約 3,987,323 件
https://w.atwiki.jp/dmxg/pages/350.html
GITADORA 新曲 3.00-3.99 Difficulty ver 曲名 難易度 BPM 属性 備考 3.00 GD DRAGONKILLER? BASIC 210 3.00 GD MightyWind? BASIC 190 LIVE隠し 3.00 GD ファッションモンスター? ADVANCED 160 3.00 GD 俺と愛とロック? BASIC 150-153 LIVE隠し 3.00 GD 三毛猫ロックンロール BASIC 264 LIVE隠し 3.00 GD 量子の海のリントヴルム(GITADOROCKVer.)? BASIC 280 TripleJourney 3.05 GD MotherTree? BASIC 190 LIVE隠し 3.05 GD 雨ノチHello BASIC 189 3.05 GD 迎撃のフォルテ BASIC 195 3.10 GD BLUEBOOTS? BASIC 125 LIVE隠し 3.10 GD Flywithme? BASIC 177 LIVE隠し 3.10 GD TripleJourney-OJ-EDITION-? BASIC 185 TripleJourney 3.10 GD ポップミュージック続論 BASIC 182 3.10 GD もぎたてANGEL BASIC 147 3.10 GD 優しさの理由 ADVANCED 177 3.15 GD Returnofthethrone? BASIC 218 LIVE隠し 3.20 GD nowherenowhere? BASIC 190 LIVE隠し 3.20 GD NOVAERA? BASIC 170 3.20 GD quaver♪ギタドラver.? BASIC 182-186 3.20 GD ROCKETMAN? BASIC 220 3.30 GD solitude? BASIC 144 LIVE隠し 3.30 GD めうめうぺったんたん!!? BASIC 185 LIVE隠し 3.35 GD TRICK? BASIC 185 LIVE隠し 3.40 GD mementomori-intro-? BASIC 170 ENCORE3 3.40 GD SpanishSnowyDance(daybreakver.)? BASIC 180 TripleJourney 3.40 GD 空蒼ランデヴー? BASIC 105 LIVE隠し 3.40 GD 戦場のタクトシュトック? BASIC 187 LIVE隠し 3.45 GD DIGITALGIRL? BASIC 188 3.50 GD GIGABREAK? BASIC 135 3.50 GD Jasper BASIC 220 LIVE隠し 3.50 GD 金輪際のエレジー BASIC 188 LIVE隠し 3.50 GD 此岸の戯事? BASIC 195 TripleJourney 3.55 GD クリムゾンゲイト? BASIC 198 PREMIUMENCORE3 3.65 GD VeneficusVerticis? BASIC 183 LIVE隠し 3.70 GD 僕とサヨナラの合図? ADVANCED 170 LIVE隠し 3.80 GD GiveUsKiss!? ADVANCED 165 LIVE隠し 3.80 GD MODELFT3? BASIC 155 ENCORE2 3.80 GD Nopain,Nogame? ADVANCED 190 3.80 GD onlymyrailgun? ADVANCED 149 3.90 GD Godknows...? ADVANCED 155 3.90 GD ロックスターと魔法のランプ? ADVANCED 143 3.95 GD 迎撃のフォルテ ADVANCED 195 4.00-4.99 Difficulty ver 曲名 難易度 BPM 属性 備考 4.00 GD ViViD? ADVANCED 205 4.10 GD GetOffofMyWay? ADVANCED 135 4.10 GD Speeders? ADVANCED 175 LIVE隠し 4.15 GD Escape ADVANCED 180 4.20 GD 0時20分のRoulette? ADVANCED 178 LIVE隠し 4.25 GD 魂のルフラン ADVANCED 144 4.25 GD 女々しくて? ADVANCED 143 4.25 GD 夜咄ディセイブ? ADVANCED 130 4.40 GD AllIWant? ADVANCED 160 4.40 GD Empathetic? ADVANCED 180 BEMANI学園 4.40 GD nightbirdlostwing(GITADORAver.)? ADVANCED 190 TripleJourney 4.40 GD Polaris BASIC 180 4.40 GD quaver♪ギタドラver.? ADVANCED 182-186 4.40 GD もぎたてANGEL ADVANCED 147 4.40 GD 去る金合戦? ADVANCED 164 LIVE隠し 4.50 GD AwakenVer.G? ADVANCED 210 LIVE隠し 4.50 GD Crazyblooms? ADVANCED 151-302 ENCORE1 4.50 GD Linkup? ADVANCED 170 LIVE隠し 4.50 GD preciousheart? ADVANCED 190 4.50 GD Redhaze? ADVANCED 158 LIVE隠し 4.50 GD Returnofthethrone? ADVANCED 218 LIVE隠し 4.50 GD RunRun? ADVANCED 181 LIVE隠し 4.50 GD ボクらのトリップデイズ? ADVANCED 250 LIVE隠し 4.50 GD 猛烈宇宙交響曲・第七楽章「無限の愛」 ADVANCED 174 4.55 GD SPACEDRIVER? ADVANCED 198 4.60 GD SynergyForAngels(GITADORAVer.)? ADVANCED 160 BEMANI学園 4.60 GD ガラス越し→バイなう? ADVANCED 166 LIVE隠し 4.60 GD 叫声 ADVANCED 225 4.70 GD †渚の小悪魔ラヴリィ~レイディオ†(GITADORAver.)? ADVANCED 190 TripleJourney 4.70 GD 8-eight-? ADVANCED 230 LIVE隠し 4.70 GD BLUEBOOTS? ADVANCED 125 LIVE隠し 4.70 GD カタルリズム? ADVANCED 176 4.70 GD めうめうぺったんたん!!? ADVANCED 185 LIVE隠し 4.70 GD 君と同じ季節の下? ADVANCED 215 LIVE隠し 4.70 GD 振動デザイア? ADVANCED 200 LIVE隠し 4.80 GD BRIGHTSTREAM? ADVANCED 158 4.80 GD heron-GITADOROCKver.-? ADVANCED 182 TripleJourney 4.80 GD S.LAUNCHER? ADVANCED 120 LIVE隠し 4.80 GD ShiningWizard? ADVANCED 158 TripleJourney 4.80 GD ZONE//ALONE? ADVANCED 173 4.80 GD 辞世テンプレート ADVANCED 220 4.80 GD 白虎転生録? ADVANCED 141 LIVE隠し 4.85 GD ROCKETMAN? ADVANCED 220 4.90 GD GAIA-GITADORAEDITION-? ADVANCED 180 BEMANI学園 4.90 GD Grapes? ADVANCED 240 LIVE隠し 4.90 GD HEARTBEATFORMULA(GITADORAVer.)? ADVANCED 230 TripleJourney 4.90 GD OVERHEAT-TypeGD-? ADVANCED 155 LIVE隠し 4.90 GD PATRIOT SDREAM(美しく花と散れ)? ADVANCED 168 4.90 GD ScreamingYourFaith!!!? ADVANCED 162 LIVE隠し 4.95 GD Metallic ADVANCED 176 LIVE隠し 4.95 GD nowherenowhere? ADVANCED 190 LIVE隠し 4.95 GD ドリーム・キッス ADVANCED 190 LIVE隠し 5.00-5.99 Difficulty ver 曲名 難易度 BPM 属性 備考 5.00 GD DRAGONKILLER? ADVANCED 210 5.00 GD SummerLady? ADVANCED 142 LIVE隠し 5.00 GD TripleJourney-OJ-EDITION-? ADVANCED 185 TripleJourney 5.00 GD 愛と勇気の三度笠ポン太 ADVANCED 160 5.00 GD 元禄花吹雪? ADVANCED 170 LIVE隠し 5.00 GD 此岸の戯事? ADVANCED 195 TripleJourney 5.00 GD 戦場のタクトシュトック? ADVANCED 187 LIVE隠し 5.00 GD 友よ? ADVANCED 160 5.05 GD DIGITALGIRL? ADVANCED 188 5.05 GD Like&Love? ADVANCED 180 LIVE隠し 5.10 GD こわれそうなもの ADVANCED 175 LIVE隠し 5.10 GD ポップミュージック続論 ADVANCED 182 5.10 GD リアルワールド ADVANCED 196 5.10 GD 量子の海のリントヴルム(GITADOROCKVer.)? ADVANCED 280 TripleJourney 5.15 GD キルト ADVANCED 178 5.15 GD 雨ノチHello ADVANCED 189 5.20 GD BeautifulDream? ADVANCED 182 TripleJourney 5.20 GD Cassis? ADVANCED 176 TripleJourney 5.20 GD Flywithme? ADVANCED 177 LIVE隠し 5.20 GD LOVE&JOY-GITADORAMIX-? ADVANCED 180 5.20 GD キケンな果実? ADVANCED 174 LIVE隠し 5.20 GD クリムゾンゲイト? ADVANCED 198 PREMIUMENCORE3 5.20 GD 金輪際のエレジー ADVANCED 188 LIVE隠し 5.20 GD 晴天BonVoyage? ADVANCED 230 BEMANI学園 5.25 GD solitude? ADVANCED 144 LIVE隠し 5.25 GD 星のすみか ADVANCED 188 5.30 GD solaGITADORAver.? ADVANCED 148 TripleJourney 5.30 GD STULTI? ADVANCED 90-182 BEMANI学園 5.30 GD TRICK? ADVANCED 185 LIVE隠し 5.30 GD フレッフレー♪熱血チアガール? ADVANCED 195 LIVE隠し 5.30 GD 俺と愛とロック? ADVANCED 150-153 LIVE隠し 5.30 GD 創世ノート? ADVANCED 200 BEMANI学園 5.40 GD TEAROFFYOURCHAIN? ADVANCED 180 5.40 GD V.I.P ADVANCED 185 5.40 GD VOICE? ADVANCED 175 LIVE隠し 5.40 GD ラキラキ(GITADORAVer.)? ADVANCED 165 BEMANI学園 5.40 GD ロックスターと魔法のランプ? EXTREME 143 5.45 GD MotherTree? ADVANCED 190 LIVE隠し 5.50 GD MightyWind? ADVANCED 190 LIVE隠し 5.50 GD 空蒼ランデヴー? ADVANCED 105 LIVE隠し 5.60 GD 虹色の花? ADVANCED 170 BEMANI学園 5.65 GD 優しさの理由 EXTREME 177 5.70 GD ElementalCreation-GITADOROCKver.-? ADVANCED 212 BEMANI学園 5.70 GD GIGABREAK? ADVANCED 135 5.70 GD mementomori-intro-? ADVANCED 170 ENCORE3 5.70 GD Polaris ADVANCED 180 5.75 GD Escape EXTREME 180 5.75 GD VeneficusVerticis? ADVANCED 183 LIVE隠し 5.80 GD SpanishSnowyDance(daybreakver.)? ADVANCED 180 TripleJourney 5.80 GD もぎたてANGEL EXTREME 147 5.80 GD 僕とサヨナラの合図? EXTREME 170 LIVE隠し 5.85 GD MODELFT3? ADVANCED 155 ENCORE2 5.90 GD Fatsnail? ADVANCED 185 LIVE隠し 5.90 GD SakuraSunrise(GITADORAver.)? ADVANCED 181 TripleJourney 5.90 GD Speeders? EXTREME 175 LIVE隠し 5.90 GD ファッションモンスター? EXTREME 160 5.90 GD 三毛猫ロックンロール ADVANCED 264 LIVE隠し 6.00-6.99 Difficulty Ver 曲名 難易度 BPM 属性 備考 6.00 GD AllIWant? EXTREME 160 6.00 GD HoldingOn? ADVANCED 200 6.00 GD 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。? ADVANCED 190 BEMANI学園 6.10 GD BRIGHTSTREAM? EXTREME 158 6.10 GD Metallic EXTREME 176 LIVE隠し 6.10 GD Redhaze? EXTREME 158 LIVE隠し 6.10 GD SummerLady? EXTREME 142 LIVE隠し 6.10 GD ViViD? EXTREME 205 6.10 GD ドリーム・キッス EXTREME 190 LIVE隠し 6.15 GD NOVAERA? ADVANCED 170 6.20 GD 女々しくて? EXTREME 143 6.30 GD 迎撃のフォルテ EXTREME 195 6.40 GD Nopain,Nogame? EXTREME 190 6.40 GD OVERHEAT-TypeGD-? EXTREME 155 LIVE隠し 6.40 GD カタルリズム? EXTREME 176 6.50 GD nowherenowhere? EXTREME 190 LIVE隠し 6.50 GD S.LAUNCHER? EXTREME 120 LIVE隠し 6.50 GD SPACEDRIVER? EXTREME 198 6.50 GD ZONE//ALONE? EXTREME 173 6.50 GD 君と同じ季節の下? EXTREME 215 LIVE隠し 6.55 GD ArenaSexarboris? ADVANCED 189 LIVE隠し 6.60 GD GetOffofMyWay? EXTREME 135 6.60 GD ガラス越し→バイなう? EXTREME 166 LIVE隠し 6.70 GD Crazyblooms? EXTREME 151-302 ENCORE1 6.70 GD 友よ? EXTREME 160 6.75 GD V.I.P EXTREME 185 6.75 GD VOICE? EXTREME 175 LIVE隠し 6.80 GD Jasper ADVANCED 220 LIVE隠し 6.80 GD 星のすみか EXTREME 188 6.85 GD Returnofthethrone? EXTREME 218 LIVE隠し 6.90 GD DRAGONKILLER? EXTREME 210 6.90 GD GiveUsKiss!? EXTREME 165 LIVE隠し 6.90 GD heron-GITADOROCKver.