Zero This will no longer be consumed if cast immediately after Arctic Blast or Icicle, before those spells hit the target. Building Storm The stacking buff is now consumed at the point of casting a Hypothermia ability, rather than being consumed at the time damage is dealt. Storm Guard Fixed a case where Storm Guard would not place a stack of Electrified on enemies it damaged. Icy Vortex Will no longer snare an enemy if they are already snared. Will still apply Hypothermia with each hit. WARLOCK Defile Fixed an issue where the last damage tick was not occurring. Sacrifice Life Mana No longer prevented from returning mana when used with Empowered Darkness active. Dark Fury Now deals damage even if the target is immune to the Stun portion of the effect. Damage from Warlock Armor and Dark Armor now checks for damage buffs and debuffs at the time the damage occurs. Charge consuming abilities now properly consume Charge when used while Empowered Darkness is active. Opportunity No longer consumed by abilities that you ve spent soul points to make instant-cast, such as Chloromancer s Bloom. ROGUE Increased Energy regeneration rate to 23 per second. General gameplay goals for the rogue update - Competitive PvE Alternatives to Sabodancer, both melee and ranged. - Competitive PvP DPS. You should fear seeing a Rogue the same way you see a Warrior. Of equal Prestige Rank, the two should be capable of providing a similar amount of PvP threat. - Survivability improvements. Some self heal improvements and vampiric-type Healing Siphons - Abilities that reduce the healing intake capacity of one s target, with a portion of the stolen amount going to the rogue. - Better synergies between souls. - More utility without giving up the majority of their DPS to get it, bringing them closer in line to the flexibility that other callings have. - Large pack tanking improvements - Improvement to threat on multiple mobs - Running capacity remains -- BUT, Double-teleport-invulnerable runner (the "bugged" one) goes away. - Reduction in required reliance on "unfair" tactics (invuls, slips, etc) via adding true competitive power ASSASSIN Gameplay goals More up front damage, less reliance on super-long, annoying DoTs. Better poisons. Less "waste a finisher to apply a short buff." Slip Away should not be a requirement to compete. Virulent Poison, Lethal Poison, Leeching Poison, Debilitating Poison, and Serrated Blades no longer trigger damage shield effects. Baneful Touch No longer a combat finisher ability. Now a self buff that increases the damage of all weapon enchantments by 20%. Unlocked after spending 20 points in Assassin. Leeching Poison The healing granted has been increased. Now unlocked after spending 14 points in Assassin, with an additional rank added at level 50. Debilitating Poison Updated functionality. The Assassin coats their weapons in poisons, and each weapon attack has a 20% chance to deal additional Water damage and drain 5 Energy, 5 Power, or 3% of the target s maximum mana up to a cap of 500 per hit. Lasts for 1 hour. Up to 2 weapon enchantments can be applied at one time. Poison Mastery Now also increases the Attack Power of the Assassin s poison-coated weapons by 15-75%. The chance for it to trigger has been increased to 4-20%, up from 2-10%. Enduring Brew Ability changed - now instantly heals the Assassin for a large amount of health, with a 1 minute cooldown. Backstab Attack Power damage bonus increased to 150% from 100%. Assassinate An additional 150% damage bonus from Attack Power is applied to this attack, up from 100%. Now also completely ignores armor on the target. Exposed Weakness The additional damage taken by the target is now increased by the Assassin s Attack Power. No longer on the global cooldown and has a 20 second ability cooldown added. Energy cost reduced to 10 from 20. Physical Trauma Ability changed - now increases the damage of Puncture, Jagged Strike, and Impale by 20-40% , and the damage of Final Blow on an impaled target by 20-40%. Slip Away Changed slightly - the Assassin is no longer immune to damage after using Slip Away. Any damage taken while Slip Away is active will not bring the Assassin out of stealth. Cut and Run - New Ability Available after spending 20 points in Assassin. Removes all control and movement impairing effects. Not on the global cooldown. Serpent Strike Energy cost reduced to 10 from 20. Impale Damage has been increased. Duration increased to 20 seconds, up from 16. Hidden Veil Fixed a bug where this wasn t working properly or would enter a cooldown period when you also had Camouflage, Step Into the Shadows, or Slip Away. BARD Gameplay goals A little more low level survivability - More of a reason to take this as a 3rd solo soul if you re inclined to get some more survivability back. Motif of Renewal - New Ability Unlocked after spending 6 points in Bard. Heals the Bard over 15 seconds, does not stack with Motif of Regeneration. Triumphant Spirit Healing bonus is now applied to Motif of Renewal. Motif of Regeneration Fixed a bug where this would end prematurely when another grouped Bard used their Motif of Regeneration. BLADEDANCER Gameplay goals Should be a viable in-your-face combat rogue. Combat Culmination Corrected the tooltip on this ability - it now indicates that unused combo points are refunded at 10 Energy per point (rank 2) or 15 Energy per point (rank 3). Rhythmic actions no longer cause Exhaustion; instead, only 1 Rhythmic Action can be active at a time. Weapon Barrage Removed the damage component of this interrupt ability. Strike Back Now triggers off of dodges as well as parries. Compound Attack Damage dealt is no longer reduced when hitting 2 or 3 targets. Now affects up to 5 targets, up from 3. Turn the Tide Whenever you dodge or parry an attack, it now also reduces the damage you take by 5-10%. Contra Tempo Functionality changed. Increases the Attack Power damage bonus to your Quick Strike and Precision Strike by 5-10%. The bonus is increased by 12% for each point spent in Bladedancer above 31. Counterbalance Ability changed. Now reduces the cooldown of all Rhythmic Actions by 15 seconds. Flash of Steel Now unlocked after spending 10 points in Bladedancer. A rank 7 of this ability has been added. Twin Strike The offhand attack now hits up to 4 enemies, increased from 1 other enemy. Unabating Steel Available after spending 25 points in Bladedancer. The Bladedancer becomes immune to all control and movement impairing effects after using Flash of Steel. Blade and Soul Parity Also increases the Bladedancer s Critical Hit damage by 50%. Double Coup Functionality has been changed. Now increases the damage of Keen Strike, Quick Strike, Precision Strike, and Twin Strike by 75%. False Blade, Dauntless Strike Duration is now 20 seconds for 1 Combo Point, 30 seconds for 2 Combo Points, 40 seconds for 3 Combo Points, 50 seconds for 4 Combo Points, and 60 seconds for 5 Combo Points. INFILTRATOR [PvP] Cleanse Soul No longer takes you out of stealth when used. MARKSMAN Gameplay goals No longer suffers an identity crisis around being the mobile-soul-that-requires-mostly-stationary-play. Pedestals are gone. Sniping remains. They get enchanted Ammo buffs (via their new "Munitions" line), and can bring one more ability into an AE rotation. New survivability as well. Better synergy. Due to the below changes, characters with soul points spent in Marksman have received a free soul point respec. Marksman s Pedestal and Sniper s Pedestal have been removed. Hit and Run Removed. Improved Hit and Run Removed. Swift Shot, Empowered Shot, Deadeye Shot, Rapid Fire Shot Damage increased. Strafe Damage increased. An additional 100% bonus from Attack Power is added to this attack. Four new weapon enchantments for ranged weapons have been added. Only 2 weapon enchantments can be active at one time; does not stack with Assassin poisons or Nightblade weapon enchantments. Electrified Munitions Unlocked at 14 points. Ranged weapon attack abilities deal additional Air damage. Damage is increased with points spent in Marksman above 14. 1-second internal cooldown on this ability. Rending Munitions Unlocked at 28 points. Your ranged weapon attacks ignore 25% of the target s armor. Vampiric Munitions Unlocked at 18 points. Ranged weapon attack abilities have a 20% chance to place a curse on the target, reducing their healing taken by 50% for 15 seconds. The Marksman is healed for 50% of any healing the cursed target receives. The healing siphon works for both overhealing and incoming healing from procced effects and takes precedence over other healing debuffs on the target. Silver Tip Munitions Unlocked at 51 points. Ranged weapon attack abilities debuff the target, causing them to take an additional 2% damage from the Marksman for 10 seconds. Stacks up to 10 times. Multiple Marksmen can stack the debuff on the target, but are only affected by their own application. 1-second internal cooldown on this ability. Controlled Fire - New Ability Available with 38 points spent in Marksman. Reduces the Energy cost of all ranged weapon attack abilities by 10% and increases the Attack Power damage bonus by 10%. The bonus is increased by an additional 5% for each point spent in Marksman above 38. Deaden Energy cost reduced to 10 from 40. Lightning Fury Can now be cast instantly. Energy cost reduced to 30 from 40. Single Minded Focus Ability changed - now increases the damage of all single target damage abilities by 1-5%. Increased Fire Power Effect is now triggered on all critical hit attacks. Rapid Extrication Now reduces the cooldown of all Marksman abilities by 15-30%. Barbed Shot Moved to a 16 point root ability. Penetrating Shots Now works with both ranged and melee weapon physical attacks. Also ignores 5-25% of the target s armor, up from 4-20%. Master Archer Ability changed - whenever you are standing still, damage with ranged weapons is increased by 5-25%. Fan Out, Crossfire, Lightning Fury Can now hit up to 8 targets, increased from 4. Collateral Damage Increases the damage of all ranged weapon area of effect attacks by 15-30%. The Hammerknell Synergy Crystal for Marksman has an update 2-piece bonus Marksman Finisher abilities have a 20% chance per combo point spent to reset the cooldown of Empowered Shot and cause the next Empowered Shot to be instant. 4-piece Hammerknell Synergy Crystal bonus has been updated with the above changes now increases the damage of Electrified Munitions by 50%. NIGHTBLADE Gameplay goals Some more survivability, without having to rely on pure immunities. Hellfire Blades, Smoldering Blades, and Fell Blades no longer trigger damage shield effects. Primal Strike Now deals Death damage instead of Physical damage. Primal Death Now increases the damage of Primal Strike by 5-15%. Enkindle Ability changed to increase the Attack Power bonus of your Fire and Death based attacks by 15-30%. Living Flame Increased the damage bonus from Attack Power by an additional 50%. Twilight Transcendence Ability changed; it now removes all curable harmful effects, reduces damage taken by 50%, and heals the Nightblade for 50% of their max health over 4 seconds. Fell Blades Available after spending 16 points in Nightblade. Now causes weapon attacks to have a 20% chance to deal Death damage and curse the enemy, reducing healing on the target by 50%. The Nightblade receives 50% of any healing on the cursed target. The healing siphon works for both overhealing and healing that comes from procced effects and takes precedence over other healing debuffs on the target. Fiery Chains An additional 50% damage bonus from Attack Power has been added. Now unlocked after spending 32 points in Nightblade. Now grants a Combo Point when used. Each additional target affected has a 50% chance to grant an additional Combo Point. Nightstalker Functionality has changed. Your Blazing Strike, Flame Thrust, Dusk Strike, and Twilight Force now deal 5-15% more damage and an additional 10-30% damage if the enemy is below 30% health. Weapon Flare Now grants a Combo Point when used. RANGER Gameplay goals Synergizes with other souls better. No longer overly dependent on Shadow Fire. Killing Focus Now increases the damage of both melee and ranged weapon attacks by 2-4%. Double Shot All ranged weapon attacks gain a 10-50% chance of firing an additional shot. Shadow Fire Now increases your damage with ranged weapons by 13% for 25 seconds. The bonus to damage is increased by 1% for every point spent in Ranger above 14, to a maximum of 50%. Master Huntsman The Dire Wolf s Maul now infects the target, reducing healing taken by 10-50% - increased from 6-30% healing reduction. Your Blood Raptor s Bloodied Blow now has a 20-100% chance to double attack, increased from 5-25%. Divert Rage Updated tooltip to better indicate that the threat transferred to the pet is the threat generated by the Ranger in the 10 seconds after using the ability. Rain of Arrows Cooldown reduced to 6 seconds from 8. Bloodied Blow Damage has been increased. RIFTSTALKER Gameplay goals Offensively synergizes through +AP and reflect shields. Some new multi-target threat coolness here too. You should be able to take some Riftstalker without flooring your DPS, as melee souls ability to close all currently lives in this tree. Please Note! Further high end tanking updates will be coming in a minor update following the 1.5 release. Due to the below changes, characters with soul points spent in Riftstalker have received a free soul respec. Guardian Phase Threat