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https://w.atwiki.jp/eq2oretokudb/pages/95.html
\aITEM 1989042006 -1261760644 ネクレトクのスタッド\/a \aITEM 367816252 -321897461 ペラ=セルシスのフープ\/a imageプラグインエラー ご指定のファイルが見つかりません。ファイル名を確認して、再度指定してください。 (sf_d2_n5_3.JPG) \aITEM 515285800 -1283598132 クリヴァクの鉄のリング\/a
https://w.atwiki.jp/eq2frymemo/pages/40.html
雑魚MOB あんま強くない。DPS出してでひゃっほいしていい。 2匹きちゃった時は厳しいかもしれないので、そんときはヒール専念しとく。 Kluzen the Protector AEが痛いけど、全滅レベルじゃないからごり押し。 時々メイジが即死したりするけど大丈夫。 Elder Ekron ADDがうざい。shine。 ADD役TANKのHPをガン見。止められなかったら全滅するかもなので、必死になる。 位置的にはPINの反対側。でかいからMTにヒールする時注意。 前面AEに注意、あと溶岩でのちっちゃいKBも。 Druushk どるさま。ミシカルではお世話になりました。 ADD役TANKのHPガン見。フィアー付AEがくるから、通常は歩きにしておく。 ADD拾う為にTANKが前に出る時もあるので、そんときは走る。 AE後はGrp全員のHPが1/2~1/3くらいになってるのが常なので、ハイバネートとGrpIHでヒールワーク。 Nexona だいすきねくそなさん。 トカゲぶっ壊したらPIN位置手前あたりで待機。 ねくそなさんがきたらちょっと離れておく。 DPS出てないとPOW吸われる。0になったりするので悲惨。 DPSですぎるとやばいAEがくる。 光球きたらてきとーに攻撃。 あんまいい気になってるとPOW枯渇するんで、ほどほどにしておく。 ADD役TANKのHPガン見は当たり前。 暇な時はねくそなさんを攻撃してもいいけど、やっぱりPOWが大事なんでほどほどにしておく。 人数少ないと長期戦になる。必死。 Taskmaster Nichok 遠隔ゲーきたる。 吸い込まれたら速効元の位置に戻る。その後AEがくる。 AE確認したら攻撃、で、しばらくしたら吸い込まれる。これの繰り返し。 ADDきてタゲられると死ぬ。運まかせ。 吸い込まれる前にMSG流れるので、そしたらずっとSキー押しておけばだいたい大丈夫。 Rezがこなかったら復活してBuffでもはっとく。 どうせ吸い込まれる。距離無限らしい。なんてひどい。 Milex Vioren オブジェわいたら速攻壊す。NPCタゲ役TNAKガン見。 KB発生してもあきらめないで、空中制御して帰る。KBきたら負けだと思ってる。 オブジェさえさくっと壊せれば雑魚。 メッセージでどこにオブジェ湧くかわかる。正確には覚えてないけど、実際行けば分かる。 Xygoz 弱い。動かない。寝てる。ぱんつはいてない。 ミニ劇場始まったら、自分のミニチュアクリックする。 ミニドラ達沸いたらTANKガン見するだけ。 Qunard Ashenclaw たしか4WAVE。KBあるけど、手前の通路から出なければ大丈夫。 AE痛い。ごり押しその2。 Hoshkar ちっさい島から出ない。 MTガン見。それだけ。このTACわかるまでは大変だったんだろうな。 Travenro the Skygazer ちっちゃいKBがすっごいうざい。位置調整しつつ攻撃。 外周をまわってる玉っころに触るとやばいからよける。 ごり押しその3。 Silverwing スイッチ押すらしいけど、よく知らん。どうせ役割はまわってこない。 誰か押すとみた。 AEが超痛いので絶対回避。途中からADDくるのでADD役TANKガン見。 画面の色変わったらオブジェさわりにいく。場所はSW初期位置のしっぽらへん。触るのには多少時間かかる。 この時、ADD役TANKと離れるので超危険。TANKの位置を確認して、さわったら速攻で戻る。ちょっと運ゲー。 やや広めの戦場がネックとなり、時々TANKやGrpメンバーががどこいったのかわかんなくなる。 自Grpメンバー位置は常に確認。 チャームもある。指名された時にチャームきたらひどい。 Phara Dar 最初はゴーストの方。ちょっとばっかりAEとかあったと思うけど、たいしたことない。 あとはごり押し。自GrpのTANKがタゲ役になったら、GrpHealに気をつける。 Trakanon どうやったって全員AE食らうから、ヒール専念。 インフュージョンはONでいい。どのみち時間かかると溶岩くるし。 ノキシャス2種類あるから、Grpで相談してPOTとGrpCureの順番決めとく。 一回ノキシャスのDebuffきてから、消さないままAE食らうと死ぬ。速攻直す。 それ以外に厄介なDebuffは2つ。 一つは16sec程度SpellCastできなくなる。 1ヒラの場合、この時痛いAEとかくるとヤバ目。ハイバネート入ってればしのげる場合もある。 もう一つは砂時計みたいなアイコンDebuff。 これついてしばらく立つとでっかいKB付きのAEが自分中心範囲で発動する。 よってどっかいく。 あとオートアタックはOFFにしておくこと。 下手にメレーするとCastTimeが伸びるDebuffくらってメンドイ。 POWきつい。POTガブ飲みマナストーン使用、それでも足りないならシグネット。 ILLさん、CRCさんお願いします。
https://w.atwiki.jp/cohstatsjp/pages/289.html
Vehicle Hummel Self Propelled Artillery Contents 1 Hummel Self Propelled Artillery Veterancy 2Tactics 3History 4Requires 4.1 Hummel Self-Propelled Artillery 5Called In Using 5.1 Hummel 150mm Self-Propelled Howitzer 6Vehicle Abilities 6.1 Vehicle Cover 6.2 Hummel 150mm Howitzer Barrage 6.3 Rapid Fire Artillery 7Vehicle Weapons 7.1 150mm Hummel Howitzer Hummel Self Propelled Artillery Health 400 Max Speed 3 Sight 35 Cost 480120 Acceleration 1 Detection 0/0 Time 45 Deceleration 3 Hotkey Population 10 Rotation 50 Target Type armour_hummel Upkeep 10.944 Crush Human Critical Type armour Crush Mode Rear Damage Enabled true Hummel Self Propelled Artillery Veterancy [Expand][Hide] Received Damage Received Accuracy Maximum Speed Maximum Health 0.9 0.9 1.15 1.15 Accuracy Reload Cooldown Penetration 1.15 0.9 0.9 1.15 12 Vet-Exp Received Damage Received Accuracy Maximum Speed Maximum Health 0.95 0.95 1.05 1.15 Accuracy Reload Cooldown Penetration 1.15 0.9 0.9 1.15 29 Vet-Exp Received Damage Received Accuracy Maximum Speed Maximum Health 0.95 0.95 1.05 1.15 Accuracy Reload Cooldown Penetration 1.15 0.9 0.9 1.15 51 Vet-Exp Tactics Locking down the Hummel increases the range and speed at which the Hummel fires its salvo. After firing, move the Hummel to another location; the enemy cannot kill something that isn t there. Keep this unit supported; even a stray Greyhound can wreak havoc on a lone Hummel. With no Overwatch ability, like the British Priests, you must keep your eyes peeled for large concentrations of enemy troops or structures in important areas. History The Hummel was a self-propelled artillery gun armed with a 15 cm howitzer. It was used by the German Wehrmacht during the Second World War from late 1942 until the end of the war. The Hummel first participated in large scale combat at the Battle of Kursk, when some 100 Hummels were in service. They served in armored artillery battalions or Panzerartillerie Abteilungen of the Panzer divisions, forming separate heavy self-propelled artillery batteries, each with 6 Hummels and one ammunition carrier. Five Hummels survive. They may be seen at the Munster Deutsches Panzermuseum, the Wehrtechnische Studiensammlung in Koblenz and the Sinsheim Auto Technik Museum in Germany, the Musée des Blindés in Saumur, France and the Patton Museum of Cavalry and Armor in Fort Knox, Kentucky. Requires Hummel Self-Propelled Artillery [Expand][Hide] Cost 3 Time Hotkey Effects A Hummel Self-Propelled 150mm howitzer can devastate large swaths of ground at long range with its massive shells. ESeeUpgrade Hummel Self-Propelled Artilleryfor details. Called In Using Hummel 150mm Self-Propelled Howitzer [Expand][Hide] Cost 600 Activation targeted Duration 0 Target tp_any Recharge 40 Hotkey Effects Order a Hummel 150mm Howitzer to the battlefield for devastating artillery support. ESeeAbility Hummel 150mm Self-Propelled Howitzerfor details. Vehicle Abilities Vehicle Cover [Expand][Hide] Cost Activation always_on Duration _ Target tp_any Recharge 0 Hotkey Effects $0 no key ESeeAbility Vehicle Coverfor details. Hummel 150mm Howitzer Barrage [Expand][Hide] Cost Activation targeted Duration _ Target tp_position Recharge 90 Hotkey B Effects The Hummel will fire a powerful barrage of 150mm shells at the specified target. Can be fired into the Fog of War. ESeeAbility Hummel 150mm Howitzer Barragefor details. Rapid Fire Artillery [Expand][Hide] Cost Activation toggle Duration 3 Target tp_any Recharge 10 Hotkey C Effects When locked down, the Hummel is immobile, but can fire its massive 150mm shells much further and faster. ESeeAbility Rapid Fire Artilleryfor details. Vehicle Weapons 150mm Hummel Howitzer [Expand][Hide] Weapon 150mm Hummel Howitzer SeeWeapon 150mm Hummel Howitzerfor details. Retrieved from http //www.coh-stats.com/Vehicle Hummel_Self_Propelled_Artillery
https://w.atwiki.jp/darkfallinfo/pages/33.html
Magic Skills 魔法に関するスキル。 基本スキル 名称 概要 必要スキル 価格 Air Magic The school of Air Magic grants its user the power of lightning and storms. Generally these spells deal a somewhat modest amount of damage, but are still highly effective, as they are difficult to defend against. Greater Magic 50.0 以上 1000.0gp Arcane Magic Arcane Magic deals with divine spells and the nature of magic itself. As such, its offensive spells cause Holy damage while the defensive spells protect against mental ailments or may even turn a foes' magic against him. Spell Chanting 75.0 以上 1000.0gp Earth Magic Adepts of Earth Magic controls both the power of strength and corrosion. They’re unique in knowing ways to protect efficiently against melee weapons without donning cumbersome armor. Earth Magic is opposed to Air Magic, and no one can learn both schools. Greater Magic 50.0 以上 1000.0gp Fire Magic A school consisting mainly of spells that cause fiery destruction, and is relatively effective against structures, warhulks and ships. It also teaches some quickness enhancing magic. Greater Magic 50.0 以上 1000.0gp Greater Magic Greater Magic is a versatile school, consisting of offensive and defensive spells of a varied nature. Among other things, it teaches how to inflict a foe with poison or wounds that bleed excessively. Lesser Magic 50.0 以上 100.0gp Lesser Magic The introductory school of magic all novice spell casters must learn. Lesser Magic offers a varied range of spells, and while being relatively simple, they are often useful even for a veteran mage. - - Necromancy Necromancy draws power from the domains of the dead to fuel it's unholy magic. Its offensive spells are highly potent, as are its debilitating attacks. Witchcraft 75.0 以上 1000.0gp Spell chanting This school specializes in granting bonuses to companions rather than dealing damage to foes. As such, a spell chanter is valuable in a party, but much less so on his own. Greater Magic 25.0 以上 500.0gp Water Magic The school of water grants spells that cause damage from ice shards or a supernaturally intense chill, as well as magic to slow targets. Greater Magic 50.0 以上 1000.0gp Witchcraft Witchcraft deals mainly in curses that weaken their target's abilities, whether it is a warrior's strength, a wizard's mental powers or an archer's precision. Greater Magic 25.0 以上 500.0gp その他 スキル名 概要 必要スキル 価格 Archmage 全ての魔法の効果が上昇 Intelligence 75.0 以上 500.0gp Bindstone Recall バインドポイントにテレポートする - - Esoteric 最大 Mana が上昇 最大 Mana 250 以上 250.0gp Focus Mana の自然回復速度が上昇 Intelligence 50.0 以上 500.0gp Mana Conservation 魔法の Mana コストが減少 Mana Efficiency Greater Magic 75.0 以上 250.0gp Reagent Conservation 魔法の秘薬消費が減少 Greater Magic 75.0 以上Intelligence 75.0 以上 1000.0gp Teleport Anchor Runestone をダブルクリックで現在地を記録した Teleportstone を作製する Lesser Magic 75.0 以上Greater Magic 50.0以上 5000.0gp Veteran Mage 魔法の Stamina コストが減少 Greater Magic 75.0 以上 500.0gp House Recall 自分のハウスにテレポートする - 500.0gp
https://w.atwiki.jp/hmiku/pages/52947.html
【検索用 RingaBell 登録タグ R VOCALOID のくはし 巡音ルカ 曲 曲英 環ネコP】 + 目次 目次 曲紹介] 歌詞 コメント 作詞:環ネコP 作曲:環ネコP 編曲:環ネコP イラスト:のくはし(Twitter) 動画:環ネコP 唄:巡音ルカ 曲紹介] "Only for tonight, let me just dream" 曲名:『Ring a Bell』(リング ア ベル) 関連曲:「Christmas Card」 歌詞 Colorful autumn leaves Now into naked trees The seasons go around Like a merry-go-round The destiny disarranged Has left me behind, unchanged The love that I found Was not the right one Snowflakes are falling What a beautiful day Let me forget all my bad days Thinkin 'bout you I want no one Can't be anyone but you Oh Baby does it ring a bell? Can you hear the same “Jingle Bells”? Only for tonight let me just dream I'm lying on the single bed Do I ever cross your mind as well? Oh my Santa, dear Santa Oh please Bring him back to me Bought myself a Christmas cake Grabbed some hot chocolate But I am all alone Fantasies are gone All this misery Can it be laughed off someday? Life's not a fairytale But it goes on anyway Stars are shining What