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https://w.atwiki.jp/vocaloidenglishlyric/pages/557.html
【Tags 40meterP Miku tS S】 Original Music title Sing my Love Romaji music title Sing my Love Music Lyrics written, Voice edited by 40㍍P (40meterP) Music arranged by 40㍍P (40meterP) Singer(s) 初音ミク (Hatsune Miku) Click here for the original Japanese Lyrics English Lyrics (translated by vgboy / vgperson): My reason for living, here and now... "So what is it?" I began to think, and three hours have already passed And I noticed that, as I thought about you I couldn t stop finding you in day after day The answer that had been so troublesome to write Was a thought that, two hours ago, I had discarded If there s just one reason in the world to go on living, that s just fine More of love, more to you, that s all I need to say I wanna sing my love, with the voice I can t seem to use More of love, more to you, I ll sing ever more With emotion in my left hand and instinct in my right I planned out the best way to use each, but In front of you, I found I didn t understand anything The logic of textbooks simply doesn t apply "Worry too much, you ll lose your hair," you said And just by laughing at me so, look what you ve done! Truths from three hours ago and lies from three and a half Anything and everything gets taken in, faced with your smile* And I sorta understand This reason to go on living must be the only one in the world More of love, more to you, that s all I need to say I wanna sing my love, with the voice I can t seem to use More of love, more to you, I ll sing ever more If there s just one reason in the world to go on living, that s just fine More of love, more to you, that s all I need to say I wanna sing my love, with the voice I can t seem to use More of love, more to you, I ll sing ever more I wanna sing my love Romaji lyrics (transliterated by vgboy / vgperson): Watashi ga ima koko de ikiteiru imi wa Nan darou? tte kangae hajimete mou san-jikan tatte Ki ga tsukeba kimi no koto omoimeguraseteita Sonna fuu ni toritomeru mo naku mainichi o sugoshiteiru Nayami makutte kakidashita kotae wa Ni-jikan mae ni jibun de sutete shimatta omoi Ikite iku imi nante kono yo ni hitotsu dake de ii Ai o motto kimi ni motto tsutaeru koto dake I wanna sing my love kono koe ni naranai koe de Ai o motto kimi ni motto utai tsudzukeru yo Hidari te ni junjou o migi te ni wa honnou o Tsukaiwakete umaku yari sugoshite kita tsumori dakedo Kimi no mae dewa zenbu wakaranaku narunda Kyoukasho no naka no tetsugaku ja tsuuyou shinai hodo "Nayami sugiru to hakeru yo" to kimi ga Warai tobashite kureta sore dake de, hora San-jikan mae no shinjitsu mo san-jikan han mae no uso mo Nanimokamo nomikonde shimau kimi no egao ni fure Sukoshi wakattanda Ikite iku imi nante kono yo ni hitotsu shikanai Ai o motto kimi ni motto tsutaeru koto dake I wanna sing my love kono koe ni naranai koe de Ai o motto kimi ni motto utai tsudzukeru yo Ikite iku imi nante kono yo ni hitotsu dake de ii Ai o motto kimi ni motto tsutaeru koto dake I wanna sing my love kono koe ni naranai koe de Ai o motto kimi ni motto utai tsudzukeru yo I wanna sing my love [40m-P, 40mP, 40meter-P, 40meterP]
https://w.atwiki.jp/deadbydaylight/pages/77.html
特徴 基本能力能力の補足・説明 殺人鬼固有のBGM 固有パーク アドオン カスタマイズ キャラ説明 背景 戦法 対策 コメント DOCTOR(医者) 難易度 難しい 特徴 電撃を放って生存者を狂気に陥れ、能力を制限する殺人鬼。 隠れた生存者を見つける能力が非常に高く、狂気状態が大きくなると生存者は逃げる事も隠れる事もできなくなる。 狭いマップや立体的なマップが大得意。 基本能力 THE DOCTORドクター 武器 Stick(鉄の棒) 壊れず、扱いやすく、傷つけやすい事から実験体を効率的に痛めつけられる得物だ。 能力 Carter s Spark(カーターの電流) 電流を流して感覚を共有化する事で対象の正気を奪う。障害物を貫通する電流を自分の足元前方に流す事で狂気ゲージを0.5レベル分増加させ狂気状態に陥れる(10m、チャージは1.1秒。チャージ中は移動速度低下)狂気状態に陥ると左下アイコンに白い影が現れてLVが上がると濃くなる。(最高 LV3)LVが上がる度に生存者は叫ぶ 強調表示される。基本的に狂気状態はレベル3の手動回復以外では回復不可能。 ロッカーに入ってる時およびフックに吊られている間は叫ばず、電撃の効果を受けない。幻影は出現する。電撃を受けた生存者はアクションが中断され、2.5秒間あらゆるアクションが不可能になる。瀕死状態の生存者に電撃は当たらない。狂気状態に陥ると、生存者は以下のペナルティを受ける。LV1 移行時に叫ぶ&生存者の画面上にドクターの顔が一瞬映る。一定確率でスキルチェックがランダムな位置に現れたり揺れたりする。狂気レベルが上がるほど発生率が高くなる(33%/66%/99%)。また、この効果の発生時は66%の確率でスキルチェックが逆回転になる。LV2 ドクターの幻影が生存者の周囲に現れて位置把握がされやすくなる。多くのアドオンの効果が有効化される。LV3 生きてる限り、ランダムで叫ぶ&強調表示される。一部の行動不可(※)。殺人鬼側は幻影が可視表示化になる。 手動でLV1に回復可能。(12秒、スキルチェックあり) Static Blast(放電爆破) アビリティ発動のボタンを2秒押すと、心音範囲すべてに対して強力な電撃を放つ。電撃が命中した生存者は叫んで強調表示され、狂気ゲージが1レベル分上昇する。クールダウンは60秒。 ※発電機の修理・自己、他人の治療・フックの解体・トーテム浄化・アイテムの使用 名前 Herman Carter 別名 Mu Yi 性別 男 国籍/人種 アフリカ系アメリカ人 固有マップ レリー記念研究所 移動速度 通常 115%|4.6m/s 電撃チャージ中 85%|3.4m/s 脅威範囲 32m 背の高さ 背が高い DLC Spark of Madness Chapter 声優 Alex Lin, Product Manager 移動速度の%は生存者の走る速度を100%とした場合の比率である 能力の補足・説明 電撃を流してから効果が発生するまで、デフォルトで1秒間のディレイが存在する。 電撃を流すと1.5秒間は他の行動が出来なくなる。 電撃や放電爆破を受けた生存者は忘却効果が消去される?(英wikiより) 殺人鬼固有のBGM 殺人鬼固有ののチェイスBGM・ロビーBGMが設定されている。 チェイスBGM ロビーBGM 固有パーク [部分編集] アイコン パーク名 効果名 圧倒的存在感(Overwhelming Presence) 心音範囲に生存者がいると効果が発動する。生存者が使用するアイテムの消耗速度が80・90・100%増加する。◇レベル30以上でティーチャブルパークが出現「くそっ!ガーゼを落としてしまった!」 観察 虐待(Monitor Abuse) 生存者を追跡している時、心音範囲が8m増加する。生存者を追跡していない時、心音範囲が8m減少する。更に視野が広くなり、レベルが上がる事に効果が大きくなる。(3・5・10°拡大)ただし、他の視野効果とは重複しない。◇レベル35以上でティーチャブルパークが出現「治療の時間だ!」- ドクター オーバーチャージ(Overcharge) 発電機に対して破壊行動をすると効果が発動する。その発電機の修理による最初のスキルチェックが難しくなる。このスキルチェックに失敗すると修理ゲージが通常より更に3・4・5%減少する。また、このスキルチェックに成功してもゲージ増加のボーナスは生じない。◇レベル40以上でティーチャブルパークが出現「罠だ。罠は誰かが掛からなければ意味がない…」- ドクター アドオン [部分編集] アイコン 名前 レア度 効果の重複 説明 カビが生えた電極(Moldy Electrode) コモン する ショック療法の射程範囲が少し広がる。(+2m) 楓製のナイト(Maple Knight) コモン しない ショック療法の範囲が表示される。 「秩序」 - クラスI("Order" - Class I) コモン する 放電爆破のクールダウンが少し短縮される。(-2秒)-狂気(1・2・3)状態の生存者は以下の影響を受ける。●破壊された木板が再び設置されている幻覚が見える。 板の幻覚は20秒毎にランダムな破壊された板の位置に配置される。(生存者は木板が幻覚かどうか触れるまでわからない)(ドクターは木板の幻覚を可視表示で視認可能) 「鎮静」 - クラスI("Calm" - Class I) コモン する 放電爆破使用可能時の心音範囲が少し増加する。(+4m)放電爆破クールダウン中の心音範囲が少し減少する。(-4m)-生存者は以下の影響を受ける。● 狂気(2)状態の生存者は30-45秒ごとに10-15秒間殺人鬼が遠くにいるような偽物の心音が聞こえ続ける。● 狂気(3)状態の生存者は常に偽物の心音が聞こえ続ける。 磨かれた電極(Polished Electrode) アンコモン する ショック療法の射程範囲がそこそこ広がる。(+3m) 「抑制」 - クラスII("Restraint" - Class II) アンコモン しない 生存者の狂気状態が進行した時、その姿を1秒間可視表示化する。- 狂気状態の生存者は以下の影響を受ける。 ●ドクターの幻覚が見える時間が1秒→8秒に増加する。 ●ドクターは幻覚を可視表示で視認可能になる。 「秩序」 - クラスII("Order" – Class II) アンコモン する 放電爆破のクールダウンがそこそこ短縮される。(-4秒)-狂気(1・2・3)状態の生存者は以下の影響を受ける。●破壊された木板が再び設置されている幻覚が見える。 板の幻覚は20秒毎にランダムな破壊された板の位置に配置される。(生存者は木板が幻覚かどうか触れるまでわからない)(ドクターは木板の幻覚を可視表示で視認可能)「副作用はほとんど起こりません」 - レリー記念研究所 「懲罰」 - クラスII("Discipline" - Class II) アンコモン する ショック療法の発生速度が0.1秒短縮される。- 生存者は以下の影響を受ける。●狂気(2)状態の生存者はチェイス中、背後にドクターがいるかのような 偽の心音と視線表示が生じ、ドクター本人の視線表示が見えなくなる。 この効果はチェイス終了時点から6秒間続く。●狂気(3)状態の生存者は常に偽の視線と心音が続き、ドクター本人の視線表示が見えなくなる。「細心の注意を払い、患者の皆様を再教育します。」 - レリー記念研究所 「鎮静」 - クラスII("Calm" – Class II) アンコモン する 放電爆破使用可能時の心音範囲がそこそこ増加する。(+6m)放電爆破クールダウン中の心音範囲がそこそこ減少する。(-6m)-生存者は以下の影響を受ける。● 狂気(2)状態の生存者は30-45秒ごとに10-15秒間殺人鬼が遠くにいるような偽物の心音が聞こえ続ける。● 狂気(3)状態の生存者は常に偽物の心音が聞こえ続ける。「電気ショック療法は最も安全な医療処置の一つです。」 - レリー記念研究所 高刺激電極(High Stimulus Electrode) レア する ショック療法の射程範囲がかなり広がる。(+4m) 壊れたテープ(Scrapped Tape) レア する ショック療法攻撃の範囲が変化する。(前方8mに出現し、外周半径4.2m・内周半径3mのリング状になる) インタビューテープ(Interview Tape) レア する ショック療法攻撃の範囲が変化する。(射程24m・幅2mのビーム状になる) 「抑制」 - クラスIII("Restraint" - Class III) レア しない 生存者の狂気状態が進行した時、その姿を2秒間可視表示化する。- 狂気状態の生存者は以下の影響を受ける。 ●ドクターの幻覚が見える時間が1秒→8秒に増加する。 ●ドクターは幻覚を可視表示で視認可能になる。 