generation increased to 200% from 100%. No longer purgeable. Stalker Phase Effect is no longer purgeable. Now adds a 10% damage bonus when activated. Plane Shifting adds another 15% damage bonus for 10 seconds. Planar Strike, Phantom Blow, Rift Disturbance, and Shadow Blitz Reduced the threat generated by these abilities. Shadow Blitz An additional 50% damage bonus from Attack Power has been added to this attack. Now awards 2 Combo Points. Shadow Stalk Now removes all control and movement impairing effects. While in Guardian Phase, the Riftstalker Plane Shifts toward the target, instead of to behind the target. Annihilate Damage increased. Now adds a buff that increases Attack Power by 15%, rather than a fixed value. Stalker Phase Effect is now triggered after using any Plane Shift abilities. Increases damage by 5% when active. Rift Barrier Now absorbs both physical and non-physical damage. Additionally, the absorbed damage is reflected back on the attacker. Improved Rift Barrier Removed. Planar Vortex - New Ability Whenever the Riftstalker Plane Shifts, they gain Planar Vortex which lasts for 8 seconds. Deals the amount of your weapon damage every second to surrounding enemies and generates a large amount of threat. Effect can only be triggered when the Riftstalker is in Guardian Phase. Hasted Time Increased the speed buff granted after Plane Shifting by 25-50%, up from 15-30%. Can be triggered once every 10 seconds. No longer stacks with the Bladedancer s Sprint and the Marksman s On the Double. Freedom of Movement Effect is triggered after Plane Shifting and can only occur once every 10 seconds. Shadow Assault The damage bonus from Attack Power has been increased to 100%, up from 50%. While in Guardian Phase, the Riftstalker Plane Shifts toward the target instead of to behind the target. Now awards 2 Combo Points. Shadow Mastery Now a 2-point ability that reduces the cooldown of your Plane Shift abilities by 10-20 seconds. Phantom Blow Now has a 10 second cooldown. The stack size has been reduced to a single stack and reduces damage taken by 6%. Rift Guard Now absorbs damage up to 250% of your maximum health, up from 150% for a 51-point Riftstalker. Shadow Guard - New Ability Available after 25 points spent in Riftstalker. When you use Phantom Blow, you gain Shadow Guard for 20 seconds, reducing Physical damage taken by 1-5%. For every 1000 Armor you have, you take 1% less Physical damage up to 20% additional bonus. Planar Disruption - New Ability Unlocked with 22 points spent. Attempts to disrupt the target s spell casting. Not affected by global cooldown. Physical Wellness - New Ability Unlocked with 46 points spent. Increases the maximum health of party and raid members by 1500. Lasts for 20 seconds. Defer Death Reworked the functionality. When struck by a killing blow within 30 seconds, the Riftstalker gains an absorption shield that absorbs all incoming damage for up to 50% of their max health over 15 seconds. Instigate No longer triggers the global cooldown. Guarded Steel, Annihilate Duration per combo point is now 20 seconds for 1 Combo Point, 30 seconds for 2 Points, 40 seconds for 3 Points, 50 seconds for 4 Points, and 60 seconds for 5. SABOTEUR Gameplay goals Use of bombs should not be a DPS downgrade. Annihilation Bomb, Chemical Bomb, Fragmentation Bomb An additional 200% damage bonus from Attack Power is applied to these attacks. Base damage increased. High Explosives Now have a chance to crit on each tick instead of only the first tick. Damage increases with additional points spent in Saboteur above 44. Residual Shrapnel Functionality changed. Your Blast Charge deals an additional 35% damage over 6 seconds, and Shrapnel Charge deals an additional 35% damage over 6 seconds. Time Bomb An additional 200% damage bonus from Attack Power is added to this attack. Damage has been increased. Updated Saboteur 2-piece bonus on the Hammerknell Synergy Crystal It now also increases the damage of Fragmentation Bomb and Chemical Bomb by 30%. WARRIOR Reactive abilities have been given a 1.5 second shared internal cooldown which will keep multiple reactives from being used simultaneously. This will affect Flesh Rip, Frenzied Strike, Inescapable Fury, Disarming Counterblow, Paladin s Reprisal, Retaliation, and Turn the Blade. Spell-interrupting abilities that are not combat finisher abilities no longer deal damage and only interrupt the casting of the target. This affects Bash, Face Slam, Flinching Strike, and Furious Rage. Single-target taunts are no longer on the global cooldown. These include Spark, Shield Throw, Sergeant s order, and Grim Lure. Due to this change, the damage component has been removed from Spark and Shield Throw. Grim Lure, Spark, and Shield Throw Changed the projectile effect on these abilities. The taunt effect now triggers at time of use and not when the projectile hits. BEASTMASTER Pack Mentality Fixed a case where this effect was removed when spending a soul point. CHAMPION Bloodthirst This ability is now on the global cooldown. Due to this the damage has been increased and it now grants an attack point. PALADIN Light s Decree Fixed a bug with the debuff tooltip to indicate it triggers off of single target attacks. Paladin s Devotion Can now be used while snared or rooted and will properly remove those effects. Paladin s Reprisal Can now be used while wielding a 2-handed weapon when under the effect of the Vindicator soul s ability, The Art of Defense . Sweeping Strike Fixed a case allowing Elemental Touch to trigger off of both the initial hit damage as well as the elemental hit. PARAGON Wrist Strike No longer blocks Break Free abilities. Predictable Movements Fixed an issue that could cause Predictable Movements to not work at all. This should no longer lose charges when the Paragon uses one of their own abilities. Reaping Harvest Ability will show as unavailable while wielding a 2-handed weapon. REAVER Creeping Death Fixed a bug causing rank 2 through 4 to not properly snare the target. RIFTBLADE Riftwalk Riftwalk now always places you behind your target. Fixed a tooltip bug which stated that Riftwalk stunned the target instead of rooting them. The ability function hasn t changed and still roots the target. Avatar of the Rift Fixed a bug allowing the damage shield to hit the attacker for each tick of a damage over time ability, or to trigger from auto-attacks. It no longer triggers from auto-attack damage and only applies on the first tick of a damage over time ability. Earth Burst Fixed a tooltip typo that listed the snare duration as 0 seconds. VOID KNIGHT Ragestorm Fixed a case allowing Elemental Touch to trigger off of both the initial hit damage as well as the elemental hit. WARLORD Combat Awareness Updated tooltip to better indicate that the ability generates significant threat.
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index Special AbilitiesFind Traps Detecting Secret Doors Druidic Shape ChangeRacial Enemy Hit Dice Identify Items Infravision Lay Hands Lore Magic Resistance Protection from Evil Specialization Spell Casting Stealth (Hide in Shadows/Move Silently) and Backstab Thieving (Pick Pockets, Open Locks, Remove Traps) Turning Undead Special Abilities Find Traps Thieves can select the find traps mode, and they will continually look around for traps. The traps have a random chance of being found by the thief at any time, so moving slowly can make finding more likely. If a thief chooses any other action, he is unable to find traps until this mode is reselected. Detecting Secret Doors Each character has their secret door detection ability on at all times. Their chances are calculated using the following Mage 5% Thief 15% Fighter 10% Cleric 10% Depending on Race, they also get a bonus Elf 20% Dwarf 10% Halfling 5% When a thief has his find traps ability on, he has a 100% chance to detect secret doors. Druidic Shape Change At higher levels druids can change their shape into three different animals, each once per day. They can choose to transform into either a brown bear, black bear, or wolf. The animals will perhaps have more hit points, faster movement rates, or claw and bite attacks that are quite damaging. These can come in quite handy in combat situations. Racial Enemy Rangers tend to focus their efforts against one particular type of creature. When the ranger encounters that enemy, he gains a +4 bonus to his attack rolls. However, the Ranger suffers a -4 penalty to all encounter reactions with these creatures as well. Hit Dice As characters go up levels, their number of hit points increase based on their Hit Dice. Each class has a different hit die which reflects their ability to avoid damage in combat. For example, fighters have a d10, which indicates that they gain between 1 and 10 hit points when going up a level. A mage, on the other hand, being a poor fighter, gains only 1 to 4 hit points when going up a level. The number of Hit Dice each class receives is shown on pg 139. Identify Items Whenever you R-click on an item, the lore skill of your character is compared to the lore value of the item under consideration. If the lore skill is high enough, you successfully identify the item so that you can see what it does. If you cannot identify an item with any of your characters you can always cast the Identify item or take the item to a store or temple and have it identified (for a price!). Infravision Infravision allows you to see more clearly in the dark by revealing the heat generated by bodies. All warm blooded creatures appear as red shapes if they are in the dark, at night. Undead or cold blooded creatures are not affected by this spell or ability. Elves, half-elves, gnomes, and dwarves use this ability automatically at night or in dark conditions. Mages can cast it as a spell. Lay Hands A paladin can heal himself or others by laying his hands upon them. A paladin can heal 2 hit points per experience level in this manner. This ability is usable once per day. Lore Each character has a lore rating. Every item has a lore value. If a character’s lore rating is equivalent or higher than an items lore value, then he may identify that item. As characters gain levels, they are able to identify items based on their experience. This is listed in the table below Bard 10 lore rating per level. Thief 3 lore rating per level. Mage 3 lore rating per level. All other classes 1 lore rating per level. The player receives bonuses and penalties to their lore based on their Intelligence and Wisdom. The modifier is not cumulative with each level, but each ability bonus is applied separately. It is a one time bonus at character creation. See the tables on page 136 for ability bonuses and modifiers. (E.g. A character with 18 Wisdom (+10) and 15 Intelligence (+5) would have +15 to Lore.) Magic Resistance Magic resistance enables a creature to ignore the effects of spells and spell-like powers. If a creature fails to avoid a spell due to magic resistance, he or she can still make a saving throw against that spell to avoid the effects. Protection from Evil Paladins have an innate ability to provide protection from the forces of evil. They can use this ability at will through the Special Abilities button. The effect is identical to the 1st-level wizard spell Protection from Evil. Specialization Fighters, paladins, and rangers can train and hone their weapons skills to higher levels than other classes. This is accomplished by assigning more proficiencies to a single weapon. The effects of specialization are shown below Level of Proficiency Points Spent Bonus To Hit Bonus Damage Attacks per Round** Proficient 1 0 0 1 Specialized* 2 +1 +2 3/2 Master 3 +3 +3 3/2 High Master 4 +3 +4 3/2 Grand Master 5 +3 +5 2 *Note that paladins and rangers cannot hone their weapon skills beyond “specialized.” **Note that this refers to attacks with melee weapons only, and that Fighters, Rangers, and Paladins also gain an extra attack at level 7. Spell Casting See Magic and the Spell System in Baldur’s Gate on pg 95. Stealth (Hide in Shadows/Move Silently) and Backstab Thieves can choose to enter the stealth mode – effectively becoming invisible for a time – by selecting the stealth mode. Once invisible, their next attack is a backstab for either 2x, 3x, or 4x damage – depending on the level of the thief. Moving around risks detection. As well, once a thief attacks the stealth mode is ended until successfully reselected. The thief must be out of his enemy’s direct line of sight before he can hide once more. Thieving (Pick Pockets, Open Locks, Remove Traps) Thieves can pick pockets (random chance of an item carried by the hapless victim), pick locks, and remove traps as well. This is achieved by selecting the thieving button and clicking on the target. Turning Undead One important, and potentially life-saving, combat ability available to priests and paladins is the ability to turn undead. Druids cannot turn undead. Through the priest or paladin, the deity manifests a portion of its power, terrifying evil, undead creatures or blasting them right out of existence. However, since the power must be channeled through a mortal vessel, success is not always assured. This ability is a mode selection for that character – nothing else can be attempted while he or she is attempting to turn undead. Good priests and paladins can turn undead so they lose morale and run away, or (less often) destroy them outright. Evil priests can sometimes gain control of undead, who can then perform actions for the priest.
