約 4,160,799 件
https://w.atwiki.jp/ryoudan-trpg/pages/433.html
名前 結城 ゆう(ゆうき ゆう) 性別 ♀ 職業 メンタルセラピスト 年齢 24 PL bottle STR 10 DEX 11 INT 14 アイデア 70 CON 9 APP POW 12 幸 運 60 SIZ 8 SAN 60 EDU 12 知 識 60 H P 8 M P 12 回避 22 ダメージボーナス ルルブp46参照 ―――――――――――――――――――――――――― [技能](職業技能点 EDU*20:240 個人技能点 INT*10:140) [職業技能]メンタルセラピスト 言いくるめ:70(5+65)% 信用:80(15+65)% 心理学:55(5+50)% 精神分析:61(1+60)% 説得:15(15+0)% 法律:5(5+0)% [職業選択技能] 英語:1(1+0)% 芸術(音楽):5(5+0)% [個人技能] 目星:55(25+30)% オカルト:65(5+60)% 聞き耳:75(25+50)% ―――――――――――――――――――――――――― [持ち物] 武器 [] 防具 [] 所持品 [] [プロフィール] とある学校所属の合法ロリメンタルセラピスト。学生時代のノリをそのままに学校の荒波を乗り切っていく。 仮にも医師であるにも関わらず英語がわからないため、海外の論文や研究が読めず、もっぱら日本語の研究結果などを参考にして診療している。診療スタイルはラポール(信頼関係)を築いて治療していく、という一般的なものだが、ラポールを築くだけ築いたがその先の治療が雑なせいでよく失敗に終わり、結果として生徒と仲良くなっただけというケースもそう少なくない。 小学生と見間違えられる程に背が小さいため、探しもの(目星)は得意ではないが、代わりに耳が良い(聞き耳)。 オカルトが高いのは低身長を気にして手当たり次第に背が伸びる系の話をかき集めたため。あと生徒(治療相手)との会話でウワサ話や怪談話をよくするため。
https://w.atwiki.jp/eq2ultimate/pages/18.html
ギルドの為に、EoFの駆け馬情報 ※1:馬は、レッサー・フェイダークの移動手段として利用できます。 ※2:利用には、レッサー・フェイダークの a stable master に話しかける必要があります。 ※3:a stable master のクエ受領と同時に完了することで、目的地として登録されます。 ※4:a stable master は全部で6人います。 以下、自分の足で調べたloc及び行き先…。 MAP左:the Butcherblock station:674.19, 79.05, -312.36 行き先:the Loping Plains station、フェイコート・ステーション、アッパーグローヴ・ステーション ※MAP中:アッパーグローヴ・ステーション:-62.11, -15.04, -103.75 行き先:the Butcherblock station、the Loping Plains station、フェイコート・ステーション ※MAP中右:the Lower Grove station:-91.32, -55.55, -185.42 行き先:the Greater Faydark station ※上記、MAP中とMAP中右は距離が近いですが、MAP中右は、the Greater Faydark station行きしかありません。 その為、the Greater Faydark に行きたい時は、徒歩でMAP中 station からMAP中右 station へ移動(乗り継ぎ)しなければなりません。 逆も同様です。 MAP下左:the Loping Plains station:115.19, -21.77, 392.83 行き先:the Butcherblock station、フェイコート・ステーション、アッパーグローヴ・ステーション MAP下右:フェイコート・ステーション:-178.56, -53.65, 368.88 行き先:the Butcherblock station、the Loping Plains station、アッパーグローヴ・ステーション MAP右:the Greater Faydark station:-652.96, -54.00, 130.74 行き先:the Lower Grove station ※上記、MAP右とMAP中右は行き先が互いしかありません。
https://w.atwiki.jp/pqjp/pages/245.html
?xml version="1.0"? TextLibrary Text tag="[Conv_Q1Q0a_NAME1]" Khrona /Text Text tag="[Conv_Q1Q0a_0000]" So you are the one who slew Dugog. Khalkus has told me all about you. /Text Text tag="[Conv_Q1Q0a_0001]" So you are the one who slew Dugog. Khalkus has told me all about you. /Text Text tag="[Conv_Q1Q0a_0002]" So you are the one who slew Dugog. Khalkus has told me all about you. /Text Text tag="[Conv_Q1Q0a_0003]" So you are the one who slew Dugog. Khalkus has told me all about you. /Text Text tag="[Conv_Q1Q0a_0004]" Really? Did he stop to take a breath? /Text Text tag="[Conv_Q1Q0a_0005]" Really? Did he stop to take a breath? /Text Text tag="[Conv_Q1Q0a_0006]" Really? Did he stop to take a breath? /Text Text tag="[Conv_Q1Q0a_0007]" Really? Did he stop to take a breath? /Text Text tag="[Conv_Q1Q0a_0008]" Khalkus? Not likely. As leader of the Merchant Guild, I extend our thanks to you. /Text Text tag="[Conv_Q1Q0a_0009]" Khalkus? Not likely. As leader of the Merchant Guild, I extend our thanks to you. /Text