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https://w.atwiki.jp/no-brand/
PHANTASY STAR ONLINE Blue Burst のエミュ鯖 SCHTHACK Server で暗躍する 日本人チームの NO-BRAND でございます ※Wiki内の一部のページを表示するには… ●フレームをサポートしているブラウザが必要です。 ●JavaScript実行を許可する必要があります。 ●ポップアップ表示を許可する必要があります。 Microsoft® InternetExplorer8 (build8.0.6001.18702) Mozilla® Firefox3.5 (Shiretoko/3.5.8pre ayakawa PGU) Mozilla® Firefox3.6 (Namoroka/3.6.2pre ayakawa PGU)で表示動作確認しています。 一言連絡所 cβ始まったけど テンキーンで自宅のPCが触れませんぬ GWにはいったん戻れると思う・・・思う -- (L.A.C.O.) 2012-04-22 18 11 41 PSO2Cβ全日程終了。 日程の半分位は、ピークタイムのラグや 切断に苦しめられたのは残念だけど それ以外はそこそこいい感じ。 -- (体は鋼鉄心は乙女) 2012-05-01 01 50 48 最後の2日間だけ遊んできた。 死んだときAP使ってスケド復活するか?が出た時ギョッとしたぐらいかな。 旧PSOの月額相当分ぐらいはセガにお布施してもいいかなとは思えた。 そしてDQX予約した\(^o^)/ -- (L.A.C.O.) 2012-05-02 03 12 49 Cβ面白かったです でもゲームスピードがちょっと速すぎかな ノーマルでこれだと難易度上がったら ハンターが何もできないゲームにならないか不安(特にボス) -- (Sophia) 2012-05-03 15 09 14 まったりドラクエ中。 新しいビデオカード買ったのでPSO2にも本格復帰の予定だよ! -- (L.A.C.O.) 2012-08-22 02 01 35 名前 コメント すべてのコメントを見る 過去のコメントはこちら コメントログ2010年上半期コメントログ2009年下半期コメントログ2009年上半期コメントログ2008年下半期 @ウィキモバイル始まりました 携帯電話に最適化され使いやすくなりました QRコードは株式会社シーマン様のサービスを利用して作成しました CREDITS "PHANTASY STAR ONLINE Blue Burst" --(c) SONICTEAM / SEGA, 2000, 2005 (c) SEGA, 2000, 2005 "SCHTHACK PSO Private Server" --Server production and hosting Schthack 2003-2009
https://w.atwiki.jp/earthquakeinfo/pages/14.html
TRANSPORTATION STATUS 1) AIRPORT INFORMATION Sendai Airport> This airport is damaged by Tsunami, currently closed. <Odate Noshiro Aiprot> Due to an earthquake damage, no power supply at aiport and Air Trafic Control radio is unavailable. Akita Aiport No flight available. All flight are cancelled on 12 March. Airline links ANA http //www.ana.co.jp/asw/topinfo/info.jsp?infoID=d20110312102852 info_tool_flag=1 JAL https //www.jal.co.jp/cms/other/ja/info1.html Skymark http //www.res.skymark.co.jp/mercury/fis/flight_announce_i18n AIR Do http //www.airdo.jp/ap/pc/preview.html?id=795 Note Air Do - Sapporo - Sendai lines are replaced with Sapporo Fukushima. 2) TRAINS Note These information below are from the JR website, updated on 12 March 2011, around 10am. The information might not be accurate, so please check it yourself. -JR East - Tohoku Area No trains are running. - JR East - Kanto Area Utusnomiya, Takasaki, Tokai, Narita, Soumu Kaisoku, Soumu Honsen, Keihin Tohoku, Chyuo are partially available. Yamanote Line - Uchi mawari is fine, but not Soto mawari is still stopped. -JR East - Shinsyu Area Echigo line is available, but rest of lines are stopped.
https://w.atwiki.jp/vipdelolsub/pages/86.html
火炎を操る凄いハゲ s8プレシーズンに行われたルーンとマスタリー再構築というクソpoke環境に晒され、最早brandの中距離ワンチャン火力は影の薄い物となってしまった 最近から新規ちゃんに無料で配られるチャンプの一人となった アニーちゃん涙目 このチャンプ何 全てのスキルが攻撃スキルという純メイジ とりあえずmid安定 bot suppは修羅場だからお勧めはしない 上手くはまれば3人から5人を一人で消し飛ばせるが油断してると案外簡単に死ぬ いいところ Passiveから放たれる追加AOEdmgのアホみたいな数値と範囲 またそこから来る集団戦での爆発力 当て易く高射程なW、範囲付き対象指定スキルのER、低CDで素直な性能を持つQと全体的に扱い易い Passiveのdotと一部のアイテムおよびマスタリーのシナジーがヤバイ 人並み以上のAPレシオを持ち、ワンコンを狙う事もできる わるいところ 逃げスキルが無いのでgankされるとキツイ 自前のCCがQの条件付スタンしかない為一つでもスキルを外すとかなりキツイ CSを取れないとマナ持ちがややキツイ 火力を出し切るのに多少の時間が掛かる為、遭遇戦に弱い スキル Passive Blaze Passive スキルが当たった敵ユニットに炎上を1スタック付与し(最大3スタック)、炎上スタックが付与されている敵ユニットに各スキルが命中すると炎上効果(Blaze)が発生する。 1スタック毎に4秒かけて対象の最大HPの2%の魔法DMを与え、3スタック時には対象の全スタックを消費して対象の周囲に円状の範囲が表示され、2秒後にその範囲内の敵ユニットに魔法DMを与える。このDMも炎上スタックを付与する。 また、炎上している敵ユニットを倒すとMNを回復する。Lv1/3/6/9/12/15/18で回復MN量が増加する。 魔法DM [対象の最大HP × (11.5% + (Lv × 0.5)% (+0.03AP)%)] ※Lv9まで増加 回復MN 6/8/10/12/14/16/18 brandがbrandたる所以 一つでもスキルを当てるとおまけ程度の追加Dotが乗る 一昔前程の威圧感は無いが、ルーンの秘儀の彗星との相性が良く、思ったより侮れない 当てろ このデバフが付いている敵に別の攻撃スキルを当てるとそれぞれ特別な追加効果が乗る 連続で当てろ スキルを3つ当てると対象が発火し、2秒後にスキル一つ分程度の威力を持ったAOEdmgを発動させる このAOE自体がスタック対象の為、スキル4つ打つだけで5人が爆発する事もザラ 全て当てろ Q Sear Active 指定方向に火球を投射し、当たった敵ユニットに魔法DMを与える。 Active - Blaze Stun(1.5s)が付与される。 魔法DM 80/110/140/170/200 (+0.55AP) 弾速 1550 消費MN 50 CD 8/7.5/7/6.5/6s Range 1050 (マナが)安い(弾速が)早い(威力は)高いと3拍子そろった単体方向指定スキル ホイホイ投げてバンバン当てろ ミニオンに隠れるんじゃない死ね 追加効果は1.5秒スタン ワンコン天使annieちゃんのstunと大体同じ強さのCCをlv2から扱える スタンを決めればほぼ有利を取れるが当てるのには距離を詰める必要がある ピンチの時は必ず当てろ W Pillar of Flame Active 地点を指定して0.625秒後に炎の柱を作り出し、範囲内の敵ユニットに魔法DMを与える。 魔法DM 75/120/165/210/255 (+0.6AP) Active - Blaze 与えるDMが25%上昇する。 魔法DM 94/150/206/263/319 (+0.75AP) 効果範囲 500 消費MN 60/70/80/90/100 CD 10s Range 900 高火力な範囲攻撃スキル 通常スキルの中ではかなりの射程と範囲を持ち発生速度もかなり早い ぶっちゃけ序盤は見てから避けるのが厳しい程 慌てずに当てろ 追加効果は威力上昇 Qでスタンさせた相手にコレをぶち込むと大体6割削れる コンボの最後に当てろ E Conflagration Active 対象の敵ユニットに魔法DMを与える。 Active - Blaze 対象の周囲の敵ユニットにも同様のDMを与える。 魔法DM 70/90/110/130/150 (+0.35AP) 効果範囲 600 消費MN 70/75/80/85/90 CD 12/11/10/9/8s Range 625 即時着弾する対象指定スキル annieちゃんのQと同射程でCDと威力は劣る 即時着弾効果は特に他のスキルコンボの起点として大いに活用できる 近づいて当てろ 追加効果はAOE付与 炎上したミニオンを指定してすぐ側にいるチャンプに飛び火させたりと使い方は様々 テクニカルに当てろ R Pyroclasm Active 対象の敵ユニットに火炎弾を放ち魔法DMを与える。 火炎弾は近くの敵Championを優先に、かつ炎上を起爆させる対象を優先的に、敵ユニットにランダムで4回まで(同一ユニットに対しては最大3回)跳ね、その度に魔法DMを与える。 炎上効果 Slow(0.5s)を付与する。(30/45/60%) 魔法DM(1Hit毎) 100/200/300 (+0.25AP) Cost 100MN CD 105/90/75s Range 750 brandが序盤のハラス力を失って得たものがコレ レーンでも集団戦でも恐ろしく使い勝手の良いスキル 対象指定スキルの割に射程が異様に長いult 当てると側にいる別の敵に最大4回まで跳ね返る 同じ敵に最大3回当たる可能性が有りその場合の威力は300/600/900(+0.75AP)と割とぶっとんだ破壊力 とうとうultがチャンピオン優先で跳ね返るようになり、レーン戦で適当にultをぶち込むだけで対面のヘルスが6割吹っ飛ぶ EQスタンから入れば12割コンボである これ打ってるだけで勝てるんじゃないのこれ 追加効果は対象に重いスローが入る 地味だがultの跳ね返りや逃げ追いを助ける効果はやっぱり便利 使い方 スキルを当ててれば勝てる とは言い切れなくなった Passiveの追加AOEを発動させる動きが前提となるが、lv5までスキルが3つしかない状態ではそれも覚束ない スキルの基礎ダメージのnerfからレーン戦も多少厳しくなったので、慣れてないとそのまま禿げ上がって死ぬ WやEを後衛ミニオン(や敵チャンプ)に当て続けてpush負けをしない様にし、スキルが3つしかないlv5までを何とか凌げ 相手がうっかりスタンしたら落ち着いて追撃しろ 外したら下がれ死ぬ csで負けていなければ十分だ gank喰らったら死ぬから喰らうな レーン半分より前に出るな そうなりそうなら全力で押して一度帰れ死ぬ lv6からはもう適当にult打って残りのスキル全部当ててれば勝てる jgとか暇してるsuppに猿の様にping焚いてgankして貰え 或いはレーンを押して別レーンにgank行け 集団戦でも適当にult打って目の前の敵にWQEQEWしてれば勝てる コツは集団戦が始まった少し後まで相手の視界に入らない事だ 先頭に立つな狙われたら先にお前が死ぬ その前に火力を出し切って奴を殺せ コンボ例 (flash)EQ(AA)W 一番オーソドックスなコンボ とりあえずコレを即打てるようにならないと話にならない スマートキャスト必須 (flash)WQ 適当に前衛を捕まえる時に このままultを放り込むのも良い WE レーン戦で後衛ミニオンにW、デバフが切れる前にミニオンにE EのAoE効果を知らない奴が多いせいか、ハラスとしても有用 (flash)ultQ 捕まえれば絶対勝てる時に WQよりかは信頼度がある flashQ 密着すれば大体の相手は避けられない QEW 砲台ミニオンにQE、少しミニオンを後ろに引っ張ってミニオン全体にW ファームの加速に AA rangedのAAハラスはレーンにて最強 build http //jp.op.gg/champion/brand/statistics/mid/item MpenとAPを稼げるアイテムを積めば大体合ってる ストップウォッチはどのタイミングでも強いから自分がワンコンされそうな状況ならいつでも買え pinkと青トリも買え、brandは視界を取れていないとどうにもならない 結果的にHPも稼げるビルドになる為、前線でうろちょろしやすくなる 結局二人から狙われたら死ぬから前に出るタイミングはよく考えろ
https://w.atwiki.jp/warband/pages/688.html