「懲罰」 - クラスIII("Discipline" - Class III) レア する ショック療法の発生速度が0.2秒短縮される。- 生存者は以下の影響を受ける。●狂気(2)状態の生存者はチェイス中、背後にドクターがいるかのような 偽の心音と視線表示が生じ、ドクター本人の視線表示が見えなくなる。 この効果はチェイス終了時点から6秒間続く。●狂気(3)状態の生存者は常に偽の視線と心音が続き、ドクター本人の視線表示が見えなくなる。「患者の皆さまへの敬意こそ、私どもの方針の根幹です。」 「抑制」 - カーターのメモ("Restraint" - Carter s Notes) ベリーレア しない 生存者の狂気状態が進行した時、その姿を3秒間可視表示化する。- 狂気状態の生存者は以下の影響を受ける。 ●ドクターの幻覚が見える時間が1秒→8秒に増加する。 ●ドクターは幻覚を可視表示で視認可能になる。「私には彼らのおぞましい病状が見えるのだ!」 - 無記名のメモ 「秩序」 - カーターのメモ("Order" - Carter s Notes) ベリーレア する 放電爆破のクールダウンがかなり(6秒)短縮される。-狂気(1・2・3)状態の生存者は以下の影響を受ける。●破壊された木板が再び設置されている幻覚が見える。 板の幻覚は20秒毎にランダムな破壊された板の位置に配置される。(生存者は木板が幻覚かどうか触れるまでわからない)(ドクターは木板の幻覚を可視表示で視認可能)「刺激は常に痙攣を起こすレベルにまで保て」 - H.カーター 「懲罰」 - カーターのメモ("Discipline" - Carter s Notes) ベリーレア する ショック療法の発生速度が0.3秒短縮される。- 生存者は以下の影響を受ける。●狂気(2)状態の生存者はチェイス中、背後にドクターがいるかのような 偽の心音と視線表示が生じ、ドクター本人の視線表示が見えなくなる。 この効果はチェイス終了時点から6秒間続く。●狂気(3)状態の生存者は常に偽の視線と心音が続き、ドクター本人の視線表示が見えなくなる。「常習的な患者が二度と再発を起こさないよう、懲罰を施す際は最大レベルを使用するように」 - H.カーター 「鎮静」 - カーターのメモ("Calm" - Carter s Notes) ベリーレア する 放電爆破使用可能時の心音範囲がかなり増加する。(+8m)放電爆破クールダウン中の心音範囲がかなり減少する。(-8m)-生存者は以下の影響を受ける。● 狂気(2)状態の生存者は30-45秒ごとに10-15秒間殺人鬼が遠くにいるような偽物の心音が聞こえ続ける。● 狂気(3)状態の生存者は常に偽物の心音が聞こえ続ける。「より良性の発作は緊張症を引き起こす。少なくとも、それが続く間は私は平穏でいられる。」 - H.カーター 玉虫色のキング(Iridescent King) ウルトラレア しない 狂気状態の生存者は秩序・抑制・鎮静・懲罰のすべての共通効果を受ける。●秩序:20秒ごとにランダムな壊れた板の位置に幻影の板が配置され、 狂気(1・2・3)状態の生存者は幻影の板が見えるようになる。 幻影の板はドクターには可視表示化され、生存者は見た目で判断することはできない。●抑制:ドクターの幻影の持続時間が1→8秒になる。 ドクターにはドクターの幻影が常に可視表示されるようになる。●鎮静:狂気(2)状態の生存者は30-45秒ごとに 10-15秒間殺人鬼が遠くにいるような偽物の心音が聞こえ続ける。 狂気(3)状態の生存者は常に偽物の心音が聞こえ続ける。●懲罰:狂気(2)状態の生存者はチェイス中、背後にドクターがいるかのような 偽の心音と視線表示が生じ、ドクター本人の視線表示が見えなくなる。 この効果はチェイス終了時点から6秒間続く。 狂気(3)状態の生存者は常に偽の視線と心音が続き、ドクター本人の視線表示が見えなくなる。「玉虫色のガラスを覗き込むことは、狂気の渦に飛び込むことだ。」 玉虫色のクイーン(Iridescent Queen) ウルトラレア しない ショック療法か放電爆破を受けた生存者は静電気を帯びる。 静電気を帯びた生存者が他の生存者の4m以内に接近すると、 その生存者はショック療法を受けた時と同様にアクションが中断され、 2.5秒間あらゆるアクションが不可能になり、狂気が0.5レベル上昇する。ショック療法・放電爆破を4m以内にいる生存者が同時に受けた場合、静電気は発生しない。「効果的な治療方法を確立すれば、その効果的な提供手段に集中できる。」- H.カーター +解説 ショック療法範囲強化「電極」カビが生えた電極 範囲2m上昇 磨かれた電極 範囲3m上昇 高刺激電極 範囲4m上昇 ショック療法の範囲を広げる。 障害物裏の索敵のほか、中距離でのショック療法の命中が楽になる。 板や窓枠に一直線に向かっている相手を潰しやすくなるだろう。 扱いやすくチェイス力が順当に強化される便利なアドオン。 ショック療法範囲変化「テープ」壊れたテープ 範囲を前方8mを中心とした円周3-4.2mのリング円状に変更する インタビューテープ 範囲を長さ20m幅2mの直線ビーム状に変更する 壊れたテープは前方のカバー範囲が広がる中距離特化。カタログスペックは高いが死角が多いので扱いづらく、さらに電極をつけると中央の穴が広がりさらに使いづらくなるのでおすすめしない。 インタビューテープは射程が長く正確な読みができれば強いが、判定が細く出現までのラグも含めて開所で当てる難度が高い。 こちらは狙いどころが分かりやすい板倒し・窓越え・救助・トーテム破壊の妨害向き。 なお、両方のテープを同時に使うと両方の効果が出て「中」のような範囲になる。 心音範囲変化・心音距離欺瞞「鎮静」共通効果:狂気レベル2で30-45秒ごとに通常心音が偽心音10~15秒に置き換わる、レベル3で常に偽心音クラスI 心音範囲+-4m クラスII 心音範囲+-6m カーターのメモ 心音範囲+-8m 放電爆破使用可能時の心音範囲を広げ、クールダウン中の心音範囲を狭める。 シンプルに接近/索敵しやすくなるため地味ながら役立つ。 さらに、狂気レベル2以上の生存者は一定間隔で無心音状態が心音範囲の端にいる時と同じゆっくりとしたものに置き換わる。 偽心音より本物の心音のほうが激しくなった場合は本物の心音が優先される。 心音範囲外でも心音が鳴るため、相手の行動を抑止しやすくなる。 偽心音だとわかっていても、ドクター本人からの本物の心音との違いがわかりにくくなるため鉢合わせしやすくなる。アドオン効果でも心音範囲が狭まるため本物と気づいた時には既に射程圏内というのもよくあること。 「苦悶の根源」と組み合わせたいわゆる爆音型での放電爆破による狂気ばらまき&索敵は狭いマップだとなかなか逃れることができなくなる。 逆に「観察&虐待」と組み合わせ心音を大きく狭めて接近する静音型も存在する。 観察&虐待(-8)、鎮静ベリーレア&レア(-14)で脅威の心音範囲10m。ここまで狭いと心音はほぼ役に立たないだろう。 幻影板設置「秩序」共通効果:20秒ごとに破壊された板の位置に幻影の板を設置する。狂気レベル1以上の生存者は幻影の板が見えるようになる。クラスI 放電爆破クールダウン2秒短縮 クラスII 放電爆破クールダウン4秒短縮 カーターのメモ 放電爆破クールダウン6秒短縮 放電爆破のクールダウンを早める。 放電爆破はショック療法2回分の狂気を複数に与えられるので非常に強力なのだが、 クールダウン短縮はベリーレアでも10%とやや控えめな性能。 コモンのクラスIでも幻影板の性能は変わらないので症状がメインと考えるべきだろう。 狂気レベル1以上の生存者は破壊された板の位置に板の幻影が見えるようになる。 チェイス中相手を惑わし板のないほうへ向かうミスを誘発する効果が期待できる。 幻影の板は倒されている場合と倒されていない場合があるが、 いずれも生存者が触れると幻影が破壊された形に一瞬変化し、破壊された幻影の位置に生存者がいることがわかる。 ドクターが幻影に触れても何も起きず透過するが、生存者を担いでいる場合は幻影が壊れる。 幻影破壊は強調表示されなく持続も短いため視界外だと気づきにくく、追跡・索敵時の逃走ルートを探る参考程度と考えよう。 幻影の板は破壊された際には画面にノイズが走り、20秒ごとに再配置される。 生存者位置把握「抑制」共通効果:ドクターの幻影の持続時間が1秒→8秒になる。またドクターに対して幻影が常に可視化される。クラスII オーラ表示1秒 クラスIII オーラ表示2秒 カーターのメモ オーラ表示3秒 本来狂気レベル3にならないとオーラ可視化されないドクターの幻影をLv2でも可視化できるようにする。 ちなみに幻影ドクターは出現した瞬間に向いていた方向の逆を向いているので、不確実ながら進行方向も確認できる。 幻影は魂の平穏でも逃れられないので、隠密系の生存者をLv2にしてしまえば戦略を崩しやすい。 特にフック傍に隠れての救助待機およびロッカーへの退避に対して非常に良く刺さり、生存者はまず救助待機やロッカー隠れができなくなる。 また、狂気レベルが上昇した際、その生存者のオーラが表示されるようになる。 放電爆破で叫んだ生存者がどちらに行くかわかり、見失いにくくなる。 こちらの効果も魂の平穏を無視できるため魂の平穏を過信しやりすごそうとした相手を丸見えにすることができる。 困ったらこれをつければ間違いないとても使いやすい強力なアドオン。 ショック療法発生強化・追跡情報欺瞞「懲罰」共通効果:狂気レベル2でのチェイス中、自身のすぐ後ろにいるような心音と赤い光の幻覚が見え続ける。この効果はチェイス終了後も6秒持続する。狂気レベル3の場合、常に最大心音になり背中に赤い光が見え続ける。クラスII ショック療法発生0.1秒加速 クラスIII ショック療法発生0.2秒加速 カーターのメモ ショック療法発生0.3秒加速 ショック療法の発生を僅かながら加速する。 ショック療法はチャージ→発射→発生という3段階で行われるが、 このうち発射と発生の間に起きるタイムラグを短縮することができる。 近距離でのとっさの電撃を当てやすくなるほか、板グルを試みた相手に対してフェイントをかけやすくなるため、板周りの攻防において優位を取りたい場合に有効なアドオン。 こちらを期待する場合効果量の大きさから可能な限りレア以上のものを使用したい。 狂気レベル2以上の場合、チェイス判定中は常に最大心音が鳴り続け、背中が赤く光るようになり、ドクター本体からの赤い光が見えなくなる。 ドクターとの距離は直接把握するほかなく、旋回やデッド・ハードのタイミングが難しくなり、サバイバーの(高い)壁ごしの読み合いにおけるアドバンテージを失ってしまう。 チェイス判定が切れても6秒間は持続するので、相手を必要以上に逃げさせる効果も期待できる。 狂気レベル3では心音が使い物にならなくなるので、どこまで行けば安全なのかが完全にわからなくなるため狂気回復のタイミングが難しくなる。 また、草など視界を遮るものの多いマップや暗いマップでは光る背中が目印として活用できる。 症状と能力強化のバランスが良いアドオン。 複数症状付与「玉虫色のキング」生存者は鎮静・懲罰・秩序・抑制のすべての共通効果を同時に受ける。 ウルトラレアだけあり、非常に強力なアドオン。 狂気レベル2以上では大量のペナルティを与えることができる。 狂気をばらまくことに特化した玉虫色のクイーンとの組み合わせでは、中盤以降相手を混乱させることができるだろう。 狂気伝播「玉虫色のクイーン」ショック療法・放電爆破を受けた生存者は静電気を帯びる。静電気を帯びた生存者が他の生存者の4m以内に接近すると、その生存者はショック療法を受けたのと同じようにアクションが中断され、狂気が0.5レベル分上昇し静電気が解除される。 4m以内に複数の生存者が存在し、同時に電撃が命中した場合は静電気は発生しない。 生存者が協力して行動するほどに狂気を加速させることができるようになるアドオン。 チェイス中に帯電させた生存者がフックから救助されただけで救助者の狂気が即0.5レベル上がるうえ、 スキルチェック中に電撃を食らうと失敗扱いになるため、協力して発電しようとしたことがかえって邪魔になるリスクを背負わせることができる。 見逃す相手に電撃を一発入れておくだけでも妨害になる。 ただし、このアドオンだけだと狂気の恩恵はあまり大きくはない。 放電爆破でより多くの相手を巻き込むことを意識することと、狂気を上げたことによる症状のバランスを考えて他のロードアウトを選びたい。 カスタマイズ +... [部分編集] 初期・血塗れ衣装 画像 名前 説明 入手方法 Herman Carter(ハーマン・カーター) 自分の電気ショック装備で縛られたドクターは、永久に狂った笑顔でいることを強いられている。 初期衣装 Doctor s Coat(白衣) 着古された袖なしの白衣。ハーマンはいつも医師の制服のドラマチックな見た目を高く評価していた。 初期衣装 The Stick(スティック) 他の治療が全て失敗したときに罰を与える装置。 初期衣装 Bloody Herman Carter() プレステージ3回目報酬 Bloody Doctor s Coat() 着古された袖なしの白衣。ドクターは白衣を濡らす血のドラマチックな見た目を高く評価している。 プレステージ2回目報酬 The Bloody Stick(血濡れのスティック) 他の治療がすべて失敗したときに罰を与える装置。よく必要になる。 プレステージ1回目報酬 頭衣装 画像 名前 説明 入手方法 Overcharged Herman Carter(過充電のハーマン・カーター) 正気の沙汰ではない高電流をその身に過充電している、激昂したドクター。 DLC「CHAPTER IV Spark of Madness」購入特典 Frosty Eyes(凍りつく眼) 冷血なる者の、心を凍らせる眼。「2017~2018年の年末年始、素晴らしい冬をお過ごしください!」-デッドバイデイライト開発チーム 2017年冬イベント Mind s Eye(心眼) 傷ついた肉の間から、腐った犬歯と第3の邪悪なる目がのぞいている。 The Hallowed Blightイベント報酬(2018年) or400 Corroded Eyepieces(腐食した接眼レンズ) 様々な痛みに対する生理的反応を伝える、焦点機構を備えた接眼レンズ。 400 or7200 Auto-Lobotomizer(自動ロボトマイザー) 大脳皮質に軽い電気ショックを与えると1日をフレッシュにスタートすることができるよ。ビリビリ! 400 (ペストマスク) サージ電流がマスクの末端部にまで流れているおかげで、不要な考えが頭から吹き飛んでいく。 400 Bandaged Pincushion(包帯巻きの針山) 直に激痛を与える方法で中枢神経系を刺激することを意図した、新しいタイプの理学療法。ご家庭では真似しないでください。 300 Burnt Pincushion(ぐるぐる巻きの針山) 直に激痛を与える方法で中枢神経系を刺激することを意図した、新しいタイプの理学療法。ご家庭では真似しないでください。 250 or4500 Wrapped Pincushion(真っ黒焦げの針山) 直に激痛を与える方法で中枢神経系を刺激することを意図した、新しいタイプの理学療法。ご家庭では真似しないでください。 250 or4500 Propaganda Fixation Straps(プロパガンダ固定ストラップ) 就寝時の絶対的な拘束に。 100 or1800 Propaganda Fixation Straps(洗脳固定ストラップ) 就寝時の絶対的な拘束に。 100 or1800 Rehabilitation Face(Analyzed)(リハビリ診察用装具(分析)) 電気ショック装備で縛ろう。無理やりの狂った笑顔。あの狂った眼球を飛び出させよう!リハビリテーションの時間だ! 50 or900 Rehabilitation Face(Unhinged)(リハビリ診察用装具(動揺)) 電気ショック装備で縛ろう。無理やりの狂った笑顔。あの狂った眼球を飛び出させよう!リハビリテーションの時間だ! 50 or900 Rehabilitation Face(Stunned)(リハビリ診察用装具(気絶)) 電気ショック装備で縛ろう。無理やりの狂った笑顔。あの狂った眼球を飛び出させよう!リハビリテーションの時間だ! 