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楽曲リスト TRACK TITLE / LEVEL 楽曲リスト(IV)/LEVEL18 TOTAL NOV ADV EXH MXM INF GRV HVN VVD 264 000 000 075 137 052 灰色背景のTRACKはプレーする為にインプットが必要です 水色背景のTRACKは初回プレー時もしくはインプットする為に特殊な条件が必要です マゼンタ色/琥珀色/シアン色背景のTRACKはプレーする為にBLASTER GATEでの解禁が必要です 黄色背景のTRACKはプレーする為にPOLICY BREAKでの解禁が必要です 桃色背景のTRACKはプレーする為に多機種との連動・合同イベントでの解禁が必要なTRACKです 金色背景のTRACKはプレーする為にΩ Dimensionでの解禁が必要です 投票 No. MUSIC BPM Lv CHAIN 譜面属性dif ind NOV ADV EXH MXM INF GRV HVN VVD 0461 ΣmbryØ 220 08 15 18 20 - 2476 0408 ΩVERSOUL 155 06 13 16 18 - 1563 0440 Яe s NoVǢ 250 06 12 15 18 - 2587 0376 ↓↓↓ 222 06 12 18 - - 2748 0330 ΑΩ 208 06 12 18 - 19 2239 0316 Absurd Gaff 160 06 11 16 - 18 1649 0454 Akzeriyyuth 195 06 13 15 18 - 1965 0459 ALTONA 158 06 12 15 - 18 1905 流星 Angelic Jelly 200 06 12 16 - 18 2169 0342 Angels And Demons 177 05 10 18 - - 1787 0221 Bangin Burst 234 06 13 18 - 19 2403 総合、縦連、二重階段、片手 KAC Be a Hero! 190 05 11 15 18 - 2354 0432 BEAST BASS BOMB 170 06 10 15 18 - 2477 アナログ 0454 Beyond the BLUE 132 06 13 16 18 - 1759 0229 Black Emperor 30-195 06 11 18 - 19 1956 総合、全体難、擬似停止 0452 Black night 226 06 13 15 18 - 2667 0221 BLACK or WHITE? 185 06 12 18 - 19 2089 総合 0330 Blastix Riotz 256 06 12 18 - 19 2137 0447 BLAZING_LAZER 191 06 12 16 18 - 2032 0440 BlueMoon Princess 235 06 13 16 18 - 2290 PB25 Boss Rush 190 06 12 15 18 - 2473 0453 Breakin Asia 230 06 13 16 18 - 2348 0401 Broken 8cmix 150 06 10 14 - 18 1706 0442 C18H27NO3 210 06 10 16 - 18 2470 KAC Catch Our Fire! 190 05 11 15 18 - 2077 0372 Celestial stinger 259 06 12 16 - 18 1800 0411 Cepheus 190 04 12 15 18 - 2105 BST CHERNOBOG 200 06 13 16 18 - 2453 0438 Cloud 9 153 06 13 16 18 - 2049 0376 CODE -CRiMSON- 167 06 12 17 - 18 2017 0372 Completeness Under Incompleteness 194 05 12 16 - 18 2034 PB29 Concertino in Blue 103-155 06 12 15 18 - 1697 0334 Crack Traxxxx 220 06 11 16 - 18 2307 0242.5 croiX 160-195 06 12 16 - 18 2158 縦連、総合 0440 crossing blue 234 06 13 16 18 - 2800 0350 Demise Quartet 200 06 12 18 - - 2498 0461 Destiny 111-222 06 13 16 18 - 2376 0443 Divine s Bugscript 230 06 13 15 18 - 2775 0457 Divine s or Deal 223 06 13 16 18 - 2173 0425 Doppelganger 280 06 12 16 18 - 1939 途中でレーンが停止 0401 Dreadnought 96-384 06 12 16 18 - 2440 0433 DropZ-Line- 50-400 06 12 16 18 - 1965 PB35 ECHIDNA 146 06 12 15 18 - 1853 0347 EMPIRE OF FLAME 114 06 12 18 - - 1800 スコア難、全体難 0347 End to end 250-255 06 12 18 - - 1794 0362 Endless GRAVITY 265 06 12 18 - - 1526 鍵盤 0380 #Endroll 170 05 11 18 - - 2132 アナログ PB33 Evans 185 06 13 16 18 - 1787 0460 Evans VolteX Pf arrange 180 05 09 15 - 18 1880 0461 *Feels Seasickness...* 82-248 08 15 18 20 - 1895 0422 FIN4LE ~終止線の彼方へ~ 256 07 15 18 20 - 1633 0417 FIRE IN MY HEART 131-132 02 08 13 18 - 1788 64個縦連 FIメドレー FLOOR INFECTION Medley from SOUND VOLTEX×jubeat 145-195 06 12 17 18 - 2365 0336 FLOWER 173 05 11 18 - 19 2427 0233 FLOWER REDALiCE Remix 180 06 11 16 - 18 2265 片手発狂 0372 FLügeL《Λrp ΣggyØ》 120-240 07 13 18 - 19 2044 0221 For UltraPlayers 201 07 13 18 - 19 2402 総合、複合、鍵盤、アナログ 0352 Fox4-Raize- 50-200 06 12 18 - - 1987 私立 GAIA 180 06 12 15 18 - 2142 0408 Gamerz FestivaL 208 06 13 16 18 - 2350 0408 Garakuta Doll Play 256 06 12 17 - 18 2046 0446 Gate of Atlantis 8-888 06 13 15 18 - 2098 0376 GEOMETRIA 256 06 12 18 - - 1530 0431 GERBERA 205 06 12 16 18 - 2776 0425 Ghost Trigger 140-280 06 12 15 18 - 1654 0324 gigadelic (かめりあ s The TERA RMX) 183 06 12 18 - - 1969 ラス殺し PB30 Glitter Flatter Scatter 197 06 13 16 18 - 2293 0433 Goddess Bless you 232 06 12 15 18 - 2466 0418 Gorgetech 160 05 12 15 18 - 1662 0423 Grand-Guignol 231 06 12 16 18 - 2232 0242 Growth Memories 215 06 12 18 - 19 2266 PB32 НУМЛ 158-200 06 12 15 18 - 2202 0339 HAELE III ~Angel Worlds~ 185 05 11 15 - 18 2414 0413 Harpuia 93-186 06 11 17 - 18 2187 PB13 HAVOX 210 06 12 18 - - 2808 全体難、辛ゲージ 0347 Hellfire 176 06 12 17 - 18 2452 0430 HP 1 11-193 06 12 15 18 - 1817 0432 Hug!! Vs. Hug!! 120 06 13 16 18 - 1720 0438 I 225 08 15 18 20 - 2992 楽曲後半に画面が暗転する 0455 Idola 201 06 12 17 - 18 2693 0376 IKAROS DYNAMITE!!!! 216 06 12 18 - - 2240 0327 INF-B《L-aste-R》 197 06 12 18 - - 1995 鍵盤 PB09 INSECTICIDE 199 06 12 18 - 19 1946 0313 Invitation from Mr.C 230 06 12 18 - - 2180 0349 JEHANNEDARC 200 06 12 18 - - 2117 0422 Juggler s Maddness 250 06 13 16 18 - 2831 0420 JUNKIE FLAVOR 120-240 06 12 16 18 - 1819 0315 KAC 2012 ULTIMATE MEDLEY -HISTORIA SOUND VOLTEX- 200 06 12 17 - 18 2998 総合、体力、大宇宙 0351 KAC 2013 ULTIMATE MEDLEY -HISTORIA SOUND VOLTEX- Emperor Side 30-234 05 13 18 - 19 2039 0434 KAC 2013 ULTIMATE MEDLEY -HISTORIA SOUND VOLTEX- Empress Side 201 07 13 18 19 - 2668 0433 Khionos TiARA 200 06 13 16 18 - 2410 0446 KIMIDORI Streak!! 219 06 12 15 18 - 1967 0347 Lachryma《Re Queen’M》 236 08 13 18 - 20 2253 0381.5 Last Concerto 220 06 12 17 - 18 2056 0444 LastΩmegA 208 06 13 16 18 - 2329 0313 LegenD. 205-206 06 12 18 - - 2231 全体難 0420 Legendary Road 248 06 13 16 18 - 2462 0449 Levier n NābYss 249 06 13 16 18 - 3103 0435 Lowermost revolt 219 06 13 16 18 - 2276 0453 Lunatic Sprinter 152-205 06 12 15 18 - 2235 0406 Make Magic 230 06 13 16 18 - 2554 0242.5 Max Burning!! 190 07 12 17 - 18 2329 総合、鍵盤、片手、アナログ 0446 MeteorGlow Aftermath 264 06 13 16 18 - 1619 0352 MG277 277 06 12 18 - - 1736 PB38 Midnight City Warfare 180 06 13 16 18 - 2194 0422 Mirrorwall 144 06 13 16 18 - 2042 PB41 MODEL FT4 145-155 06 13 16 18 - 2278 FORTE MONOLITH 170-205 06 13 15 18 - 2414 0347 NEO GRAVITY 165 06 12 18 - - 1866 終盤難 0372 NEO TREASON 200 05 12 16 - 18 2557 0442 New Leaf 173 06 13 15 18 - 2116 0445 Nexta 160 06 12 15 - 18 2087 0455 Night Rockin Bird 190 05 12 14 18 - 1559 0402 Noisy Minority 180 06 12 15 18 - 1991 0455 Nostalgic Blood of the Strife 240 06 13 16 18 - 2344 0372 Ok!! Hug Me 210 06 12 16 - 18 1997 0405 Onigo 175 06 11 16 - 18 1948 0432 OPEN MY GATE 175 05 12 15 18 - 1842 0328 Opium and Purple haze 165 05 10 17 - 18 2432 アナログ 0329 Ops Code-Rapture- 48-195 06 12 18 - - 2087 0456 ouroboros -twin stroke of the end- 188 06 13 16 18 - 2448 0301 PANIC HOLIC 220 06 11 16 - 18 1801 PBメドレー POLICY BREAK Medley from SOUND VOLTEX×jubeat 93-311 05 11 15 18 - 2115 0322 Pon-Pon-Pompoko Dai-Sen-Saw! 183 06 12 18 - - 2087 総合、全体難 0376 Prayer 144 06 12 18 - - 1917 0330 Preserved Valkyria 115-220 06 12 18 - 19 2015 BSG Prey 210 06 13 16 18 - 2014 0455 PROVOES*PROPOSE êl fine 120-280 06 13 16 - 18 1720 BSG Puberty Dysthymia 70-210 06 12 15 18 - 2030 0421 PUPA 50-202 06 12 16 18 - 2272 0380 Quaint Echo 195 06 12 18 - - 1849 0447 Qubism 180 05 11 16 - 18 2204 0442 Re:End of a Dream 106-212 06 13 16 18 - 2151 0447 Reb∞t 240 06 13 16 - 18 2564 PB27 Rebellio 234 07 13 17 18 - 2274 0459 REDO the NIGHT 206 06 12 15 - 18 2418 野菜農園 Redshift 190 06 13 16 18 - 1920 0355 Renegade Fruits 240 06 12 16 - 18 2508 0352 REVOLVER 160 06 12 18 - - 1932 PB34 RHYZING BEAT 187 05 12 15 18 - 1793 0438 Sacrifice and Faith 184-186 06 12 15 18 - 2113 0419 SACRIFICE feat.ayame 180 05 11 14 18 - 2205 0443 SAtAN 300 06 13 16 18 - 2028 0316 Sayonara Planet Wars 224 06 12 18 - - 2265 総合 0428 Scarlet Lance 185 06 12 15 18 - 2168 0342 Seraphim 186 06 12 18 - - 1680 0459 She Turns Me On 200 06 13 15 - 18 2138 BST Sky High 153 06 13 15 18 - 2021 0381 Solar Storm 200 06 12 18 - - 2182 0432 #SpeedyCats 226 06 13 16 18 - 2055 0423 Spirit of the Beast 195 06 13 16 18 - 1909 私立 STULTI 90-182 06 13 16 18 - 1897 BSG SUPER SUMMER SALE 155 05 11 15 18 - 1959 0418 Sweet Requiem 190 06 12 16 18 - 2199 0456 Taiko Drum Monster 266 06 13 16 18 - 2383 0412 The Formula 144 05 12 15 18 - 2235 0416 The Golden Era 175 06 11 15 18 - 1936 0461 THE HEAVEN 200 05 12 15 18 - 2547 0401 The world of sound 210 05 11 17 - 18 2257 FORTE Theme of Ricerca 90-158 06 11 15 18 - 1846 野菜農園 Touch My Body 150 05 12 15 18 - 1732 0401 TRICKL4SH 220 220 06 10 16 18 - 1759 0314 tricky trick 165 05 10 18 - - 2419 全体難、辛ゲージ 流星 Triple Counter 216 07 12 17 - 18 2558 辛ゲージ 0366 Ultimate Ascension 200 06 12 18 - - 2121 0422 ULTiMATE INFLATiON 451 06 13 16 18 - 2625 0461 ULTRAVELOCITY 158 05 12 15 18 - 1904 0329 UnivEarth 187 06 12 18 - - 2005 総合 PB42 V 150 05 12 15 18 - 1905 PB01 VALLIS-NERIA 185 06 11 18 - - 2586 総合、縦連、覚えゲー 0418 V.I.P. 169 06 11 17 - 18 1947 0455 Venomous Firefly 264 06 13 16 18 - 1996 0330 veRtrageS 190 06 13 18 - - 2724 全体難、アナログ 0448 Victim of Nights 180 06 12 15 18 - 1887 0246 VILE CAT 240 05 11 18 - - 2776 片手 0334 Warriors Aboot 175 06 12 18 - - 1908 二重階段 PB28 We Go Down 230 06 11 15 18 - 2182 0245 werewolf howls. 222 06 12 18 - - 2003 0422 WHITEOUT 198 07 15 18 20 - 2179 0440 Wings of Glory 225 06 12 15 18 - 2293 0376 Wish upon Twin Stars 200 05 11 17 - 18 2635 0313 World s end 270 06 12 18 - - 1687 鍵盤、スコア難 0307 Xepher Light and Darkness Dragon REMIX 180 05 09 16 - 18 2097 0456 Xevel 176-185 06 13 16 18 - 2695 途中でレーンが停止 0344 XHAOS JUDGE 200 06 12 18 - - 2200 総合 0451 Xronièr 234 07 15 18 20 - 1950 0355 XROSS THE XOUL 194 06 12 16 - 18 2481 0330 XyHATTE 222 06 12 18 - 19 2073 PB40 Yum Yum Sweetie 165 06 13 15 18 - 2040 0377 アルティメットトゥルース -Phantasm- 63-252 05 10 18 - - 1596 私立 お米の美味しい炊き方,そしてお米を食べることによるその効果。 190 06 11 15 18 - 1597 0451 オニユリ 153 06 13 16 18 - 2538 0336 きたさいたま2000 222 06 12 18 - 19 1729 リズム難、辛ゲージ 0402 キュリオシティ 193 06 12 15 18 - 2208 0451 サイコパスラビット 250 06 13 16 18 - 2656 0451 スラッシュ//シスターズ 210 06 12 15 18 - 2461 0428 セイクリッド ルイン 186 06 12 15 18 - 2197 0451 そして黄金郷へ 260 06 12 15 18 - 1556 PB17 ドーパミン 200 06 12 18 - - 2022 全体難 0402 ドリームエンド・サバイバー 201 06 12 16 18 - 2109 0424 のぼれ八坂坂! 170 04 10 15 18 - 2327 BST びいすと! 200 06 12 15 18 - 1906 0457 ファイナルレター 205 06 12 16 18 - 2110 0449 ホワイトパレード 218 06 13 16 18 - 2119 0337 マサカリブレイド 194 06 12 18 - - 2285 全体難 0452 まじかる生主@りすなちゃん 220 06 12 15 - 18 1813 0343 ムラサキグルマ 125-180 05 11 18 - - 1959 BST メイビ~初恋!?ビスケット☆大作戦 182 06 13 16 18 - 1779 0439 ワールズエンド・ダンスホール 171 05 10 14 18 - 1978 0428 怒槌 200 06 12 15 18 - 3473 0401 永遠に幸せになる方法、見つけました。 128 04 10 13 18 - 1605 0401 金縛りの逢を 200 06 11 17 - 18 2181 0422 神獄烙桜 258 06 13 16 18 - 2076 0378 極圏 207 06 12 18 - 19 2570 0447 腐れ外道とチョコレゐト 260 05 10 14 - 18 1402 0341 月光乱舞 186 05 12 18 - 19 1953 0416 幻想のサテライト 230 05 11 16 - 18 2557 PB26 恋歌疾風!かるたクイーンいろは 120-168 05 12 15 18 - 1815 0441 業焔繚乱 201 06 12 15 - 18 2072 0435 極彩天奏 156 06 12 15 18 - 1719 0436 孤独の番人 190 02 08 16 - 18 1932 0407 壊Rave*it!! 壊Rave*it!! 280 06 13 15 18 - 1729 0316 混乱少女♥そふらんちゃん!! 32-259 06 12 18 - - 1636 0342 最終鬼畜妹フランドール・S 200 05 12 16 - 18 3019 0362 侍Annihilate!! 500 06 12 18 - - 2154 PB15 灼熱Beach Side Bunny 153 06 12 18 - - 1880 アナログ 0461 祝福の色彩は想い結ぶ君たち迄 95-235 06 13 16 18 - 2401 0403 準備運動 182 06 12 15 18 - 1731 0331 消失 240 06 12 18 - - 2716 鍵盤 ラス殺し 0438 神話に芽吹く 197 06 12 15 18 - 2371 0451 水簾ノ調 190 06 12 16 18 - 2402 アゲモラ 絶対零度 209 06 12 18 - - 1999 0444 誰が為に兎は舞う=狂速狂騒曲= 231 06 13 16 18 - 2537 0408 超☆超☆光☆速☆出☆前☆最☆速!!! スピード★スター★かなで 30-999 07 15 17 18 - 2588 0427 超越してしまった彼女と其を生み落した理由 178 06 12 17 - 18 2424 0316 到達してしまった僕らと夢と希望の最之果 188 06 12 18 - - 1943 0377 東方妖々夢 ULTIMATE MEDLEY 220 06 12 18 - - 2220 PB39 †渚の小悪魔ラヴリィ~レイディオ† 190 06 13 15 18 - 1906 PB18 伐折羅-vajra- 173 07 13 18 - - 2223 0451 光射す澪のユズリハ 190 06 13 16 18 - 1878 0416 魔境堕天録サリエル 176 03 09 14 - 18 2305 0459 真っ白な靴 226 06 13 16 - 18 2325 0342 魔理沙は大変なものを盗んでいきました 170 04 09 13 - 18 1877 全体難、覚えゲー 0229 冥 Rockin SWING REMIX 200 06 12 16 - 18 3333 アナログ 0344 冥天・ヘメロカリス 180-230 05 12 18 - - 1959 0417 雷鼓サンダービート 175 05 11 15 18 - 1596
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XBOX360 実績解除スレまとめ @wiki - Band Hero http //www12.atwiki.jp/xbox360score/pages/888.html 項目数 49 総ポイント 1000 難易度: 基本的にはGuitar Hero 5と同じ。 Welcome to Band Hero Complete the Tutorials 5 My First Gig Complete a Career gig on any difficulty 5 Rise to Fame Complete 25% of the gigs in Career 10 Nation s Star Complete 50% of the gigs in Career 20 World Known Complete 75% of the gigs in Career 30 Glimmer Earn 111 Stars in Career 10 Sparkle Earn 333 Stars in Career 20 Shine Earn 555 Stars in Career 30 Platinum Blonde Earn Platinum level on a Career Challenge 10 Iced Out Earn Diamond level on a Career Challenge 10 Road Most Traveled Unlock every venue 20 The Long Road Ahead Complete Career on any difficulty with any instrument 30 M.C. Host an online Career game and play a song 5 Face to Face Complete 25 online Pro Face-Off matches, win or lose 15 Till Death Do Us Part Play an online Do or Die game 5 Nice to Meet You Complete the gigs and unlock all of the celebrity characters 20 A New Challenge Awaits Complete 50 of the Career Challenges at Platinum or Diamond 30 Testing the Waters Play through every Band Hero song once 20 15 Minutes of Fame Complete a song as an Avatar rocker 5 In the Moment Successfully complete a Band Moment 5 Star Light, Star Bright Score over 10,000 points while in a single Star Power deployment 10 A Cool Mill Score over 1,000,000 points as a band in any single song in Career or Quickplay 10 Fevered Pitch 100% a song as a vocalist 15 Jack of All Trades Complete at least one challenge for every instrument at Gold level or better 15 There s no I in Band Hero Complete a song with 4 players without any members failing on expert in Career or Quickplay 15 Four of a Kind Complete a song as 4 of the same instrument on any difficulty in Quickplay or Career 10 Star Powered Earn an 11x multiplier 10 Picture Perfect Streak through an entire song without missing a note on medium or harder difficulty 15 Studio Time Create a GH™Studio song 10 Treasure Hunt Collect all of the Secret Notes 490 Secret Notes 1 Hint *e*** *c******y 5 Secret Notes 2 Hint **n** ***k*** 5 Secret Notes 3 Hint *** *ol**** ****e* 5 Secret Notes 4 Hint **l* *ll** 5 Secret Notes 5 Hint A** * A* 5 Secret Notes 6 Hint ***o*n 5 5 Secret Notes 7 Hint **v** *o*** 5 Secret Notes 8 Hint *v***s***c* 5 Secret Notes 9 Hint H***** 5 Secret Notes 10 Hint *a* B****a* 5 Secret Notes 11 Hint *o ***b* 5 Secret Notes 12 Hint ***v** **y* 5 Secret Notes 13 Hint **i** *i*** 5 Secret Notes 14 Hint **ll*** ****l* 5 Secret Notes 15 Hint **l*** **ff 5 Secret Notes 16 Hint *e***w***d 5 Secret Notes 17 Hint *h* *ll-**e***** **j**** 5 Secret Notes 18 Hint **y O****** 5 Secret Notes 19 Hint **r* **u**** 5
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Criff's Meatsaw [部分編集] blankimgプラグインエラー:ご指定のファイルがありません。アップロード済みのファイルを指定してください。 Category Unique Item Class Hunter Type Close Range Weapon Item Level 32 Require Level 25 Damage Type Fire Beam - /sec Rate of fire constant Interrupt Strength 17 Critical Chance 0% Critical Damage 0% Range 2m Ignite Attack Strength 296 Equip Cost Modification Battery(1) Special Attributes ※上記に画像がないときはアイテム名.jpgでアップロードしてください。 [部分編集] Special Attributes 固定 Affix名 効果 Igniting? Adds 116 to Ignite Attack Strength Volcanic? Increase Fire Damage by 20% [Demolishing? Shield Overload +100% Charring? 3% chance to cause a Fire Nova when it hits an enemy [部分編集] ・追加画像 関連ページ Unique Hunter Weapons
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Human Figure Proportions - Cranial Units - Robert Beverly Hale 人体の比率 - Robert Beverly Haleによる頭蓋ユニット - https //www.youtube.com/watch?v=uJMoplyGboI http //www.proko.com/human-figure-proportions-cranium-unit-hale/ In the last lesson we looked at Dr.Paul Richer s system of measuring human proportions based on the height of the head. 前回のレッスンでは、 Dr.Paul Richerの 頭の高さに基づいた人体比率についてみていきました。 In this lesson we ll take a look at a different approach, based on the same proportions as Richer s, but uses a different unit for measuring. 今回のレッスンでは、 違うアプローチに取り組みます。 Richerのと同じ比率に基づきますが、 異なる計測の単位を用います。 At first glance head height seems like the logical unit to measure from. 一見したところ、 頭の高さというのは計測するのに理にかなっているように見えます。 It s the most commonly used method and the one used by most canons throughout history. それは最もよく使われるメソッドであり、 歴史を通して最も確立された規範です。 If Leonardo DaVinci used it, it must be the best way, right? レオナルド・ダ・ヴィンチが使っているのだから、 最も優れた方法ですよね? [show daVinci s Vitruvian man] Well, that s up to each artist to decide, but although it s not as popular, Robert Beverly Hale s Cranial method definitely gives The Head Height method a run for its money. 勿論、それは個々のアーティストが決めることです。 しかし、先に述べたほどに一般的でないとしても、 Robert Beverly Haleの頭蓋メソッドは、 頭の高さのメソッドといい勝負をするでしょう。 Since no method is perfect, you choose which one works best for you. どのメソッドも完璧ではないので、 皆さんに合うものを選んでください。 Hale s method uses the size of the cranium as the unit. Haleのメソッドは、頭蓋(頭の骨から下あごを除いた部分)の大きさを単位として使います。 This method is used today by artist like Glenn Vilppu, Marshall Vandruff and Michael Mentler. このメソッドは、今日では、Glenn Vilppu、 Marshall Vandruff、Michael Mentlerなどの アーティストが用いています。 The advantage of this method is that many important skeletal landmarks correspond to this unit, unlike with the head method that aligns with nipples and navel as landmarks, which vary a lot more than skeletal landmarks. このメソッドの利点は、 多くの骨格上のの目印がこのユニットに対応していることです。 目印としての乳首や臍 (それらは骨格上の目印より変化しやすいものです) に沿った頭部メソッドとは違うわけです。 Also the size of the cranium can be measured from any head angle and doesn t change. また、頭蓋の大きさは、どんな頭の方向からも計れまた変化しません。 However the length of the head changes as the jaw open and closes, or as the head is foreshortened. しかしながら、頭の長さは顎が開いたり閉じたり または短縮遠近されると変化します。 Hale s method seems to be more consistent and more reliable when drawing a person in a pose. Haleのメソッドは、ポーズの最中の人物を描くときには より一貫性と信頼性があるように思えます。 I asked Marshall Vandruff why he prefers it and this it what he said. 私はMarshall Vandruffに、なぜこの方法を好むのか問いました。 そして彼が言ったことがこれです。 I don t like the head-length system. 私は頭の長さ式を好みません。 It s great for straight-on studies, but it breaks down when you foreshorten anything, especially when you foreshorten the head. 棒立ちには良いですが、 何か短縮遠近したものを描こうとするときに破綻します。 とりわけ頭が短縮遠近しているときです。 Unless you have a full-view of the head, you have no unit to begin. 