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https://w.atwiki.jp/p2rdj/pages/1122.html
ウッド・ジャイアント Wood Giant Wood giants are the denizens and protectors of the deepest, most primeval forests in the world. They dedicate their entire lives to the preservation of nature—a role that they believe nature itself has selected them to carry out. Wood giants are patient and kind to those who show respect and care for wild places. Although most wood giants consider civilization as simply another part of the world, they value places untouched by permanent structures and dense humanoid settlements. Wood giants have long, drooping ears and more slender builds than most giants. Despite their size, they are graceful and agile, able to move through dense forests and brush with little sound. They have been known to work closely with druids and others who share their respect for the sanctity of wilderness regions. Wood giants spend their days patrolling vast swaths of territory, foraging, and keeping an eye out for any who would despoil their lands. While they respect the connection to nature they share with many fey creatures and remain on good terms with them, wood giants see most fey as far too flighty to take part in any long-term plans. An average wood giant stands 14フィート tall and weighs 1,200 pounds. “知識の想起”――人型生物(〈社会〉) DC 22 一般的な知識 DC 20 専門知識 DC 17 ウッド・ジャイアント Wood Giant クリーチャー6 CG 大型 巨人 人型生物 出典 Bestiary 2 124ページ 知覚+15;夜目 言語 共通語、巨人語、森語;スピーク・ウィズ・アニマルズ 技能 〈運動〉+15、〈隠密〉+13 (+15 in forests)、〈軽業〉+13、〈自然〉+14、〈生存〉+13、〈知識:森〉+14 【筋】+5、【敏】+5、【耐】+4、【知】+2、【判】+3、【魅】+1 アイテム +1 コンポジット・ロングボウ(アロー20本)、ハイド・アーマー、ショートソード AC 24;頑健+17、反応+14、意志+13 HP 120 岩つかみ [reaction] 移動速度 35フィート 近接 [one-action] ショートソード +17[+13/+9](機敏、間合い:10フィート、多用途:[斬撃])、ダメージ 1d8+11[刺突] 近接 [one-action] 拳 +17[+13/+9](機敏、間合い:10フィート)、ダメージ 1d6+11[殴打] 遠隔 [one-action] コンポジット・ロングボウ+18[+13/+8](致命的:d10、射程単位100フィート、装填:0、遠射用:30フィート)、ダメージ 1d8+8[刺突] 遠隔 [one-action] 岩 +17[+12/+7](暴虐、射程単位120フィート)、ダメージ 2d6+11[殴打] 始原生得呪文 DC 23;4レベル スピーク・ウィズ・プランツ;3レベル アースバインド;2レベル エンタングル、ツリー・シェイプ;常時 (2レベル) スピーク・ウィズ・アニマルズ、パス・ウィズアウト・トレイス Piercing Shot/Piercing Shot [one-action] The wood giant shoots an arrow at a target so that it glances off the first target to strike another target behind the first one. The wood giant chooses two targets in a direct line, one of which must be giving lesser cover to the other, then makes a single ranged Strike with its longbow against both targets. This attack ignores the lesser cover the first target provides to the second. The wood giant rolls damage only once, and applies it to each creature it hits. Piercing Shot counts as two attacks for the wood giant's multiple attack penalty. 岩投げ [one-action] 追加の知識:Wood Giant Celebrations Wood Giant Celebrations Despite the seriousness with which wood giants approach their duties, or perhaps because of it, wood giant gatherings are joyous occasions. Wood giants most often gather to sing, dance, seek life partners, and celebrate their hard work.
https://w.atwiki.jp/hayy/pages/7.html
動画(youtube) @wikiのwikiモードでは #video(動画のURL) と入力することで、動画を貼り付けることが出来ます。 詳しくはこちらをご覧ください。 =>http //atwiki.jp/guide/17_209_ja.html また動画のURLはYoutubeのURLをご利用ください。 =>http //www.youtube.com/ たとえば、#video(http //youtube.com/watch?v=kTV1CcS53JQ)と入力すると以下のように表示されます。
https://w.atwiki.jp/legendofnorrath/pages/394.html
Update Notes for June 19th, 2008 ***************************Oathbreaker, the third Legends of Norrath expansion, is available now!- More than 250 new game cards. - Over 20 loot items each for EverQuest and EverQuest II available in Oathbreaker digital Booster Packs. - 4 Oathbreaker digital Starter Decks. - Challenge the four-man Chel Drak raid boss. - 10 new single-player scenarios with reward cards. - 2 new custom avatar races Froglok and Erudite. - New gameplay keyword Charge. - And more!Gameplay - These cards have gameplay changes - Disintegrate [ATT][DEF] Choose an item on an opposing avatar combatant. At the end of this combat, destroy that item. - Bracers of Forbidden Rites [MAIN] Remove two of your level tokens from a quest and exert this item Heal 1 damage on your avatar. [Evil] Heal 2 damage on your avatar instead. - Combative Faith now has a cost of 3. - Pious Light is now has a level of 1. - Sunbeam now has a cost of 4. - Gnoll Scout [Evil] This unit gets +1 health. - Iksar custom avatar [MAIN] Exert this avatar and one of your units Draw a card. - You can no longer cancel Etherial Elixir s ability. - Clinging Darkness no longer deals damage when an item it is linked to is readied. - Clinging Darkness now correctly deals only 1 damage when linked to Longbow of the Warmaster. - Wraith-Touched Necklace can no longer exert avatar combatants. - You can no longer exert an ability applied to Valor of the Keepers to add to your attack value. - The Frenzy keyword on Dagda Icefury now works correctly. - Halfling Explorer will no longer prompt you to exert an opposing combatant if there are no ready opposing combatants. - Rotting Ghoul s gametext will now end combat immediately when he is the only friendly unit in combat. - Raid Bosses can now be targeted by Thorny Trap s text. - Gift of Armament now stacks correctly when multiple copies target the same unit. General - Attack and defense numbers will now tally correctly in a raid. - The Scenario menu now displays the correct completion statistics when you first enter. Text Changes - Symbol of Corruption now shows a chatlog entry when it deals damage to a unit. - The radial menu tooltip for Spirit of Wolf has been corrected. - Chatlog entry for Decoy has been corrected. - The chatlog for the following cards has been corrected Eluviel (unit), Ring of the Ancients. - The lore for the following cards has been corrected Bleeder s Talent, Emperor Crush. - Several Avatars have had text changes (no gameplay changes, clarity only). - Ogre #3 – Whenever this avatar loses a combat against a unit, deal 1 damage to an opposing combatant. - Human #1 – [MAIN] Pay 3 power, choose a quest, and exert this avatar Your units may raid from that quest a second time this turn. - Dark Elf #3 – Whenever an opposing unit is destroyed in combat against this avatar, heal 1 damage on this avatar.