-? EXTREME 182 TripleJourney 6.90 GD Linkup? EXTREME 170 LIVE隠し 6.90 GD 白虎転生録? EXTREME 141 LIVE隠し 7.00-7.99 Difficulty ver 曲名 難易度 BPM 属性 備考 7.00 GD AwakenVer.G? EXTREME 210 LIVE隠し 7.00 GD quaver♪ギタドラver.? EXTREME 182-186 7.00 GD TRICK? EXTREME 185 LIVE隠し 7.00 GD TripleJourney-OJ-EDITION-? EXTREME 185 TripleJourney 7.00 GD 叫声 EXTREME 225 7.05 GD 去る金合戦? EXTREME 164 LIVE隠し 7.10 GD 0時20分のRoulette? EXTREME 178 LIVE隠し 7.10 GD Flywithme? EXTREME 177 LIVE隠し 7.10 GD ボクらのトリップデイズ? EXTREME 250 LIVE隠し 7.10 GD リアルワールド EXTREME 196 7.10 GD 空蒼ランデヴー? EXTREME 105 LIVE隠し 7.15 GD ROCKETMAN? EXTREME 220 7.15 GD 雨ノチHello EXTREME 189 7.20 GD GAIA-GITADORAEDITION-? EXTREME 180 BEMANI学園 7.25 GD DIGITALGIRL? EXTREME 188 7.25 GD めうめうぺったんたん!!? EXTREME 185 LIVE隠し 7.25 GD 魂のルフラン EXTREME 144 7.30 GD BeautifulDream? EXTREME 182 TripleJourney 7.30 GD 俺と愛とロック? EXTREME 150-153 LIVE隠し 7.30 GD 猛烈宇宙交響曲・第七楽章「無限の愛」 EXTREME 174 7.35 GD MotherTree? EXTREME 190 LIVE隠し 7.40 GD †渚の小悪魔ラヴリィ~レイディオ†(GITADORAver.)? EXTREME 190 TripleJourney 7.40 GD Empathetic? EXTREME 180 BEMANI学園 7.40 GD nightbirdlostwing(GITADORAver.)? EXTREME 190 TripleJourney 7.40 GD PATRIOT SDREAM(美しく花と散れ)? EXTREME 168 7.40 GD ポップミュージック続論 EXTREME 182 7.40 GD 此岸の戯事? EXTREME 195 TripleJourney 7.45 GD onlymyrailgun? EXTREME 149 7.50 GD クリムゾンゲイト? EXTREME 198 PREMIUMENCORE3 7.50 GD 振動デザイア? EXTREME 200 LIVE隠し 7.55 GD Red haze? MASTER 158 LIVE隠し 7.55 GD こわれそうなもの EXTREME 175 LIVE隠し 7.60 GD 創世ノート? EXTREME 200 BEMANI学園 7.70 GD Grapes? EXTREME 240 LIVE隠し 7.70 GD HEARTBEATFORMULA(GITADORAVer.)? EXTREME 230 TripleJourney 7.70 GD MightyWind? EXTREME 190 LIVE隠し 7.70 GD MODELFT3? EXTREME 155 ENCORE2 7.70 GD preciousheart? EXTREME 190 7.70 GD 金輪際のエレジー EXTREME 188 LIVE隠し 7.75 GD Polaris EXTREME 180 7.75 GD solitude? EXTREME 144 LIVE隠し 7.80 GD Cassis? EXTREME 176 TripleJourney 7.80 GD Crazyblooms? MASTER 151-302 ENCORE1 7.80 GD SakuraSunrise(GITADORAver.)? EXTREME 181 TripleJourney 7.80 GD 戦場のタクトシュトック? EXTREME 187 LIVE隠し 7.80 GD 量子の海のリントヴルム(GITADOROCKVer.)? EXTREME 280 TripleJourney 7.85 GD RunRun? EXTREME 181 LIVE隠し 7.90 GD Godknows...? EXTREME 155 7.90 GD SynergyForAngels(GITADORAVer.)? EXTREME 160 BEMANI学園 7.90 GD VeneficusVerticis? EXTREME 183 LIVE隠し 7.90 GD 夜咄ディセイブ? EXTREME 130 8.00-8.99 Difficulty ver 曲名 難易度 BPM 属性 備考 8.00 GD Jasper EXTREME 220 LIVE隠し 8.00 GD Like&Love? EXTREME 180 LIVE隠し 8.00 GD 元禄花吹雪? EXTREME 170 LIVE隠し 8.00 GD 晴天Bon Voyage? EXTREME 230 BEMANI学園 8.00 GD 三毛猫ロックンロール EXTREME 264 LIVE隠し 8.05 GD Screaming Your Faith!!!? EXTREME 162 LIVE隠し 8.05 GD 辞世テンプレート EXTREME 220 8.10 GD 8 -eight-? EXTREME 230 LIVE隠し 8.10 GD Elemental Creation -GITADO ROCK ver.-? EXTREME 212 BEMANI学園 8.10 GD Fat snail? EXTREME 185 LIVE隠し 8.10 GD LOVE & JOY -GITADORA MIX-? EXTREME 180 8.10 GD memento mori -intro-? EXTREME 170 ENCORE3 8.10 GD Spanish Snowy Dance (daybreak ver.)? EXTREME 180 Triple Journey 8.10 GD 虹色の花? EXTREME 170 BEMANI学園 8.10 GD 白虎転生録? MASTER 141 LIVE隠し 8.15 GD Arena Sexarboris? EXTREME 189 LIVE隠し 8.15 GD OVERHEAT -Type GD-? MASTER 155 LIVE隠し 8.15 GD キルト EXTREME 178 8.20 GD BLUE BOOTS? EXTREME 125 LIVE隠し 8.20 GD Shining Wizard? EXTREME 158 Triple Journey 8.20 GD STULTI? EXTREME 90-182 BEMANI学園 8.20 GD 愛と勇気の三度笠ポン太 EXTREME 160 8.30 GD sola GITADORA ver.? EXTREME 148 Triple Journey 8.35 GD Fly with me? MASTER 177 LIVE隠し 8.40 GD ラキラキ (GITADORA Ver.)? EXTREME 165 BEMANI学園 8.45 GD Mother Tree? MASTER 190 LIVE隠し 8.50 GD キケンな果実? EXTREME 174 LIVE隠し 8.55 GD フレッフレー♪熱血チアガール? EXTREME 195 LIVE隠し 8.60 GD GIGA BREAK EXTREME 135 8.60 GD クリムゾンゲイト? MASTER 198 PREMIUM ENCORE3 8.60 GD 元禄花吹雪? MASTER 170 LIVE隠し 8.90 GD MODEL FT3? MASTER 155 ENCORE2 8.90 GD NOVA ERA EXTREME 170 9.00-9.99 Difficulty ver 曲名 難易度 BPM 属性 備考 9.10 GD TEAR OFF YOUR CHAIN? EXTREME 180 9.10 GD 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。? EXTREME 190 BEMANI学園 9.50 GD Holding On EXTREME 200 9.60 GD memento mori -intro-? MASTER 170 ENCORE3
https://w.atwiki.jp/bemani2dp/pages/3489.html
AC Rootage DP八段 STAGE TITLE BPM notes LEVEL 1st 1st Samurai(H) 175-200 1016 10 2nd Quickening(A) 150 1044 10 3rd LUV CAN SAVE U(A) 140 1416 10 FINAL THE LAST STRIKER(A) 185 1342 10 コメント・攻略 曲者揃いだが段位においてはパンチ力不足か。やっぱりラススト次第 -- 名無しさん (2018-11-07 10 40 15) 侍は非公式11.0だが道中の隣接等は餡蜜が効く配置になっているのでベチャ押しで乗り切る事も可能。あとは地力があればラブキャンで回復してラスストに臨める構成なので少し易化したか -- 名無しさん (2018-11-07 11 33 54) 30,70.100,50%くらいで合格 全体的に簡単になってた印象 侍の九の字からラストまではゴリゴリゲージ減るけどラブキャンの前半以降ひたすら回復なのであんまり関係ない ラスストにかなりゲージ残して挑める人増えそうだし合格者も増えるかも? -- 名無しさん (2018-11-07 13 31 06) 前作でやっと八段取れたレベルからすると1st侍のくの字がやばかった。2,3曲目もそこそこだがここで回復できる地力でないとどちらにせよラスストで終了すると思う。個人的には明日香と違いある程度回復した状態でラススト入れるから易化してる派 -- 名無しさん (2018-11-07 19 13 43) ポゼ、アスラ、デジタンク、ニーソも居ないから完全に易化したと思われがちだが、侍は結構くせ者。1曲目のゲージ次第でラスストまでは耐えられる。 -- 名無しさん (2018-11-07 19 45 42) 侍はごちゃっとしたのをきれいに押すのは難しい。この曲で補正切ってもしょうがない。クイッケはとにかく耐えろ。三曲目は難解な配置がないのでゲージを回復しやすい。 -- 名無しさん (2018-11-07 19 59 21) 1曲目が緩めの足切りで2、3曲目で殺しに掛かってた前作八段と真逆で、1曲目が首切りの2、3曲目が回復の印象な構成。ただラスストゲーである事には変わり無い。3曲目が明日香からラブキャンになった事で、ゲージを多く残しやすくなった点では易化だろうか。 -- 名無しさん (2018-11-07 22 01 02) 本日初合格しました。28-30-38-30でapが侍80、クイッケ85、ラブキャン100、ラススト120個でした。ラブキャンで回復しようと思ったけど腕ならししなかったからか全く回復できなかった。グリッド全く押せない自分からしたら曲かわって良かったけど、まあまあバランスとれた八段だったとおもう。 -- 名無しさん (2018-11-08 13 52 59) 達成率狙いだと侍が結構な難関。最近の八段はcopのアスラとか前作の明日香とか何枚か無理皿ある曲を入れるイメージ。 -- 名無しさん (2018-11-08 21 51 14) 続き クイッケにも前半1p側に二枚ほどS+7の無理皿があるけど挑戦段階なら無視推奨。ゲージが補正付近ならなおさら。 -- 名無しさん (2018-11-08 21 54 38) ラススト以外初見だったからって言う気がするがどれも癖の強い譜面ばかりなので注意が必要かなラブキャンは回復扱いされてるけど初見だとリズムがなかなか掴みづらかったイメージが強いから予習を行ってから受けるとよりゲージを残しやすくなるかも? -- 名無しさん (2018-11-08 22 29 05) 前三曲が癖譜面すぎるので、できないからと言って粘着するよりレベル10フォルダを一通り埋めて地力を上げたほうが合格は近い。 -- 名無しさん (2018-11-08 23 01 51) 今までもそうだが一曲目から三曲目までとても癖が付きやすそうなのでやりすぎ注意。ラブキャンもあまり回復を意識せず抜けられたら自分を褒めてあげよう -- 名無しさん (2018-11-08 23 08 05) 分かりやすいとはいえ、1曲目は前作のポゼと違い皿チョンの技術が要る。 -- 名無しさん (2018-11-09 02 47 44) 人によってはラスストが完全にウイニングランと化してしまうことも -- 名無しさん (2018-11-09 22 46 44) それはよほど地力が余っている人だろう。挑戦段階でそんなことはまずないので鵜呑みにしないように。 -- 名無しさん (2018-11-11 01 07 22) ラススト余裕なら前3曲なんてほぼ空気だろう 侍を3曲目にして代わりにニーソ入ってたら結構やばそう -- 名無しさん (2018-11-11 03 07 47) 侍は耐えゲー、クイッケとラブキャンは指押し出来たら気持ちいい譜面だけどゲシュタルト崩壊には注意。あとはいつものラスストゲー。上から見たら間違いなく易化。それにしても侍とかクイッケとか、なつかしいセットリストである -- 名無しさん (2018-11-11 05 51 24) 前作八段だがクイッケで閉店してしまった。交互でBADハマりも油断ならないので注意。 -- 名無しさん (2018-11-17 23 30 17) 侍がめちゃめちゃ押しにくい。餡蜜できるならガンガン使っていくべき。ラブキャンは八段受かるだけの認識力があれば回復になるが、時折来る混フレ縦連でBADハマりするとゲージが吹き飛ぶので注意。 -- 名無しさん (2018-11-24 13 27 14) ニーソがいないかわりに、癖の付きやすい配置になった。楽になったとは言えるだろうか -- 名無しさん (2019-02-21 23 56 00) 侍はサビで加速するので、サドプラ外しやギアチェンジを忘れずに。 -- 名無しさん (2019-03-01 23 02 06) ラススト以外ほぼ初見で24%→14%→40%→32%でした。侍は初期ハイスピをちょい遅めにすればギアチェン無しでも問題なくなる感じになる。 癖の強い譜面ばかりだけど結局はラスストゲーに感じました。 -- 名無しさん (2019-04-09 01 47 04) 名前 コメント
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マディ語 |Trans-New Guinea languages|Main Section languages|Central and Western Main Section languages| 言語類型 現用言語 使用文字 type living language writing system ISO 639-3 【grg】 言語名別称 alternate names Gira 方言名 dialect names 参考文献 references WEB ISO 639-3 Registration Authority - SIL International the LINGUIST List Ethnologue