ip_morale|Morale ip_morale_text|Morale represents the ability and willingness of the troops in a party to summon up the endurance, bravery, and discipline they need to face the stresses of battle and the march. It is not the same thing as the troops' happiness. Elite troops may grumble and whine about the hardships of campaigning -- but then stand together as one when the arrows start to fly. On the other hand, a commander who gives his men everything they want may find that they grow soft, and waiver before the enemy's charge.^^Morale's greatest impact is on a party's behaviour in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speed, as a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit, and pause more frequently, as it waits for stragglers to catch up. Finally, a party with very low morale will start to suffer desertions.^^Some factors that affect morale are intuitive. For example, a charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men well ample and varied supplies of food, and pay them on time, demonstrate that they care about their troops' welfare, and are less likely to lead them into disaster.^^Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit party, for example, men will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party on the other hand may see its cohesion strained, as the commander has less time to supervise the men, listen to their grievances, and resolve their disputes. Frequent battles will strengthen the bonds between men, while long periods without combat will see the troops become bored and quarrelsome.^^The morale report, accessibly by hitting the 'reports' button will give the player a sense of the factors affecting his or her men's morale. ip_economy|Economy ip_economy_text|Towns and villages in Westeros and Essos need a wide variety of goods for their populations to remain healthy and productive. First in importance is food. Grain is the staple crop of Westeros and Essos, but people also need fat and protein in the form of meat, fish, or cheese. It takes almost as much work to preserve meat as to produce it in the first place, so salt is also in high demand. After food comes clothing heavy wool, lighter linens, or luxurious velvet. Finally, people need the tools of their trade ironware, pottery, leather-ware, and, of course, arms, armour, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisan goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity in Westeros and Essos is trade -- both between the villages and the towns, and between the major towns themselves.^^When trade flows, goods will be available and affordable, the population of a centre will be healthy and energetic, and migrants will flock from the nearby regions. The centre will produce more, consume more, and be able to contribute more in taxes to their lords. When trade dries up, towns and villages will see their workers flee to seek work elsewhere, and economic activity will drift to a stand-still. Thus, it is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchant, however, may want to seek out towns which have become isolated from the rest of the land, as he or she may be able to turn a tidy profit from the resulting price imbalances.^^Because villagers usually plan to take their goods to market in towns, village markets will be rather quiet places, and villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profit, although some parties may decide to make a quick stop in a village to acquire supplies.^^A player who wants to know about the factors affecting a region's prosperity can speak to the guildmaster of the local town. Other information can be gleaned from passers-by, although they might not know very much outside of their own particular trade. ip_courtship|Courtship ip_courtship_text|You may wish to marry into one of Westeros and Essos' noble families. Marriage is not necessary for someone to rise in power and stature, but it does provide them with an opportunity to improve their relation with lords and establish a claim to the throne.^^Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in aristocratic society, get on good terms with his bride's parents or guardians, and then woo the lady according to local custom. If a player grows impatient, he may attempt to take a short cut -- but there will be consequences in his relations with other lords.^^A male character should keep in mind that other lords will be competing with him for the affections of the kingdom's ladies. Also, a lady's tastes are unpredictable, and a player may also find that the object of his love does not love him in return. Romance, in Westeros and Essos as elsewhere, does not always prosper. Of course, a player may resort to other, less gentlemanly means of winning a lady's heart, but again, that will have a serious impact on his reputation.^^To get started on the path of courtship, a male player should try to get involved in the social life of aristocracy, attending feasts and tournaments. Also, wandering troubadours and poets can serve as a useful repository of information on courtship, and keep the player up to date about the latest gossip.^^Female characters can also marry -- but they should keep in mind that Westerosi society is very traditional, and, as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.^^On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power -- and an unscrupulous character may be able to use her husband as a tool of her political ambitions. ip_politics|Politics ip_politics_text|The continents of Westeros and Essos, although they represent different cultures, all adhere to the same basic political system feudalism. Feudalism is based on the relationships between individuals the oaths of loyalty given by a vassal to his or her liege. In exchange for this oath, the vassal will usually receive a fief, a parcel of land whose income will be used by the vassal to raise troops to support the liege in time of war. A liege also has an obligation to protect his vassals, and to treat them justly.^^This is how it works in theory, anyway. In practice, vassals will not always work in their factions' interests, particular as they are often quarrelling with one another. Nobles have different personalities, and sometimes those personalities clash. Or, perhaps two nobles were once friends, but fell out over in the aftermath of a setback or a defeat -- or because they both were wooing the same lady. Jealousies will also surface as they vie for the favour of the king -- perhaps over newly conquered lands, or over who will be given the coveted office of marshal, the lord in charge of organizing large-scale campaigns.^^When one realm in Westeros and Essos makes war on another, the political unity of the each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom, nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrels, lords will fail to respond to the marshal's summons, or drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided faction, lords will be less likely to join together on raids and patrols, and come to each other's defence.^^If it seems self-defeating for nobles to bicker and quarrel when the enemy is just over the horizon, keep this in mind -- ultimately, a nobles loyalty goes not to a particular faction or culture, but to himself and to his family. If a noble fears that his faction is collapsing, or if he is being neglected by his liege, he can usually find a reason to withdraw his oath of allegiance, and change sides. Players should keep this in mind, as they may find that there are opportunities to turn discontented former enemies into allies. ip_character_backgrounds|Character Backgrounds ip_character_backgrounds_text|A player character in Westeros and Essos may choose to come from a variety of social backgrounds. This choice will affect not just his or her starting skills and equipment, but also the course of his or her career as an adventurer.