頭全体が見えているときでない限り、 始めるべき単位が見つかりません。 I like Robert Beverly Hale s head-width system for a number of reasons, The first is that you can find head width when the head is in any position - it makes a sphere at back of the cranium, and a sphere never foreshortens. 私は、Robert Beverly Haleの頭の幅方式を色々な理由から好んでいます。 第一に、頭蓋の後ろの方は球状になっており、いかなる姿勢においても 短縮遠近されないためその幅は変わりません。 This is a measurement that echoes through the body and isn t dependent on seeing the height of the head. このことは、人体全体にわたって反響し、 頭の高さを比較単位にするやり方に依存しません。 If you can draw a ball, you can look at a head in any position and deduce that ball. もし皆さんがボールを描けるのなら、 どの体勢の頭を見てもそのボールを推測できます。 Ok, let s go over the details of this method. はい、このメソッドの詳細を見ていきましょう。 The unit itself can be measured from the back view by taking the width or height of the cranium. 計測の単位は、 人体の後ろから見たときの頭蓋の幅もしくは高さから得られます。 From the front you can use the width or the height down to the bottom of the nose. 前からは、 幅か、もしくは鼻の底までの高さを使えます。 But, keep in mind that the bottom of the nose will only align with the cranium if the head isn t facing up or down. しかし、 覚えておいてほしいのは、 鼻の底までの高さを使えるのは、 頭が上を向いたり下を向いたりしていない場合だけです。 So, the width is more reliable from the front. ですので、前から見た場合、横幅のほうが信頼できる指標になります。 From the side you should use the height of the cranium, since the width is too long. 横から見た場合、頭蓋の高さを使いましょう。 幅は長すぎるからです。 An additional quarter of a unit is added on to the front. 頭蓋にユニットに頭蓋ユニットの1/4を加えたものが横幅になります。 This cranial unit can be measured with the width or height from any angle even when the head is foreshortened because the shape of a ball isn t affected by foreshortening. 球形は、短縮遠近に影響されませんので、 たとえ頭が短縮遠近されたときでも、 頭蓋ユニットは、どのアングルからでも、その高さと幅で測ることができます。 A ball is a ball from any angle. ボールはどのアングルから見てもボールです。 So, we ll take this cranial size and think of it as a box unit. さて、この頭蓋の大きさを把握したら、 それを箱型のユニットとして考えてみましょう。 We ll use this box to find 3dimensiomal placement of the landmarks on the skeleton. この箱を、骨格上の目印の三次元的な配置を見つけるために使いましょう。 One unit down brings you to the pit of the neck. 箱一つを下げると、首の下のくぼみです。 For the torso let s use a width of two units. トルソの幅は、2ユニットです。 The sternum is one unit long not including the xiphoid process. 胸骨は、剣状突起を含まない場合1ユニットです。 One more down to the corners of the ribcage at the 10th ribs. もう1ユニット下がると、胸郭の角、第10肋骨のあるあたりです。 So, notice how the width the rib cage doesn t quite reach the edges of this 2x2 box. 胸郭がこの2x2ボックスの幅に完全には達していないことに気を付けてください。 And the top plane of the rib cage, indicated by the oval of the first rib, faces towards the front as you can see from this side view. そして、胸郭のてっぺんの面は、第1肋骨による楕円形で形作られていますが、 今皆さんの視点からは正面を向いています。 So, the back of the ribcage is up higher than this 2x2 box. ですので、胸郭の背後は、2x2ボックスの高さより若干高くなっています。 The length of each clavicle is 1 unit. 各々の鎖骨の長さは1ユニットです。 Keep in mind that these units are slightly separated because of the gap at the pit of the neck. これらのユニット(鎖骨)は首のくぼみの隙間のせいで 若干分かれていることに気を付けてください。 In the back, the width and height of the scapulas fit into the box. 背後では、肩甲骨の幅と高さは箱に一致します。 In a relaxed position the distance between the scapulas near the bottom is also 1 unit. 中立姿勢では、 肩甲骨の底あたり同士の距離もまた1ユニットです。 One more unit down takes us to the corners of the pelvis, known as the ASIS. もう1ユニット下がると、骨盤の角です。 ASISとして知られています。 And one more down just past the bottom of the pelvis. もう1ユニット下がると、ちょうど骨盤の底です。 On a male, the distance between the greater trochanters is two units. 男性では、大転子同士の距離は2ユニットです。 The width of the pelvis is equal to the ribcage. 骨盤の幅は、胸郭と同じです。 The 10 rib and ASIS points also line up. 第10肋骨とASISは同じ線上に並びます。 On a female the width of the Pelvis is 2 units and it no longer aligns with the rib cage. 女性では、 骨盤の幅は2ユニットで、胸郭とは並びません。 The distance between the greater trochanters is wider too. 大転子同士の距離も広くなっています。 On the pelvis there are also some convenient alignments using half units. 骨盤に於いて、ユニット半分単位を用いた 便利な整列が存在します。 The top of the iliac crest is at the halfway mark of this box and the top of the pubic bone and greater trochanters is at the halfway mark here. 腸骨稜の頂点は、この箱の半分のところであり、 また、恥骨のてっぺんと大転子は、この箱半分のところにあります。 So, when drawing the front of the pelvis, look for these 5 points and remember their distances. ですので、骨盤の正面を描くときには、 これら五つの点を探し、それらの距離を思い出してください。 From the side, the pit of the neck and the ribcage align with the edges. 横から見ると、 首のくぼみと、胸郭は、箱の境界に整列しています。 Then the sternum comes out forward and the cartilage continues to come forward past the pit of the neck about half a unit. その後、胸骨は前方に飛び出、 軟骨が胸骨を超え、おおよそユニット半分ほど飛び出ます。 The depth of the pelvis is conveniently 1 unit. 骨盤の奥行きは、都合のいいことに1ユニットです。 We ve already found the placement of the greater trochanters relative to the pelvis. 我々はすでに、骨盤に対する大転子の位置を見つけています。 3 units down ends at the connection of the bottom of the femur and top of the tibia. 3ユニット下がると、大腿骨の底の接続部と、脛骨のてっぺんです。 Another 3 units to the heels. さらに3ユニット下がるとかかとです。 The foot from the side is 1.5 units long and half a unit tall. 側面から見た足(くるぶしから下)は、1.5ユニットの長さで、高さはユニット半分です。 Finally the arms. 最後に腕です。 The length of the humerus is 2 units. 上腕骨の長さは2ユニットです。 And from the elbow to the knuckles of the hand is another 2 units. 肘から手のナックルまではまた2ユニットです。 The hand itself is a bit longer than 1 unit. 手自身は1ユニットより若干長くなっています。 That s it! 以上です。 Since this system uses a 3-dimensional box for measuring, one of its advantages is that it s manageable when something is foreshortened, as long as you are capable of drawing a box in perspective. このシステムは計測に三次元の箱を使っているので、 その利点の一つが、 皆さんが遠近法に於いて箱を描くことが出来るのならば、 何か短縮遠近されたときに使いやすいということです。 If not, then you might need to go back to the structure lesson and practice that again. もしできないのならば、構造のレッスンに戻って練習しなおしましょう。 So, for example with this foreshortened leg.. 例として、この短縮遠近された足です。 We know from the top of the greater trochanter to the bottom of the femur is 3 boxes long. 我々は、大転子から大腿骨の底までは 箱三つ分だということを理解しているわけです。 So, if we can draw these 3 boxes in perspective, we can then fit the leg into those boxes. ですので、透視図法で三つの箱を描けば、 脚をその箱に収めることができるわけです。 Ok, so we ve explored 3 different systems of human proportions. はい、 我々は三つの異なる人体比率のシステムを探求しました。 Like I said, these work really well in neutral poses and as a general guide when you re drawing from your imagination. 私が述べたように、 これらは、皆さんが想像から人物を描く場合、 中立姿勢と一般的なガイドとして役に立ちます。 Sometimes it can come in handy when drawing from a model. 時々モデルから描く場合にも役に立つでしょう。 But, when you re drawing from a model or photo reference, measuring is much more practical. しかし、皆さんがモデルもしくは写真資料から描く場合、 このような計測はより実践的なものとなるでしょう。 So, in the next lesson I ll show you how to lay-in your drawing using various measuring techniques. ですので、 次のレッスンでは、 様々な計測の技術を用いてどのように紙面に配置するか お見せします。 "You are an artist now, you must make your own decisions. あなたはもはや一人の芸術家なので、 あなたはあなた自身の決定を下さなければならない。 Do you prefer the proportions of Rubens or Michelangelo? あなたはルーベンス、もしくはミケランジェロの比率どちらを好みますか? Or would you like to leave the ball of the abdomen out altogether, like Henry Moore?" または、ヘンリー・ムーアのように、 腹部のボールを取り去ってしまいたいですか? Robert Beverly Hale I ve created a downloadable diagram that you can print out for your reference. 皆さんが資料としてプリントアウトできるようにダウンロードできる図表を用意しました。 Find the link in the description below. 下にあるビデオの説明にリンクがあります。 And I have posters available for purchase at proko.com/store. またはproko.com/storeでポスターが買えます。
https://w.atwiki.jp/newrose/pages/47.html
autolink (初稿:2010.12.20) Quarpel treated garments(米軍開発の衣類の撥水処理)について調べた。決められた方法で洗えと書いてあるのでその方法を調べてみた。 洗濯するにはどうしたらいいかググってもでてこないので。 Quarpelは1959年に米陸軍Quartermaster Research and Development Laboratories (当時) で開発された布地用撥水処理技術。 "Quartermaster-developed repellent"から"Quarpel"と命名された。 参照:http //milcloe.info/database/Quarpel.html Quarpel処理された撥水力は非常に強固で普通の手洗い洗濯ではその効果は落ちない。軍では最大15回は耐えるとしているらしい。 80年以降のM-65ジャケットにQuarpel仕上げの衣類に関する記載があったので和訳してみた。 Quarpelの洗濯方法に関する大体翻訳 Quarpel処理された衣類の洗い方(洗濯方法)については以下の通り和訳してみた。 9. For cleaning and restoring of water repellency, return to laundry for machine washing In accordance with established procedures for quarpel treated garments 9.洗濯機で洗い清浄を保ち撥水効果を回復するにはQuarpel処理された衣類ために決められた方法で洗うこと。また、洗濯の際はファスナーを必ず閉じること。 10. Machine Washing Use permanent Press Cycle. Wash in warm water using mild detergent. 10洗濯機の場合:パーマネント加工衣類用のコースを使うこと。中性洗剤使用し温水で洗うこと。 11. Hand Washing Wash in warm water using mild detergent. DO NOT WRING OR TWIST. Rinse in clean warm water. 11.手洗いの場合:中性洗剤を使い温水で洗うこと。絞ったりねじったりしてはいけない。きれいな温水ですすぐこと。 12. DO NOT USE CHLORINE BLEACH OR STARCH. 12塩素系漂白剤や糊付けをしてはいけない。 13. Drying. Dry at low heat (do not exceed 130°F). After drying, tumble at room temperature for 10 minutes. Remove immediately from dryer To drip dry, remove from water and place on a rust-proof hanger. 13.乾燥について:54度以下の低温で乾燥させること。乾燥後10分間室温で回転させておくこと。 ドリップドライのため、乾燥機からすぐ取り出すこと。水から取り出したら耐錆のハンガーにつるすこと。 permanent Press Cycle パーマネントプレスサイクル パーマネントプレス加工された衣類用の洗濯機のコース。アメリカ式のコース表示。 弱流水洗い、乾燥の前にすすぎをするコースのよう。 アメリカの洗濯機は標準でも日本の物より荒々しいらしいので、 日本なら標準コースでよいだろう。 130度(華氏) = 54.4444444 度(摂氏) ドリップ‐ドライ 【drip-dry】 《しずくを垂らして乾かす、の意》洗濯して絞らずにそのまま干して乾かすと、すぐに乾いてしわもできず、アイロンがけが不要な合成繊維などの衣類のこと。 和訳してみると文化の違いを感じるものだ。 80年代以降のM-65ジャケットのラベルの記載原文 http //coldweatherclothing.info/TM/TM10-8400-201-23.pdf COAT, COLD WEATHER FIELD 1. Wear as outer garment or as under-layer in cold dry climate 2. Wear button-in liner for added insulation. 3. Adjust closures and drawcords to ventilate; avoid overheating of body. 4. When hood is used, lower extension shall be worn over neck opening, preventing water entering opening. 5. Brush snow or frost from garments before entering heated shelters. 6. For fast drying, remove liner from coat. 7. Do not expose to high temperature of a stove. 8. Lubricate slide fasteners with wax. 9. For cleaning and restoring of water repellency, return to laundry for machine washing In accordance with established procedures for quarpel treated garments 10. Machine Washing Use permanent Press Cycle. Wash in warm water using mild detergent. 11. Hand Washing Wash in warm water using mild detergent. DO NOT WRING OR TWIST. Rinse in clean warm water. 12. DO NOT USE CHLORINE BLEACH OR STARCH. 13. Drying. Dry at low heat (do not exceed 130°F). After drying, tumble at room temperature for 10 minutes. Remove immediately from dryer To drip dry, remove from water and place on a rust-proof hanger. DO NOT REMOVE THIS LABEL http //www.qmfound.com/Army_Green_Uniform.htm 1959、Quartermaster ResearchとDevelopment研究所(現在の米軍ナティック研究所)の科学技術者による雨着処理におけるブレークスルーでは、作られていて、満足できて魅力的な軍用のレインコートはついに可能です。 これらの研究所の化学者は、相乗効果的に織物に関する撥水加工と耐油の非常に長持ちする処理を起こすために2個の商業的に利用可能な水の駆虫剤を結合しました。 Quartermasterによって開発された駆虫剤としての"Quarpel"というこの処理は雨着にコーテッド・ファブリックを使用するという必要性から陸軍の衣服デザイナーを解放しました。 Quarpel処理は、再処理なしで最大15の洗浄に耐えて、まだ次に、市販の最も良い蒸気透過性のレインコートよりすばらしい水の撥水性を保有しているかもしれません。 化合物で扱われた織物は、不愉快な湿気凝縮(24)を透過性と持っていない蒸気のままで残っていました。 Quartermaster Corpsは、衣服をさばいて、戦うためにQuarpelを適用しました、そして、結果は処理が効率的に撥水加工の、そして、ウオッシャブルで着心地が良かった雨着を提供するかもしれないという彼らの望みを確認しました。 それに従って、1964年に、陸軍は、すべての男性の人員のためにコーテッド・ファブリック暗灰色レインコートを取り替えるのにQuarpel処理を利用するsemidressレインコートを採用しました。 新しいレインコートは、ライターでしたが、摩耗によって陸軍グリーンのユニフォームに緑色の色合いを調和させていて、5オンス(内面の肩のくびきがある綿のポリエステル織物)の単一層で作られました。 その可選性と、より良い掛け布のため、新しいレインコートは、改良された外観を供給して、現行基準より長い耐用年数を約束しました。 正常な手/マシン洗濯はQuarpelを洗い落とすことができません。 http //www.leesarmystore.co.uk/store/product.php?xProd=1178 Our waterproof hooded anorak is designed to keep you protected from the effects of windchill and the wet. Made from poly-cotton, the material is treated with Quarpel rain and stain repellent. Developed for the US Army, Quarpel impregnates clothing fibres with a unique formula that repels moisture. Quarpel treated clothing is soft and silent, water repellent and retains breathability. Normal hand/machine washing cannot wash out Quarpel. This anorak is the simple yet effective way to keep dry in the rain, allowing you to wear multiple layers underneath for warmth. The anorak features a large fitting hood with drawcord which has enough room for a hat and scarf to be worn underneath. The anorak can be pulled tight with the elastic pull cords at the sides, and has secure Velcro fastening to the neck to keep the weather out. The large front pocket across the chest is convenient for storing maps and other essential equipment. Key features Loose fitting overhead, Large front pocket across chest with velcro fastening to neck, Drawcord hood, Elastic pull cord at sides, Quarpel treated poly-cotton for water repellence Suitability The ideal lightweight jacket for any outdoor activity. Good for both summer wear and colder conditions if wearing warm layers underneath. This is also fashionable for wearing around town. Loose fitting overhead, Large front pocket across chest with velcro fastening to neck, Drawcord hood, Elastic pull cord at sides, Quarpel treated poly-cotton for water repellancy http //www.google.co.jp/search?q=For+cleaning+and+restoring+of+water+repellency,+return+to+laundry+for+machine+washing+In+accordance+with+Use+permanent+Press+Cycle.+Wash+in+warm+water+using+mild+detergent hl=ja prmd=ivns ei=Y4QOTeKHG43yvQPb2pTfDQ start=10 sa=N http //www.dtic.mil/cgi-bin/GetTRDoc?Location=U2 doc=GetTRDoc.pdf AD=ADA481712 http //www.tpub.com/content/clothingandindividualequipment/TM-10-8400-201-23/css/TM-10-8400-201-23_196.htm
https://w.atwiki.jp/prdj/pages/3436.html
呪術 Hex ドラゴンの頑丈さ(変則)/Draconic Resilience 出典 Heroes from the Fringe 8ページ:シャーマンは魔法のように頑丈性のあるドラゴンの性質の一部を接触するクリーチャーに与え、シャーマン・レベルの等しいラウンド数の間魔法の睡眠効果に完全耐性を与える。7レベルの時点で、クリーチャーはこの持続時間の間麻痺効果に対する完全耐性も得る。一度クリーチャーがドラゴンの頑丈さの呪術から利益を得た後、24時間の間呪術の利益を得ることはできない。 威嚇演舞(変則)/Intimidating Display 出典 Heroes from the Fringe 8ページ:シャーマンはドラゴンの威厳と力の一部を呼び起こし、敵を倒すことができる。シャーマンは前提条件を満たしていない場合でも。ボーナス特技として《威圧演舞》を得、武器を用いていなくても使用できる。 絹糸の輪縄(超常)/Silkstring Snare 出典 Legacy of the First World 17ページ:シャーマンはスパイダーシルクのリボンを1タイのクリーチャーの足元の地面から吹き出させる。目標は反応セーヴに成功するか、絡みつかれた状態となりその場に固定される。敵は標準アクションとして同じDCで〈脱出術〉または【筋力】判定に成功することでシルクから脱出することができる(シルクの硬度は0)。この呪術は3+シャーマンの【判断力】修正値に等しいラウンド数の間持続する。この呪術の影響を受けたクリーチャーは24時間の間再び影響を受けることはない。 翼(超常)/Wings 出典 Heroes from the Fringe 8ページ:シャーマンは1日に自身のレベルに等しい数分数の間、一対の翼を成長させることができる。この数分間は連続している必要はないが1分単位で消費しなければならない。最初は、この翼はシャーマンが飛行することを可能にする力はないが、1d3ポイントのダメージを与える二次的攻撃として使用できる(小型のシャーマンの場合は1d2ポイント)。3レベルの時点で、フェザー・フォールを使用しているかのように翼を使用して任意の高度を安全に降下できる。7レベルの時点で、貧弱の機動性の30フィートの飛行移動速度で飛行することができるが、シャーマンは各ターンの終了時に着陸するか落下しなければならない。 8レベル以上のシャーマンは、2回目の翼の呪術を選択できる。これにより、シャーマンが翼を使用できる1日の分数が2倍となり(レベル毎に2分)、翼を起動している間、平均的の機動性と30フィートの飛行移動速度で飛行できる。 シャーマンの霊 Shaman Spirits Shaman Spirit Specializations Shaman Spirit Specializations 出典 Healer s Handbook Spirit specializations are more specific focuses for shaman spirits that allow shamans greater flexibility in customizing their characters and building character backstories. One such specialization is presented below, but it is far from the only spirit specialization that exists. Each spirit specialization replaces one or more hexes that the shaman can gain, as well as one or more of the spirit’s abilities and a number of the spells in the spirit’s spirit magic spell list. A spirit specialization never replaces all of the spirit’s hexes or all of the spirit’s abilities. A spirit specialization is always treated as equivalent to its associated spirit for any effect or prerequisite that is based on spirits. A shaman cannot select a spirit specialization as a wandering spirit, nor can she form a bond with a spirit and a spirit specialization that is associated with it simultaneously—for instance, a shaman with the life spirit cannot form a temporary bond with the restoration spirit specialization. If a spirit specialization hex or ability calls for a saving throw, the DC of the save is equal to 10 + 1/2 the shaman’s level + her Wisdom modifier. Ancestors Spirit Ancestors Spirit 出典 Cohorts and Companions 19ページ A shaman that selects the ancestors spirit has wise eyes and thick white or silver hair. Fine wrinkles line the shaman’s face, becoming more obvious when she smiles or glowers. When she calls upon one of this spirit’s abilities, her hair glows as though lit from within, rustling of its own accord. Spirit Magic Spells/Spirit Magic Spells:unseen servant (1st), spiritual weapon (2nd), heroism (3rd), spiritual ally (4th), telekinesis (5th), greater heroism (6th), ethereal jaunt (7th), vision (8th), astral projection (9th) Hexes:A shaman who chooses the Ancestors spirit can select from the following hexes. Ancestral Blessing(超常)/Ancestral Blessing:The shaman can grant the blessings of her ancestors to any ally within 30 feet. The blessed creature receives a +1 competence bonus on attack and damage rolls. This blessing lasts until the blessed creature hits with an attack or deals damage to a target. The shaman can have only one ancestral blessing active at a time. If the shaman uses this ability again, the previous blessing immediately ends. At 8th level and 16th level, the bonuses provided by this blessing increase by 1. Ghost Blade(超常)/Ghost Blade:The shaman can touch a creature to grant all of her weapons the ghost touch weapon property for a number of rounds equal to her Charisma bonus. Once a creature has been the target of this ability, it cannot be the target of this ability again for 24 hours. Intercessor(擬呪)/Intercessor:The shaman can invoke an ancestor spirit into an intact, humanoid or monstrous humanoid corpse to learn what the body knew in life. The acts as speak with dead, but the shaman may ask only a single question. If an animated corpse or undead is targeted with this ability, the hex immediately fails. Once a corpse has answered a single question, it cannot be targeted with this ability again. Might of the Fallen(超常)/Might of the Fallen:The shaman can call upon the ancestral heroes of her family to bolster ailing allies. As a standard action, the shaman can cure 1 point of temporary