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https://w.atwiki.jp/gitadoraweekly/pages/251.html
※内容に相違・漏れがある場合や、プレイヤー名を変更したい場合は@gitadoraweeklyへ御申告願います。 開催期間 1/8 22 00 ~ 1/15 22 00 課題曲 SCREW DRIVER 96 難易度 全難易度対象 BPM 188 Rank PlayerEntryName Part Level Rate Skill Score Combo Option PlayerID 1位 みやうら MAS 7.85 99.58% 156.34 959900 1075 000011c02d 2位 BENZENE MAS 7.85 99.25% 155.82 957002 1075 3位 すーちょ大魔人 MAS 7.85 98.26% 154.26 947879 1075 4位 @りゅうさまぁー@ MAS 7.85 97.32% 152.79 938528 1075 5位 こりつさん MAS 7.85 92.51% 145.24 840158 895 00003aa153 6位 clock. MAS 7.85 91.06% 142.96 845708 732 7位 安部弘美 MAS 7.85 88.61% 139.11 795599 659 8位 松野トド松 EXT 7.45 82.17% 122.43 709977 460 000004b057 Drum Ranking Gatewayへ Topページへ
https://w.atwiki.jp/i_ro/pages/58.html
必要条件 Base Level 80 Zeny 3,000 Zeny 前提クエスト Rachel Sanctuary Quest, Curse of Gaebolg (Founding of the Nation Myth Quest), Veins Siblings Quest 報酬 Base Exp 150,000 アイテム Assorted Seafood 4個 クエスト報酬 nameless_n , Cursed Monastery ( abbey01 , abbey02 , abbey03 ) への入場 日本版タイトル : 修道院 1. Talk to the Agent on the lower level of the International Airship×. He tells you to go visit Father Bamph in the Prontera× Church. 2. Meet with Father Bamph in Prontera. He tells you to meet with a contact in the Comodo× Casino by the name of Larjes concerning a missing Midgard official. 3. On the first floor (lower level) of the Comodo Casino (comodo 140, 115) you ll see an "Ordinary Man" (cmd_in02 174, 89). After talking to him he will pull you aside to talk. Talk to him once more, and he ll ask you to return to Father Bamph. 4. Return to Father Bamph. Keep talking to him until he makes up his mind about what to do. He ask for your help, and send you to Rachel× to investigate. 5. In the Rachel Inn (rachel 115, 147), talk to the Waiter (ra_in01 308, 59) and tell him you wish to order. You will overhear a conversation concerning a famous "fish" caught near Veins×. After the conversation you will spend 3000 Zeny× (if you have it) and obtain 4 Assorted Seafood . 6. Proceed to Veins and in a building on the left end of the city (veins 86, 170), talk to the Magistrate by the name of Al Hamad. Ask him if he s in trouble. When he gives you the brushoff, talk to the guard by the door, and then come back and question Al Hamad further. He will tell you that you need a written order from a high ranking official in order to divulge information. 7. Go to High Priest Zhed in the Rachel Sanctuary. Note that you must have completed the Veins Siblings Quest in order to advance further. 8. Outside of the sanctuary, you ll need to talk to the High Priest Niren (ra_temple 165, 57), and inquire about the smugglers. She will send you back to the Magistrate. 9. Return to the Magistrate. He will provide you with some more information regarding the smugglers. 10. Go to the Veins tavern (veins 149, 217) and speak to the first Drunkard. He babbles about his fishing boat. 11. Talk to his son, Karyn (veins 327, 185), who you helped during the Veins Siblings Quest. He ll let you use his father s boat to access the monastery. 12. South of Veins you ll find a boat. (ve_fild07 128, 131) When you investigate it, you ll be greeted by Larjes. Talk to Larjes or use the boat to go to the Nameless Island. 13. You ll need to investigate the island. There are triggers just west of the docks and inside a house near the top center, but these are not required. To continue, click on the Dead Crow (nameless_i 125,205) and investigate it. 14. Once you wake up, you ll find yourself inside a house with Larjes. When you attempt to leave the house, you ll be attacked by a Zombie Slaughter. The monster must be killed before the house can be exited. There is no death penalty if you die at this encounter. After you leave the house, you will be able to freely enter and leave Nameless Island night map. Note Once you leave the house, you will be on the Nameless Island (Night) map, where there are numerous aggressive monsters. You will lose experience if you die here. If you die inside the house while trying to kill the Zombie Slaughter, you will respawn. If this happens, just go back to Nameless Island and enter the first house on the north path. Be cautious because when you enter the Zombie Slaughter will attack you without warning this time. 15. Following up with your investigation, you will have to make your way to floor 2 of the Monastery and investigate the Books on a desk in Hibram s quarters (abbey02 223,68). 