a beautiful night Please, make my wishes come true Thinkin 'bout you I want no one Can't be anyone but you Oh Baby does it ring a bell? Can you hear the same “Jingle Bells”? Only for tonight let me just dream I don't wanna say farewell Someone, break this evil spell Oh my Santa, dear Santa Oh please Take me back to those days I know I have to let it go, let it go I know I have to spin my story by my own, by my own This'll be the last time I sing a song, sing a song 'Bout a boy who I used to love for long, for a long time Oh Baby does it ring a bell? Can you hear the same “Jingle Bells”? Only for tonight let me just dream I'm lying on my single bed Do I ever cross your mind as well? Oh my Santa, dear Santa Oh please Bring him back to me Bring him back to me... コメント 名前 コメント
https://w.atwiki.jp/medianmod/pages/14.html
THE AMAZON The amazon, or why speed kills. Weak on paper, she is the fastest moving character in the game and excels at avoiding incoming damage. Not restricted to just bows and javelins, she can also cast the spells of her unholy pagan gods and kill enemies with blood magic or damage reflection. Strategy To play an amazon well, you need to exploit her speed advantage, using her area effect bow or javelin skills to deliver slow, knockback or monster flee, enabling you to stay at a safe distance. Melee or caster amazons should focus on the passives and raise their defense rating. THE AMAZONBASE STATS BOW SKILLSGHOST ARROW CATHARSIS BARRAGE RICOCHET LEGION WRAITH ARROW BUCKSHOT DEATH METAL DEATHCORE BLACK ARROWS JAVELIN SKILLSSUNSPEAR ENFILADE SPEAR SKILLSTRIUMPHANT STRIKE TERMINATE LIGHTSWARM BLOOD MAJIKBLOODSTAR BLOODSTORM MAGIC MISSILES HEALING ABILITIESDEATH COIL PACT OF BLOOD ACTIVE SUPPORT SKILLSSUMMON BLOOD ELEMENTALS BLOODLUST PASSIVE SUPPORT SKILLSDEFENSIVE HARMONY BALANCE WINGS OF WRATH AMAZON UBERSKILLSCURARE PARAGON BLOOD FURY BASE STATS Runs 20% faster and walks 25% faster than other classes. Strength 25 Dexterity 25 Vitality 15 (65 life) Energy 25 (25 mana) +15 life, +15 mana per level (at level 120 1850 base life, 1810 base mana) Gains +5 life per point into vitality Gains +5 mana per point into energy Preferred weapons bows, spears, javelins, sceptres. Weapon bonuses Spear +25% faster base hit recovery. Spear +25% faster base cast rate. One-handed swinging weapon +25% faster base cast rate. BOW SKILLS NEW ADDITIONS IN PATCH 1.55 Most players will naturally provide their amazon with a bow, and this is not a bad idea at all. She has 9 physical bow skills at her disposal for quick annihilation of her enemies. GHOST ARROW Arrow that deals increased damage and pierces through enemies, obstacles and level walls. CATHARSIS Arrow that pierces enemies, and increases your life regeneration and damage reduction while shooting. BARRAGE Fires lots of arrows in random directions around you, hitting all nearby enemies multiple times. RICOCHET Arrow that does not hit enemies directly but shatters when it hits a wall, releasing many homing shards at nearby enemies. LEGION Summons a line of archers at the target location, which continuously shoot towards the southeast. This skill has a spell timer. WRAITH ARROW Arrow that unleashes X homing spirits on striking, depending on number of enemies nearby. BUCKSHOT Blasts a short ranged shrapnel spread in front of the character, striking all enemies in melee range and inflicting massive damage. DEATH METAL Explodes a corpse, shooting out a flurry of spikes that carry some of your bow damage. DEATHCORE Explodes a corpse, spawning a turret that shoots enemies with spikes, carrying your bow damage. BLACK ARROWS Passive, increases damage and attack rating of your other bow attacks, and adds a chance to inflict open wounds. Summary Not much to say about these, you shoot your enemies in a number of ways, the enemies die. Most bow skills are fairly situational. Spamming out Wraith Arrow at a single target will accomplish nothing, for example. That said, you should have many spare skill points, so invest into several bow skills to cover each others weaknesses. JAVELIN SKILLS Tired of Lightning Fury? There are two new throwing skills in Median 2008, making the javelin thrower one of the best boss killers in all of Sanctuary. SUNSPEAR Hits for regular damage, then bounces to a nearby target, piercing and stunning all in its path. ENFILADE Throw a continuous barrage of javelins at a rate of eight per second, dealing massive damage. Summary Just two skills may not look like much to base a character build around, but keep in mind there are few physical immunes. Throwing amazons may lack area effect attacks, but can rip bosses apart in no time. SPEAR SKILLS NEW ADDITIONS IN PATCH 1.57 Spearmaidens are not so charmingly suicidal anymore. They are fast, can dish out serious damage, have high defense and are fast. Did I mention they are fast? TRIUMPHANT STRIKE Melee attack that deals increased damage and temporarily increases your defense rating after your attack. TERMINATE Melee attack that inflicts an amplify damage curse upon the target, lowering physical resistance and breaking immunities. LIGHTSWARM Melee attack