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Market Scenario Digital technology Computerized innovation today essentially utilizes two detects like sound and sight. Yet, it may not be well before a human can taste, feel and smell computerized objects in a way that is indistinct from actual encounters. With the innovative high-speed advances in AR (Augmented Reality) and VR (Virtual Reality) applications and the hyper-availability of 5G, computerized encounters will probably move from screen-based to detect situated in the following approaching years. Ericsson’s Research group named the Internet of Senses, where individuals will actually want to feel the world without utilizing contraptions, cell phones included, now characterizes this availability time. It contains six applications smell, taste, sight, psyche, contact, and sound. In the web of faculties, sound, visual, haptic, and different advancements empower people to have computerized tactile encounters like the ones experienced in the actual world. The web of faculties expands human faculties past the limits of bodies, giving increased hearing, contact, vision, and smell. It permits a person to mix multisensory computerized encounters with nearby environmental elements and interface with far-off gadgets, individuals, and robots as though they were right close to him/her. Additionally, the web of faculties will depend on advances including man-made consciousness (AI), increased reality (AR), computer-generated reality (VR), and mechanization to collaborate with human feelings of sound, sight, taste, smell, and contact. Besides, buyers will be the significant client of this innovation in the future as carefully sense will acquire a critical interest in light of this present innovation s endless conceivable use cases. For instance, purchasers could carefully visit backwoods or the open country, including encountering every one of the normal scents feels of those places. An individual could embrace loved ones many miles away. This innovation genuinely holds the potential and could be incredibly gainful for incapacitated individuals. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/10747 Competitive Outlook The Internet of Senses Market is characterized by the presence of several regional and local providers. Some of the key players in the market are Telefonaktiebolaget LM Ericsson (Sweden) Segmentation The worldwide Internet of Senses has been divided into innovation, application, end client, and district/country. The Internet of Senses Market has been portioned into equipment, programming, and administration in view of the part. Equipment is additionally sorted into gadgets and sensors. In view of innovation, the Internet of Senses Market has been fragmented into Artificial knowledge (AI), Virtual reality (VR), Augmented reality (AR), and others. The market has been portioned into hearing, sight, smell, taste, contact, and brain in view of the application. In view of the end client, the market has been portioned into purchasers and undertakings. Endeavors additionally bifurcated into retail, fabricating, medical care, car, schooling, media and diversion, aviation and safeguard, government, and others. . Regional Analysis The worldwide web of faculties market is relied upon to acquire critical income from the different mainland during the projected period. The geographic investigation of the worldwide Internet of Senses market has been directed for North America, Europe, Asia-Pacific, the Middle East and Africa, and South America. North America is additionally ordered into the US, Canada, and Mexico. Europe is additionally ordered into the UK, Germany, France, and the Rest of Europe. The Asia Pacific is additionally portioned into China, Japan, India, South Korea, and the Rest of Asia Pacific. Industry News Countless representatives expect that innovation will empower individuals to detect the mindset of their partners working on the flavor of container food and different faculties by 2030, as per a report delivered by Ericsson. Browse Full Report Details @ https //www.marketresearchfuture.com/reports/internet-of-senses-market-10747 Table of Contents 1Executive Summary 2Scope of the Report 2.1Market Definition 2.2Scope of the Study 2.2.1Research objectives 2.2.2Assumptions Limitations 2.3Markets Structure Continued…. View Similar Report** Internet of things (IoT) Market https //ictmrfr.blogspot.com/2022/04/internet-of-things-market-growth-key.html B2B Telecommunication Market https //www.scutify.com/articles/2022-04-12-b2b-telecommunication-market-analysis--geographic-growth-opportunities-for-it-security-and-data- Cash Management System Market https //market-research-future.tribe.so/post/cash-management-system-market-size-receives-a-rapid-boost-in-economy-due-to--625d5382d24f49591bd3befb Enterprise Data Warehouse (EDW) Market https //tealfeed.com/enterprise-data-warehouse-market-analysiskey-players-hqfr7 About Market Research Future At Market Research Future (MRFR), we enable our customers to unravel the complexity of various industries through our Cooked Research Report (CRR), Half-Cooked Research Reports (HCRR), Raw Research Reports (3R), Continuous-Feed Research (CFR), and Market Research Consulting Services. Contact Market Research Future (Part of Wantstats Research and Media Private Limited) 99 Hudson Street, 5Th Floor New York, NY 10013 United States of America 1 628 258 0071 (US) 44 2035 002 764 (UK) Email sales@marketresearchfuture.com Website https //www.marketresearchfuture.com #market #research #industry #data #report #share #digital #gnews Plugin Error キーワードを入力してください。 #trend #future #analyis #industryreport #industrygrowth #demographic #strategy #manegment
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DOWNLOAD v4.21ENG - https //docs.google.com/uc?authuser=0 id=1BCzacDjsasLk393nGKzmcpC-E8PBBxSR export=download sample video - https //www.youtube.com/watch?v=NJgegfmKhoU ★What is newBingoMario(BM) ? This is a board game of super mario 64. In brief, Bingo + Othello + Events + α. Everyone can enjoy it regardless of the player s ability, cuz of many RNG. 2 vs 2, 1 vs 1 is both possible. Manual for using tools (in the below) ★ Manual for administator ★ Manual for entrants ★For people who want to play it soon The flow of this game and rules (2 vs 2). If you want to know more details, please read rules sheet. ① Administrator make BM server. ② Entrants connect BM server. ③ Make a team of 2. (2 vs 2) ④ Administrator presses "START" button. ⑤ Timer 00 00~04 59 strategy time. You set a trap and decide to aim at cards(conditions) in strategy time. ⑥ Timer 05 00 start game!!(Select new file) Game time is 30 minutes. ⑦ You double-click the card when you get a condition. ⑧ [T]Condition is team condition, all team members need to achieve the condition. ⑨ Slot works once when someone get a card. The team can get a any card if they get "7" in the slot. ⑩ Display in Upper right pre condition. Tool make pre condition every matches. If your team get pre condition, your team can use effect of slot "7" in any timing. If you want to use it, you double-click the card of pre condition again. (The card is flashing.) ⑪ Happen a event in random timing. ⑫ Finish the game condition in the below. ⅰ. Either of one of your team gets the big star with BINGO = 1 or over (You get the big star, then you press "GOAL" button.) ⅱ.Selectable cells are None. ⅲ.Game Time is over 30 minutes. (Timer is stopped automatically when 35 00.) - Case of ⅱ or ⅲ 1. The team that has more BINGO is win. 2.If having BINGO is same, the team that has more cards is win. 3. If having BINGO is same, and having cards is same - draw. ex. Red team 1 BINGO 5 CARDS, Blue team 0 BINGO 11 CARDS - Red team win. ex. Red team 1 BINGO 9 CARDS, Blue team 1 BINGO 16 CARDS - Blue team win. ex. Red team 1 BINGO 10 CARDS, Blue team 1 BINGO 10 CARDS - Draw. ★Folder instructions ● Folder "BMServer" Include BMServer. For administrator. ● Folder "BMClient" Include BMClient. For administrator and entrants. ※details - here ★About tool This tools are made in java. You need environment of java. ★Components You can t resize button and font size. If you want to change size of window, fix "window_size.ini" in the "data" folder.
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現在、このページはご希望の原語でご利用いただけません。 Google 翻訳を使用すると自動翻訳 でページを表示できます。 弊社はこのサービスの提供に責任を持たず、翻訳結果を弊社でチェックすることはありません。 lt;div id="google_translate_element" gt; lt;/div gt; lt;script gt;function googleTranslateElementInit() {new google.translate.TranslateElement({ pageLanguage en includedLanguages ja }, google_translate_element ); } lt;/script gt; lt;script src="http //translate.google.com/translate_a/element.js?cb=googleTranslateElementInit" gt; lt;/script gt; United States [Change] Motion Control About Aerotech Sales Offices Literature Request Customer Service News/Tradeshows E-newsletter Sign Up Aerotech Products Actuators Air Bearing Stages Amplifiers Drive Racks Gantry Systems Goniometers Industry Solutions Lift Stages Linear Motors Linear Stages Linear/Rotary Combination Stages Manual Positioners Motion Controllers Motion Simulators NANO Technology Optical Mounts Rotary Motors Rotary Stages Spindles Accessories Markets Assembly Automotive Data Storage Education Electronic Manufacturing Fiberoptics Flat Panel Imaging Laser Processing Machine Tool Medical Military/Aerospace Optics Packaging Photovoltaic Semiconductor Test amp; Inspection Engineered Systems Engineering Reference Software/Manuals CADs/3D Models Site Index Popular Motion Control Categories Actuators Air Bearing Stages Gantry Systems Linear Motors Linear Stages Literature Catalogs/Brochures Manuals/Software Downloads Motion Controllers Nanotechnology Optical Mounts Rotary Stages Motion Control News PRO165LM Linear Motor Stage The PRO165LM is a high-performance linear motor stage that is as accurate as it is versatile. A linear motion guide bearing system and high-performance, zero-cogging, brushless linear servomotor make the PRO165LM the stage of choice in industrial applications requiring outstanding contour accuracy and smooth velocity profiling, such as laser machining and medical component manufacturing, and other applications requiring high accuracy in a production environment. Enhanced Throughput Module (ETM) Improves Positioning Performance Aerotech’s Enhanced Throughput Module (ETM) improves the positioning performance of high-dynamic motion systems by directly measuring the unwanted motion of the machine base and communicating it back to the controller. The Aerotech ETM provides a low-cost solution for improving the productivity of new and existing equipment with easy installation and no changes to existing mechanical hardware. Engineered Motion Control Systems Aerotech s custom-engineered motion control systems range from those for semiconductor, medical, laboratory, photonics and fiberoptics, laser processing, automotive, packaging, and more. We are well-versed in vacuum and cleanroom techniques. Our extensive motion control and positioning system experience allow us to provide systems tailor-made for our customers’ operations, while employing the most accurate, highest performance motion control and positioning components available. Automation Control Solutions Brochure Aerotech s Automation Control Solutions brochure highlights our complete lines of high-performance automation controllers and software, drives, linear and rotary motors, and the benefits and features of each. Get your free hard copy or download the pdf today. Archived Motion Control News gt; gt; gt; gt; Since 1970, Aerotech has designed and manufactured the highest performance motion control and positioning systems for our customers. We are a leading supplier of motion control products to industry, government, science, and research institutions around the world. Our precision motion control products provide the critical performance for today’s demanding applications in markets such as medical device and life sciences, semiconductor and flat panel, photonics, automotive, data storage, laser processing, military/aerospace, electronic manufacturing and test, assembly, research and development, and others requiring high precision, high throughput motion control solutions. The breadth of our product line, including automated nanopositioners, planar air-bearing systems, high-speed gantries, linear and rotary and lift stages, brushless linear and rotary servomotors and drives, single- and multi-axis motion controllers, goniometers, and gimbals/optical mounts, makes us unique among motion control manufacturers. From concept to final certification, our proven products, motion control and positioning technologies assure the success of our custom engineered motion control systems. Software Revisions A3200 v2.54.005 Soloist v2.54.005 Ensemble v2.54.005 Motor Sizer v1.03 Site Enhancements View our improved FAQ section. Now you can post the questions.