50 or900 Rehabilitation Face(Demented)(リハビリ診察用装具(発狂)) 電気ショック装備で縛ろう。無理やりの狂った笑顔。あの狂った眼球を飛び出させよう!リハビリテーションの時間だ! 50 or900 Rehabilitation Face(Probed)(リハビリ診察用装具(精査)) 電気ショック装備で縛ろう。無理やりの狂った笑顔。あの狂った眼球を飛び出させよう!リハビリテーションの時間だ! 50 or900 Rehabilitation Face(Dissected)(リハビリ診察用装具(解剖)) 電気ショック装備で縛ろう。無理やりの狂った笑顔。あの狂った眼球を飛び出させよう!リハビリテーションの時間だ! 50 or900 胴体衣装 画像 名前 説明 入手方法 Project Awakening Coat(覚醒プロジェクトの白衣) レリー記念研究所の上位スタッフの制服。 DLC「CHAPTER IV Spark of Madness」購入特典 Bloody Intestine(血塗れの腸) 突き破られ膿んだ分泌物が漏れ出している内臓。 The Hallowed Blightイベント報酬(2018年) or400 Ladykiller Frock Coat(女たらしのフロックコート) 逸脱した道楽者向けの不可解なシルエットのロングコート。ポケットの裏地にはクロロホルムが仕掛けてあり、獲物を素早く昏睡状態へ導く。 400 or7200 Broken Straight Jacket(破れた拘束服) ストラップが切れたから、長袖を巻き上げて、誰がクレイジーなのか見せつけてやろう。本当におかしな奴らがいるな。 400 (改造スーツ) 以前はエレガントなイブニング・アンサンブルだったが、ドクターが自分のために改造し、高圧線を生地の中に縫い込んだ。 400 Bloody Business Suit(血まみれのビジネススーツ) このベストや襟付きのシャツ、ネクタイの組み合わせで仕事に取りかかろう。仕事だ。仕事の時間だ。 300 Crumpled Business Suit(しわくちゃのビジネススーツ) このベストや襟付きのシャツ、ネクタイの組み合わせで仕事に取りかかろう。 250 or4500 Violent Business Suit(凶暴なビジネススーツ) このベストや襟付きのシャツ、ネクタイの組み合わせで仕事に取りかかろう。 250 or4500 Sleeveless U.S Camo Trenchcoat(ノースリーブカモトレンチコート) 初診の患者を動揺させる小粋なトレンチコート。 100 or1800 Sleeveless Leather Trenchcoat(ノースリーブブレザートレンチコート) 初診の患者を動揺させる小粋なトレンチコート。 100 or1800 Medical Coat(Analyzed)(医療用白衣(分析)) 着古された袖なしの白衣。医者の衣装のドラマチックな見た目を高く評価する者にぴったり。 50 or900 Medical Coat(Unhinged)(医療用白衣(動揺)) 着古された袖なしの白衣。医者の衣装のドラマチックな見た目を高く評価する者にぴったり。 50 or900 Medical Coat(Stunned)(医療用白衣(気絶)) 着古された袖なしの白衣。医者の衣装のドラマチックな見た目を高く評価する者にぴったり。 50 or900 Medical Coat(Demented)(医療用白衣(発狂)) 着古された袖なしの白衣。医者の衣装のドラマチックな見た目を高く評価する者にぴったり。 50 or900 Medical Coat(Probed)(医療用白衣(精査)) 着古された袖なしの白衣。医者の衣装のドラマチックな見た目を高く評価する者にぴったり。 50 or900 Medical Coat(Dissected)(医療用白衣(解剖)) 着古された袖なしの白衣。医者の衣装のドラマチックな見た目を高く評価する者にぴったり。 50 or900 武器衣装 画像 名前 説明 入手方法 Project Awakening Stick(覚醒プロジェクトのスティック) カーターの電光の力により、バリバリと荒れ狂うスティック。 DLC「CHAPTER IV Spark of Madness」購入特典 Serous Stick(漿液の付いたスティック) 酷い痛みを与えるための汚れた器具。 The Hallowed Blightイベント報酬(2018年) or400 Tainted Inoculation(汚染された予防接種) 銀色のトゲ付き棒の先に、真紅のルビーがついている。ルビーは血に飢えた獣の口に据え置かれ、致死の一服優雅に投与する。 400 or7200 Spiked Brain Thumper(スパイク付きの脳部圧迫器) 道徳性を高め、処罰を与えるための効果的な道具に改造された重い巨大棒。複数の穿刺傷をつけるのに役立つスパイク付き。 400 Charged Brain Thumper(帯電した脳部圧迫器) 道徳性を高め、処罰を与えるための効果的な道具に改造された重い巨大棒。 400 (伝導性カドゥケウス) 杖の周りには治癒のエネルギーがバチバチと音を立て、あらゆる不道徳、罪深い思想、そして命を浄化する。 400 Spiked Therapy Bat(スパイクつき治療バット) 拷問のための器具。唯一の使用目的は治療とリハビリ。リハビリ速度の向上のために、釘が備わっている。 300 Bad Temper Therapy Bat(不機嫌な治療バット) 拷問のための器具。唯一の使用目的は治療とリハビリ。 250 or4500 Metal Therapy Bat(金属製治療バット) 拷問のための器具。唯一の使用目的は治療とリハビリ。リハビリ速度の向上のために、釘が備わっている。 250 or4500 キャラ説明 +... 正気を保ってなど、いられない。 日夜、この変化する世界は私に新たな試練をもたらすからだ。 医者の服を纏った男が私の行く手を横切った。 遠くからその男が歩き回る姿が見える。 …奴は「普通」ではなかった。 痛ましく、吐き気を催すような形で目と口がこじ開けられていたのだ。 これらの悪魔は何処からやってくるのだろうか? 私は決してこの男を信じない。 奴は治癒ではなく、苦痛を与えたいようにしか見えない。 そうだろう? ただ逃げることにしよう。 それが何より賢明なやり方だ。 (原文) I have difficulty keeping my sanity. Each day, this altering world provides me with new trials. A man wearing the robes of a doctor crossed my path. From afar, I witness him walk around, searching.. But he was not...normal. Eyes and mouth pried open, in a painful and disturbing way. Where do these fiends stem from? I do not trust him, he looks like he wants to bring pain, not healing? I will stay away, it is the wisest thing to do. 背景 +... 幼い頃からハーマン・カーターは人間の精神を理解していた。 「脳」のような力強いモノを分析し解体する事に彼は惹きつけられた。 彼は熱心な生徒であり教師からも一目置かれる存在だった。 高校時代は成績優秀で心理学の学報である“パルチザン”にも掲載された程である。 1年も経たない内、すぐさまカーターはイェール大学の先進神経科学プログラム(実際はCIAの窓口)に参加する事となった。 世界を掌握し、海の向こう側の「敵」を討ち倒すには「脳」の力が欠かせない。 CIAはその事を理解し、それゆえ尋問・諜報を最優先事項とした。 必要としていたのはカーターのような優秀な人材であった。 カーターを含む一流の人材は、キャンパスから離れ「レリー記念研究所」として知られるイリノイ州の秘密軍事施設に移された。 弟子には導師が必要だ。施設の責任者であるスタンパー氏は「情報が全てで知識は力である」とカーターに教えた。 カーターは入用の医療器具と指導の手を与えられ、大抵の場合は求める物はなんであれ得る事ができた。 彼は自分に太陽の光が欠乏しつつあると気づく事はなかった。彼自身、暗闇に取り込まれていたのだ。 知識は人に力を与えるだけではなく人を脅威的な存在へ変貌させる。 情報を「引き出す事」がカーターの業務だった。スタンパー氏は、彼に「更なる進展」を促し、 ここをただの医療施設だとは考えないように勧めた。監視する者はおらず、守るべき規則は存在しないのだ、と。 代行機関はカーターに「正しい方向」に戻るよう指摘したが、彼に「裁量」を示されてからは一歩退く事になった。 温順な被験者は、施設に潜入していた本物の生身のスパイに置き換えられた。 施設外の事件で役割を果たした人々。カーターはこの新しい役割を肩代わりした。 プロジェクト"Awakening(覚醒)"が開始され、彼はプロジェクトを“実験的な拷問”として論文に記述した。 プロジェクトは承認され、数ヶ月に渡り誰も彼のドアを叩く者はいなかった。 叫び声や嘆きは研究室外の廊下に響き渡ったが、戦争は人々と受け入れる物を歪めていく、敵を追い詰める大義名分として。 蛍光灯はますます点滅する。ECT(電気痙攣療法)が当たり前の診断へと変わってしまった。 施設で拘束された囚人は、巡回する警備員に「カーターじゃない人間の研究室に移してくれ」と頼んだ。 カーターにまつわる噂は当初、無視されていた。 年来、カーターは医者として知られていた。 誰も彼が医師証書を持っていたのか疑問に思わなかったし、「情報を吐いた後、囚人はどうなったのか」とさえ思わなかった。 レリー記念研究所が1週間沈黙した後、初めてそこで起こっていた事――真の恐怖が明らかになった。 カーターの「実験的情報抽出」は、恐ろしく奇妙な拷問に変わり果てていた。 患者、囚人は死亡、或いはあらゆるタイプの心的外傷を有した植物状態で発見された。 彼の事務室では、発見された中でも最も恐ろしい物が見つかった。 それはスタンパー氏の姿だった。彼の頭皮は剥がれ、絶命した脳に電極とセンサーの配列が挿入されてたが、まだ脳として機能していたのだ。 ハーマン "ドクター" カーターがやったという明確な証拠はなかったが、彼の研究論文では、 マインドコントロールの万能薬を探していた時、彼は忌まわしいECT実験の一環として囚人達を利用したことが示唆されていた。 それは、アメリカ政府が決して知りたくない事実であった。 施設の悪行は非難を受け、レリー記念研究所における研究蓄積は永遠に封印された。 (原文) From an early age, Herman Carter understood the human psyche. To analyze and deconstruct something as powerful as the brain intrigued him. He was an apt pupil and gained the attention of his teachers. He excelled in high-school and was published in “Partisan” - a psychology gazette. Within a year Carter was fast-tracked into Yale’s advanced neuroscience programme, really a front for the CIA. Brainpower is a must if you’re about to conquer the world and demolish foes across the pond. The CIA understands this, so interrogation and intelligence became their number one priority. All they needed was brilliant people - like Carter. Carter and other top-tier recruits were transferred off-campus and into a secret black site facility in Illinois known as the Léry s Memorial Institute. A protege craves a mentor, and that’s where Mr. Stamper stepped in who taught Carter that information is everything and knowledge is power. He were given all instruments needed, a guiding hand and more or less everything he asked for. He never realized that sunlight started to became scarce. That he too was kept in the dark. Because knowledge doesn’t only give you power, it also transform you into a threat. To extract information was his mission. Mr Stamper encouraged Carter to go further and not to consider this a normal medical facility - no eyes were watching them, there was no rules to abide. The agency just pointed Carter in the right direction, then he started to take a few steps back as he saw how Carter could walk on his own. Docile test subjects were exchanged for real, live spies. People that played a role in the troubles outside the facility. Carter shouldered this new role - Project Awakening took form, and on paper Carter described it as “experimental interrogation”. It was approved and over a few months, nobody knocked on his door. Screams and moans filled the corridor outside his lab, but wars skew people and what they accept - as long as the enemy is kept at bay. The fluorescent lights flickered more and more often. ECT became a standard dish on the menu. Prisoners held at the facility begged the guards to take them to another lab than Carter’s. Rumours were disregarded in the beginning. Over the years, Carter became known as the Doctor and no one ever questioned if he had even held a medical certificate or even what happened to the prisoners after they had given up their information. It was only after the Léry s Memorial Institute went silent for a week that they finally uncovered the true horror of what had happened there. Carter’s experimental information extraction had turned to horrific and bizarre torture. Patients and prisoners were found dead or in vegetative states with all types of head trauma. In his office, they found the most terrible of discovery of all, Mr Stamper himself, his head peeled open and an array of electrodes and sensors inserted into his still working but annihilated brain. There was no sign of Herman “The Doctor” Carter, but his research papers suggested that he had been using the prisoners as part of awful ECT experiments as he searched for the panacea of mind control. The government didn’t want to know. The black site was condemned and all knowledge of the Léry s Memorial Institute redacted forever. 