that releases several light orbs that move around, chasing down and damaging enemies. Summary Spearmaidens should abuse Lightswarm, a powerful area effect melee attack that hits many times, carrying crushing blow and chance to cast effects. Triumphant Strike raises defense, making it that much easier to survive in melee. Physical immunes? Terminate pierces their resistance, making them vulnerable to your physical attacks. Combined with some elemental damage on your equipment, physical immunes should be a non-issue. BLOOD MAJIK Fancy a little human sacrifice? The pagan priestesshood of Hefaetrus, Karcheus and Zerae can call down a rain of blood upon their enemies. If you ever wanted to build an amazon that can cast spells, here is your chance. The official name for an amazon using spells is Bloodwitch . BLOODSTAR Slow moving, single target fire attack that takes some life to cast, but inflicts huge damage and knocks back. BLOODSTORM Summons a floating skull at the target point that attacks up to three nearby enemies with bloodstars. The synergy increases target count. MAGIC MISSILES Casts multiple magical homing missiles that target random enemies, possibly hitting multiple times. Summary Fire and magic damage, enough to kill almost all enemies in the game. Although a spellcasting amazon is an unlikely build, they have the tools to succeed and can acquire their very own sceptres with amazon skill bonuses. HEALING ABILITIES You need a healing spell to stay alive, unless you prefer to hammer the potion button whenever you take damage. The amazon has two different healing spells, both useful in their own right. DEATH COIL Fires a bolt that inflicts damage based on life lost, and steals most of your life back. This skill has a spell timer. PACT OF BLOOD Grants the party a damage shield, which returns life when the wearer is struck by an enemy. This skill has a spell timer. Summary If you are a ranged character, you may prefer Death Coil for its quick life refill and extra damage. Melee builds may prefer Pact of Blood because they can take hits on purpose to heal up and then run back out of the mess. ACTIVE SUPPORT SKILLS NEW ADDITIONS IN PATCH 1.57 Random support abilities that do not fit anywhere else. If you have no idea what to do with your skill points, these are a good way to spend them. SUMMON BLOOD ELEMENTALS Summons fiery wisps that cast an area effect heal spell on attack. BLOODLUST Temporarily increases the physical and elemental damage of the caster and nearby party members. Summary These are utility skills, and you decide whether you need them or not. The Bloodlust buff provides a noticable damage bonus, if you have the skill points to spare. It is not required, though. A whole different skill is Summon Blood Elementals, which provides the amazon with some minion support. The wisps may not be very powerful, but help the party by casting area effect heals, depending on how much damage the elemental has received. PASSIVE SUPPORT SKILLS The life of an adventurer is not just about killing demons, but also about staying alive to kill more monsters another day. As with all characters in Median 2008, passive skills are critical to your success in the harsh world of Sanctuary and make the difference between a good amazon and a dead amazon. DEFENSIVE HARMONY Passive, greatly slows attackers that attack you and grants a chance that your attacks cannot be interrupted. BALANCE Passive, increases your total defense rating by a flat amount based on skill level. This skill has increasing returns at higher levels. WINGS OF WRATH Passive, increases your amazon s movement speed by a percentage and increases stamina. Summary Defensive Harmony slows enemies down, Wings of Wrath speeds you up. This combo is what keeps the amazon alive in later difficulties. If they cannot catch you, they cannot damage you. If you are not using a bow, add Winged Strike to make the difference between your speed and their speed even more ridiculous. Defensive Harmony is better than the Slows Attacker X% item modifier, because it also slows ranged attackers, and slows melee attackers that so much as swing at you, not just when they hit you. Balance is better than it looks, because the value of each additional point doubles at level 8, 16 and 24. Add some good armor and you are almost unhittable. AMAZON UBERSKILLS NEW ADDITIONS IN PATCH 1.57 Each character class has 3 uberskills , which become available when you reach level 90. You must pick one and stick with it; once you choose an uberskill, the other two become permanently disabled. Choose wisely. CURARE Passive, adds lethal poison to your physical weapon attacks. Skills with a higher damage multiplier gain more poison damage. PARAGON Passive, grants a vitality bonus for each gem you have socketed into your items. BLOOD FURY Temporarily increases spell damage of self or a target ally, but slowly drains the recipient s life away. Summary Your uberskill choice is not rocket science. If you have a powerful single hit attack like Catharsis or Wraith Arrow, get Curare. If you need to tank, get Paragon. If you are a bloodwitch, get Blood Fury.
