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Dear xxx We are currently developing an information base of water supply and sanitation in countries worldwide. It would be highly appreciated if you could help us produce an information sheet regarding water supply and sanitation situation in your country. Please fill in the template below with any information you may have. Your help will be much appreciated. ============================================== Country Name 1. Basic Information 1.1 Geography/ Economy * capital * population * GDP 1.2 History Water Chronology Year / Water related event or major milestone /Notes (Historical backgrounds of the country and major water related events) 2. Water Resources and Utilization 2.1 Water Resources (Abundance of water resources, rainy/dry seasons, water sources being used, etc) 2.2 Water Use (Water allocation for agricultural, industrial and municipal uses, wastewater reuse, characteristics of water use, etc) 2.3 Municipal Water Use (municipal water supply per person, distribution, differences between urban and rural water supply, etc) 3. Public Attitudes toward Water 3.1 Collection Rate (Collection rate of water bills, people s attitudes toward and willingness to pay for water supply, etc) 3.2 Water Pricing System (Average water rate per unit of water, how the water rate is decided, etc) 3.3 Water Claims and Complaints (Average water needs, distinctive attitudes or awareness on water, etc) 4. Water related Legislation, Laws, Regulations and Standards 4.1 Policies and Plans (National Development Plan, Water sector Master Plan, etc) 4.2 Laws and Regulations (Water related legislation on water supply and sewerage, environmental water quality standards, drinking water quality standards, etc) 4.3 Water related Institutions (Organizations in charge of implementing policies and legislations) 5. Water Supply and Sewerage Utilities 5.1 Water Supply and Sewerage Coverage (Number of water supply and sewerage utilities, their distribution, coverage rage, access rate for safe water and basic sanitation, etc) 5.2 Other Performances (Leakage rate, attainment of 24hr water supply, other quantitative indicators for assessing the utility performance) 6. Development Aid and Private Involvement 6.1 Domestic Aid (Aid to regional utilities from the national government, etc) 6.2 Other Aid (ODA, etc) 6.3 Privatization (Privatization, Public Private Partnerships, etc) 7. Water related Technologies (What type of technologies are being used, local technological levels, technological standards, indigenous technologies, any other interesting stores, etc) References ※1) ※2) ※3)
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Lecture for intermediate Lecture for intermediate Lecture for those who intend to become intermediate Lecture for those who intend to become intermediate Introduction As you, designers who are familiar to the development of OKEs some degree, may know that clear goals are not exist in this game. You can play it in any direction, and it is free that how far you elaborate. It can be thought that, the goal setting is also a part of the contents of this game already. That is, as you become more familiar, how to enjoy and how to beat becomes more different from each other. For example, there are some people pursue every day how well avoid mines. But next to it, there are some people do everything in their power to assault by destroying all mines. Descriptions satisfy both at the same time is extremely difficult. As you become more familiar, as it becomes finer contents, your own strategy is going to be made. For these reasons, it is difficult to determine what to lecture for intermediate people or what is the definition of intermediate in the first place. So first, for those who intend to become intermediate, I entered from the description of the timing and execution speed of the program that are essential knowledge for creating large programs. For the reaction rate of OKE and scale of the program A CPU that you select in Hardware has parameters of "storage capacity", "execution speed" (and weight). "Execution speed" represents the execution speed of the program and the unit c/s means "(the number of executing) chips per second". The highest execution speed of CPU is 240c/s; you can execute 240 actions or decisions per second. Looks ridiculously large numbers at first glance, but is not really so much. Let s take a closer look. In this game, various judgment of combat takes place on a frame-by-frame basis. Frame is a still image that makes up a video. When you choose "frame advance" of the system menu in combat you can check the status of frame-by-frame. This game is 30fps, 30 pictures will be displayed per second. Therefore, if the CPU is 240c/s, you execute 240 chips per one second (= 30 frames), 8 chips per frame (= 1/30 sec). To pause during the battle actually, you can check the number of executing chips that appears bright. This number will significantly affect the "reaction rate of OKE". OKE runs all the actions as instructed in chips read in that time. Even though you made an excellent program, not only it becomes waste unless it is done when it is