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進捗確認正答率 チェック 所感2週目 2011/06/26 3週目 2011/10/18 誤植 まとめ4.1 Basic RIP Configuration 4.12 RIPv2 Filtering with Extended Access-Lists 4.16. RIPv2 Default Routing 4.18. RIPv2 Reliable Conditional Default Routing 4.19. RIPv2 Unicast Update 4.22. RIPv2 Source Validation 進捗確認 正答率 チェック 2週目 3週目 4週目 5週目 4.1. Basic RIP Configuration 4.2. RIPv2 Authentication 4.3. RIPv2 Split Horizon 4.4. RIPv2 Auto-Summary 4.5. RIPv2 Send and Receive Versions 4.6. RIPv2 Manual Summarization 4.7. RIPv2 Convergence Times 4.8. RIPv2 Offset List 4.9. RIPv2 Filtering with Passive Interface 4.10. RIPv2 Filterring with Prefix-Lists 4.11. RIPv2 Filterring with Standard Access-Lists 4.12. RIPv2 Filterring with Extended Access-Lists 4.13. RIPv2 Filterring with Offset Lists 4.14. RIPv2 Filterring with Administrative Distance 4.15. RIPv2 Filterring with Per Neighor AD 4.16. RIPv2 Default Routing 4.17. RIPv2 Conditional Default Routing 4.18. RIPv2 Reliable Conditional Default Routing 4.19. RIPv2 Unicast Updates x 4.20. RIPv2 Broadcast Updates 4.21. RIPv2 Triggered Updates 4.22. RIPv2 Source Validation x 正答率 90% 100% 所感 2週目 2011/06/26 4.18. 模範解答と同様の設定を投入しましたが、R5にデフォルトルートが通知されず。なぜかR5 s0/0/0をshut / no shutする事でデフォルトルートが通知されるようになりました。 4.19. debugメッセージの読み間違えにより、ミスに気付きませんでした。もったいないミスです。 4.22. IPCPの設定が思い出せず不正解。 3週目 2011/10/18 特になし 誤植 特になし まとめ 4.1 Basic RIP Configuration pingによる到達性確認はTCLスクリプトが便利です。 CCIE試験では、何度も到達確認が必要ですし、後々の問題を解いているうちに最初の問題の設定が崩れてしまう事がよくあります。そこで登場する機能がTCLスクリプトです。以下のようなスクリプトをnotepad等のテキストエディタに作成すれば、繰り返し到達性確認をする事ができます。 スクリプトの作成例は以下の通りです。 foreach i { 1.1.1.1 192.168.12.1 2.2.2.2 192.168.12.2 } {ping $i repeat 2 timeout 1} IPアドレスを羅列したスクリプトを作成する必要がありますが、作成の際は"show ip alias"コマンドが便利です。コマンドの出力結果のIPアドレスの部分をブロック選択機能によりコピーし(Tera Termの場合はダブルクリックです)、テキストエディタに貼り付けます。 R1#show ip aliases Address Type IP Address Port Interface 1.1.1.1 Interface 192.168.12.1 R1# TCLスクリプトを実行する時は、tclshコマンドを使用します。また、TCLスクリプトを終了する時はtclquitを使用して下さい(Ctrl + Zは使わないで下さい)。 R1#tclsh R1(tcl)#foreach i { + (tcl)#1.1.1.1 + (tcl)#192.168.12.1 + (tcl)#2.2.2.2 + (tcl)#192.168.12.2 + (tcl)#} {ping $i repeat 2} Type escape sequence to abort. Sending 2, 100-byte ICMP Echos to 1.1.1.1, timeout is 2 seconds !! Success rate is 100 percent (2/2), round-trip min/avg/max = 4/6/8 ms Type escape sequence to abort. Sending 2, 100-byte ICMP Echos to 192.168.12.1, timeout is 2 seconds !! Success rate is 100 percent (2/2), round-trip min/avg/max = 4/6/8 ms Type escape sequence to abort. Sending 2, 100-byte ICMP Echos to 2.2.2.2, timeout is 2 seconds !! Success rate is 100 percent (2/2), round-trip min/avg/max = 56/90/124 ms Type escape sequence to abort. Sending 2, 100-byte ICMP Echos to 192.168.12.2, timeout is 2 seconds !! Success rate is 100 percent (2/2), round-trip min/avg/max = 36/60/84 ms R1(tcl)# R1(tcl)# R1(tcl)#tclquit R1# 4.12 RIPv2 Filtering with Extended Access-Lists distribution-listの使い方についてまとめると以下の通りです。 protocol acl source destination igp standard network address -- extended update source network address egp standard network address -- extended network address subnet mask 4.16. RIPv2 Default Routing 特定のI/Fに対してのみdefault routeをadvertiseする設定例です。私だけかもしれませんが、setとmatchを間違える事が多いので要注意です。 router rip default-information originated route-map map ! route-map map permit seq match set interface int 4.18. RIPv2 Reliable Conditional Default Routing ダミーのstatic route(APIPA(Automatic Private IP Address) 169.254.0.0/16を使用するのが適当です)をtrackする事でdefault routeをadvertiseするかどうかを判定します ip sla monitor sla_num type echo protocol ipIcmpEcho addr ! ip sla monitor schedule sla_num start-time now life forever ! track track_num rtr sla_num ! ip route 169.254.X.X 255.255.255.255 b(){Null 0 track} track_num ! ip prefix prefix seq seq permit 169.254.X.X/32 ! route-map map permit seq match ip address prefix prefix ! router rip default-information originated route-map map 4.19. RIPv2 Unicast Update Unicast, Broadcast Updateの挙動についてまとめると以下の通りです。~ 恐らく、下記を暗記するのは難しいと思います。CCIE試験で"multicastを送信しないで下さい"のような指定があった場合は、debugコマンドでmulticastが止まったかどうか確認するのがひつようになると思います。 設定コマンド 設定方法 unicast multicast broadcast RIPv2 Unicast Update neighbor 単独設定 ○ ○ × passive I/F併用 ○ × × RIPv2 Broadcast Update ip rip v2-broadcast 単独設定 × × ○ passive I/F併用 × × × EIGRP Unicast Update neighbor 単独設定 ○ × × passive I/F併用 × × × 4.22. RIPv2 Source Validation PPP接続において、IPCPで対向ルータにアドレスを割り当てる設定例は以下の通りです。 R1 interface Serial0/0 encapsulation ppp ip address 192.168.12.1 255.255.255.0 peer default ip address 192.168.12.2 R2 interface Serial0/0 encapsulation ppp ip address negotiate
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オト=マンゲ諸語 Oto-Manguean languages【omq】 Amuzgoan —アムスゴ語 Amuzgo, Guerrero【amu】—ゲレーロ・アムスゴ語 Amuzgo, San Pedro Amuzgos【azg】—サン・ペドロ・アムスゴス・アムスゴ語 Amuzgo, Ipalapa【azm】—イパラパ・アムスゴ語 Chiapanec-Mangue —チアパネック=マンゲ語 Chiapanec【cip】—チアパネック語 Chorotega †【cjr】—チョロテガ語 † →Retired. Merge with Mangue【mom】. Chinantecan —チナンテク語〔チナンテック語、チナンテコ語〕 Chinantec, Comaltepec【cco】—コマルテペク・チナンテク語 Chinantec, Ojitlán【chj】—オヒトラン・チナンテク語 Chinantec, Quiotepec【chq】—キオテペク・チナンテク語 Chinantec, Ozumacín【chz】—オスマシン・チナンテク語 Chinantec, Lealao【cle】— Chinantec, Lalana【cnl】—ララナ・チナンテク語 Chinantec, Tepetotutla【cnt】— Chinantec, Palantla【cpa】—パラントラ・チナンテク語 Chinantec, Chiltepec【csa】—チルテペク・チナンテク語 Chinantec, Sochiapam【cso】—ソチアパム・チナンテク語 Chinantec, Tepinapa【cte】— Chinantec, Tlacoatzintepec【ctl】— Chinantec, Usila【cuc】—ウシラ・チナンテク語 Chinantec, Valle Nacional【cvn】—バジェ・ナシオナル・チナンテク語 Mixtecan —ミステク語〔ミシュテク語、ミシュテカ語、ミシュテック語、ミシュテコ語〕 Mixtec-Cuicatec —ミステク=クイカテク語〔クイカテック語〕 Cuicatec —クイカテク語〔クイカテック語〕 Cuicatec, Teutila【cut】—テウティラ・クイカテク語 Mixtec —ミステク語〔ミシュテク語、ミシュテカ語、ミシュテック語、ミシュテコ語〕 Cuicatec, Tepeuxila【cux】—テペウクシラ・クイカテク語 Mixtec, Western Juxtlahuaca【jmx】—西部フストラワカ・ミステク語 Mixtec, Yutanduchi【mab】—ユタンドゥチ・ミステク語 Mixtec, Amoltepec【mbz】—アモルテペク・ミステク語 Mixtec, Itundujia【mce】— Mixtec, Santa Lucía Monteverde【mdv】—サンタ・ルシア・モンテベルデ・ミステク語 Mixtec, Southwestern Tlaxiaco【meh】—南西部トラヒアコ・ミステク語 Mixtec, Atatláhuca【mib】—アタトラウカ・ミステク語 Mixtec, Ocotepec【mie】—オコテペック・ミステク語 Mixtec, San Miguel El Grande【mig】—サン・ミゲル・エル・グランデ・ミステク語 Mixtec, Chayuco【mih】—チャユコ・ミステク語 Mixtec, Chigmecatitlán【mii】—チグメカティトラン・ミステク語 Mixtec, Peñoles【mil】—ペニョーレス・ミステク語 Mixtec, Alacatlatzala【mim】—アラカトラトザラ・ミステク語 Mixtec, Pinotepa Nacional【mio】—ピノテーパ・ナショナル・ミステク語 Mixtec, Apasco-Apoala【mip】—アパスコ=アポアラ・ミステク語 Mixtec, Southern Puebla【mit】—南部プエブラ・ミステク語 Mixtec, Cacaloxtepec【miu】—カカロステペク・ミステク語 Mixtec, Mixtepec【mix】—ミステペック・ミステク語 Mixtec, Ayutla【miy】—アユトラ・ミステク語 Mixtec, Coatzospan【miz】—コアツォスパン・ミステク語 Mixtec, San Juan Colorado【mjc】—サン・フアン・コロラド・ミステク語 Mixtec, Silacayoapan【mks】—シラカヨアパン・ミステク語 Mixtec, Yosondúa【mpm】—ヨソンドゥア・ミステク語 Mixtec, Tlazoyaltepec【mqh】—トラソヤルテペク・ミステク語 Mixtec, Tututepec【mtu】—トゥトゥテペク・ミステク語 Mixtec, Tidaá【mtx】—ティダア・ミステク語 Mixtec, Yucuañe【mvg】—ユクアニェ・ミステク語 Mixtec, Northwest Oaxaca【mxa】—北西オアハカ・ミステク語 Mixtec, Tezoatlán【mxb】—テソアトラン・ミステク語 Mixtec, Huitepec【mxs】—ウイテペク・ミステク語 Mixtec, Jamiltepec【mxt】—ハミルテペック・ミステク語 Mixtec, Metlatónoc【mxv】—メトラトノック・ミステク語 Mixtec, Southeastern Nochixtlán【mxy】—南東部ノチシュトラン・ミステク語 Mixtec, Santa María Zacatepec【mza】—サンタ・マリア・サカテペク・ミステク語 Mixtec, Juxtlahuaca【vmc】—フストラワカ・ミステク語 Mixtec, Ixtayutla【vmj】—イスタユトラ・ミステク語 Mixtec, Mitlatongo【vmm】— Mixtec, Soyaltepec【vmq】—ソヤルテペック・ミステク語 Mixtec, Tamazola【vmx】—タマソラ・ミステク語 Mixtec, Alcozauca【xta】—アルコサウカ・ミステク語 Mixtec, Chazumba【xtb】—チャスンバ・ミステク語 Mixtec, Diuxi-Tilantongo【xtd】—ディウクシ=ティラントンゴ・ミステク語 Mixtec, Sinicahua【xti】—シニカウア・ミステク語 Mixtec, San Juan Teita【xtj】—サン・ファン・テイタ・ミステク語 Mixtec, Tijaltepec【xtl】—ティハルテペク・ミステク語 Mixtec, Magdalena Peñasco【xtm】—マグダレーナ・ペニャスコ・ミステク語 Mixtec, Northern Tlaxiaco【xtn】—北部トラヒアコ・ミステク語 Mixtec, San Miguel Piedras【xtp】—サン・ミゲル・ピエドラス・ミステク語 Mixtec, Sindihui【xts】—シンディウイ・ミステク語 Mixtec, Tacahua【xtt】—タカウア・ミステク語 Mixtec, Cuyamecalco【xtu】—クヤメカルコ・ミステク語 Mixtec, Yoloxochitl【xty】—ヨロクソチトル・ミステク語 Trique —トゥリケ語 Triqui, Copala【trc】—コパラ・トゥリケ語 Triqui, San Martín Itunyoso【trq】—サン・マルティン・イトゥンヨソ・トゥリケ語 Triqui, Chicahuaxtla【trs】—チカワシュトラ・トゥリケ語 Otopamean —オトパメ語 Chichimec —チチメコ語 Chichimeca-Jonaz【pei】—チチメコ=ホナス語 Matlatzincan —マトラツィンカ語〔マトラシンカ語〕 Matlatzinca, San Francisco【mat】—サンフランシスコ・マトラツィンカ語 Matlatzinca, Atzingo【ocu】—アツィンゴ・マトラツィンカ語 Otomian【oto】—オトミ諸語 Mazahua —マサワ語〔マサウア語、マサウワ語、マサフア語、マザフア語〕 Mazahua Central【maz】—中央マサワ語 Mazahua, Michoacán【mmc】—ミチョアカン・マサワ語 Otomi —オトミ語 Otomi, Mezquital【ote】—メスキタル・オトミ語 Otomi, Tilapa【otl】—ティラパ・オトミ語 Otomi, Eastern Highland【otm】—東部高地オトミ語 Otomi, Tenango【otn】—テナンゴ・オトミ語 Otomi, Querétaro【otq】—ケレタロ・オトミ語 Otomi, Estado de México【ots】—メヒコ州オトミ語 Otomi, Temoaya【ott】—テモアヤ・オトミ語 Otomi, Texcatepec【otx】—テスカテペク・オトミ語 Otomi, Ixtenco【otz】—イシュテンコ・オトミ語 Pamean —パメ語 Pame, Central【pbs】—中部パメ語 Pame, Northern【pmq】—北部パメ語 Pame, Southern †【pmz】—南部パメ語 † Popolocan —ポポロカ語〔ポポロック語〕 Chocho-Popolocan —チョチョ=ポポロカ語〔チョチョ=ポポロック語〕 Chocho —チョチョ語 Chochotec【coz】— Popolocan —ポポロカ語〔ポポロック語〕 Popoloca, Mezontla【pbe】— Popoloca, Coyotepec【pbf】—コヨテペック・ポポロカ語 Popoloca, Santa Inés Ahuatempan【pca】—サンタ・イネス・アワテンパン・ポポロカ語 Popoloca, San Marcos Tlalcoyalco【pls?】—サン・マルコス Popoloca, San Juan Atzingo【poe】—サン・フアン・アツィンゴ・ポポロカ語 Popoloca, San Felipe Otlaltepec【pow】—サン・フェリペ・オトラルテペック・ポポロカ語 Popoloca, San Luís Temalacayuca【pps】—サン・ルイス・テマラカユカ・ポポロカ語 Ixcatecan —イシュカテック語 Ixcatec【ixc】—イシュカテック語 Mazatecan —マサテク語〔マサテック語、マサテコ語〕 Mazatec, San Jerónimo Tecóatl【maa?】—サン・ヘロニモ・テコアトル・マサテク語 Mazatec, Jalapa De Díaz【maj】—ハラパ・デ・ディアス・マサテク語 Mazatec, Chiquihuitlán【maq】—チキウィトラン・マサテク語 Mazatec, Huautla【mau】—ワウトラ・マサテク語 Mazatec, Ixcatlán【mzi】—イシュカトラン・マサテク語 Mazatec, Soyaltepec【vmp】—ソヤルテペック・マサテク語 Mazatec, Ayautla【vmy】—アヤウトラ・マサテク語 Mazatec, Mazatlán【vmz】—マサトラン・マサテク語 Zapotecan —サポテク語〔サポテカ語、サポテック語、ザポテク語、ザポテック語、サポテコ語〕 Chatino —チャティノ語〔チャティーノ語〕 Chatino, Eastern Highland【cly】—東部高地チャティノ語 Chatino, Tataltepec【cta】—タタルテペック・チャティノ語 Chatino, Western Highland【ctp】—西部高地チャティノ語 Chatino, Zacatepec【ctz】—サカテペク・チャティノ語 Chatino, Nopala【cya】—ノパラ・チャティノ語 Chatino, Zenzontepec【czn】—センソンテペック・チャティノ語 Zapotec【zap】—サポテク語〔サポテカ語、サポテック語、ザポテク語、ザポテック語〕 Zapotec, Ancient †【xzp】—古サポテク語 † Zapotec, Sierra de Juárez【zaa】—シエラ・デ・フアレス・サポテク語 Zapotec, San Juan Guelavía【zab?】—サン・フアン・グラビア・サポテク語 Zapotec, Ocotlán【zac】—オコトラン・サポテク語 Zapotec, Cajonos【zad】—カホノス・サポテク語 Zapotec, Yareni【zae】—ヤレニ・サポテク語 Zapotec, Ayoquesco【zaf】— Zapotec, Isthmus【zai】—地峡サポテク語 Zapotec, Miahuatlán【zam】—ミアワトラン・サポテク語 Zapotec, Ozolotepec【zao】—オソロテペック・サポテク語 Zapotec, Aloápam【zaq】—アロアパム・サポテク語 Zapotec, Rincón【zar】—リンコン・サポテク語 Zapotec, Santo Domingo Albarradas【zas】—サント・ドミンゴ・アルバラデス・サポテク語 Zapotec, Tabaa【zat】—タバア・サポテク語 Zapotec, Yatzachi【zav】—ヤツァチ・サポテク語 Zapotec, Mitla【zaw】—ミトラ・サポテク語 Zapotec, Xadani【zax】—サダニ・サポテク語 Zapotec, Coatecas Altas【zca】—コアテカス・アルタス・サポテク語 Zapotec, Asunción Mixtepec【zoo】—アスンシオン・ミステペック・サポテク語 Zapotec, Lachiguiri【zpa】—ラチグイリ・サポテク語 Zapotec, Yautepec【zpb】—ヤウテペク・サポテク語 Zapotec, Choapan【zpc】—チョアパン・サポテク語 Zapotec, Southeastern Ixtlán【zpd】—南東部イストラン・サポテク語 Zapotec, Petapa【zpe】—ペタパ・サポテク語 Zapotec, San Pedro Quiatoni【zpf】—サン・ペドロ・キアトニ・サポテク語 Zapotec, Guevea de Humboldt【zpg】—フンボルト Zapotec, Totomachapan【zph】— Zapotec, Santa María Quiegolani【zpi】—サンタ・マリア・キエゴラニ・サポテク語 Zapotec, Quiavicuzas【zpj】— Zapotec, Tlacolulita【zpk】—トラコルリタ・サポテク語 Zapotec, Lachixío【zpl】—ラチシオ・サポテク語 Zapotec, Mixtepec【zpm】—ミステペック・サポテク語 Zapotec, Santa Inés Yatzechi【zpn】—サンタ・イネス・ヤツェチ・サポテク語 Zapotec, Amatlán【zpo】—アマトラン・サポテク語 Zapotec, El Alto【zpp】—エル・アルト・サポテク語 Zapotec, Zoogocho【zpq】—ソオゴチョ・サポテク語 Zapotec, Santiago Xanica【zpr】—サンティアゴ・サニカ・サポテク語 Zapotec, Coatlán【zps】—コアトラン・サポテク語 Zapotec, San Vicente Coatlán【zpt】—サン・ビセンテ・コアトラン・サポテク語 Zapotec, Yalálag【zpu】—ヤララグ・サポテク語 Zapotec, Chichicapan【zpv】—チチカパン・サポテク語 Zapotec, Zaniza【zpw】—サニサ・サポテク語 Zapotec, San Baltazar Loxicha【zpx】—サン・バルタサル・ロシチャ・サポテク語 Zapotec, Mazaltepec【zpy】—マサルテペク・サポテク語 Zapotec, Texmelucan【zpz】—テスメルカン・サポテク語 Zapotec, Southern Rincon【zsr】—南部リンコン・サポテク語 Zapotec, Lachirioag【ztc】 → Retired. Merge into Zapotec, Yatee【zty】. Zapotec, Elotepec【zte】—エロテペック・サポテク語 Zapotec, Xanaguía【ztg】—サナグイア・サポテク語 Zapotec, Lapaguía-Guivini【ztl】—グイビニ Zapotec, San Agustín Mixtepec【ztm】—サン・アグスティン・ミステペック・サポテク語 Zapotec, Santa Catarina Albarradas【ztn】—サンタ・カタリーナ・アルバラデス・サポテク語 Zapotec, Loxicha【ztp】—ロシチャ・サポテク語 Zapotec, Quioquitani-Quierí【ztq】—キオキタニ=キエリ・サポテク語 Zapotec, Tilquiapan【zts】—ティルキアパン・サポテク語 Zapotec, Tejalapan【ztt】—テハラパン・サポテク語 Zapotec, Güilá【ztu】—ギラ・サポテク語 Zapotec, Zaachila【ztx】—サアチラ・サポテク語 Zapotec, Yatee【zty】—ヤテエ・サポテク語
https://w.atwiki.jp/usb_audio/pages/33.html
原文:Audio Device Document 1.0(PDF) USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 26 · Reverb Level sets the amount of reverberant sound. · Reverb Time sets the time over which the reverberation will continue. · Reverb Delay Feedback used with Reverb Types Delay and Delay Panning. Sets the way in which delay repeats The effects of the Reverberation Processing Unit can be bypassed at all times through manipulation of the Enable Processing Control. In principle, the algorithm to produce the desired reverberation effect influences all channels as a whole. It is entirely left to the designer how a certain reverberation effect is obtained. It is not the intention of this specification to precisely define all the parameters that influence the reverberation experience (for instance in a multi-channel system, it is possible to create very similar reverberation impressions, using different algorithms and parameter settings on all channels). The symbol for the Reverberation Processing Unit can be found in the following figure ここに画像 Figure 3-9 Reverberation Processing Unit Icon 3.5.6.5 Chorus Processing Unit The Chorus Processing Unit is used to add chorus effects to the original audio information. A number of parameters can be manipulated to obtain the desired chorus effects. · Chorus Level controls the amount of the effect sound of chorus. · Chorus Modulation Rate sets the speed (frequency) of the modulator of the chorus. · Chorus Modulation Depth sets the depth at which the chorus sound is modulated. The effects of the Chorus Processing Unit can be bypassed at all times through manipulation of the Enable Processing Control. In principle, the algorithm to produce the desired chorus effect influences all channels as a whole. It is entirely left to the designer how a certain chorus effect is obtained. It is not the intention of this specification to precisely define all the parameters that influence the chorus experience. The symbol for the Chorus Processing Unit can be found in the following figure ここに画像 Figure 3-10 Chorus Processing Unit Icon 3.5.6.6 Dynamic Range Compressor Processing Unit The Dynamic Range Compressor Processing Unit is used to intelligently limit the dynamic range of the original audio information. A number of parameters can be manipulated to influence the desired compression. USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 27 ここに画像 Figure 3-11 Dynamic Range Compressor Transfer Characteristic · Compression ratio R determines the slope of the static input-to-output transfer characteristic in the compressor’s active input range. The compression is defined in terms of the compression ratio R, which is the inverse of the derivative of the output power PO as a function of the input power PI when PO and PI are expressed in dB. 