^^War and politics in Westeros and Essos are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quickly, but women and commoners may face a few extra hurdles on the way. If you choose to start the game as a male nobleman, you can think of it as the 'easy' setting. Starting as a noblewoman or a male commoner is somewhat more difficult, and starting as a female commoner is probably the most challenging way to begin a game.^^However, women have some starting advantages. Simply by taking up arms, a female warrior will draw attention to herself, and she may find that she can build up her reputation faster than a male. Also, it is traditionally easier for a woman to marry up the social ladder than it is for a man, and a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finally, keep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or common, male or female, married or unmarried -- anyone can rise to become ruler of all Westeros and Essos, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms in Westeros and Essos go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory This second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms of Westeros and most of Essos do not field standing armies, which remain in the field as long as the ruler desires. Rather, these realms are protected by feudal levies comprised of the major nobles and their individual retinues. Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshal, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack.^^For this reason, the rhythm of wars in Westeros and Essos often resemble the rhythm of a duel between two individual combatants. One side will gather its strength and seek to land a blow against the enemy's territory. If the marshal spends too little time gathering the vassals, he may not be able to do any real damage. If he spends too much time, then the campaign may end before it has even begun. A large realm will have an advantage over a smaller one, just as a brawny combatant has an edge over a smaller foe, but a realm's political cohesion can also be a factor, just as a fighter with great stamina can outlast her opponent. Sometimes, the armies of two realms will meet head on, resulting in a major battle in which both numbers and morale will decide the outcome.^^Kingdoms will have imperfect intelligence about their enemies. Attacking lords will need to frequently scout enemy territory to determine which fortresses may be vulnerable. An army defending its homeland will benefit from the alarms raised by castles and towns, which broadcast intelligence about enemy movements in the area. Such intelligence will be imprecise, however, particularly when it comes to numbers. A defending force which sets out to raise a siege or rescue a village may be able to overwhelm an unprepared attacker -- or it may miscalculate, and find that it is the one to be overwhelmed. Attackers, in turn, must be careful how far they advance into enemy territory, with aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaign, either by joining the host, or by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautious, or too aggressive, for their tastes. In this case, they can intrigue with other lords to try to replace the marshal, or build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war will, for the sake of honour, feel obligated to pursue the conflict for a short while. However, unless he is soundly beating his enemy. he may soon start looking for a way out of the conflict, lest he leave himself vulnerable to an attack by a third party. Westeros and Essos rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_prisioner_system|Prisoner System ip_prisioner_system_text|The skill 'prisoner management' has been removed from A World of Ice and Fire, as it seems unrealistic to manage the number of prisoners in terms of a skill. In A World of Ice and Fire the number of prisoners that the player can have depends on the size of his/her army. That is, the more troops able to keep guard, the more prisoners it can carry. ip_ambush|Ambush ip_ambush_text|The ambushing skill allows you to set up ambushes.^ From the camp game menu, choose to set up an ambush. You will be told the current nature of your ambush, and if you are attacked, you will have the choice to launch the ambush.^ Ambushes can have devastating positive or negative effects. ip_sneaking|Sneaking ip_sneaking_text|The sneaking skill allows you to sneak. From the camp game menu, choose to sneak. Sneaking will reduce your speed.^^However, if you are the attacker, you might have, according to you sneaking check, some combat bonus (but not as great as you would have for an ambush). ip_entrenchment|Camp Entrenchment ip_entrenchment_text|When your army sets up camp for the night, you are given the option to entrench your camp site. An entrenched camp site is a temporarily fortified position using terrain and pickets as a defensive barrier. Armies composed mostly of cavalry units will get little benefit from entrenching. Armies comprised mostly of foot soldiers will find that entrenchment will give them a significant advantage over cavalry units. Soldiers very much dislike digging holes and planting pickets, so you will suffer a small morale penalty when choosing this option.^^If you choose not to entrench your camp site, you will be at a disadvantage if attacked while camping. Your camp may be over run and plundered. Items in your inventory may be looted or destroyed in the battle. An entrenchment that has not been over run receives the benefit of multiple ammunition reloads for the troops. A normal camp site gets no such benefit.^^In order to entrench your position you will need tools, time, and skill. Tools can be purchased at many of the towns within the Known World, and one set must be in your inventory in order to entrench. The time required to entrench is based upon the number of soldiers in your army and your parties skill in engineering. A small band of warriors with no skill in engineering will take days to entrench a camp site. An army of 30 or more with a few points in engineering can accomplish this in just a few hours.^^When you complete the entrenchment, a circle of pickets will surround your camp. This entrenchment will remain in place for approximately three days after leaving the entrenchment. You can leave and return to the entrenchment during this time without having to do any more digging or planting of pickets, thus avoiding any morale penalty. This makes an entrenched site an excellent base of operations for sieges or incursions into enemy territory. ip_siege_warfare|Siege Warfare ip_siege_warfare_text| One of the things missed in Warband was completely realistic siege warfare. A World of Ice and Fire exploits this to the fullest. Now when the player besieges a settlement two paths can be taken to subjugate the place by debilitation (hunger, diseases ...) and by assault.