https://w.atwiki.jp/game_southpark/pages/17.html
Abilities mage Dragon s Breath Dust of Dreams Lightning Volt Funnel of Frost Pyre Ball Jew Sling of David Casts the first stone at any enemy. Deals more damage if done perfectly, but can lead to self - injury if done improperly. Jew-Jitsu Utilizes a secret Jewish martial art to pummel your target with a Stunning strike. Circum-scythe Whirling Doom Plasues ob Egypt Parks ※()内は無視。 Protect My Balls you take greatly decreased damage when critically injured.クリティカル攻撃を受けた時、ダメージを大幅に減少する。 Griefer become one with the taunt, inflicting extra damage against (and taking less damage from) pissed off enemies.怒り状態の敵対して遠隔武器で攻撃した時、追加ダメージを与える。 Marksman your ranged weapon attacks inflict extra damage.遠隔武器で攻撃した時、追加ダメージを与える。 Pyromaniac inflict additional damage to (and take less damage from) burning enemies.燃えている敵に追加ダメージを与える。 Healing Wind each time you perform a magic attack with your weapon, recover some HP.武器や魔法で攻撃する度、HPをいくらか回復する。 Growing Boy Your maximum health increases by 20%.最大体力が20%増加。 All Outta Bubble Gum Using a potion now gives you Attack Up in addition to the potion s usual affacts.ポーションに攻撃力上昇の効果が付与される。 Fight or Flight Your attacks do increased damage when you are crytically injured.瀕死状態の時、攻撃力が上昇する。 Bloodlust Infict additional damage to (and take less damage from) enemies suffering from Bleeding.出血状態の敵に追加ダメージを与える。 Power Bottom Each time you perform a magic attack with your weapon, necover some PP.武器や魔法で攻撃する度、PPをいくらか回復する。 Let It Slide Dabuffs applied you last one turn less than normal.受ける弱体化を1ターン分軽減する。 Sucker Punch Your first attack each combat deals extra damage.戦闘で、最初の攻撃にエクストラダメージを追加する。 Brain Food You gain 2 PP when using a healing item.ヘルスポーションを使用した時、PPを2回復する。 Dirty Fighting Inflict additional damage against (and take less damage from) anemies suffering from Grossed Out. Couterfart Counterattack anemies with your ass - requires Mana but delivers more damage than a weapon counter. Necessary Roughness Infict more damage to Stunned targets.気絶状態の敵に大ダメージを与える。 Mauler Your melee weapon attacks do extra damage.近接攻撃をした時、追加ダメージを与える。 Apprentice Your maximum PP is increased by 20%.最大PPが20%増加。 Second Wind Revive Potions used on you or on your buddy now revive the recipient with full health.復活ポーションを使った時、体力全回復で復活する。 Fart of War Infict additional damage when using a magic attack with your melee or ranged weapons.近接攻撃、遠隔攻撃、魔法攻撃をした時、追加ダメージを与える。 Madic 魔法 操作方法 コスト 戦闘外の用途・取得場所 Cup-A-Spell - MANA 60 - Dragon Shout - MANA 40 炎がある場所で火炎放射 Nagasaki - MANA 100 岩を壊す Sneaky Squeaker - MANA 80 敵の誘導、
https://w.atwiki.jp/ketcindy-eng/pages/13.html
1. Download Package (1) Collective pack that contains all softwares installer for KeTCindy can be downloaded from the link https //www.dropbox.com/sh/kzt2bgaz07n7dr0/AABZRvOrqqCp5Tn1JZYpnvSQa?dl=0 of Dropbox. It should be noted that, even if you click the left column "KeTCindy Installation", you can move to the above link. If you have not installed the Dropbox, it displays a window of "Do you want to install" or "Login", but it is all right to ignore all. Choose your PC as download destination instead of Dropbox. The package contains the five compressed file. 1)InstallforMac.dmg :Apprication for Mac 2)InstallforWin.exe :Apprication for Windows 3)ketcindy.zip :KeTCindy System 4)Howtoinstall.sip :Installation instructions 5)ReadMeJ.pdf :How to install (Japanese version) 6)ReadMeE.pdf :How to install (English version) Download 1) 3) 4) 5) for Mac or 2) 3) 4) 5) for Windows. When you download them, you press the "Download" button, not the "save to dropbox" button. (2) Copy InstallforMac.dmg/InstallforWin.exe and ketcindy.zip to the desktop. When you double-click on them, they decompress. When you unzip the ketcindy.zip, you can create the "ketcindy" folder. When you unzip the InstallforMac.dmg/InstallforWin.zip, it contains the followings. Scilab,Cinderella2,TeX,SumatraPDF(Windows),mi(Mac),Terapad(Windows) R,Maxima,Risa/Asir,Fricas(Mac) The package size is about 1.5GB, and it takes about 15 minutes to download. The size of TeX is small (about 1GB), and it does not interfere with other TeX. Remark) If there is a space in the disk, it is recommended that you install the TeX. 2. Install the softwares This section divides the case for Mac and Windows. First, when you copy Howtoinstall.zip to the desktop and unzip it, the "Howtoinstall" folder appears. This foloder contains HowtoinstallforMacE.txt or HowtoinstallforWinE.txt as instructions, and you open the text file. It should be noted that, when you move to each page by clicking on the following, you can see the same content. How to install for Mac How to install for Windows
https://w.atwiki.jp/spellborn/pages/30.html
最終更新日時2009年10月25日 (日) 19時11分40秒 レベル5で転職すると使えるようになるスキルの一種。 レベル5で転職すると画面上部に下記のウインドウが表示されそこにボディースロット用のアイテムをセットする事が可能。 スキルデッキ用のスキル違い、自分の好きなタイミングで使う事ができる。 また、ボディースロットの効果は一度に1つのみ発動する。 (後から発動した効果で上書きされる) Adept Stance Bloodwarrior Scar Wrathguard Crest Ancestral Mage Spirit Pet Runemage Tattoo Void Seer Orb Deathhand Poison Skinshifter Maze Trickster Gadget Adept Stance Bodyslot Lv Discription Price Double Edge 5 ターゲットの攻撃が当たった時か、スキル使用者が外した時にDoTを与える。Damage over time on target when hit and on skill user when missed. 2s82c Dance Of Reavers 10 ターゲット付近のキャラクターに対して、メレー攻撃の度にダメージを与える。Each melee attack also deals damage to characters close to your target. 8s82c Eyes Of The Ashcrow 15 遠距離攻撃で与えるダメージと近接攻撃で受けるダメージが増える。近接攻撃で与えるダメージが減る。 (上手い事訳せない、誰か頼んだ)Increase raged damage done and melee damage recieved. Decrease melee damage done. 25s32c Shattering Gale 25 あなたのメレーダメージを下げるが、メレー攻撃を当てるとTailwind効果を得る。Tailwindはあなたのダメージ出力を増加させる。