needed, but also it may cause trouble when it is executed with unnecessary timing. So let s look at an avoidance decision. There is a branch of “whether there is a bullet around the body” at the beginning of the avoidance decision, perform the avoidance maneuver If this were yes, go to the next process if it was no. What is needed in this case is that the first branch is executed when there is a bullet in the vicinity of the body. For example, if you set the range of around the body radius 100m, it is best to branch to avoidance decision with a margin of distance of 100m. But if the code is longer, for example, what happens if a program executes about 40 chips until return at earliest? Even with the fastest CPU, it takes 5 frames or more to go around once. If there is only once decision per go-around, avoidance maneuver is performed 5 or more frames late when a bullet comes at the worst timing. 5 frames = 5/30 of a second, it is about 0.17 seconds. During this time, AP ammunition flies about 50m; beam and rail gun flies about 80m. That is, then you will get a direct hit with no reaction if it was shot from the distance. Even though you perform reaction, if not even 30m away at that time, it is too late to act. Leaving aside one shot of beam gun, in case of rail gun, even a hit is directly linked to defeat frequently. The avoidance decision was given as an example here, but I can say the same thing to the decision of all of course. As it become a larger-scale program, more complex assessment of the situation and actions can be performed by OKEs but the reaction rate will reliably drop instead. Stack of subtle reduction of reaction rate affect more than a little on combat result. If you create a large program without thinking about the reaction rate, most will weaken comprehensively than small and medium-sized programs. There are mainly two know-hows to maintain the reaction rate when you building a large program, utilizing subroutine and utilizing loop. Utilize subroutine In the CPU with a maximum storage capacity, there are two areas that can be form subroutines of 7× 7 size on the right side. It is possible to run the subroutine from the chips of the “SUB 1” “SUB 2” placed in the main program of the left side. When the executed subroutine is completed, the process proceeds to the next of “SUB” chip which was placed in the main routine. By placing regularly this "SUB" chips in the main routine, it becomes possible to execute programs implemented into the subroutine several times until go around a main routine. For example, implement avoidance decision into a subroutine, when you call the subroutine whenever the main routine proceeds about 10 chips, reaction rate is significantly improved because it began to determine once per about two frames whether it is necessary to avoid. It should be noted that, of course main program is stopped at the place of "SUB" chip while executing subroutine. If there is a long program that is always executed in the subroutine, the rotation of the main program will be dull depending on the number of calls. Although rate of behavior that implemented into the subroutine improves, all other actions are delayed slightly. Therefore, you must be sure to execute subroutines only when necessary. To give avoidance as an example, if the OKE is quick moving or jumping already, it is not needed to execute subroutine. By increasing the rotation speed of the main routine even slightly by reducing unnecessary processing, let s improve the rate of each operation. Utilize loop To tell the truth first, loop may cause a fatal bug in high probability if you are not familiar. What is the loop, about the risk and the usefulness of the loop, I describe a simple example together. Please see the image below. This is avoidance decision of the program that is described in "Lecture for beginners", introduced the missile countermeasure. Missile detection is added before scanning for a high-speed flying object. It is built with the assumption that the behavior " Continue to lie down when a missile is detected to 100m range, then jump to avoid after it approach to 20m" . As long as the missile does not come within 20m, it will continue to run the operation of lie down repeatedly. This portion that is run repeatedly, this is the loop. By looping temporarily here, at the moment the missile enters the 20m range, you will be able to perform reaction immediately. To execute the process that you want to run on certain situations quickly, or in order to run an action timely at the moment the situation has changed, loop processing is quite useful. Now tested the program of the sample image, then it was confirmed that it is possible to avoid opponent’s missile on a one-to-one. So I organized a three-machine team triumphantly, and fought with a team that has missiles, then, OMG! There is an OKE that continues to lie down and does not move at all! Of course playing possum like that definitely not effective to OKEs, they were wiped out within a numerical disadvantage. What on earth was the problem? This sample is the form of, "Detected a missile coming towards in the 100m distance " → "loop until a missile is detected