戦法 ショック療法を使いこなす ショック療法を当てた相手は少しの間板・窓の使用ができなくなるため、ギリギリで間に合うという場合において当てることで大きなアドバンテージを得られる。 あくまでも板・窓が使えないだけで走り抜けることに支障はない。相手は電撃を警戒して板・窓から離れようとする場合もある。そういった場合はあえて電撃のチャージ音だけを聞かせてフェイントをかけるのも有効。 電撃のチャージ・発生・命中には少しずつズレがある。この癖を把握することがまず第一。外してしまうと移動速度が落ちるだけでロスになる。確実に当てられる間合いを見極めよう。 行動不能は板・窓だけでなく「デッド・ハード」の使用も不可能になる。 放電爆破の使いどころを見極める 放電爆破は周囲にいる生存者の位置を把握できる強力な索敵手段であるが、60秒に一度と制限も大きい。空振りは避けたいところ。大きく動いている発電機、救助した直後のフック付近などは期待値が高い。 ギデオンなど狭いマップなら中央で放てばほぼ全員の位置が把握できる。 パーク「囁き」があり、心音範囲を変更していないなら確実に近くにいることを確認できる。囁きに反応しているのに誰も叫ばない場合はほぼ100%ロッカーにいる。 放った後ドクターが笑っているのに誰も叫ばないなら、対象は確実に「魂の平穏」をつけている。魂の平穏があっても狂気は有効なのでアドオン「抑制」のオーラ可視表示などを探すのも良い。 狂気の管理 狂気レベル0~1はペナルティが弱いため、基本的にはこの状態であることは好ましくない。 狂気レベル2はドクターの幻影により発見しやすくなり、各種アドオンの追加症状も有効化される最も安定した状態である。解除手段もないので症状系アドオンを生かすなら可能な限りこの状態を維持したい。 狂気レベル3は行動に強力な制限をかけられるが、レベル1に戻れるチャンスでもある。特に狙い撃ちしたい場合などはあえて放電爆破を控え狂気レベル2に留めておく必要もあるだろう。レベル3になった生存者はダウンした状態でも叫んで位置を知らせるうえ、他人を治療できない(=瀕死の味方も起こせない)。残り2人になった最後の詰めではレベル3を積極的に狙っていくべきだろう。 全員の狂気を管理するのは負担が大きいので、基本的には狙いをつけた相手の狂気を管理しつつ、他は可能なら放電爆破で少しづつ上げていくことになるだろう。 アドオンでより効果的な"治療"を行おう 他キャラと異なり低レアでもアドオンによる追加効果が多いため、組み合わせを考えて相手に揺さぶりをかけていこう。定期的な心音の発生 背後にオーラ発生で、追跡されていると誤解を誘発させ生存者に精神的動揺を与えやすい。ランダムな場所のスキルチェックとパーク「オーバーチャージ」による難易度増加など生存者がされて困る組み合わせを考えるとよい。 ショック療法攻撃の範囲を増加させることで、固有建築の中に逃げ込むのを阻止しやすくなる。ただし、その分追加効果の枠が減ることに注意。チャージ時間の増加も無視しがたい。小屋や窓に強くなる代わりに板周りの攻防に弱くなる。 アドオンの追加効果を活用する場合、狂気レベル3にしてしまうとレベル1に戻られてしまうリスクがある。ターゲットの狂気を上げ過ぎないように電撃の頻度を調整しよう。 対策 しっかりと自身の狂気状態を把握しよう 狂気Lvは画面横の脳のマークに付いているvマーク、ゲージは〇の外周で判断できる。狂気Lv1以下では基本的には影響を受けにくいため安全。ゲージの進行も確認できるし、見つかったり放電爆破を受けなければ大きくゲージが進行することはないはずだ。 狂気Lv2ではドクターの幻覚が見え始め、他アドオンの影響も受けるようになる。アドオンページで追加効果をよく確認し、どんな効果が発生するのかを知っておこう。 狂気Lv3では定期的な叫び、一部行動の実行不可となる。手動回復しか対策はなく、鬼を振り切る必要がある為に難易度は高い。このLvまで来るとフックから救助されても逃げ切ることが難しい。だが、逃げ切ることができれば狂気をレベル1まで戻すチャンスとなる。 アドオンは殺人鬼の性能を大きく変えるものだが、ドクターは特に性能の変化が大きい。アドオンによって狂気Lvに伴い様々なデメリットを付与できるので、どのようなものがあるか知っておくのはとても重要である。 また、意外なことにロッカーに入ることで叫びとゲージの上昇の両方を無効化できる。発電機の近くではリスクの高い行為となるが、そうでない場合は絶好の隠れ場所になることを覚えておこう。 ショック療法攻撃に注意 障害物を貫通するショック療法攻撃は回避が難しく、木の板や窓枠・壁越しなどから発動されると手に負えない。ドクターから放射状の範囲が影響であることを意識すると避けやすくなる。チャージには僅かな時間がかかる為、チャージ中に素早く接近→ショック療法攻撃を避けて、窓枠を使用して距離を取る事も可能。 ただし、上記の回避方法はあくまで「直接攻撃を貰わないため」に行うもの。ショック療法を回避することに専念した挙句、懐に飛び込んで負傷してしまっては本末転倒なので気を付けよう。 コメント 過去ログ1? 過去ログ2? 名前 最新20件を表示しています。ログ全文? コメント左側の◯をクリックしてから書き込むと、レス形式でコメントできます。
https://w.atwiki.jp/warband/pages/400.html
ip_morale|Morale ip_morale_text|Morale represents the ability and willingness of the troops in a party to summon up the endurancebraveryand 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 handa commander who gives his men everything they want may find that they grow softand waiver before the enemy's charge.^^ Morale's greatest impact is on a party's behavior in battledetermining how aggressively troops engage the enemyand 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 speedas a less motivated party will move more slowlyas the men are not pushing themselves to their physical limitand pause more frequentlyas it waits for stragglers to catch up. Finallya party with very low morale will start to suffer desertions.^^ Some factors that affect morale are intuitive. For examplea 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 foodand pay them on time demonstrate that they care about their troops' welfareand 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 partyfor examplemen 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 strainedas the commander has less time to supervise the menlisten to their grievancesand resolve their disputes. Frequent battles will strengthen the bonds between menwhile long periods without combat will see the troops become bored and quarrelsome.^^ The morale reportaccessibly 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 Calradia 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 Calradiabut people also need fat and protein in the form of meatfishor cheese. It takes almost as much work to preserve meat as to produce it in the first placeso salt is also in high demand. After food comes clothing heavy woollighter linens or luxurious velvet. Finallypeople need the tools of their trade ironwarepotteryleatherwareandof course armsarmorand horses for war.^^Most agricultural products are produced in the villageswhile artisans in the towns specialize in manufactured or artisanal goods like fabrics or ironware. Alsodifferent resources can be found in different parts of the country. Consequentlythe key to prosperity in Calradia is trade -- both between the villages and the townsand between the major towns themselves.^^When trade flowsgoods will be available and affordablethe population of a center will be healthy and energeticand migrants will flock from the nearby regions. The center will produce moreconsume moreand be able to contribute more in taxes to their lords. When trade dries uptowns and villages will see their workers flee to seek work elsewhereand economic activity will drift to a stand-still. Thusit is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchanthowevermay want to seek out towns which have become isolated from the rest of the landas 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 townsvillage markets will be rather quiet placesand villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profitalthough 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-byalthough 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 Calradia's noble families. Marriage is not necessary for a player to rise in power and staturebut 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 Calradian aristocratic societyget on good terms with his bride's parents or guardiansand then woo the lady according to local custom. If a player grows impatienthe 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. Alsoa lady's tastes are unpredictableand a player may also find that the object of his love does not love him in return. Romancein Calradia as elsewheredoes not always prosper. Of coursea player may resort to otherless gentlemanly means of winning a lady's heartbut againthat will have a serious impact on his reputation.