Your melee attacks deal reduced damage. When you hit with Melee attacks, receive a Tailwind buff. Tailwinds increase your damage output. 60s36c Immobile Defense 25 Resistant(レジストを増加させ、ダメージを低減する)を得る。回復効果を増加させるが、移動速度が下がる。Gain Resistant. The effect of heals are increased but your movement speed is reduced. Resistant Increases resitance and decreace damage taken from attacks. 93s22c Within the Carapace 30 受けるダメージを緩和させるが、与えるダメージも低下する。Mitigate incoming damage at the expense of dealing less damage. 1g41s72c Undying Dream 35 範囲・メレー攻撃を反射するがExpose[Magic]を受ける。Partially reflect Ranged and Melee attacks but recieve Expose[Magic]. Expose[Magic] Reduces magic resistanec and increases damage taken from magic attacks. 2g77s42c Inner Being 40 ソウルダメージを増加させるが、移動速度(?)とスピリットアフィニティを低下させる。Increases soul damage, lowers run and spirit affinity. 4g47s14c Hand Of Dominion 45 メレーダメージを増やすが、魔法攻撃を受けた時のダメージも増える。Deal more Melee damage. Recieve more damage from Magic attacks. 7g47s34c Unitary Arsenal 50 ダメージを10%増加させるが、回復が無効になる。Deal 10% more damage, but become immune to heals. 9g47s14c Bloodwarrior Scar Bodyslot Lv Discription Price Magical Repulsion 5 マジックレジスタンスを上げ、メレーレジスタンスを下げる。Increase Magic Resistance. Decrease Melee Resistance. 2s80c Rush Of Confidence 10 使用者にBuff。ヒットした時にターゲットはコンセントレーションを失うが、モラルとフィジークは増加する。User is buffed. When hit the character loses Concentration, but Morale and Physique are increased. 8s12c Restoration Web 15 HPの自動回復が増加。全てのレジスタンスが低下。Increase Life regeneration. Lower (all attack type) resistances. 24s72c The Balance 20 マインドを犠牲にしてボディを増加。Increase Body at the price of Mind. 58s56c Bloody Net 25 使用者にBuff。ダメージを受けるとメレーレジスタンスが増加する。User is buffed. Bloodlinks receive a melee resistance buff when the Bloodwarrior recieves damage. 89s72c Humility Chain 30 メレーレジスタンスを増加させ、ソウル・スピリットアフィニティを低下させる。Increase melee resistance, lower soul and spirit affinity. 1g54s34c Retaliation Of Spirit 35 使用者にBuff。攻撃を受けたときに追加ダメージを受けるが、モラルを得る。User is buffed, when hit the Bloodwarrior loses extra life but gain morale. 2g94s92c The Counterbalance 40 フォーカスを犠牲にボディを増加。Increase Body at the price of Focus. 4g32s64c Magical Healing 45 使用者にBuff。マジック攻撃を当てる度に僅かに回復する。User is buffed. Each time the Bloodwarrior hits with a magic attack, bloodlinks are healed slightly. 7g54s2c Dual Union 50 ソウル・スピリットアフィニティを増加させ、ルーンレジスタンスを低下させる。Increase Soul and Spirit Affinity. Lower Rune Resistance. 10g95s44c Wrathguard Crest Bodyslot Lv Discription Price Roaring Sabretooth Crest 5 あなたとパーティメンバーはオーラに包まれ、メレー攻撃のダメージが増加する。You and party members within the Aura do increased damage with melee attacks. "An ancient crest worn by the bravest heroes, it invokes the strength and courage of Ancestors in all." 2s92c Hawk s Wall Crown 10 あなたとパーティメンバーはオーラに包まれ、モラル効果が増加するがスキル使用時のフィジーク効果が低下する。You and party members within the Aura have increased Morale effects, but lowered Physique effects when using skills. "Acrest worn by city guards in remembrane of those who preceded thim." 8s22c Held Aloft Sword 15 あなたとパーティメンバーはオーラに包まれ、スピリットアフィニティが増加するがソウル・ルーンアフィニティが低下する。You and your party members within the Aura have increased Spirit Affinity but lowered Soul and Rune Affinity. "An ancient crest worn by champions of old uniting those who see it." 24s54c Open Ashcrow Wing 20 あなたとパーティメンバーはオーラに包まれ、遠距離レジスタンスが増加するが、メレーレジスタンスが低下する。You and party members within the Aura have increased Ranged Resisitance but lowered Melee Resistance. "An Ancestral Crest worn by the scouts of the old High House Resistance." 64s50c Submerged Dodo Head 25 あなたとパーティメンバーはオーラに包まれ、回復効果が増加するが、ダメージ効果が低下する。You and party members within the Aura do increased Heal effects but lowered Damage effects. "A crest worn by pacifists from before the Vhelgar rule." 80s68c Prancing Daigant 30 あなたとパーティメンバーはオーラに包まれ、メレーレジスタンスが増加するが、遠距離レジスタンスが低下する。You and party menbers within the Aura have increased Melee Resistance but lowered Ranged Resistance."The favoured crest of the second line melee ranks of the Resistance army." 1g44s94c Crossed Halberds 35 あなたとパーティメンバーはオーラに包まれ、スピリットダメージが増加する。You and party members within the Aura have increased Spirit Damage output. "A crest worn by the Ancestral vanguard leading the way for others." 2g74c12s Fierce Urgarut 40 あなたはモラル回復が増加し、モラル減少を低減できるが、パーティーメンバーはモラル回復が減少し、モラル減少が増えてしまう。Receive increased Moral Regeneration and Decreased Moral Degeneration but all Party Menbers have lowered Moral Regeneration and increased Morale Degeneration. "The crest mark fof ruthless barbaric warriors, invoking fear in both friend and foe." 4g76s74c Demon Altar Crown 45 録り忘れ 7g42s34c Two-Headed Hyena 50 あなたとパーティメンバーはオーラに包まれ、マインドが増加するが、フォーカスが低下する。You and party members within the Aura recieve increased Mind but lowered Focus. "The crest worn by the High House Resistance s tactical forces." 11g4s84c Ancestral Mage Spirit Pet Bodyslot Lv Discription Price Hyena Avatar 5 弱ダメージ、程々のアバター。Deals moderate melee damage. Medium avatar. 2s88c Ousted Elder Avatar 10 パーティメンバーにマジックレジスト、小ヒールを掛ける。弱いアバター。Buffs magic resistance of party menbars and casts minor heals. Weak avatar. 8s34c Calaspider Avatar 15 小マジックダメージ・敵を遅くする。程々のアバター。Deals minor magic damage, slows target. Medium avatar. 23s94c Bear Avatar 20 弱メレーダメージ・メレーBuff。程々のアバター。Deals moderate melee damage, melee buffs. Medium avatar. 58s48c Urgarut Avatar 25 大メレーダメージ・防御Buff。程々のアバター。Deals heavy melee damage, defensive buffs. Medium avatar. 95s70c Crocodile Avatar 30 弱メレーダメージ・メレーBuff。丈夫なアバター。Deals moderate melee damage, slows target. Strong avatar. 1g57s54c Speyrfolk Avatar 35 大メレーダメージ・小ヒール。程々のアバター。Deals heavy melee damage, minor heals. Medium avatar. 3g14s4c Turtle Avatar 40 ダメージは与えないが強力なDebuffを持つ。弱いアバター。Deals no damage, heavy debuffs. Weak avatar. 4g53s44c Demon Army Avatar 45 弱い範囲ダメージとドレインライフ。