数式 PR is the reference level and it is made equal to the so-called line level. All levels are expressed relative to the line level (0 dB), which is usually 15-20 dB below the maximum level. Compression is obtained when R 1, R = 1 does not affect the signal and R 1 gives rise to expansion. · Maximum Amplitude the upper boundary of the active input range, relative to the line level (0 dB). Expressed in dB. · Threshold level the lower boundary of the active input level, relative to the line level (0 dB). · Attack Time determines the response of the compressor as a function of time to a step in the input level. Expressed in ms. · Release Time relates to the recovery time of the gain of the compressor after a loud passage. Expressed in ms. The effects of the Dynamic Range Compressor Processing Unit can be bypassed at all times through manipulation of the Enable Processing Control. In principle, the algorithm to produce the desired dynamic range compression influences all channels as a whole. It is entirely left to the designer how a certain dynamic range compression is obtained. The symbol for the Dynamic Range Compressor Processing Unit can be found in the following figure ここに画像 {Figure 3-12 Dynamic Range Compressor Processing Unit Icon}} USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 28 3.5.7 Extension Unit The Extension Unit (XU) is the method provided by this specification to easily add vendor-specific building blocks to the specification. The Extension Unit provides one or more logical input channels, grouped into one or more audio channel clusters and transforms them into a number of logical output channels, grouped into one audio channel cluster. Therefore, the Extension Unit can have multiple Input Pins and has a single Output Pin. Extension Units are required to support at least the Enable Processing Control, allowing the Host software to bypass whatever functionality is incorporated in the Extension Unit. Although a generic audio driver will not be able to determine what functionality is implemented in the Extension Unit, let alone manipulate it, it still will be capable of recognizing the presence of vendorspecific extensions and assume default behavior for those units. The symbol for the Extension Unit can be found in the following figure ここに画像 {Figure 3-13 Extension Unit Icon 3.5.8 Associated Interfaces In some cases, an audio function building block (Terminal, Mixer Unit, Feature Unit, and so on) needs to be associated with interfaces that are not part of the Audio Interface Collection. As an example, consider a speaker system with front-panel volume knob. The manufacturer might want to impose a binding between the front-panel volume Control and the speaker system’s volume setting. The volume knob could be represented by a HID interface that coexists with the Audio Interface Collection. To create a binding between the Feature Unit inside the audio function that deals with master Volume Control and the frontpanel volume knob, the Feature Unit descriptor can be supplemented by a special Associated Interface descriptor that holds a link to the associated HID interface. In general, each Terminal or Unit descriptor can be supplemented by one or more optional Associated Interface descriptors that hold a reference to an interface. This interface is external to the audio function and interacts in a certain way with the Terminal or Unit. The layout of the Associated Interface descriptor is open-ended and is qualified by the Entity type it succeeds and by the target interface Class type it references. For the time being, this specification does not define any specific Associated Interface descriptor layout. 3.6 Copy Protection Because the Audio Device Class is primarily dealing with digital audio streams, the issue of protecting these – often-copyrighted – streams can not be ignored. Therefore, this specification provides the means to preserve whatever copyright information is available. However, it is the responsibility of the Host software to manage the flow of copy protection information throughout the audio function. Copy protection issues come into play whenever digital audio streams enter or leave the audio function. Therefore, the copy protection mechanism is implemented at the Terminal level in the audio function. Streams entering the audio function can be accompanied by specific information, describing the copy protection level of that audio stream. Likewise, streams leaving the audio function should be accompanied by the appropriate copy protection information, if the hardware permits it. This specification provides for two dedicated requests that can be used to manage the copy protection mechanism. The Get Copy Protect USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 29 request can be used to retrieve copy protection information from an Input Terminal whereas the Set Copy Protect request is used to preset the copy protection level of an Output Terminal. This specification provides for three levels of copy permission, similar to CGMS (Copy Generation Management System) and SCMS (Serial Copy Management System). · Level 0 Copying is permitted without restriction. The material is either not copyrighted, or the copyright is not asserted. · Level 1 One generation of copies may be made. The material is copyright protected and is the original. · Level 2 The material is copyright protected and no digital copying is permitted. 3.7 Operational Model A device can support multiple configurations. Within each configuration can be multiple interfaces, each possibly having alternate settings. These interfaces can pertain to different functions that co-reside in the same composite device. Even several independent audio functions can exist in the same device. Interfaces, belonging to the same audio function are grouped into an Audio Interface Collection. If the device contains multiple independent audio functions, there must be multiple Audio Interface Collections, each providing full access to their associated audio function. As an example of a composite device, consider a PC monitor equipped with a built-in stereo speaker system. Such a device could be configured to have one interface dealing with configuration and control of the monitor part of the device (HID Class), while a Collection of two other interfaces deals with its audio aspects. One of those, the AudioControl interface, is used to control the inner workings of the function (Volume Control etc.) whereas the other, the AudioStreaming interface, handles the data traffic, sent to the monitor’s audio subsystem. The AudioStreaming interface could be configured to operate in mono mode (alternate setting x) in which only a single channel data stream is sent to the audio function. The receiving Input Terminal could duplicate this audio stream into two logical channels, and those could then be reproduced on both speakers. From an interface point of view, such a setup requires one isochronous endpoint in the AudioStreaming interface to receive the mono audio data stream, in addition to the mandatory control endpoint and optional interrupt endpoint in the AudioControl interface. The same system could be used to play back stereo audio. In this case, the stereo AudioStreaming interface must be selected (alternate setting y). This interface also consists of a single isochronous endpoint, now receiving a data stream that interleaves left and right channel samples. The receiving Input Terminal now splits the stream into a Left and Right logical channel. The AudioControl interface remains unchanged. If the above AudioStreaming interface were an asynchronous sink, one extra isochronous synch endpoint would also be necessary. Audio Interface Collections can be dynamic. Because the AudioControl interface, together with its associated AudioStreaming interface(s), constitute the ‘logical interface’ to the audio function, they must all come into existence at the same moment in time. As stated earlier, audio functionality is located at the interface level in the device class hierarchy. The following sections describe the Audio Interface Collection, containing a single AudioControl interface and optional AudioStreaming interfaces, together with their associated endpoints that are used for audio function control and for audio data stream transfer. USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 30 3.7.1 AudioControl Interface To control the functional behavior of a particular audio function, the Host can manipulate the Units and Terminals inside the audio function. To make these objects accessible, the audio function must expose a single AudioControl interface. This interface can contain the following endpoints · A control endpoint for manipulating Unit and Terminal settings and retrieving the state of the audio function. This endpoint is mandatory, and the default endpoint 0 is used for this purpose. · An interrupt endpoint for status returns. This endpoint is optional. The AudioControl interface is the single entry point to access the internals of the audio function. All requests that are concerned with the manipulation of certain audio Controls within the audio function’s Units or Terminals must be directed to the AudioControl interface of the audio function. Likewise, all descriptors related to the internals of the audio function are part of the class-specific AudioControl interface descriptor. The AudioControl interface of an audio function may support multiple alternate settings. Alternate settings of the AudioControl interface could for instance be used to implement audio functions that support multiple topologies by presenting different class-specific AudioControl interface descriptors for each alternate setting. 3.7.1.1 Control Endpoint The audio interface class uses endpoint 0 (the default pipe) as the standard way to control the audio function using class-specific requests. These requests are always directed to one of the Units or Terminals that make up the audio function. The format and contents of these requests are detailed further in this document. 3.7.1.2 Status Interrupt Endpoint A USB AudioControl interface can support an optional interrupt endpoint to inform the Host about the status the status of the different addressable Entities (Terminals, Units, interfaces and endpoints) inside the audio function. In fact, the interrupt endpoint is used by the entire Audio Interface Collection to convey status information to the Host. It is considered part of the AudioControl interface because this is the anchor interface for the Collection. The interrupt data is a 2-byte entity. The bStatusType field contains information in D7 indicating whether there is still an interrupt pending or not. This bit remains set until all pending interrupts are properly serviced. The other bits are used to report the cause of the interrupt in more detail. Bit D6 of the bStatusType field indicates a change in memory contents on one of the addressable Entities inside the audio function. This bit is cleared by a Get Memory request on the appropriate Entity. Bits D3..0 indicate the originator of the current interrupt. All addressable Entities inside an audio function can be originator. The contents of the bOriginator field must be interpreted according to the code in D3..0 of the bStatusType field. If the originator is the AudioControl interface, the bOriginator field contains the TerminalID or UnitID of the Entity that caused the interrupt to occur. If the bOriginator field is set to zero, the ‘virtual’ Entity interface is the originator. This can be used to report global AudioControl interface changes to the Host. If the originator is an AudioStreaming interface, the bOriginator field contains the interface number of the AudioStreaming interface. Likewise, it contains the endpoint number if the originator were an AudioStreaming endpoint. The proper response to an interrupt is either a Get Status request (D6=0) or a Get Memory request (D6=1). Issuing these requests to the appropriate originator must clear the Interrupt Pending bit and the Memory Contents Changed bit, if applicable. The following table specifies the format of the status word 1 - 6 - 11 - 16 - 21 - 26 - 31 - 36 - 41 - 46 - 51 - 56 - 61 - 66 - 71 - 76 - 81 - 86 - 91 - 96 - 101 - 106 - 111 - 116 - 121 - 126 ここを編集
https://w.atwiki.jp/riftinfo/pages/276.html