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ip_Building_a_Village|Building a Village ip_Building_a_Village_text|Once you have over a hundred men in your army you can build a village from the camp menu. ^^ This is the dark ages, and new villages and settlements rose and fell regularly.^ Using your troops to found a village will remove them from your party, its suggested you leave your best troops at a camp quarters and raise low teir troops that can used for the village founding. ^^ If you are not yet part of a kingdom, founding a village will also found a new kingdom under your rule. ^ Your court will be established at the village and can be lost if raided. ^^Villages can also be upgraded into towns. ip_armies_size|Army Size ip_armies_size_text|The size of your army, similar to the armies of the lords, depends on several factors ^^Leadership each point will increase the maximum size of your army by 5. Companions with Leadership help lead the party.^^Charisma each point of your charisma will increase the maximum size of your army by 1. It is your ability to attract men to your cause.^^Renown every 9 points will increase the maximum size of your army by 1. Fame attracts followers.^^Holdings every town will add 80 men and each fort 40 to the maximum size of your army. These spots represent men you can raise through a levy.^^Bear in mind that party size at sea is restricted by ship capacity. Extra troops can always be left at a settlement garrison, player Refuge (once built), or any Camp Quarters. ip_morale|Morale ip_morale_text|Morale represents the ability and willingness of the troops in a party to summon up the endurance, bravery, and discipline they need to face the stresses of battle and the march. It is not the same thing as the troops' happiness. Elite troops may grumble and whine about the hardships of campaigning -- but then stand together as one when the arrows start to fly. On the other hand, a commander who gives his men everything they want may find that they grow soft, and waiver before the enemy's charge.^^ Morale's greatest impact is on a party's behavior in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speed, as a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit, and pause more frequently, as it waits for stragglers to catch up. Finally, a party with very low morale will start to suffer desertions.^^ Some factors that affect morale are intuitive. For example, a charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men well ample and varied supplies of food, and pay them on time, demonstrate that they care about their troops' welfare, and are less likely to lead them into disaster.^^ Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit party, for example, men will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party on the other hand may see its cohesion strained, as the commander has less time to supervise the men, listen to their grievances, and resolve their disputes. Frequent battles will strengthen the bonds between men, while long periods without combat will see the troops become bored and quarrelsome.^^ The morale report, accessibly by hitting the 'reports' button will give the player a sense of the factors affecting his or her men's morale. ip_economy|Economy ip_economy_text|Towns and villages in these lands need a wide variety of goods for their populations to remain healthy and productive. First in importance is food. Grain is the staple crop of the Isles, but people also need fat and protein in the form of meat, fish, or cheese. It takes almost as much work to preserve meat as to produce it in the first place, so salt is also in high demand. After food comes clothing heavy wool, lighter linens, or luxurious velvet. Finally, people need the tools of their trade ironware, pottery, leatherware, and, of course, arms, armor, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisanal goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity in Calradia is trade -- both between the villages and the towns, and between the major towns themselves.^^When trade flows, goods will be available and affordable, the population of a center will be healthy and energetic, and migrants will flock from the nearby regions. The center will produce more, consume more, and be able to contribute more in taxes to their lords. When trade dries up, towns and villages will see their workers flee to seek work elsewhere, and economic activity will drift to a stand-still. Thus, it is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchant, however, may want to seek out towns which have become isolated from the rest of the land, as he or she may be able to turn a tidy profit from the resulting price imbalances.^^Because villagers usually plan to take their goods to market in towns, village markets will be rather quiet places, and villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profit, although some parties may decide to make a quick stop in a village to acquire supplies.^^A player who wants to know about the factors affecting a region's prosperity can speak to the guildmaster of the local town. Other information can be gleaned from passers-by, although they might not know very much outside of their own particular trade. ip_courtship|Courtship ip_courtship_text|Players may wish to marry into one of these lands noble families. Marriage is not necessary for a player to rise in power and stature, but it does provide players with an opportunity to improve their relation with lords and establish a claim to the throne.^^Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in the Isles aristocratic society, get on good terms with his bride's parents or guardians, and then woo the lady according to local custom. If a player grows impatient, he may attempt to take a shortcut -- but there will be consequences in his relations with other lords.^^A male character should keep in mind that other lords will be competing with him for the affections of the kingdom's ladies. Also, a lady's tastes are unpredictable, and a player may also find that the object of his love does not love him in return. Romance, in Calradia as elsewhere, does not always prosper. Of course, a player may resort to other, less gentlemanly means of winning a lady's heart, but again, that will have a serious impact on his reputation.^^To get started on the path of courtship, a male player should try to get involved in the social life of the Isles aristocracy, attending feasts and tournaments. Also, wandering troubadours and poets can serve as a useful repository of information on courtship, and keep the player up to date about the latest gossip.^^Female characters can also marry -- but they should keep in mind that society is very traditional, and, as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.^^On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power -- and an unscrupulous character may be able to use her husband as a tool of her political ambitions. ip_politics|Politics ip_politics_text|The realms of the Isles, although they represent different cultures, all adhere to the same basic political system feudalism. Feudalism is based on the relationships between individuals the oaths of loyalty given by a vassal to his or her liege. In exchange for this oath, the vassal will usually receive a fief, a parcel of land whose income will be used by the vassal to raise troops to support the liege in time of war. A liege also has an obligation to protect his vassals, and to treat them justly.