Text tag="[Conv_Q1Q0a_0010]" Khalkus? Not likely. As leader of the Merchant Guild, I extend our thanks to you. /Text Text tag="[Conv_Q1Q0a_0011]" Khalkus? Not likely. As leader of the Merchant Guild, I extend our thanks to you. /Text Text tag="[Conv_Q1Q0a_0012]" Wait... are you a FEMALE Dwarf? /Text Text tag="[Conv_Q1Q0a_0013]" Wait... are you a FEMALE Dwarf? /Text Text tag="[Conv_Q1Q0a_0014]" Wait... are you a FEMALE Dwarf? /Text Text tag="[Conv_Q1Q0a_0015]" Wait... are you a FEMALE Dwarf? /Text Text tag="[Conv_Q1Q0a_0016]" Humans! You can never tell the difference! /Text Text tag="[Conv_Q1Q0a_0017]" Humans! You can never tell the difference! /Text Text tag="[Conv_Q1Q0a_0018]" Humans! You can never tell the difference! /Text Text tag="[Conv_Q1Q0a_0019]" Humans! You can never tell the difference! /Text Text tag="[Conv_Q1Q0a_0020]" Can Dwarves tell the difference? /Text Text tag="[Conv_Q1Q0a_0021]" Can Dwarves tell the difference? /Text Text tag="[Conv_Q1Q0a_0022]" Can Dwarves tell the difference? /Text Text tag="[Conv_Q1Q0a_0023]" Can Dwarves tell the difference? /Text Text tag="[Conv_Q1Q0a_0024]" Of course we can! It would be a little embarrassing if we couldn apos;t, don apos;t you think? /Text Text tag="[Conv_Q1Q0a_0025]" Of course we can! It would be a little embarrassing if we couldn apos;t, don apos;t you think? /Text Text tag="[Conv_Q1Q0a_0026]" Of course we can! It would be a little embarrassing if we couldn apos;t, don apos;t you think? /Text Text tag="[Conv_Q1Q0a_0027]" Of course we can! It would be a little embarrassing if we couldn apos;t, don apos;t you think? /Text Text tag="[Conv_Q1Q0a_0028]" Now, to the business at hand. With the death of Dugog, the Orc tribes in the area are starting to fight amongst themselves. I am hoping that since you were strong enough to defeat Dugog, that you could knock some Orc heads together in some of the villages and quiet them down. /Text Text tag="[Conv_Q1Q0a_0029]" Now, to the business at hand. With the death of Dugog, the Orc tribes in the area are starting to fight amongst themselves. I am hoping that since you were strong enough to defeat Dugog, that you could knock some Orc heads together in some of the villages and quiet them down. /Text Text tag="[Conv_Q1Q0a_0030]" Now, to the business at hand. With the death of Dugog, the Orc tribes in the area are starting to fight amongst themselves. I am hoping that since you were strong enough to defeat Dugog, that you could knock some Orc heads together in some of the villages and quiet them down. /Text Text tag="[Conv_Q1Q0a_0031]" Now, to the business at hand. With the death of Dugog, the Orc tribes in the area are starting to fight amongst themselves. I am hoping that since you were strong enough to defeat Dugog, that you could knock some Orc heads together in some of the villages and quiet them down. /Text Text tag="[Conv_Q1Q0a_0032]" I apos;ll see what I can do. /Text Text tag="[Conv_Q1Q0a_0033]" I apos;ll see what I can do. /Text Text tag="[Conv_Q1Q0a_0034]" I apos;ll see what I can do. /Text Text tag="[Conv_Q1Q0a_0035]" I apos;ll see what I can do. /Text /TextLibrary