ability damage affecting the creature touched. At 7th level, this increases to 1d4 points of temporary ability damage. Once a creature has been the target of this hex, it cannot be the target of this hex again for 24 hours. Wisdom of the Ages(超常)/Wisdom of the Ages:The shaman can call upon her ancestors for lore and guidance. She can use her Wisdom modifier instead of her Intelligence modifier on all Intelligence-based skill checks. Spirit Animal:The shaman’s spirit animal has streaks of gray or silver hide, hair, or fur, and long facial hair that appears similar to a wispy mustache or bushy eyebrows. The spirit animal can speak and understand a number of bonus languages equal to the shaman’s Charisma bonus. Spirit Ability:A shaman who chooses the Ancestors spirit as her spirit or wandering spirit gains the following ability. Ancestor s Council(超常)/Ancestor s Council:As a standard action the shaman can call upon her ancestors to provide advice and assistance to one ally within 30 feet. The ally gains a +2 bonus on any attack roll, saving throw, ability check, or skill check made before the beginning of the shaman’s next turn. The shaman can use this ability a number of times per day equal to 3 + her Charisma bonus. Greater Spirit Ability/Greater Spirit Ability:A shaman who chooses the Ancestors spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit. Ancestral Weapon(超常)/Ancestral Weapon:As a standard action, the shaman can summon an appropriately-sized simple or martial weapon with a +1 enhancement bonus from her family’s history. She is always considered proficient with this weapon. At 15th level and 19th level, the weapon’s enhancement bonus increases by 1. At 11th level, the weapon gains the ghost touch weapon property. The shaman can use this ability for a number of minutes per day equal to her shaman level. This duration does not need to be consecutive, but it must be used in 1-minute increments. The weapon disappears 1 round after leaving the shaman’s grasp. True Spirit Ability/True Spirit Ability:A shaman who chooses the Ancestors spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit. Ancestral Guardian(擬呪)/Ancestral Guardian:The shaman can call on the ancient allies of her ancestors to physically appear and assist her, even if they have moved on to new roles in the cosmos. Once per day as a standard action, the shaman can cast planar ally. Although there is no cost to use the spelllike ability, the planar ally demands payment for services it performs as normal for the spell. Manifestation:Upon reaching 20th level, the shaman becomes one with the spirits of her ancestors. She gains a bonus on Will saving throws equal to her Charisma modifier, blindsense out to a range of 60 feet, and a +4 bonus to her caster level for all divination spells. She can cast astral projection as a spell-like ability once per day without requiring material components. Dark Tapestry Spirit Dark Tapestry Spirit 出典 Horror Realms 16ページ A shaman who selects the Dark Tapestry spirit is often a misanthropic loner. While she may well work with others, she rarely does so of her own volition. Instead, she seeks out the aid of a small group (such as a party of adventurers) as a result of an obscure vision or other influence from the Dark Tapestry that she might not fully comprehend. More often, though, a Dark Tapestry shaman is encountered not as a member of a group, but as the leader of a cult in a remote region—these shamans, of course, work best as NPC villains and not as PCs. The spirits of the Dark Tapestry have often been known to whisper dangerous secrets to mortals who dwell on sane worlds. Such spirits might be found anywhere touched by the light of baleful stars, but they are most frequently found lurking around unfathomably ancient ruins of aberrant civilizations with links to the Dark Tapestry. On Golarion, these spirits can often be found near old ruins in Osirion or the Sodden Lands, although they are also quite active throughout the county of Versex in Ustalav. Many shamans who invoke the spirits of the Dark Tapestry also worship one or several of the Outer Gods or Great Old Ones of the Elder Mythos, be it out of fear or misinformed adoration. Other entities associated with the Dark Tapestry, particularly the Dominion of the Black, seem less likely to be associated with that realm’s spirits, so it may well be that the spirits that shamans call upon when they turn to the Dark Tapestry for power are in fact the idle thoughts of horrors such as Nyarlathotep, Yog-Sothoth, or even Azathoth. Spirit Magic Spells/Spirit Magic Spells:entropic shield (1st), contact entity IHA (2nd), contact entity IIHA (3rd), black tentacles (4th), contact entity IIIHA (5th), feeblemind (6th), contact entity IVHA (7th), insanity (8th), interplanetary teleportUM (9th). Hexes:A shaman who chooses the Dark Tapestry spirit can select from the following hexes. Alien Summons(超常)/Alien Summons:Whenever the shaman calls or summons one or more creatures, one creature of her choice arrives with the advanced creature simple template. The creature presents a distorted mockery of the usual creature summoned, its body deformed and alien in nature. This chosen creature’s anatomy is so confounding that it is immune to the additional damage from critical hits or precision damage (such as that granted by sneak attack). Brain Drain(超常)/Brain Drain:As a standard action, the shaman can violently probe the mind of a single intelligent creature within 60 feet. The target can attempt a Will save to negate the effect and immediately know the source of this harmful mental prying. Creatures that fail their saving throws are racked with pain, taking 1d6 points of damage for every 2 shaman levels the shaman has. After successfully damaging a creature with this ability, the shaman can sort through the jumble of stolen thoughts and memories as a fullround action and then attempt a single Knowledge check using the victim’s skill bonus rather than her own. If the victim wasn’t trained in the Knowledge skill the shaman wishes to use, then this check must be attempted as if untrained as well. The randomly stolen thoughts remain in the shaman’s mind for a number of rounds equal to her Wisdom modifier, and the shaman can attempt one Knowledge check per round using these drained thoughts. This ability does not give access to memories or other personal information known by the victim. Brain drain is a mind-affecting effect. The shaman can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels beyond 5th, to a maximum of five times per day at 20th level. Cloak of Darkness(超常)/Cloak of Darkness:The shaman conjures a cloak of semisolid shadowy darkness that grants her a +4 armor bonus. At 7th level and every 4 levels thereafter, this bonus increases by 2. This bonus is from a force effect. She can use this cloak for 1 hour per day per shaman level. The duration does not need to be consecutive, but it must be spent in 1-hour increments. Maddening Whispers(超常)/Maddening Whispers:At will as a standard action, the shaman can invoke whispers from spirits of the Dark Tapestry to speak directly into the mind of a single target within 30 feet. These whispers utilize no known language, yet the victim nevertheless feels convinced that, somehow, it was almost able to comprehend the message. The target must succeed at a Will saving throw or be confused for 1 round. At 8th level and again at 16th level, the confusion caused by this hex lasts for 1 additional round. Whether or not the save is successful, the shaman cannot target that creature with this hex again for 24 hours. This is a mind-affecting effect. Pierce the Veil(超常)/Pierce the Veil:The shaman gains darkvision to a range of up to 30 feet. If the shaman already has darkvision, its range increases by 30 feet. At 8th level, this ability becomes enhanced, allowing the shaman to see perfectly in darkness of any kind, even that created by deeper darkness. Spirit Animal:The shaman’s spirit animal has an alien physiology, including twitching tentacles, additional but blind eyes, or strangely deformed limbs. The spirit animal gains the shaman’s choice of a swim speed or a climb speed equal to its highest speed, and one of its natural weapons increases in reach by 5 feet. If it did not have a natural weapon, it gains a tentacle attack as a secondary natural weapon with 5-foot reach. Damage for this tentacle is standard for a creature of the spirit animal’s size (1d2 for a Tiny spirit animal, or 1d3 for a Small one). Spirit Ability:A shaman who chooses the Dark Tapestry spirit as her spirit or wandering spirit gains the following ability. Touch of the Void(超常)/Touch of the Void:As a standard action, the shaman is able to perform a melee touch attack that deals 1d6 points of cold damage + 1 point for every 2 shaman levels she has. At 10th level, any creature the shaman strikes with this touch or with a melee weapon must succeed at a Fortitude saving throw or be fatigued for a number of rounds equal to 1/2 the shaman’s level. This has no effect on creatures that are already fatigued. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. Greater Spirit Ability/Greater Spirit Ability:A shaman who chooses the Dark Tapestry spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit. Horrific Glimpse(擬呪)/Horrific Glimpse:Once per day, the shaman can gain the effects of contact other plane after 1 hour of meditation. No components are required in order to use this ability, but the shaman does not get to select which plane she contacts. Instead, this version of the spell contacts an alien mind from somewhere in the Dark Tapestry, be it a hive mind of alien monstrosities, the disembodied sentience of a dead planet, or even the slumbering and insane mind of a Great Old One or Outer God. The shaman must succeed at a DC 16 Wisdom check rather than an Intelligence check to avoid a decrease in Intelligence or Charisma when using this ability. If she fails the check, her Intelligence and Charisma scores each fall to 8 for 5 weeks, as the alien minds thus contacted prove as destructive to mortal thoughts as direct contact with the most powerful of deities. The types of answers provided by the horrific glimpse, be they true answers, ignorance, lies, or random answers, are considered equal to those of a greater deity if the questions being asked concern the Material Plane, but they are equal to those of a demigod if the questions posed concern any other plane. Also once per day (but only after first using this ability as per contact other plane), the shaman can reveal a fragment of this horrific vision to another creature, as per phantasmal killer, except that the target takes 1d4+1 points of Wisdom damage regardless of the results of any of its saving throws. The body of a creature slain by this effect is always hideously mutilated and savaged, making spells like speak with dead useless. True Spirit Ability/True Spirit Ability:A shaman who chooses the Dark Tapestry spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit. Unbound Form(超常)/Unbound Form:The shaman can assume a variety of forms, as per greater polymorph, for 1 minute per day per shaman level. The minutes need not be consecutive, but they must be spent in 1-minute increments. When she assumes these forms, some element of the new shape always sets it apart from a typical specimen, such as strangely colored eyes, limbs that bend in unusual ways, or a slimy coating of mucus over the flesh. Manifestation:Upon reaching 20th level, the shaman becomes an unnatural spirit of the Dark Tapestry. She gains damage reduction 5/— and immunity to acid, critical hits, and sneak attacks. While she retains much of her original appearance, several minor cosmetic changes leave no doubt as to her now-alien nature. Her eyes might appear as solid spheres of blackness, her fingers might writhe like tentacles, or her legs might bend backward at the knees. Once per day, the shaman can cast shapechange as a spell-like ability without requiring a material component, but the form the shaman assumes via this spell-like ability is never something that looks of natural origin to the shaman’s home world. Frost Spirit Frost Spirit 出典 Heroes of Golarion 10ページ Far to the north, Erutaki tribes have adapted to life in the bitter cold of the Crown of the World. The frost spirit is seen by some Erutaki as a protector of their way of life, and shamans who commune with the spirit are shown great respect in their communities. A shaman who selects the frost spirit has coarse white hair and always feels cold to the touch. Spirit Magic Spells/Spirit Magic Spells:frostbite (1st), elemental touch (cold only) (2nd), elemental aura (cold only) (3rd), ice storm (4th), summon monster V (ice elementals only) (5th), freezing sphere (6th), ice body (7th), polar ray (8th), mass icy prison (9th). Hexes:A shaman who chooses the Frost spirit can select from the following hexes. Biting Frost(超常)/Biting Frost:The shaman turns the air frigid around a target within 30 feet for a number of rounds equal to the shaman’s Charisma modifier (minimum 1). The target must attempt a Fortitude saving throw at the beginning of each turn or be damaged by exposure to the extreme cold. On a failed save, the target takes 1d6 points of nonlethal damage. On a successful save, the effect ends immediately. Whether or not the initial save is successful, the creature cannot be the target of this hex again for 24 hours. Hypothermia(超常)/Hypothermia:The shaman afflicts a creature within 30 feet with hypothermia. The target must attempt a Fortitude saving throw. On a failed save, the target is fatigued for 2 rounds. At 8th and 16th levels, the duration of this hex is extended by 1 round. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours. Sluggish(超常)/Sluggish:The shaman causes the speed of a creature within 30 feet to be halved. The target can attempt a Fortitude saving throw to negate this effect. The penalty lasts for a number of rounds equal to the shaman’s character level and does not stack with other effects that reduce speed. Whether or not the save is successful, the creature can’t be the target of this hex again for 24 hours. Tundra Dweller(超常)/Tundra Dweller:The shaman touches a willing creature and grants it cold resistance 10 for a number of rounds equal to her Charisma modifier (minimum 1). This resistance does not stack with any other cold resistance, such as from special abilities or magical items. At 8th and 16th levels, the duration of this hex is extended by 1 round. A creature targeted by this hex cannot be affected by it again for 24 hours. Wilds-Attuned(変則)/Wilds-Attuned:The shaman receives Animal Affinity as a bonus feat and gains a +4 insight bonus on Knowledge (nature) checks when in a cold climate. Spirit Animal:The shaman’s spirit animal is covered in a light layer of glimmering frost, and its breath comes out as mist regardless of the temperature. The animal has resistance 5 to cold and electricity. Spirit Ability:A shaman who chooses the Frost spirit as her spirit or wandering spirit gains the following ability. Ice Splinter(超常)/Ice Splinter:As a standard action, the shaman can shoot razor-sharp icicles at an enemy within 30 feet as a ranged touch attack. This barrage deals 1d6 points of piercing damage + 1 point for every 2 shaman levels she has. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a frost weapon. Greater Spirit Ability/Greater Spirit Ability:A shaman who chooses the Frost spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit. Frigid Blast (Su) The shaman gains cold resistance 10. In addition, as a standard action, she can summon an icy blast in a 20-foot-radius burst originating from a point she can see within 30 feet. This blast deals cold damage equal to 1d6 per shaman level she has to each creature caught in the burst. Each target can attempt a Reflex saving throw to halve this damage. The shaman can use this ability three times per day, but she must wait at least 1d4 rounds between each use. True Spirit Ability/True Spirit Ability:A shaman who chooses the Frost spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit. Guardian of the North(超常)/Guardian of the North:As a standard action, the shaman assumes the form, as beast shape IV, of one of the following animals dire bear, dire tiger, mastodon, or woolly rhinoceros. The duration of this transformation is 1 hour per level. The shaman can use this ability once per day. Manifestation:Upon reaching 20th level, the shaman becomes a being of ice and snow. The shaman gains immunity to cold. She can also apply any one of the following feats to any spell with the cold descriptor that she casts without increasing the spell’s level or casting time Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. She doesn’t need to have these feats to use this ability. Slums Spirit Slums Spirit 出典 Heroes of the Streets 21ページ A shaman who selects the slums spirit gains the city’s alleys and avenues as steadfast allies. The rats in the gutter, the torches along the walls, the coins that flow through the market are all a part of her and serve her whim. Spirit Magic Spells/Spirit Magic Spells:charm person (1st), summon swarm (2nd), hold person (3rd), confusion (4th), wall of stone (5th), mislead (6th), mass hold person (7th), maze (8th), imprisonment (9th) Hexes:A shaman who chooses the Slums spirit can select from the following hexes. Accident(超常)/Accident:The shaman causes a target within 30 feet to stumble and fall. The shaman attempts a caster level check with a DC equal to the target’s CMD against trip attempts. On a successful check, the target falls prone and takes 1d6 points of damage. If the target is adjacent to a pit or similar drop-off, he must also succeed at a Reflex save (with a DC equal to the shaman’s caster level check) or fall into the pit. Observers must succeed at a Perception or Sense Motive check with a DC equal to the shaman’s caster level check to identify her as the source of the accident. Bad Penny(超常)/Bad Penny:As a standard action, the shaman can curse a coin. The next bearer of the cursed coin takes a –2 penalty on all saving throws and skill checks as long he has the coin on his person. Once the coin leaves his person, the curse ends and the coin becomes a mundane piece of tender again. At 8th level, the penalty becomes –4. If the shaman curses a new coin, the previous curse ends. This is a curse effect. City Spirit(超常)/City Spirit:As a swift action, the shaman channels the city’s spirit through herself, gaining a +4 bonus on all Dexterity- and Wisdom-based skill checks. She can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds need not be consecutive. Ward of the City(超常)/Ward of the City:The spirit of the city shrouds one creature the shaman touches from the hazards of the slums. The warded creature gains a +5 bonus on saves against disease and poison, and a +25% bonus on percentage chances to negate critical hits and sneak attacks. (This stacks with effects such as fortification, or abilities that grant a creature with no chance to negate critical hits a flat 25% chance.) Each time the ward is used (whether the roll is successful or not), the bonuses are reduced by 1 and 5%, respectively. The ward ends when the bonuses are reduced to 0, when the shaman wards a new creature, or after 24 hours, whichever comes first. At 8th level and 16th level, the ward’s starting bonuses increase by 2 and 10%, respectively. A creature affected by this hex cannot be affected by it again for 24 hours. Spirit Animal:The shaman’s spirit animal looks like a leaner version of its species, with hungry eyes and a wiry frame. It gains a +4 bonus on initiative checks. Spirit Ability:A shaman who chooses the Slums spirit as her spirit or wandering spirit gains the following ability. {Doors to Everywhere(変則)/Doors to Everywhere (Ex) As a standard action, the shaman can step through any door and instantly exit through another distant doorway. Regardless of what spell this functions as, it can transport only you, and both your departure and arrival spaces must be adjacent to a door or similar opening. Initially, this functions as per jester’s jauntAAt 9th level, the shaman can use this ability as per dimension door. At 14th level, the shaman can use this ability as per tree stride (treating all doors as generic coniferous trees). You can use this ability three times per day, plus one additional time per day at 12th level and at 20th level. Greater Spirit Ability/Greater Spirit Ability:A shaman who chooses the Slums spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit. City s Shroud(超常)/City s Shroud:When in an urban environment, the shaman blends into the streets around her, making her difficult to pin down. She gains the evasion and improved uncanny dodge class features. True Spirit Ability/True Spirit Ability:A shaman who chooses the Slums spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit. Paragon of the City(超常)/Paragon of the City:As a standard action, the shaman assumes a spirit-infused paragon form that makes her a lethal stalker of the alleys and shadows. She gains the ability to make sneak attacks as a rogue of her shaman level for 1 minute or until dismissed. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Manifestation:Upon reaching 20th level, the shaman becomes a spirit of the slums. She is immune to all diseases and poisons. When in an urban environment, she gains a +4 insight bonus to her AC and on Reflex saves. Tribe Spirit Tribe Spirit 出典 Wilderness Origins 24ページ A shaman who selects the tribe spirit strives to protect her allies, whether they be a traditional tribal unit or a chosen group of adventuring companions. Spirit Magic Spells/Spirit Magic Spells:bless (1st), shield other (2nd), create food and water (3rd), spiritual ally (4th), life bubble (5th), battlemind link (6th), vision (7th), discern location (8th), mass heal (9th). Hexes:A shaman who chooses the Tribe spirit can select from the following hexes. Curse of Faltering(超常)/Curse of Faltering:As an immediate action when an enemy within 30 feet threatens a critical hit, the shaman can force the creature to reroll its original attack roll with a penalty equal to the shaman’s Charisma modifier. The target can attempt a Will save to negate this ability. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours. This is a curse effect. Curse of Isolation(変則)/Curse of Isolation:The shaman makes an enemy within 30 feet keenly feel its status outside the tribe. For a number of rounds equal to the shaman’s level, the target gains no benefit from flanking or the aid another action, and it doesn’t benefit from morale bonuses. The target can attempt a Will save to negate this ability. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours. This is a curse effect. Steadfast Example(超常)/Steadfast Example:The shaman touches a willing creature and bolsters its mental and emotional defenses. The next time the target attempts a Will saving throw, the subject can use the shaman’s Will saving throw bonus instead of his own. The shaman can have only one creature under the effect of this hex at a time, and a creature affected by this hex cannot be affected by it again for 24 hours. Threatening Coordination Hex(超常)/Threatening Coordination Hex:The shaman causes a creature within 30 feet to view the shaman’s allies as obstacles. The target treats squares adjacent to the shaman’s allies as difficult terrain for a number of rounds equal to the shaman’s level, or for 1 round if the target succeeds at a Will saving throw. Whether or not the save is successful, a creature affected by this hex cannot be the target of it again for 24 hours. Touch of Succor(超常)/Touch of Succor:The shaman can touch a willing creature as a standard action to remove one of the following conditions fatigued, shaken, or sickened. At 8th level, she adds confused and frightened to the list of conditions she can remove. At 12th level, she also adds dazed, nauseated, and panicked. The shaman can use this ability a number of times per day equal to her shaman level. Spirit Animal:The shaman’s spirit animal has colorations or markings that resemble a totem or important symbol for the shaman’s tribe. When the spirit animal successfully performs the aid another action, the bonus it provides increases by 1. Spirit Ability:A shaman who chooses the Tribe spirit as her spirit or wandering spirit gains the following ability. {Tribal Cooperation(超常 (Su) The shaman gains a teamwork feat as a bonus feat. She must meet the feat’s prerequisites. As a standard action, the shaman can grant one of her teamwork feats to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the shaman has. Allies do not need to meet the prerequisites of this bonus feat. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. Greater Spirit Ability/Greater Spirit Ability:A shaman who chooses the Tribe spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit. Tribal Bond(擬呪)/Tribal Bond:The shaman and her tribe share a transcendent bond. Once per day when she communes with her spirit animal to regain spells, the shaman can select a number of creatures equal to half her shaman level to serve as her honorary tribe. These creatures can constantly communicate with each other, as telepathic bond. True Spirit Ability/True Spirit Ability:A shaman who chooses the Tribe spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit. Guardian of the Tribe(超常)/Guardian of the Tribe:The shaman can cast a harmless spell with a range of touch on a member of her tribal bond as long as that creature is within 30 feet. The shaman can use this ability a number of times per day equal to her Charisma modifier (minimum 1). In addition, she is constantly aware of the condition of all members of her tribal bond ability, as status. Manifestation:Upon reaching 20th level, the shaman embodies the strength and unity of her tribe. She gains a bonus on all of her saving throws equal to her Charisma modifier and becomes immune to compulsion spells and spell-like abilities. Once per day as a standard action, she can attempt to revive a creature connected to her by her tribal bond ability who has died within 1 round as breath of life, except that the spell can be cast at any range as long as the target is on the same plane, and the target regains a number of hit points equal to 10 × the shaman’s level (maximum 200). シャーマンのアーキタイプ shaman Archetypes Benefactor Benefactor 出典 Healer s Handbook 26ページ Though most shamans dole out banes and boons equally, a benefactor seeks to improve the lives of others by primarily offering powerful supportive abilities and magic to her allies and others she deems worthy. Benefactor Ethos/Benefactor Ethos:Benefactors cannot cast shaman spells with the curse descriptor; for the benefactor’s purpose, they are considered not on the shaman spell list. A benefactor can’t use spell-completion or spell-trigger magic items that use shaman spells with the curse descriptor unless she succeeds at a Use Magic Device check. This alters the shaman’s spellcasting. Benefactor Hexes/Benefactor Hexes:A benefactor adds the following hexes to the list of shaman hexes she can choose from whenever she gains a new hex or a wandering hex. A benefactor cannot gain a hex that is a curse effect or that has the word “curse” in its name as a hex or a wandering hex. This ability alters hexes. Boon Reservoir(超常)/Boon Reservoir:Once per day, a benefactor can perform a 10-minute ritual with one of her allies, plus one additional ally for every 3 shaman levels she has. All creatures that participate in the ritual (including the benefactor) gain a boon reservoir with a number of points equal to 1/2 the benefactor’s shaman level (minimum 1) for 24 hours. As an immediate action, a creature can spend 1 point from its boon reservoir to gain a +2 insight bonus on all saving throws it attempts until the start of its next turn. Boon reservoir points that are not spent within 24 hours are wasted. Expanded Boon(超常)/Expanded Boon:When a benefactor gains this hex, she chooses one of the following ability checks, attack rolls, or skill checks. Instead of gaining an insight bonus on saving throws, any creature with a boon reservoir granted by the benefactor can spend 1 point as an immediate action to gain a +2 insight bonus on rolls or checks of the chosen kind until the start of its next turn. This hex can be chosen multiple times. Each time, it applies to a different roll or check. A benefactor must have the boon reservoir hex before choosing this hex. Suppress Curse(擬呪)/Suppress Curse:As a standard action, a benefactor can attempt to suppress one curse effect that is affecting a creature or object with a touch. This functions as per remove curse, except the curse’s effects are suppressed for 1 hour, even if it is a cursed shield, weapon, or suit of armor. This allows a creature afflicted with any such cursed item to remove or get rid of it. The benefactor uses her shaman level as her caster level for the purpose of this hex. Crystal Tender Crystal Tender 出典 Heroes of the Darklands 22ページ Crystal tenders are most often found among subterranean races and races bearing a strong connection to the earth. A crystal tender focuses on the spirits of metal and stone, using crystals as a means to focus the power of the spirits she venerates. Many crystal tenders take it upon themselves to guard rich gem veins and other mineral treasures from those who would mine them out of greed, much in the way that surface-dwelling druids might defend a sacred grove from woodcutters. The crystal tenders of Orv meditate within the Crystal Womb, often near the churning vortex that makes up the heart of the Vault. They learn to focus the cavern’s energies through ley lines in the stone, and they study the birth of crystals within the Womb in order to mimic the process. Scion of the Stones(変則)/Scion of the Stones:A crystal tender forms a mystic connection with the precious stones and gems she has sworn to protect. Her spirit animal always appears to be composed of a crystalline substance and gains a +2 bonus to its natural armor. Her spirit animal is treated as an outsider with both the earth and native subtypes, and counts as a crystalline creature for the purposes of spells and abilities. The unique nature of her spirit animal increases the cost of replacing it to 750 gp per shaman level. This alters spirit animal. Reciprocal Resonance(超常)/Reciprocal Resonance:At 4th level, a crystal tender learns to form a temporary bond with a spirit of crystal. When selecting her wandering spirit, she can forgo gaining a spirit ability to instead grant herself and her spirit animal DR 1/adamantine as long as they’re within 10 feet of one another. While benefiting from this ability, the crystal tender’s skin takes on a crystalline sheen. The DR gained from this ability increases to 2/ adamantine at 8th level, 3/adamantine at 12th level, 4/adamantine at 16th level, and 5/adamantine at 20th level. This alters wandering spirit. Invoke Latent Facets(超常)/Invoke Latent Facets:At 8th level, both a crystal tender and her spirit animal gain all of the benefits of any ioun stones worn by one another, as long as they’re within 100 feet of each other. The crystal tender’s spirit animal can also embed a number of ioun stones equal to the crystal tender’s Charisma modifier into its crystalline form. Embedded ioun stones don’t gain any additional abilities, save that they don’t orbit the spirit animal and can’t be separately targeted. A slain or unconscious spirit animal immediately loses all embedded ioun stones, which tumble to the ground beside its body. This replaces the shaman hex gained at 8th level. Cabochon Form(擬呪)/Cabochon Form:At 20th level, as a standard action, a crystal tender can transform her body into a living gemstone as per iron body with a duration of 12 hours. Instead of being vulnerable to effects that can harm an iron golem while in this form, she is vulnerable to effects that can harm a crystalline creature (such as shatter). She can use this ability once per day. This replaces manifestation. Deep Shaman Deep Shaman 出典 Aquatic Adventures 51ページ While most shamans of the waves spirit have powers associated with surface waters, deep shamans are tied to spirits from the depths. Some say that the first deep shamans served Besmara back when she was a water spirit, before she achieved full godhood. Deep Spirit/Deep Spirit:A deep shaman must choose the waves spirit. The deep shaman must choose a spirit animal with the aquatic subtype, and it gains the amphibious special quality instead of gaining the ability to breathe in water. A deep shaman gains Swim as a class skill. This alters spirit, spirit animal, and the shaman’s class skills. Aquatic Hexes(超常)/Aquatic Hexes:When a deep shaman uses beckoning chill on a creature in the water, that creature becomes fatigued due to hypothermia for the duration, and it also becomes entangled if the creature takes damage from he deep shaman’s spirit abilities and from spells and abilities with the water descriptor. Her crashing waves hex applies to her spirit abilities that deal damage as if they were spells with the water descriptor, raising her effective shaman level for those abilities. Instead of mist’s shroud and watersight, she can select the two hexes below. This alters hexes. Buoyancy Control(擬呪)/Buoyancy Control:The deep shaman touches a willing creature and changes its buoyancy (see page 43) to whichever of the five states she wishes for 1 minute. A creature affected by this hex can’t be affected by it again for 24 hours. The deep shaman has neutral buoyancy, regardless of what her normal buoyancy would be, though she can end or resume the effect as a standard action. Deep Heart(超常)/Deep Heart:The deep shaman gains the ability to breathe underwater and gains a swim speed equal to her unmodified base land speed. At 8th level, she takes only half the normal amount of pressure damage and she adjusts to a new pressure all at once after succeeding at five Fortitude saves, rather than 100 feet at a time (see Pressure on page 48). Aquatic Spirit Abilities(超常)/Aquatic Spirit Abilities:When used underwater, a deep shaman’s wave strike deals lethal bludgeoning damage and pushes the target away 5 feet + an additional 5 feet for every 6 shaman levels she has. At 11th level, whenever the deep shaman is underwater, all weapons she holds are treated as if they had the impact special ability instead of quenching. Instead of a swim speed and the ability to breathe underwater, fluid mastery provides tremorsense with a range of 30 feet while in the water, and when underwater, fluid mastery’s torrent deals 1d6 points of damage per shaman level in a 30-foot cone. This alters spirit ability and greater spirit ability. Brine Dragon Form(超常)/Brine Dragon Form:When