in the 20m range" The problem is that, in the first place, it has formed a loop on the assumption that "missile coming towards" is reach to the location of the OKE reliably. The missile coming towards is aimed at the OKE really? Or there is not an obstacle before it reaches? In such a variety of reasons, if the missile did not come in the 20m range, you will not be able to get out of the loop. In this case, you can solve the problem by modifying like the image below. By only one shifting of the ahead of an arrow, you will leave the loop if the missile does not come to 20m range. In the case also maintaining a bidirectional loop, you can resolve the problem as the image below. When you specify the range, you can be outside the range around your OKE by up and down key while holding down R button. By utilizing this, form a loop of “Continue to lie down if there are one or more missiles between 20m and 100m, proceed to avoidance decision when there are no missiles”. In this way, you can perform jump by avoidance decision when the missile is coming within 20m. In addition, even though the missile towards different direction or disappear, loop is always released. (There are waste and problem still in this example, I set it aside for the time being) It was long, but in short, it is that want you to understand firmly the risk and benefits of loop processing. Because bugs of this kind occur frequently, let s repeat behavior test and thoroughly verify when introducing a loop. If you will master successfully, quick reactions become possible in limited situations and that slight differences lead to great results. [Summary] When building a large program, needs attention to the execution timing of behaviors that require quick responses. The more complex and courteous programs, the more reduced the reaction rate is. Beware treatment of unnecessary processes in many cases. Consider the timing that should be executed and the need for each decision. For example, execute a long thinking process during operation that cannot be canceled, etc. Subroutine and loop are useful, but you should utilize it after a solid understanding of its risk. If the subroutine that will be called each time is long, the main program will not go around quickly. Wrong release condition of the loop leads to defeat very likely. [Supplemental Commentary loop examples] Although I gave the missile countermeasure loop as a reference, in addition, describe an example of a relatively safe loop to be able to make easy.Conducting enter and exit of the loop in accordance with the each state of OKE, it will be safety and quick loop process. For example, because it will not be able to perform the most operations when the OKE is struck and overturning, there is a way to check the situation in the dedicated loop and determine whether activate options or not, take evasive action to avoid additional attack immediately after the state recovered. In opposite, if the target is struck and overturning, it might be interesting to enter the loop for pursuit and additional attack. Because the state recovers automatically, it will be expected a certain effect without causing an infinite loop. Narrow down the processes There are many processes that you want to monitor situation changes constantly such as Scan for Projectiles, Activate Option, and process during overturning, etc. You can easily monitor such processes constantly by putting in places to pass frequently (Top of main and top of sub used frequently). However, in other words, would be referred to as "regardless of need or not, have repeated frequently the same process ", it is a waste of processing power. This will cause delaying the response. For example, in the case of Self-Cooling System of options, you do not have to monitor the amount of heat of body constantly in many cases. Mostly the purpose of starting the cooling is either, prevent thermal damage when it is struck or increase the frequency of fire. If the purpose of preventing thermal damage, it is only necessary to assess once when entering or exiting the process of when be struck or avoiding. If you increase the frequency of fire, it is only necessary to assess when it refrain from attack due to the heat. In this way, it is possible to improve the throughput performance if you stop constantly monitor the processes being monitored constantly. However, by stopping the constant monitoring, it is possible that the case that cannot be monitored occurs. In the case of cooling system, if you assess only when entering or exiting the process of when be struck or avoiding, there is likely to be roasted by "beam from close range (undaunted, cannot detect by Scan for Projectiles)" or "heat generated by the flames of napalm (undaunted, are not projectiles )". Although you should assess elsewhere to avoid this, the mounting area increases in this instance, and eventually you would waste the processing power if you assess too much. It is necessary to narrow down and pinpoint the necessary timing of decision, or if you do not narrow, must be determined after having analyzed trade-off among the mounting area, effect and risk when stopped constant monitoring.