https://w.atwiki.jp/q-boot/pages/341.html
1977.03.03 USA, Inglewood, Great Western Forum <セットリスト> ① Tie Your Mother Down ② Ogre Battle ③ White Queen (As It Began) ④ Somebody To Love ⑤ Medley ;Killer Queen ;The Millionaire Waltz, ;You’re My Best Friend, ;Bring Back That Leroy Brown ⑥ Sweet Lady ⑦ Brighton Rock / Guitar Solo / Son&Doughter(Only Riff)/ Brighton Rock(Reprise) ⑧ ‘39 ⑨ You Take My Breath Away ⑩ White Man / The Prophet’s Song ⑪ Bohemian Rhapsody ⑫ Stone Cold Crazy ⑬ Keep Yourself Alive ⑭ Liar ⑮ In The Lap Of The Gods . . . Revisited <マテリアル情報> 1.音源:AUD録音 2.音質: 3.収録: <レビュー>
https://w.atwiki.jp/windsynth/pages/98.html
Hornberg Research 製ブレスコントローラーについて。 目次 リンクhb1 MIDI Breath Station リンク Hornberg Research - YouTube hb1 MIDI Breath Station Hornberg Research - YouTube hb1 MIDI Breath Station MIDI-IN ×1, breath sensor in ×1 MIDI-OUT ×2 USB 2.- ×1 shop - hb1 MIDI Breath Station (890,00EUR を円で - Google 検索)
https://w.atwiki.jp/q-boot/pages/339.html
1977.02.09 USA, Boston, Boston Garden <セットリスト> ① Intro / Tie Your Mother Down ② Ogre Battle ③ White Queen (As It Began) ④ Somebody To Love ⑤ Medley ;Killer Queen ;The Millionaire Waltz, ;You’re My Best Friend, ;Bring Back That Leroy Brown ⑥ Sweet Lady ⑦ Brighton Rock / Guitar Solo / Son&Doughter(Only Riff)/ Brighton Rock(Reprise) ⑧ ‘39 ⑨ You Take My Breath Away ⑩ White Man / The Prophet’s Song ⑪ Bohemian Rhapsody ⑫ Stone Cold Crazy ⑬ Keep Yourself Alive ⑭ Liar <マテリアル情報> 1.音源:AUD録音 2.音質: 3.収録: <レビュー>
https://w.atwiki.jp/battlefield1918/pages/213.html
BATTLEAXE 1918 -バトルアクス作戦 1918- 目次 ブリーフィング 全体マップ チケット設定 陣地 登場兵器 解説 史実 コメント ブリーフィング HEADON MAP コンクエストモード / ヘッドオンマップ このマップでは、両軍が真っ向から対決して戦う。敵軍のチケットを先に『0』にした方が勝ちとなる。チケットは陣地を獲得したり敵兵士を倒すことで減らすことが出来る。 全体マップ チケット設定 陣営 比率(COOP) 減少速度(COOP) -% (-%) - (-) -% (-%) - (-) 陣地 陣地名 初期陣営 価値 白旗時間 確保時間 補足 --------------------未編集-------------------- - - - --------------------未編集-------------------- - - - 登場兵器 陸上兵器 --------------------未編集-------------------- --------------------未編集-------------------- 海上兵器 --------------------未編集-------------------- --------------------未編集-------------------- 航空兵器 --------------------未編集-------------------- --------------------未編集-------------------- 固定兵器 --------------------未編集-------------------- --------------------未編集-------------------- その他 --------------------未編集-------------------- --------------------未編集-------------------- 解説 未編集 史実 未編集 コメント コメントは最新20件が表示されます。 (過去のコメントを参照) 名前 コメント すべてのコメントを見る
https://w.atwiki.jp/anti-idle/pages/60.html