^^This is how it works in theory, anyway. In practice, vassals will not always work in their factions' interests, particular as they are often quarreling with one another. Nobles have different personalities, and sometimes those personalities clash. Or, perhaps two nobles were once friends, but fell out over in the aftermath of a setback or a defeat -- or because they both were wooing the same lady. Jealousies will also surface as they vie for the favor of the king -- perhaps over newly conquered lands, or over who will be given the coveted office of marshal, the lord in charge of organizing large-scale campaigns.^^When one realm in the Isles makes war on another, the political unity of the each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom, nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrels, lords will fail to respond to the marshal's summons, or drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided faction, lords will be less likely to join together on raids and patrols, and come to each other's defense.^^If it seems self-defeating for nobles to bicker and quarrel when the enemy is just over the horizon, keep this in mind -- ultimately, a noble's loyalty goes not to a particular faction or culture, but to himself and to his family. If a noble fears that his faction is collapsing, or if he is being neglected by his liege, he can usually find a reason to withdraw his oath of allegiance, and change sides. Players should keep this in mind, as they may find that there are opportunities to turn discontented former enemies into allies. ip_character_backgrounds|Character Backgrounds ip_character_backgrounds_text|A player character in these lands may choose to come from a variety of social backgrounds. This choice will affect not just his or her starting skills and equipment, but also the course of his or her career as an adventurer.^^War and politics in these lands are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quickly, but women and commoners may face a few extra hurdles on the way. If you choose to start the game as a male nobleman, you can think of it as the 'easy' setting. Starting as a noblewoman or a male commoner is somewhat more difficult, and starting as a female commoner is probably the most challenging way to begin a game.^^However, women have some starting advantages. Simply by taking up arms, a female warrior will draw attention to herself, and she may find that she can build up her reputation faster than a male. Also, it is traditionally easier for a woman to marry up the social ladder than it is for a man, and a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finally, keep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or common, male or female, married or unmarried -- anyone can rise to become ruler of all these lands, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms in the Isles go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory This second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms of these lands do not field standing armies, which remain in the field as long as the ruler desires. Rather, realms are protected by feudal levies comprised of the major nobles and their individual retinues. Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshal, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack.^^For this reason, the rhythm of wars in these lands often resemble the rhythm of a duel between two individual combatants. One side will gather its strength and seek to land a blow against the enemy's territory. If the marshal spends too little time gathering the vassals, he may not be able to do any real damage. If he spends too much time, then the campaign may end before it has even begun. A large realm will have an advantage over a smaller one, just as a brawny combatant has an edge over a smaller foe, but a realm's political cohesion can also be a factor, just as a fighter with great stamina can outlast her opponent. Sometimes, the armies of two realms will meet head on, resulting in a major battle in which both numbers and morale will decide the outcome.^^Kingdoms will have imperfect intelligence about their enemies. Attacking lords will need to frequently scout enemy territory to determine which fortresses may be vulnerable. An army defending its homeland will benefit from the alarms raised by castles and towns, which broadcast intelligence about enemy movements in the area. Such intelligence will be imprecise, however, particularly when it comes to numbers. A defending force which sets out to raise a siege or rescue a village may be able to overwhelm an unprepared attacker -- or it may miscalculate, and find that it is the one to be overwhelmed. Attackers, in turn, must be careful how far they advance into enemy territory, with aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaign, either by joining the host, or by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautious, or too aggressive, for their tastes. In this case, they can intrigue with other lords to try to replace the marshal, or build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war will, for the sake of honor, feel obligated to pursue the conflict for a short while. However, unless he is soundly beating his enemy. he may soon start looking for a way out of the conflict, lest he leave himself vulnerable to an attack by a third party. These rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_siege_warfare|Siege Warfare ip_siege_warfare_text|Age of Arthur offers siege warfare accurate to the Dark Ages period. When the player besieges a settlement, two paths can be taken to conquer the place by debilitation (hunger, diseases ...) or by assault.^^In the former case, the player's goal is to blockade the settlement and prevent it from receiving supplies or reinforcements. At the same time various actions can be performed to undermine morale, spread disease or destroy the food reserves of the settlement. This type of action will take longer, but also avoid a large number of casualties.^^In the latter case, direct action is undertaken, provided assault equipment is available or preparatory actions have been taken, such as wearing down the defenders or burning their houses and walls. This option should be used when the player feels ready to launch a full-scale assault to conquer the settlement. It has the advantage of leading to success more quickly, but usually at a relatively high cost in lives.^^In addition, when the settlement has a port, the player may equip a fleet and assault the port, leading an assault from the sea.^^The complexity and characteristics of the new siege system are too numerous to describe here in detail. The best thing is to discover and develop strategies on your own. ip_sea_travel|Sea Travel ip_sea_travel_text|Ferries on the world map transport your party between two stations. While this is cheap when your party is small, it becomes more expensive with party size.