程々のアバター。Deals moderate area effect damage, drains life. Medium avatar. 7g64s18c Lobster Avatar 50 良メレーダメージ。弱いアバター。Deals major melee damage. Weak avatar. 10g41s44c Runemage Tattoo Bodyslot Lv Discription Price Explosion 5 ダメージ呪文を強化。Enhance damage spell. 3s20c Alteration Spiral 10 ステータス変化呪文を強化。Enhance state altering spells 9s42c Breath Of Life 15 回復呪文強化。Enhance healing spells 23s14c Encompassing Touch 20 メレーダメージを大幅に強化。Greatly enhance melee damage. 54s44c Enduring Vigor 25 フィジークを変化させる効果を大幅に強化。Greately enhance physique altering effects. 89s26c Swell Of Efficacy 30 アトリビュートを変化させる効果を大幅に強化。Enhance attribute altering effects. 1g44s76c Vicious Cycles 35 メレーダメージを反射(?)Return Melee damage. 3g4s83c The Shield 40 レジスタンスを変化させる効果を大幅に強化。Enhance resistance altering effects. 4g64s84c Grasping Reach 45 全てのダメージに+30。Adds 30 damage to all damage output. 7g24s12c Scorching Thrust 50 付近の全てのターゲットを燃やす。All nearby targets are burning. 11g72s86c Void Seer Orb Bodyslot Lv Discription Price Cyclone Orb 5 次の8回の攻撃のダメージを増加させる。Deal more damage with your next 8 attacks. 2s86c Cascading Tornado Sphere 10 メレー攻撃が当たった時、最大8回までInfused[Melee](メレーダメージを増加)を得る。On hit by Melee Attacks, gain Infused[Melee] up to 8 times. Infused[Melee] Increases melee damage dealt. 8s36c Opposing Wind Sphere 15 付近の敵のInfused[Melee]を無効化する。Nullifies Infused[Melee] on nearby enemies. Infused[Melee] Increases melee damage dealt. 23s96c Spinning Gale Sphere 20 メレー攻撃が当たった時、最大8回までInfused[Magic]を得る。On hit by Melee Attacks, gain Infused [Magic] up to 8 times. Infused[Magic] Increases magic damage dealt. 54s40c Eclipse Sphere 25 全ての受ける/与える魔法効果を大幅に下げる。Greatly reduces all incoming and outgoing magic effects. 98s2c Aerture Sphere 30 付近の敵のInfused[Magic](魔法ダメージを増加)を無効化する。Nullifies Infused[Magic] on nearby enemies. Infused[Magic] Increases magic damage dealt. 1g44s64c Healing Gust Sphere 35 範囲の敵をランダムに選び、その敵からダメージを受けると少量回復する。効果が切れるまで続く。Targets random enemy in range. When enemy deals damage, you recieve a minor Heal until effect expires 2g71s4c Entropy Orb 40 Hamstring、 Haunt、 Paralyse、Dazeの効果を取り除く。Removes Hamstring, Haunt, Paralyse and Daze. 4g83s2c Storm s Eye 45 Physique、 Morale、 Concentrationを0にリセットする。Resets Physique, Morale and Concentration to zero. 6g87s14c Dark Matter Orb 50 効果時間中、範囲内の敵のステータスを0にする。Reset States of Enemies in Range to 0, for a duration. 9g74s84c Deathhand Poison Bodyslot Lv Discription Price Poison No.5 5 弱DoT。Moderate damage over time effect. 2s94c Physical Blight 10 フィジークを減少させる。Diminish physique. 8s82c Dispersing Spores 15 ターゲットに弱ダメージを与え、ターゲット付近の敵に12秒後に弱ダメージを与える。Target recieves moderate damage and targets nearby target recieve moderate damage after a delay (12s). 25s2c Mobile Blight 25 ターゲットを麻痺させる。Target becomes paralysed. 84s70c Distracting Miasma 35 コンセントレーションを減少させる。Decrease Concentration. 2g41s94c Forthright Blight 40 大ダメージ。Heavy damage. 4g94s90c Draining Malignancy 45 ターゲットにHamstring。Hamstring target. 7g27s34c Depressive Miasma 50 モラルを減らす。Decrease Morale. 9g87s24c Mocking Malignancy 50 ターゲットは攻撃を外した際にモラルを失う。Target loses morale on attacks that miss. 10g47s4c Self-damaging Blight 50 ターゲットはメレースキルを当てた際にヘルスを失う。Target loses health when hitting with melee skills. 9g83s24c Skinshifter Maze Bodyslot Lv Discription Price Ousted Crystal Maze 5 Ousted Cutthroat appearance. 2s82c Wolf Crystal Maze 5 Shaymane appearance. 3s6c Boar Crystal Maze 10 Swine appearance. 8s18c Arionite Crystal Maze 10 Arionite Backstabber appearance. 8s92c Plant Crystal Maze 15 Plant appearance. 22s4c Urgarut Crystal Maze 25 Gargarut appearance. 84s88c Glaive Crystal Maze 30 Glaive Lookout appearance. 1g34s64c Tiger Crystal Maze 35 Adult Niler appearance. 2g64s54c Vhuul Crystal Maze 50 Vhuul appearance. 10g92s24c Urvhail Crystal Maze 50 Urvhail Wirlwind appearance. 11g1s74c Trickster Gadget Bodyslot Lv Discription Price Disorienting Charge 5 コンセントレーションを減少させる。Reduce Concentration. Default. Infinite uses. 2s96c Serrated Charge 10 ダメージを与える。Deals damage. Default. Infinite uses. 9s58c Attenuating Snare 15 範囲内にいるターゲットのフィジークをtick毎に減らす。Physique reduced every tick on targets inside the AoE. 24s2c Flashfire Charge 20 ターゲットの位置を燃やし、そこを歩いた敵にDoTを与える。Set target location on fire, applying a DoT on all targets that walk through. 58s82c Suppressive Squibs 30 Multiple smaller explosions around target location which lower morale of targets. 1g54s34c Ambushing Snare 35 時限爆弾をターゲットの位置に設置する。Serrated Chargeより大きいダメージ。Delayed explosion on target location. Deals more damage than a Serrated Charge. 2g74s90c Projection Snare 40 ターゲットの位置にテレポートする。Teleports the trickster to the target location. 4g34s64c Restorative Charge 45 範囲内の全てのターゲットを回復する。Heals all target inside the AoE. Default. Infinite uses. 7g9s44c Piercing Snare 50 全レジスタンス値無視のダメージグレネード。Shrapnel pierces through all resistances. Damage grenade which ignores resitances values. 10g93s94c Burgoning Snare 50 指定範囲で爆発を繰り返すが、tick毎に範囲の敵のパワーも増加する。After the bomb goes off it repeats doing damage in the target area but increase in power with each tick. 11g77s84c
