約 3,546,956 件
https://w.atwiki.jp/beralian/
@wikiへようこそ ウィキはみんなで気軽にホームページ編集できるツールです。 このページは自由に編集することができます。 メールで送られてきたパスワードを用いてログインすることで、各種変更(サイト名、トップページ、メンバー管理、サイドページ、デザイン、ページ管理、等)することができます まずはこちらをご覧ください。 @wikiの基本操作 用途別のオススメ機能紹介 @wikiの設定/管理 分からないことは? @wiki ご利用ガイド よくある質問 無料で会員登録できるSNS内の@wiki助け合いコミュニティ @wiki更新情報 @wikiへのお問合せフォーム 等をご活用ください @wiki助け合いコミュニティの掲示板スレッド一覧 #atfb_bbs_list その他お勧めサービスについて 大容量1G、PHP/CGI、MySQL、FTPが使える無料ホームページは@PAGES 無料ブログ作成は@WORDをご利用ください 2ch型の無料掲示板は@chsをご利用ください フォーラム型の無料掲示板は@bbをご利用ください お絵かき掲示板は@paintをご利用ください その他の無料掲示板は@bbsをご利用ください 無料ソーシャルプロフィールサービス @flabo(アットフラボ) おすすめ機能 気になるニュースをチェック 関連するブログ一覧を表示 その他にもいろいろな機能満載!! @wikiプラグイン @wiki便利ツール @wiki構文 @wikiプラグイン一覧 まとめサイト作成支援ツール バグ・不具合を見つけたら? 要望がある場合は? お手数ですが、お問合せフォームからご連絡ください。
https://w.atwiki.jp/mtgflavortext/pages/2425.html
「諸君、今ひとたび小悪魔の棲家へ突入する。あの尻尾をもう1本飾りたいからな。」 "Once more into Devil's Breach, soldiers. I want another devil tail for my collection." アヴァシンの帰還 【M TG Wiki】 名前
https://w.atwiki.jp/himanakami/pages/37.html
Position Sniper 使用武器 ASW338 サブ武器 Python357 最近ASWの弾が大きくなってきた。 余裕の試合運びのときは幻の消音武器RX4-Stormを持ち出して戦場にカンカンと音を鳴り響かせている。 PGM・ASW100時間、FR100時間プレイした結果PGM・ASWスコープのほうが当たることが判明 コメント 名前 コメント
https://w.atwiki.jp/wiki2_affiliate/pages/44.html
Affilia(アフィリア) 高収入広告! アフィリアOPEN! 分類 携帯用アフィリエイト 複合型(懸賞中心) 特徴 懸賞広告を配信したい方向け。 広告数120件 管理画面 複数サイト追加登録:可能 支払条件 繰越額:5,000円 支払日:翌々月末日 手数料:自己負担 運営会社 エイチエムシステムズ株式会社(HMSYSTEMS) 関係者 森英明 主なマーチャント(他社でみかけないもの) ちょび稼ぎ! 諭吉が舞う それいけ!イッセンマン 遠山の金山 はなまる懸賞 懸賞ラッシュ 11/4E プレスリリース HMSYSTEMS:モバイルアフィリエイトサービス『affilia(アフィリア)』パートナー会員数5000件を突破! ニュース記事 Venture Now:エイチエムシステムズ、モバイルアフィリエイトサービス「affilia」開始 2ちゃんねるWeb収入板 アフィリアってどうよ?(2005/10/09)
https://w.atwiki.jp/wm_rev/pages/99.html
(93p) GIANTS Because they are so tall, Giants can attack troops on ramparts. However, they are too heavy and clumsy to scale the walls of a fortress and the people of the Warhammer world have sufficient sense to build their walls high! A Giant can just about reach sufficiently high enough to bash any enemy on the ramparts of the wall with his club (aka ‘large tree trunk’). Towers and anything higher than a normal fortress wall are assumed to be out of his reach. If your model fortifications are such that there is doubt whether a Giant can reach them or not then the players should ideally agree beforehand which walls are out of reach. A Giant can fight against a unit of enemy on the rampart of a fortress wall but can’t pursue should the enemy retreat. Although he can clear the ramparts of foes, he can’t take and hold ramparts as infantry can. Giants can use their clubs to batter in the same way as a Battering Ram. A Giant can only do this if there are no troops on the ramparts that he can fight, otherwise he must fight the defenders instead. When attempting to batter walls, each Giant inflicts one automatic hit and damage is calculated in the same way as for Rams. TOWERS Towers are usually the most important element of any defensive structure. They are very tough to knock down and incredibly difficult to assault, whilst providing an ideal position to pour missile fire onto the attacking army. A tower may only be assaulted from either the courtyard or from the ramparts of adjacent wall sections. This is because a tower is generally much too high to assault with even the longest ladders or tallest siege towers, so the only way in is through the doors. The number of stands that a tower can hold is determined by its base area. The standard tower as defined in the defenders fortification list has around 40-50mm edge length and may hold up to three stands or at least one unit of troops (but not more than two units). Towers with more edge length cost double points and may hold up to 3 units but no more than 6 stands. This represents units not only being positioned on the roof of the tower, but all throughout its height, probably stationed at gun ports or arrow slits. Free-standing lone towers only have one facing that can be attacked in this way. Whichever facing this is must be declared by the defender before the start of the battle. This facing is assumed to be the one with the door in, whether it is on ground level, high up with a removable ladder. (94p) Towers that are part of bigger fortifications are assumed to have an entrance at every facing and level linked to another fortress section. So towers always have an entrance to the courtyard and to each rampart