^^In the first case, the player's mission is to encircle the settlement (you need 200 or more men) and prevent it from receiving supplies or reinforcements. At the same time various actions can be performed to undermine morale, spread disease or destroy food reserves of the settlement. This type of action will take longer, but also prevent a large number of casualties.^^In the second case direct action is taken, provided assault equipment is available (ladders, battering ram, ramps, mantlets ...) or offensive actions (wearing down the defenders, burning their houses and walls ...). This is when the player feels ready to launch a full-scale assault to conquer the settlement. This type of action has the advantage that the place can be vanquished in a short amount of time, but usually at a very high cost of lives.^^In addition to the above, a new system of assault involving both types of siege tactics is also available. When the settlement has a port, the player may equip a fleet and block the port. The player can then choose to continue the siege until the surrender by debilitation, or lead an assault by sea.^^The complexity and characteristics of the new siege system is long, and the best thing is to discover and develop strategies for yourself. Welcome to Realistic Siege Warfare. ip_sea_travel|Sea Travel ip_sea_travel_text|Ferries at various harbours on the world map transport your party between two stations. While this is cheap when your party is small, it becomes more expensive with party size.^^To travel longer distances on the sea, one may travel from one port town to another. This can be initiated from the town menu or by talking to the shipwright in the port part of the town scene. Similar to ferries, this service becomes more expensive with party size.^^Once you have your own ship, you may embark from the port it is in by clicking on 'Sail from port' in the town menu. You will return to the map, but this time at sea on your ship. Sea travel then works much like land travel.^^There are two different ways to get back on land. You can either click on a port or use a landing point. To find a landing point, travel closely along the coast or right click on your party and select 'find closest landing point.' As with ports, click on the landing point to disembark. In either case, your ships will remain at the position where you landed.^^If your party's size is greater than the capacity of your ships, you won't be able to embark. In this case, you can establish troop quarters (Camp menu) at your current position and another troop quarters at your target position, then transport your army step by step between both quarters.^^When travelling by sea on the campaign map, you can always check the current weather. After clicking on the 'Camp' button, current conditions are shown on the left side. If the weather conditions change, you will be notified by a message in the lower left corner of the screen.^^On the one hand, windy weather is good for the speed of your ships on the campaign map and in sea battles. On the other hand, the chance that it will damage your ships also increases. Damage worsens the condition of a ship, slowing it or even destroying when the condition reaches 'Dangerous.' You may check the conditions of your ships by clicking on 'Camp' and then on 'Fleet.'^^Finally, the weather also determines the behaviour of ships in battle. This can always be checked beforehand by clicking 'Camp' and then on 'Check location.'^^Sea travel is dangerous and can lower the morale of your troops. When this happens, you will be notified by a message. Troops especially dislike spending the night on the water. Therefore, consider plotting your route to make landfall by night. If morale on the sea gets too low, troops may mutiny. This ca be somewhat reversed if the player chooses Ironborn as his culture when he created his character.^^Some troops like Sailors and certain Ironborn troops are experienced seamen and will increase the travel speed of your ships on the campaign map. You can check the effect on the left side of the camp menu.^^If there is more than one ship in your fleet, the speed of the fleet is determined by its slowest ship. However, as soon as you have more than one ship in your fleet, you can split the fleet. To do so, travel close to a shore. Then click on 'Camp', 'Fleet' and finally on 'Leave ship at shore' to leave the slower ship(s) there. To bring ships together again, one needs to bring them all to a port. To get a overview of all your ships at their location, click on 'Character' and then on 'Ships.' ip_sea_battle|Sea Battle ip_sea_battle_text|At some point after starting to travel on the sea, you will participate in a naval battle.^^First of all, you need to know how to control your ship. You can give the command to row forward, fast forward, backwards, or stay. The up and down arrow keys switch between these commands. You can also give the command to go straight, starboard, hard starboard, port or hard port. The left and right arrow keys switch between these commands.^^Current commands are represented by arrows around the representation of your ship in the upper right corner. Press Enter to set the sail and Backspace to get a tactical view of the scene. Try these commands to get a feeling for steering a ship and the effect of the wind.^^As soon as you get close enough to an enemy ship, boarding will commence. The ships are lashed together and the fight starts.^If you are lucky, you may capture the enemy flagship after winning the fight.^^In a sea battle where you have several ships, you can give a 'stand ground' or 'charge' command to your ships, which are assigned to the ninth 'division.' The first troops in your army list will be together with you on the flagship. The other troops will be in the remaining ships. One can change one's flagship in a port or while camping on the sea.^^With a reasonably large fleet, one may attack towns from their sea sides. To do so, simply click on the enemy port town and you will have option to attack it once you reach it without first disembarking. ip_ship_info|Ships ip_ship_info_text|Sooner or later, you'll want to invest in a ship. There are several reasons to do this. Over the long term, it is the cheapest form of sea travel. It gives you complete freedom in movement on the sea. It opens new opportunities for trading and raiding.^^On the other hand, there are downsides. First of all, a ship is expensive, and you will have to save up some money to afford one. Furthermore, a ship can carry only a limited amount of troops.