16. Continue to floor 3 of the Monastery. In the top right most corner of the map in a prison cell you will find a Man collapsed on the ground. When you investigate the body, you will be attacked by the King s Corpse . This battle is fairly easy, if you can kill the regular monsters in the monestary you should be able to kill him. 17. Once killed, you can retreive the Token of King from the body. 18. Return to Larjes at the docks on Nameless Island, and give him the Token of King. You will be rewarded with 100,000 Base Experience. 19. Visit Father Bamph in Prontera again, and report your findings to him. 20. Return to High Priest Niren. You will be rewarded with 50,000 Base Experience. Categories Articles Needing Interwiki Links | Quest Window Quests | Base Experience Reward | Nameless Island Quests
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※内容に相違・漏れがある場合や、プレイヤー名を変更したい場合は@gitadoraweeklyへ御申告願います。 開催期間 11/19 22 00 ~ 11/27 22 00 課題曲 OVER THE LIMIT! 伊藤賢治 対象パート Bass BPM 120 - 150 難易度 全難易度対象 Rank PlayerEntryName Score Part Level Rate Combo Option 1位 みやうら 1332750 EXT 5.00 MAX 307 S.RANDOM 2位 じゅんんんんんn 1329150 ADV 4.40 MAX 307 3位 まじかるちゃんす 1328270 EXT 5.00 MAX 307 4位 キャンノ 1328070 EXT 5.00 MAX 307 S.RANDOM 5位 おやつ 1326600 ADV 4.40 MAX 307 6位 giyan 1325850 EXT 5.00 MAX 307 S.RANDOM 7位 べぢ 1325550 EXT 5.00 MAX 307 安部弘美 1325550 EXT 5.00 MAX 307 りてらる。 1325550 EXT 5.00 MAX 307 S.RANDOM 8位 playing 1323100 EXT 5.00 MAX 307 こりつさん 1323100 EXT 5.00 MAX 307 RANDOM 9位 結城明日奈 1316000 EXT 5.00 MAX 307 10位 週末ギャル 1311310 EXT 5.00 MAX 307 11位 CENTRAL 1305570 EXT 5.00 MAX 307 12位 ブラホラは俺の嫁 1291600 EXT 5.00 99.80% 307 13位 ペディグリーチャム 1281170 EXT 5.00 99.80% 307 14位 間桐桜 1280045 EXT 5.00 98.63% 307 15位 なーさんディエゴ教徒 1266510 EXT 5.00 99.02% 307 16位 漁師力学 1232990 EXT 5.00 95.89% 307 17位 あさひめ 600788 EXT 5.00 78.40% 97 18位 魔法格闘少女ナナシ 443456 ADV 4.40 66.88% 89 Guitar Ranking Gatewayへ Topページへ
https://w.atwiki.jp/reflec_beat/pages/901.html
Little Miss weekend BASIC MEDIUM HARD Level 2 5 9 Objects 62 139 287 BPM 165 TIME - Artist STRAIGHTENER Version plus(STRAIGHTENER PACK) 動画 攻略 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) 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/tyrant/pages/93.html
Heavy Infantry 種族:Imperial パック:Standard レア度:Common 攻撃:2 体力:2 待機:1 能力:なし ゲーム開始時に2枚所持、またはGoldパックから入手可能。 名前の通り、重装備になったInfantry。ただし体力はそのまま。 チュートリアルで使用されるアサルト。「多分すぐに要らなくなるんだろうなぁ」と思ったプレイヤーも多いだろう。 その通りであるが待機1で攻撃2・体力2は最序盤では決して悪く無いステータス。 しかし上位互換が腐るほどいるので、すぐにデッキから抜けてしまうことだろう。 コメント コメント
https://w.atwiki.jp/gitadoraweekly/pages/352.html
※内容に相違・漏れがある場合や、プレイヤー名を変更したい場合は@gitadoraweeklyへ御申告願います。 開催期間 12/31 22 00 ~ 1/7 22 00 課題曲 BRIGHT STREAM 水樹奈々(Cover) 対象パート Guitar BPM 158 難易度 全難易度対象 Rank PlayerEntryName Score Part Level Rate Combo Option 1位 みやうら 1881968 EXT 6.35 MAX 442 RANDOM 2位 ギルトガイ 1879365 EXT 6.35 MAX 442 3位 なおたけ 1875868 EXT 6.35 MAX 442 4位 有坂真白 1875393 EXT 6.35 MAX 442 RANDOM 5位 キャンノ 1859329 EXT 6.35 MAX 442 RANDOM 6位 まじかるちゃんす 1835148 EXT 6.35 99.59% 442 7位 りてらる。 1755667 EXT 6.35 97.45% 440 S.RANDOM 8位 安部弘美 1698349 EXT 6.35 97.13% 400 9位 おやつ 1457737 EXT 6.35 95.34% 278 10位 間桐桜 1347343 EXT 6.35 94.08% 238 11位 漁師力学 1311800 ADV 5.00 93.18% 286 12位 なーさんディエゴ教徒 406140 EXT 6.35 70.4% 69 Guitar Ranking Gatewayへ Topページへ
https://w.atwiki.jp/gitadoraweekly/pages/427.html
※内容に相違・漏れがある場合や、プレイヤー名を変更したい場合は@gitadoraweeklyへ御申告願います。 開催期間 9/9 22 00 ~ 9/17 22 00 課題曲 ギタドライト Rookie.F feat.HIZAKI(Jupiter Versailles) 難易度 全難易度対象 BPM 178 Rank PlayerEntryName Part Level Rate Skill Score Combo Option 1位 ねお( 3_ヽ)_ MAS 7.10 97.96% 139.10 959570 983 2位 べぢ MAS 7.10 97.84% 138.93 958580 983 3位 ナターリアはいいゾ MAS 7.10 85.70% 121.69 763924 291 4位 神谷奈緒はいいゾ MAS 7.10 83.63% 118.75 702214 399 5位 漁師力学 EXT 5.50 80.98% 89.07 700935 288 6位 なーさんディエゴ教徒 ADV 4.50 82.23% 74.00 721776 218 7位 安全靴ふみげは危険 ADV 4.50 81.06% 72.95 785040 294 Drum Ranking Gatewayへ Topページへ
https://w.atwiki.jp/gitadoraweekly/pages/283.html