^^To get started on the path of courtshipa male player should try to get involved in the social life of the Calradian aristocracy attending feasts and tournaments. Alsowandering troubadours and poets can serve as a useful repository of information on courtshipand keep the player up to date about the latest gossip.^^Female characters can also marry -- but they should keep in mind that Calradian society is very traditionalandas adventurersthey 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 sidea female character does not have to go through the elaborate rituals of courtshipand she also may gain more from a marriage than her male counterpart. For a woman adventurermarriage 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 Calradiaalthough they represent different culturesall 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 oaththe vassal will usually receive a fiefa 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 vassalsand to treat them justly.^^This is how it works in theoryanyway. In practicevassals will not always work in their factions' interestsparticular as they are often quarreling with one another. Nobles have different personalitiesand sometimes those personalities clash. Orperhaps two nobles were once friendsbut 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 landsor over who will be given the coveted office of marshalthe lord in charge of organizing large-scale campaigns.^^When one realm in Calradia makes war on anotherthe 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 quarrelslords will fail to respond to the marshal's summonsor 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 factionlords will be less likely to join together on raids and patrolsand come to each other's defense.^^If it seems self-defeating for nobles to bicker and quarrel when the enemy is just over the horizonkeep this in mind -- ultimatelya noble's loyalty goes not to a particular faction or culturebut to himself and to his family. If a noble fears that his faction is collapsingor if he is being neglected by his liege he can usually find a reason to withdraw his oath of allegianceand change sides. Players should keep this in mindas 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 Calradia may choose to come from a variety of social backgrounds. This choice will affect not just his or her starting skills and equipmentbut also the course of his or her career as an adventurer.^^War and politics in Calradia are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quicklybut 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 difficultand starting as a female commoner is probably the most challenging way to begin a game.^^Howeverwomen have some starting advantages. Simply by taking up armsa female warrior will draw attention to herselfand she may find that she can build up her reputation faster than a male. Alsoit is traditionally easier for a woman to marry up the social ladder than it is for a manand a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finallykeep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or commonmale or femalemarried or unmarried -- anyone can rise to become ruler of all Calradiaif they are sufficiently braveluckyor resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms in Calradia go to wartheir armies have two basic offensive options. They can try to attack villages and lay waste to the countrysidedamaging their enemy's prestige and economy. Orthey can try to seize and hold castles or townstaking territory This second option can involve longbloody siegesbut will yield more decisive results.^^It is important to note that the realms of Calradia do not field standing armieswhich remain in the field as long as the ruler desires. RatherCalradian realms are protected by feudal levies comprised of the major nobles and their individual retinues. Sometimesthese nobles launch their own private attacks into enemy territorybut the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshala noble appointed by the kingwill summon the host before the campaign and lead them out to battle. Howeverhe should be careful not to keep them in the field too long. Otherwisethe host will begin to disintegrateas the vassals drift off to pursue their own businessand the army will be vulnerable to a counter-attack.^^For this reasonthe rhythm of wars in Calradia 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 timethen the campaign may end before it has even begun. A large realm will have an advantage over a smaller onejust as a brawny combatant has an edge over a smaller foebut a realm's political cohesion can also be a factorjust as a fighter with great stamina can outlast her opponent. Sometimesthe armies of two realms will meet head onresulting 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 townswhich broadcast intelligence about enemy movements in the area. Such intelligence will be imprecisehoweverparticularly 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 miscalculateand find that it is the one to be overwhelmed. Attackersin turnmust be careful how far they advance into enemy territorywith aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaigneither by joining the hostor by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautiousor too aggressivefor their tastes. In this casethey can intrigue with other lords to try to replace the marshalor build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war willfor the sake of honorfeel obligated to pursue the conflict for a short while. Howeverunless he is soundly beating his enemy. he may soon start looking for a way out of the conflictlest he leave himself vulnerable to an attack by a third party. Calradia's rulers are keenly aware that today's ally may be tomorrow's enemyand vice versa. ip_crap|Crap ip_crap_text|A player character in Calradia may choose to come from a variety of social backgrounds. This choice will affect not just his or her starting skills and equipmentbut also the course of his or her career as an adventurer.^^War and politics in Calradia are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quicklybut women and commoners may face a few extra hurdles on the way. If you choose to start the game as a male noblemanyou can think of it as the 'easy' setting. Starting as a noblewoman or a male commoner is somewhat more difficultand starting as a female commoner is probably the most challenging way to begin a game.^^Howeverwomen have some starting advantages. Simply by taking up armsa female warrior will draw attention to herselfand she may find that she can build up her reputation faster than a male. Alsoit is traditionally easier for a woman to marry up the social ladder than it is for a manand a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finallykeep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or commonmale or femalemarried or unmarried -- anyone can rise to become ruler of all Calradiaif they are sufficiently braveluckyor resourceful.