^^To travel longer distances on the sea, one may travel from one port town to another. This can be initiated from the town menu or by talking to the ship captains and befriending them in the port part of the town scene. Similar to ferries, this service becomes more expensive with party size.^^Once you have your own ship, you may embark from the port it is in by clicking on 'Sail from port' in the port menu. You will return to the map, but this time at sea on your ship. Sea travel then works much like land travel.^^There are two different ways to get back on land. You can either click on a port or use a landing point. To find a landing point, travel closely along the coast or right click on your party and select 'find closest landing point.' As with ports, click on the landing point to disembark. In either case, your ships will remain at the position where you landed.^^If your party's size is greater than the capacity of your ships, you won't be able to embark. In this case, you can establish troop quarters (Camp menu) at your current position and another troop quarters at your target position, then transport your army step by step between both quarters.^^When traveling by sea on the campaign map, you can always check the current weather. After clicking on the 'Camp' button, current conditions are shown on the left side. If the weather conditions change, you will be notified by a message in the lower left corner of the screen.^^On the one hand, windy weather is good for the speed of your ships on the campaign map and in sea battles. On the other hand, the chance that it will damage your ships also increases. Damage worsens the condition of a ship, slowing it or even destroying when the condition reaches 'Dangerous.' You may check the conditions of your ships by clicking on 'Camp' and then on 'Fleet.'^^Finally, the weather also determines the behavior of ships in battle. This can always be checked beforehand by clicking 'Camp' and then on 'Check location.'^^Sea travel is dangerous and can lower the morale of your troops. When this happens, you will be notified by a message. Troops especially dislike spending the night on the water. Therefore, consider plotting your route to make landfall by night. If morale on the sea gets too low, troops may mutiny.^^Some troops like Sailors and certain Saxon troops are experienced seamen and will increase the travel speed of your ships on the campaign map. You can check the effect on the left side of the camp menu.^^If there is more than one ship in your fleet, the speed of the fleet is determined by its slowest ship. However, as soon as you have more than one ship in your fleet, you can split the fleet. To do so, travel close to a shore. Then click on 'Camp', 'Fleet' and finally on 'Leave ship at shore' to leave the slower ship(s) there. To bring ships together again, one needs to bring them all to a port. To get a overview of all your ships at their location, click on 'Character' and then on 'Ships.' ip_sea_battle|Sea Battle ip_sea_battle_text|At some point after starting to travel on the sea, you will participate in a naval battle.^^First of all, you need to know how to control your ship. You can give the command to row forward, fast forward, backwards, or stay. The up and down arrow keys switch between these commands. You can also give the command to go straight, starboard, hard starboard, port or hard port. The left and right arrow keys switch between these commands.^^Current commands are represented by arrows around the representation of your ship in the upper right corner. Press Enter to set the sail and Backspace to get a tactical view of the scene. Try these commands to get a feeling for steering a ship and the effect of the wind.^^As soon as you get close enough to an enemy ship, boarding will commence. The ships are lashed together and the fight starts.^If you are lucky, you may capture the enemy flagship after winning the fight.^^In a sea battle where you have several ships, you can give a 'stand ground' or 'charge' command to your ships, which are assigned to the ninth 'division.' The first troops in your army list will be together with you on the flagship. The other troops will be in the remaining ships. One can change one's flagship in a port or while camping on the sea.^ ip_wounds|Wounds ip_wounds_text|The player may receive specific, debilitating wounds in battle. Physicians in larger towns will treat these wounds for a price, after which they will heal within a few days. Any negative effects will then be removed. If wound is not treated after some time, it will change to a scar, and the negative effects will then be permanent. ip_recruitment|Recruitment ip_recruitment_text|Recruitment in Age of Arthur is not always automatic but depends on a number of factors.^^Firstly, in order to recruit in a town, you need to obtain the permission of its lord. To do this, you'll need to have enough renown (150+) and be on good terms with the lord and his faction.^^For villages, you dont need to obtain permission, however the troop quality is always the lowest. ^^Once permission is obtained, you are free to recruit as long as your relations with the settlement remain positive. In villages you may be able to recruit tier 1 troops, and if have high enough relations (60+), you may be able to recruit tier 2 troops. If you happen to be the village's lord, you need only 20+ relations to do this.^^In towns, you maybe able to recruit tier 2 troops, as well as specialized troops from special cities. The maximum number of troops that you may be able to recruit is determined by your relations with the settlement, your leadership, your charisma, your religion, the predominant religion of the settlement, and whether or not you are the lord of the place.^^Other options are available. If you're Christian, you may be able to find some desperate refugees in monasteries. There is always a chance to find fellows looking for work at farmsteads. ip_skills|Skills and Attributes ip_skills_text|When creating or developing a character in Age of Arthur, one has to pay attention to the many skills and attributes. Skills like persuasion and leadership are essential for trading, wages, lord and lady interaction, and forced conversion. Attributes such as intelligence and charisma are also essential in these activities, but will also affect your ability to marry or lead people.^^There are three important skills for the sea 'Sea King,' 'Navigation' and 'Looting.'^^One's Sea King level determines the amount of ships one can command. Level one allows up to two ships. Seven ships are the maximum at the Sea King level of four.^^The Navigation skill allows one to travel faster on the sea. It is the naval equivalent of the Pathfinding skill on land (which, by the way, will not help on the sea).^^A higher Looting skill results in a higher chance of capturing enemy ships.^ ip_tactical_controls|Tactical Controls ip_tactical_controls_text|Use the keyboard NUMBERS to select a division. Press 0 to select your entire force.