a deep shaman gains access to the true version of the waves spirit, she can assume the form of a Large (or smaller) brine dragon as per form of the dragon II, with a line of acid breath weapon, acid resistance 20, and a swim speed of 60 feet. She can use this ability for 1 hour per shaman level each day, divided any way she chooses in 1 hour increments, though the spell’s breath weapon limit applies across the whole day. Time she spends underwater doesn’t count against this limit, but every minute (or fraction thereof ) that she spends flying expends 1 hour of her daily uses. At 18th level, she can assume the form of a Huge or smaller brine dragon as per form of the dragon III instead. This ability replaces the elemental form of the true spirit ability. Draconic Shaman Draconic Shaman 出典 Legacy of Dragons 24ページ In some regions of Tian Xia, shamans are unusually common, and may have strong ties to dragon gods and imperial dragons who act as mentors. Some of these shamans draw their powers from the might of dragons, rather than from spirits. These shamans each gain a powerful drake as an ally, and view caring for that drake as a sacred duty. Drake Companion/Drake Companion:A draconic shaman gains a drake companion instead of a spirit animal, and she communes with the drake to prepare her spells just as other shamans commune with their spirit animals. She doesn’t gain a primary spirit, but she still gains wandering spirit at 4th level. She must select all her hexes (other than her wandering hexes) from the list of shaman hexes, and she can’t select the witch hex shaman hex. She doesn’t gain spirit magic slots until 4th level when she gains her wandering spirit. Any ability granted by a wandering spirit that would normally affect a spirit animal (such as nature’s true spirit ability) has no effect for a draconic shaman. This ability replaces spirit, spirit animal, and the hexes gained at 4th and 10th levels and alters spirit magic. Grasping Vine Grasping Vine 出典 Legacy of the First World 16ページ Grasping vine shamans are typically adherents of one of several scattered sects dedicated to the Green Mother. They revere plant life in all its forms, with a special fondness for poisonous or carnivorous plants. Unlike most shamans, a grasping vine is guided by a plantlike creature rather than a spirit animal. Spirit/Spirit:Though a grasping vine is not limited to a particular choice of spirit, common selections are Life, Nature, or Wood (Pathfinder Player Companion Heroes of the Wild 26). Plant Spirit(変則)/Plant Spirit:A shaman’s spirit animal is made of leaves and thorny vines. This plant spirit has the statistics and abilities as a shaman’s spirit animal, but it is treated as a creature of the plant type rather than a native outsider. This ability alters the shaman’s spirit animal. Verdant Magic/Verdant Magic:A grasping vine adds the following spells to the list of spells she can cast using spirit magic entangle (1st), barkskin (2nd), thorny entanglementACG (3rd), command plants (4th), wall of thorns (5th), fire seeds (6th), animate plants (7th), horrid wilting (8th), and shambler (9th). This ability replaces the spirit magic spells granted by the shaman’s spirit. Greentongue(擬呪)/Greentongue:At 2nd level, as a standard action, a grasping vine can use speak with plants as a spell-like ability. The grasping vine can use this ability a number of times per day equal to half her shaman level. In addition, while under the effects of speak with plants, the grasping vine can deliver a suggestion (as per the spell) to a single plant creature within 30 feet, ignoring the plant’s immunity to mind-affecting effects. The grasping vine can use this ability once per day at 2nd level, plus an additional time per day every 4 levels after 2nd level. This ability replaces the shaman’s hex gained at 2nd level. Flower’s Form(擬呪)/Flower’s Form:At 8th level, as a standard action, a grasping vine can assume the form of a Small or Medium plant creature, as per plant shape I. At 12th level, this ability functions as plant shape II. At 16th level, this ability functions as plant shape III. The grasping vine can use this ability for 1 minute per shaman level per day. This duration does not need to be used consecutively, but it must be spent in 1-minute increments. This ability replaces the shaman’s hex gained at 8th level. Overseer Overseer 出典 Magic Tactics Toolbox 23ページ While all shamans use their connection to the spirits of the world to draw upon otherworldly magic powers, the shamans of the Lands of the Linnorm Kings have a unique tradition in which they use the power of patron spirits to directly control their enemies. Such overseers may assume roles as religious leaders and protectors of their tribes, turning foes into short-term allies for the tribe’s greater good. Other overseers become tyrants who enforce their will upon the weak for personal gain. In combat, an overseer manages the battlefield by debilitating foes using her hexes and specialized spells. Controlling Magic(超常)/Controlling Magic:The overseer adds the following spells to the list of spells she can cast using spirit magic charm person (1st), hideous laughter (2nd), hold person (3rd), crushing despair (4th), feeblemind (5th), mass suggestion (6th), power word blind (7th), irresistible dance (8th), and dominate monster (9th). This ability replaces the spirit magic spells gained from the shaman’s spirit. Spirit Surge(変則)/Spirit Surge:At 3rd level, an overseer gains the ability to cast any of her mind-affecting spells that target a single creature through her spirit animal. When she’s using this ability, the selected spell’s range becomes touch, and she must deliver the spell through the spirit animal via the spirit animal’s deliver touch spells supernatural ability. The shaman’s effective caster level for these spells is 2 higher than her normal caster level. The overseer can deliver any other spells via the deliver touch spells spirit animal ability. This alters the deliver touch spells spirit animal ability. Primal Warden Primal Warden 出典 People of the Wastes 7ページ The influence of primal magic extends beyond what is visible and material. Spirits that linger in areas where primal magic reigns can become warped, losing touch with their former selves and experiencing random surges of power. A shaman who communes with such spirits learns to stabilize these erratic energies and draw upon them to her benefit. Such shamans gradually learn to guide their spirits toward coherence and lucidity, and in the process learn to bend chance and fortune in their favor. Spirit Animal/Spirit Animal:A primal warden’s spirit animal exhibits unusual physical features for a creature of its type, such as unnatural colorations and extra or missing appendages. Each day, the spirit animal gains resistance 10 against a random element. Roll 1d4 to determine the type of resistance (1 = acid, 2 = cold, 3 = electricity, 4 = fire). This replaces the abilities the shaman’s spirit animal gains from the shaman’s chosen spirit. Unstable Spellcasting/Unstable Spellcasting:A primal warden’s spirit is ever shifting, and the spells it grants the primal warden change from moment to moment. When the primal warden would spontaneously cast a 1st-through- 8th-level spell using the spirit magic class feature, she produces a random spell from the list of shaman spells on page 48 of the Pathfinder RPG Advanced Class Guide of 1 spell level higher than the spell slot expended; use an appropriate die or another randomization method to determine the spell. When she would spontaneously cast a 9th-level spell using spirit magic, she instead casts a random 9th-level spell from the shaman spell list in the Advanced Class Guide, treating her caster level as 2 higher. There is no way to predict the spell before the shaman begins casting it using spirit magic, and she cannot enhance the spell using metamagic feats. The spell uses the shaman’s caster level, even if that caster level would normally be too low to cast the spell. There are 47 potential 2nd-level spells, 46 potential 3rd-level spells, 41 potential 4th-level spells, 30 potential 5th-level spells, 22 potential 6th-level spells, 22 potential 7th-level spells, 18 potential 8th-level spells, and 14 potential 9th-level spells. At 8th level, after determining the spell that she would cast using spirit magic, once per day as a free action, the primal warden shaman can choose to randomly select another spell instead, using the same method of randomization as she used before (if she obtains the same result a second time, she must keep that result). At 12th level and every 4 shaman levels thereafter, she can choose to randomly select a different spirit magic spell one additional time per day, up to a maximum of four times per day at 20th level. She cannot use this ability more than once in the same round. This alters spirit magic and replaces the hex gained at 8th level. Hexes:A primal warden shaman gains the hexes below at the specified levels. A primal warden shaman cannot select the chant hex, the evil eye hex, the misfortune hex, or any witch hexes. This alters hexes and replaces the hexes gained at 4th and 12th levels. Primal Blessing(超常)/Primal Blessing:At 4th level, the shaman gains the ability to channel primal magic into a target within 30 feet. Roll 1d4 to determine the effect. On a result of 1, the target takes a –2 penalty on attack rolls, saving throws, and skill checks. On a result of 2, the target’s size is enlarged or reduced, as per enlarge person or reduce person, and the effect functions even if the target is not a humanoid; roll randomly to determine the effect. On a result of 3, the target gains a +20-foot enhancement bonus to her base speed. On a result of 4, all attacks against the target suffer a 20% miss chance. The effects of this hex last for 1 minute. A creature affected by this hex cannot be affected by it again for 24 hours. Greater Primal Blessing(超常)/Greater Primal Blessing:At 12th level, the shaman’s primal blessing hex improves. This functions as the primal blessing hex in all ways, except that the shaman has a chance to bestow greater benefits upon her targets. Roll 1d6 to determine the effect. On a result of 1–4, refer to the primal blessing ability to determine the effect. On a roll of 5, the target gains a +2 luck bonus on attack rolls and saving throws and to her Armor Class. On a roll of 6, the target gains the benefit of the haste spell, using the primal warden’s shaman level as her caster level. Serendipity Shaman Serendipity Shaman 出典 Blood of the Beast 5ページ Although some catfolk venerate elven and human deities, the traditional worship of the so-called “spirits of creation” is by far the most prevalent religion among their kind, especially in the catfolk nation of Murraseth. The serendipitous, shamanistic rites associated with this faith focus upon attracting good fortune and banishing ill fortune in the name of these spirits. Although the ancient practices of the serendipity shaman were once exclusive to the mysterious catfolk nation, the catfolk’s curiosity and willingness to travel have spread them across Golarion, where today many with a tendency toward good fortune embrace the faith. Limited Calling/Limited Calling:A shaman must have a racial trait with “luck” in its name to select this archetype, such as cat’s luck or half ling luck. A character with the Defiant LuckARG feat also qualifies for this archetype. Luck Magic/Luck Magic:A serendipity shaman adds the domain spells from the Luck cleric domain to the list of spells she can cast with the spirit magic ability instead of her spirit’s spirit magic spells. This ability alters spirit. Luck Hexes/Luck Hexes:A serendipity shaman can select from any of the following hexes, in addition to general shaman hexes and the hexes granted by her spirit. When she gains the wandering spirit class feature, she can select one of these hexes in place of a wandering hex. Channel Luck(超常)/Channel Luck:A serendipity shaman gains the ability to channel luck, as the cleric variant channeling ability of the same name (Pathfinder RPG Ultimate Magic 30), using her shaman level to determine her effective cleric level for the purpose of her channel energy ability. She does not count as having the channel energy ability for the purpose of meeting feat prerequisites or prestige class requirements with the exception of Selective Channeling, which the shaman can take as normal. A shaman must be at least 8th level before selecting this hex. Fortune(変則)/Fortune:This hex functions as the dual-cursed oracle revelation of the same name (Ultimate Magic 58), using the shaman’s class level as her effective oracle level. Misfortune(変則)/Misfortune:As a standard action, a serendipity shaman can afflict one target within 30 feet with misfortune, causing it to take a –2 penalty on all saving throws against the shaman’s spells. The effect lasts for 1 minute or until the target hits the shaman with an attack. Spirit Magic/Spirit Magic:A serendipity shaman adds both her spirit’s spirit magic spells and the domain spells from the Luck cleric domain to the list of spells she can cast with the spirit magic ability. This hex cannot be taken as a wandering hex. Tweak the Odds(超常)/Tweak the Odds:Whenever the serendipity shaman or one of her allies within 30 feet rolls an ability check, attack roll, saving throw, or skill check, the shaman can use this ability as an immediate action to tweak the odds in her favor, increasing the result of the die roll or check by 1. This can turn a normal hit into a critical threat, but it cannot make an attack roll an automatic hit (this bonus does not stack with effects that increase a weapon’s critical threat range, such as Improved Critical or keen edge). The shaman can use this ability a number of times per day equal to her shaman level. At 4th level and every 4 shaman levels thereafter, she can spend an additional use of this ability to further increase the die result of the target’s roll by an additional 1. For example, a 12th-level shaman can spend up to three uses of this ability to increase an ally’s roll by 1 per use expended. True Silvered Throne True Silvered Throne 出典 Occult Origins 23ページ The true silvered throne archetype grants the Extra Hex feat at 4th level and Iron Will feat at 8th level rather than gaining the ritual hex and esoteric rites abilities. Members in good standing who have risen to a prestigious rank within the Esoteric Order of the Palatine Eye, true silvered thrones have managed to discover rituals and occult secrets within the lore of their order. They are scholars of ancient mysteries and keepers of forbidden secrets who go beyond simply learning eldritch traditions to make the occult a part of their very souls. クラス技能:A true silvered throne adds all Knowledge skills, Linguistics, and Sense Motive to his list of class skills, but loses Handle Animal and Survival as class skills. This alters the shaman’s class skills. Occult Grimoire(変則)/Occult Grimoire:A true silvered throne’s divine magic arises from communion with spirits alongside study of archaic lore compiled into a personal occult grimoire. Unlike a wizard’s spellbook, this grimoire doesn’t contain specific spells. By studying his grimoire, a true silvered throne can prepare any spell on the shaman spell list or provided by his spirit. If this grimoire is lost or destroyed, he cannot prepare new spells or use his spirit magic class feature until it is replaced, which requires 1 week of work. This ability replaces spirit animal. Ritual Hex/Ritual Hex:A true silvered throne gains Ritual Hex (see page 24) as a bonus feat. Scarab of the Second Throne(変則)/Scarab of the Second Throne:At 4th level, a true silvered throne successfully constructs a golden scarab that is infused with some of his occult potential. Treat this construct as a clockwork spy (Pathfinder RPG Bestiary 3 58), except it has half its master’s total hit points regardless of its Hit Dice and can write and take dictation rather than record audio. If worn in the true silvered throne’s amulet slot, the golden scarab provides a +4 bonus to AC against sneak attacks and attacks of opportunity, as the scarab animates and moves to intercept attacks. If lost or destroyed, the golden scarab can be replaced in a week-long ritual costing 250 gp. Wandering Ritual(超常)/Wandering Ritual:At 6th level, a true silvered throne can attempt to coax a nearby spirit into service with a 1-minute-long ritual once per day, gaining that spirit’s spirit ability and adding its list of spells to those he can cast using his spirit magic. The silvered throne can maintain this bond for 1 hour, or until he dismisses the spirit as a free action. At 12th level, he also gains this spirit’s greater spirit power while bonded, and at 20th level gains its true spirit power as well. He can perform a wandering ritual one additional time per day at 8th level and 14th level. This ability replaces wandering spirit and wandering hex. Esoteric Rites(変則)/Esoteric Rites:At 8th level, a true silvered throne gains a +1 insight bonus on skill checks attempted as part of an occult ritual. This bonus increases by 1 for every 4 shaman levels beyond 8th (to a maximum of +5 at 20th level). If the true silvered throne is the ritual’s primary caster, he also adds this bonus to the caster level of the ritual’s effect. This ability replaces the 8th-level hex.