RIFT 1.7 - 2012/02/01 == FEATURES ==LEVEL 45+ ITEMIZATION ADJUSTMENTS DUNGEON, EXPERT DUNGEON, AND CHRONICLE IMPROVEMENTS PVP UPDATES PVP SOUL UPDATES - PVP PLANAR ATTUNEMENT PVP EQUIPMENT UPDATES WARFRONTS - NOW WITH MERCENARIES NEW CHARACTER CREATION UPDATES USING A PRESET BUILD SOUL TREE CHANGES - NEW AND EXISTING CHARACTERS ADDITIONAL NEW PLAYER IMPROVEMENTS ASCENDED-LY EVER AFTER IN-GAME WEDDINGS GENERAL CURRENCY UPDATES RIFTS AND INVASIONS INSTANT ADVENTURE SOULS CLERICCABALIST DRUID INQUISITOR JUSTICAR PURIFIER SENTINEL SHAMAN WARDEN MAGEARCHON CHLOROMANCER DOMINATOR ELEMENTALIST PYROMANCER STORMCALLER WARLOCK ROGUEASSASSIN BLADEDANCER MARKSMAN NIGHTBLADE RANGER RIFTSTALKER WARRIORBEASTMASTER CHAMPION PALADIN PARAGON RIFTBLADE VOID KNIGHT ZONESDROUGHTLANDS EMBER ISLE GLOAMWOOD SCARWOOD REACH SHIMMERSAND STILLMOOR STONEFIELD DUNGEONS, SLIVERS, CHRONICLES, RAIDSCADUCEUS RISE DARKENING DEEPS DROWNED HALLS GREENSCALE'S BLIGHT [Raid] GREENSCALE'S BLIGHT THE FALLEN PRINCE [Chronicle] HAMMERKNELL [Raid] ITEMS CRAFTING ART AND AUDIO UI/SETTINGS == FEATURES == PvP Prestige updates, PvP Planar Attunements, and Warfront Mercenaries, oh my. Check out the PvP Update sections for a lot of info on the latest in RIFT PvP. Sweeping changes have come to the progression of gear at levels 45+. See ITEMIZATION ADJUSTMENTS, below, for details. No matter who you are, you now have twice as many Expert Dungeons to play in! The two tiers of Expert Dungeon difficulty have been combined into one. The new Soul Preset system is now available for use by all players, old and new. Check out USING A PRESET BUILD for info on how you can use the new, optional Purposes to try out new specs. Playing RIFT with that special someone? Maybe you d like to propose at the top of the Stonefield waterfall? IN-GAME WEDDINGS are now available for Ascended. A new Chronicle appears! Grab a friend and disguise yourself as Endless Cultists to infiltrate and sabotage Alsbeth s plans within the River of Souls! The Master Mode of Caduceus Rise is now available for the conquering! A sixth role is now available for purchase! KNOWN ISSUE Augmented items are getting some incorrect positive and negative bonuses with the 1.7 version. This is being fixed and the bonuses received from Augments should be returning to 1.6 values shortly. LEVEL 45+ ITEMIZATION ADJUSTMENTS With this patch we re focusing on improving gear progression in endgame content. The goal is to create a smoother high-end item progression and to ensure level 50 players can be competitive in either/both PvE or PvP with a clear route of content to upgrade through. The following improvements are being implemented toward this goal Content tier adjustments to better match with the items granted - Intro 50 content level 50 Dungeons, Chronicles, Rifts, and Zone Events. - "Tier 1" Expert Dungeons, Ember Isle, early Prestige Ranks, Expert Rifts, and Zone Events. - "Tier 2" Master Dungeons, entry Raids and Slivers, mid-Prestige Ranks, Raid Rifts, and Zone Events. - "Tier 3" Difficult Raids and Slivers, high-end Prestige Ranks. Items will improve consistently between tiers of content, instead of having small improvements early on followed by huge power jumps in later tiers. The overall power of a new level 50 character will be increased slightly, and the power differential for items between 50 and top-tier content will progress more evenly. DUNGEON, EXPERT DUNGEON, AND CHRONICLE IMPROVEMENTS The biggest change in support of the above progression is the combining of Expert Dungeons to a single difficulty tier, which impacts both gear dropped as well as LFG reward categories. The rest of the level 50 Dungeons and Chronicle content will be getting minor balance tweaks and major itemization adjustments. After these changes, the difficulty and rewards from content should be clearer between Chronicles/Level 50 Dungeons and Expert Dungeons. PVP UPDATES In the ongoing effort to more appropriately match up characters of different ranks, and give a smoother entry to high-level PvP, we will be revamping the existing Prestige system in 1.7. The Prestige system has expanded from 8 ranks to 40 - existing ranks will be converted to the appropriate rank on the updated scale. Bolstering is now enabled for level 50 Warfronts. Players entering a level 50 Warfront below Rank 13 will have their stats boosted to be more effective for both rank-appropriate and mixed-rank Warfronts. Marks of Retribution gained from closing PvP Rifts and completing weekly quests are now consumables that grant 1600 Favor. Existing Marks of Retribution have been converted back to Favor at 1600 Favor per Mark. Players who find themselves exceeding the current Favor cap after the conversion will need to spend that excess Favor and get below the cap before more can be earned. Reinforced Crystallized Insight is now available for purchase from Girdoom in Meridian and Templar Zim in Sanctum. These consumables grant 100,000 Planar Attunement experience at a cost of 15,000 Favor. PvP Rifts To encourage open-world PvP hotspots, only one PvP Rift can now be active at one time across all zones. Sealing a PvP Rift now grants a buff to your entire faction, Prismatic Glory , which increases Strength, Dexterity, Intelligence, Wisdom, and Endurance by 10, as well as increasing Prestige, Favor, and Planar Attunement experience gains by 5%. Removed grey-item drops from player corpses, and significantly increased coin drops. PVP SOUL UPDATES - PVP PLANAR ATTUNEMENT With 1.7, the PvP-specific Souls have been converted into a Planar Attunement-based character enhancement. A large amount of Planar Attunement experience is granted each time you gain a Rank in PvP. Yes, this will be granted retroactively for ranks already gained. The Achievement, I ve Got Soul and I Am a Soldier" is now a Legacy Achievement. PVP EQUIPMENT UPDATES We have made changes to Armor Mitigation in PVP to address a disparity between Physical and Elemental defenses. This will result in characters with high Armor Mitigation for their Calling at level 50 having the mitigation reduced in PvP and being hit by Physical attacks for damage values closer to current Elemental damage values. Removed Rank requirements from all PvP armor sets. You still need to purchase sets sequentially, but the limiting factor is now total Favor gained rather than rank. PvP weapons and Synergy Crystals will still require specific ranks to purchase and equip. PvP Synergy Crystals have a reduced notoriety requirement to equip. A new set requiring Rank 40 and Revered with the Order of the Eye or The Unseen has been added. The previously-Rank 3 and Rank 4 gear is now available without prior purchase requirements. The previously-Rank 7 and Rank 8 armor has been upgraded to include Vengeance, and the amount of Critical Hit on it reduced slightly. Increased the amount of Valor provided by all PvP armor sets. Added Valor to PvP set weapons. PvP Armor merchants now stock Bows for Defiants and Guns for Guardians. Rank 25 and Rank 36 Two-Handed Swords now available for Defiants. PvP One-handed Axes are now available for Guardians and Defiants at rank 1, 12, 25, and 36. Rank 25 and 36 Two-Handed Axes are now available for Guardians. PvP Armor set merchants now display items filtered by Calling. Filtering can still be disabled if you d like to purchase items designed for other Callings. Costume versions of PvP Rank armor are now available from Desma Chontos in Meridian, and Templar Sanzo in Sanctum. These still have rank requirements to equip. WARFRONTS - NOW WITH MERCENARIES In order to reduce queue times to as near-zero as possible, players may be added the opposing faction s Warfront team as a "Mercenary". Queue for Warfronts as normal and you may be assigned as a Mercenary when the Warfront map loads. You ll receive a Mercenary buff and on-screen callout and will be placed as part of the opposite faction s team. Coin is now granted for completing Warfronts. Damage dealt by your pet is now included in your leaderboard totals. Warfronts The quests given in Port Scion are now automatically removed when your character leaves the Warfront. Warfront Stockpile - Black Garden The leaderboard now displays the number of stones you ve carried throughout the game properly. REALLY IMPORTANT NOTE The changes below are in addition to the existing Soul and Role system and do not replace the current way Soul specs work - they are intended to make it easier for old and new players alike to become familiar with different potential specs and gameplay they may not have tried before. Think of them like guidelines; those of you more familiar with the Souls and abilities you want to use can continue to customize and swap things in and out at will. NEW CHARACTER CREATION UPDATES The Calling selection screen now calls out which roles a Calling is able to potentially fill - Tank, Damage, Healing, Support. After selecting a Calling, characters will be required to choose a “Purpose” (Preset Soul Combination) during character creation. Each Purpose will start out with a preset combination of souls, abilities and equipment. Players will have the opportunity to preview these before the character is created. New players can also preview what their character would look like in a variety of armor ranging from starting gear to epic endgame appearances! If you use the Randomize button after making changes to the character you are creating, there s now a warning prompt before it changes any settings. Updated the character selection screen with faction-sorted and colored Character listings. USING A PRESET BUILD Players always have the choice to make a custom build, or to play as one of the supplied preset builds. Preset builds will have a fixed progression path which can be previewed when you open the Soul Tree window. Characters with unspent Soul Points who are using preset souls will be guided to purchase specific abilities in the Soul Tree that are appropriate for their level. Players can view additional helpful tips and guides about their Purpose (and other available Purposes) by clicking on the Purpose button in the soul tree. At any time, a new character can spend their Soul Points in a non-highlighted ability or swap out a Soul with 0 points spent to further customize their spec. Doing so will set your Purpose to custom and remove the highlighted progression path. You now have access to all Souls from your Calling at level one, which means experienced players can immediately customize their starting Soul spec if they choose to not use the presets. SOUL TREE CHANGES - NEW AND EXISTING CHARACTERS When you open the Soul Tree you should see a window that looks pretty familiar! On the Soul Tree UI is a new button showing which Purpose is currently selected - this displays Custom for existing characters with their own specs set up. When viewing a Role that has 0 points spent in Souls, the Purpose button at the top of the UI can be used to view a list of preset Purposes that you can choose from to help set up your character s spec. Purposes are a combination of 3 Souls that have a highlighted ability progression path to suggest where to next spend Soul Points. When checking out Purposes, you ll see a description of what the spec is, some tips, and some important abilities for that particular combination. Selecting a Purpose will slot 3 souls into the Soul Tree UI and start showing the next suggested ability to spend points in. The Preview button at the top of the Soul Tree will place outlines around the abilities the Purpose will ultimately recommend through level 50. AT ANY TIME A Soul with 0 points spent can be exchanged with any other Soul, just like it works currently. AT ANY TIME You aren t forced to spent points only where the Purpose is suggesting - you can spend points in a non-highlighted ability and it will set your Purpose to Custom and stop highlighting abilities in the Soul Tree. Existing characters will receive any Souls they may be missing with this update. ADDITIONAL NEW PLAYER IMPROVEMENTS The number of aggressive monsters in Terminus and Mathosia have been reduced. Monsters in Terminus, Mathosia, Silverwood, and Freemarch have had their agro radius and run speeds adjusted. This will allow players to avoid surprise “Aggro” and flee combat easier when they get in over their heads. The hit points and damage dealt has been reduced on normal mobs from levels 1-17. A number of help tips have been updated to be easier to understand. ASCENDED-LY EVER AFTER IN-GAME WEDDINGS With 1.7 comes the introduction of in-game marriages and instanced wedding gatherings! See the Marriage Coordinators in Meridian or Sanctum to purchase rings you can use to tie the knot with your chosen. Both parties must agree to the marriage and can also choose to dissolve it at will. Marriage Coordinators also sell invitations, costume items, and other goodies for use with the new wedding instances! You can invite friends to join you for your very own wedding ceremony and resulting party. Using the wedding instances is not required for marrying another character. For detailed instructions on in-game marriage and what you can do with the wedding instances, see the Wedding Planner book also available through the Marriage Coordinator. As a note of caution, Dwarven weddings can get pretty rowdy! You may see your PvP flag turn on when entering the Dwarf-themed wedding instance. Being married in RIFT is meant to be an expression of partnership, and does not provide any additional gameplay benefit. You can see who a character is married to by inspecting them, but that s it! Interested in participating in a Valentine s Day world-record-setting event for the most marriages during a 24-hour period? See details on the blog at http //community.riftgame.com/en/2012/01/25/save-the-date-get-hitched-and-be-part-of-a-world-record-this-valentines-day/ Added an option to automatically decline all marriage proposals under Misc options. GENERAL A sixth role is now available for purchase! You know all those times you hit Leave Party instead of Ready Check ? Yeah, Leave Party got moved down to the bottom of the menu list. Increased the available Wardrobe slots to 5. Wardrobe slots now have toggles for armor visibility in that slot. Conversely, removed the Options