^^Use F1-F4 to order selected divisions. Keep the F1 key down to place selected divisions. You may target an enemy division through this mechanism.^^Pressing the ENTER key often initiates an overhead Strategy Camera.^^Pressing the BACKSPACE key often initiates a Battle Command Display with 'radar.^^Pressing the H key will make your horse come to you (requires riding skill of 4 or higher).^^Pressing the Z key will enable Crouching.^^Pressing the T key will trigger your war-cry and can be used to rally your troops.^^ ip_division_placement|Division Placement ip_division_placement_text|When ONE division is selected, the center of its front rank is placed at the spot indicated.^^When MANY divisions are selected, they are separated and spread out as if the player were standing at the spot indicated.^^One may memorize the placement of selected divisions relative to the player by pressing F2, F7. Default is infantry to the left, cavalry right, and ranged forward. Placement is overridden for any division the player chooses to personally head through the Formations Options menu.^^If the camp menu game option is set, divisions will rotate to face the enemy. Otherwise, they will maintain the facing that the player had when they were placed. ip_formations|Formations ip_formations_text|The Complex Formations on the Battle Menu are ^^- RANKS with best troops up front^- SHIELD WALL, ranks with shields in front and longer weapons in back^- WEDGE with best troops up front^- SQUARE in no particular order^- NO FORMATION^^Even in the last case, the player can make formations up to four lines by ordering Stand Closer enough times. ip_children|Children ip_children_text|Children can play an important part of Age of Arthur. Both the player and NPC's can have children during the course of the game.^^ For NPC's, children give factions new lords and ladies, while also creating heirs for faction leaders.^^ For players, children grant both new companions, or lords if the player is a vessel/monarch of their own lands.^If the player is female, they must be careful when entering battle while pregnant as being wounded can cause the death of their child and bad relations with your husband.^^ Both male and female players should be married before having children or their child will be a Bastard.^ ip_quarters|Quarters ip_quarters_text|Quarters allow you to leave some of your troops at a particular location on the map. You can have up to two quarters.^^There are several scenarios which make quarters useful ^- If you need to travel on a boat, but you can't afford to pay passage for all your troops^- If the capacity of your fleet isn't big enough to transport all your troops at the same time^- If you want to sneak into a town^- If you want to travel faster over the world map ip_war_cry|War Cry ip_war_cry_text|You can use a war-cry in battle to rally your men, hit 'T' to do so. This has the best effect of the troops closest to you on the field. ip_horse_calling|Call your Horse ip_horse_calling_text|If you riding skill is higher then level 3 you can call your horse (provided you have one) during battle by hitting 'H'. ip_special_triats|Special Traits ip_special_triats_text|Once you go past level 12 special traits become possible, however you will need to meet the conditions and play style to develop one.^^ They include ^^ Words-smith A person who read books, or learns poems and has recruited companions or lovers. This trait unlocks a more powerful war-cry use it once per battle by hitting 'Y' ^^ Trickster A person who has won many battles no matter the cost and either has taken many lords prisoner, or has many enemies. This trait unlocks shield taunting in battle use it by hitting 'Y' ^^Musician A person who has leaned a number of poems and either carries a musical instrument or has developed their entertainment skills. This trait gives you a horn, use it in battle to inspire men by hitting 'Y'^^ Knowledge of the Dark arts (magic must be turned on in mod option), A person who has studied magic and knows the right companion. This trait unlocks spell casting in battle by hitting 'Y'^ ip_ambushing|Ambushing ip_ambushing_text|Ambushing was an important part of dark age battle tactics. To this end, both the player and AI can set ambushes.To set an ambush you will need to hold down the left CTRL key while hitting 'A' on the overland map. Also an ambush will only remain set while you stay resting in the same map position.^^You can increase the effectiveness of ambushes by increasing you parties tactics and spotting skills. ip_partition_laws|Partition Laws ip_partition_laws_text|Every kingdom in Age of Arthur now has their own possible succession laws which govern how heirs will inherit lands upon a rulers death. If a kingdom is big enough, and has more then one possible heir these laws come into play...^^Confederate Partition In this law all sons/daughters and eldest brother have a chance of being included in succession. Depending on how large a kingdom is it may be divided up to three times. The kingdom vessels and former monarchs wealth will be divided among them equally. Although the main title holder (the oldest heir) does maintain a slight advantage it can severly weaken their original kingdom. All kingdoms start at this level, though it can be even more devestating for Britonnic kingdoms.^^Regular Partition After game year 508 (530 for Britonnic Kingdoms) regular partitions become available. In this case, although the kingdom is still divided, the eldest brother is no longer included in succession if there are sons/daughters and the main heir does maintain a greater advantage when dividing up vessels and wealth.^^High Partition In this case a kingdom can only be divided once between the two eldest sons/daughters. The main heir maintains most of the kingdoms vessels and wealth and the second heir will be an ally/tributary of the eldest. This law is not available until the year 540 (or 560 for Britonnic Kingdoms).^^No Partition / Single heir After the year 550 the single heir law becomes available and thus returns to default play of the eldest inheriting everything.^^In order to change the laws for your kingdom you need to be the factions head of government and talk to your chancellor. They will call a vote of your vessels and you will need a majority of yes votes for the law to change.^If you are a vessel in another kingdom, your liege may call the vote to change laws from time to time, yet either way a majority of yes votes are needed. ip_stress_system|Stress System ip_stress_system_text|From now on decisions you make during your course of play, or events such as running our of food, can cause you stress.^^ If you make choices that don't align with your current honor rating, or personality you will see stress start to mount. Having high stress unlocks a number of possible negative health events and could even cause your character to loss thier mind!^^ Once stress gets too high you will suffer a mental break and will be forced to pick an activity to reduce stress, though at a cost of possible wealth, ability or even changes to your body wieght. Stress adds another element to consider when making decisions.
