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Super Box Land Demake 項目数 11 総ポイント 1000 難易度 ★☆☆☆☆ 攻略動画 https //youtu.be/8DXhB-W71Uo Pushing Together 90 Complete a level using both characters Box Pusher 90 Complete your first level Back In Time 90 Use the rewind magic Trainee Pusher 90 Complete 5 levels Novice Pusher 90 Complete 10 levels Junior Pusher 90 Compete 20 levels Balloon Kicker 90 Explode a balloon Bomb Defuser 90 Explode a bomb Senior Pusher 90 Complete 30 levels Professional Pusher 90 Complete 35 levels Master Pusher 100 Complete 40 levels
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発見 Discoveries Bomb Discoveries Bomb Discoveries Anarchic Bombs*/Anarchic Bombs 出典 Champions of Balance 20ページ:When the alchemist creates a bomb, he can choose to have it deal chaotic divine damage. Lawful creatures that take a direct hit from an anarchic bomb must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, anarchic bombs deal half damage, and such targets are not affected by their staggering effect. Anarchic bombs have no effect on chaotic-aligned creatures. An alchemist must be at least 8th level before selecting this discovery. Anguish Bomb*/Anguish Bomb 出典 Distant Realms 52ページ:You can throw bombs infused with psychic trauma. This discovery allows other alchemists to duplicate the anguish bombs used by mnemostillers. Axiomatic Bombs*/Axiomatic Bombs 出典 Champions of Balance 20ページ:When the alchemist creates a bomb, he can choose to have it deal lawful divine damage. Chaotic creatures that take a direct hit from an axiomatic bomb must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, axiomatic bombs deal half damage, and such targets are not affected by their staggering effect. Axiomatic bombs have no effect on lawful creatures. An alchemist must be at least 8th level before selecting this discovery. Boneshard Bomb*/Boneshard Bomb 出典 Undead Slayer s Handbook 21ページ:This discovery is popular among necromancers and necrologists alike; aside from its offensive potential, necrologists sometimes use it to turn uncooperative live creatures they wish to question into pliable undead. The alchemist’s bomb deals piercing damage instead of fire damage, and creatures that take a direct hit from a boneshard bomb must succeed at a Fortitude save or take 1d4 points of bleed damage in addition to normal damage. If a creature is killed by a boneshard bomb or the resulting bleed effect, its corpse immediately reanimates as an undead creature with the skeleton template. Skeletons that are created in this manner count as undead created by animate dead for the purposes of determining how many undead the alchemist can control. An alchemist must possess the alchemical zombie discovery to select this discovery. Cursed Bomb*/Cursed Bomb 出典 Champions of Corruption 26ページ:When an alchemist creates a bomb, he can choose to have it deliver a debilitating curse. A creature that takes a direct hit from a cursed bomb must succeed at a Will save or be affected by bestow curse. An alchemist must be at least 12th level to select this discovery. Cytillesh Bomb/Cytillesh Bomb 出典 Inner Sea Monster Codex 23ページ:When the alchemist creates a bomb, he can infuse it with cytillesh extract. Cytillesh bombs deal 1d4 points of damage, plus 1d4 points of damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a cytillesh bomb are sickened for 1 round per alchemist level unless they succeed at Fortitude saves. If a creature is rendered unconscious from this bomb or any other attack before it is able to remove the sickened condition, the victim loses all memory from the last hour and cannot form new memories for 8 hours. The lost and prevented memories might return later as dreams, and can be restored with a restoration spell. This discovery doesn’t stack with other discoveries that alter an alchemist’s bomb. Demolition Charge*/Demolition Charge 出典 Dungeoneer s Handbook 27ページ:When the alchemist creates a bomb, he can choose to have it deal damage to an object as if by a sunder combat maneuver. If the item is worn or held by an opponent, the item is considered the direct target, and the wearer/holder takes splash damage from the blast. If the object is unattended, a demolition charge deals an additional 2d6 points of damage on a direct hit. This bonus doesn’t affect the bomb’s splash damage. An alchemist must be at least 8th level before selecting this discovery. Directed Bomb/Directed Bomb 出典 Magical Marketplace 20ページ:The alchemist can cause his bombs to splash in a 15-foot cone instead of a 5-foot-radius burst. The alchemist chooses the direction of the cone. If the attack misses, roll an additional 1d8 to determine the direction of the blast from where the bomb lands. This discovery can’t be combined with the explosive bomb discovery. Dread Bomb/Dread Bomb 出典 Distant Realms 52ページ:Your anguish bombs are tainted with fear and dread. Creatures who take damage from your anguish bombs become frightened for 1d6 rounds. A target that succeeds at a Will saving throw is instead shaken for a single round. An alchemist must be 6th level and have the anguish bomb class feature or the anguish bomb discovery before selecting this discovery. Ectoplasmic Bomb*/Ectoplasmic Bomb 出典 Undead Slayer s Handbook 21ページ:The alchemist can infuse her bombs with a special unction that damages incorporeal creatures and reveals the presence of undead creatures hiding in the area. Incorporeal creatures struck by an ectoplasmic bomb take full damage from the bomb. In addition, squares in the affected area of the bomb begin to faintly glow in the spaces where undead creatures have traveled in the last minute, including undead benefiting from invisibility or other forms of obscurity (such as ethereal jaunt), effectively creating a glowing trail. Any undead creatures in the affected area at the time of the explosion likewise glow faintly. This glowing effect lasts for 1 minute, and is otherwise identical to faerie fire. Flesh-Eating Bomb*/Flesh-Eating Bomb 出典 Monster Hunter s Handbook 17ページ:The alchemist can create bombs that devour living matter. The alchemist’s bomb deals damage one die step higher than normal (regular bombs deal d8s, concussive bombs deal 1d6, and so on), but they have no effect on inorganic matter. In addition, a creature with at least a +1 armor bonus to AC is less likely to be harmed; such creatures in the bomb’s splash radius take no damage on a successful Reflex save, and the target of a direct hit can attempt a Reflex save against the bomb’s save DC to take only half damage. Grease Bomb*/Grease Bomb 出典 Dungeoneer s Handbook 27ページ:When the alchemist creates a bomb, he can choose to have it create a grease slick upon detonation. When a grease bomb detonates, it coats an area equal to the bomb’s splash radius in grease (as the grease spell) for 1 round per level. The DC of the Reflex save to avoid falling after a failed Acrobatics check is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier. A grease bomb can’t affect items or armor. An alchemist must be at least 6th level before selecting this discovery. Healing Bomb*/Healing Bomb 出典 Magical Marketplace 20ページ:When the alchemist creates a bomb, he can choose to have it heal damage instead of dealing it. Creating a healing bomb requires the alchemist to expend an infused extract or potion containing a cure spell. A creature that takes a direct hit from a healing bomb is healed as if she had imbibed the infusion or potion used to create the bomb. Creatures in the splash radius are healed for the minimum amount of damage the cure spell is capable of healing. A healing bomb damages undead instead of healing them. Hellfire Bomb*/Hellfire Bomb 出典 Agents of Evil 25ページ:This discovery is available to tiefling alchemists. When the alchemist creates a bomb, he can have it act as an explosive bomb, but deal half of its damage as fire damage and half as unholy damage that is not subject to fire resistance or immunity. An alchemist must be at least 9th level and have the explosive bomb discovery before selecting this discovery. Holy Bombs*/Holy Bombs 出典 Champions of Purity 24ページ:When the alchemist creates a bomb, he can choose to have it deal good divine damage. Evil creatures that take a direct hit from a holy bomb must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, holy bombs deal half damage, and such targets are