https://w.atwiki.jp/warband/pages/688.html
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 behaviour 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 Westeros and Essos 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 Westeros and Essos, 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, leather-ware, and, of course, arms, armour, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisan goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity in Westeros and Essos 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 centre will be healthy and energetic, and migrants will flock from the nearby regions. The centre 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|You may wish to marry into one of Westeros and Essos' noble families. Marriage is not necessary for someone to rise in power and stature, but it does provide them 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 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 short cut -- 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 Westeros and Essos 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 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 Westerosi 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 continents of Westeros and Essos, 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 quarrelling 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 favour 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 Westeros and Essos 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 defence.^^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 nobles 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 Westeros and Essos 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 Westeros and Essos 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 Westeros and Essos, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms in Westeros and Essos 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 Westeros and most of Essos do not field standing armies, which remain in the field as long as the ruler desires. Rather, these 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 Westeros and Essos 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 honour, 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. Westeros and Essos rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_prisioner_system|Prisoner System ip_prisioner_system_text|The skill 'prisoner management' has been removed from A World of Ice and Fire, as it seems unrealistic to manage the number of prisoners in terms of a skill. In A World of Ice and Fire the number of prisoners that the player can have depends on the size of his/her army. That is, the more troops able to keep guard, the more prisoners it can carry. ip_ambush|Ambush ip_ambush_text|The ambushing skill allows you to set up ambushes.^ From the camp game menu, choose to set up an ambush. You will be told the current nature of your ambush, and if you are attacked, you will have the choice to launch the ambush.^ Ambushes can have devastating positive or negative effects. ip_sneaking|Sneaking ip_sneaking_text|The sneaking skill allows you to sneak. From the camp game menu, choose to sneak. Sneaking will reduce your speed.^^However, if you are the attacker, you might have, according to you sneaking check, some combat bonus (but not as great as you would have for an ambush). ip_entrenchment|Camp Entrenchment ip_entrenchment_text|When your army sets up camp for the night, you are given the option to entrench your camp site. An entrenched camp site is a temporarily fortified position using terrain and pickets as a defensive barrier. Armies composed mostly of cavalry units will get little benefit from entrenching. Armies comprised mostly of foot soldiers will find that entrenchment will give them a significant advantage over cavalry units. Soldiers very much dislike digging holes and planting pickets, so you will suffer a small morale penalty when choosing this option.^^If you choose not to entrench your camp site, you will be at a disadvantage if attacked while camping. Your camp may be over run and plundered. Items in your inventory may be looted or destroyed in the battle. An entrenchment that has not been over run receives the benefit of multiple ammunition reloads for the troops. A normal camp site gets no such benefit.^^In order to entrench your position you will need tools, time, and skill. Tools can be purchased at many of the towns within the Known World, and one set must be in your inventory in order to entrench. The time required to entrench is based upon the number of soldiers in your army and your parties skill in engineering. A small band of warriors with no skill in engineering will take days to entrench a camp site. An army of 30 or more with a few points in engineering can accomplish this in just a few hours.^^When you complete the entrenchment, a circle of pickets will surround your camp. This entrenchment will remain in place for approximately three days after leaving the entrenchment. You can leave and return to the entrenchment during this time without having to do any more digging or planting of pickets, thus avoiding any morale penalty. This makes an entrenched site an excellent base of operations for sieges or incursions into enemy territory. ip_siege_warfare|Siege Warfare ip_siege_warfare_text| One of the things missed in Warband was completely realistic siege warfare. A World of Ice and Fire exploits this to the fullest. Now when the player besieges a settlement two paths can be taken to subjugate the place by debilitation (hunger, diseases ...) and by assault.^^In the first case, the player's mission is to encircle the settlement (you need 200 or more men) and prevent it from receiving supplies or reinforcements. At the same time various actions can be performed to undermine morale, spread disease or destroy food reserves of the settlement. This type of action will take longer, but also prevent a large number of casualties.^^In the second case direct action is taken, provided assault equipment is available (ladders, battering ram, ramps, mantlets ...) or offensive actions (wearing down the defenders, burning their houses and walls ...). This is when the player feels ready to launch a full-scale assault to conquer the settlement. This type of action has the advantage that the place can be vanquished in a short amount of time, but usually at a very high cost of lives.^^In addition to the above, a new system of assault involving both types of siege tactics is also available. When the settlement has a port, the player may equip a fleet and block the port. The player can then choose to continue the siege until the surrender by debilitation, or lead an assault by sea.^^The complexity and characteristics of the new siege system is long, and the best thing is to discover and develop strategies for yourself. Welcome to Realistic Siege Warfare. ip_sea_travel|Sea Travel ip_sea_travel_text|Ferries at various harbours 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 shipwright 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 town 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 travelling 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 behaviour 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. This ca be somewhat reversed if the player chooses Ironborn as his culture when he created his character.^^Some troops like Sailors and certain Ironborn 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.^^With a reasonably large fleet, one may attack towns from their sea sides. To do so, simply click on the enemy port town and you will have option to attack it once you reach it without first disembarking. ip_ship_info|Ships ip_ship_info_text|Sooner or later, you'll want to invest in a ship. There are several reasons to do this. Over the long term, it is the cheapest form of sea travel. It gives you complete freedom in movement on the sea. It opens new opportunities for trading and raiding.^^On the other hand, there are downsides. First of all, a ship is expensive, and you will have to save up some money to afford one. Furthermore, a ship can carry only a limited amount of troops.^^Another important consideration is speed. With a faster ship, you will more successfully catch or flee from other ships. The speed of a ship is determined by its type and condition.^^Finally the wood used for ship construction affects its durability. While ships made of oak wood are very durable, ships made of Ash wood need to be repaired more often.^^When you feel ready to buy a ship, click on 'See the ships' in the town menu of a port town or talk to the shipwright. Port towns can have up to three ships for sale, but sometimes none are available. The type and amount of ships offered changes over time. To see your ship, you can click on 'See the ships' in the town menu or walk to its pier.^^In a port, one may customize the sail of a ship or paint any ship made of oak. There is one special sail which is reserved for the ships of the player. It can be changed with a dedicated graphic editor. For further information, see the 'Your Custom Sails' folder among the files of this mod.^^Once you have a ship, the shipwright will interact with you in a different way and won't hesitate to offer advice. Shipwrights also offer to custom build ships. Better ships may require special materials that you will need to obtain and bring with you. Better ships also require more time for their construction and the more talented shipwrights in Ironborn ports. The first seven ships you have built can be named freely in the ship customization menu.^ ip_wounds|Wounds ip_wounds_text|The player may receive specific, debilitating wounds in battle. Maesters 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 a wound is not treated after some time, it will change to a scar, and the negative effects will then become permanent. ip_skills|Skills and Attributes ip_skills_text|When creating or developing a character in A World of Ice and Fire, 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 'Sailing Master,' 'Navigation' and 'Looting.'^^One's Sailing Master level determines the amount of ships one can command. Level one allows up to two ships. Seven ships are the maximum at the Sailing Master 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_division_placement|Division Placement ip_division_placement_text|When ONE division is selected, the centre 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_awoiaf_formations|Battle Keys and Orders ip_awoiaf_formations_text|Advanced Formations active with F4 in Battle, then ^F4 - Form ranks - with best troops up front,^F7 - Form square - no particular order,^F5 - Form shield wall - ranks with shields in front and longer weapons in back,^F6 - Form wedge - with best troops up front,^F8 - Break any current formation,^^- NO FORMATION^^Even in the last case, the player can make formations up to four lines by ordering Stand Closer enough times.^Memorize Division Placement and Formation active with F2 in Battle, then ^F7 - Memorize relative position to player and formation,^F8 - Revert to default relative position to player and formation,^^Orders active with F5 in Battle, then ^F5 or Key Z - Order 'use onehand weapons',^F6 or Key T - Order 'use twohands and polearms weapons',^F7 or Key N - Order 'use ranged weapons',^F8 or Key O - Order 'don't use shields',^^Hold-F1 on an enemy division - and the divisions you have selected will attack it,^^Others ^key U - Battlecry (encourage your wounded troop's) - You need to have the 'Natural Leader' trait,^key B - Warcry (scare away enemies surrounding you) - You need to have the 'Warrior' trait,^key T - Use Fire arrows (your troops will light their arrows. Used for sieges and ship battles only),^Key H - Use to call your horse in battle,^key F6 - Skirmish order (your troops avoid the enemy, moving away as the enemy approaches),^key F9 - Order beginning or ending volley fire for archers,^Right Click + Left Click - Shield Bash. ip_wolf_companion|Wolf/Dog Companion ip_wolf_companion_text|On the battlefield, your wolf/dog is placed in division 9. The skills and abilities of your wolf/dog companion can be improved by giving him good food. ip_quarters|Quarters ip_quarters_text|Quarters allow you 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_special_troops|Special Troops ip_special_troops_text|There are various special troops in A World of Ice and Fire that allow you to reap extra stats depending on the amount you have in your party.^^Below you can see the number needed ^^Hornmen^1+ = + 1 tactics^10+ = + 2 tactics^30+ = + 3 tactics^^Standard Bearers^1+ = + 1 leadership^10+ = + 2 leadership^30+ = + 3 leadership^^Religious Troops^1+ = + 1 surgery^10+ = + 2 surgery^30+ = + 3 surgery^^Vet Ironborn Reaver^5+ = + 1 looting^10+ = + 2 looting^40+ = + 3 looting^^Shepherd^1+ = + 1 foraging^10+ = + 2 foraging^30+ = + 3 foraging^^Unsullied^10+ = + 1 tactics^30+ = + 2 tactics^100+ = + 3 tactics^^Spy^5+ = + 1 spotting^10+ = + 2 spotting ip_wiki_and_forums|A World of Ice and Fire Wiki and Forums ip_wiki_and_forums_text|Don't forget to visit our wiki and forums for further information on this mod^- Forums https //www.aworldoficeandfire.co.uk/forum^- Wiki https //aworldoficeandfire.co.uk/wiki^- Patreon Page https //www.patreon.com/awoiaf^- Twitter @therealproduno^- YouTube https //www.youtube.com/user/produno^- ModDB Page https //www.moddb.com/mods/a-world-of-ice-and-fire ip_credits|Credits ip_credits_text|Please visit https //aworldoficeandfire.co.uk/wiki/index.php/Credits to see a full list of credits.