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Ward Aspects Ward Aspects 出典 Wilderness Origins When a character in tune with nature comes upon an area that a kami could ward but that is lacking a guardian, she has the option of making that area her ward in a symbiotic relationship. Whenever a character with the animal focus class feature is within 100 feet per class level of one of the wards listed below, she can use the associated ward aspect instead of one of the normal options for her animal focus class feature. Hunters can apply the benefits of a ward aspect to themselves, but not to their animal companions. If a character with the animal focus class feature spends 30 minutes meditating while within 10 feet per class level of the ward, she attunes herself to that ward. A character attuned to a ward can use the associated ward aspect while within 1 mile per class level. A character can be attuned to only one ward at a time, but depending on her surroundings, she could choose from among multiple wards. A character with the second animal focus class feature can still only use one ward aspect at a time, no matter how many aspects she has available to her. The following ward aspects are available to characters who meet the conditions described above. Road:The creature gains a +10-foot enhancement bonus to its base speed while running, charging, or withdrawing. This bonus increases to +20 feet at 8th level and +30 feet at 15th level. Shrine:The creature gains a +2 enhancement bonus to Wisdom. This bonus increases to +4 at 8th level and +6 at 15th level. Tree:The creature gains a +4 competence bonus on saving throws against death effects and effects that deal negative energy damage. This bonus increases to +6 at 8th level and +8 at 15th level. Waymarker:The creature gains a +4 competence bonus on attack rolls with improvised weapons. This bonus increases to +6 at 8th level and +8 at 15th level. Well:The creature gains a +2 shield bonus to AC. This bonus increases to +4 at 8th level and +6 at 15th level. ハンターのアーキタイプ Hunter Archetypes Aquatic Beastmaster Aquatic Beastmaster 出典 Blood of the Sea 22ページ Hunters beneath the sea are just as committed as their surface-dwelling counterparts to working alongside their animal companions to eradicate threats. Although many aquatic beastmasters simply want to be left alone in the areas they have claimed as their own, others use their abilities to fight against aboleth masterminds, sahuagin tribes, and other villains that haunt the oceans. Animal Focus(超常)/Animal Focus:An aquatic beastmaster emulates animals found beneath the waves. This functions as animal focus, but it allows only the following choices. Crab:The creature gains a +4 competence bonus on Swim checks and a +2 competence bonus on grapple combat maneuver checks. These bonuses increase to +6 and +4, respectively, at 8th level and to +8 and +6 at 15th level. Dolphin:The creature gains a +4 competence bonus on Knowledge checks to identify the abilities and weaknesses of creatures. This bonus increases to +6 at 8th level and to +8 at 15th level. Eel:The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and to +6 at 15th level. Manta Ray:The creature gains a +4 competence bonus on Stealth checks and a +2 bonus on saving throws against poison. These bonuses increase to +6 and +4, respectively, at 8th level and to +8 and +6 at 15th level. Octopus:The creature gains a +4 competence bonus on Swim checks and a +2 competence bonus on grapple combat maneuver checks. These bonuses increase to +6 and +4, respectively, at 8th level and to +8 and +6 at 15th level. Orca:The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and to +6 at 15th level. Shark:The creature gains a +4 competence bonus on Survival checks to track a creature to which the hunter or her animal companion has dealt damage in the past 24 hours. This bonus increases to +6 at 8th level and to +8 at 15th level. Snake:The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and to +6 at 15th level. Turtle:The creature gains a +2 enhancement bonus to its natural armor bonus. This bonus increases to +4 at 8th level and to +6 at 15th level. (A creature without natural armor has an effective natural armor bonus of +0.) This ability alters animal focus. Wild Empathy(変則)/Wild Empathy:An aquatic beastmaster’s wild empathy functions only on creatures that have a swim speed or the aquatic or water subtype. However, she can improve the attitude of any such creature with Intelligence 2 or less regardless of type, including mindless creatures. Oceanic Defense(変則)/Oceanic Defense:At 4th level, an aquatic beastmaster gains a +4 bonus on saving throws against spells with the water descriptor and the extraordinary or supernatural abilities of creatures with the aquatic or water subtype whenever her animal companion is within 60 feet. This ability replaces improved empathic link. Colluding Scoundrel Colluding Scoundrel 出典 Antihero s Handbook 11ページ The colluding scoundrel is a canny and conniving skirmisher, manipulating her enemies and leveraging her allies for her own benefit. A Free Captain ordering her crew to occupy foes and thus expose the enemy to her attacks might take this archetype, and colluding scoundrels have proven to be formidable members of the Wasp Queens, as their giant wasp companions draw out opponents to fall under the Wasp Queens’ stinging blades. In any case, the colluding scoundrel rarely concerns herself overmuch with her allies’ well-being. Scapegoat(変則)/Scapegoat:A colluding scoundrel is adept at redirecting a foe’s hostility toward another creature, creating openings for her own attacks. A number of times per day equal to her hunter level, as a swift action, she can target one foe within 30 feet and designate one willing ally adjacent to that foe as a scapegoat. For the following minute, the target takes a –2 penalty on attacks against any creature other than the designated scapegoat, and the target has a 10% spell failure chance on spells that don’t target the scapegoat or include the scapegoat in their area of effect. The penalty increases to –4 at 8th level and –6 at 15th level. The colluding scoundrel can designate her animal companion as a scapegoat without it counting against her daily uses of this ability. This is a mind-affecting effect. The effect ends if the colluding scoundrel falls unconscious or is slain. This replaces animal focus. Backstabber(変則)/Backstabber:At 8th level, a colluding scoundrel deals 2d6 additional points of damage on attacks against a target threatened by an ally currently designated as the scapegoat. This increases to 3d6 points of damage at 15th level. This is precision damage and is not multiplied on a critical hit, but it does stack with sneak attack and similar effects. This replaces second animal focus. Master Backstabber(変則)/Master Backstabber:At 20th level, a colluding scoundrel is a master at dispatching distracted targets. As a standard action, she can make a single attack against a foe that is taking the penalties of her scapegoat ability and is adjacent to an ally currently designated as the scapegoat. If the attack hits, the target takes damage normally and must succeed at a Fortitude saving throw (DC = 10 + half the colluding scoundrel’s level + her Wisdom modifier) or be slain. Whether or not the target succeeds, it cannot be targeted by this ability again (by any colluding scoundrel) for 24 hours. Feykiller Feykiller 出典 Legacy of the First World 13ページ Some hunters in fey-plagued regions are dedicated to tracking down and eradicating these threats. They use their connection to the natural world to ground their senses and fight corrupted First World intrusions. Animal Focus(超常)/Animal Focus:A feykiller emulates animals that grant her the ability to unmask fey trickery. She adds the following choices to her animal focus ability instead of the bear, frog, monkey, mouse, and snake choices. Crow:The creature gains a +4 competence bonus on Knowledge checks to identify the abilities and weaknesses of creatures. This bonus increases to +6 at 8th level and +8 at 15th level. Goat:The creature gains a +2 competence bonus on saving throws against enchantment spells and spell-like abilities. This bonus increases to +4 at 8th level and +6 at 15th level. Mongoose:The creature gains a +2 competence bonus on grapple combat maneuver checks and on saving throws against poison. These bonuses increase to +4 at 8th level and +6 at 15th level. Shark:The creature gains a +4 competence bonus on Survival checks to track a creature that has taken damage from the hunter or her animal companion in the past 24 hours. This bonus increases to +6 at 8th level and +8 at 15th level. Turtle:The creature gains a +2 enhancement bonus to its natural armor bonus. This bonus increases to +4 at 8th level and +6 at 15th level. (A creature without natural armor has an effective natural armor bonus of +0.) This ability alters animal focus. Iron Talons(変則)/Iron Talons:Through training and prayer, a feykiller imbues her animal companion with an enhanced ability to fight fey. One of the animal companion’s natural attacks, as selected by the feykiller, is treated as cold iron for the purpose of overcoming damage reduction. At 7th level, all of her animal companion’s natural attacks are treated as cold iron. This ability replaces wild empathy and speak with master. Resist Nature’s Lure(変則)/Resist Nature’s Lure:At 4th level, a feykiller gains the resist nature’s lure druid class feature whenever her animal companion is within 60 feet. This ability replaces improved empathic link. Grounded(超常)/Grounded:At 17th level, a feykiller gains a +4 insight bonus on saving throws against illusion and enchantment effects, and she is immune to illusion and enchantment effects created by fey. This ability functions only when her animal companion is within 60 feet. This ability replaces one with the wild. Flood Flourisher Flood Flourisher 出典 People of the Wastes 20ページ Well adapted to their drenched surroundings, flood flourishers coordinate deadly ambushes with their loyal animal companions by capitalizing on their mastery of the soggy terrain. Twin Hunters(変則)/Twin Hunters:Each time a flood flourisher gains a benefit from this archetype, she also grants the benefit to her animal companion. This replaces hunter tactics. Skilled Ambusher(変則)/Skilled Ambusher:At 3rd level, a flood flourisher gains either Athletic or Stealthy as a bonus feat. This replaces the teamwork feat gained at 3rd level. Watery Stride(変則)/Watery Stride:At 5th level, a flood flourisher and her animal companion gain a swim speed equal to their base land speed (maximum 30 feet). A flood flourisher or animal companion that already has a swim speed instead gains a +10 bonus on Acrobatics checks to avoid provoking attacks of opportunity from swimming out of a threatened square. This replaces woodland stride. Water Striker(変則)/Water Striker:At 6th level, a flood flourisher gains the benefits of either Shot on the Run or Spring Attack, even if she does not meet either of the feats’ prerequisites. She gains the benefits of this feat only while using her swim speed. This replaces the teamwork feat gained at 6th level. Submerged Stealth(変則)/Submerged Stealth:At 8th level, a flood flourisher learns how to ambush targets from beneath the muck, becoming a silent threat. While in a deep bog, the flood flourisher can use cover from the water to attempt Stealth checks with no penalties from the natural environment. While in a deep bog, as long as she moves no more than 5 feet in a round, she has tremorsense out to a range of 30 feet against anything that moves within the same body of water. While underwater in a deep bog, she can hold her breath for a number of minutes equal to 6 times her Constitution score before she risks drowning. This replaces swift tracker. Aquatic Action(変則)/Aquatic Action:At 9th level, a flood flourisher gains the benefits of the aquatic action vigilante talent. This replaces the teamwork feat gained at 9th level. Sudden Strike(変則)/Sudden Strike:At 12th level, a flood flourisher can better take advantage of the element of surprise. She can take a full round’s worth of actions during the surprise round, rather than a single standard action or move action. This replaces the teamwork feat gained at 12th level. Fast Submerged Stealth(変則)/Fast Submerged Stealth:At 15th level, a flood flourisher can move up to her full swim speed with no penalty while using Stealth in a deep bog, and she can maintain her tremorsense from her submerged stealth while doing so. This replaces the teamwork feat gained at 15th level. Fast Swimmer(変則)/Fast Swimmer:At 18th level, a flood flourisher increases her swim speed by 20 feet. This replaces the teamwork feat gained at 18th level. Pelagic Hunter Pelagic Hunter 出典 Aquatic Adventures 54ページ Pelagic hunters form strong bonds that extend deep beneath the sea, reaching out to whatever heeds their call, whether it be mundane animals or something far more sinister. Pelagic Companion/Pelagic Companion:A pelagic hunter must select an aquatic animal companion. This alters animal companion. Pelagic Focus(超常)/Pelagic Focus:Unlike with a normal hunter’s animal focus, pelagic focus allows the hunter to contact magical deep sea creatures instead of animals, using the options below instead of the normal hunter options. This alters animal focus. Aboleth:The creature gains a +1 morale bonus on saves against divine spells and spell-like abilities. This bonus increases to +2 at 8th level and +3 at 15th level. Cetus:The creature gains Lunge as a bonus feat. At 12th level, instead of gaining Lunge, the creature increases its reach by 5 feet. Charybdis:The creature’s attacks ignore the first 5 points of hardness. This improves to ignore the first 7 points of hardness at 8th level and the first 10 points of hardness at 15th level. Deep One:The creature reduces pressure damage it takes (see page 48) by 10. At 12th level, the creature is immune to damage from changing pressure. Hippocampus:The creature gains a +4 competence bonus on Swim checks. This bonus increases to +6 at 8th level and +8 at 15th level. Kraken:The creature gains the jet ability (Pathfinder RPG Bestiary 2 298) with a speed equal to its unmodified base land speed or four times its swim speed (if it has one), whichever is higher. If it has a swim speed, at 8th level, the jet ability’s speed increases to five times its swim speed, and at 15th level, the speed increases to seven times its swim speed. Reefclaw:The creature gains Diehard as a bonus feat. At 12th level, instead of gaining Diehard, the creature gains the ferocity ability (Pathfinder RPG Bestiary 300). Scylla:The creature’s attacks deal 1 point of bleed damage in addition to their normal damage. At 8th level, the bleed damage increases to 1d3, and at 15th level, it increases to 1d6. Sea Serpent:The creature is considered to be under a nondetection spell it cast on itself, with a caster level equal to the pelagic hunter’s class level. Selkie:The creature gains a +4 competence bonus on Bluff checks. This bonus increases to +6 at 8th level and +8 at 15th level. Shoggoth:The creature gains a +2 competence bonus on Perception checks and reduces the flanking bonuses of creatures flanking it by 1. This Perception bonus increases to +3 at 8th level and +4 at 15th level. At 12th level, the creature can’t be flanked. Siyokoy:The creature’s attacks deal 1 additional point of electricity damage. At 8th level, the electricity damage increases to 1d3, and at 15th level, it increases to 1d6. Blood to Water(超常)/Blood to Water:At 5th level, when a pelagic hunter or her animal companion bleeds underwater into the surrounding water (whether from piercing or slashing damage, a bleed effect, or another effect that causes blood to spill), the blood transmutes into ordinary water within 1 round. This prevents sharks and other predators with keen scent from being drawn to the pelagic hunter’s position by the blood and makes it harder for such creatures to track her. This ability replaces woodland stride. Uprooter Scout Uprooter Scout 出典 Advanced Class Origins 13ページ The Uprooters are an elite band of Kyonin elves skilled and brave enough to foray into the Tanglebriar and take the offensive in the fight against Treerazer. Uprooter scouts rely on their close bonds with their animal companions to survive such raids. One Uprooter scout who accompanied an expedition into the Worldwound to put his demon-fighting skills to work there has retired to Mendev to teach his techniques to others, so these skills are slowly being passed on to non-elves. Lore of the Blight(変則)/Lore of the Blight:At 6th level, an Uprooter scout and her animal companion gain a +2 bonus on initiative checks and on Knowledge (geography), Perception, Stealth, and Survival skill checks when she’s in the Abyss or Abysstainted terrain (such as Tanglebriar or the Worldwound). When she travels through this terrain, she leaves no trail and can’t be tracked (though she can leave a trail if she so chooses). This bonus increases to +4 at 11th level and +6 at 16th level. This ability replaces improved empathic link, speak with master, and greater empathic link. Unnatural Stride(変則)/Unnatural Stride:At 10th level, the Uprooter scout and her animal companion learn how to move through undergrowth (as woodland stride) that has been enchanted, corrupted, or magically manipulated. This ability replaces raise animal companion. Demon’s End(変則)/Demon’s End:At 17th level, even demons must respect the number of their kindred an Uprooter scout has slain, and lesser demons quake before her. The Uprooter scout and her companion can attempt to demoralize a demon as a swift action, rolling 1d20 and adding the scout’s level and her Charisma modifier to determine the Intimidate check result. This ability replaces one with the wild. Urban Hunter Urban Hunter 出典 Heroes of the Streets 25ページ Ignore the second paragraph in the Urban Hunter s altered animal companion class ability. Urban hunters help guards track down and apprehend criminals or spies, find lost children and disaster victims, and protect animals from abuse in the city. They still draw their inspiration and strength from the natural world, marveling at how nature flourishes wherever the city allows. クラス技能:An urban hunter adds Diplomacy (Cha), Knowledge (local) (Int), and Sense Motive (Wis) as class skills, and removes Knowledge (nature) (Int) and Survival (Wis). This alters the hunter’s class skills. Animal Companion(変則)/Animal Companion:Urban hunters have animal companions that are domesticated animals or animals native to a major city. The urban hunter must select her animal companion from the following list axe beakB3, badger, bird, camel, dire rat, dog, horse, llama (Pathfinder Player Companion Animal Archive 28), ostrich (Pathfinder Campaign Setting Osirion, Legacy of Pharaohs 55), pony, ramB2, or trumpeter swanB4. In urban settings, an urban hunter’s animal companion seems domesticated and likely harmless to anyone who has not seen it in combat (potentially reducing the DC of Diplomacy checks to convince anyone to allow it into secure areas). It draws no more attention than a friendly dog, loyal horse, or similar tame animal. Creatures who have never seen the animal companion make an attack must succeed at a Sense Motive check (opposed by the animal companion’s Stealth check) to realize the animal companion is a potential threat. The hunter can calm those who witness her animal companion’s attacks (so long as they were not injured) with a successful Handle Animal check (DC = 15 + the target’s Will save modifier). Captor(変則)/Captor:At 3rd level, an urban hunter and her animal companion take no penalties when dealing nonlethal damage with weapons or natural attacks. At 6th level and every 3 levels thereafter, the urban hunter selects a bonus feat from the following list to be gained by both the hunter and her animal companion Improved Bull Rush, Improved Dirty TrickAPG, Improved Disarm, Improved Grapple, and Improved Trip. At 12th level, the hunter can also select from the following feats Combat Patrol, Combat Reflexes, Disarming StrikeAPG, Greater Bull Rush, Greater Dirty TrickAPG, Greater Disarm, Greater Grapple, Greater Trip, and Lunge. Neither the hunter nor her animal companion needs to meet the prerequisites for these bonus feats. This ability replaces hunter tactics and teamwork feat. Animal Insight(変則)/Animal Insight:At 5th level, an urban hunter and her animal companion learn to combine their insights to defeat deception and manipulation. As long as they are within 30 feet of each other, both hunter and animal companion gain an insight bonus on Sense Motive checks equal to half the urban hunter’s hunter level. They also gain a +2 insight bonus on Will saving throws against illusions and mindaffecting effects. This ability replaces woodland stride. Frightful Ferocity(変則)/Frightful Ferocity:At 17th level, an urban hunter and her animal companion can each attempt an Intimidate check to demoralize a foe as a swift action. This ability replaces one with the wild.