not affected by their staggering effect. Holy bombs have no effect on good-aligned creatures. An alchemist must be at least 8th level before selecting this discovery. Jury-Rigged Bomb*/Jury-Rigged Bomb 出典 Antihero s Handbook 29ページ:Unlike normal bombs, jury-rigged bombs can be created from whatever materials the alchemist has on hand; this makes them particularly handy in situations where the alchemist might find himself imprisoned or stripped of his equipment. Jury-rigged bombs can be crafted and thrown as a swift action (this counts against the alchemist’s daily use of bombs), and they deal only 1d4 points of damage + additional damage equal to half the alchemist’s Intelligence modifier on a direct hit. This damage increases by 1d4 at 3rd level and every 2 levels thereafter. Despite being useful in a pinch, jury-rigged bombs are nonetheless crudely crafted and highly unstable; if the alchemist’s attack roll results in a natural 1, the bomb explodes as he is creating it, and he takes damage as if he had taken a direct hit. An alchemist must be at least 4th level before selecting this discovery. Melancholy Bomb/Melancholy Bomb 出典 Distant Realms 53ページ:Your anguish bombs are filled with memories of sadness and regret. Creatures who take damage from your anguish bombs are also affected as per crushing despair for 1 round per alchemist level, or a single round if the target succeeds at a Will saving throw. An alchemist must be 10th level and have the anguish bomb class feature or the anguish bomb discovery before selecting this discovery. Neutralizing Bomb/Neutralizing Bomb 出典 Healer s Handbook 11ページ:When the alchemist creates a bomb, he can choose to give it the potential to end certain ongoing effects instead of dealing damage. Each creature in the splash radius can attempt a new saving throw against any poison afflicting it and any ongoing conditions or ongoing acid, cold, electricity, fire, or sonic damage. (If an effect did not allow a saving throw, this bomb doesn’t allow affected creatures to attempt one.) Success counts as one successful save toward ending poison and immediately ends other conditions. Exposed poison in the splash radius is also rendered harmless. A creature with poison abilities that is directly struck by the bomb finds those abilities useless for 1d4 rounds unless it succeeds at a Fortitude saving throw. This discovery doesn’t stack with any other that modifies bombs. Ooze Blight*/Ooze Blight 出典 Monster Hunter s Handbook 17ページ:A target hit by the alchemist’s bomb loses the split special quality for 1d4 rounds. In addition, against creatures with the ooze type, this bomb deals untyped damage that bypasses all resistances. Plague Vector/Plague Vector 出典 Champions of Corruption 26ページ:The effects of the alchemist’s plague bomb operate as normal except for the following changes. The chosen disease’s save DC is equal to 10 + 1/2 the alchemist’s level + his Intelligence modifier. Any creatures affected by the chosen disease become vectors for it, spreading the disease to any creatures they come in physical contact with for a number of days equal to the alchemist’s Intelligence modifier (minimum 1). The save DC to avoid contracting the disease from the vector is the same as the DC used for this discovery. An alchemist must be at least 14th level and must have the plague bomb discovery to select this discovery. Poisoned Explosive*/Poisoned Explosive 出典 Dirty Tactics Toolbox 7ページ:When an alchemist creates a bomb, he can apply a dose of contact or injury poison to it, as if applying poison to a weapon. If the poisoned bomb hits its target, the bomb deals damage as normal, but the target must also succeed at a saving throw against the poison or be affected by that poison. No other creatures are affected by the poison. An alchemist must be at least 4th level and have the poison use class feature before selecting this discovery. Profane Bomb*/Profane Bomb 出典 Champions of Corruption 26ページ:When the alchemist creates a bomb, he can choose to have it deal evil divine damage. Good creatures that take a direct hit from a profane bomb must succeed at a Fortitude save or be staggered on their next turn. Against a neutral creature, a profane bomb deals half damage, and the target is not affected by the bomb’s staggering effect. A profane bomb has no effect against evil-aligned creatures. An alchemist must be at least 8th level to select this discovery. Psychoactive Bomb*/Psychoactive Bomb 出典 Blood of the Moon 15ページ:Psychoactive bombs are mixed with neurotoxic extracts that heighten certain sensations. A creature struck by a psychoactive bomb takes a –1 penalty on saving throws against charm, emotion, fear, and pain effects, and the DC for Intimidate checks against the victim decreases by 2. This effect lasts for 1 hour per alchemist level. These penalties do not stack, and a creature can only be affected by a single psychoactive bomb at a time. A psychoactive bomb deals 1d6 fewer hit points of damage than normal. An alchemist must be at least 6th level before selecting this discovery. Remote Bomb/Remote Bomb 出典 Heroes of the High Court 11ページ:The alchemist can spend two uses of his daily bombs to create a special bomb that is manually detonated. When the bomb is created, the alchemist also creates a catalyst distillate, which requires no extra time or cost. A remote bomb is inert unless triggered by this distillate. The bomb is detonated as a standard action when the distillate fumes are exposed to the rest of the bomb. An alchemist must be within 60 feet of the bomb for the distillate to successfully trigger the bomb. A catalyst distillate can detonate a bomb even if the bomb has already been hurled at a target. Triggering the distillate outside of the 60-foot range or after 1 hour has no effect. Sand Bomb*/Sand Bomb 出典 Antihero s Handbook 29ページ:When the alchemist creates a bomb, he can pack the casing full of sand that explodes in an abrasive cloud on impact. A creature that takes a direct hit from a sand bomb is blinded for 1 round, as are any creatures in the splash radius that fail a Reflex save (DC = 10 + half the alchemist’s level + his Intelligence modifier). Substantiating Bomb*/Substantiating Bomb 出典 Distant Realms 53ページ:Your bombs are infused with ectoplasm and a longing for life, lending ethereal creatures a measure of substance. You can throw a bomb that inflicts no damage but instead creates a 10-foot-radius cloud of fog that functions as fog cloud and lasts for 1 round per alchemist level. Incorporeal creatures that pass through this cloud become partially solid, taking half damage from nonmagic attacks and full damage from magic weapons, spells, and spell-like abilities. This effect lasts for the duration of the smoke cloud, even if the incorporeal creature moves outside the cloud’s area. A creature affected by the cloud can attempt a Will saving throw to negate the substantiating effects of this bomb. An alchemist must be 10th level before selecting this discovery. Syringe Stirge(超常)/Syringe Stirge 出典 Cohorts and Companions 13ページ:As a full-round action, you can expend two daily uses of bombs to create a syringe stirge, a tiny construct primed with a bomb (if you have multiple types of bombs, you must select which type the syringe stirge carries when created). Undirected, they take no actions except to flock around you in your square and follow you as best they can. They can be attacked normally, but gain cover while occupying your square. As a swift action, you can order one of your syringe stirges to attack an enemy it can see. Once ordered to attack that enemy, the syringe stirge will continue to attack every round, attempting to attach and deliver its payload. A syringe stirge has all of the statistics of a stirge but lacks the blood drain ability. If it ends its turn attached to an opponent, it injects your bomb into the opponent’s bloodstream, dealing damage as a direct hit plus the alchemist’s Intelligence modifier (as the Throw Anything feat—this injection is a direct attack and doesn’t deal splash damage. A syringe stirge dies immediately after injecting its bomb. A syringe stirge lasts for 1 minute per alchemist level or until destroyed; if it has not attached to an enemy before the end of its life span it and its bomb payload fall inert. An alchemist must be at least 6th level before selecting