https://w.atwiki.jp/emulator/pages/12.html
EverQuest2エミュレーターです 鯖プログラム開発元 http //eq2emulator.net/ SVN https //eq2emulator.svn.sourceforge.net/svnroot/eq2emulator/ Win32 Binaries http //sourceforge.net/project/showfiles.php?group_id=140686 License GPL, FSF Operating System 32-bit MS Windows, All POSIX (Linux/BSD/UNIX-like OSes) 開発言語:C++ ソースコード開示:○ 開発元からのWin32 Binaries配布:○ DB:MySQL クライアント どちらかを使ってダウンロードします 要ステーションアカウント(無料) 日本語版Launcher http //download.station.sony.com/patch/download/eq2/eq2-jp.zip 日本語版トライアル http //download.station.sony.com/patch/download/eq2/EQ2trialinstaller_JA.zip eq2_default.iniの編集 1行目の cl_ls_address 199.108.13.193 を cl_ls_address www.eq2emulator.net と編集します EverQuest2.exeの起動 C \Program Files\Sony\EverQuest II Japaneseか C \Program Files\Sony\EverQuest II Japanese Play the Fae内の EverQuest2.exeを起動します 自鯖の作成 現在loginserverが配布されていない為 完全なスタンドアロンでの自鯖の作成はできませんが DBの入手等のメリットがあるため手順を記載しておきます 1) http //eq2emulator.net/accountregistration.phpを開きます 2) Login Account Registrationで垢を作成します 3) Server Account Registrationで垢を作成します 3.1 World Server Name - あなたの鯖名 3.2 World Account Name - あなたの鯖のアカウント名 3.3 World Account Password - そのパスワード 3.4 Admin Account Name - 2で作成した垢名 3.5 Admin Account Password - そのパスワード 3.6 World Description - 鯖の説明。適当でおk 4) 鯖プログラムをダウンロードします http //downloads.sourceforge.net/eq2emulator/EQ2Emulator0.1_Binary.zip 5) C \EQ2Emuを作成し、そこに解凍します 6) MySQL 5.0.27をインストールします 7) DATABASE eq2を作成します 8) world_db.iniを編集します 9) LoginServer.iniを編集します 10) World.exeを実行します 11) eq2_default.iniを編集します 12) EverQuest2.exeを実行します 注意:EQ2.exeやEQ2JP.exe、JP2EQ.exeを実行すると 編集したeq2_default.iniが元にもどってしまいます EQ2 Link Everquest II turedure_News EQ2 Spells III Allakhazam EQ2i Xanadu Community RaidWiki EQ2RaidMobs EQ2Interface Advanced Combat Tracker
https://w.atwiki.jp/hellsrebels/pages/23.html
チーム 幅広い種類の一般的なチームを反乱軍に勧誘することができる。各チームは反乱軍に様々な能力、ボーナス、反乱軍アクションを与える。冒険中に遭遇した特殊なチームを勧誘することができるようになることもある。これらのチームの詳細はGMが持っている。反乱軍はランクにより、最大チーム数が決められている。 通常のチームには大きく分けて、アドバイザー、アウトロー、レボリューショナリー、トレーダーの四種類がある。 チーム情報には以下の欄がある: 名前、階級:これはチームの名前と階級である。階級1のチームは最も基本的なチームで、チームの募集行動で募集する必要がある。階級2のチームは特定の階級1のチームからアップグレードする必要があり、これにはチームのアップグレード行動と金貨の消費が必要である。階級2のチームは更にチームのアップグレード行動と金貨の消費により、二種類の内の何れかの階級3のチームにアップグレードすることができる。 募集・費用:この欄はチームを募集するための秘密あるいは防衛チェックの難易度か、チームをアップグレードするために必要な金貨が記載してある。(注:忠誠チェックでチームを募集することはない。このチェックはサポーターの募集行動でサポーターを募集する時に行う。) 可能な行動:この欄にはそのチームにより活動フェイズ中に可能になる行動が記載されている。 サイズ:この欄にはチームの人数が記載されている。人数にはルール上の効果はないが、チームの構成員の詳細を君やGMが決めたい場合、参考になるだろう。 アップグレード:この欄にはチームのアップグレード元とアップグレード先が記載されている。 最後に、チームの役割が記載されている。 チームの状態 活動不能:叛乱軍アクションを行えない。アップキープフェイズ開始時に、叛乱軍の最低資金に等しいだけの金貨を消費することで、チームは活動不能状態から完全に回復する。GM判断で、PCの行動その他による回復のチャンスもあり得る。 行方不明:最大チーム数の制限に数えるが、叛乱軍アクションを行えない。アップキープフェイズ開始時に、難易度15の防衛判定を行い、成功すれば、その週の最後に、行方不明チームは叛乱軍に復帰する(したがってその週はこのチームはアクションを行えない)。この防衛判定の出目が1だった場合、チームは完全に失われ、かわりのチームで置き換える必要がある。 Advisors Advisors control the flow of information and help shape the public persona of the Silver Ravens. STREET PERFORMERS (TIER 1 ADVISORS) Recruitment Secrecy DC 10 Granted Action Gather Information Size 6 people Upgrades To rumormongers Street performers can spread the word of the Silver Ravens through art while keeping an ear to the ground for rumors. RUMORMONGERS (TIER 2 ADVISORS) Cost 50 gp Granted Actions Gather Information and Spread Disinformation Size 6 people Upgrades From street performers; Upgrades To agitators or cognoscenti These specialized street performers cannot only gather information, but can spread lies and confusing rumors to throw the government off the Silver Ravens’ tracks. AGITATORS (TIER 3 ADVISORS) Cost 200 gp Granted Actions Gather Information, Spread Disinformation, and Urban Influence Size 6 people Upgrades From rumormongers Agitators are highly specialized rumormongers capable of influencing the very nature of Kintargo’s society with their whispers and scuttlebutt. COGNOSCENTI (TIER 3 ADVISORS) Cost 200 gp Granted Actions Gather Information, Knowledge Check, and Spread Disinformation Size 6 people Upgrades From rumormongers A group of cognoscenti are experts in a wide range of diverse fields; they can be consulted for advice or information of all sorts. Outlaws Outlaws use what would normally be considered criminal activity to support the Silver Ravens. SNEAKS (TIER 1 OUTLAWS) Recruitment Secrecy DC 15 Granted Action Secure Cache Size 3 people Upgrades To thieves A team of sneaks can secure minor caches of equipment for later use throughout the city, but not in dangerous sites. THIEVES (TIER 2 OUTLAWS) Cost 250 gp Granted Actions Activate Safe House and Secure Cache Size 3 people Upgrades From sneaks; Upgrades To saboteurs or spies A thief is a more accomplished sneak, and is capable of providing a safe place for other outlaws to hide out or placing intermediate caches in risky locations. SABOTEURS (TIER 3 OUTLAWS) Cost 1,000 gp Granted Actions Activate Safe House, Sabotage, and Secure Cache Size 3 people Upgrades From thieves Saboteurs are specialists in the arena of undermining oppressive governments. They can also place major caches. SPIES (TIER 3 OUTLAWS) Cost 1,000 gp Granted Actions Activate Safe House, Covert Action, and Secure Cache Size 3 people Upgrades From thieves Spies can provide safe havens in which rebels can hide, orchestrate covert actions against House Thrune, and are capable of stashing major caches in high-risk locations. Revolutionaries Revolutionaries take the cause to the streets and oppose the government with physical and magical power. FREEDOM FIGHTERS (TIER 1 REVOLUTIONARIES) Recruitment Security DC 15 Granted Action Reduce Danger Size 6 people Upgrades To infiltrators Freedom fighters patrol the streets of Kintargo and are ready to step in to aid citizens who need help, but also serve to distract Thrune forces and track areas of danger in the city so the PCs can avoid trouble more efficiently. INFILTRATORS (TIER 2 REVOLUTIONARIES) Cost 250 gp Granted Actions Reduce Danger and Rescue Character Size 6 people Upgrades From freedom