Battle Arena Menu Bestiary Bestiary モンスターデータを一覧することのできるモンスター図鑑。1,000,000 Pixel を支払って購入すると使えるようになる。 Entry Monster Data Bestiary Level Entry 未鑑定 ([?]) の状態からモンスターを一体以上倒すとそのモンスターの Entry が追加され、データを閲覧することができるようになる。また、倒した数に応じて Entry Level が決まり、それに応じてもらえる経験値にボーナスが付く。レベル4以上なら、さらにドロップ率の増加・倒すたびにブースト増加(ver.1630で廃止) のボーナスが付く。 Bestiary Entry Level の詳細 (ver.1636以降) レベル 必要最低討伐数 ボーナス Lv. 6 100,000 EXP +50%, Drop Rate +100% Lv. 5 10,000 EXP +40%, Drop Rate +50% Lv. 4 1,000 EXP +30%, Drop Rate +25% Lv. 3 100 EXP +20% Lv. 2 10 EXP +10% Lv. 1 1 なし ? 0 Monster Data 図鑑に記載されたモンスターの各マスをマウスオーバーすると、該当モンスターの簡易データを知ることができる。また画面左下の空欄に該当モンスターのドット絵が拡大して表示される。 簡易データ表示 表示内容 A Level B HP C EXP D + E% --------- Killed Z [Entry Level Y] Item Drop rate +X% A= モンスター名 B= モンスターレベル 難易度 Hardcore にすると数値も Casual の 1.3x のものに変わる C= モンスターのHP D= モンスター討伐時の獲得EXP 基本値。これに種々の EXP ブーストが掛かる。 E= EXP ボーナス 値は Bestiary Bonus と Invisible Ally Bonus の合計 (最大 +80%) Z= モンスター討伐数 Y = ceil[log10[Z]] で最大値は 6 各マスを左クリックすると、クリックボタンをホールドしている間だけ該当モンスターの詳細データを見ることができる(放せば元の状態に戻る)。 詳細データ level (レベル) (モンスター名) Art by (ドット製作者) (出現地) (モンスターのドット絵) HP (体力) Element (エレメント属性) Attack (攻撃力) Speed (ドットの移動速度)[screen/s] M. Attack (魔法攻撃力) Heal (回復力) Defense (防御力) Explode (爆発ダメージ) / (爆発までの時間)[s] Accuracy (命中力) Rampage (暴走モードになる残体力)[%] Evasion (回避力) Special (状態異常攻撃の種類) EXP (獲得経験値) Boss (ボス属性かどうか)[Yes/No] Coin (獲得 YC) Zombie (不死属性かどうか)[Yes/No] Pixel (獲得ピクセル) Death (進化後モンスター名) Bestiary Level マスの右下には各マスのエントリーレベルの総計として Bestiary Level が表示されている。 Bestiary Level は Achievement と Medal に関係がある。 Achievement Bestiary Level What s a Bestiary? 100 Stamp Collector 200 Monster Collector 300 Dr. Monster 400 Monster Expert 500 Variety Killer 625 Knowledgeable Fighter 750 Information Addict 875 Everything Killer 1000 Master Explorer 1125 Master Researcher 1250 Bestiary Master 1400 Medal Bestiary Level Bestiary Master 1400 Bestiary King 1600 Mad Scientist 1800 The Bestiary 2000
https://w.atwiki.jp/senkiwiki/pages/20.html
全区戦/Server Versus Server battles Server Versus Server battles take place in three stages. The first stage, Donation lasts the full week up until the time of the last two stages. The Preparation and Battle stages happen at the end of the week and combined last three hours. At the start of the event, the Chat page will get a new Cross-Warzone chat tab. Members of each server are identified by the server they belong to at the end of their name / country tag line. On the Event page, you will see one server s number in blue in the upper left, and one in red in the lower right. There will also be points listed. This reflects the server s ranking over all for SVS. If it is the servers first SVS it will show 1000 points. At the bottom, you will see Battlefield Above and Battlefield Below indicating progress at each for the Donation stage. Below each progress bar is a button labeled Donate. On the World Map, if you scroll to the correct side of the map and keep going, you will cross a small vertical water space and then be on the opponent s map. While you can see the location and names of bases and fortresses, there are no Alliance outlines, or other borders. 