this discovery. Extract Discoveries Extract Discoveries Aromatic Extract/Aromatic Extract 出典 Heroes of the High Court 10ページ:The alchemist creates an inhaled version of an extract that is shared among multiple creatures. He must decide that an extract is an aromatic extract when he makes it. When used, the extract grants its benefit to all creatures within a 10-foot spread of the extract. The aromatic extract is treated as having the minimum caster level required for the original extract. An aromatic extract expends one of the alchemist’s daily extracts as if it were an extract 2 levels higher. This discovery can be applied only to extracts with a range of touch. An alchemist must be at least 10th level and must have the infusion discovery before selecting this discovery. Intuitive Understanding(擬呪)/Intuitive Understanding 出典 Champions of Balance 20ページ:If the alchemist drinks an extract of the divination school while under the effects of a cognatogen (Ultimate Magic 15), his effective caster level temporarily increases by 2. In addition, while under the effects of a cognatogen, the alchemist may use augury once as a spell-like ability (caster level equal to his alchemist level). At 10th level, he can use divination instead. An alchemist must be at least 4th level and must have the cognatogen discovery before selecting this discovery. Nostrum/Nostrum 出典 Heroes of the High Court 11ページ:When the alchemist creates an infusion, he can mask a delayed poison within the mixture. A nostrum can contain only an ingested poison, and the save DC of the poison is reduced by 2. The poison takes effect a number of hours after being imbibed equal to the alchemist’s Intelligence bonus (minimum 0) decided by the alchemist at the creation of the nostrum. The poison within a nostrum can be detected as normal by spells such as detect poison and similar abilities. Until the nostrum is consumed or destroyed, it continues to occupy one of the alchemist’s daily extract slots. An alchemist must have the infusion discovery before selecting this discovery. Pickled Quasit/Pickled Quasit 出典 Champions of Corruption 26ページ:The alchemist has learned how to seal a quasit in a bottle, which he can prepare for use as an extract. When the alchemist activates the extract, he throws the bottle at a square within 30 feet, releasing the quasit. The quasit is not under the alchemist’s control, but is otherwise treated as a summoned creature. The quasit remains for 1 round per caster level, then collapses into its associated elements. If the alchemist has the infusion discovery, another character can use the infused specimen. Creating a pickled quasit requires a 4th-level extract. An alchemist must be at least 10th level to select this discovery. Tainted Infusion/Tainted Infusion 出典 Champions of Corruption 26ページ:The alchemist can mask murder behind beneficence. When preparing an extract with the infusion discovery, he can lace the extract with one of his bombs as long as the extract has a duration greater than instantaneous. If he chooses, the alchemist can reduce the duration of the extract to 1 round. As soon as the extract’s duration expires, it detonates, dealing 150% of the alchemist’s bomb damage to the drinker. This effect does not produce a splash radius. Producing a tainted extract consumes both an infusion slot and a daily bomb use. An alchemist must know both the delayed bomb and infusion discoveries to select this discovery. Gloom Discoveries Gloom Discoveries 出典 Blood of Shadows The following new discoveries can be taken by any alchemist who meets the prerequisites and has the gloom class feature. Discoveries that modify glooms are marked with a single asterisk (*) and do not stack. Only one such discovery can be applied to an individual gloom. Bounding Gloom/Bounding Gloom 出典 Blood of Shadows 18ページ:The alchemist gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the alchemist’s beginning and ending locations must be areas of dim light or darker, or within the radius of an umbral gloom that is lowering the light level. The alchemist can travel up to a total of 100 feet each day in this way. This distance must be used in 10-foot increments; for example, the alchemist can make a single jump of 100 feet or 10 jumps of 10 feet each. For every 2 levels beyond 10th, the distance the alchemist can jump each day doubles (200 feet at 12th level, 400 feet at 14th level, and so on). An alchemist must be at least 10th level before selecting this discovery. Debilitating Gloom*/Debilitating Gloom 出典 Blood of Shadows 18ページ:A creature struck by the gloom must make a successful Fortitude save or take a penalty to its Strength equal to 1d4 + 1 per 2 alchemist levels (maximum of 1d4+5) for 1 round per alchemist level. A target’s Strength score cannot drop below 1. This penalty does not stack with itself. An alchemist must be at least 6th level before selecting this discovery. Draining Gloom*/Draining Gloom 出典 Blood of Shadows 19ページ:A creature struck by a direct hit with the gloom must make a successful Fortitude save or gain 1 negative level. An alchemist must be at least 8th level and must have the debilitating gloom discovery before selecting this discovery. Glutinous Gloom*/Glutinous Gloom 出典 Blood of Shadows 19ページ:The gloom creates an area in its splash radius that functions as web. The webbing lasts for a number of rounds equal to 1/2 the alchemist’s level. An alchemist must be at least 6th level before selecting this discovery. Grasping Gloom*/Grasping Gloom 出典 Blood of Shadows 19ページ:The gloom creates an area equal to double its splash radius that functions as black tentacles. The effect lasts for a number of rounds equal to half the alchemist’s level. An alchemist must be at least 8th level before selecting this discovery. Greater Draining Gloom*/Greater Draining Gloom 出典 Blood of Shadows 19ページ:A creature struck by the gloom must succeed at a Fortitude save or gain 1d4 negative levels. An alchemist must be at least 12th level and must have the debilitating gloom and draining gloom discoveries before selecting this discovery. Mucilaginous Gloom*/Mucilaginous Gloom 出典 Blood of Shadows 19ページ:The gloom leaves a chilly gray residue that turns each square in its splash radius into difficult terrain. This effect lasts for a number of rounds equal to the alchemist’s level. Rime-Bound Gloom*/Rime-Bound Gloom 出典 Blood of Shadows 19ページ:The gloom creates an area of freezing shadow in its splash radius that deals 2d6 points of cold damage to all creatures in the area each turn. This effect lasts 1 round for every 2 alchemist levels. An alchemist must be at least 6th level to select this discovery. Mutagen Discoveries Mutagen Discoveries Bone-Spike Mutagen(超常)/Bone-Spike Mutagen 出典 Antihero s Handbook 29ページ:When the alchemist imbibes a mutagen, he mutates his skeletal structure, causing the bones on his elbows, knuckles, spine, and shoulder blades to grow massive and pierce his skin, exposing themselves as large spikes. While the mutagen is in effect, the alchemist’s natural armor bonus granted by the mutagen increases by 2. The spikes count as masterwork armor spikes with which the alchemist is proficient. An alchemist must be at least 6th level before selecting this discovery. Elemental Mutagen/Elemental Mutagen 出典 Magical Marketplace 20ページ:The alchemist chooses an element (air, earth, fire, or water). Whenever the alchemist imbibes a mutagen, he gains resistance 5 to the associated energy type and a +2 competence bonus on an associated skill check. This resistance increases by 5 and the competence bonus by 2 for each of the following discoveries the alchemist possesses grand mutagen, greater mutagen, and true mutagen. The elements and their associated energies and skills are air (electricity, Fly), earth (acid, Climb), fire (fire, Acrobatics), and water (cold, Swim). An alchemist can select this discovery up to four times, but must choose a different element each time. An alchemist can gain the benefits of only one elemental mutagen at a time, selected when he imbibes the mutagen. Fey Mutagen(超常)/Fey Mutagen 出典 Legacy of the First World 7ページ:The alchemist gains the ability to create a fey mutagen, a mixture that lends him some of the grace and power of the First World. When imbibed, a fey mutagen grants a +2 alchemical bonus to the alchemist’s Dexterity and Charisma, a –2 penalty to his Strength, and DR 2/cold iron. This otherwise works like the standard mutagen class feature and interacts with other effects as though it were a mutagen. Grand Fey Mutagen(超常)/Grand Fey Mutagen 出典 Legacy of the First World 7ページ:The alchemist’s fey mutagen now grants a +6 alchemical bonus to Dexterity and Charisma, a –2 penalty to his Strength, DR 10/cold iron, and the druid’s woodland stride class feature. In addition, he can choose not to allow spells and effects to affect him if they would not be capable of affecting both his original creature type and the fey creature type. An alchemist must be at least 16th level and must have the greater fey mutagen discovery before selecting this discovery. Grand Rasugen/Grand Rasugen 出典 Distant Realms 52ページ:The alchemist’s rasugen now grants a +6 alchemical bonus on all saving throws, 4 temporary hit points per alchemist level, and immunity to disease, mind-affecting effects, and poison. The alchemist takes a –6 penalty to Intelligence and a –2 penalty to Charisma and Wisdom as long as the grand rasugen persists. An alchemist must be at least 16th level and have the greater rasugen discovery before selecting this discovery. Greater Fey Mutagen(超常)/Greater Fey Mutagen 出典 Legacy of the First World 7ページ:The alchemist’s fey mutagen now grants a +4 alchemical bonus to Dexterity and Charisma, a –2 penalty to his Strength, DR 5/ cold iron, and the druid’s woodland stride class feature. An alchemist must be at least 12th level and must have the fey mutagen discovery before selecting this discovery. Greater Rasugen/Greater Rasugen 出典 Distant Realms 52ページ:The alchemist’s rasugen now grants a +4 alchemical bonus on all saving throws, 3 temporary hit points per alchemist level, and immunity to mindaffecting effects. The alchemist takes a –4 penalty to Intelligence as long as the greater rasugen persists. An alchemist must be at least 12th level and able to brew a rasugen before selecting this discovery. Purging Mutagen/Purging Mutagen 出典 Healer s Handbook pg. 11ページ:The alchemist’s mutagen combines ipecac and other purgative components. A non-alchemist who consumes the mutagen is nauseated for only 1 round, during which time her body rapidly metabolizes or expels all extant toxins, granting her an immediate second saving throw against each ongoing disease and poison currently affecting her. Each successful save counts as two consecutive successful saving throws for the purpose of curing the affliction. Any failed saving throws do not result in additional damage or other effects. A non-alchemist who consumes a second purging mutagen in a 24-hour period is instead nauseated for 1 hour. When an alchemist drinks the mutagen, he can choose whether or not to also be affected by this discovery in addition to the mutagen’s other effects. Splitting Mutagen/Splitting Mutagen 出典 Monster Hunter s Handbook 17ページ:Once per day while under the effects of his mutagen, the alchemist can split into two identical copies of himself as an immediate action after being damaged by a piercing or slashing weapon. Each copy has an ooze-like complexion, most often manifesting as a slimy sheen to his skin. The alchemist splits his current hit points evenly between the copies. The copies use the same statistics, share the same resources, and have identical equipment (except artifacts, which only one copy has). Similarly, if one of the copies expends a charge or daily use from a magic item that a copy has, the charge or daily use is expended from both copies. If one copy drops or gives away an item, the duplicate item disappears from the other copy as well. The two copies act independently and each one has a full set of actions. At the end of the alchemist’s next turn, he selects one of the copies, which loses its ooze-like complexion as it becomes the alchemist; the other copy dissolves into a fine mist and dissipates. If one of the copies is destroyed before this happens, the remaining copy immediately becomes the alchemist, and he gains 1 permanent negative level. If both copies are destroyed simultaneously (such as from a fireball), both copies collapse into formless goo; the alchemist can only be restored to life via resurrection or similarly powerful magic. An alchemist must be at least 12th level before he can select this discovery. Poison Discoveries Poison Discoveries Celestial Poisons(超常)/Celestial Poisons 出典 Champions of Purity 24ページ:The alchemist is able to infuse poisons with celestial power so they can affect evil creatures that are normally immune to poison. Any poison the alchemist administers to a weapon can affect undead and evil outsiders, bypassing their inherent immunities. Magical effects that negate poisons still apply. If a creature fails its save, the poison acts as normal, but may have no effect on the creature, depending on the effect of the poison (such as dealing Constitution damage to undead). An alchemist must be at least 8th level before selecting this discovery. Designer Poison(変則)/Designer Poison 出典 Potions and Poisons 9ページ:The alchemist can create special poisons that are more effective against certain creatures. When crafting a poison, the alchemist can choose a single creature type (and subtype, if appropriate) from the ranger’s favored enemy list. Against creatures of the chosen type, the poison’s saving throw DC is increased by 4. Against all other creatures, it is reduced by 2. The alchemist must choose the creature type and subtype (if appropriate) while crafting the poison and afterward cannot change this choice. Elemental Destabilizers(超常)/Elemental Destabilizers 出典 Elemental Master s Handbook 31ページ:The alchemist is able to concoct reactive chemical compounds that affect elementals like poisons. The alchemist can craft poisons that affect only outsiders with the elemental subtype, bypassing their inherent immunity. Magical effects that negate poisons still apply. If a creature fails its saving throw, the poison acts as normal, but it may have no effect on the creature depending on the effect of the poison (such as dealing fire damage to a fire elemental). An alchemist must be at least 8th level before selecting this discovery. Enduring Toxin(変則)/Enduring Toxin 出典 Potions and Poisons 9ページ:The alchemist can alter the properties of a poison, causing it to persist longer in the victim’s body. Altering a dose of poison in the way takes 1 hour, requires the expenditure of raw materials worth half the poison’s market price, and exposes the alchemist to the poison, thereby affecting him if he is not immune. This doubles the poison’s maximum duration. An alchemist must be at least 8th level before selecting this discovery. Malignant Poison/Malignant Poison 出典 Dungeoneer s Handbook 27ページ:As a full-round action, the alchemist can increase the save DC of any poison by 4 and increase its duration by 2 frequency increments (for example, large scorpion venom lasts 8 rounds instead of 6 and drow poison lasts 4 minutes instead of 2). Additionally, malignant poisons take effect immediately and do not have an onset time. This alchemical change lasts until the poison’s extended duration ends or for a number of minutes equal to the alchemist’s level, whichever comes first. After that, the poison reverts back to its original state. An alchemist must be at least 10th level before selecting this discovery. Precise Poison(変則)/Precise Poison 出典 Inner Sea Monster Codex 23ページ:The alchemist is adept at delivering poison to the most vulnerable areas of his targets. When the alchemist confirms a critical hit with a poisoned weapon, he increases the save DC of the poison by an amount equal to the weapon’s critical multiplier. Other Discoveries Other Discoveries Air Lung/Air Lung 出典 Pathfinder #123 The Flooded Cathedral 42ページ:An alchemist with this discovery has conditioned his body to adapt to life above water. He gains the amphibious special quality. Only an alchemist with the aquatic subtype can select this discovery. Change Alignment(超常)/Change Alignment 出典 Champions of Purity 24ページ:Once per day as part of his preparation of infusions, the alchemist can brew an infusion that shifts the imbiber’s alignment to good. This change in alignment lasts for 10 minutes per alchemist level. An unwilling creature receives a Will save to resist this change. The alchemist may have only one such infusion