https://w.atwiki.jp/succulents/pages/81.html
このページはhttp //www.bclocalnews.com/vancouver_island_north/northislandmidweek/lifestyles/24031484.htmlからの引用です Thursday, 7/10/2008 4 02 pm Spectacular succulents like it dry By Christine Scott - North Island MidWeek - July 07, 2008 Photograher Jim Dubois found this luscious clump of wild Oregon stonecrop growing in cement near the Campbell River freshwater marina. Stonecrop’s plump foliage may be green or richly bronzed in colour. (JD stonecrop 2.jpg) The plump, fleshy leaves of Oregon stonecrop allow it to endure hot, dry conditions. (JD stonecrop macro.jpg) Microscopic red spider mites feast on succulent stonecrop flowers. Photos by Jim Dubois Mention the word “succulent” and plants might not be the first thing that springs to mind. A juicy steak...now that’s succulent. Still, with water-savings such a hot topic these days, it might be time to consider the virtues of succulent plants. Succulent is the name given to a variety of juicy plants belonging to a variety of plant families. Some of the better-known succulents include aloe, cactus, agave and yucca, but not all succulents are cacti. Plant succulence is an evolutionary modification to extreme heat and a dry, arid environment. One family of wild native plants – stonecrops – may be found growing in the most inhospitable environs in a pavement crack, a pile of concrete, a gravel heap, a rocky slope or seaside in a thimbleful of sand. Stonecrops (sedums) are succulent plants possessing pudgy, swollen leaves filled with juice; this adaptation allows the plant to retain and store water over long periods of time. The star-shaped golden flowers, resembling saxifrage, are literally dew-kissed, filled with juicy nectar. Nectar-seeking fauna such as butterflies must think they’ve found the land of milk and honey upon finding stonecrop. Thirsty red spider mites (Tetranychus urticae) thrive on stonecrop juice. In the Pacific Northwest, four Sedums are commonplace Oregon stonecrop, spreading stonecrop, broad-leaved stonecrop and lance-leaved stonecrop. All grow as perennials on ledges, rocky ridges, scree outcrops or other dry open sites. Long ago, sedums were nicknamed “live-long” because they remain fresh long after they are picked. “Sedum” comes from the Latin “sedeo,” to sit, referring to the succulents’ squatty habit of attaching to stones and rocks. The name “stonecrop” derives from an Old English word meaning “that which is gathered off stones.” The future looks bright for our beloved stonecrops. Due to their ability to withstand heat and retain water, stonecrops rushed to the forefront of the “green” rooftop movement, along with a variety of BC native plants including wild onions, brodiaea, common camas lilies and bearberry. The benefits of a planted roof are many thermal insulation, improved air quality, reduced urban heat, and deflection of noise. Plants in soil return moisture to the atmosphere through the processes of evaporation and transpiration. Possibly the number-one reason to take green living to the rooftops is to create habitat and refuge for flora and fauna. Butterflies, ladybugs and other wildlife flock to lush rooftop gardens; this ecological compensation cannot be underestimated, particularly within our concrete jungles. Long before the concept of green rooftops, First Nations groups ate stonecrop to alleviate thirst and hunger, and some stonecrops are still cultivated for food use in Holland. As a salad green, stonecrop is said to be peppery, thus another nickname “wall-pepper.” Gardeners know stonecrops as attractive, hardy plants, non-invasive and tidy, that will grow in a hot spot without care in barely a speck of sand. These rock-hugging perennials with starry yellow flowers will surely be valued more and more as the precious resource of water becomes increasingly scarce. Christine’s trail guides “Nature Campbell River” and “Nature Strathcona” are available at Save-on Foods and local bookstores. E-mail wildernesswest@shaw.ca
https://w.atwiki.jp/ruairi_creative/pages/28.html
ハッシュタグでの発言簡易まとめ LastUpdate 2010/05/22/02 10 ページが肥大化してきたため過去ログになりました。 必要な情報はCtrl+Fで探す等で宜しくお願いします。 #ruairi_create @camuisetuna @createdb おっと、とりあえずデータ入力についてのページのいっちばんしたにうpされてるので確認よろしくですー #ruairi_create @camuisetuna ちっと書きかけだけどデータうpしときます #ruairi_create @camuisetuna @createdb ヘイ了解!後でWikiにあげときやす! #ruairi_create @createdb . @icoro156 @camuisetuna そろそろサンプルとして実際のデータが何件か欲しくなってくると思うので、よかったら途中でもいいんで一回もらってもいいですか~?うpとかしてくれると助かりまっす! #ruairi_create @createdb #ruairi_create ちなみにWikiの話ね! @createdb #ruairi_create ハッシュタグの発言部分を更新しました!あと全体進捗のところをいつまでも0%だと悲しいので5%とかにしときました><w @createdb テーブル定義書できたよ~!うpするよ~! http //ow.ly/d/3pc #ruairi_create #ruairi_dev @createdb 今日やること DB作る。テーブル定義書にエクスポートしてうぷ。CakePHPインストール。頑張れ頑張れ出来る出来る絶対できるって!! #ruairi_create #ruairi_dev @rinunu ちょっと自分用にまとめてみました けど、いろいろわからないこと多くて(*ノノ) 作るものはなんとなーくこんな感じでいいのかのー? #ruairi_create http //yfrog.com/0n92938547p @rinunu @createdb ついかされたのはスタッフさんとイメージ関連かなー? いい感じだと思うお! #ruairi_create @createdb #ruairi_create #ruairi_dev ノヴァちゃんタスク : ER図仕上げる(あとは画像との関連付けだけ?)→CakePHPをインストールしてみる→今できてる分のデータをとりあえず突っ込んでみる→CakePHPのお勉強をしながらまずは一覧画面を開発 @createdb クリエイチブの作業にまた戻りますっ! DB設計の続きからですね!デザインの精査は進展がないようなので、一応せっつぁんの案を軸にして考えていこうと思います!(皆結構賛成してたから大丈夫だよね!) #ruairi_create #ruairi_dev データ入力影世界まだまだおわらねぇ/(^o^)\ 影世界動物はとりあえず終了。 #ruairi_create @kmleak @createdb レフトメニューだとどうしてもマビwikiのを思い浮かべてしまうwあってもなくてもどっちでもいいような気がしてきた(ぉぃ タグはあると面白いかも #ruairi_create @rinunu @createdb そうすると、 1. 名前による検索 2. Dによる検索 3. アイテムによる検索 ができればいいのかな? あとは、ノバ犬たんの言うようにドリルダウンに絞り込んでいく人をどうするか そもそもなんでDダウン式に絞り込んでいくんだろう? #ruairi_create @rinunu @createdb そもそも、Wikiの種族の第一階層(哺乳類、鳥類...)って、あんまり意味のあるグルーピングじゃないような気も。 哺乳類をまとめてみれても、あんまりうれしいことってないような。。 #ruairi_create @rinunu @createdb と思う反面、じゃあ、どうやって目的のMOBまで辿り着くか・・・ MOBを探したいって思うのはどういう時かな。。 1. MOBの名前が話題に出たとき 2. お出かけする前に出現するMOBを調べたい 3. アイテムから とかかなぁ? #ruairi_create @rinunu @createdb MOBの種族をツリー構造でアクセス出来るようにする必要は、私も無いと思うお あのツリー構造、慣れないとちょっと探しづらいん。。 果たして「スケルトン」は人型なのか、アンデッドなのか・・ 魔法生命体なのか・・って悩むん #ruairi_create @createdb つーわけで、レフトメニュー的なものは敢えていらないんじゃないか論を展開してみたわけだけどどうだろうか?加えて、MOBの種別(動物だとか人型だとか)はタグに任せてしまい個別に情報は持たせないという案も。 #ruairi_create #ruairi_dev @createdb 例えば僕がいつも、面倒だ面倒だと思いつつMabinogi Wikiでレフトメニューを使ってしまいがちな原因は、Wikiの検索システムの使いづらさによる所がかなり大きい。でももしこの検索がもっと手軽で簡潔なら、コッチを使うと思う #ruairi_create #ruairi_dev @createdb 問題は、そのUIをあえて実装しない方針でいっても実際大丈夫なのか?って事。Wikiに慣れ親しみすぎてるとどうしてもイメージが先行するけど、最初からない分には、実はそこまで気にならないんじゃないかとも思ってる。#ruairi_dev #ruairi_create @rinunu @createdb すまぬおー 反応できそうなときには反応するようにするお #ruairi_create @rinunu @camuisetuna これできたらすごくよさそうだのー 想像してぞくぞくしたお! #ruairi_create @camuisetuna @moyu6_6 @yuzudes2 超Thx!この辺は開発陣ともカテ分けどうする?って話を振ってみないとだのw でもわかりやすくていいの! #ruairi_create @moyu6_6 @camuisetuna なるほどのー。要素による検索がどこまで出来るかによるけどのう。考え出したら3つ4つ・・・潔く1つに決めるのも手だの。 #ruairi_create @camuisetuna @moyu6_6 それもなかなか面白そうおねw でもWikiで見る限りだと影ミの骨MOBとアンデット系MOBは区別されてるのでなんとも言えないところw #ruairi_create @yuzudes2 @camuisetuna http //bit.ly/bnyy9L #ruairi_create @camuisetuna @yuzudes2 そこをざっくりと絵に表わしてもらえるとちょっと伝わりやすいかもしれない! #ruairi_create @camuisetuna @moyu6_6 力技ふいたwww斬新! #ruairi_create @moyu6_6 @camuisetuna 背景を二つに割って両方だすとか力技すぎるかなw #ruairi_create @camuisetuna @moyu6_6 そこだねー、そこは開発陣と要相談だねw #ruairi_create @moyu6_6 @camuisetuna フィールドタグとか属性タグ(あるのかわかんないけど)に連動するのかのう。影ミかつアンデッド系って重なったときにどうするかがミソだの。 #ruairi_create @camuisetuna @createdb んだね!例えば影ミソンのリストだと影ミの空みたいな赤い感じで暗い感じのバックだったり。逆にアンデット系とかラビっぽかったり墓場っぽかったり・・・その墓場の墓標をケルト風味の太陽十字にしてみたりね! #ruairi_create @createdb なるほど、確かにテーブルヘッダの色なんかはグレーにしとけば背景合わせやすそう!やろうと思えばそのテーブルの色すら変えられたりするけど、そこはさすがに統一感持たせて置く方がいいのかな?キャラも変えちゃうってのはなかなか面白いね~!ランダム要素盛り沢山w #ruairi_create @camuisetuna @createdb あ・・・キタキタキタ!色々見えてきた!デフォ背景とカテゴリ別の背景を用意、どれにでも合うようにテーブル色はグレーとかで統一でイケそうな予感・・・!ランダム要素を持たせるのはとりあえずデフォ背景と右上のキャラクターとか! #ruairi_create @createdb @camuisetuna そういやデフォルトってのが無かった気がするねw固定として何か持っておくってのはサイトとしての統一感という意味でも結構重要かもしれないねぇ。もちろんランダムに変える部分は変えた方が面白いと思うけどね! #ruairi_create @camuisetuna @createdb 検索時とTOPはデフォルト背景、とかどうだろう! #ruairi_create @camuisetuna @yuzudes2 あ、それいいねえw #ruairi_create @yuzudes2 デザインとか苦手な範囲だけど、MOBの系統によってイメージカラーを変えると面白いかも?ex)動物=野性的な森、草原 人型=原始の集落みたいな 影世界=ダークパワー とか? #ruairi_create @createdb 当初からずっと言ってるけど、暇のない人に作業の時間を作らせるようなことだけは絶対しないつもりです。でも意見とかはあいた時間に見たりして感想でもなんでも言えるんじゃないかなとか思うのよね>< #ruairi_create @createdb @yuzudes2 クリエイチブの事で言ってるならそれは違うよ!僕の言ってるのは、なんていうかこう、時間差でもいいから意見とか言ったり質問したり、企画に加わって欲しいなーとか、もっとそんな感じのことね!集中して作業するほど暇を裂けって事ではないよ! #ruairi_create @camuisetuna @kmleak でもけっこうコレだ!っていう具体例が出ちゃうとそれでいいんじゃないんだろうかな流れになると予想してるw #ruairi_create @kmleak @camuisetuna まぁもちろんいろんな意見も聞いたりですねb #ruairi_create @camuisetuna @kmleak まじかおーw もうちょっと他の人の意見聞いてみたいとこではあるけどねw #ruairi_create @camuisetuna @createdb おはよう!寝る前に頭をコネコネしながら描いたよ!描いて投下したら力尽きてそのままねちゃったけどね( #ruairi_create @kmleak @camuisetuna http //twitpic.com/1hcjz0 - もうこれでいいと思われw #ruairi_create #ruairi_des @createdb っていうかこの時点で結構センス良すぎて普通にこのままでも良いんじゃないかと思えてくるw 細かいメニュー部分のレイアウトとかは置いといて配色と雰囲気はすごくよく出来てると思うんだけどどうだろう? http //twitpic.com/1hcjz0 #ruairi_create @createdb @camuisetuna うおおおめっちゃいいやん!!こういうのがほしかった!!wすごいよせっつぁん!かわいいけどシンプルだし見やすい!マビサイトだよ!っていう雰囲気もちゃんとでてる! #ruairi_create @camuisetuna ちょー字きたねぇ^p;;; みづらかったらごめんね! #ruairi_create #ruairi_des @camuisetuna とりあえずこんな感じ!暫定すぎるしあくまでイメージで一例なんでそこんとこよろしく! #ruairi_create #ruairi_des http //twitpic.com/1hcjz0 @camuisetuna @kmleak ダークサイド的な・・・!? #ruairi_create @camuisetuna 寝る前に少しデザイン錬るなう。 #ruairi_create #ruairi_des @kmleak デザインは、こう上手く表せないけど、ケルト的で、モンスターDBだからちょびっとポウォール的なイメージを・・・う~ん; #ruairi_create @camuisetuna @kmleak ケイたんおかえりー、ちょっとクリエイチブの方で動きあったんでハッシュログ追いながらちょっと色々ボソボソっと呟いてくれるとうれしいのー、のー。 #ruairi_create @moyu6_6 ああ、風呂敷を勝手に広げてるきがするる #ruairi_create #ruairi_des @moyu6_6 フワフワ感やスッキリ感は人それぞれよねー。両方欲張るとごちゃごちゃな感じになるし・・・。背景をランダムで変えるなら、絵描きさんごとにテーマを持たせるといいと思うの。この人はふわふわ担当、この人は(キリッ担当 #ruairi_create #ruairi_des @camuisetuna @moyu6_6 適当に流れ読んでぽろぽろーっと何か言ってみるだけでもいいとおもうんだお(´∀`) #ruairi_create @rinunu @moyu6_6 今日のお題は・・・ド━(゚Д゚)━ン!! 1. デザイン 2. ブレストの内容精査? 1. はとりあえず方向性は決まった感じかの? 2. は・・ 2. は・・・なにをやるのお!? イメージわかなかったお・・ #ruairi_create @rinunu @createdb そういえば、モンスターとイラストの関係ってどうなるんだろう まだその辺全然見えてないおね #ruairi_create @camuisetuna @createdb なんていうのかね、それでこうハードルあがっちゃってる気がするのよw そんなに期待されてもいいものは描けないよ!?みたいなw #ruairi_create @camuisetuna とりあえず自分的に考えているのは、白か淡い水色ベースの背景に、絵描きさんの絵が日替わりで掲載。色的にはそんな感じの方が絵柄を選ばないかな?と思ったり。あとで絵にしてみるつもりですがw あとは細かい装飾等にケルトっぽい感じを持たせてみるとか。 #ruairi_create @camuisetuna ハッシュ発言定期Wikiうp #ruairi_create @rinunu @createdb 全員に編集権を与えるなら、そんな感じにするか、履歴機能を持たせるか…かの? 変な投稿の削除くらいなら、他人に頼らずうちらだけでもまわせるかもー?! #ruairi_create @rinunu @yuzudes2 も、もはや席に座る座らないの問題じゃなくなってるおw 降りれてよかった! これから遅刻組の楽しい楽しい #ruairi_create 会議ですね! @camuisetuna @camuisetuna チョリーッス!ただいま! #ruairi_create 参加できなくてごめんね!今から見てくる! @createdb @yuzudes2 Twitter上でやるのに全員参加するタイミングを狙うなんて無理だし気にしない気にしない!w 僕が夜更かし耐性ないのも原因だし・・・。ハッシュタグで話の流れだけ分かると思うんでゆっくり意見を語って!他の人と盛り上がってもいいよ! #ruairi_create @createdb とりあえず本日の @createdb の営業は終了するお時間となってしまいましたw @suzuthi さん貴重なお時間有り難うございました!><; 話が聞けただけでも少し前に進んだ気がする!さぁ残りの方はこのハッシュタグを追って意見を言うといいよ! #ruairi_create @createdb とりあえずあれだね、目下の問題は・・・人がいねぇ!/(^o^)\ #ruairi_create @createdb 黒バックでもやろうと思えばこれくらいカッコよくできるね。 http //icones.pro/ ここに絵を合わせるイメージだとなかなかサマになりそうな気がしないでもない。 #ruairi_create @createdb ざーっと見ると、やっぱり配色は薄めが人気みたいだ。ポップなイメージはほとんどなくて、どちらかというとシックもしくはメルヘン方面に分かれてる感じかな?でも全体的に見て、あまりゴテゴテさせるのは皆好きじゃないみたいだね。これについては僕も同意。なるほどー #ruairi_create @suzuthi @createdb わたしもそれだけくらいしか思いつきません/(^o^)\ググッてみても結び模様くらいしか… #ruairi_create @suzuthi @createdb うーん ケルトがふわふわと合いそうなら取り入れたほうがマビっぽいのかも(`・ω・´) ただ、私はちょっと知識不足なのですが… #ruairi_create @createdb なんか背景デザインとかって絵描きさん皆嫌ってるイメージがあるんだけど、こういうの書けて自然にサイトのデザインと合わせられたらすごい質の高いデザインになりそうなイメージはなんとなくするw #ruairi_create @createdb @suzuthi ケルト的要素を盛り込むって案が出てるけど、これについてはどーざんしょ?ふわふわした感じと相容れるなら、マビノギの雰囲気とかうまく出せるのかな~? #ruairi_create @createdb @suzuthi なるほど、ふわふわした感じってやっぱり今のメンツから考えてかなりオイシイところですよねー。配色は薄めってのが結構人気ありますね。個人的にもそれがいいかなー。 #ruairi_create @createdb でも実際かわいい系の絵柄な方が今は多いけど、カッコイイ系の絵柄がかける人がメンバーに入ってきてくれた場合、あんまりほんわかしすぎてるとそれはそれで描きにくいのかしらw って事はやっぱりシンプルかつあっさりデザインがどんな絵柄にも割と対応できる感じ? #ruairi_create @suzuthi @createdb 質問1だと「ふわふわした感じ」?シンプルでもどんな絵柄でも合いそうですが。 質問2「薄い配色に濃い文字色」かな?前者のふわふわも合うかもしれない #ruairi_create @createdb どちらかというとデザイナーさん達の感覚で決めた方が後々楽というかモチベーションもあがると思うんでここだけは皆さんが納得するまでグツグツ煮詰めたいと思ってるから、あんまり僕の意見を言っちゃうのもアレかなとか思ってるんだけど、誰も何も言わないと言うしかw #ruairi_create @suzuthi @createdb そですねっやっぱり絵の雰囲気に合ってた方が意識せずに、自分絵でスムーズに描ける気がします(´∀`)! #ruairi_create @createdb す、、すずさんしかいない予感・・・!がくっw とりあえずえっとー・・・。例のアンケートの件なんですが、個人的には参加してらっしゃる皆さんの絵の感じとかと合わせるのが一番ベターかなと思ったりしてるんだけど、どうかな~?絵が描きやすい方がやっぱいいよね? #ruairi_create @suzuthi そして挙手したの私だけ…?(´∀`;) #ruairi_create @createdb 【※ルエリクリエイチブ関係者へ】ていうか今現在これ見てる人1回挙手してもらってもいいっすかー? #ruairi_create @createdb 一応はじめる前に参加者全員へリプしときます。 #ruairi_create ハッシュタグで現在の流れを見てね! @kmleak @camuisetuna @rinunu @moyu6_6 @yuzudes2 @suzuthi @aika7777 @icoro156 @createdb あくまでサンプルの方は一例ということで、あまりこれには捕らわれずに考えてOKです。今回はアンケートの回答について皆でサイトの大まかなデザインの方向性を考えていきます。何気にこれはサイトの雰囲気を決定付ける重要な選択なので可能であれば是非是非参加を! #ruairi_create @createdb @rinunu 確かに言われてみればその通りだ!コメントの編集ができる権限を、一定のユーザに与えるとかするとどうかな?希望者には編集用のアカウントをおつくりしますよーっていう。どうどう? #ruairi_create @rinunu @createdb 間に合いそうなら参加しますー が、多分間に合わないので、ログ見つつ参加した気分に浸りますお… #ruairi_create @rinunu @createdb やったねありがとう! 一瞬masason氏に見えたおノノ #ruairi_create @camuisetuna とりあえず超人力手動コピペでログをWikiにアップしときましたー #ruairi_create @camuisetuna という覚書。 #ruairi_create @camuisetuna サイト全体のイメージ箇条書き ・ふわふわした感じ ・ケルト神話の要素 ・スッキリ感のあるTOP ・背景がランダムで変わる ・優しい感じ ・ロゴやアイコンの細かい装飾 ・シンプル ・見やすい、使いやすい、便利 ・クール、ほのぼの ・スタイリッシュ #ruairi_create @camuisetuna @createdb どんと来いデェス #ruairi_create #ruairi_des @createdb さぁ、サイトのデザイン側の話もそろそろ進めたいんだけど・・・。皆さん余裕ありそうですかー?大丈夫そうならリプお願いしまっす!>< #ruairi_create #ruairi_des @createdb えーっと今日はDBの調整をして、それが終わったら開発環境を整えようかな。でもその前にブレストの内容精査とかをしときたいなぁ。これはみんなにも参加してもらいたいんだけど関係者さん達は今日大丈夫そうかな? #ruairi_create @createdb @rinunu Good idea!! 是非実装しましょう! #ruairi_create @rinunu @createdb 個人的にはいろんなグルーピングがしたいのでタグっぽいのが欲しいに一票を! 人型、かつ、影世界で出てくる…みたな #ruairi_create @rinunu @createdb 追記型って言うと、wiki みたいに編集ボタンをおすと全文編集できるって事かの? #ruairi_create @rinunu @createdb うおっしゃー! いい感じな気がするどー! そいえばモンスターのグルーピングとかはあるですか!? 種族的なサムシングお! タグとか!? まだ先!? 気が早かったお(*ノノ) #ruairi_create @createdb うおっしゃー!DB設計のER図作ったよ~!過不足あったら言ってねー! http //twitpic.com/1h1mpt #ruairi_create #ruairi_dev 見やすく図を描くのって大変!><; @camuisetuna @createdb @kmleak @yuzudes2 @suzuthi @aika7777 @icoro156 @moyu6_6 @rinunu http //enq-maker.com/ftGr7GL 【重要】クリエイチブアンケ協力よろしく!! #ruairi_create @createdb ごめん今日何もできんかった~~!><; また明日がんばります・・・!頑張れれば><; おやすみぃ~! #ruairi_create @createdb @createdb あ、URL忘れたw 「こういう事もできるし」に関してです。 → http //kaze-sora.com/sozai/table/tb_green/tb_clover1.html #ruairi_des #ruairi_create @createdb #ruairi_create #ruairi_des 昨日のアンケートだけど、これ書いたの誰だろう?これ、描かれたモンスターのうちランダムで1匹とかやるとなかなか面白そうだ~。 >>中のページ(絵が出るページ限定でも可)の背景がランダムで絵柄が変わる用にしてほしいかな。 @camuisetuna というわけでとりあえず自分もアンケ回答してこようw #ruairi_create @camuisetuna @クリエイチブの面々 【業務連絡】たまーにWikiの参加一覧見て参加してる人いたらフォローすると幸せになれるよ!http //www21.atwiki.jp/ruairi_creative/ #ruairi_create @camuisetuna @createdb @kmleak @yuzudes2 @suzuthi @aika7777 @icoro156 @moyu6_6 @rinunu http //enq-maker.com/ftGr7GL 【重要】クリエイチブアンケ協力よろしく!! #ruairi_create @createdb @camuisetuna あとはそれに、デザイナーさん達が必要だと思う項目をいくらでも付け足してください、後付でもOKっすw #ruairi_create #ruairi_des @camuisetuna うおおおおヽ(`Д´)ノ #ruairi_create #ruairi_des http //twitpic.com/1gka3z @camuisetuna @icoro156 通常データ入力が最優先だしね!お互い頑張ろうず! #ruairi_create @camuisetuna デザインは専門じゃないし苦手な部類だけど頑張ろう・・・! #ruairi_create #ruairi_des @camuisetuna @icoro156 コッチもデザインがりがりと描き始めようかなーとw #ruairi_create @createdb ちょっと並んでるイメージを想像したかったので修正してみました。まだ複数表示に対応させてないので、展開できる部分はどこクリックしても一番上開いちゃいますがまぁイメージはつかめるかとw http //bit.ly/claYVL #ruairi_create #ruairi_des @createdb ほい!実際に動くテーブルの叩き台イメージサンプル出来たよー!これを一覧表示する感じにしてはどうかね!?これで一応一覧性と機能性を併せもたせれたと思うんだけど~。意見突っ込みよろしくっす! http //bit.ly/claYVL #ruairi_create @createdb テーブル内部のレイアウトを考えてHTMLで実際に作ってみてるなう。 #ruairi_create @camuisetuna @createdb レイアウト欄拝見!なかなかよいのう!デザインかぁ・・・センス皆無だけど頑張ってみるしかないね・・・! #ruairi_create @createdb とりあえずレイアウトの案!展開式にして、初期状態をこれくらいの高さにすれば一覧で出しても快適に閲覧できるかな?これなら絵もサムネイルで入れるし! http //twitpic.com/1gc940 #ruairi_create @createdb @createdb WEBサイトとかの基本レイアウトとかそういうのは多分りぬぬたんとかも詳しいと思う!WEBに多く触れてる人とかだとUIとか結構考えるだろうし! #ruairi_create @createdb Wikiちょっといじりましたよーhttp //www21.atwiki.jp/ruairi_creative/pages/17.html #ruairi_create @createdb そしてWiki編集パス忘れたっ!!(オイ #ruairi_create @createdb とりあえず最低限必要な画面は、MOB検索/一覧ページと、MOB詳細ページ(一覧ページとある程度一緒にしちゃう手もアリ?)の2画面ってところかしら。後はブレストの精査とかも含めつつ! #ruairi_create @createdb あとはっきりメンバー参加表明いただいてないのだけど、可能であれば是非@suzuthiさんにも是非ご参加願いたいです!モンスター絵描きのぷろへっそなる!かわいさに期待せざるを得ないっ!! #ruairi_create ruairi_create過去ログ1