that touches them no matter if the actual model has one displayed. Missile units in towers count as having a 360 o fire arc. This means that they will all have to target the closest eligible enemy unit to the tower if they wish to fire their missile weapons. Distances are measured from the edges of the tower. In addition to this, all missile units in a tower may stand and shoot at units that attack any facing of the tower they occupy as long as the shooting stand is not yet in combat. They may also shoot if they are not taking the assault themselves. The only stands that cannot do this are those that are already engaged in combat with another unit that has charged the tower. When assaulting a tower in this way only one stand may attack each facing of the tower (usually only one or two are eligible in this way). These must be from different units and the defender may also only defend with one stand per facing (although they must defend with one stand on multiple facings if there are insufficient defending stands). Defending stands never count as being flanked. Suffering the first charge the defending stands in a tower count as fortified. If the attacker wins the first round of combat it is assumed that the troops could make their way into the tower. Still attacker and defender only fight with one stand but the attacker will get the normal pursuit bonus. The defender still keeps on being defended in the following rounds of combat. Defenders of a tower can never be driven out of a tower. To put it quite simply, you have to wipe out all the units in a tower before you can occupy it. In the case of a tower that holds more than one unit, the defender chooses which unit takes the attack. Only this unit takes all attacks until it is wiped out or the attackers are driven off. If the tower is attacked by more than one unit the defender may choose which unengaged defending stand or unit takes this attack. However the following combat will count as one big combat. If the attacker manages to wipe out the first defending unit he may advance once into the next defending unit and the whole assault begins anew with the defender being fortified. If the attackers lose a round of combat they are placed outside the towers’ wall as if it would have been the front edge of the attacked unit. So a unit losing by 2 is placed 2cm away of the attacked wall. Other than this, all the normal rules regarding attacking fortifications stand. For example, if by some miracle the attacking troops do manage to wipe out all the defenders in a tower, then they do not receive any advance charge move. The only option available to them is to consolidate their position and occupy the tower. Example Manfred von Hornberg, commander of a lonely watchtower at the sylvanian border is attacked by a Vampire horde. The tower is defended by a unit of cannons and a hellblaster cannon. First a unit of grave guards attacks the entrance of the tower. They are welcomed by 8 shooting attacks from the hellblaster and another 4 shots by the cannon. The grave guards however only take 2 hits (one more and the assault would have failed as the guards would have lost a stand). Hornberg decides that a stand of the cannons has to counter the attack. At the same time a unit of vampire bats attacks the roof of the tower. They are shot at 8 times by the hellblaster, 2 times by the one free cannon stand and get 3 wounds. The second stand of the cannon counters the bats. The grave guards attack 3 times and roll a total of three 6s, the bats roll another 6. The cannon wounds the guards and the bats once. The grave guards lose one stand and so do the bats but the cannons are destroyed. The bats have to retreat as they are flyers so only the guards try to go on charging the remaining hellblaster. Another round of stand and shoot follows but the guards only lose one wound. They attack 3 times but no 6 is rolled so the hellblaster survives and the guards have to retreat 1 cm out of the tower. Manfred von Hornberg sighs relieved, but knowing that the worst was yet to come. Gateway towers are exactly like all other towers with the one exception that a gate leads through it. The gate may be attacked on its own and the defenders manning the gateway tower are not part of the combat that follows, but they may use boiling oil or stand and shoot against the attackers.