at any one time. The effects of this infusion may have serious repercussions for a creature suddenly struggling with a new outlook. Many see it as little more than forced insanity, and some good faiths outlaw its use. An alchemist must be at least 12th level and have the infusion discovery before selecting this discovery. Collective Memory(超常)/Collective Memory 出典 Champions of Balance 20ページ:While under the effects of a cognatogen, the alchemist adds half his class level on all Knowledge skill checks and may attempt all Knowledge skill checks untrained. This bonus does not stack with the second Intelligence bonus granted by the mindchemist archetype’s perfect recall class feature. An alchemist must have the cognatogen discovery before selecting this discovery. Constructive Dyes/Constructive Dyes 出典 Heroes of Golarion 25ページ:The alchemist’s dyes congeal and solidify, allowing him to make physical objects from them. The alchemist can expend two uses of his daily bombs to create a nonmagical object, as minor creation, using his alchemist level as the spell’s caster level. The alchemist must be at least 8th level and have the divine inks discovery before selecting this discovery. Divine Inks/Divine Inks 出典 Heroes of Golarion 25ページ:The alchemist can develop special pigments and combine them with his alchemical reagents to create unique dyes that cling to the empty space around him, allowing him to paint images in the air to fool his enemies. By expending two daily uses of his bombs, he can use the dyes to create an image in a space adjacent to him, as silent image, using his alchemist level as the spell’s caster level. The image he creates remains for a number of minutes equal to his alchemist level. He can dismiss this image as a standard action. Explosive Calligraphy/Explosive Calligraphy 出典 Heroes of Golarion 25ページ:The alchemist can create especially volatile pigments that detonate when agitated. This requires expending one daily use of his bombs, but otherwise functions as explosive runes except that it deals damage as one of the alchemist’s bombs. The alchemist can expend an additional daily use of his bombs to apply one discovery that applies to his bombs, such as acid bomb or dispelling bomb, to the runes created with this discovery. An alchemist must be at least 6th level before selecting this discovery. Gills/Gills 出典 Pathfinder #123 The Flooded Cathedral 42ページ:An alchemist with this discovery grows a set of gills that allow him to breathe water in addition to breathing air. When on land, the alchemist risks his gills drying out and must bathe his gills with 1/2 gallon of water every 24 hours he is out of the water or take 1 point of Constitution damage every hour thereafter. An alchemist must be at least 4th level before selecting this discovery. Glimmering Infusion(擬呪)/Glimmering Infusion 出典 Spymaster s Handbook 21ページ:The alchemist can expend any prepared extract to produce a cube of glowing motes that act as per glitterdust. The area must be adjacent to the alchemist and covers one 5-foot square per level of extract sacrificed, and the effect’s save DC is calculated using the level of the sacrificed extract. The alchemist must have the infusion discovery to choose this discovery. Greater Constructive Dyes/Greater Constructive Dyes 出典 Heroes of Golarion 25ページ:The alchemist expands the set of objects he can create with his constructive dyes. The alchemist can expend one additional use of his daily bombs when using his constructive dyes discovery to create objects, as major creation. The alchemist must be at least 10th level and have the constructive dyes and divine inks discoveries before selecting this discovery. Greater Divine Inks/Greater Divine Inks 出典 Heroes of Golarion 25ページ:The alchemist’s unique dyes allow him to create lifelike images. If he expends an additional daily use of his bombs, the image he creates with the divine inks discovery also produces sound, smell, and heat, as major image. The alchemist must be at least 6th level and must have the divine inks and improved divine inks discoveries before selecting this discovery. Improved Divine Inks/Improved Divine Inks 出典 Heroes of Golarion 25ページ:The alchemist’s unique dyes allow him to create images accompanied by sound. If he expends an additional daily use of his bombs, the image he creates with the divine inks discovery also produces minor sounds, as minor image. The alchemist must be at least 4th level and must have the divine inks discovery before selecting this discovery. Lasting Tinctures(変則)/Lasting Tinctures 出典 Potions and Poisons 9ページ:The alchemist knows how to make tinctures that last much longer than normal. The durations of the effects of any tinctures the alchemist brews using the Craft skill are doubled. When the alchemist uses this discovery to brew a longer-lasting tincture, the tincture imposes its normal penalties on the alchemist even if the alchemist has an ability that reduces tinctures’ penalties (such as the substance tolerance ability of the fermenter alchemist archetype presented in this section). An alchemist with this discovery can brew tinctures with normal durations. Living Pigment/Living Pigment 出典 Heroes of Golarion 25ページ:The alchemist infuses his inks and dyes with a spark of animating force. As a standard action, he can expend one daily use of his bombs and a 1st-level extract he has prepared to create a creature, as summon monster I, using his level as the spell’s caster level. The extract is expended as if the alchemist had consumed it. The alchemist can expend a higher-level extract when using this ability to create a creature using a summon monster spell of a level equal to the level of extract expended. For example, if the alchemist expends a 4th-level extract, he can create a creature as if using summon monster IV. Additionally, the alchemist can expend an additional use of his daily bombs when creating a creature in this way to grant the creature the celestial or fiendish template. The alchemist must have the divine inks discovery before selecting this discovery. Material Mastery(変則)/Material Mastery 出典 Cohorts and Companions 13ページ:Your superior knowledge of the nature of matter enables you to ignore spell requirements more easily when crafting magic items. By expending an extract of the same school and level as a spell prerequisite when crafting a magic item, you take only a –2 penalty for ignoring that requirement, instead of –5. Method to the Madness(変則)/Method to the Madness 出典 Inner Sea Monster Codex 23ページ:The alchemist has learned to channel his madness into one of his alchemist class abilities. When the alchemist takes this discovery, he chooses one of either bombs or extracts. If he selects bombs, he uses his Charisma bonus in place of his Intelligence bonus when determining the bonus to damage and the saving throw DCs of his bombs. If the alchemist selects extracts, he uses his Charisma bonus in place of his Intelligence bonus to calculate bonus extracts per day. The alchemist must have the madness extraordinary ability to take this discovery. This discovery can be taken twice, allowing the alchemist to select both bombs and extracts. Monstrous Graft(変則)/Monstrous Graft 出典 Inner Sea Monster Codex 23ページ:The alchemist can replace up to four of his own amputated limbs with those of a monstrous beast of the same size category. If the grafted limb is an arm, the alchemist gains either a climb speed of 15 feet or a claw or slam natural attack that deals 1d6 points of damage (1d4 for a Small alchemist). If the grafted limb is a leg, the alchemist gains one of the following benefits a +5 bonus to land speed, a swim speed of 15 feet, or a +5 bonus on Acrobatics checks when jumping. For each limb the alchemist replaces in this manner, he takes a –2 penalty to Wisdom as he loses his sense of self. Derros are immune to this penalty. Phantom Limb/Phantom Limb 出典 Undead Slayer s Handbook 21ページ:The alchemist can manifest a ghostly, incorporeal arm that juts out from his torso. This phantom limb does not grant the alchemist any extra attacks or actions per round, and it cannot hold or grab anything (including incorporeal objects). The alchemist may use his phantom limb to make a touch attack against a foe as a standard action, scraping away at the very fibers of the victim’s soul. This attack deals 1d4 points of damage