^^Another important consideration is speed. With a faster ship, you will more successfully catch or flee from other ships. The speed of a ship is determined by its type and condition.^^Finally the wood used for ship construction affects its durability. While ships made of oak wood are very durable, ships made of Ash wood need to be repaired more often.^^When you feel ready to buy a ship, click on 'See the ships' in the town menu of a port town or talk to the shipwright. Port towns can have up to three ships for sale, but sometimes none are available. The type and amount of ships offered changes over time. To see your ship, you can click on 'See the ships' in the town menu or walk to its pier.^^In a port, one may customize the sail of a ship or paint any ship made of oak. There is one special sail which is reserved for the ships of the player. It can be changed with a dedicated graphic editor. For further information, see the 'Your Custom Sails' folder among the files of this mod.^^Once you have a ship, the shipwright will interact with you in a different way and won't hesitate to offer advice. Shipwrights also offer to custom build ships. Better ships may require special materials that you will need to obtain and bring with you. Better ships also require more time for their construction and the more talented shipwrights in Ironborn ports. The first seven ships you have built can be named freely in the ship customization menu.^ ip_wounds|Wounds ip_wounds_text|The player may receive specific, debilitating wounds in battle. Maesters in larger towns will treat these wounds for a price, after which they will heal within a few days. Any negative effects will then be removed.^^If a wound is not treated after some time, it will change to a scar, and the negative effects will then become permanent. ip_skills|Skills and Attributes ip_skills_text|When creating or developing a character in A World of Ice and Fire, one has to pay attention to the many skills and attributes. Skills like persuasion and leadership are essential for trading, wages, lord and lady interaction, and forced conversion. Attributes such as intelligence and charisma are also essential in these activities, but will also affect your ability to marry or lead people.^^There are three important skills for the sea 'Sailing Master,' 'Navigation' and 'Looting.'^^One's Sailing Master level determines the amount of ships one can command. Level one allows up to two ships. Seven ships are the maximum at the Sailing Master level of four.^^The Navigation skill allows one to travel faster on the sea. It is the naval equivalent of the Pathfinding skill on land (which, by the way, will not help on the sea).^^A higher Looting skill results in a higher chance of capturing enemy ships.^ ip_division_placement|Division Placement ip_division_placement_text|When ONE division is selected, the centre of its front rank is placed at the spot indicated.^^When MANY divisions are selected, they are separated and spread out as if the player were standing at the spot indicated.^^One may memorize the placement of selected divisions relative to the player by pressing F2, F7. Default is infantry to the left, cavalry right, and ranged forward. Placement is overridden for any division the player chooses to personally head through the Formations Options menu.^^If the camp menu game option is set, divisions will rotate to face the enemy. Otherwise, they will maintain the facing that the player had when they were placed. ip_awoiaf_formations|Battle Keys and Orders ip_awoiaf_formations_text|Advanced Formations active with F4 in Battle, then ^F4 - Form ranks - with best troops up front,^F7 - Form square - no particular order,^F5 - Form shield wall - ranks with shields in front and longer weapons in back,^F6 - Form wedge - with best troops up front,^F8 - Break any current formation,^^- NO FORMATION^^Even in the last case, the player can make formations up to four lines by ordering Stand Closer enough times.^Memorize Division Placement and Formation active with F2 in Battle, then ^F7 - Memorize relative position to player and formation,^F8 - Revert to default relative position to player and formation,^^Orders active with F5 in Battle, then ^F5 or Key Z - Order 'use onehand weapons',^F6 or Key T - Order 'use twohands and polearms weapons',^F7 or Key N - Order 'use ranged weapons',^F8 or Key O - Order 'don't use shields',^^Hold-F1 on an enemy division - and the divisions you have selected will attack it,^^Others ^key U - Battlecry (encourage your wounded troop's) - You need to have the 'Natural Leader' trait,^key B - Warcry (scare away enemies surrounding you) - You need to have the 'Warrior' trait,^key T - Use Fire arrows (your troops will light their arrows. Used for sieges and ship battles only),^Key H - Use to call your horse in battle,^key F6 - Skirmish order (your troops avoid the enemy, moving away as the enemy approaches),^key F9 - Order beginning or ending volley fire for archers,^Right Click + Left Click - Shield Bash. ip_wolf_companion|Wolf/Dog Companion ip_wolf_companion_text|On the battlefield, your wolf/dog is placed in division 9. The skills and abilities of your wolf/dog companion can be improved by giving him good food. ip_quarters|Quarters ip_quarters_text|Quarters allow you leave some of your troops at a particular location on the map. You can have up to two quarters.^^There are several scenarios which make quarters useful ^- If you need to travel on a boat, but you can't afford to pay passage for all your troops^- If the capacity of your fleet isn't big enough to transport all your troops at the same time^- If you want to sneak into a town^- If you want to travel faster over the world map ip_special_troops|Special Troops ip_special_troops_text|There are various special troops in A World of Ice and Fire that allow you to reap extra stats depending on the amount you have in your party.^^Below you can see the number needed ^^Hornmen^1+ = + 1 tactics^10+ = + 2 tactics^30+ = + 3 tactics^^Standard Bearers^1+ = + 1 leadership^10+ = + 2 leadership^30+ = + 3 leadership^^Religious Troops^1+ = + 1 surgery^10+ = + 2 surgery^30+ = + 3 surgery^^Vet Ironborn Reaver^5+ = + 1 looting^10+ = + 2 looting^40+ = + 3 looting^^Shepherd^1+ = + 1 foraging^10+ = + 2 foraging^30+ = + 3 foraging^^Unsullied^10+ = + 1 tactics^30+ = + 2 tactics^100+ = + 3 tactics^^Spy^5+ = + 1 spotting^10+ = + 2 spotting ip_wiki_and_forums|A World of Ice and Fire Wiki and Forums ip_wiki_and_forums_text|Don't forget to visit our wiki and forums for further information on this mod^- Forums https //www.aworldoficeandfire.co.uk/forum^- Wiki https //aworldoficeandfire.co.uk/wiki^- Patreon Page https //www.patreon.com/awoiaf^- Twitter @therealproduno^- YouTube https //www.youtube.com/user/produno^- ModDB Page https //www.moddb.com/mods/a-world-of-ice-and-fire ip_credits|Credits ip_credits_text|Please visit https //aworldoficeandfire.co.uk/wiki/index.php/Credits to see a full list of credits.