entries for hide helmet and hide shoulderpads - if you currently have these enabled, your wardrobe slots will default to hiding these armor pieces. Newly acquired Abilities will now be displayed in a special pop-up UI window at the time they are learned, making it easy to drag new abilities directly to your hotbar or cancel them from the list if you don’t want to place them at that time. Added a new Lock XP checkbox to the Interface Misc settings pane. Checking it will stop your level 1-49 character from gaining experience until it is unchecked. Characters at the level cap and trial characters cannot lock their experience. You can now choose to disable auto-weapon-sheathing with a new Settings option Interface Misc Disable Auto Sheaths. You can now use the command /interact to interact with an NPC you have targeted if you are unable to right-click it. The maximum water depth that you can ride your mount in has been increased and made consistent across all player races. Female Dwarves should notice the biggest overall boost, while Bahmi males should see only a slight difference. Doubled the duration and removed the 2 minute cooldown on Omen Sight and Quantum Sight. The background color of target casting bars now correctly indicates their interruptible (blue) or non-interruptible (gold) status during cast time for channeled abilities. You can now split stacks in your bank even if your inventory is full. Dismiss Pet no longer cancels Veteran Reward Vendors or Personal Bankers. Applying a rune to an item now only pops a confirmation prompt if you will overwrite an existing rune. Fixed an issue that could cause a quest-giving item to stop offering the quest, even though it hadn t yet been accepted. Weekly Guild quests for Mining have been adjusted to require more raw ore and fewer gems. The guild perk Blood Thirsty will no longer be removed by triggering Killing Spree. Ascended Powers The Defiant Aura Augmentation and Guardian Holy Champion quests no longer require you to stand right by the questgiver to advance the quest. CURRENCY UPDATES Added Eternal Crystallized Insight, a new item that grants 100,000 Planar Attunement experience when consumed. Expert Dungeon, Raid, and Planar Goods merchants will now sell Eternal Crystallized Insight for their respective currencies. Players can now visit the Crafting Specialty Goods merchants to exchange Artisan Marks for Master Crafter Marks. You can now purchase Augment boxes for Artisan Marks instead of Planarite from the Crafting Specialty Goods merchant. Augment boxed now award special stat and dual-stat Augments more frequently. Added Exceptional Augment Boxes that contain Epic Augments to the Crafting Specialty Goods merchants. RIFTS AND INVASIONS Zone Events on Ember Isle now also grant Inscribed Sourcestone when event objectives are completed. Only players who have contributed during each event objective will receive these rewards. Some of the less difficult objectives will not be awarding Sourcestone. In order to maintain the same overall total Inscribed Sourcestone granted, the amount obtained from Colossi kills has been reduced. Rift-type content now takes gear into consideration when scaling, and will be slightly more difficult in the presence of highly geared characters. Puresource type reward containers now stack to 99. Fixed level requirements on various level 20-29 Earth Rift rewards, and some general 30-39 Rift rewards. The Invasion commander, Hardshell Nightmare, will no longer off itself after spending only a short while on Telaran soil. Guild Quest Upping the Ante Should now always give credit if a Rift is closed by a guildmember. INSTANT ADVENTURE Additional Planar Attunement experience is now granted for level 50 characters doing Instant Adventure. If an Adventure Group is waiting for a new chain of adventures to start, the teleport invitation for new group members now waits for the start of the next set. SOULS Planar Attunement Fixed a case where weapon-based stat bonuses from Planar Attunement could be lost and not appropriately granted when changing equipment. Mage and Cleric abilities that are low-ranked compared to your level now always use the ability cost of one rank below the max currently available to you. This won t change costs for characters who ve trained up their abilities to current rank as they level. Mage Charge is now reset to zero when changing roles. Fixed an issue causing some abilities that increase outgoing damage to combine with each other incorrectly. Characters will no longer be taken out of stealth when their guild increases a passive Perk. Mounting now cancels auto-attack, preventing you from accidentally dismounting due to an attack firing. Many tooltip clarity updates for abilities on Souls. CLERIC Reduced the mana cost of Area-of-Effect Heals. CABALIST Curse of Discord Fixed the durations on ranks 1-7. Dark Passage Now teleports 10 meters forward. DRUID Eruption of Life Now triggers off of any damage. Faerie s Favor Now instant-cast. Increased the healing amount. Now affects up to 4 additional party or raid members within a 20 meter radius if cast by the Greater Faerie. Faerie Healing Increased the amount healed. Fury of the Fae The Satyr will now autocast this even when out of combat. Mead Rush New ability usable by the Satyr. The Satyr charges at the enemy for a damaging strike. 10 second cooldown. Also, MMMEEEAAAADDD!! Trickster Spirit, Slothful Spirit, Spiteful Spirit These have all been changed to spells that deal Earth damage at a 30-meter range. INQUISITOR Clinging Spirit Can no longer get the ability effect without points spent in it. Corporal Punishment Duration is now 12 seconds. JUSTICAR Healer s Creed Now increases the healing you receive by 5-10%. Light Makes Right Now works properly immediately after being purchased. Rebuke Now works more consistently on different mob types in Dungeons and Raids. Reparation Now able to heal other party/raid members using Reparation. Healing from Reparation will not affect players with Mien of Honor currently active. Reprieve Increased the bonus from Spell Power. PURIFIER Divine Cascade Ability removed. Gathering of the Ancestors New spell available at 38 points. Places an absorption shield on up to 10 party or raid members within 35 meters. Cannot be applied again on the same target for 20 seconds - this is a separate ability blocker from the Ward of the Ancestors single-target shield. 30 second cooldown. Rise of the Phoenix New spell available at 44 points. Resurrects the target with 50% health and mana, can be used in combat. 5 minute cooldown. Surging Flames The triggered heal now has a 20 meter radius. Item Asphodel s Purifier Crystal 4-piece bonus now reduces damage taken by 7% for 10 seconds. This effect now overwrites and cannot be overwritten by Protect the Flock. SENTINEL Empowering Light Removed the pretty pointless range displayed on this ability - it s a PBAE, and remains a PBAE. Healing Communion, Healing Benediction Both spells now have a 20-meter radius. Life s Return Cooldown is now 5 minutes. Marked by the Light Now has a 15-meter radius. SHAMAN Battle Charge Reduced cooldown to 10 seconds. Brutalize Now deals 30-60% of Massive Blow s damage over 10 seconds. Reduced maximum stack size to 3. Dauntless Courage Now affects all melee damage. Ekkehard s Invocation New ability available after spending 15 points in Shaman. Instant-cast ranged spell that deals Air damage. Favored of the Valnir Now increases the duration of Lightning by 4-8 seconds, causing increased damage on each additional tick. Vengeance of the Frozen Earth Ability removed. WARDEN Cascade No longer has a mana cost. Deluge Will no longer generate infinitely-looping visuals in some cases. Healing Showers, Orbs of the Tide Both abilities now have a 20-meter radius. Healing Cataract Now has a 25-meter radius and affects up to 10 party or raid members. River of Life New spell available at 44 points; resurrects the target with 50% health and mana, can be used in combat. 5 minute cooldown. Ripple Now has a 20-meter radius. Tidal Resonance Fixed this ability not expiring correctly. Waterjet Reduced the benefit given to this spell by Spell Power. MAGE ARCHON Pillaging Stone The debuff portion of Rank 1 no longer persists through death. Flowing Sand Now provides the movement speed debuff even if the target is immune to the Snare portion. Reduced the cooldown to 45 seconds from 2 minutes. CHLOROMANCER Wild Abandon Fixed a case where this ability could break certain boss mob roots and snares when it shouldn t be able to. DOMINATOR Degeneration Ability added to the Dominator soul, obtained at 10 points. Now has a 15 second cooldown and can affect NPCs. Disorient The stun portion no longer persists through death. Incompetence No longer persists through death. ELEMENTALIST Icy Carapace Fixed a bug causing this ability to not work correctly when cast while Elemental Forces was active. PYROMANCER Burning Bright No longer gives separate bonuses for PvE and PvP. Cinder Burst Damage now reduced by 15% in PvP, instead of a 20% reduction. Fulminate Damage now reduced by 15% in PvP, instead of 20%. Inferno Now gives 10 Charge when cast. Lockdown Will now debuff the enemy, increasing the Fire damage they take, even if they are immune to the Snare portion. STORMCALLER Absolute Zero Fixed this causing more than one next cast of Icicle or Arctic Blast to cause a root effect. Electrocute The knockback should no longer occasionally fail. Flash Freeze This will now deal damage even if the target is immune to the root portion of the ability. Lightning Burst No longer has a damage penalty in PvP. Storm Shard Fixed an edge case where Storm Shard wouldn t apply the critical hit damage bonus. Fixed an issue where damage from Hailstorm and Eye of the Storm could be blocked by abilities like the Chloromancer s Wild Abandon. WARLOCK Item Nyx s Warlock Crystal Updated the 4-piece set bonus. It now reduces the cooldown of Empowered Darkness by 15 seconds, and casting Defile increases the total damage of your damage-over-time effects by 15% for 20 seconds. ROGUE ASSASSIN The Attack Power contribution to the damage from Poisons has increased. Expose Weakness Fixed a bug where the damage increase from Exposed Weakness was not applied to all three stacks of Serrated Blades damage. Leeching Poison The Attack Power contribution to the healing from Leeching Poison has increased. BLADEDANCER Blade and Fury Your Quick Strike and Precision Strike increase the damage of your next Keen Strike by 10-20%, up from 5-10%. Blade Finesse Functionality changed. Now increases the Attack Power bonus of your Finishers by 5-25%. This bonus is applied only to attacks using melee weapons. Combat Expertise Functionality changed. Now increases the Attack Power bonus of your Combo Point-generating abilities by 5-25%. Combat Culmination Functionality changed. Your Finishers cause Physical attacks to ignore 1-3% of the target s armor per Combo Point for 10 seconds. Deadly Dance Can now be triggered by Compound Attack. MARKSMAN Strafe The buff effect can no longer be purged while channeling. NIGHTBLADE The Attack Power contribution to the damage from weapon enchantments has been increased. Dusk to Dawn This is no longer a channeled ability but a straight damage-over-time ability. Now awards 2 Combo Points when used and does not give additional Combo Points per second. Energy cost reduced to 45 from 60. Cooldown reduced to 45 seconds from 1 minute. Damage has been reduced. RANGER King of the Jungle Now increases pet damage by 20%, increased from 10%. For every point in Ranger above 21, increases pet damage by 6% - increased from 3% per point. Feral Aggression Increases Critical Hit chance and also pet damage by 100% for 15 seconds. Cooldown reduced to 1 minute from 2. Pin Down Cooldown reduced to 1 minute from 3. Diffuse Cooldown reduced to 1 minute from 2. RIFTSTALKER Shadow Stalk Using this ability should no longer put both the player and the target into combat. Rift Barrier The damage shield from Rift Guard now only reflects damage from the first tick of a DoT, in line with other damage shields in the game. Planar Vortex The damage from Planar Vortex now takes the Riftstalker out of stealth. WARRIOR Power regeneration rate has been increased. Disarm abilities now properly block abilities that require either Ranged or Melee weapons. Bash, Furious Rage, Flinching Strike, and Face Slam no longer have multiple ranks to upgrade. BEASTMASTER Calming Influence Now obtained at 20 points in Beastmaster. Now puts a single target to sleep for 45 seconds - the target must not be in combat at the time of the effect. Any damage on the target removes Calming Influence. Only 1 target can be under Calming Influence at a time. Primal Rage - New Ability Increases the damage of attack abilities for the Beastmaster and their pet by 7% per Bleed effect on the target. Duration is increased by the number of attack points when used. Obtained at 44 points in Beastmaster. Enraged Companion Aura now grants a 7% bonus, increased from 5%, and overwrites the Reaver s Enraged Essence. Buff effect should no longer stick around after the pet is dismissed. CHAMPION Slayer s Bearing Now properly works with AoE attacks. Removed the reduced PvP effectiveness from Soldier s Bearing and Weapon Specialization. PALADIN Aggressive Block Now properly triggers Rising Waterfall. Preservation No longer prevented from being cast on a Paladin after the original target removes it. No longer causes you to enter combat. PARAGON Deadly Grace Fixed a bug causing Deadly Grace to deal less damage than it