※内容に相違・漏れがある場合や、プレイヤー名を変更したい場合は@gitadoraweeklyへ御申告願います。 開催期間 4/30 22 00 ~ 5/7 22 00 課題曲 螺子之人 あさき 難易度 全難易度対象 BPM 170 Rank PlayerEntryName Part Level Rate Skill Score Combo Option 1位 くずぬぅ EXT 8.00 MAX 160.00 1030000 858 文鳥 EXT 8.00 MAX 160.00 1030000 858 2位 みやうら EXT 8.00 99.82% 159.71 986609 858 3位 うさぎ界代表 EXT 8.00 99.65% 159.44 984425 858 4位 BENZENE EXT 8.00 99.20% 158.72 980355 858 5位 よしむら EXT 8.00 97.62% 156.19 964227 858 6位 アジール・フライヤー EXT 8.00 92.07% 147.31 871810 465 7位 こりつさん EXT 8.00 86.86% 138.97 827856 373 8位 安部弘美 EXT 8.00 86.14% 137.82 749038 287 9位 Santuario ADV 6.25 76.85% 96.06 676540 199 10位 [才能無し] 響香 BAS 3.40 68.48% 46.56 399536 67 Drum Ranking Gatewayへ Topページへ
https://w.atwiki.jp/warband/pages/536.html
ip_mod_tips|Tips ip_mod_tips_text|1. You can select a character in your party as the commander for battles and control him/her to fight in battles personally. ^^2. In auto-loot menu, you can let characters select equipments automaticly, also you can talk to them to tell them how to upgrade their equipments. ^^3. Companions can also read books, and you can use auto-loot to let them to select and read readable books automaticly. ^^4. You can adjust raining and snowing possibilities in Camp options. Snowing for snowlands and raining for the other lands. ^^5. During auto-sell, items in the inventory of companions which selected as the type for sell and their prices below the auto-sell price limit will be sold to all merchants in towns or the elders in villages automaticly. Specifically foods, trade goods and books will never be sold. ^^6. To quickly move members or upgrade members in party window, hold down the control key while you left click. ^^7. All parties can reinforce their ally like Lord parties and they can join in the battle directly. ^^8. If you enounter stronger enemies and leave some soldiers behind to cover your retreat or after escaping, the movement speed will be twice the normal speed for half an hour (game time), then it will return to normal. ^^9. You can turn on formations in the mod options menu. ^^10. You can order your soldiers to move to a spot by pressing and holding down the F1 key. ^^11. Horses and men move less quickly in rainy weather. ^^12. You can wait on the world map by holding down the space bar. ^^13. You can recruit new men to your party in taverns, villages, castles and towns. ^^14. You can give orders to your party while in battle. ^^15. A party with high morale moves more quickly while travelling on the map. ^^16. Wounded party members will heal faster while resting in taverns. ^^17. To quickly buy and sell items in the inventory window, hold down the control key while you left click. ^^18. You can press the Backspace key during battle to bring up the command interface. ^^19. You will pay half wages to your troops while you are staying in a town or castle. Similarly, you will pay half wages to troops you garrison in a castle. ^^20. You can leave any location instantly by pressing the tab key. ^^21. You can hold down the shift key to zoom-in while aiming at distant enemies. ^^22. You can talk to various lore characters around the world. Some might give you quests, some might just have a bit of story for you. ip_morale|Morale ip_morale_text|Morale represents the ability and willingness of the troops in a party to summon up the endurance, bravery, and discipline they need to face the stresses of battle and the march. It is not the same thing as the troops' happiness. Elite troops may grumble and whine about the hardships of campaigning -- but then stand together as one when the arrows start to fly. On the other hand, a commander who gives his men everything they want may find that they grow soft, and waiver before the enemy's charge.^^ Morale's greatest impact is on a party's behavior in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speed, as a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit, and pause more frequently, as it waits for stragglers to catch up. Finally, a party with very low morale will start to suffer desertions.^^ Some factors that affect morale are intuitive. For example, a charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men well ample and varied supplies of food, and pay them on time, demonstrate that they care about their troops' welfare, and are less likely to lead them into disaster.