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グルコサミンに感謝、感謝! 40代になってから、少しずつ体の不調が出てきました。 若い頃からスポーツもしており 健康自慢だったので、 逆にショックです。 内蔵よりも先にやられたのが、関節でした。 休日に夫と二人でサイクリングに出かけたのですが、 走り始めて数分後、ヒザに痛みを感じ、みるみる激痛に変わって いきました。 何かにぶつけたのか、と一晩湿布をし、翌日は治りました。 けれど、また1ヵ月後。同じところが痛み出したのです。 しかも、サイクリングの時に。 立ったり座ったりでは問題がないので、これはどうしたものか と思い、学生時代のクラブの仲間に何気なく相談したところ、 その友人も似たような症状を半年前に体験したというのです。 そして紹介してくれたのが、グルコサミンのサプリメントでした。 テレビのCMで「グルコサミン」という言葉を知ってはいましたが、 中身がなんのかは、まるで知らない私に、 友人は 「グルコサミンは人間の爪や軟骨にもある物質なのよ。 膝や肘の関節の動きをなめらかにできるように、サポートしてくれる のよ」 と説明してくれました。 実は私はその時は、まだ半信半疑でした。 けれども、この痛みを何とかしたい、と、まずは試してみることに しました。 すると驚いたことに、飲みはじめて1ヶ月。 恐々と自転車に乗ってみたところ、 痛みが減っているではありませんか。 飛び上がりたいほど嬉しかったです。 続けて飲んでいますが、膝は快調です。 友人とグルコサミンのおかげで、気持ちよくサイクリングを続け られています。 http //auto-a.info/
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各キャラクターの指示での台詞集です。 クリス・レッドフィールド シェバ・アローマ ジル・バレンタイン アルバート・ウェスカー クリス・レッドフィールド SEND OUT GO! COVER Come on! STOP Wait. THANK Thanks. 応答 Roger!Okay! HELP Help! DYING I m not gonna make it!Help me! 救援 Hold on!I m coming! 手当て Stay with me.You re ok?Watch yourself,ok? 感謝 Thanks.Thanks for the help.Much appreciated. ヘッドショット Great shot!Nice work!Good work! 連携コンボ Good job!Nice!That ll work! シェバ・アローマ SEND OUT GO! COVER Come on! STOP Wait. THANK Thanks. 応答 Roger! HELP Help! DYING Help me!I need help!A help! 救援 Hold on!I m coming! 手当て You need to be careful!Are you OK? 感謝 Thanks.Thanks partner!I owe you one! ヘッドショット Nice work!Good work!Nice shot! 連携コンボ Excellent!Nice teamwork!Job it is! ジル・バレンタイン アルバート・ウェスカー SEND OUT GO! COVER Come on! STOP Wait. THANK It was in your best interest to assist me. 応答 Roger!Affirmative.Fine. HELP Help!Your assistance is required! DYING You fail me!How it s possible! 感謝 Ha!I suppose I should thank you.It was in your best interest to assist me.You re getting better. 連携コンボ Good teamwork!
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A SECRET APPRENTICE 秘密の弟子 Darth Vader I sense someone far more powerful nearby. Where is your master? お前より遥かに強い力を近くに感じるぞ。お前のマスターはどこだ? Kento Marek The dark side has clouded your mind. You killed my master years ago. ダークサイドが心を乱しているな。私のマスターは何年も前に貴様に殺されたさ。 Darth Vader Then now you will share his fate. ならばお前も同じ運命をたどるがいい。 Darth Vader A son. 倅とはな。 Kento Marek Run! 逃げろ! Imperial commander Load Vader? ヴェイダー卿? Darth Vader Come with me. More will be here soon. 私と共に来るのだ。すぐに追っ手が来るぞ。 Darth Vader You were weak when I found you. But now, your hatred has become your strength. At last, the dark side is your ally. Rise, my apprentice. お前は、私が見出した時は弱かった。しかし今、憎しみが強さへと変わった。遂に、ダークサイドがお前の味方となった。立て、我が弟子よ。 Galen Marek What is your will, my master? 何がお望みですか、マスター? Darth Vader Your training is nearly complete. It is time to face your first true test. お前の訓練もほぼ終わりに近づいてきたな。最初の真のテストを受けるときが来た。 Galen Marek Your spies have located a Jedi? スパイがジェダイを見つけたのですか? Darth Vader Yes. Master Rahm Kota. He is attacking a critical Imperial shipyard. Destroy him and bring me his lightsaber. そうだ。マスター ラーム・コタ だ。奴は重要施設である帝国の造船所を襲撃中だ。奴を倒し、ライトセイバーをここに持ってくるのだ。 Galen Marek I shall leave at once, master. すぐに出発します、マスター。 Darth Vader The emperor can not discover you. Leave no witnesses. Kill everyone aboard, Imperials and Kota s men alike. 皇帝はまだお前を見つけていない。証拠を残すな。皆殺しにしろ。帝国軍もコタの仲間も。 Galen Marek As you wish, my master. 仰せのとおりに、マスター。 Proxy Ah, master. Another excellent duel! おぉ、マスター。また素晴らしい戦いでしたね! Galen Marek Proxy. You did catch me by surprise. I haven t fought that training program in years. I thought you d erased it. プロキシー。驚かせやがって。もう何年もこの訓練プログラムとは戦ってなかったな。もう消したと思ってたよ。 Proxy I hoped that using an older training module would catch you off guard and allow me to finally kill you. I m sorry I failed you again. 古い訓練モジュールを使えば、あなたが油断して、やっつけることができると思ったのに。また失敗しちゃいました。 Galen Marek I m sure you ll keep trying. Yeah but do me a favor. Don’t ambush me anytime. 何度でも試すんだろうな。でもいつも待ち伏せするのは勘弁してくれよ。 Galen Marek Proxy. プロキシー。 Proxy Yes... why are we whispering? はい・・・なぜ小声になるんです? Galen Marek What s that? あれはなんだ? Proxy Ah, yes. Your new pilot has finally arrived, master. (Accessing Imperial records.) あ、はい。やっと新しいパイロットが来たんですよ。