https://w.atwiki.jp/pcigar/pages/58.html
ブランドデータ The Griffin s (グリフィン) 【原産国】ドミニカ共和国 【販売元】Davidoff Cie SA 由来はジュネーブのクラブの名前。 参考サイト The Griffin's公式 製品サイズデータ ブランド ビトラ 長さ[inch] 直径[1/64inch] 長さ[cm] 直径[mm] 重量[g] 備考 The Griffin s Classic Line No. 100 7" 38 17.8cm 15mm (9.75g) The Griffin s Classic Line No. 200 7" 43 17.8cm 17mm (12.52g) The Griffin s Classic Line No. 300 6 1/4" 44 15.9cm 17mm (11.18g) The Griffin s Classic Line No. 400 6" 38 15.2cm 15mm (8.32g) The Griffin s Classic Line No. 500 5 1/16" 42 12.8cm 17mm (9.00g) The Griffin s Classic Line Prestige 7 1/2" 50 19.0cm 20mm (18.49g) The Griffin s Classic Line Toro 6 1/4" 52 15.9cm 21mm (17.06g) The Griffin s Classic Line Short Robusto 4.251" 48 10.8cm 19mm (9.49g) The Griffin s Classic Line Robusto 5" 50 12.7cm 20mm (12.36g) The Griffin s Classic Line Piramides 5 1/2" 38 14.0cm 21mm (15.02g) The Griffin s Classic Line Privilege 5" 31 12.7cm 12mm (4.45g) The Griffin s Classic Line Perfecto 4 5/8" 52 11.8cm 21mm (12.66g) The Griffin s Maduro Toro Maduro 6 1/4" 52 15.9cm 21mm (17.06g) The Griffin s Maduro Piramides Maduro 5 1/2" 38 14.0cm 21mm (15.02g) The Griffin s Maduro Robusto Maduro 5" 50 12.7cm 20mm (12.36g) The Griffin s Maduro No. 500 Maduro 5 1/16" 42 12.8cm 17mm (9.00g) The Griffin s Fuerte Fuerte Short Corona 4" 43 10.2cm 17mm (7.17g) The Griffin s Fuerte Fuerte Robusto 4 3/4" 48 12.0cm 19mm (10.54g) The Griffin s Fuerte Fuerte Toro 6" 50 15.2cm 20mm (14.80g) The Griffin s Special XXVI 6" 46 15.2cm 18mm (11.98g) The Griffin s Special XXV 5 1/2" 52 14.0cm 21mm (15.02g) The Griffin s Special XXIV 5 1/2" 52 14.0cm 21mm (15.02g) The Griffin s Special XXIII 5.354" 52 13.6cm 21mm (14.60g) The Griffin s Special XXII 5.276" 50 13.4cm 20mm (13.04g) The Griffin s Special XXI The Griffin s Special XX The Griffin s Griffin s 2006 5 1/16" 50 12.7cm 20mm (12.36g) データ元The Griffin's公式 名前
https://w.atwiki.jp/pubgpro/pages/560.html
2019年1月、EsportsチームKongDooのリブランディングに伴い名称変更 2020年1月、1チームルールに伴いGriffin Blackから名称変更 メンバー プレイヤー 配信 SNS Asura 2tap 2heart Minsung nana 元所属 プレイヤー 移籍先 配信 SNS Merald Curious Draft BreaKNecK AfreecaTV 大会戦績 日付 順位 大会
https://w.atwiki.jp/lastvaliant/pages/32.html
学会 我らがLastValiant学会。様々な事を検証し、確かめていく。 何か検証依頼、または検証したことがあればここに書き込んで下さるとまとめやすくなって助かります。 名前 ・流血 ATK[28×最大20]%ダメージ×5sec ・燃焼 ATK[n]%ダメージ×3sec ・爆裂燃焼 DOT ATK[n]%ダメージ×3sec⇒20% ATK[n]%ダメージ+ダメージ量増加20%×3sec ・中毒 DOT ATK[n]%ダメージ×∞ ・吸血 ATK200%ダメージ×3sec+ATK100%回復(味方単)+50% MP+0.5回復(味方単)+MP-1(敵単)※効果後10sec無効 ・破甲 DEF[-20×最大5]%×3sec ・貫通 ガード時ダメージ減少率-50%×5sec ・アイス 攻撃速度[-15×最大3]%+移動速度[-30×最大3]%×5sec ・めまい/麻痺/凍結/硬直 CC 行動不能×[n]sec ・強壮 HP上限30%増加×5sec ・衰弱 HP上限30%減少×5sec ・爆砕 ノックバック+Crt[-3×最大5]%+Crt抵抗[-10×最大5]%×5sec ・盲目 敵与ダメージ無効×[n]sec ・減免 被ダメージ無効×[n]sec ・沈黙 スキル使用不可?×[n]sec ・魅了 スキル使用不可+命中-50%×3sec ・武器解除 通常攻撃使用不可+ATK-15%×5sec ・武装解除 通常攻撃使用不可+ATK-30%×5sec ・時間凍結 HP/MP/CT固定×[n]sec - 135 (2020-03-10 12 36 21) 降臨イベント、この二人さえいれば無問題な動画です。 https //youtu.be/AmomcpwP9VY - 135 (2020-01-07 17 58 45) 『Absorb』はスキル等でのシールドによるダメージ無効化。『Evade』は回避率による判定。『Miss』は盲目等による攻撃の無効化。『Resist』は状態異常に対する耐性。 - 135 (2019-12-26 19 59 36) ダメージ軽減の下限は0。LPS等は運営曰くHPSの数値に反映されない(吸血による回復等は謎) - 135 (2019-12-26 11 21 13)
https://w.atwiki.jp/2chshotbowwiki/pages/24.html