fighters; Upgrades To cabalists or spellcasters A team of infiltrators is a highly trained group of freedom fighters capable of attempting daring rescues of imprisoned characters. CABALISTS (TIER 3 REVOLUTIONARIES) Cost 1,000 gp Granted Actions Manipulate Events, Reduce Danger, and Rescue Character Size 6 people Upgrades From infiltrators Cabalists are members of secret societies and have numerous ties to the aristocracy; their words can influence events across Kintargo. SPELLCASTERS (TIER 3 REVOLUTIONARIES) Cost 1,000 gp Granted Actions Reduce Danger, Rescue Character, and Restore Character Size 6 people Upgrades From infiltrators Spellcasters include clerics, wizards, and all other magic-using characters. They can help to restore a lost character, given the right resources. Traders Traders focus on manipulating Kintargo’s markets and making money for the Silver Ravens. PEDDLERS (TIER 1 TRADERS) Recruitment Security DC 10 Granted Action Earn Gold Size 6 people Upgrades To merchants Peddlers include artisans, laborers, street vendors, and anyone else who sells a specific type of good or service to bolster the Silver Ravens’ treasury. MERCHANTS (TIER 2 TRADERS) Cost 50 gp Granted Actions Earn Gold and Refresh Marketplace Size 6 people Upgrades From peddlers; Upgrades To black marketeers or merchant lords Merchants can earn gold for the Silver Ravens, or they can move magic items through the marketplaces of Kintargo to bring in new stock. BLACK MARKETEERS (TIER 3 TRADERS) Cost 200 gp Granted Actions Activate Black Market, Earn Gold, and Refresh Marketplace Size 6 people Upgrades From merchants Black marketeers are similar to merchants, save that they maintain contacts with illegal sources and operate in the city’s shadows, allowing the PCs to sell items at a slightly higher profit. MERCHANT LORDS (TIER 3 TRADERS) Cost 200 gp Granted Actions Earn Gold, Refresh Marketplace, and Special Order Size 6 people Upgrades From merchants Merchant lords function as merchants, save that they can arrange for special orders of high-cost items to be shipped to Kintargo at a slight discount to such an item’s normal cost. Allies Allies are a special type of Silver Raven that can only be earned during play in the Adventure Path. They generally grant unique or special bonuses or rebellion actions. Your GM has information on allies and their effects as these special NPCs become available during the course of the campaign. 活動(アクション) Activate Black Market (Black Marketeers) To activate a black market, you must attempt a DC 20 Secrecy check and spend 50 gp to smuggle goods and bribe officials. On a successful check, the Silver Ravens set up a black market for 1 week in Kintargo. During this week, the city’s base value is doubled and all rolls to determine item availability increase from 75% to 90%. Furthermore, magic items sold to the black market sell for 55% of their normal price rather than 50%. On a failed check, your Notoriety score increases by 1d6. Activate Safe House (Saboteurs, Spies, or Thieves) Your outlaw team secures a small building somewhere in Kintargo and sets it up as a safe house. You can select any building for this role, provided the building is not located in the Castle District or the Greens (final selection subject to GM approval). The building itself might be abandoned, or it might be a home or humble business run by a rebellion supporter. An activated safe house remains active for 1 week, during which time any characters recovered via the Rescue Character action can be brought to the site without fear. The building also presents a safe place to get food, recover, and rest without worrying about wandering monsters or other interruptions. A cache hidden in an active safe house can’t be lost by the Cache Discovered event. Finally, for each active safe house, the rebellion gains a cumulative +1 bonus on Security checks, to a maximum bonus of +5. Change Officer Role (No Team Required) One PC can change his or her officer role in the Silver Ravens. Allies and cohorts can’t change their role with this action. Covert Action (Spies) By taking this action, spies can work with any other team to hide any evidence that the rebellion was involved in an operation. This grants all d20 rolls made to resolve the rebellion act immediately following a Covert Action a bonus to the roll equal to the spies’ manager’s Charisma bonus. Furthermore, any Notoriety gained from this action is automatically reduced to the minimum amount possible. Alternatively, a Covert Action can be used to place a contact or stash of gear in a specific adventure site. Your GM will have information on these acts when they become relevant during the course of the campaign, but once you place a contact or stash in a site, it only remains for 1 week. Dismiss Team (No Team Required) By taking the Dismiss Team action, you remove a team from the rebellion, freeing up that slot to recruit a new team. Attempt a DC 10 Loyalty check when you take this action. If you fail, your Notoriety score increases by 1d4 as disenfranchised team members’ loose lips damage the rebellion’s secrecy. Earn Gold (Black Marketeers, Merchant Lords, Merchants, or Peddlers) Roll a Security check and multiply the result by the team’s tier. The result of this check is how many gold pieces the team earned for the week. Add this result to the Silver Ravens’ treasury. If you roll a natural 1 on the Security check, you still earn gold, but your Notoriety score increases by 1d6. Gather Information (Agitators, Cognoscenti, Rumormongers, or Street Performers) Attempt a DC 15 Secrecy check with a bonus equal to twice the team’s tier. If you are successful, the team has gathered information for you. This can either be a randomly determined rumor (your GM has tables of rumors that change with each adventure) or a specific piece of local information that you could learn by making a Diplomacy check to gather information about that topic