(帝国軍記録にアクセス中) Juno Eclipse (Proxy) Captain Juno Eclipse. Born on Corulag, where she became the youngest student ever accepted into the Imperial academy. Decorated combat pilot with over one hundred combat missions, and commanding officer during the bombing of Callos. Hand-picked by load Vader to lead his black five squadron, but later reassigned to a top-secret mission --- ジュノ・エクリプス大尉です。コルラグ生まれで、帝国アカデミーには最年少で入学しました。100以上の作戦に参加して勲章を授かり、カロスの爆撃作戦では指揮官を務めました。ヴェイダー卿にブラック第五中隊の指揮官として引き抜かれ、その後極秘任務を担当することになりました。 Juno Eclipse Is there a psychological profile in there too? 心理プロファイルもあるのかしら? Proxy Actually, yes. But it s restricted. Oh, master, I can tell you she s going to be impossible to reprogram. まぁ、ありますよ。でも制限されています。マスター、彼女の調教は不可能ですよ。 Galen Marek Do you know why you re here. ここにいる理由は分かるか? Juno Eclipse Yes. My orders are clear. I am to keep your ship running and fly you wherever your missions require. ええ、任務はハッキリしているわ。あなたの艇を飛ばして、どんな作戦地域までも行くことよ。 Galen Marek Did Vader tell you that he killed our last pilot? ヴェイダーは、前任のパイロットを殺した事を話したか? Juno Eclipse No. But I can only assume that he gave load Vader good reason to do so. I will not. いいえ。でも、ヴェイダー卿は殺す理由があったから殺したんでしょ。私はそんなヘマはしないわ。 Galen Marek Well let s hope so. I m sick of training new pilots. まあ、そうあってほしいもんだ。新人パイロットの教育にはウンザリしてる。 Galen Marek What have you done to my ship? 俺の艇に何をした? Juno Eclipse I ve taken the liberty of upgrading the rogue shadow s sensor array. Now you ll be able to spy on any suspect ships within the entire system. 勝手ながら、ローグシャドー(訳注:主人公たちが乗る船の名前)のセンサーアレーをアップグレードしておいたわ。全銀河系内のどんな船でも偵察することができるようになったの。 Juno Eclipse You are one of Vader s spies? あなたは、ヴェイダーのスパイの一人? Galen Marek You don t need to know anything about my missions except where I m going. Now, we need a jump to Nar Shaddaa. Can you handle that? 行き先以外は、任務について何も知る必要は無い。さて、ナー・シャッダまで跳ぼうか。操縦できるよな? Juno Eclipse Of course. もちろん。 次 JEDI HUNTERS
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index Special AbilitiesFind Traps Detecting Secret Doors Druidic Shape ChangeRacial Enemy Hit Dice Identify Items Infravision Lay Hands Lore Magic Resistance Protection from Evil Specialization Spell Casting Stealth (Hide in Shadows/Move Silently) and Backstab Thieving (Pick Pockets, Open Locks, Remove Traps) Turning Undead Special Abilities Find Traps Thieves can select the find traps mode, and they will continually look around for traps. The traps have a random chance of being found by the thief at any time, so moving slowly can make finding more likely. If a thief chooses any other action, he is unable to find traps until this mode is reselected. Detecting Secret Doors Each character has their secret door detection ability on at all times. Their chances are calculated using the following Mage 5% Thief 15% Fighter 10% Cleric 10% Depending on Race, they also get a bonus Elf 20% Dwarf 10% Halfling 5% When a thief has his find traps ability on, he has a 100% chance to detect secret doors. Druidic Shape Change At higher levels druids can change their shape into three different animals, each once per day. They can choose to transform into either a brown bear, black bear, or wolf. The animals will perhaps have more hit points, faster movement rates, or claw and bite attacks that are quite damaging. These can come in quite handy in combat situations. Racial Enemy Rangers tend to focus their efforts against one particular type of creature. When the ranger encounters that enemy, he gains a +4 bonus to his attack rolls. However, the Ranger suffers a -4 penalty to all encounter reactions with these creatures as well. Hit Dice As characters go up levels, their number of hit points increase based on their Hit Dice. Each class has a different hit die which reflects their ability to avoid damage in combat. For example, fighters have a d10, which indicates that they gain between 1 and 10 hit points when going up a level. A mage, on the other hand, being a poor fighter, gains only 1 to 4 hit points when going up a level. The number of Hit Dice each class receives is shown on pg 139. Identify Items Whenever you R-click on an item, the lore skill of your character is compared to the lore value of the item under consideration. If the lore skill is high enough, you successfully identify the item so that you can see what it does. If you cannot identify an item with any of your characters you can always cast the Identify item or take the item to a store or temple and