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(96p) SIEGE MACHINES No besieging army would be complete without siege towers and rams with which to pound the enemy’s fortress to pieces. Some races have developed their own versions of these devices but all function in more or less the same fashion and have equal effectiveness. Concerning Victory Points, destroyed or lost Siege Machines immediately give the opponent their victory points no matter if the unit carrying them is destroyed or not. Siege Machines like Siege Towers, Battering Rams or Sows may use initiative to attack the nearest wall section (towers may be ignored). Siege Towers Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Siege Town/M/0/3/3+/-/1/20/ -/- A Siege Tower is a massive wooden tower that rolls forward on huge wheels. It is pushed to the enemу’ s fortress by troops who are protected by its stout timbers. Once the tower reaches its target, a ramp descends allowing the sheltering troops to swarm over the walls. A Siege Tower is a unique kind of machine. Its sole purpose is to deliver troops onto the enemу’ s walls. A Siege Tower must be assigned to a unit of infantry. To represent the fact that they are really inside the Siege Tower, the unit is arranged directly behind in column. A UNIT WITH A SIEGE TOWER The unit is arranged in column behind the Siege Tower. As Siege Towers are such huge constructions the same shooting rules apply to them as to wall sections. All shooting enemy units within reach of Siege Towers may choose which Tower they want to shoot at (but if they choose to shoot at units without Siege Towers they still have to shoot at the next visible unit). All enemy shots against the unit are assumed to hit the Siege Tower because the troops are actually inside it. A Siege Tower and the unit inside it cannot be driven back by missile fire. Should a Siege Tower be destroyed by shooting, its accompanying infantry will abandon it and may continue to fight normally. The Siege Tower has no value in close combat. If the unit is attacked, the Tower is simply ignored. If the unit is forced to retreat, the Siege Tower is destroyed. Units in Siege Towers may pursue or advance in combat leaving their machine behind which effectively means the Siege Tower is destroyed. The Siege Tower can be pushed forward at a speed of 15cm. As it is an incredible effort to move a massive construction like a Siege Tower, command rolls get an extra -1 from second command onward (so the second command would work at a -3 instead of -2). A unit accompanying a Siege Tower cannot make way for other units. If all its accompanying infantry are killed in combat before it reaches the walls, the Siege Tower is considered to have been immobilized or destroyed. Once the Siege Tower reaches the enemy s walls it has effectively done its job. As soon as the walls are reached, the accompanying infantry can assault the defenders or, if there are no defenders, they can occupy the wall as described below. A Siege Tower is usually not tall enough to reach a tower. However, if there is doubt because a tower is especially low, the players should agree before the game whether it can be assaulted like this. Troops making an assault from a Siege Tower cancel out the advantage of fortifications. Both sides count as being in the open (4+ to hit) and the assaulting stand gets the usual +1 bonus for charging. The assaulting unit fights with only one stand (the warriors at the top of the Siege Tower) whilst the defenders fight with all stands that would theoretically be touching were it possible to move all the stands properly into place! As stands touching corner-to-corner would normally fight, defending stands adjacent to the stand directly facing the Siege Tower will fight, assuming they are otherwise free to do so. Once a Siege Tower has reached the walls and is not destroyed, up to three stands of infantry can move up (97p) it and onto the walls in subsequent turns, assuming that there is room for them to spread out whilst remaining in physical contact with each other. (Once stands have moved onto the ramparts they cannot move further that turn, even if unopposed). If a unit assaulting walls via Siege Tower loses the combat and retreats 4cm or less, it still counts as being in the tower and can assault again in the next turn. If the unit retreats more than 4cm and the wall section it faces is subsequently occupied by the enemy, it is automatically destroyed. They push it over! Troops defending walls from a counter attack cannot retreat down a Siege Tower and enemy cannot pursue or advance using a Siege Tower. If the unit pushing the Siege Tower consists of missile armed troops, all stands can shoot as if they were positioned on top of the tower. This brings them up to the same height as the walls. Targets on the ramparts of walls count as being defended from a Siege Tower rather than being fortified. Targets in higher towers still count as being fortified. Battering Rams Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Ram/M/0/3/3+/-/1/10/ -/- Battering Rams are mounted on a wheeled chassis and protected by a wooden roof so that troops inside can push the ram forward under cover. A Battering Ram can be incorporated into a Siege Tower in which case it simply combines the attributes of both. A Battering Ram’s purpose is to affect a breach in the enemy s gate or walls. A UNIT WITH A BATTERING RAM The unit is arranged in column behind the battering ram A Battering Ram must be assigned to a unit of infantry. To represent the fact that they are inside the covered frame the unit is arranged directly behind in column. All enemy shots against the unit are assumed to hit the Battering Ram because the troops are actually inside it. A Battering Ram and the unit inside it cannot be driven back by missile fire. Should a Battering Ram be destroyed by shooting, its accompanying infantry will abandon it and may continue to fight normally. The Battering Ram has no value in close combat. If the unit is attacked, the Ram is simply ignored. If the unit is forced to retreat, the Ram is destroyed. If units with Battering Rams pursue or advance in combat they leave their machine behind which effectively means it is destroyed. The Battering Ram can be pushed forward at 15cm. A