https://w.atwiki.jp/prototype_game/pages/34.html
UNDER THE KNIFE Go to Dr.Ragland s Morgue. Dr.Ragland odd structures in the parietal lobe, resembling parasitic infection. Alex Dr.Ragland? Dr.Ragland Already said I won t deal with you people. My medical opinion s not for sale. Alex I m impressed. Dr.Ragland What is it you want, exactly? Alex Your help stopping the virus. Dr.Ragland Why? Alex You could say I m symptomatic. So pick a side. Dr.Ragland I ll tell you what I know, but first we need to find where the military has patient zero. LOCATE PATIENT ZERO LOCATE BLACKWATCH SPECTER FORCES. Alex OK. The body first operated key. BLACKWATCH spector took them find spector and bodies medium HIJACK an APC to CONSUME a COMMANDER. WEB 1stLt Steven Yarish. Captain Lim! At ease trooper. get on the horn and tell them we ve secured the Penn station bodies. I m taking the heavy armor to destroy a Hive. Get contorol points up in this area then rendezvous with us at GENTEK. Yes Sir! LOCATE CAPTAIN LIM. Captain Lim Captain Lim to 10-12, grid shows we ve just lost a hardpoint, I m reassigning additional support to your position. Don t make me come down there. DESTROY the BLACKWATCH SPECTER VEHICLES. Capt Lim God dammit. Thunder tow and four! Move up! Lim out! Capt Lim Grid shows some sort of clusterfuck. Onsite in thirty. Lim out. CONSUME CAPTAIN LIM. WEB Capt Lim Lim Sir, Director McMullen surrendered the bodies to a civilian. Ragland. Lim Yes, sir. You did the right thing, son. Your new orders are this; recover ALL samles, bodies and evidence from Dr.Ragland. Bring them to Base AE-One. Ragland? If he doesn t interfere, leave him be. He s already implicated. he won t talk. Lim And McMullen, sir. It s time for the Doctor to learn who7s in charge of this little excursion. Alex It wahs perfect. They used Karen to get to me. Used the genetic material I had collected to make a weapon to try and take me out. By the time I discovered she was working for Blackwatch, she was gone. But I had bigger problem - a weaponized cancer was eating me from the inside out. I need a doctor. A special kind of doctor. I needed Ragland. DAY 18 INFECTION How did it feel to be infected with something you couldn t control? Alex Like my own body wanted me dead. Did you ever consider how the parasite felt? An inteligent cancer ripped from its host? Alex Yeah, I did. Once... Right before I killed it.
https://w.atwiki.jp/vocaloidenglishlyric/pages/408.html
【Tags Hobonichi-P HobonichiP Miku tW I】 Original Music title 家に帰ると妻が必ず死んだふりをしています。 English music title When I get home my wife always pretends to be dead. Romaji music title Ie ni kaeru to tsuma ga kanarazu shinda furi wo shite imasu. Music Lyrics written, Voice edition by ほぼ日P(Hobonichi-P) Music arranged by ほぼ日P(Hobonichi-P) Singer(s) 初音ミク (Hatsune Miku) Fanmade Promotional Video(s) Click here for the original Japanese Lyrics English Lyrics (translated by blacksaingrain): When I open the door, my wife is lying on the floor A kitchen knife cuts deep into her back The floor is covered in blood If someone who doesn t know sees it He might faint away When I calmly say "It would be hard to clean today" and smile With her face down My wife contentedly laughs"He he he" When I get home my wife always Pretends to be dead I cannot even imagine what kind of death she ll have tomorrow One day she had an arrow through her head Another day she was in an army uniform with a gun When a sunfish costume was dead I even thought of closing the door... Cleaning up is quite tough We have to scour the floor with the bloodstains And she cooks with an arrow through her head Anything but that When I get home my wife always Pretends to be dead As I praise her a bit, she easily gets carried away I try to ignore it as much as I can Even I was busy before getting married Just seeing her made me pleasant Though we used to drive around all the night And go to see the sea Just after we got married, I had people under me for the first time I really came to enjoy my work I didn t think about how my wife was feeling as she waited for me alone at home The reason why my wife always pretends to be dead when I get home I don t know if she s doing it to get back how we used to be in those days My wife s waiting for me when I get home If seeing her performances is The way our love goes That s fine with me When I get home my wife always Pretends to be dead What kind of death she ll have today I m looking forward to it and I open the door Romaji lyrics (transliterated by blacksaingrain): Doa wo aketara tsuma ga taoreteiru Senaka ni tsukisasaru houchou Yuka wa chimamire Shira nai hito ga mitara Kizetsusuru kamo shirenai Boku ga ochitsuite "Kyou no wa souji ga taihensouda" to warau to Tsuma wa utsubuse no mama Manzokusouni kukuku to waratteta Ie ni kaeru to tsuma ga kanarazu Shinda furi wo shite imasu Asu wa donna shinikata shiteiru no ka yosou sura dekinai Aru hi wa atama ni ya ga sasattetari Gunpuku de juu kakaetetari Manbou no kigurumi ga shindeta toki wa Doa shime youka to omotta... Atokatazuke mo kekkou taihende Yuka no chinori wo arattari Ya ga sasatta mama bangohan tsukuru no wa Kanbenshite hoshii Ie ni kaeru to tsuma ga kanarazu Shinda furi wo shiteimasu Chotto homeru to choushi ni noru kara Dekiru dake suruu de Kekkon mae wa isogashikutemo Kanojo ni au dake de tanoshikatta Tetsuya de kuruma ate mo naku tobashite Umi mini ittari shita noni Kekkon chokugo hajimete buka wo mochi Shigoto ga totemo tanoshikunatta Ie de hitori de matsu tsuma no kimochi wo kangaete inakatta Ie ni kaeru to tsuma ga kanarazu shinda furi wo shiteru no wa Ano koro no futari ni modoritai kara ka boku niwa wakaranai Ie ni kaetta boku wo matteru Tsuma no engi miru koto ga Bokura futari no ai no katachi naraba Sore wa sore de ari darou Ie ni kaeru to tsuma ga kanarazu Shinda furi wo shiteimasu Kyou wa donna shinikata shiteiru no ka Kitaishite akeru doa [Hobonichi-P, HobonichiP]
https://w.atwiki.jp/mainichi-matome/pages/4224.html
The story below is originally published on Mainichi Daily News by Mainichi Shinbun (http //mdn.mainichi.jp). They admitted inventing its kinky features, or rather deliberately mistranslating them from the original gossip magazine. In fact, this is far from the general Japanese behavior or sense of worth. このページは、毎日新聞事件の検証のための配信記事対訳ページです。直接ジャンプして来られた方は、必ずFAQをお読みください。 ※ この和訳はあくまでもボランティアの方々による一例であり、翻訳の正確さについては各自判断してください。もし誤訳(の疑い)を発見した場合には、直接ページを編集して訂正するか翻訳者連絡掲示板に報告してください。 Geeks can't get enough of genitalia picture book for doctorsオタクは医師向けの生殖器絵本では満足しない 拡散状況 関連ページ Geeks can t get enough of genitalia picture book for doctors オタクは医師向けの生殖器絵本では満足しない 0 Geeks can t get enough of genitalia picture book for doctors 2006,11,30 オタクは医師向けの生殖器絵本では満足しない Shukan Post 12/8 By Ryann Connell 週刊ポスト 12/8 ライアン・コネル記 1 Akihabara has gone from iPods to pudenda, according to Shukan Post (12/8). 秋葉原はiPodから外性器へと向かう。週刊ポスト(12/8)より。 2 Where the Tokyo district was once best known for its plethora of electronics shops, recent years have seen the otaku swarm into Akihabara and make it their virtual capital. 東京のその一帯は、かつてはその過剰な電気店によって最も知られていたが、近年、オタクが秋葉原へと群がるようになり、秋葉原は事実上オタクの首都となった。 3 Now, they ve created a huge hit out of "Joseiki to Itami (Vaginas and Pain)," a medical textbook that features a huge hand-drawn painting of female genitalia on its cover. そして今、彼らは、表紙に女性器の大きな手書きの絵が描かれている医学教科書・「ジョセイキ ト イタミ(ヴァギナと痛み)」を大ヒット作にした。 4 "We started selling it in September and news spread over the web, which sent sales skyrocketing. Salarymen in their 20s and 30s are buying most of the copies. But I still have absolutely no idea why it s selling so well," Junpei Kawasaki, operator of Akihabara store Sangatsu Usagi, tells Shukan Post. 「私たちは九月にこの本を売り始め、ニュースはウェブ上を広がり、そのおかげで売り上げは飛躍的に増大しました。 二十代や三十代のサラリーマンが、この本のほとんどを買っています。 しかし今でも私は、なぜこの本がこんなにたくさん売れたのか、まったく見当がつきません」と、秋葉原にある店『三月兎』の経営者・川崎順平は、週刊ポストに語る。 5 "Joseki to Itami" is only 12 pages long and sells for a whopping 1,800 yen. Sangatsu Usagi is deeply involved in the otaku culture, filling its shelves with computer parts, the fan manga known as dojinshi, dress-ups for cosplayers and all sorts of other otaku paraphernalia, including the genitalia picture book, which is widely referred to among the geeks as "the vagina book." 「ジョセキ ト イタミ」はわずか12ページの長さで、べらぼうに高い千八百円で売られている。 三月兎はオタク文化に深く関わっており、店の棚いっぱいに並べられているのはコンピュータのパーツ、ドウジンシとして知られるファンによるマンガ、コスプレイヤー用の衣装、そしてあらゆる種類のオタクグッズであり、その中には、「女性器本」としてオタクの間で広く言及されている、前述の女性器絵本も含まれている。 6 Those looking for a turn-on from the bestseller are almost bound to be disappointed. It devotes much of the little space it has to such issues as endometriosis and pre-menstrual syndrome. And, living up to its name as "the vagina book," "Joseiki to Itami" also includes charts of a woman s nether regions. このベストセラーのムラムラさせる外観には、大抵、失望させられることになる。 この本は、その少ない紙面のほとんどを、子宮内膜症や月経前症候群といった問題に捧げている。 そして、「女性器本」という名前に相応しく、「ジョセイキ ト イタミ」にはまた、女性の陰唇部の図解が載っている。 7 A spokesman from the book s distributor, Apply Corp., laughs when asked about the commercial success of "Joseiki to Itami." この本の販売業者・アプライ社の広報担当は、「ジョセイキ ト イタミ」の商業的成功について尋ねられると、笑う。 8 " Joseiki to Itami was originally part of a series of medical textbooks produced in picture book format by an American publisher. The Japanese translation first came out in January 2004," the spokeswoman tells Shukan Post. "It s supposed to be a book for doctors, so when Sangatu Usagi placed an order with us, we all thought it was a bit weird the book was selling in Akihabara. But then, thanks to Sangatsu Usagi, Joseiki to Itami has become by far the best-selling book in the series. As to why it s selling so well, though, we wouldn t have a clue." 「『ジョセイキ ト イタミ』はもともと、アメリカの出版社によって絵本の形式で作られた、医療教科書シリーズの一部です。 日本語への翻訳がはじめて販売されたのは2004年の1月です」と、この広報担当は週刊ポストに語る。 「これは医師向けの本なので、三月兎さんが私たちに発注したときは、私たちは全員、この本が秋葉原で売れているというのはちょっと奇妙だと思いました。 とはいえ、三月兎さんのおかげで、「ジョセイキ ト イタミ」は今までのところ、シリーズ中で最も売れた本になりました。 とはいえ、なぜこの本がこんなにたくさん売れるかについては、私たちには見当もつきません」 9 Some of those buying the book have a clearer idea of its appeal. この本を買った人の中には、この本の魅力についてより明らかな見解を持ったものもいる。 10 "It s sort of like a book filled with grotesque art," a 30-something salaryman says. "This is the sort of book I can put up on my shelves and the cover almost looks like a painting." 「これは、グロテスクなアートでいっぱいの本みたいなものです」と、三十数歳のサラリーマンは言う。 「これは、自分の本棚においておける種類の本で、表紙は一種の絵画に見えます」 11 Even though it seems the book has nothing to do with sating sexual desires, a salaryman in his 20s says there is something of an association. この本には性的欲求を満たすところは何も無いように見えるにも関わらず、二十代のサラリーマンは、いくぶん関連があるという。 12 "I thought I d buy it to give me some help seducing any women I could bring back to my home," the salaryman tells Shukan Post. "If it s a medical textbook, it s gonna seem more like a gag than anything dirty." (By Ryann Connell) 「私の家に女性を連れてきたときに、女性を誘惑する助けになるだろうから買いたい、と思いました」と、このサラリーマンは週刊ポストに語る。 「医療教科書ならば、どんないやらしいものより、これは冗談(あるいは 猿ぐつわ)のように見えるでしょう」(ライアン・コネル記) 13 November 30, 2006 2006年11月30日 拡散状況 Barely 18 Movies http //www.barely18movies.com/blog/?p=440 英語サイト https //secure.adrentech.com/AFRX/doc.aspx?docID=5000096 http //yanai.blackmage.org/sky2/?p=2014 関連ページ Barely 18 Movies WaiWaiの記事を転載した英語サイト:A WaiWaiの記事を転載した英語サイト:S 毎日新聞英語版から配信された記事2006年