should. Force of Will Fixed a bug causing Force of Will to not effect AoE attacks. As a result, the critical hit damage bonus of all attacks has been changed to 3-10%, down from 10-30%. Rising Waterfall Will no longer immediately break the buff granted by Surging Energy when it critically hits. Can now trigger from Paladin s Aggressive Block. Removed the reduced PvP effectiveness from Teaching of the Five Rings. RIFTBLADE Stoneshield No longer causes the next ability to miss; instead, the next ability used on you will deal no damage. It also no longer triggers off of abilities the Riftblade used on themselves. VOID KNIGHT Spell Sunder Now checks for line of sight. Surge No longer ignores line of sight for threat generation. ZONES DROUGHTLANDS A new porticulum has been constructed in Fallback! Thwarting the Emberlord Fixed an issue that could cause this quest to not reset properly. EMBER ISLE Anchors to the Depths Fixed the placement of Shrines to Ithkus that were hiding under the sands. Crawl No More The catapults should no longer be stuck in a fired position when the catapult has an active target. Drakes in the Drift There is now a teleporter to the base of the Kelari tower when the quest is completed. Feline Intervention Fixed an issue causing the Corrupted Wildstalkers to not despawn correctly if left unconscious. Pyrkari at Large Fixed an issue where the pyrkari would sometimes not despawn when brought to the cages. The lasso effect now also leaves the pyrkari if the player who lassoed them dies. Raw Recruits The reset time for the Shamblers has been significantly increased. Recluse Wrangling The devour ability of the Recluse can now consume multiple spirits at once. Returning the Spirit Fixed a case where players would be unable to obtain the Blessed Water. Science Under Pressure There s now a higher chance for the Smoldering Piles to appear in larger numbers. Stavel will also leave properly if his timer runs out. The Nexus Infusion ability no longer works on the Bazaars in Ember Isle during the In Golden s Grasp event, since it doesn t actually do anything for them. Added a tutorial tip for new arrivals to Ember Isle that gives a heads-up about the potential difficulty of content on the island. GLOAMWOOD A new Guardian porticulum has been completed in Gloamwood at Tearfall Run. Notoriety items for the Waykeepers will no longer drop for Defiants. Dead Water The mobs inside the cave you enter on this quest now have a longer respawn time. SCARWOOD REACH Fall of House Aelfwar Quest should no longer get blocked sometimes by a nearby foothold. A Temporary Solution Players can now get a Pinch of Sourcestone Powder at any time while on this quest. SHIMMERSAND Additional NPCs in Shimmersand grant a small amount of Dragonslayer Covenant reputation when killed. STILLMOOR Monster Hunter of Stillmoor Now has additional item rewards available. One With Nature The Aelfwar House Signet item is now properly removed from players when this quest is completed. Additional NPCs in Stillmoor grant a small amount of Order of Mathos reputation when killed. The zone event The Blight should now properly award Glowing Puresource for participants who are on the quests Shield of the Land or Frontlines of the Planes. STONEFIELD A Failure of Leadership Quest location markers for this quest have been corrected. Dead Drop The Earthmaul Ward quest objective should be easier to find. Notoriety items for Granite Falls will no longer drop for Guardians. DUNGEONS, SLIVERS, CHRONICLES, RAIDS Expert and Master Dungeons, Raid Rifts, Slivers, and Raids Reduced the critical hit damage bonus that most regular NPCs get when they critically hit a target with insufficient Toughness. In effect, non-tanks should be less likely to be absolutely gutted when taking a critical hit by a general-population NPC in these areas. Characters of level 47+ now have a choice between 3 Plaques of Achievement or a random blue-quality item when they complete a random standard dungeon via LFG. New epic-quality loot has been added to the Chronicles for Greenscale s Blight, Hammerknell, and River of Souls. Sub-bosses in the Greenscale s Blight Chronicle now drop Plaques of Achievement. New epic-quality loot has been added to standard Abyssal Precipice, standard Charmer s Caldera, and standard Caduceus Rise. End bosses in standard Abyssal Precipice, Charmer s Caldera, and Caduceus Rise now drop Plaques of Achievement when defeated. Targets marked by Raid leaders are now visible to players who join the raid after the mark occurs. If your invitation to teleport to an instance fails because it is full, group/raid members can now trigger the teleport prompt an additional time by re-zoning into the instance. Fixed a case where a raid member could be stuck with a ready check and be unable to initiate another if they were a leader or assistant. Fixed a case where a raid member logging in right at the completion of a ready check would cause incorrect results to display. Fixed an issue in which NPCs in Rise of the Phoenix ran slower than intended. Characters under the effect of any type of Mind Control ability are no longer able to enter new instances - Chronicles, Dungeons, Warfronts, Slivers, or Raids. While in a LFG-formed random Expert group for an instance you already have a normal lockout for, you no longer get locked from your random version if disconnected before the first boss. CADUCEUS RISE Cinderstorm s Molten Cinders beams now appear properly in additional attempts after a wipe. Fixed the achievement, Bloody Bothersome, that was triggering incorrectly in Expert mode. Expert The Rapid Assault achievement should now award properly in both Caduceus Rise and Upper Caduceus Rise. Increased Caduceus health. Slightly decreased the health of Erupted Core. Drastically decreased the health of Erupted Ember. DARKENING DEEPS Fixed some collision on Scarn s elevator shaft. DROWNED HALLS Players who have been polymorphed by Hydriss should no longer get pushed outside of the encounter area by the Tsunami ability. GREENSCALE S BLIGHT [Raid] Added runspeed buffs to Hylas, Aleria, and Infiltrator Johlen. GREENSCALE S BLIGHT THE FALLEN PRINCE [Chronicle] Shadow of Metamorphosis should now properly end if you leave the zone while under the effect. HAMMERKNELL [Raid] Runebone Sorcerers Silent Void ability no longer roots targets inside the effect for the entire duration. Darktide Serpents Brine Net ability no longer roots targets inside the effect for the entire duration. Population mobs in Hammerknell award Planar Attunement experience more consistently. Inquisitor Garau Fixed Arcane Porters failing to spawn in certain situations. ITEMS Several Akylios relic items now have proc effects. Some non-relic Akylios items have also been upgraded. Hammerknell trinkets have been improved slightly. Costume versions of PvP Rank armor are now available from Desma Chontos in Meridian, and Templar Sanzo in Sanctum. These still have rank requirements to purchase. Updated the description text on Marks of Ascension and Greater Marks of Ascension. Random Augment boxes purchased with Planarite have been moved to the Planar Voucher merchant and had their costs adjusted. The stun effect on Gale Mirror, Torrential Mirror, Storm Mirror, Cyclonic Mirror, and Tempest Mirror (Air Rift consumables) no longer work on NPCs that are immune to stuns. Fixed a bug where some items showed a Vanity category instead of Costume . The artifacts from The Heir of Hammerknell set should now be listed in the Auction House as Collectibles rather than Quest Items. Some old items related to quests that are no longer in the game are now displayed as grey-quality loot items rather than quest items. Abyssal Soulstone Fixed a bug causing this essence to not work properly for Warriors. Amplified Soulstone Now properly increases damage from Elemental Touch. Elder Chain Coif Now properly gives Spell Critical Hit rather than Physical Critical Hit. Golem Inductor Will now proc slightly more often. Isle Embrosia can now be re-sold to NPCs after the buyback grace period has expired. Lavaforged Helmet incorrectly had Block on it which has been removed - the points have been redistributed into Dodge and Parry. The Planar Conqueror armor set is now compatible with Blighted Synergy Crystals. Fixed several Planar Lens items that had their stats removed. Scarn s Hide is now tradable and can be sold. Shimmering Windstone Increased Dexterity. Adjusted the NPC sale amount of Staff of Eruptions and Searing Obsidian Dagger. Rising Crest No longer usable by Clerics. Vornia s Chain Spaulders, Notched Weapon, Maelforge Acolyte s Hat, and Maelforge Acolyte s Slippers now all have proper NPC sale values. Wind s Breath Now procs slightly less often. CRAFTING Crafting will now use items directly from your bank No need to swap a bunch of items around before heading over to the crafting stations! Artificer The recipes for Diamond Focus and Diamond Icon have been changed from consuming 8 Brilliant Diamond and 4 Jagged Lightstone; they now require 1 Brilliant Diamond and 8 Orichalcum Bars. Apothecary The recipe for Mighty Intelligence Serum now requires 2 Basiliskweed Stems rather than 4. The Apothecary recipe, Growth Brew, now requires 1 Eternal Planar Dust and 1 Tempestflower Stem (additional Eternal Planar Dust and Gnarled Core material requirements removed). Carmintium Spellcutter The recipe and resulting item have both been renamed to Orichalcum Spellcutter to match the actually-required materials. The recipes for Tormentor s Robe and Tormentor s Shoulders are now Bind on Pickup. Fixed several crafting recipes that had a skill requirement to learn the recipe that didn t match the skill required to craft the item. Expert Dungeon dropped recipes have had material requirements updated to reflect the increased power of the crafted items. ART AND AUDIO Smoothed out the appearance of shadows in the distance. Added proper ambience sounds to caves on Ember Isle. Reduced the volume of steam geysers on Ember Isle around Scaldwater Fields and Wellspring Flats. Fixed ambient volume in Droughtlands not being correctly raised/lowered by whatever your Ambient Audio volume is set to. Added some visual effect improvements for the low-quality renderer. Mounts have more audio variety at audio and are not so silent! UI/SETTINGS Right-clicking on the party pet raid frame when using Show Party As Raid mode now shows the proper right-click menu. Party member selection hotkeys (default F1-F5) now work properly when your party is displayed as a raid. Raid member UI should be a bit better with displaying the state of logged out or AFK members. Group leaders are now indicated in Raids. Fixed occasional tooltip titles getting stuck on-screen when a debuff appeared under the mouse cursor on the Raid UI. Set Leader, Promote Assistant, and Demote Assistant menu options are now available through the Raid UI right-click menu while in Warfronts. Promote Assistant and Demote Assistant menu options are now available in the right-click menu on target, party, or raid member displays. Fixed a bug where sometimes the LFG window would think you were in an Instant Adventure group when you were, in fact, not. Target tooltips now show Elite for group and raid encounter NPCs. Fixed a loot confirmation popup sometimes appearing if you were grouped while looting an already-owned container (like the Rift Loot bag). Fixed a bug causing the combat log to not show the caster of certain abilities. Guild Wall Fixed the scroll-to-top reset when deleting comments. Guild Perk reset charges are now shown in the Guild Bank currency log. Your current target is now indicated by an icon on the minimap and main map. The icon will show red, yellow, or green, depending on whether the target is hostile, neutral, or friendly. Fixed the receive item spam in the chat window when combining stacks between your inventory and your bank. Defiants should no longer appear on the Guardian tabs of a Warfront leaderboard if they joined the Warfront while you were viewing that tab. Fixed the Warfront UI window being blank while your character is mind controlled. Tracking of completed Artifact sets no longer turns off after a loading screen is displayed. The Artifacts tab now shows the rewards to be gained from displayed Artifact sets. Fixed the Artifacts tab disappearing from the character window for those crazy players who completed all Artifact sets! Planar Attunement experience rewards for Achievements are now shown on the Achievement UI. Switching Roles with the Soul Tree open will cancel any previewing of souls or soul point spending in progress that has not been saved. Added a new splash screen after leveling up displaying your level and soul points available. The display can be clicked on to open the Soul Tree window if you are out of combat. The Abilities listing in the menu tray now glows when you have untrained abilities. Tweaked the ability tooltips when mousing over abilities in the Soul Tree window; they now show ability stats like cooldown and mana costs in the tooltip. Tooltips now properly display whether an ability is a ranged or melee effect based on the ability s use range and not general category. Tooltips for abilities with cooldowns now use abbreviated cooldown duration text. Fixed the mouse cursor not highlighting when targeting items you can salvage. Corrected zone event notice broadcasts to level channels for non-English language shards. If you get disconnected due to your shard being down, we now show a message letting you know this, instead of surprising you with a different shard s character select screen.