Anvalia Anvalia このページは間違っているか情報が古いです。情報提供お願いしますLoot chest details #ref error :ご指定のファイルが見つかりません。ファイル名を確認して、再度指定してください。 (anvalia_render.jpg) Anvalia is a collection of pods hanging on the underside of a cliff. They are connected to each other by treacherous bridges. Zombie encounters on the thin bridges connecting the pods can be especially dangerous. Caution should be taken to carefully position oneself to avoid being hit back off of the bridge by a Zombie. The loot of the town consists of primarily food with 2 chests with health potions in the center. The Anvalia Mines are located here. General Info 座標 (3180, -545) Area Type Hanging Town/Mine Number of Buildings 8 ゾンビの湧き率 Low Number of Chests 16 墓(苔石) None General Resources 水源 ✔ 作業台 ✔ 農場 ? ポーション台 ✔ Civilian Loot Common Chests 6 Uncommon Chests X Food Loot Common Chests 6 Uncommon Chests X Rare Chests X Potion Loot Common Chests 2 Uncommon Chests X Rare Chests X Tool Loot Common Chests 2 Uncommon Chests X Military Loot Common Chests X Uncommon Chests X Rare Chests X Epic Chests X Mythic Chests X Room Loot Common Chests X Uncommon Chests X Rare Chests X ContentsLoot ChestsTravel Advisory/Warnings**Loot Chests(top) South-East Carved House 2 civ_common South-West Carved House 1 tools_common 1 civ_common North-East Carved House 1 tools_common 1 civ_common North-West Carved House 2 civ_common Small Hanging Pods 6 food_common Large Central Pod2 pots_uncommon 観光時の助言と注意(top) There are many holes in the overhanging bridges, making death by falling or getting pushed off by a zombie a definite possibility. Because of the recent update and it s changes, Anvalia is a really well known source for armor and potions from the dungeon_ins in the mines. The entrance to Anvalia is located in the cliff-side that the city resides on. If on top of the mountain itself, though, a jump may be made through a hole into the small pond below the town. The highest hanging pod is the only one without a food chest. Sneaking is advised when on the paths, as it attracts less zombies and reduces risk of accidental falling. There are areas where you can get stuck. Without a grapple, your option is death. Bandits come here often, it makes a great fortress because of it s view of entrance and parkour. However almost all Bandits come here for the mines dungeon but may come into the city for food and civilian loot. By taking a path from the mine to the major pod and all the pods in between, the chests have time to respawn, making this place a secluded, highly sustainable camp for new players. It is recommended that if you just spawned east of Carmi and want to get away from the coast, that you go from Grandfather s Curse, then Mount Longton, and last camp at Anvalia until you have enough food to go more northwards. Another place similar to this is Eillom, although it is quite far North from here. There s a hidden room in the mine filled with giant mushrooms, this was the location the mine lead to before the dungeon was conceived. Travelling here from Afaya can be quite an effective strategy if you re planning to get high-tier loot early on. Shooting zombies off the bridges it much safer than hitting them with a sword, but be careful as it will attract other zombies to your location.
https://w.atwiki.jp/pokecharaneta/pages/17715.html
正式サービスに伴いページを作成しました。 -- (ガイアール・ビシャモン) 2020-07-25 05 46 52 草案 ユニットカード フラージェス:アトラクティブパイカーコロナ ダイケンキ:ヘヴィーパイカー ツィーゲル ディアンシー:プリンセスランサーエカテリーネ ハッサム:赤騎士ローゼ キュウコン(アローラのすがた):白耳の射手 ローブシン:頑固一徹ブルーノ ゴチルゼル:占星術師マーサ ブリムオン:カインドネーチャーマルティナ アーマルド:グリフォンライダーディアナ -- (ユリス) 2020-07-25 16 51 23