per alchemist level (Fortitude half ). Creatures that are immune to incorporeal attacks are immune to this damage, but otherwise the damage bypasses all forms of damage reduction except DR/ epic. The alchemist may suppress or activate this ability as a free action, and can use his phantom limb for a number of rounds per day equal to 3 + his Intelligence modifier (these rounds need not be consecutive). An alchemist must be at least 8th level to select this discovery. Psychokinetic Tincture/Psychokinetic Tincture 出典 Undead Slayer s Handbook 21ページ:Once per day, the alchemist can concoct a foul-tasting tincture that harnesses the power of the spirit. By drinking this tincture as a standard action, the alchemist can invite the latent spirits in the area to surround him. The alchemist can channel one spirit for every 4 alchemist levels he possesses. Each spirit channeled this way grants the alchemist a +1 def lection bonus to AC as the spirits whirl around his body. As a standard action, the alchemist can launch one of these spirits toward a target as a ranged touch attack. Launching a spirit this way reduces this discovery’s deflection bonus to AC by 1. As a launched spirit passes through its target’s body, it emits a terrible wail heard only in the target’s mind, causing the target to become frightened for 1 round per alchemist level (Will negates). This is a mind-affecting fear effect. A creature that successfully saves against the wail cannot be affected by this discovery again for 24 hours. The spirits whirl around the alchemist’s body for 10 minutes per alchemist level, or until the alchemist has launched all of the spirits. An alchemist must be at least 4th level to select this discovery. Ranged Baptism(超常)/Ranged Baptism 出典 Champions of Purity 24ページ:When the alchemist uses holy water as a splash weapon, any squares subject to its effects (including creatures affected by splash damage) or that contain creatures subject to its effects are also affected as if by consecrate, for a number of rounds equal to the alchemist’s Intelligence modifier. Undead struck by holy water remain affected by the consecrate effect even if they leave the affected area. An alchemist must be at least 4th level before selecting this discovery. Remady Extract/Remady Extract 出典 Healer s Handbook 11ページ:When the alchemist creates an extract, he can add one nonmagical alchemical remedy (such as an antitoxin) to it. When the extract is consumed, both the formula and the alchemical remedy take effect. The extract has a level 1 higher than normal. This discovery cannot be combined with other methods of combining multiple consumed items or extracts into one. An alchemist must be at least 4th level before selecting this discovery. Sandstone Solution(超常)/Sandstone Solution 出典 People of the Sands 23ページ:As a full-round action, the alchemist can convert any potion or extract into a solution that, when thrown or applied, solidifies sand or dirt to the hardness of stone for 1 hour, affecting an area with a radius of 10 feet × the level of the potion or extract. If this solution is thrown at or applied to stone, it instead causes a 5-foot cube of stone to become crumbly and soft for 1 minute, reducing its hardness by double the level of the potion or extract. Sleeper Agent(超常)/Sleeper Agent 出典 Inner Sea Monster Codex 23ページ:The alchemist learns how to create a sleeper agent, whom he releases back into its original society none the wiser. The alchemist can create a sleeper agent in a ritual that takes 1 minute; the target must be unconscious for the ritual’s duration. At any time during the next year, as long as he is within 1 mile of the sleeper agent, the alchemist can activate the agent’s programming. When the sleeper agent is activated, treat her as if she were the target of a dominate person spell with a caster level equal to the alchemist’s level at the time the sleeper agent was created. If the sleeper agent is killed or the dominate person effect’s duration expires, the sleeper agent is permanently released from the alchemist’s control. The alchemist can also release any sleeper agent as a free action. The alchemist can have one active sleeper agent for every 6 alchemist levels he possesses. An alchemist must be at least 12th level before selecting this discovery. Spell Knowledge/Spell Knowledge 出典 Cohorts and Companions 13ページ:Your studies into how all things are interconnected have taught you to cast a very limited number of spells. Select a single spell from the sorcerer/wizard spell list that is at least 2 levels lower than your highest-level extract known. You can prepare and cast this spell as an arcane spell. Preparing the spell uses up an extract slot 1 level higher than the spell’s level. Your caster level is equal to your alchemist level, and your save DCs and concentration checks are Intelligence-based. You’re considered to have this spell on your spell list for purposes of prerequisites, spell completion items, and spell trigger items. You may select this discovery more than once. Each time, it grants you access to another spell from the sorcerer/wizard spell list. Subsumed Spirit(変則)/Subsumed Spirit 出典 Inner Sea Monster Codex 23ページ:As the alchemist grows in power, his parasitic twin laps up a portion of his soul, like a dog feeding on its master’s scraps. The alchemist’s parasitic twin can now manifest or hide within the alchemist’s torso as a move action. As a standard action, the alchemist can cause his manifested twin to babble, driving listeners insane. All creatures without the insanity special ability that are within 60 feet of the alchemist must succeed at a Will save or be affected by confusion for 1 round per alchemist level. The alchemist can urge his parasitic twin to babble a number of times per day equal to 3 + the alchemist’s Intelligence modifier. Creatures that successfully save can’t be affected by this effect for 24 hours. The alchemist is immune to its sibling’s babbling. This is a sonic, mind-affecting compulsion effect. The alchemist must have the parasitic twin discovery before selecting this discovery. Sunlight Acclimation(変則)/Sunlight Acclimation 出典 Inner Sea Monster Codex 23ページ:Time spent in the bright light of day has partially inured the alchemist to its effects. When the alchemist would normally take Constitution damage as a result of vulnerability to sunlight, he can attempt a DC 11 Fortitude saving throw to negate the effects. The DC of this saving throw increases by 1 for each hour after the first spent in sunlight within the last 24 hours. Webbed Extremities/Webbed Extremities 出典 Pathfinder #123 The Flooded Cathedral 42ページ:An alchemist with this discovery grows membranes between his fingers and toes, greatly improving his movement underwater. The alchemist gains a +4 alchemical bonus on Swim checks and can take 10 on a Swim check even if distracted or endangered while swimming. Wet Coat/Wet Coat 出典 Pathfinder #123 The Flooded Cathedral 42ページ:An alchemist with this discovery has conditioned his body so that it never completely dries out when on land. He effectively becomes immune to any detrimental effects of his water dependency. Only an alchemist with the aquatic subtype and the water dependency special quality can select this discovery. An alchemist must be at least 4th level before selecting this discovery.