^^ Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit party, for example, men will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party on the other hand may see its cohesion strained, as the commander has less time to supervise the men, listen to their grievances, and resolve their disputes. Frequent battles will strengthen the bonds between men, while long periods without combat will see the troops become bored and quarrelsome.^^ The morale report, accessibly by hitting the 'reports' button will give the player a sense of the factors affecting his or her men's morale. ip_economy|Economy ip_economy_text|Towns and villages in the world of A Clash of Kings need a wide variety of goods for their populations to remain healthy and productive. First in importance is food. Grain is the staple crop of the known world, but people also need fat and protein in the form of meat, fish, or cheese. It takes almost as much work to preserve meat as to produce it in the first place, so salt is also in high demand. After food comes clothing heavy wool, lighter linens, or luxurious velvet. Finally, people need the tools of their trade ironware, pottery, leatherware, and, of course, arms, armor, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisanal goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity in Calradia is trade -- both between the villages and the towns, and between the major towns themselves.^^When trade flows, goods will be available and affordable, the population of a center will be healthy and energetic, and migrants will flock from the nearby regions. The center will produce more, consume more, and be able to contribute more in taxes to their lords. When trade dries up, towns and villages will see their workers flee to seek work elsewhere, and economic activity will drift to a stand-still. Thus, it is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchant, however, may want to seek out towns which have become isolated from the rest of the land, as he or she may be able to turn a tidy profit from the resulting price imbalances.^^Because villagers usually plan to take their goods to market in towns, village markets will be rather quiet places, and villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profit, although some parties may decide to make a quick stop in a village to acquire supplies.^^A player who wants to know about the factors affecting a region's prosperity can speak to the guildmaster of the local town. Other information can be gleaned from passers-by, although they might not know very much outside of their own particular trade. ip_courtship|Courtship ip_courtship_text|Players may wish to marry into one of the noble families. Marriage is not necessary for a player to rise in power and stature, but it does provide players with an opportunity to improve their relation with lords and establish a claim to the throne.^^Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in the aristocratic society, get on good terms with his bride's parents or guardians, and then woo the lady according to local custom. If a player grows impatient, he may attempt to take a shortcut -- but there will be consequences in his relations with other lords.^^A male character should keep in mind that other lords will be competing with him for the affections of the kingdom's ladies. Also, a lady's tastes are unpredictable, and a player may also find that the object of his love does not love him in return. Romance, in Westeros and Easos as elsewhere, does not always prosper. Of course, a player may resort to other, less gentlemanly means of winning a lady's heart, but again, that will have a serious impact on his reputation.^^To get started on the path of courtship, a male player should try to get involved in the social life of the aristocracy, attending feasts and tournaments. Also, wandering troubadours and poets can serve as a useful repository of information on courtship, and keep the player up to date about the latest gossip.^^Female characters can also marry -- but they should keep in mind that the society of A Clash of King is very traditional, and, as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.