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開催日:2011 / 06 / 26 参加人数:95名 フォーマット:レガシー(~NPH) MLL Grand Final autolink 優勝:Charbelcher 準優勝:UWR Control‐Stoneforge CounterTop 第3位:URG Tempo‐Order 第4位:Naya‐Punishing Predator 第5位:UWR Control‐Stoneforge 第6位:GU Fauna‐Tradewind 第7位:Melira 第8位:Naya‐Punishing Predator 優勝:Charbelcher 使用者:Enrico Riccardi Main Deck 1《Taiga》 4《猿人の指導霊/Simian Spirit Guide》 4《ほくちの壁/Tinder Wall》 4《ギタクシア派の調査/Gitaxian Probe》 4《通りの悪霊/Street Wraith》 4《燃え立つ願い/Burning Wish》 4《ゴブリンの放火砲/Goblin Charbelcher》 3《巣穴からの総出/Empty the Warrens》 4《土地譲渡/Land Grant》 3《炎の儀式/Rite of Flame》 4《捨て身の儀式/Desperate Ritual》 4《ライオンの瞳のダイアモンド/Lion s Eye Diamond》 4《煮えたぎる歌/Seething Song》 4《金属モックス/Chrome Mox》 4《水蓮の花びら/Lotus Petal》 1《ギャンブル/Gamble》 4《Elvish Spirit Guide》 Sideboard 1《巣穴からの総出/Empty the Warrens》 1《先細りの収益/Diminishing Returns》 1《破壊放題/Shattering Spree》 1《炎の儀式/Rite of Flame》 1《ゴブリンの集中攻撃/Goblin War Strike》 1《恭しき沈黙/Reverent Silence》 1《紅蓮地獄/Pyroclasm》 1《苦悶の触手/Tendrils of Agony》 1《思考囲い/Thoughtseize》 2《赤霊破/Red Elemental Blast》 4《ザンティッドの大群/Xantid Swarm》 準優勝:UWR Control‐Stoneforge CounterTop 使用者:Enrico Riccardi Main Deck 4《溢れかえる岸辺/Flooded Strand》 3《沸騰する小湖/Scalding Tarn》 2《乾燥台地/Arid Mesa》 4《島/Island》 1《平地/Plains》 1《山/Mountain》 3《Tundra》 2《Volcanic Island》 1《Tropical Island》 1《アカデミーの廃墟/Academy Ruins》 3《石鍛冶の神秘家/Stoneforge Mystic》 4《Force of Will》 4《渦まく知識/Brainstorm》 3《精神的つまづき/Mental Misstep》 2《対抗呪文/Counterspell》 3《師範の占い独楽/Sensei s Divining Top》 3《相殺/Counterbalance》 4《剣を鍬に/Swords to Plowshares》 1《悟りの教示者/Enlightened Tutor》 1《殴打頭蓋/Batterskull》 2《飛行機械の鋳造所/Thopter Foundry》 1《弱者の剣/Sword of the Meek》 1《罠の橋/Ensnaring Bridge》 1《忘却の輪/Oblivion Ring》 2《炎渦竜巻/Firespout》 3《精神を刻む者、ジェイス/Jace, the Mind Sculptor》 Sideboard 3《渋面の溶岩使い/Grim Lavamancer》 2《赤霊破/Red Elemental Blast》 1《紅蓮破/Pyroblast》 2《古えの遺恨/Ancient Grudge》 2《血染めの月/Blood Moon》 1《精神的つまづき/Mental Misstep》 1《神の怒り/Wrath of God》 1《呪われたトーテム像/Cursed Totem》 1《仕組まれた爆薬/Engineered Explosives》 1《罠の橋/Ensnaring Bridge》 第3位:URG Tempo‐Order 使用者:Simone Bresci Main Deck 4《Tropical Island》 3《Volcanic Island》 4《霧深い雨林/Misty Rainforest》 4《樹木茂る山麓/Wooded Foothills》 1《Taiga》 1《島/Island》 1《森/Forest》 1《ドライアドの東屋/Dryad Arbor》 1《大祖始/Progenitus》 4《貴族の教主/Noble Hierarch》 4《タルモゴイフ/Tarmogoyf》 3《ヴェンディリオン三人衆/Vendilion Clique》 4《緑の太陽の頂点/Green Sun s Zenith》 4《自然の秩序/Natural Order》 4《Force of Will》 3《思案/Ponder》 4《渦まく知識/Brainstorm》 3《精神的つまづき/Mental Misstep》 4《稲妻/Lightning Bolt》 3《目くらまし/Daze》 Sideboard 2《精神を刻む者、ジェイス/Jace, the Mind Sculptor》 3《赤霊破/Red Elemental Blast》 1《山/Mountain》 3《渋面の溶岩使い/Grim Lavamancer》 2《梅澤の十手/Umezawa s Jitte》 2《古えの遺恨/Ancient Grudge》 2《呪文貫き/Spell Pierce》 第4位:Naya‐Punishing Predator 使用者:Isaac Rancic Main Deck 1《平地/Plains》 1《山/Mountain》 1《森/Forest》 1《不毛の大地/Wasteland》 1《Karakas》 1《地平線の梢/Horizon Canopy》 1《Savannah》 2《Plateau》 3《Taiga》 4《燃え柳の木立ち/Grove of the Burnwillows》 2《乾燥台地/Arid Mesa》 2《樹木茂る山麓/Wooded Foothills》 3《吹きさらしの荒野/Windswept Heath》 3《貴族の教主/Noble Hierarch》 4《野生のナカティル/Wild Nacatl》 3《クァーサルの群れ魔道士/Qasali Pridemage》 3《タルモゴイフ/Tarmogoyf》 3《カヴーの捕食者/Kavu Predator》 4《聖遺の騎士/Knight of the Reliquary》 2《血編み髪のエルフ/Bloodbraid Elf》 4《剣を鍬に/Swords to Plowshares》 2《流刑への道/Path to Exile》 2《焦熱の裁き/Fiery Justice》 4《罰する火/Punishing Fire》 2《梅澤の十手/Umezawa s Jitte》 2《森の知恵/Sylvan Library》 1《遍歴の騎士、エルズペス/Elspeth, Knight-Errant》 Sideboard 1《ボジューカの沼/Bojuka Bog》 2《外科的摘出/Surgical Extraction》 2《窒息/Choke》 1《血染めの月/Blood Moon》 2《ファイレクシアの変形者/Phyrexian Metamorph》 2《クローサの掌握/Krosan Grip》 3《赤霊破/Red Elemental Blast》 1《紅蓮破/Pyroblast》 1《翼の破片/Wing Shards》 第5位:UWR Control‐Stoneforge 使用者:Andrea Giarola Main Deck 1《山/Mountain》 4《沸騰する小湖/Scalding Tarn》 1《Plateau》 2《Volcanic Island》 2《乾燥台地/Arid Mesa》 1《Karakas》 3《Tundra》 4《溢れかえる岸辺/Flooded Strand》 1《平地/Plains》 2《島/Island》 4《渋面の溶岩使い/Grim Lavamancer》 3《ヴェンディリオン三人衆/Vendilion Clique》 4《石鍛冶の神秘家/Stoneforge Mystic》 4《精神的つまづき/Mental Misstep》 3《師範の占い独楽/Sensei s Divining Top》 2《殴打頭蓋/Batterskull》 1《遍歴の騎士、エルズペス/Elspeth, Knight-Errant》 3《呪文嵌め/Spell Snare》 4《Force of Will》 4《渦まく知識/Brainstorm》 4《剣を鍬に/Swords to Plowshares》 3《精神を刻む者、ジェイス/Jace, the Mind Sculptor》 Sideboard 1《紅蓮破/Pyroblast》 2《真髄の針/Pithing Needle》 2《水没/Submerge》 3《翻弄する魔道士/Meddling Mage》 2《解呪/Disenchant》 2《赤霊破/Red Elemental Blast》 2《炎渦竜巻/Firespout》 1《万力鎖/Manriki-Gusari》 第6位:GU Fauna‐Tradewind 使用者:Daniele Pati Main Deck 3《Savannah》 2《Tropical Island》 1《Bayou》 2《森/Forest》 3《新緑の地下墓地/Verdant Catacombs》 1《ドライアドの東屋/Dryad