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2014 Magic of Christmas(~1月4日まで) 今年のコンセプトは、雪だるま「Jack Frost」陣営vsヒゲ親父「Santa Claus」陣営! プロンテラのサンタNPCに話しかけ、ユーザーはどちらかの陣営を選び、その陣営に協力していきます。 そして、勝利した陣営にのみ、ユニークコスチュームが送られます。 1、勝利するためには! イベント期間中にそこかしこで手に入る、Giftboxのカケラを集めましょう。Red/Blue/Yellow/Greenの4色です。 4色揃えて各陣営のボスに渡すことで、その陣営にポイントが入るシステムです。各色3個ずつ必要です。 2、Giftbox Pieceを得るには 何種類かあるミニゲームをクリアすることで獲得することができます。後述。それ以外には、Xmas Lunaticを倒すことでドロップすることが あります。概ね1%程度。Green Giftbox Piece以外は取引可能です。 3、それ以外の要素 Xmasモンスターを倒すことで得られる雪の結晶のような「Snowflake Coins」こいつを集めると、自動販売機で限定アイテムと交換出来るようになります。見てみてね。また、Xmasモンスターを討伐していくクエストを受けることができます。進めていくと、Event HatとEvent Costumesの作成が可能になります。 ミニゲーム攻略 ①Frozen boy quest (報酬Red Giftbox piece 3~?個) 繰り返し可 概要 氷漬けの少年から始まるクエストです。まずは少年の課題をクリア、そして次のNPCへ。 全部で4つの課題をクリアし、最後に母親に話しかけます。 注意点 NPCから出題される暗号のような課題は、アナグラム(Scramble)になっています。例、eh si a npe → he is a pen 自力で解くのは骨が折れるので、カンペをお勧めします。ただし、いくつかは自前の手打ちなので、間違っているかもしれません。 また、まだ分かっていない課題もあるので、その場合は自力でアナグラムを解析する必要があります。 お勧めサイト → http //wordsmith.org/anagram/ (英単語アナグラム解析) 攻略 各NPCはランダムに課題を出してきます。 Frozen Boy(158 143)の課題 パターン① 原文 Vife colks fo riha tath rea balaez yam fere sthi yob. 解析 Five locks of hair that are ablaze may free this boy. 答え Burning Hairを5つ渡す。 パターン② 原文 Uyo umts ollccet vefi seton rthase tath eahv enbe ste aemafl hwit gamic. 解析 You must collect five stone hearts that have been set aflame with magic. 答え Burning Heartを5つ渡す。 パターン③ 原文 Teerh si a masfou ihydalo amalmm wthi a cdreool oesn. Ti swsearn ot hwta lful naem? 解析 There is a famous holiday mammal with a colored nose. It answers to what full name? 答え Rudolf the red nosed reindeer と入力する。 パターン④ 原文 Tlel eth yob yuor rhoetm kwosn steb, tbu uyo ustm epeart ti ot ihm dckaawbsr. 解析 tell the boy your mother knows best, but you must repeat it to him backwards. 答え tseb swonk rehtom ruoy と入力する。 パターン⑤ 原文 Hte etrrcco epsrsoen ot stih adl s noigpucm uotsiqen si Orstyf eht Asonmwn. 解析 The correct response to this lad s upcoming question is Frosty the Snowman. 答え Frosty the Snowman と入力する。 Frozen Boyの課題をクリアした後は、次のNPCの場所を示すアナグラムが表示されます。 モスコビア・ラヘル・マヌク・アマツの4か所からランダムに選ばれます。 一度しか聞けませんが、聞き逃しても4人総当たりでなんとかなります。 パターン① 原文 Srca Eyxasla het Tirdh sah na sttanaiss iwth oprmntait iooitrfnnam ofr uyo ni theri oowtmenh. 解析 Csar Elala the Third has an assistant with important Information for you in their hometown. 行先 モスコビアのNPC(Moscovia248 184) パターン② 原文 A cnmieuoavcmit tucreear etatansicpi ouyr suqsoneit ta a eulisogir icyt. 解析 A communicative creature anticipates your questions at a religious city. 行先 ラヘルのNPC(Rachel95 168) パターン③ 原文 A amn mofr a reac thta savril hte Slapnei dewlsl weehr ouy dolshu rutenev texn. 解析 A man from a race that rivals the Alpines dwells where you should venture next. 行先 マヌクのNPC(Manuk237 204) パターン④ 原文 Eethr si a smdkea mna aagtiniw uryo varialr yb an iletrnoa tlaces sduneordru yb wreat. 解析 There is a masked man awaiting your arrival by an oriental castle surrounded by water. 行先 アマツのNPC(Amatsu119 227) 各NPCの課題をクリアした後は、上記のアナグラムから一つランダムに選ばれます。 4名中3名の課題をクリアすることが目的になります。 モスコビアNPC(Moscovia248 184)の課題 パターン① 原文 Girbn eon odl fael ahtt acn eb edus sa a kkombora ro ot dimrne tsi renwo fo etgmonschi oitprtmna. 解析 Bring one old leaf that can be used as a bookmark or to remind its owner of something important. 答え Memory bookmarkを1つ渡す。 パターン② 原文 Eocn oyu eahv gdireuf hits tou, uyo lhuods eahgrt eifv orwn uot agsep orf ihts ygu! 解析 Once you have figured this out, you should gather five worn out pages for this guy! 答え Worn-out pageを5つ渡す。 パターン③ 原文 Eht lyola sasttains si gnnniru tou fo nki nda dense efiv suqdi kni. 解析 The loyal assistant is running out of ink and needs five squid ink. 答え Squid inkを5つ渡す。 パターン④ 原文 Uoy aveh evif drnehud enptress dan i teka etwnty xsi. Woh nmya od uoy evha telf? 解析 You have five hundred presents and i take twenty six. How many do you have left? 答え 474 と入力する。 パターン⑤ 原文 Vyeer gouyn mna esreesvd a cskan eabkr! Itsh oen siereds oufr cdayn acnes! 解析 Every young man deserves a snack break! This one resides four candy canes! 答え Candy caneを4つ渡す。 ラヘルNPC(Rachel95 168)の課題 パターン① 原文 Ym nrtsiesi aaoidlcbli uncios s ewseansk si wtah yportepr? 解析 My sinister diabolical cousin s weakness is what property? 答え Holy と入力する。 パターン② 原文 Ether si gineomths ccriural no hte Kghnit of Nsritdmwo s stoun. Twah loocr si ti? 解析 There is something circular on the Knight of Windstorm s snout. What color is it? 答え Red と入力する。 パターン③ 原文 Tanas Nigrpo acrd rsopd fomr woh yamn nteosrms? 解析 Santa Poring card drops from how many monsters? 答え 2 と入力する。 パターン④ 原文 Erd, ongear, lwyleo, grnee ... npstere ifev fo hte dsonec loorc ot em ni tifur fmor! 解析 Red, orange, yellow, green, present five of the second color to me in fruit form! 答え Orangeを5つ渡す。 パターン⑤ 原文 entcnese si whihc ni petaedre dowr rdwo tecenens? tsih Cwhhi tnostih otn ni si. 解析 Sentence is which in repeated word word Sentence? this Which Hints to not in is. 答え repeated と入力する。 マヌクNPC(Manuk237 204)の課題 パターン① 原文 Reehw od Aants Sucla dna hsi eslve akte rdeinsece? 解析 Where do Santa Claus and his elves take residence? 答え North Pole と入力する。 パターン② 原文 Wtah gtiamn teim stmu oen sue ot atcepru a Hmastcirs Igolbn? Wtha eods ti tea? 解析 What taming item must one use to capture a Christmas Goblin? What does it eat? 答え Sweet Candy Cane と入力する。次に Scell と入力する。 パターン③ 原文 Waht od trwei shtee gsemlnyie biedhcneirpale dwrso itno? 解析 What do write these seemingly indecipherable words into? 答え snow と入力する。 パターン④ 原文 I iuqreer oen neslgi bdega atth yptrloamier ieessma emyeotnm 解析 I require one single Badge that temporarily increases movement speed. 答え authoritative badgeを1つ渡す。 パターン⑤ 原文 Elmat nrtiartsse whhci era olas istiendfrei fo seienmteprx. Rhete slepea. 解析 Metal restraints which are also identifiers of experiments. Three please. 答え Handcuffsを3つ渡す。 アマツNPC(Amatsu119 227)の課題 パターン① 原文 Serdah Drcean Nprecar Vinxe Pduic Rndeno Izenltb Ldurfo. Hwo si nabtes? 解析 Dasher Dancer Prancer Vixen Cupid Donner Blitzen Rudolf. Who is absent? 答え Comet と入力する。 パターン② 原文 Owh yanm ctednetnsrna, onn-anwerle slscaes rae ehter? 解析 How many transcendent, non-renewal classes are there? 答え 13 と入力する。 パターン③ 原文 Revey andivliiud lucmosunuh ash owh nyam slilsk. 解析 Every individual homunculus has how many skills. 答え 4 と入力する。 パターン④ 原文 Orf eht imungcpo diayoslh I iwll ireuerq etehr tmeis eon isveftal msksa. 解析 For the upcoming holidays I will require three times one festival masks. 答え Festival Masksを3つ渡す。 パターン⑤ 原文 Ehewr odse oru peilasc lystist ndse su newh ew dytaeeerpl tspeu rhe? 解析 Where dose our special stylist send us when we repeatedly setup her? 答え gl_sew02 と入力する。 4つの課題が終わったら、ルティエにいるMother(Lutie123 166)に話しかけます。 最後に、クリスマスマップ北西にあるクリスマスツリーを調べてRed Giftbox Pieceをゲット。お疲れさまでした。 ②Snowman Building Game (報酬Blue Giftbox piece 3~?個) 繰り返し可 概要 チャットに5人入ると開始されます。PTじゃなくてもok。強制素っ裸です。 雪だるまを最初に完成させた人が報酬を貰えます。 作り方 材料:雪x3(雪の土精さんドロップ) 人参・帽子(フィールドに突然ポップしたり、消えてしまうこともあります。) 手順:フィールドにランダムにある雪だるま作成ポイントに、雪→雪→雪→人参→帽子 と運ぶことで完成です。 ただし、雪は何個持っていても1個としてカウントされます。 Tips 一緒に遊んでた外人さんが「俺は足が他の職よりも早いぜ!ASPDもやばいぜ!このゲーム向きさ!」 と仰ってました。今日からあなたもAX