^^On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power -- and an unscrupulous character may be able to use her husband as a tool of her political ambitions. ip_politics|Politics ip_politics_text|The realms of Westeros and Essos, although they represent different cultures, all adhere to the same basic political system feudalism. Feudalism is based on the relationships between individuals the oaths of loyalty given by a vassal to his or her liege. In exchange for this oath, the vassal will usually receive a fief, a parcel of land whose income will be used by the vassal to raise troops to support the liege in time of war. A liege also has an obligation to protect his vassals, and to treat them justly.^^This is how it works in theory, anyway. In practice, vassals will not always work in their factions' interests, particular as they are often quarreling with one another. Nobles have different personalities, and sometimes those personalities clash. Or, perhaps two nobles were once friends, but fell out over in the aftermath of a setback or a defeat -- or because they both were wooing the same lady. Jealousies will also surface as they vie for the favor of the king -- perhaps over newly conquered lands, or over who will be given the coveted office of marshal, the lord in charge of organizing large-scale campaigns.^^When one realm makes war on another, the political unity of the each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom, nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrels, lords will fail to respond to the marshal's summons, or drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided faction, lords will be less likely to join together on raids and patrols, and come to each other's defense.^^If it seems self-defeating for nobles to bicker and quarrel when the enemy is just over the horizon, keep this in mind -- ultimately, a noble's loyalty goes not to a particular faction or culture, but to himself and to his family. If a noble fears that his faction is collapsing, or if he is being neglected by his liege, he can usually find a reason to withdraw his oath of allegiance, and change sides. Players should keep this in mind, as they may find that there are opportunities to turn discontented former enemies into allies. ip_character_backgrounds|Character Backgrounds ip_character_backgrounds_text|A player character may choose to come from a variety of social backgrounds. This choice will affect not just his or her starting skills and equipment, but also the course of his or her career as an adventurer.^^War and politics are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quickly, but women and commoners may face a few extra hurdles on the way. If you choose to start the game as a male nobleman, you can think of it as the 'easy' setting. Starting as a noblewoman or a male commoner is somewhat more difficult, and starting as a female commoner is probably the most challenging way to begin a game.^^However, women have some starting advantages. Simply by taking up arms, a female warrior will draw attention to herself, and she may find that she can build up her reputation faster than a male. Also, it is traditionally easier for a woman to marry up the social ladder than it is for a man, and a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finally, keep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or common, male or female, married or unmarried -- anyone can rise to become ruler of all the world, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory This second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms do not field standing armies, which remain in the field as long as the ruler desires. Rather, realms are protected by feudal levies comprised of the major nobles and their individual retinues. Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshal, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack.^^For this reason, the rhythm of wars often resemble the rhythm of a duel between two individual combatants. One side will gather its strength and seek to land a blow against the enemy's territory. If the marshal spends too little time gathering the vassals, he may not be able to do any real damage. If he spends too much time, then the campaign may end before it has even begun. A large realm will have an advantage over a smaller one, just as a brawny combatant has an edge over a smaller foe, but a realm's political cohesion can also be a factor, just as a fighter with great stamina can outlast her opponent. Sometimes, the armies of two realms will meet head on, resulting in a major battle in which both numbers and morale will decide the outcome.^^Sovereignties will have imperfect intelligence about their enemies. Attacking lords will need to frequently scout enemy territory to determine which fortresses may be vulnerable. An army defending its homeland will benefit from the alarms raised by castles and towns, which broadcast intelligence about enemy movements in the area. Such intelligence will be imprecise, however, particularly when it comes to numbers. A defending force which sets out to raise a siege or rescue a village may be able to overwhelm an unprepared attacker -- or it may miscalculate, and find that it is the one to be overwhelmed. Attackers, in turn, must be careful how far they advance into enemy territory, with aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaign, either by joining the host, or by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautious, or too aggressive, for their tastes. In this case, they can intrigue with other lords to try to replace the marshal, or build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war will, for the sake of honor, feel obligated to pursue the conflict for a short while. However, unless he is soundly beating his enemy. He may soon start looking for a way out of the conflict, lest he leave himself vulnerable to an attack by a third party. Rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_sea_travel|Sea Travel ip_sea_travel_text|Many locations in Westeros and Essos are only accesable by sea. To reach an island destination, or to travel from one continent to another, simply click on your desired location, and your character will find the nearest port and depart from there. ip_formations|Formations ip_formations_text|You can turn on formations in the Mod Options menu. To access the Mod Options, click the Camp menu. ip_entrenchment|Camp Entrenchment ip_entrenchment_text| When your army sets up camp for the night, you are given the option to entrench your camp site. An entrenched camp site is a temporarily fortified position using terrain and pickets as a defensive barrier. Armies composed mostly of cavalry units will get little benefit from entrenching. Armies comprised mostly of foot soldiers will find that entrenchment will give them a significant advantage over cavalry units. Soldiers very much dislike digging holes and planting pickets, so you will suffer a small morale penalty when choosing this option.^^ If you choose not to entrench your camp site, you will be at a disadvantage if attacked while camping. Your camp may be over run and plundered. Items in your inventory may be looted or destroyed in the battle. An entrenchment that has not been over run recieves the benefit of multiple ammunition reloads for the troops. A normal camp site gets no such benefit.^^ In order to entrench your position you will need tools, time, and skill. Tools can be purchased at many of the towns in Calradia, and one set must be in your inventory in order to entrench. The time required to entrench is based upon the number of soldiers in your army and your parties skill in engineering. A small band of warriors with no skill in engineering will take days to entrench a camp site. An army of 30 or more with a few points in engineering can accomplish this in just a few hours.^^ When you complete the entrenchment, a circle of pickets will surround your camp. This entrenchment will remain in place for approximately three days after leaving the entrenchment. You can leave and return to the entrenchment during this time without having to do any more digging or planting of pickets, thus avoiding any morale penalty. This makes an entrenched site an excellant base of operations for sieges or incursions into enemy territory.
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