Arbor》 1《ガイアの揺籃の地/Gaea s Cradle》 1《霧深い雨林/Misty Rainforest》 2《吹きさらしの荒野/Windswept Heath》 4《貴族の教主/Noble Hierarch》 3《極楽鳥/Birds of Paradise》 4《獣相のシャーマン/Fauna Shaman》 2《ヴェンディリオン三人衆/Vendilion Clique》 2《貿易風ライダー/Tradewind Rider》 2《クウィリーオン・レインジャー/Quirion Ranger》 1《スクリブのレインジャー/Scryb Ranger》 1《ファイレクシアの破棄者/Phyrexian Revoker》 1《ファイレクシアの変形者/Phyrexian Metamorph》 4《ルーンの母/Mother of Runes》 1《平和の番人/Peacekeeper》 1《ゴブリンの太守スクイー/Squee, Goblin Nabob》 1《最後のトロール、スラーン/Thrun, the Last Troll》 1《永遠の証人/Eternal Witness》 1《翻弄する魔道士/Meddling Mage》 1《漁る軟泥/Scavenging Ooze》 1《ロウクスの戦修道士/Rhox War Monk》 1《三角エイの捕食者/Trygon Predator》 1《メリーキ・リ・ベリット/Merieke Ri Berit》 4《Force of Will》 4《精神的つまづき/Mental Misstep》 3《緑の太陽の頂点/Green Sun s Zenith》 Sideboard 1《忠臣/Loyal Retainers》 4《召喚の罠/Summoning Trap》 1《翻弄する魔道士/Meddling Mage》 1《呪文滑り/Spellskite》 1《ファイレクシアの破棄者/Phyrexian Revoker》 1《冷淡なセルキー/Cold-Eyed Selkie》 1《引き裂かれし永劫、エムラクール/Emrakul, the Aeons Torn》 1《セファリッドの女帝ラワン/Llawan, Cephalid Empress》 1《ロウクスの戦修道士/Rhox War Monk》 1《ガドック・ティーグ/Gaddock Teeg》 第7位:Melira 使用者:Marco Beltrame Main Deck 1《ガイアの揺籃の地/Gaea s Cradle》 3《新緑の地下墓地/Verdant Catacombs》 1《ドライアドの東屋/Dryad Arbor》 3《沼/Swamp》 4《Bayou》 2《Taiga》 4《樹木茂る山麓/Wooded Foothills》 2《森/Forest》 4《安寧砦の精鋭/Safehold Elite》 4《極楽鳥/Birds of Paradise》 4《緑の太陽の頂点/Green Sun s Zenith》 4《台所の嫌がらせ屋/Kitchen Finks》 4《シルヴォクののけ者、メリーラ/Melira, Sylvok Outcast》 4《屍肉喰らい/Carrion Feeder》 1《萎れ葉のしもべ/Wilt-Leaf Liege》 1《永遠の証人/Eternal Witness》 1《傷跡の地のトリナクス/Scarland Thrinax》 1《裂き爪のトロウ/Rendclaw Trow》 4《思考囲い/Thoughtseize》 2《強迫/Duress》 1《コジレックの審問/Inquisition of Kozilek》 2《ゴブリンの砲撃/Goblin Bombardment》 2《発掘/Unearth》 Sideboard 4《自然の秩序/Natural Order》 1《大祖始/Progenitus》 1《テラストドン/Terastodon》 2《大祖始の遺産/Relic of Progenitus》 3《クローサの掌握/Krosan Grip》 4《精神的つまづき/Mental Misstep》 第8位:Naya‐Punishing Predator 使用者:Eugenio Capocasale Main Deck 3《樹木茂る山麓/Wooded Foothills》 3《吹きさらしの荒野/Windswept Heath》 2《乾燥台地/Arid Mesa》 4《燃え柳の木立ち/Grove of the Burnwillows》 2《Taiga》 3《Plateau》 1《Savannah》 1《森/Forest》 1《平地/Plains》 2《地平線の梢/Horizon Canopy》 1《Karakas》 3《貴族の教主/Noble Hierarch》 4《野生のナカティル/Wild Nacatl》 3《タルモゴイフ/Tarmogoyf》 3《カヴーの捕食者/Kavu Predator》 3《クァーサルの群れ魔道士/Qasali Pridemage》 2《ガドック・ティーグ/Gaddock Teeg》 4《聖遺の騎士/Knight of the Reliquary》 3《血編み髪のエルフ/Bloodbraid Elf》 4《剣を鍬に/Swords to Plowshares》 2《流刑への道/Path to Exile》 4《罰する火/Punishing Fire》 2《焦熱の裁き/Fiery Justice》 2《森の知恵/Sylvan Library》 Sideboard 3《クローサの掌握/Krosan Grip》 4《赤霊破/Red Elemental Blast》 1《エーテル宣誓会の法学者/Ethersworn Canonist》 1《悟りの教示者/Enlightened Tutor》 1《トーモッドの墓所/Tormod s Crypt》 1《大祖始の遺産/Relic of Progenitus》 2《翼の破片/Wing Shards》 2《ファイレクシアの変形者/Phyrexian Metamorph》
https://w.atwiki.jp/laser_bm/pages/182.html
作者名 com(コム) 別名義:Tsukasa Ayatsuji 現名義:spctrm 詳細 概要 2001年~2009年までBMS作品を制作していた、日本出身の作曲家。 代表作である『slope』はPhleguratone氏主催の「BMS月一投票(仮)」9月「泣けるBMSベスト3」(2014年)でトップを獲得している。 作風 ■BMSイベントにおける主な実績 BMS作家の引退とその後 現在はspctrm名義で活動しており、サークル「fromadistance」として東方アレンジCDを制作するなどしている。 中でもアルバム作品『生年不滿百』は東方アレンジ系の同人音楽アルバムで屈指の名作との呼び声が高い。 主な作品 『slope』『ray』 リンク HP:https //web.archive.org/web/20141108114952/http //fromadistance.info/ Twitter:https //x.com/spctrm bandcamp:https //fromadistance.bandcamp.com/album/omnichapter BMS SEARCH:https //bmssearch.net/artists/DyXw9Bxx-v0nla BMS保管先:https //ia600700.us.archive.org/view_archive.php?archive=/15/items/com_bms_202405/com_bms_collection.rar 古いリンク HP:https //web.archive.org/web/20051224035111/http //www.hakusi.com/technica/ コメント 名前 コメント すべてのコメントを見る
https://w.atwiki.jp/ddrdp/pages/1310.html
Hoping To Be Good(激) 曲名 アーティスト フォルダ 難易度 BPM NOTES/FREEZE その他 Hoping To Be Good Bill Hamel Derek James feat. James Rowand 2013 激11 120 235 / 2 STREAM VOLTAGE AIR FREEZE CHAOS 54 40 1 16 32 楽譜面(5) / 踊譜面(7) / 激譜面(11) / 鬼譜面(-) 属性 譜面 http //eba502.web.fc2.com/fumen/ddr/ddr2013/hoping_g_8m.html 譜面動画 http //www.nicovideo.jp/watch/sm20668458 http //www.nicovideo.jp/watch/sm20668458 (x3.0, NOTE, 1 37~) 解説 名前 コメント コメント(私的なことや感想はこちら) 16分がそれなりに出てくるもののBPM遅めなので、そこまで怖くはないかと -- 名無しさん (2013-04-13 01 39 26) 名前 コメント
https://w.atwiki.jp/pathofexile12/pages/584.html