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https://w.atwiki.jp/touhoukashi/pages/3655.html
【登録タグ 4 False&Trues YUKI/藤宮ゆき technological ネクロファンタジア 曲】 【注意】 現在、このページはJavaScriptの利用が一時制限されています。この表示状態ではトラック情報が正しく表示されません。 この問題は、以下のいずれかが原因となっています。 ページがAMP表示となっている ウィキ内検索からページを表示している これを解決するには、こちらをクリックし、ページを通常表示にしてください。 /** General styling **/ @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight 350; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/10/NotoSansCJKjp-DemiLight.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/9/NotoSansCJKjp-DemiLight.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/8/NotoSansCJKjp-DemiLight.ttf) format( truetype ); } @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight bold; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/13/NotoSansCJKjp-Medium.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/12/NotoSansCJKjp-Medium.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/11/NotoSansCJKjp-Medium.ttf) format( truetype ); } rt { font-family Arial, Verdana, Helvetica, sans-serif; } /** Main table styling **/ #trackinfo, #lyrics { font-family Noto Sans JP , sans-serif; font-weight 350; } .track_number { font-family Rockwell; font-weight bold; } .track_number after { content . ; } #track_args, .amp_text { display none; } #trackinfo { position relative; float right; margin 0 0 1em 1em; padding 0.3em; width 320px; border-collapse separate; border-radius 5px; border-spacing 0; background-color #F9F9F9; font-size 90%; line-height 1.4em; } #trackinfo th { white-space nowrap; } #trackinfo th, #trackinfo td { border none !important; } #trackinfo thead th { background-color #D8D8D8; box-shadow 0 -3px #F9F9F9 inset; padding 4px 2.5em 7px; white-space normal; font-size 120%; text-align center; } .trackrow { background-color #F0F0F0; box-shadow 0 2px #F9F9F9 inset, 0 -2px #F9F9F9 inset; } #trackinfo td ul { margin 0; padding 0; list-style none; } #trackinfo li { line-height 16px; } #trackinfo li nth-of-type(n+2) { margin-top 6px; } #trackinfo dl { margin 0; } #trackinfo dt { font-size small; font-weight bold; } #trackinfo dd { margin-left 1.2em; } #trackinfo dd + dt { margin-top .5em; } #trackinfo_help { position absolute; top 3px; right 8px; font-size 80%; } /** Media styling **/ #trackinfo .media th { background-color #D8D8D8; padding 4px 0; font-size 95%; text-align center; } .media td { padding 0 2px; } .media iframe nth-of-type(n+2) { margin-top 0.3em; } .youtube + .nicovideo, .youtube + .soundcloud, .nicovideo + .soundcloud { margin-top 0.75em; } .media_section { display flex; align-items center; text-align center; } .media_section before, .media_section after { display block; flex-grow 1; content ; height 1px; } .media_section before { margin-right 0.5em; background linear-gradient(-90deg, #888, transparent); } .media_section after { margin-left 0.5em; background linear-gradient(90deg, #888, transparent); } .media_notice { color firebrick; font-size 77.5%; } /** Around track styling **/ .next-track { float right; } /** Infomation styling **/ #trackinfo .info_header th { padding .3em .5em; background-color #D8D8D8; font-size 95%; } #trackinfo .infomation_show_btn_wrapper { float right; font-size 12px; user-select none; } #trackinfo .infomation_show_btn { cursor pointer; } #trackinfo .info_content td { padding 0 0 0 5px; height 0; transition .3s; } #trackinfo .info_content ul { padding 0; margin 0; max-height 0; list-style initial; transition .3s; } #trackinfo .info_content li { opacity 0; visibility hidden; margin 0 0 0 1.5em; transition .3s, opacity .2s; } #trackinfo .info_content.infomation_show td { padding 5px; height 100%; } #trackinfo .info_content.infomation_show ul { padding 5px 0; max-height 50em; } #trackinfo .info_content.infomation_show li { opacity 1; visibility visible; } #trackinfo .info_content.infomation_show li nth-of-type(n+2) { margin-top 10px; } /** Lyrics styling **/ #lyrics { font-size 1.06em; line-height 1.6em; } .not_in_card, .inaudible { display inline; position relative; } .not_in_card { border-bottom dashed 1px #D0D0D0; } .tooltip { display flex; visibility hidden; position absolute; top -42.5px; left 0; width 275px; min-height 20px; max-height 100px; padding 10px; border-radius 5px; background-color #555; align-items center; color #FFF; font-size 85%; line-height 20px; text-align center; white-space nowrap; opacity 0; transition 0.7s; -webkit-user-select none; -moz-user-select none; -ms-user-select none; user-select none; } .inaudible .tooltip { top -68.5px; } span hover + .tooltip { visibility visible; top -47.5px; opacity 0.8; transition 0.3s; } .inaudible span hover + .tooltip { top -73.5px; } .not_in_card span.hide { top -42.5px; opacity 0; transition 0.7s; } .inaudible .img { display inline-block; width 3.45em; height 1.25em; margin-right 4px; margin-bottom -3.5px; margin-left 4px; background-image url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2971/7/Inaudible.png); background-size contain; background-repeat no-repeat; } .not_in_card after, .inaudible .img after { content ; visibility hidden; position absolute; top -8.5px; left 42.5%; border-width 5px; border-style solid; border-color #555 transparent transparent transparent; opacity 0; transition 0.7s; } .not_in_card hover after, .inaudible .img hover after { content ; visibility visible; top -13.5px; left 42.5%; opacity 0.8; transition 0.3s; } .not_in_card after { top -2.5px; left 50%; } .not_in_card hover after { top -7.5px; left 50%; } .not_in_card.hide after { visibility hidden; top -2.5px; opacity 0; transition 0.7s; } /** For mobile device styling **/ .uk-overflow-container { display inline; } #trackinfo.mobile { display table; float none; width 100%; margin auto; margin-bottom 1em; } #trackinfo.mobile th { text-transform none; } #trackinfo.mobile tbody tr not(.media) th { text-align left; background-color unset; } #trackinfo.mobile td { white-space normal; } document.addEventListener( DOMContentLoaded , function() { use strict ; const headers = { title アルバム別曲名 , album アルバム , circle サークル , vocal Vocal , lyric Lyric , chorus Chorus , narrator Narration , rap Rap , voice Voice , whistle Whistle (口笛) , translate Translation (翻訳) , arrange Arrange , artist Artist , bass Bass , cajon Cajon (カホン) , drum Drum , guitar Guitar , keyboard Keyboard , mc MC , mix Mix , piano Piano , sax Sax , strings Strings , synthesizer Synthesizer , trumpet Trumpet , violin Violin , original 原曲 , image_song イメージ曲 }; const rPagename = /(?=^|.*
https://w.atwiki.jp/satoschi/pages/2928.html
Agavotaguerra【avo】 * 00 Unclassified 《絶》extinct language ブラジル【BR】 言語名別称 alternate names Agavotokueng Agavotoqueng 方言名 dialect names 参考文献 references WEB ISO 639-3 MultiTree Glottolog Ethnologue Wikipedia