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本ページでは親ページから得られた計算式によって得られる緑数字がいくつになるのかを表にする。 前提 「(DDR)ノーツの表示時間」に記載している計算式を用いる。 SUD+の設定値については「HIDDEN+_SUDDEN+(オプション)」の項目で記載している値を主に記載する。全部載せたとしても多くの人にとっては不要なうえに調整しづらく、表が見づらくなるだけでしかないため 同じような計算結果であれば同じ色になるように色分けしていますが、幅は感覚で決めています。 ちなみに、MAX~EXTREMEの場合、SUD+を18程度出したのとほぼ同じくらいになります。 出来の悪いStepmaniaのEXTREMEスキンでは15程度と同じになります。 中心基準 緑数字表 SUD+を出した回数 0 5 8 9 13 15 17 19 20 22 24 26 31 スクロール速度 100 2,250.0 2,115.0 2,034.0 2,007.0 1,899.0 1,845.0 1,791.0 1,737.0 1,710.0 1,656.0 1,602.0 1,548.0 1,413.0 110 2,045.5 1,922.8 1,849.1 1,824.6 1,726.4 1,677.3 1,628.2 1,579.1 1,554.6 1,505.5 1,456.4 1,407.3 1,284.6 120 1,875.0 1,762.5 1,695.0 1,672.5 1,582.5 1,537.5 1,492.5 1,447.5 1,425.0 1,380.0 1,335.0 1,290.0 1177.5 130 1,730.8 1,627.0 1,564.7 1,543.9 1,460.8 1,419.3 1,377.7 1,336.2 1,315.4 1,273.9 1232.4 1190.8 1087 140 1,607.2 1,510.8 1,452.9 1,433.6 1,356.5 1,317.9 1,279.3 1240.8 1221.5 1182.9 1144.3 1105.8 1009.3 150 1,500.0 1,410.0 1,356.0 1,338.0 1,266.0 1230 1194 1158 1140 1104 1068 1032 942 160 1,406.3 1,321.9 1,271.3 1,254.4 1186.9 1153.2 1119.4 1085.7 1068.8 1035 1001.3 967.5 883.2 170 1,323.6 1244.2 1196.5 1180.6 1117.1 1085.3 1053.6 1021.8 1005.9 974.2 942.4 910.6 831.2 180 1250 1175 1130 1115 1055 1025 995 965 950 920 890 860 785 190 1184.3 1113.2 1070.6 1056.4 999.5 971.1 942.7 914.3 900 871.6 843.2 814.8 743.7 200 1125 1057.5 1017 1003.5 949.5 922.5 895.5 868.5 855 828 801 774 706.5 210 1071.5 1007.2 968.6 955.8 904.3 878.6 852.9 827.2 814.3 788.6 762.9 737.2 672.9 220 1022.8 961.4 924.6 912.3 863.2 838.7 814.1 789.6 777.3 752.8 728.2 703.7 642.3 230 978.3 919.6 884.4 872.7 825.7 802.2 778.7 755.3 743.5 720 696.6 673.1 614.4 240 937.5 881.3 847.5 836.3 791.3 768.8 746.3 723.8 712.5 690 667.5 645 588.8 250 900 846 813.6 802.8 759.6 738 716.4 694.8 684 662.4 640.8 619.2 565.2 260 865.4 813.5 782.4 772 730.4 709.7 688.9 668.1 657.7 637 616.2 595.4 543.5 270 833.4 783.4 753.4 743.4 703.4 683.4 663.4 643.4 633.4 613.4 593.4 573.4 523.4 280 803.6 755.4 726.5 716.8 678.3 659 639.7 620.4 610.8 591.5 572.2 552.9 504.7 290 775.9 729.4 701.4 692.1 654.9 636.3 617.6 599 589.7 571.1 552.5 533.8 487.3 300 750 705 678 669 633 615 597 579 570 552 534 516 471 320 703.2 661 635.7 627.2 593.5 576.6 559.7 542.9 534.4 517.5 500.7 483.8 441.6 340 661.8 622.1 598.3 590.3 558.6 542.7 526.8 510.9 503 487.1 471.2 455.3 415.6 360 625 587.5 565 557.5 527.5 512.5 497.5 482.5 475 460 445 430 392.5 380 592.2 556.6 535.3 528.2 499.8 485.6 471.4 457.2 450 435.8 421.6 407.4 371.9 400 562.5 528.8 508.5 501.8 474.8 461.3 447.8 434.3 427.5 414 400.5 387 353.3 420 535.8 503.6 484.3 477.9 452.2 439.3 426.5 413.6 407.2 394.3 381.5 368.6 336.5 440 511.4 480.7 462.3 456.2 431.6 419.4 407.1 394.8 388.7 376.4 364.1 351.9 321.2 460 489.2 459.8 442.2 436.4 412.9 401.1 389.4 377.7 371.8 360 348.3 336.6 307.2 480 468.8 440.7 423.8 418.2 395.7 384.4 373.2 361.9 356.3 345 333.8 322.5 294.4 500 450 423 406.8 401.4 379.8 369 358.2 347.4 342 331.2 320.4 309.6 282.6 520 432.7 406.8 391.2 386 365.2 354.9 344.5 334.1 328.9 318.5 308.1 297.7 271.8 540 416.7 391.7 376.7 371.7 351.7 341.7 331.7 321.7 316.7 306.7 296.7 286.7 261.7 560 401.8 377.7 363.3 358.4 339.2 329.5 319.9 310.2 305.4 295.8 286.1 276.5 252.4 580 388 364.7 350.7 346.1 327.5 318.2 308.8 299.5 294.9 285.6 276.3 266.9 243.7 600 375 352.5 339 334.5 316.5 307.5 298.5 289.5 285 276 267 258 235.5 620 363 341.2 328.1 323.8 306.3 297.6 288.9 280.2 275.9 267.1 258.4 249.7 228 640 351.6 330.5 317.9 313.6 296.8 288.3 279.9 271.5 267.2 258.8 250.4 241.9 220.8 660 341 320.5 308.2 304.1 287.8 279.6 271.4 263.2 259.1 251 242.8 234.6 214.1 680 330.9 311.1 299.2 295.2 279.3 271.4 263.4 255.5 251.5 243.6 235.6 227.7 207.8 700 321.5 302.2 290.6 286.8 271.3 263.6 255.9 248.2 244.3 236.6 228.9 221.2 201.9 750 300 282 271.2 267.6 253.2 246 238.8 231.6 228 220.8 213.6 206.4 188.4 800 281.3 264.4 254.3 250.9 237.4 230.7 223.9 217.2 213.8 207 200.3 193.5 176.7 900 250 235 226 223 211 205 199 193 190 184 178 172 157 1000 225 211.5 203.4 200.7 189.9 184.5 179.1 173.7 171 165.6 160.2 154.8 141.3 1020 220.6 207.4 199.5 196.8 186.2 180.9 175.6 170.3 167.7 162.4 157.1 151.8 138.6 上端基準 緑数字表 SUD+を出した回数 0 5 8 9 13 15 17 19 20 22 24 26 31 スクロール速度 100 2,400.0 2,265.6 2,185.0 2,158.1 2,050.6 1,996.8 1,943.1 1,889.3 1,862.4 1,808.7 1,754.9 1,701.2 1,566.8 110 2,181.9 2,059.7 1,986.4 1,961.9 1,864.2 1,815.3 1,766.4 1,717.6 1,693.1 1,644.3 1,595.4 1,546.5 1,424.3 120 2,000.0 1,888.0 1,820.8 1,798.4 1,708.8 1,664.0 1,619.2 1,574.4 1,552.0 1,507.2 1,462.4 1,417.6 1,305.6 130 1,846.2 1,742.8 1,680.8 1,660.1 1,577.4 1,536.0 1,494.7 1,453.3 1,432.7 1,391.3 1,350.0 1,308.6 1205.2 140 1,714.3 1,618.3 1,560.7 1,541.5 1,464.7 1,426.3 1,387.9 1,349.5 1,330.3 1,291.9 1,253.5 1215.1 1119.1 150 1,600.0 1,510.4 1,456.7 1,438.8 1,367.1 1,331.2 1,295.4 1,259.6 1241.6 1205.8 1170 1134.1 1044.5 160 1,500.0 1,416.0 1,365.6 1,348.8 1,281.6 1248 1214.4 1180.8 1164 1130.4 1096.8 1063.2 979.2 170 1,411.8 1,332.8 1,285.3 1,269.5 1206.3 1174.6 1143 1111.4 1095.6 1064 1032.3 1000.7 921.6 180 1,333.4 1,258.7 1213.9 1199 1139.2 1109.4 1079.5 1049.6 1034.7 1004.8 975 945.1 870.4 190 1,263.2 1192.5 1150 1135.9 1079.3 1051 1022.7 994.4 980.3 952 923.7 895.4 824.6 200 1200 1132.8 1092.5 1079.1 1025.3 998.4 971.6 944.7 931.2 904.4 877.5 850.6 783.4 210 1142.9 1078.9 1040.5 1027.7 976.5 950.9 925.3 899.7 886.9 861.3 835.7 810.1 746.1 220 1091 1029.9 993.2 981 932.1 907.7 883.2 858.8 846.6 822.2 797.7 773.3 712.2 230 1043.5 985.1 950 938.3 891.6 868.2 844.8 821.5 809.8 786.4 763 739.7 681.2 240 1000 944 910.4 899.2 854.4 832 809.6 787.2 776 753.6 731.2 708.8 652.8 250 960 906.3 874 863.3 820.3 798.8 777.3 755.8 745 723.5 702 680.5 626.7 260 923.1 871.4 840.4 830.1 788.7 768 747.4 726.7 716.4 695.7 675 654.3 602.6 270 888.9 839.2 809.3 799.3 759.5 739.6 719.7 699.8 689.8 669.9 650 630.1 580.3 280 857.2 809.2 780.4 770.8 732.4 713.2 694 674.8 665.2 646 626.8 607.6 559.6 290 827.6 781.3 753.5 744.2 707.1 688.6 670.1 651.5 642.3 623.7 605.2 586.6 540.3 300 800 755.2 728.4 719.4 683.6 665.6 647.7 629.8 620.8 602.9 585 567.1 522.3 320 750 708 682.8 674.4 640.8 624 607.2 590.4 582 565.2 548.4 531.6 489.6 340 705.9 666.4 642.7 634.8 603.2 587.3 571.5 555.7 547.8 532 516.2 500.4 460.8 360 666.7 629.4 607 599.5 569.6 554.7 539.8 524.8 517.4 502.4 487.5 472.6 435.2 380 631.6 596.3 575 568 539.7 525.5 511.4 497.2 490.2 476 461.9 447.7 412.3 400 600 566.4 546.3 539.6 512.7 499.2 485.8 472.4 465.6 452.2 438.8 425.3 391.7 420 571.5 539.5 520.3 513.9 488.3 475.5 462.7 449.9 443.5 430.7 417.9 405.1 373.1 440 545.5 515 496.6 490.5 466.1 453.9 441.6 429.4 423.3 411.1 398.9 386.7 356.1 460 521.8 492.6 475 469.2 445.8 434.1 422.4 410.8 404.9 393.2 381.5 369.9 340.6 480 500 472 455.2 449.6 427.2 416 404.8 393.6 388 376.8 365.6 354.4 326.4 500 480 453.2 437 431.7 410.2 399.4 388.7 377.9 372.5 361.8 351 340.3 313.4 520 461.6 435.7 420.2 415.1 394.4 384 373.7 363.4 358.2 347.9 337.5 327.2 301.3 540 444.5 419.6 404.7 399.7 379.8 369.8 359.9 349.9 344.9 335 325 315.1 290.2 560 428.6 404.6 390.2 385.4 366.2 356.6 347 337.4 332.6 323 313.4 303.8 279.8 580 413.8 390.7 376.8 372.1 353.6 344.3 335.1 325.8 321.2 311.9 302.6 293.3 270.2 600 400 377.6 364.2 359.7 341.8 332.8 323.9 314.9 310.4 301.5 292.5 283.6 261.2 620 387.1 365.5 352.5 348.1 330.8 322.1 313.4 304.8 300.4 291.8 283.1 274.4 252.7 640 375 354 341.4 337.2 320.4 312 303.6 295.2 291 282.6 274.2 265.8 244.8 660 363.7 343.3 331.1 327 310.7 302.6 294.4 286.3 282.2 274.1 265.9 257.8 237.4 680 353 333.2 321.4 317.4 301.6 293.7 285.8 277.9 273.9 266 258.1 250.2 230.4 700 342.9 323.7 312.2 308.3 293 285.3 277.6 269.9 266.1 258.4 250.7 243.1 223.9 750 320 302.1 291.4 287.8 273.5 266.3 259.1 252 248.4 241.2 234 226.9 208.9 800 300 283.2 273.2 269.8 256.4 249.6 242.9 236.2 232.8 226.1 219.4 212.7 195.9 900 266.7 251.8 242.8 239.8 227.9 221.9 215.9 210 207 201 195 189.1 174.1 1000 240 226.6 218.5 215.9 205.1 199.7 194.4 189 186.3 180.9 175.5 170.2 156.7 1020 235.3 222.2 214.3 211.6 201.1 195.8 190.5 185.3 182.6 177.4 172.1 166.8 153.6 最終更新:(2023/04/04)
https://w.atwiki.jp/smartphone-appli/pages/42.html
Easy but very addictive blasting game! Ceramic Destroyer is a blasting game which is easy but verrrrrrry addictive. Your target is to use the bombs to explode various ceramics. But the key point is you need to destroy the whole ceramic as possible as you can, never left even one tiny piece. You will get 1 star if you destroyed 90%, 2 stars for 95% and 3 stars for 100%. How to play? 1 Pull the catapult 2 Adjustment angle and intensity 3 Release your finger shoot 4 Destroy at least 90% to level up Tips The 4 different bombs have different function Features Beautiful ceramic style pictures. Be full of the pleasure of explosion. You can destroy more than 100 different ceramics like Guitar, Butterflies, Robots, Candy and so on. Green Bomb Pull the catapult to shoot the bomb Blue Bomb Tap The screen to split the bomb into 3 mini-bombs Yellow Bomb Tap the screen 3 times to lay out the mini-bombs Purple Bomb Rub the screen to control the direction of the bomb More challenges coming soon
https://w.atwiki.jp/xbox360score/pages/1622.html