https://w.atwiki.jp/eternal_duel/pages/25.html
F.A.Q Below are the questions and if you click on them you will be directed to the answer. Contents 1 How can I get more Energy 2 How do I Battle 3 How do I sell things 4 How do I obtain AP and What is it for? 5 How do I sell/use Mythril Ore? 6 How can I join a Clan? 7 How can I make Money? 8 What is Nectar used for and how do I get it? 9 What is Mythril used for and how do I get it? 10 What are Gems for? 11 What are Opals for and What is a Race/Skill level? 12 What are keys used for? 13 How do I get an NPC Auto Battle Credit/Syphon 14 What are Silver/Bronze Ores for? 15 What are Syphons for and how do I get them? 16 How do I make a clan? 17 How do I use my Mining Attempts? 18 How can I fight with all my energy in one click/NPC Credit? 19 Where do I get Energy Tokens and what do they do? 20 What does it mean to be 14 days of age? 21 What are Shinu Spirits that are in the Countryside? 22 How do I get to Silver Meadows? 23 What are Runes? 24 Babysitting How can I get more Energy You can wait for reset. You can also purchase an amount of mythril and travel to Silver Meadows and change your mythril into energy. The amount of energy you get from mythril may be subject to change.You can also spend AP points for energy. How do I Battle There are multiple ways you can battle At the Blackdale or Silver Meadows NPC battle arena. Against a friend or foe, by clicking on his/her name and then selecting "Attack _____" An easy way of finding someone to attack near your level is to go to the Battle Arena. You input the range level of players you would like to find, then press trace. How do I sell things You can sell things to other players, at the Market Stalls, or post a listing at the Greedy Markets located at Silver Meadows. How do I obtain AP and What is it for? You can obtain AP by voting on the sites listed Voting/AP. You can also learn how to use them at this link. These voting sites will not harm you in anyway. AP can give you all types of interesting advantages. How do I sell/use Mythril Ore? You can not sell mythril ores. You can change them into pieces of mythril by using a Warhammer found at the Everdark Mountains. You must be 14 days of age to leave Blackdale. A Warhammer cost 2,000,000 gold and to use it, Go to "Your Hut", then to "Rucksack" which is above your drawstring bag. In your Rucksack, Go to Tools. The general conversion is 10 Mythril Ores = 1 piece of Mythril 18 Mythril Ores = 2 pieces of Mythril There is a possibility that if you use 17 ores you may recieve 1 or 2 Mythril pieces. It is a risk to do so. How can I join a Clan? To join a clan, first find a clan that is suitable to you. Click on a member s name. Scroll down to where it says "Clan ______". The clan name will be a hyperlink. Click into the clan. Down at the bottom it will say "Apply". Make sure you meet the clans requirements first. If you already belong to a clan, you can not press apply. You can only join 1 clan at a time. You can also join clans by visiting Clans found in Blackdale. If you want to leave a clan, then go to Member Area and then select Leave Clan. It will then ask you a confirmation question. If you want to leave the clan, select yes. If you do not want to leave, Press No. How can I make Money? There are many different ways you can make money. Save up your gems and sell them in mass. Watch for low priced listings in the Market Stalls and then post them for higher prices. Or donate to the game and sell your rewards. Fight Non-Playable Characters (NPC s). Also, check out the Farmlands and The Ocean. The general idea is to find a method that suits you, or even make a new one for yourself! What is Nectar used for and how do I get it? Nectar can be used for unsouling, creating Lucky Charms, and praying for power. Unsouling means that you remove a players "soul" from a special kind of weapon. These weapons are mainly known as "Myth Weapons". It requires 50 nectars and 1 million gold to unsoul one weapon. If you want to create a Lucky Charm, have 10 nectars and 10,000 gold ready. Lucky Charms will increase your odds of getting good results from the Shadow Church. Praying for power requires you to have 50 nectars and 100,000 gold. It will increase your Strength and Agility by 2 points. You can sell your nectars in the Market Stalls as well. You can perform the first 3 actions by going to the Nectar Shop located in Blackdale. You can donate them to the clan you are in as well. To obtain nectar, Nectar you have to mine from clan mine thats above level 30. You might not always get some. You can buy nectars or recieve them as a gift as well. What is Mythril used for and how do I get it? Mythril is mainly used as a currency to most players. You can sell it on the Market Stalls or to another player. Mythril can purchase weaponry from the Mythril Man. You can convert Mythril into energy as well. This is done by going to Silver Meadows, and going into the Mythril Hut. The amount of mythril is subject to change every now and then, and you always need to have at least one "mythril turn" (you get 1 turn per reset, and with energy tokens you can save up to 120 turns) in order to convert mythril to energy. You can donate them to the clan you are in as well. You can change Mythril ores into mythril, You can buy it from the Markets or another player. You can recieve them as a gift. And you can mine from a clan mine of at least 15 and recieve them. What are Gems for? Gems can be sold to other players,on the market, and sent to another player. You can put different sizes of gems into weapon sockets. Each weapon has a fixed amount of sockets. To change the size of your gem you must follow the instructions the Jewels Inc.(Blackdale) or the Jewellers (Silver Meadow) give you. If you would like to put gems into your weapon, visit the Blacksmith to learn more. If you decide to remove the gems from your weapon, you will not get your gems back. In the backroom, Kassandra can upgrade your armor. You can donate them to the clan you are in as well in any size you wish. A new feature was added and now you can use your Rubies for Health Point increasements. Find the Potion s Shop in Blackdale. It may be a bit costly for new players. What are Opals for and What is a Race/Skill level? Opals are used to gain race levels. There are 6 unique races, each with a special ability. For more information about races refer to Race Levels.Your race can only be changed if you hit Race/Skill level 7. You can obtain opals by killing Special and Boss NPC s or spinning the key wheel located at the Casino. You can level your race by being 14 days of age, traveling to Silver Meadows and going to the Blacksmith there. It is suggested that you have 2000 opals first. It can be called either way, Race or Skill level. What are keys used for? Keys can be used for opening chests in the Countryside, which you must be 14 days of age to travel to. Keys can be spun at the Key Wheel found at the Casino, it is very possible you may spin the wheel and recieve nothing. You can also list them for sale at the Market Stalls. How do I get an NPC Auto Battle Credit/Syphon You can get those items by donating to the game. Donating will show you exactly how to donate. If you can not donate, you can pay in Eternal Duel Currency (Gold) to another player and have them donate for you. You can get those items by visiting the Market Stalls in Blackdale. There are 2 sub-catgory exchanges for those items. Both of these items are now sendable. What are Silver/Bronze Ores for? Silver and Bronze ores are used as part of the payment for a Race Weapon 3. There are currently no other uses for it. You can currently donate them to the clan you are in, save them up yourself, of sell them to those willing to pay for it (though those have become rare). What are Syphons for and how do I get them? You can obtain syphons by donating to the game. For more information on Donating read this page. You can also get syphons by buying them from the Market stalls. Syphons have many uses. You can start a clan if you have 20 syphons. You can get 10 Energy Tokens per syphon. Energy Tokens save your Energy, Mining Attempts, Wraithblade touches (praying attempts) and Mythril turns (allows you to convert mythril to energy) when you leave for a while. You can get a jewelled medallion for 50 syphons. A Medallion allows you to do Ultimate Training. You need to reach other requirements for Ultimate Training as well. How do I make a clan? To create a clan you first need to obtain 2 shaman emblems and 20 syphons. Those items are very costly and are difficult to obtain. It will cost roughly 1 billion gold at the current market prices. It is STRONGLY recommended that you do not start a clan until you have enough money to support the clan and its mine. Most of the older players would recommend that you are 75 days of age, at level 150, and at least 500million gold to support your clan. These are opinions of successful players. How do I use my Mining Attempts? If you want to use your Mining Attempts, you should visit the Clan Mines in Blackdale. There should be some clan mines available for you to mine at. The clan that made the mine can set the tax at whatever they want. The tax will take some of your rewards from mining away. You will get 10 mining attempts per Reset. If you don t use your mining attempts before another reset, you will lose them. You can choose to mine at your own clans mine. They will have a seperate member tax. You recieve mythril at clan mines of level 15+ and you recieve nectar at clan mines of level 30+. You can also "sell" your mining attempts, which means mine owners pay you, usually the cost to mine plus a small fee, to use your attempts in their mine (so you re not selling the actual attempts, it is more like hired labour). This type of sales is mostly done in chat. Note this usually means you will be mining at a high tax, so keep that in mind. How can I fight with all my energy in one click/NPC Credit? To fight with all of your energy in one click, you must obtain an NPC credit. One of the questions above has answered how to obtain one. If you want to use an NPC credit, go to "Your Hut" and find where it says Auto NPC Battle Credits . Important Please make sure you can defeat your target NPC before you use an Auto NPC Battle Credit on it. If you lose all your battles because you didnt know you could win, or because of an accident, refunds will not be given. Where do I get Energy Tokens and what do they do? This question was answered above under What are Syphons for and how do I get them? What does it mean to be 14 days of age? When players say be 14 days of age, it means you should have played this game for 14 real days. You will be allowed to do multiple things when your 14 days of age. You can travel through the Countryside, go up the Everdark Mountain Range, find your way to Silver Meadows. If you do intend to traverse the Countryside, I strongly recommend that you purchase Elixers from the Witch at Rydar Street. If you don t see the "Talk to the Witch" option just try again, she will eventually appear. What are Shinu Spirits that are in the Countryside? Shinu Spirits simply display the number of times you have been killed by bandits in the Countryside How do I get to Silver Meadows? To get to Silver Meadows you can either go through the Countryside to (25,25) or use the Cullis Portals after you turn 14 days old. To use the Portals does cost money based on how many HP you have. To get to Silver Meadows it costs 3 times your Current HP in gold. To return to Black Dale it costs 6 times your Current HP in gold. What are Runes? Currently there are two types of Runes in the game. Both Runes are found in the Countryside. The first rune is an Attack Rune. This rune allows you to attack players who are more than 20 levels (for non-donators) or 75 levels (for donators) lower than you unless they have a Defense rune. The Defense Rune is the second rune. This rune prevents players more than 20 levels higher (if they are non donators) or 75 levels higher (if they are donators) than you from attacking you. Runes can be upgraded in the Countryside at a cost of 20mil times the next level of rune desired. Which means if a donator with a Level 1 Attack Rune attacks a player 76 levels below his character who has a level 2 Defense Rune then the attacker will not be able to attack since the Defense Rune is stronger. If the Defense Rune was a weaker level than the Attack Rune then the player would be able to attack. In other words, the stronger rune decides if there will be a battle or not. AS before if both Runes are of equal level the Defense Rune will win. Babysitting You have the option to have your account looked after while you are away on vacation. That way, you can still have the benefit of Pawnshop buys and voting, whereas the rest can be saved with the use of energy tokens. As stated in the Game Rules "You may "baby-sit" or "take care of" someone s account, but you may not use another person s account as your own for a prolonged period of time." What this boils down to is that you are only allowed to perform a few actions on an account that you are sitting for someone. For example, you are not allowed to use chat on an account other than your own. Should you wish to have someone babysit your account, make sure to inform staff about this, as to avoid suspicions of multiple accounts. Send an imail to a member of staff (any staff will do, so pick one that is active at the time of sending) stating that "[player name - (ID *****)] will be looking after your account for [estimated duration of babysitting]". Adding a reason as to why you need your account looked after is appreciated, though not mandatory. A copy of your imail will be posted in a designated topic on the staff MB, so every staff member can know about the babysitting taking place. Other links you might want to look at for info is Game Resources and Game Stats