unit accompanying a Battering Ram cannot make way for other units. If all its accompanying infantry stands are killed before it reaches the walls, the Ram is abandoned and is considered to have been immobilized or destroyed. Once the Ram reaches the enemy s walls it can begin to batter! The rules for battering are described above. The Ram must be accompanied by a unit of infantry of at least one stand in order for it to batter (they provide the muscle). A unit may not batter and assault at the same time. Sows Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Sows/M/0/3/3+/-/1/5/ -/- These are roofed and wheeled structures that offer protection to troops as they advance towards a castle. A Sow is very much like a big shed on wheels or, to put it another way, a Battering Ram without a ram. A Sow is represented by the same rules as a Battering Ram except that it cannot batter. Sows have no value in close combat. If the unit is attacked it is simply ignored. If the unit is forced to retreat, the Sow is destroyed. Units with Sows may pursue or advance in combat leaving their machine behind which effectively means the Sow counts as destroyed. (98p) Mantlets These are large mobile shields made from stout wood. They offer protection to troops behind them and can gradually be shuffled forward without exposing the sheltering troops to enemy fire. They are used by infantry units and are provided with arrow slits through which missile armed units can shoot. In a siege game, units of infantry can have Mantlets for +10 points per unit. This is enough to cover the unit’s frontage and the unit is considered to be in a defended position. If it charges, it must abandon its Mantlets. If the unit suffers casualties, it automatically abandons any unnecessary Mantlets (these cannot be used by other troops). If retreating or pursuing in combat its Mantlets are abandoned if they haven’t been already. If a unit equipped with Mantlets is driven back by shooting it will carry its Mantlets with it. However, if driven back more than its half pace move (10cm for standard infantry), the unit automatically abandons its Mantlets as it moves. As units carrying Mantlets count as occupying defended positions, they deduct one dice from their drive back distance. A unit can abandon its Mantlets at any time during the Command phase, in which case it is not restricted to one move that Command phase. In this case, the Mantlets are overturned or cast aside and removed from the battle. Boiling Oil or Rock Droppers Defenders are liable to throw anything they can get their hands on at enemies trying to scale the castle walls. Well prepared defenders will have amassed numerous large rocks, prodigious amounts of garbage, masonry, furniture, statuary, dead horses, stone sinks, anvils and the like. Of course, the professional choice is boiling oil but scalding water and hot sand are also used to good effect. We won’t worry much about the exact type of missile. For our purposes it’s enough to assume that the defenders have something appropriate to hand. For the sake of explanation, we’ll assume that Boiling Oil is our preferred option. A 40 to 50mm wide section of wall may be provisioned with Boiling oil or Rock Droppers. This may be used by any unit of troops manning that section. If an assault is launched against a fortress section which is provisioned with Boiling Oil or Rock Dropper units on this and any adjacent sections may use their equipment against the assaulting enemy. Boiling Oil or Rock Droppers can also be used against units making an assault via Siege Tower or Sow but the attackers may use the 3+ armour save of their Siege equipment instead their own. Note that a unit may only use one Stand and Shoot attack. So units equipped with bows or similar have to choose if they use Boiling Oil or their bows when they are assaulted. They may never use both. Boiling Oil or Rock Dropper attacks are worked out immediately before normal combat at the same time, as shots at chargers. A unit can pour oil or shoot with its own weapons at the same time. Any hits inflicted are carried over into the combat and count as having been struck in the first round. Roll a dice and consult the chart below. D6/Result 1/No effect, you miss or the enemy successfully protect themselves from your barrage. 2-3/The enemy unit suffers 1 attack with a -1 on armour saves. 4-5/The enemy unit suffers 2 attacks with a -1 on armour saves. 6/The enemy unit suffers 3 attacks with a -1 on armour saves. (99p) Tribock When helping a Bretonnian army in the Border Princes two empire engineers encountered a massive Bretonnian machine called “Trebuchet”. It was used to reoccupy a fortress treacherous greenlings had taken and proved very useful there. Otto Ressel and his assistant Fritz Hobel further developed the concept of this siege machine, made it bigger and even more effective and gave it the Reikspiel name “Tribock”. Most Empire generals despise this “woodwork” and prefer massive cannons when it comes to sieges. But in the Border Princes black powder is expensive and good iron hard to get and so Warlords there often choose the Tribock at Sieges. Some even say it is more effective than the bombard. Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Tribock/Art/ 1/6 /4/0/-/1/120/ -/1 Range 20-120cm Attack Close Combat 1 / Shooting 6 As the Tribock is such a giant machine it has to be placed on a special stand with a front edge of 40mm and flank edges of 60mm. For siege use only! May not move once it is deployed. Must be deployed before any other unit. Shooting straight ahead Other than normal shooting units the Tribock has a very restricted view. It can only draw line of sight to targets that lie in the corridor that extends straight ahead from the front edge. So the Tribock only has a 4cm wide corridor of sight. For targets outside this corridor it must be ordered to turn. If the order is failed it does not fire that turn. Any Hits caused by the Tribock allow no save. Because of its immense size the Tribock has a range of 120cm but a minimum range of 20cm as the slingshot like nature of the weapon makes it impossible to shoot at closer targets. This obviously makes units that are under 20cm ineligible as potential targets; thus they are ignored as far as the rules for firing at the closest target are concerned. The Tribock may not shoot at enemy units that charge it. Bombard Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Bombard/Art/ 0/4+bounce /3/0/-/1/130/ -/1 Range 90cm Attack Close Combat 0 / Shooting 4+bounce For siege use only! May not move once it is deployed. Must be deployed before any other unit. Shooting straight ahead Other than normal shooting units the bombard has a very restricted view. It can only draw line of sight to targets that lie in the corridor that extends straight ahead from the front edge. So the bombard only has a 2cm wide corridor of sight. For targets outside this corridor it must be ordered to turn. If the order is failed it does not fire that turn. Any Hits caused by the Bombard allow no save. In addition, fortified targets only count as being defended (5+ to hit) and defended targets count as being in the open (4+ to hit). The Bombards shot bounce like a normal cannon’s. This does not apply when shooting at walls/towers as the stonework will obviously stop the cannon ball and prevent it bouncing. Bombards cannot shoot at charging enemy units. Bombards may not be used by Elves or Bretonnians. (100p) Mangonel Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Mangonel/Art/ 0/4 /3/0/-/1/80/ -/1 Range 20-90cm Attack Close Combat 0 / Shooting 4 For siege use only! Mangonels must be deployed before any other unit and cannot move once it is deployed. If firing it fires “straight ahead”. This means it can only draw a line of sight to targets that lie in the corridor that extends straight ahead from the front edge. So the Mangonel only has a 2cm wide corridor of sight. For targets outside this corridor it must be ordered to turn. If the order is failed it does not fire that turn. Any Hits caused by the Mangonel allow no save. The Mangonel has a minimum range of 20cm as it is impossible to adjust its mechanism to shoot at closer target. Mangonels can’t shoot at charging enemy units. Earthworks These are defensive works built by both defending and attacking forces in a siege and sometimes in other situations as well. These are usually hastily constructed out of earth, log barricades, upturned carts, barrels and whatever else comes to hand. Each section of earthworks purchased is 40mm long and 10mm wide, half the size of a standard Warmaster base. Unless otherwise specified in a particular scenario, earthworks are always deployed before the armies set up in the relevant deployment zones, starting with the defender deploying all his earthworks first, or dice off to decide if for some reason there is no defined attacker or defender. Earthworks can be arranged together in whatever formation is desired by the purchasing player. Earthworks count as a linear feature that confers fortified status against missile fire and defended status against any close combat attacks. To remove earthworks to make way for your siege towers and battering rams, a unit of infantry (and only infantry) must be adjacent to the earthworks. If the unit is not in combat at the beginning of the combat phase each stand in contact with an earthwork section gets its basic attacks against it (no charge bonuses, as what the troops are doing is getting their entrenching tools out). Any 6’s that are rolled will destroy the earthwork that is attacked in this way. It is important that you declare exactly which earthwork sections each stand is attacking, as each 40x10mm section is effectively counted as a separate unit for these purposes. Log Rams Log rams are effectively Battering rams but without the added protection of an armoured covering to shield the battering unit. Log rams can be brought to bear much more rapidly than a Battering ram can be. The main disadvantage is, of course, the lack of protection, especially against boiling oil poured on the battering unit by troops on the ramparts above or stand and fire from these units. Attacking infantry units may be equipped with Log rams. A unit that is equipped with Log rams may abandon its Log rams at any point and is then unrestricted by this. Also, when equipped with Log rams a unit may not cross or move through any terrain which is classed as difficult for movement purposes, such as forests or earthworks. If a unit equipped with Log rams is driven back by enemy shooting or magic and is forced to enter difficult terrain it loses its log rams and moves on. When a unit with a Log ram makes contact with a fortress wall it will commence battering in much the same way as a Battering ram. However, if as a result of a boiling oil attack or stand and fire from units on the walls enough hits are inflicted to remove a whole stand then the battering attempt fails. For every wound the unit has to retreat 1cm. Ladders Infantry units may only assault the walls of a fortress with a siege tower or by using ladders. It costs +5 points to equip all stands of a unit with ladders. Infantry units based as cavalry cannot climb ladders.