Marvel Super Hero Squad Comic Combat 項目数:40 総ポイント:1000 難易度:★☆☆☆☆ uDraw game tablet 専用ゲーム Stole Doom’s Thunder Completed Issue 1 10 Took Back the Baxter Building Completed Issue 2 10 Victory in the Vault Completed Issue 3 10 Saved the Sanctum Completed Issue 4 10 Cleanup in aisle Villainville Completed Issue 5 10 A Jarring Defeat Completed Issue 6 10 Five For the Price of One Defeated 5 enemies simultaneously 10 Hold It Defeated an enemy using only Hold abilities 10 Big Spender Drained two full bars of ink in a single attack 10 Two Birds with One Pen Used a single ink attack to defeat 2 or more enemies 10 Drawn to Distraction Used a decoy to distract 3 or more enemies at the same time 15 Double Vision Used two decoys simultaneously 15 All right squaddies... Used Hero Up! 15 1,000 Issues Sold Sold 1,000 issues 15 That s a Lot of Points Picked up 1,000 Hero Points 15 Hi, there! I m Squirrel Girl. Played as Squirrel Girl in a back Issue 15 Eraser Dusted Used a glyph bomb to defeat 5 or more enemies at the same time 15 Rock and Roll Defeated 3 or more enemies with one glyph ball roll 15 Six Hexxed Hit six targets with one hex using Scarlet Witch 15 Medicine is the Best Medicine Picked up a health pack when a hero was about to be defeated 15 A Clean Getaway Exited a panel with a full ink meter and all heroes at full health 20 Light Reading Found 5 Comic Stacks 20 Shake, Rattle, and Destroy Used an Earthquake to defeat 5 or more enemies 20 Hulk Can t Count That High! Sold 10,000 issues 20 Point Taken Picked up 75 Hero Points in a single panel 20 Upsadaisy Revived a hero to full health 20 Costume Change Started a panel with a hero wearing an alternate costume 20 The Pen is Mightier Defeated Doctor Doom in the end boss battle 100 Hulk…SMASH! Used Hulk to destroy 25 breakables 30 Lock Unblocker Opened a Factor Lock for each factor 30 Old Rivalries Revived Brought Squirrel Girl into the final fight against Doom 30 Hero Up! Used Hero Up! five times in one issue 30 Heroic Aerobics Used Hero Up! to defeat 6 or more enemies 30 One Million Sales! Sold 1,000,000 issues 30 Flying off the shelves! Sold 7,000 issues in a single panel 30 Summer Reading Found all the Comic Stacks 100 A Stranger to Laser Danger Survived the laser hallway without getting hit by laser 50 Bare Hands Brigade Completed a panel using Wolverine, Reptil, and Hulk 50 Femme Fight All Completed a panel using Scarlet Witch, Squirrel Girl, and Invisible Woman 50 Loose Canon Completed a panel with all heroes in alternative costumes 50 Upsadaisy 絆創膏で回復するときに全快するまで長押し。 All right squaddies... 物を壊したときに出る黄色い物(Hero Point)を取ると、左上のアイコンの真ん中の黄色いゲージがたまる。たまりきったところでそれをタッチ。 Summer Reading 初周では壊せないドアの向こうにあるものもあるので、クリア後にそれぞれのpanelを再度探索したほうが早いかも。 http //www.trueachievements.com/a159490/summer-reading-achievement.htm?showguides=1
https://w.atwiki.jp/reflec_beat/pages/1490.html
大見解 pop n 6からの移植曲(ジャンルはヒップロック) bm FINAL、DDR EXTREME、GF9 dm8にも移植されている ジャケットはギタドラ版に似ているがポーズが異なる 同じヒップロックシリーズの続編に男々道がある BASIC MEDIUM HARD Level 3 7 10 Objects 163 368 711 BPM 143-172 TIME 1 54 Artist Des-ROW・組 Version groovin !! Upper 解禁方法 BEMANI MUSIC FOCUS(第3回)で1回クリアする(難易度不問・FAILED不可) 動画 攻略 [HARD]所々で出てくる縦2連打が厄介 -- 名無しさん (2015-01-10 20 19 35) [HARD]ラップ合わせの16分微縦連と16分トリルが主体。途中からbpmが172に上がり、そこからはほぼ休みなしでどんどん密度が上がってゆく。bass 2 bassよりリズムは素直だが、かなりの体力を必要とするので難易度は高い。クリアは10中程度、スコアは10最上位。 -- 名無しさん (2015-01-31 17 08 02) 名前 コメント ※攻略の際は、文頭に[BASIC] [MEDIUM] [HARD] [SPECIAL] のいずれかを置くと、どの譜面に関する情報かが分かりやすいです。 コメント(感想など) これでAC版に限るけど、ポップンからの最古移植更新かな。それより五鍵版の弐寺移植マダー? -- 名無しさん (2015-01-07 22 32 05) ちなみに初出当時のアーティスト名義は「Des-ROW feat. TSUBOI for ALPHA」。AC11で現在の名義に変更。 -- 名無しさん (2015-01-07 22 34 34) この曲大好き!!やっぱりミュージックフォーカスは神イベントだわ -- 名無しさん (2015-01-07 22 36 56) ↑2 DDRでは変わっていなかった気がする。 -- 名無しさん (2015-01-08 07 42 21) Bass 2 BassといいSTRONGといいDROP THE BOMBといいこれといい、リフレクって異様にラップ曲のラップを叩かせるの好きだよな -- 名無しさん (2015-01-10 01 59 14) 10にしてはやたら難しく感じたけど最近の10はこれぐらい当たり前になってきてるな -- 名無しさん (2015-01-10 19 12 07) ↑↑リフレクは押して鳴る音が全部共通だから、こうするしかないんだろうと思った -- 名無しさん (2015-01-10 20 18 52) 鬼天やSTRONGには及ばないもののレベル10ではかなり上位だと思う -- 名無しさん (2015-01-10 21 58 55) ↑個人的に鳥プラ難度は鬼天より上な気がする -- 名無しさん (2015-01-11 05 15 08) 鳥まではギリギリ乗るが鳥プラ難度はやばそう -- 名無しさん (2015-01-14 03 28 43) ↑4その点は太鼓の達人が一番近いんだよな。で、いつだったか太鼓スタッフの人が「ラップに合わせて音符を叩くのは独特の心地よさがある」と言ってたけど、リフレクでもそれは言えるかも知れないな。 -- 名無しさん (2015-01-14 14 47 59) アーティスト名の変更はポップン8で行われています -- 名無しさん (2015-01-26 23 56 29) 名前 コメント ↑攻略と無関係の曲に対するコメントはこちらでお願いします。あまりにもかけ離れた内容は削除される場合があります。
https://w.atwiki.jp/vipdeyoyo/pages/632.html
ボンバー メーカー ゴッドトリックス ベアリングサイズ ジャム大径 レスポンス シリコンパッド ボディ・リム材質 アルミ 重さ 69.8g 直径 57.06mm 厚さ 44.80mm 名前 コメント
https://w.atwiki.jp/boplayer/pages/218.html
total - today - yesterday - 初めに ここはボンバーマンオンラインの攻略ページです。 間違った個所があれば随時、加筆・修正して頂いてかまわない。 尚、名称については賛否両論あると思うので、近い用語があれば随時、追加して頂けるとありがたい。 用語解説 アイテム関連 ファイアーアップ 爆弾の火力が1つ上がる。BMOでは火力の限界点がなく、数字の上では8までしか変わらないが、実際は取り続ければどこまでも上がる フルファイアー 火力が最大まで上がる。序盤や複数人がいる時に効果が大きい ボムアップ 置ける爆弾の数が1つ増える。最大8個 貫通ボム ソフトブロックを貫通する爆弾を置けるようになる。序・中盤では意味があるが、終盤ではほとんど関係ない キック 爆弾を蹴れるようになる。通路に置いた爆弾を蹴るには中心を蹴らなくてはいけないので軸合わせが必要。BMOでは本家と比べて蹴って止まってから爆発するまでの間隔が少しあり、回避しやすくなった。通路の爆弾を蹴っても十字路で爆発するとは限らない。爆発寸前の爆弾を蹴ろうとすると爆弾が爆発しないバグ?がある パンチ 爆弾を3マス先にパンチできるようになる グローブ 足元の爆弾を5マス先に投げられるようになる ラインボム その時点で自分が置く事の出来る爆弾を、足元からキャラが向いている方向に一気に置けるようになる ドクロ BMOでは、足が速くなる、足が遅くなる、爆弾が出なくなる、爆弾が一つしかでなくなる、爆弾が勝手に限界まで出続ける、移動が直進しかできなくなる、の6つの症状がある 以下roadステージには出ないアイテム 無敵 ある一定時間無敵状態になる。ただしプレッシャーブロックに潰されるとやられる スピードアップ キャラの速度が1段階上がる。最高6段階。roadステージでは無意味 ピンクルーイ ルーイに乗りジャンプできるようになる 緑ルーイ ルーイに乗りダッシュできるようになる 青ルーイ ルーイに乗り爆弾を蹴って飛ばす(パンチとほとんど同じ)できるようになる 灰色ルーイ ルーイに乗りラインボムを使えるようになる ステージ関連 ソフトブロック 爆弾で壊せる壁 ハードブロック 壊せない壁 プレッシャーブロック サドンデスをonにしておいて、残り時間が1分になると降って来るブロック。BMOではonの場合ステージのほぼ中央まで降って来て、offの場合一切降って来ない 十字路 その名の通り十字路を指す。例外的にステージの外周の角やT字路の部分も十字路と考える 通路 ハードブロックの間 マップ関連 road ロード。最初からスピードが最大で、無敵やルーイが出てこない事から各プレイヤーの実力が反映されやすいという事で人気のステージ space 宇宙ステージ。初期位置ランダム、最初からソフトブロックが一切ない、火力8・爆弾8・スピード最大という事でroadよりも試合展開がスムーズ 蟹ルールについて 蟹ルールの内容については各プレイヤーごとに解釈の違いがあるが、ここでは現在最も広く認識されているであろうルールについて載せておく。 尚、ルールを守る事も大切だが、大事なのはマナー良くプレーする事であって、暴言などはもっての他である 初× 相手と開通(お互い行き来できる状態になる)まで相手側に爆弾を投げたりパンチしてはいけないルール ライン× ラインボムの使用禁止 ドクロ× ドクロ中の相手への攻撃禁止。BMOではを爆弾を蹴ったり投げたりしてアイテムを消すと他のプレイヤーが取得した事になるので、自ら取らなくてもドクロになる場合があるので注意が必要である 無敵× 無敵中の攻撃禁止。現在のroadステージで出なくなったのでほぼ関係なくなった ルーイ× ルーイに乗ってプレイ禁止。こちらもroadで出なくなったので関係なし ミソ× ミソボンなし サドンデス× サドンデスなし 時間は2分半の部屋が多い。 現在議論されている内容 序について 序× 開始約30秒ほどはお互いを攻撃せず、壁を壊してアイテムを集め、アイテムの整った中盤以降に勝負しようという考え。序盤から攻められると、アイテム差でどうしても生き残れない場面があったり、攻撃を避けるためにアイテム集めができず生き残ったとしても終盤でアイテム差ができてしまう、というのが嫌という意見がある。多数派 序○ 開通したら序盤から勝負してもよいという考え。相手を倒すチャンスがあるのに攻撃しないのはおかしい、序攻から逃げられないのは単に実力不足、当初の蟹ルールには序×は含まれていなかったので序○、という意見がある。少数派 アイテムについて 余分なアイテムは譲る派 BMOではアイテムの出現が偏る時があるので、特にキックやパンチなどは全員に行き渡るように譲り合おうという考え。 アイテム取得も勝負の内派 アイテム取得も勝負の内に入るので、誰かに取られても文句をいうのは筋違いという考え。 爆弾の置き方 撒き 爆弾を通路に誘爆しないように置いていく事 包囲 爆弾を十字路に置き、相手プレイヤーを囲むように置く事 ギリ置き 爆発時間ギリギリに合わせて爆弾を置く事 時間差 爆破時間が異なる爆弾を使い、初手で相手の位置をある程度限定させ、2手目でしとめるように爆弾を置く事 カウンター 相手の爆弾に合わせて爆弾を置く事 その他 把握 ボンバーマンをやる上での基本的な能力。細かく分けると以下のように分けられる 爆弾把握(秒数) 置かれた爆弾がいつ爆発するのかを感覚、または爆弾の膨らみに等によってきちんと把握できる能力。体内時計といってもいい。この能力が優れているほどギリギリの攻撃や回避が可能になる。もっとも基礎的な能力。 爆弾把握(複数) 場に置かれた複数の爆弾の起爆順序・時間を把握する能力。こちらも把握できていればいるほど多彩な攻撃が可能となる。 空間把握 場の爆弾、相手の位置をどれだけ把握できているかという能力。端に置かれた爆弾、溜めている相手などを把握できているか。視野の広さと同じ 火力把握 各プレイヤーの爆弾の火力を把握する能力。こちらは攻撃よりも回避の面で役に立つ。使い方次第では殺傷力の高い攻撃に化かす事も可能 先読み 相手の動きを予測して、相手の攻撃をかわす、または相手を攻撃できる能力。数秒先の状況を予測できるかという能力。 攻撃力 上記の能力を総合してどれだけ攻められるかという力 守備力 上記の能力を総合してどれだけ生き残っていられるかという力 補助(特殊) パンチ・キック・グローブ等を用いる事 位置取り 位置取りとは、試合中どの位置にいればその後の試合展開を有利に進められるかというものである。 尚、ステージ上での位置に関して言えば絶対的なものがあるが、相手との距離という面では相対的なものになるので、一口に位置取りと言ってもどちらの意味で考えるよるかによって違いが出てくる。 位置取りの基本 包囲されやすいという点で考えると、安全度は、中央>外周>角、となる ゆえにタイマン時において中央付近にいるキャラのほうが位置取りとしては有利という事になる 例外 上記の考え方でいうと中央付近にいるのが最も安全と思われる。しかし、3人以上で試合をしている場合、中央というのは各キャラに狙われやすい(位置的に近いため)、各キャラの置いた爆弾の爆風をくらう確率が最も高い場所だと言える。よってタイマン時以外では上記の基本は成り立たない。 戦法 戦い方についても爆弾の置き方、位置取りなどからそれらを分類しようという試みがなされている。 ここでは爆弾の置く個数によって大まかに3つのタイプに分ける事にする 攻撃型 自らの爆弾で積極的に相手を倒そうとする動きをする型 爆弾を撒きつつ、頃合いを見て繋いでギリ置き、包囲したりする 相手に常にプレッシャーをかけられるくらい爆弾を置いている人の事 自分と相手の爆弾を把握できていないと生き残る事は難しいので高い把握力が必要となる 純撒きもここに分類される 特殊型 爆弾を置きつつ、補助アイテムを駆使し攻撃範囲を広める、又は変化させる型 攻撃型、守備型の中でも、特殊を多く使う人をここに分類する事にする この型の中でも爆弾を積極的に置く人、置かない人で違いが出るため、攻撃的特殊型、守備的特殊型とさらに分けられる 守備型 相手にやられない事を第一に考え、自分の把握以上に爆弾を置かない、攻めない型 大会など負けられない戦いになると多くの人がこの型になる 実力者になると、先読みをしてカウンターをしたり、特殊を使用して攻めるなど、相手との駆け引きの上手さが目立つようになる 上記の他、例外的な戦法として以下がある。 万能型 これまで紹介した攻撃型、特殊型、守備型を状況に応じて使い分ける型 高い把握力と先読みの能力、また多彩な戦法が必要とされる。 変則型 守備型を主体に相手の隙を見て包囲や時間差などで攻める型 奇抜的な発想やほぼ確実な先読み能力がないと少し厳しい戦法でもある。 参考サイト BOMB-BOMBER-BOMBEST http //bomberman.be/ wao page http //f23.aaa.livedoor.jp/~waok/ おーらせらぴー(ブログ) http //ouraroom.exblog.jp/ ボンバーマンオンライン攻略 http //www.jttk.zaq.ne.jp/kuroneko/ Bomb and Bomb http //kaede.sakura.ne.jp/~shin/bomberman/