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Welcome to Friends Wiki This wiki contains a compilation of my OC. Please feel free to look around. Guidelines This wiki little contains drug addiction and violence. This wiki does not endorse or promote these things or have any political or other agenda. The characters and their settings in this wiki are fiction. It has no relationship with real persons, organizations, cases, etc. This wiki contains furry, monsters, personification, bloodshed, etc. Please be careful if you are not comfortable with them. The author is Japanese, so there may be unnatural sentences. Fan fiction is free as long as they do not violate prohibited. The following is prohibited Please do not use illustrations or other materials from this wiki for secondary use. Even if you drew the illustration yourself, you may not use a traced version. Please do not create any creative work that is logically or legally problematic, such as criminal or suicidal creations, or creations that express defamatory purposes or contents that are offensive to public order and morals. Please do not falsify the copyright. Please do not create any creative work that infringes on the rights of the author or any third party. Please do not misrepresent as if you have received permission, sponsorship, or affiliation from the author, contrary to the facts. Please do not create any creative work that damages the image of this wiki or that contains expressions of specific ideas, beliefs, or religious or political messages. Please do not create any creative work for commercial purposes without the author's permission. Please do not alter or erase any pages of this wiki. 日本語版 https //w.atwiki.jp/rito/pages/1.html
https://w.atwiki.jp/orange_sherbet/pages/20.html
Page to note down the important notes from the discussions in class. discussion from Jan. 22 2008 discussion from Jan. 29 2008 I moved the Language topics to "Language Barriers" page. Jin discussion from Jan. 31 2008 Time management issues The ICU students don t have the time to get in touch with one another because of time. As in Courtney s point of view compared with UCSD students, ICU students tend to use their lack of time as an excuse to avoid certain social situations. (why avoid those situations? An answer may be found in the "relation issues" discussion.) Not only the mentalities about time making, but Physical difficulties, such as lack of transportation causes these problems for ICU students. As the last train for the Chuo-line is earlier than that of Yamanote line, and the last bus from ICU leaves before 12pm, they cannot hold parties till midnight. Also, since ICU is in urban areas, we are not allowed to come to school by car, so therefore, time restrictions will be very severe for us. (In UCSD, most of the students have cars unless they live really near the campus) 実家通いThere are many people who "commute" from their home. Almost half of the students of ICU are from Tokyo area, and therefore, there are lots of students who s living far away from ICU with their parents. This physical distance causes some trouble too. JIn Relationship issues Is today s discussion the critical approach ? I also think that Japanse style for making friends is stressful. However, this is Japanese style. This style(and this Japanse society) is based on, made by most? many? Japanese this sense of value. Japanese change this Japanese sense of value style to California style (everyone is friends.). This is not solution. Everybody likes this style? This is not. ICU students also cannot change it. If ICU students change their style for making friends (California style) in ICU, they would not work at Japanese company or Japanese society. I think what is important is knowing own style and other style. Both should be recognized. For example, When I meet コートニー first time, I think "she come from California, so her style may be directly making friends style ." At the same time, コートニー thinks that "Miki is Japanese, so she may contact with me with MAAINOTUMEKATA style." By knowing each otehr style, there would prevent being a misunderstanding little bit. Thinking about each other style is intercultual communication, right? In solution,We should not say they should change . We should not deny something. Denying leads opposition. We may say the ways to make friends are different, so let s know many ways to make friends, and then ・・・ (What can we say? let s use the way properly ?) I thought this yesterday. I am very very sorry too long? Can you understand my English sentences? Miki Ok, Miki, I understand your I idea about not denying someone s styles. An good intercultural communication can t be established if one side denies the other culture. Just as Ms. Waslewski said in the previous lecture, what we need to do must be "mutual understanding 相互理解" to each other s culture. (Is this what you wanted to say, Miki?) Jin Yes, it is! And, what can we do for 相互理解? Hi, this is Masumi. I was looking for wiki in moogle...too bad moogle wiki thing isn t working -/ I appreciate Jin for creating wiki! Yay *applause* I read the discussion briefly. Thank you thank you! We also talked about what we should say for the conclusion, right? So we concluded that... (or I my thought?) (rough conclusion) *relax, don t stress yourself out *we need to be open *we shouldn t think too much (about the future, what to do for the new friend, etc) *don t worry about "hi-bye" friends, (lol) you can talk to them someday *go with the flow? *don t be afraid? Okay, I m sorry...I have more to say, but I need to write up an essay for another group project ( ) I have 3 group projects. But from 2/5, I ll be free of other 2 projects, so I can focus on this. I apologize what I m saying is kinda messy. I ll think about "相互理解", too. It s about the wasy to "understand each other", right? Important topic. Masumi i finally read everything and added a new page about inital meetings....sorry i didnt have the info about this site until this weekend! -- courtney (2008-02-04 17 10 46) 名前 コメント Woww!!! You have 3groap projects, don t you!? Take sleep time!!! Just brifly. The conclutions which you wrote are advices for Japanese, right? I think we need to advices for non-Japanes.(but, I do not know...) *Japanes have own step by step style for making friends, so understand it.(Most? Japanese must think more friends.) *Talk to Japanese actively. or ~. Miki And, we will meet on out of class, won t you? Will we decide time on Tuesday class? discussion from Feb. 5 2008 American can speak anybody. (ex During waitnig airplan) Japanese tend to not. ↓ How to stop conversation? (→’Oh, I an gonit to listen music, now. and something) American stlye bowling (can get some points from converstaion) Japanse style table tennis American argueing is just arguind. They do not mind what other people think. Japanese political, region, baseball× dry or wet concept Edit this page
https://w.atwiki.jp/clickvip/pages/246.html
10 Messages from Japan to Taiwan 台灣語 雖然在這世上每個人心裡所想的都不盡相同,但若能用點點讓大家串連起來合而為一的話,就可以搭起一弧美麗的彩虹了! 三億差距內都是日本的射程範圍,這次可不會把勝利寶座讓給你們了!讓我們來場最棒的比賽吧! 我之前都不知道原來台灣的人們對日本這麼了解。感謝各位熱烈的友情。 雖然我不是很知道台灣啦,但是居然這麼強啊。我們不會輸的! 我們是對手,也是朋友。一起加油吧!! 藉著這次點點遊戲的交流,我變得超喜歡台灣的了。台灣的點眾跟台灣大使們每個人都很溫柔又十分親切♪要不喜歡上是不可能的。 能有這種好對手我感到十分光榮。但是我們可不會輸?!一起加油?! 台灣好猛!雖然去年我有去玩兩次,但那時候完全沒發現你們這群人居然點的這麼快喔喔! 因為你們很強,所以我們才能繼續努力下去。我們會繼續努力下去以讓你們了解到這點的♪ 同為漢字圈,總覺得似乎能理解影片跟圖片上寫的字。看那些東西也是點點的樂趣之一呢。 好想多了解些台灣1960年代~70年代的音樂跟電影唷。因為,雖然我喜歡古老而有歷史的東西,但台灣的我完全不了解…… 謝謝JJLi氏 imfafa氏 in PTT English People have many different colours of their minds, but gathering all of them makes a beautiful rainbow ! 300 million clicks difference is within our shooting range. We will never yield. Let s meke the game the best! I didn t know that a lot of people from Taiwan know many things abour Japan. Thank you for your kind friendsip. You are absolutely strong, I didn t know abour Taiwan before though. We mustn t lose the game! We are rivals and friends. Let s do our best!! I ve taken to Taiwan througn the communication with Taiwan during this clicking game. You clickers and diplomatists from Taiwan are absolutely kind that get me impossible to stop being taking to you guys !! We re very proud of having such great rivals. We will never lose. Let s meke it together! Taiwan is absolutely strong!! I ve been there twice but i could t realise that you guyes are such fast clickers!! We can be hot because you are hot. I try my best to get you think the same way. I feel like I can understand some parts of descripctions on your video clips and pictures. That s also one of the fun of this to me. I d like to know abour 1960 s and 1970 s Taiwanese musics and movies. I like old fascioned things, but I don t know anything from Taiwan. Japanese この世の中の人の心はさまざまな色だけど、クリックでみんながひとつになれば美しい虹を作ることもできるんだ!! 3億差までは日本の射程範囲内だ、今回も勝ちは譲らないぜ! 最高のゲームにしよう! 台湾の人がこんなにも日本に詳しいとは知らなかった。沢山の友情をありがとう。 台湾ってあまり知らなかったけど、こんなに強いんだな。負けてられないぜ! 俺らはライバル、そして友達。共に頑張ろう!! 私はクリックゲームでの交流をきっかけに台灣が大好きになりました。台灣クリッカーや台灣大使さん達はみんな優しくてとても親切♪好きにならずにはいられません。 よいライバルを持てて光栄に思う。でも負けないからね!一緒に頑張ろう! 台湾強い! 去年は二度ほど遊びに行ったけど、君たちがこんなにクリックの早い人たちだとは気付かなかったよ! 貴方達が強いから私達も頑張れる。貴方達にもそう思ってもらえるよう頑張ります♪ 同じ漢字圏。動画や、画像に書かれてる字が理解できる気がするよ。それを見るのも楽しみの一つです。 台湾の1960年代~70年代の音楽と映画が知りたいな。古いその年代のものがすごく大好きなんだけど台湾のものって全く知らないから。