寄付/Donation The Donation stage starts right at reset on Sunday. During the Donation stage, the Greatest Commander for each day gives extra awards for the milestone rewards called Military Supplies. Each award stage gives 5 supplies. These supplies are then to be donated to either the Upper Battlefield or the Lower Battlefield. At the end of the Donation Stage, the team with the most supplies donated in each Battlefield controls that Battlefield at the beginning of the Battle stage. Any member of the server can donate to the battlefields. They do not have to belong to an Alliance. Note that the Military Supplies cannot be saved from day to day as they disappear at server reset. They must be delivered on the day earned. Discussions should be held in advance amongst the Alliance Leaders and the Capitol Leader on where Battlefield supplies should be donated. 準備/Preparation It the preparation stage you can go to the other server s map and look to see where the opponents alliances and bases are. This stage lasts for two hour. and begins five hours before the server reset. バトル/Battle At three hours before reset, the Battle stage begins. In the East or West corners Towers appear on the Battlefield. The the team the tower belongs to (defending or invading) will be indicated by the colors red or blue. Refer to the Donation stage above to determine how to win this advantage. The goal of the invaders is to take the defender s capitol. To do this the invaders must take regions by occupying the region s stronghold. The regions must be connected at the edges, so the invaders cannot skip over any regions or take diagonal regions. For example, the invaders arrive in region 8 (No Man s Land). They must take the tower in region 8, then move to region 7 or region 9 and take the corresponding stronghold. Next they could attempt to carve a path to the capitol through regions 34, 35, 52, and finally region 53. Once there, the invaders must attack, conquer, and hold the Capitol. Winning and Rewards To trigger a win, the invaders must capture the Capitol and hold it. The amount of time the invaders must hold the Capitol is similar to the Silo Event. During the first hour of the event, an invader must hold the capitol for 30 minutes. During the next 30 minutes, the invaders must hold the Capitol for 15 minutes. During the next 25 minutes the invader must hold the Capitol for 5 minutes. During the last 5 minutes, the invader must only capture the capitol. Any one of these conditions may be met to win and end the Battle. Rewards are given to both sides of the conflict, though the winners get better rewards. The winning team is decided by the following conditions. First, was the Capitol captured and held. Second, how many enemy strongholds were held at the end of the battle regardless of how the end was triggered. Finally, how may points were earned by each side. In addition to typical kill points, 60 points are also awarded for taking and / or entering an enemy stronghold, as well as to defenders retaking a stronghold held by an enemy. Also, on both sides the commanders with the most kill points get awards as well. 名前
https://w.atwiki.jp/kurotori/pages/30.html
三浦あずさ 提供・協賛 「社団法人 日本酪農乳業協会」 http //www.j-milk.jp/ アニメーション製作会社「SUNRiSE」 http //www.sunrise-inc.co.jp/ 「SUNTORY」 http //www.suntory.co.jp/ 「JR東日本」 http //www.jreast.co.jp/