詳説・特徴 ジェムレベルによる変化 入手方法 エンチャント 関連リンク Storm Brand Lightning,Spell,AoE,Chaining,Duration,Brandマナコスト 8-21詠唱時間 0.75秒追加ダメージ倍率 40% 近くの敵に付着する魔法のブランドを生成する。 敵に付いている間は定期的に起動し、近くの敵にダメージを与えるビームを発射する。 敵が死ぬとブランドは分離する。 クオリティ1%あたり0.5% increased Cast Speed詠唱速度が0.5%増加 Can be Attached for a total Duration of 5 seconds日本語訳求む You can have an additional Brand Attached to an Enemy日本語訳求む Activates every 0.6 seconds while Attached日本語訳求む Can be Detached for a total Duration of 10 seconds日本語訳求む Deals (3-92) to (8-277) Lightning Damage(3-92)~(8-277)のLightningダメージを与える Sends beams to 3 Enemies, including the Branded Enemy日本語訳求む Deals (80-130)% more Damage to Branded Enemy日本語訳求む Increases and Reductions to Cast Speed also apply to this Skill s Activation frequency日本語訳求む 詳説・特徴 ジェムレベルによる変化 +... レベル マナコスト sigil_attached_target_damage_+%_final spell_maximum_base_lightning_damage 1 12 33 8 80% 3-8 2 15 39 8 83% 3-10 3 19 48 9 85% 4-13 4 23 56 10 88% 6-18 5 27 64 11 91% 8-23 6 31 73 12 93% 10-30 7 35 81 13 96% 13-39 8 38 88 14 98% 16-47 9 41 94 15 101% 19-56 10 44 100 15 104% 22-67 11 47 106 16 106% 26-79 12 50 113 17 109% 31-94 13 53 119 17 112% 37-111 14 56 125 18 114% 44-131 15 59 132 19 117% 52-155 16 62 138 19 119% 61-182 17 64 142 20 122% 67-202 18 66 146 20 125% 75-225 19 68 151 21 127% 83-250 20 70 155 21 130% 92-277 21 72 159 22 133% 103-308 22 74 159 22 135% 114-341 23 76 159 23 138% 126-378 24 78 159 23 141% 140-419 25 80 159 24 143% 155-464 26 82 159 24 146% 171-513 27 84 159 25 148% 189-567 28 86 159 25 151% 209-627 29 88 159 26 154% 231-693 30 90 159 26 156% 255-766 31 91 159 26 158% 268-804 32 92 159 27 159% 282-845 33 93 159 27 160% 296-888 34 94 159 27 162% 311-933 35 95 159 27 163% 327-980 36 96 159 27 164% 343-1029 37 97 159 28 166% 360-1081 38 98 159 28 167% 378-1135 39 99 159 28 168% 397-1192 40 100 159 28 169% 417-1252
https://w.atwiki.jp/keicyan/pages/15.html
Music Stations Double Clef FM DJ Morgan Merryweather Genre Classical,Opera Tracklist Non piu andrai farfallone amoroso from Le nozze di Figaro https //www.youtube.com/watch?v=g3BthgYwbIU Libiamo ne lieti calici from La traviata https //www.youtube.com/watch?v=RZUonmbtVQo Chi mi frena in tal momento from Lucia di Lammermoor https //www.youtube.com/watch?v=iQw6YpjC9qI Finch han del vino from Don Giovanni http //www.youtube.com/watch?v=tMoNn1lpo04 O mio babbino caro from Gianni Schicchi http //www.youtube.com/watch?v=gnu0qVfCPyA La donna è mobile from Rigoletto http //www.youtube.com/watch?v=xCFEk6Y8TmM Flashback 95.6 DJ Toni Genre 1980s Pop music Tracklist Debbie Harry - Rush Rush http //www.youtube.com/watch?v=AkO8AKzsxcY Elizabeth Daily - Shake It Up http //www.youtube.com/watch?v=f9_W5GwGu6E Paul Engemann - Push It to the Limit http //www.youtube.com/watch?v=N0RmgM1gYYo Amy Holland - She s on Fire http //www.youtube.com/watch?v=ZV1p5-ACS7s Elizabeth Daily - I m Hot Tonight http //www.youtube.com/watch?v=iXepHoToPik Game Radio Fm DJ DJ Stretch Armstrong and Lord Sear Genre Underground hip hop, Midwest hip hop, East Coast hip hop, and Rap music Tracklist Reef - Scary Movies (Instrumental) http //www.youtube.com/watch?v=5_FfbSjOxI4 Royce da 5 9" - We re Live (Danger) http //www.youtube.com/watch?v=PX0uiMBALN0 Nature - Nature Freestyle http //www.youtube.com/watch?v=iXBt42VlLc0 JoJo Pellegrino - JoJo Pellegrino Freestyle http //www.youtube.com/watch?v=AUh9FprtLig Pretty Ugly and Royce da 5 9" - Spit Game http //www.youtube.com/watch?v=J7nUDZtU8YQ Royce da 5 9" - I m the King http //www.youtube.com/watch?v=Ura-ijtpzvM Rush - Instrumental Bed 1 http //www.youtube.com/watch?v=JsvI1IGZMXs Black Rob - By A Stranger Agallah and Sean Price - Rising to the Top http //www.youtube.com/watch?v=u6q6vzbuOrI Rush - Instrumental Bed 2 http //www.youtube.com/watch?v=kysx6K6liFg Head Radio DJ Michael Hunt Genre Soft Rock, Adult Contemporary, and Pop music Tracklist Dil-Don t - Stripe Summer http //www.youtube.com/watch?v=wLETmEZFbbg Craig Gray - Fade Away http //www.youtube.com/watch?v=eOI6f83YizA Conor Jay - Change http //www.youtube.com/watch?v=eLIFnws9LRU Frankie Fame - See Through You http //www.youtube.com/watch?v=P6U6tgGqW58 Scatwerk - Electronic Go Go http //www.youtube.com/watch?v=pmbZwWGQFAM Dezma - Life Is But A Mere Supply http //www.youtube.com/watch?v=IaPyplYrnPQ K-Jah DJ Horace "the Pacifist" Walsh Genre Dub, Reggae Tracklist Scientist - Dance of the Vampires http //www.youtube.com/watch?v=M4YeRXz7ojQ Scientist - Your Teeth in My Neck http //www.youtube.com/watch?v=PJ5DoU2WsWE Scientist - The Corpse Rises http //www.youtube.com/watch?v=hL7EdDU-Q8k Scientist - The Mummy s Shroud http //www.youtube.com/watch?v=FRqRJee66UE Scientist - Plague of Zombies http //www.youtube.com/watch?v=vZlY5cozx50