or individual. For certain topics or individuals, the DC might be higher than 15. If you roll a natural 1 on the Secrecy check, you don’t automatically fail, but your Notoriety score increases by 1d6. Guarantee Event (No Team Required) By deliberately lowering the organization’s guard and increasing your Notoriety score by 1d6, you can guarantee an event occurs during the Event phase. If you perform this action, the GM rolls twice and takes the lower roll as the actual result for the event. Knowledge Check (Cognoscenti) The team of cognoscenti attempts to provide an answer to any question you could normally answer with a successful Knowledge check. Rather than roll a Knowledge check to provide this answer, roll a Secrecy check. Modify this result by Kintargo’s Lore modifier + 1/2 the rebellion’s rank. Treat the result as the DC achieved in the desired Knowledge category. Lie Low (No Team Required) If you choose to take no rebellion actions at all during the phase, you can reduce your Notoriety score by an amount equal to the rebellion’s total number of teams. Manipulate Events (Cabalists) Cabalists are among the secret movers and shakers of Kintargo’s society, and an idle comment or well-timed whisper from them can set into motion significant events. When your cabalists manipulate events, you automatically guarantee an event occurs during the following Event phase. The GM rolls twice on the table, and the manager of the cabalists gets to choose which of the two results take place. If the event is detrimental, the cabalists’ manager can choose to add his or her Charisma modifier to any d20 rolls made as a result of the check to further influence the outcome. Recruit Supporters (No Team Required) This check can only be made once per Activity phase. By spending an amount of gold equal to the rebellion’s minimum treasury value, you can attempt to recruit additional supporters. To do so, attempt a Loyalty check. The DC of this check is equal to 10 + the rebellion’s rank. On a successful check, increase the rebellion’s supporters by 2d6 + any bonuses granted by Recruiter officers. If you roll a natural 1 on the Loyalty check, you don’t automatically fail, but your Notoriety score increases by 1d6. You can’t take this action if the rebellion is at its current maximum rank. Recruit Team (No Team Required) You can attempt to recruit a new team as long as you are not already at the maximum number of teams allowed (discounting bonus teams). The DC and specific Organization check required to recruit the team depend on the type of team being recruited. If you roll a natural 1 on the Organization check, you don’t automatically fail, but your Notoriety score increases by 1d6. Reduce Danger (Cabalists, Freedom Fighters, Infiltrators, or Spellcasters) A successful DC 15 Security check reduces Kintargo’s danger rating by 5 (to a minimum of 0) for the following week (including the event rolled during the following Event phase). For every 10 points by which you exceed this check, you reduce the danger rating by an additional 5. On a failed check, your Notoriety score increases by 1d4 and Kintargo’s danger rating increases by 5 for the next Event phase and following week. Refresh Marketplace (Black Marketeers, Merchant Lords, or Merchants) By expending 100 gp on bribes and other expenses, the team removes the currently available specific magic items for sale from distribution. The GM rolls up new magic items randomly to determine what items become available at the end of the following week. If you use a Tier 3 team to refresh the marketplace, you can ask the GM to reroll one magic item result in each category (minor, medium, and major). Rescue Character (Cabalists, Infiltrators, or Spellcasters) The team breaks into a prison or other secure site to rescue a captured character (either a PC or an NPC). To do so, attempt a Security check (DC = 10 + the captured character’s level). A successfully recovered character can be brought to any location in Kintargo that is currently controlled by the rebellion (typically the current headquarters, but also any safe house activated by an outlaw team). A successful rescue increases your Notoriety score by an amount equal to the level of the rescued character. A failed rescue increases your Notoriety score by half this amount, but doesn’t rescue the character. Note that certain NPCs can’t be rescued by infiltrators, and must instead be rescued by the PCs themselves. The Rescue Character action only rescues one character per action. Restore Character (Spellcasters) Your spellcasters can heal damage or remove debilitating conditions from a character. This action can be used to perform one of the following for the entire party for free heal all ability score damage, heal all hit point damage, or receive one 3rd- or lower-level restorative spell (such as dispel magic, remove blindness/deafness, remove disease, or remove paralysis). It can also provide the effects of a break enchantment spell, a raise dead spell, a restoration spell, or a stone to flesh spell on an individual (not party) basis. The body or remains of the character to be restored must be brought to the Silver Ravens’ headquarters (possibly requiring a separate successful Rescue Character action). These greater spell effects are provided via scroll use, and require an expenditure of gold equal to the cost of the scroll in question (1,125 gp for break enchantment, 6,125 for raise dead, 1,700 gp for restoration, and 1,650 gp for stone to flesh). Additional restorative effects might be available at the GM’s discretion. Sabotage (Saboteurs) Your saboteurs attempt to damage a structure or meddle with the political machinations of House Thrune or the church of Asmodeus. With a successful DC 20 Secrecy check, Thrune and church agents are distracted for the following week, and all Organization checks you make during that week gain a +2 bonus. In addition, reduce your