have it identified (for a price!). Infravision Infravision allows you to see more clearly in the dark by revealing the heat generated by bodies. All warm blooded creatures appear as red shapes if they are in the dark, at night. Undead or cold blooded creatures are not affected by this spell or ability. Elves, half-elves, gnomes, and dwarves use this ability automatically at night or in dark conditions. Mages can cast it as a spell. Lay Hands A paladin can heal himself or others by laying his hands upon them. A paladin can heal 2 hit points per experience level in this manner. This ability is usable once per day. Lore Each character has a lore rating. Every item has a lore value. If a character’s lore rating is equivalent or higher than an items lore value, then he may identify that item. As characters gain levels, they are able to identify items based on their experience. This is listed in the table below Bard 10 lore rating per level. Thief 3 lore rating per level. Mage 3 lore rating per level. All other classes 1 lore rating per level. The player receives bonuses and penalties to their lore based on their Intelligence and Wisdom. The modifier is not cumulative with each level, but each ability bonus is applied separately. It is a one time bonus at character creation. See the tables on page 136 for ability bonuses and modifiers. (E.g. A character with 18 Wisdom (+10) and 15 Intelligence (+5) would have +15 to Lore.) Magic Resistance Magic resistance enables a creature to ignore the effects of spells and spell-like powers. If a creature fails to avoid a spell due to magic resistance, he or she can still make a saving throw against that spell to avoid the effects. Protection from Evil Paladins have an innate ability to provide protection from the forces of evil. They can use this ability at will through the Special Abilities button. The effect is identical to the 1st-level wizard spell Protection from Evil. Specialization Fighters, paladins, and rangers can train and hone their weapons skills to higher levels than other classes. This is accomplished by assigning more proficiencies to a single weapon. The effects of specialization are shown below Level of Proficiency Points Spent Bonus To Hit Bonus Damage Attacks per Round** Proficient 1 0 0 1 Specialized* 2 +1 +2 3/2 Master 3 +3 +3 3/2 High Master 4 +3 +4 3/2 Grand Master 5 +3 +5 2 *Note that paladins and rangers cannot hone their weapon skills beyond “specialized.” **Note that this refers to attacks with melee weapons only, and that Fighters, Rangers, and Paladins also gain an extra attack at level 7. Spell Casting See Magic and the Spell System in Baldur’s Gate on pg 95. Stealth (Hide in Shadows/Move Silently) and Backstab Thieves can choose to enter the stealth mode – effectively becoming invisible for a time – by selecting the stealth mode. Once invisible, their next attack is a backstab for either 2x, 3x, or 4x damage – depending on the level of the thief. Moving around risks detection. As well, once a thief attacks the stealth mode is ended until successfully reselected. The thief must be out of his enemy’s direct line of sight before he can hide once more. Thieving (Pick Pockets, Open Locks, Remove Traps) Thieves can pick pockets (random chance of an item carried by the hapless victim), pick locks, and remove traps as well. This is achieved by selecting the thieving button and clicking on the target. Turning Undead One important, and potentially life-saving, combat ability available to priests and paladins is the ability to turn undead. Druids cannot turn undead. Through the priest or paladin, the deity manifests a portion of its power, terrifying evil, undead creatures or blasting them right out of existence. However, since the power must be channeled through a mortal vessel, success is not always assured. This ability is a mode selection for that character – nothing else can be attempted while he or she is attempting to turn undead. Good priests and paladins can turn undead so they lose morale and run away, or (less often) destroy them outright. Evil priests can sometimes gain control of undead, who can then perform actions for the priest.
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