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作詞:ゆよゆっぺ 作曲:ゆよゆっぺ 編曲:ゆよゆっぺ 歌:v flower 翻譯:病鬱(ビョウウツ)(不足之處歡迎指出、但是禁止改動我的翻譯、謝謝合作。) Break Out! Break Out! 飛越今日吧 所抓住的一點一滴 令人無法放開 Come Out! 直至彼方 伸出手 僅望著前方 問題也好 正論也好 全部匯集起來吧 開始將本能與 煩惱 煽動起來吧 於粘附起來的不安之種 生根發芽之前 描繪出無盡的未來吧 將這個平庸的世界 塗抹覆蓋上全新的色彩吧 Break Out! 更加地綻放吧 若是閉著雙眼的話必定 感觸不到啊 Come Out! 永懷希望吧 向著我無盡的世界 多少次都 多少遍都 重複不斷地充斥耳中 單純地 跳開 無聊的不滿 於忽閃忽現的不安之影 竊竊私語之前描繪出無法動搖的心吧 將這個平庸的世界 塗抹覆蓋上全新的色彩吧 更加地… 於此處盛開的花的名字令人無法忘懷 Break Out! 飛越今日吧 所抓住的一點一滴 令人無法放開 Come Out! 直至彼方 伸出手 僅望著前方 追記*:修改排版和幾處錯誤
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【検索用 Letmetakeyououttodinner 登録タグ L VOCALOID tunasarada 曲 曲英 葉月ひよこ 鏡音レン】 + 目次 目次 曲紹介 歌詞 コメント 作詞:tunasarada 作曲:tunasarada 編曲:tunasarada 動画:葉月ひよこ 唄:鏡音レン 曲紹介 幸せだったカップルのお話です。 曲名:『Let me take you out to dinner』 歌詞 君が見てた世界がどれくらい魅力的なのか 想像すればよみがえる どんな色でも 少しずつの答えが何重もかさなっていけば いつの間にか全て思い出すから Let me take you out to dinner 失われた思い出は Let me take you out to dinner きっと見つけられるから Let me take you out to dinner 君が好きだった場所まで Let me take you out to dinner 連れて行くよ いつでも 二人で過ごした時間 忘れることなんて出来ない はなればなれを受け入れる そんなの嫌でしょう 雫が落ちていく 何重も音色が響く 気がついたらすぐに聞こえてくるよ Let me take you out to dinner 二人だけの合い言葉が Let me take you out to dinner いつの日か通じ合うように Let me take you out to dinner 君が好きだった場所まで Let me take you out to dinner 連れて行くよ いつでも 相向かいに座って 君の笑顔を見続けていたいから その時が来るまで 僕の想いは大事にしまっておくんだ Let me take you out to dinner 君が好きだった場所まで Let me take you out to dinner 連れて行くよ いつでも コメント 名前 コメント コメントを書き込む際の注意 コメント欄は匿名で使用できる性質上、荒れやすいので、 以下の条件に該当するようなコメントは削除されることがあります。 コメントする際は、絶対に目を通してください。 暴力的、または卑猥な表現・差別用語(Wiki利用者に著しく不快感を与えるような表現) 特定の個人・団体の宣伝または批判 (曲紹介ページにおいて)歌詞の独自解釈を展開するコメント、いわゆる“解釈コメ” 長すぎるコメント 『歌ってみた』系動画や、歌い手に関する話題 「カラオケで歌えた」「学校で流れた」などの曲に直接関係しない、本来日記に書くようなコメント カラオケ化、カラオケ配信等の話題 同一人物によると判断される連続・大量コメント Wikiの保守管理は有志によって行われています。 Wikiを気持ちよく利用するためにも、上記の注意事項は守って頂くようにお願いします。
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SS Title Word Of Vigor Type Ability Faction - Attribute - Archetype Priest Cost 5 Level 1 Attack - Defense 3 Bonus - Health - Game Text At the start of your turn, if this ability is ready, draw a card. 自分のターン開始時、このAbilityがReady状態のままであった場合、Cardを1枚Drawする。 Card Number 1R147(Rare,Oathbound) Lore Inner strength comes as much from the will of the heart as from the words of the mighty.