Notoriety score by 2d6. On a failed check, the sabotage backfires and reduces both your supporters and Kintargo’s population by 2d6. Alternatively, the Sabotage action can also be used to attempt locationspecific deeds that will affect adventuring that takes place in those locations. Your GM will have information on these acts when they become relevant during the course of the campaign. Secure Cache (Saboteurs, Sneaks, Spies, or Thieves) You can arrange for a cache of equipment to be hidden somewhere in Kintargo. Doing so requires purchasing the items in question (or simply providing the team with items already owned) and a successful Secrecy check to stash the items. Caches come in three categories—minor, intermediate, and major (see the sidebar above). Sneaks can only secure minor caches, while thieves can secure minor or intermediate caches, and both saboteurs and spies can secure all three categories. You can have the team secure an outdoor cache in any location in Kintargo (such caches are typically hidden in alleys or parks or other relatively out-of-the-way areas) or inside a specific structure. When placed in a specific structure, the cache is typically hidden near the entrance, but additional locations are available in certain buildings. (Your GM has this information as it is needed.) Placing a cache inside of “enemy territory” (subject to the GM) increases the DC by 5 to 10. Make sure to keep track of the locations you’ve hidden caches and what kinds of caches they are! See the sidebar above for DCs and additional details on the three categories. Special (No Team Required) Sometimes an officer must take a Special action to deal with the results of a previous week’s event or a development in the course of an adventure. The nature of these Special actions vary wildly, and rules for how they work can be found in the event or development that calls for them. Special Order (Merchant Lords) By relying on contacts in other cities throughout the Inner Sea region, a team of merchant lords can place a special order for a specific expensive item that costs more than Kintargo’s base value and is not currently available in the city’s shops. The cost for the item in question must be paid up front (although the actual price includes a 5% discount due to the merchant lords’ expertise at haggling), and it is delivered to Kintargo in 2d6 days. (For an additional cost of 900 gp, this delivery time can be reduced to 1 day by having the item delivered by teleportation. This additional cost is equal to the cost of two teleport spells, since the deliverer’s return trip must also be accounted for.) The GM has final say on whether or not an item is available for special order. Spread Disinformation (Agitators, Cognoscenti, or Rumormongers) The team spreads false information about the rebellion throughout Kintargo. With a successful DC 20 Secrecy check, reduce your current Notoriety score by 1d6. For every 10 points by which you exceed this DC, reduce your Notoriety score by an additional 1d6. If you fail the check by 5 or more, your Notoriety score is instead increased by 1d6. Upgrade Team (No Team Required) By spending the amount of gold pieces listed for an upgraded team’s cost, you can upgrade a lower-tier team to that new type of team. A single team can be upgraded only once per week, but you can upgrade as many different teams as you can afford in gold and rebellion actions for that week. Urban Influence (Agitators) Your agitators work to manipulate Kintargo’s modifiers. Spend 100 gp to fund the influence, then choose one of the following settlement modifiers Corruption, Crime, Economy, Law, Lore, or Society. Adjust one of those modifiers by 2 in either direction for 1 week.
https://w.atwiki.jp/apex/pages/32.html
Antitumor properties of dimethyl-celecoxib, a derivative of celecoxib that does not inhibit cyclooxygenase-2 implications for glioma therapy. Schönthal AH. Source Department of Molecular Microbiology and Immunology, Keck School of Medicine, University of Southern California, Los Angeles, California, USA. schontha@usc.edu Abstract Celecoxib (Celebrex) appears to be unique among the class of selective COX-2 inhibitors (coxibs), because this particular compound exerts a second function that is independent of its celebrated ability to inhibit COX-2. This second function is the potential to inhibit cell proliferation and stimulate apoptotic cell death at much lower concentrations than any other coxibs. Intriguingly, these two functions are mediated by different moieties of the celecoxib molecule and can be separated. The author, as well as others, have generated and investigated analogs of celecoxib that retain only one of these two functions. One derivative, 2,5-dimethyl-celecoxib (DMC), which retains the antiproliferative and apoptosis-inducing function, but completely lacks the COX-2 inhibitory activity, is able to mimic faithfully all of the numerous antitumor effects of celecoxib that have been investigated so far, including reduction of neovascularization and inhibition of experimental tumor growth in various in vivo tumor models. In view of the controversy that has recently arisen regarding the life-threatening side effects of this class of coxibs, it may be worthwhile to pursue further the potential benefits of drugs such as DMC for anticancer therapy. Because DMC is not a coxib yet potently maintains celecoxib s antitumor potential, one may be inclined to speculate that this novel compound could potentially be advantageous in the management of COX-2-independent cancers. In this summary, the implications of recent findings with DMC will be presented and discussed. PMID 16709027 [PubMed - indexed for MEDLINE]
https://w.atwiki.jp/cancut1104/pages/15.html
どーもです。知っている人は知っていると思います。cancutと言うものです。 動画投稿サイトで実況プレイをしているものです。(チャンネルへGo /user/cancut1104) URLをコピーして検索してみてください。 動画を見たらコツなど教えてください。ゲーム初心者なものでして… しばらくしたら、掲示板サイトも近いうちに作りたいと思います。 最後にご視聴ありがとうございました。