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https://w.atwiki.jp/e-learningib/pages/13.html
Elearning Ib(流通マーケティング)木・1限 使用サイトURL Lesson 2 (9 Oct 08) JACET8000 Level Marker www01.tcp-ip.or.jp/~shin/J8LevelMarker/j8lm.cgi Lesson 3 (16 Oct 08) ①Randall s ESL Cyber Listening Lab www.esl-lab.com/ (1) 20-minute Vocabulary Lessons Medium Airplane Travel www.esl-lab.com/vocab/v-airplane-travel.htm (2) General Listening Quizzes Easy Immigration and Customs www.esl-lab.com/customs/customrd1.htm ② Daily ESL www.dailyesl.com/ (1) In the Community Airport www.dailyesl.com/airport-arrival.htm Lesson 4 (23 Oct 08) ①英文手紙の書式・フォーマット らくらく英語 http //www.rakurakueigo.jp/howto_letterformat.html ②ビジネス英語の類義語 辞書サイト www.alc.co.jp/ dictionary.cambridge.org/ www.ldoceonline.com/ www.visualthesaurus.com/landing/ Lesson 5 (30 Oct 08) Randall s (1) General Listening Quizzes Easy Picnic Preparations www.esl-lab.com/picnic/picrd1.htm (2)20-minute Vocabulary Lessons Easy Restaurant Guide www.esl-lab.com/vocab/v-restaurant.htm YouTube(時間があれば or 課題学習にて) (1) Film jp.youtube.com/watch Lyric http //www.sing365.com/music/lyric.nsf/Hello-Goodbye-lyrics-The-Beatles/EF6FAB8B5242279548256BC200142D11 (2) Film jp.youtube.com/watch Lyric http //www.sing365.com/music/lyric.nsf/Let-it-Be-lyrics-The-Beatles/0F668C8AA2D14B7248256BC2001BBB44 Lesson 6 (6 November 08) (1) Randall ①Shopping and Prices www.esl-lab.com/eslbasic/shopping-prices-1.htm ②Shopping for the Day www.esl-lab.com/shop1/shoprd1.htm (2) Obama ①指名受諾演説 Acceptance speech(08年8月) kyonenglish.blog98.fc2.com/blog-entry-932.html ②This is your victory. says Obama. (5 Nov.) Video edition.cnn.com/2008/POLITICS/11/04/obama.transcript/index.html#cnnSTCVideo Transcript edition.cnn.com/2008/POLITICS/11/04/obama.transcript/index.html 日本語訳:blog.goo.ne.jp/junsky/e/c6e1eee36cbb137481377a02f4d66f0b (3) YouTube ABBA Money, money, money jp.youtube.com/watch Dancing Queen jp.youtube.com/watch Chiquitita jp.youtube.com/watch Lyrics www.lyricsfreak.com/a/abba/lyrics.html Lesson 8 (20 November 08) (1) Time for Kids (Reading) ①Reading Comprehension Obama www.timeforkids.com/TFK/kids/ns/article/0,28391,1857911,00.html ②時間が余った人へ Titanic www.timeforkids.com/TFK/kids/wr/article/0,28391,439166,00.html (3) 課題学習で 文法を洋楽で確認(例:to不定詞):penglishes.blog120.fc2.com/category7-6.html Lesson 9 (27 November 08) (1) Making Appointments (Listening) ①Making a Business Call (Visiting an Office) www.wakeupenglish.com/free_dialogues/files/dialbu15.swf ヒント:far out すごい(スラング)、 lke hot cakes 勢いよく、大いに、盛んに ②Making Appointments (Telephone Conversation) www.wakeupenglish.com/free_dialogues/files/dialbu9.swf ヒント:lunch date = lunch meeting (2) お勧めのサイト(Yappr):いろいろな動画をスクリプト付きで観れるサイトです。 ①環境問題:氷河 (glacier) についてのBBCのニュース:en.yappr.com/welcome/Video.action (NetAcademyのリーディングで学んだ単語がいくつか出てきます。発音を確認しましょう) ②英語の先生が足りない!:アメリカのCNNニュース:en.yappr.com/welcome/Video.action (比較的短くわかりやすい報道です。一度スクリプトを消して、画像と音声だけで聞いてみて、どのくらい聞き取れるか確認してみましょう。) ③オバマ大統領夫妻のインタビュー:en.yappr.com/welcome/Video.action (政治のことではなく、ホワイトハウスで飼う予定の犬について夫婦が話しています。また、奥さんのお母さんがホワイトハウスに住むことを大統領が希望していること、それから最後にアメリカの大学フットボールのシステムについての質問にもこたえています。ジョークが飛び交う会話です。) ④アニメ(日本語字幕つき):jp.yappr.com/welcome/Video.action ※上記のサイトのほかにもアニメ、音楽、CM,スポーツ、映画、政治、経済など多種多様な動画があります。 日本語の翻訳付きのものもあるようですので探してみてください! 日本語サイト:jp.yappr.com/welcome/Welcome.action 英語サイト:en.yappr.com/welcome/VideoList.action Lesson 10 (4 Dec. 08) TOEIC形式の問題(Business) (1) Business Dialogue (電話に関する会話表現):www.english-test.net/esl/learn/english/grammar/ei067/esl-test.php (2) Expressions and Phrases about money (お金):www.english-test.net/esl/learn/english/grammar/ii141/esl-test.php (3) Making an Appointment (アポイントメント):www.english-test.net/esl/learn/english/grammar/ei018/esl-test.php (4) Online Marketing Campaign (マーケティングー難):www.english-test.net/esl/learn/english/grammar/ii079/esl-test.php トップページ:www.english-test.net/#Free_English_Tests_for_ESL_EFL Reading 74(NectAcademy) の復習 ~となる come to to不定詞のページ:www.enavi.info/gra/gra-futei-2.html Lesson 11 (12 Dec. 08) 和製英語:blog.livedoor.jp/asahipress/archives/cat_50018461.html Lesson 12 (18 Dec. 08) apart from (except, besides) Longman www.ldoceonline.com/dictionary/apart-from English Coffee english-coffee.com/showthread.php
https://w.atwiki.jp/kawases/pages/4.html
Daily Use Computers and Digital Gadgets Tennis Photography Gourmet and Travel English@wiki tips Miscellaneous Daily Use tenki.jp ... Tokyo , Chiba , Yokohama ekitan (駅前探検倶楽部)? Computers and Digital Gadgets kakaku.com Impress Watch Series ... PC Watch , Akiba PC Hotline , Digicame Watch , AV Watch , K-tai Watch Tennis Nekkyu-kai Tennis Team (熱球会テニスチーム) ★ JOP TENNIS.COM Japan Tennis Association (日本テニス協会) Phoenix Sports (フェニックス スポーツ) Tennis Park Sho-nan (テニスパーク湘南) 町田市 スポーツネットまちだ 大和市 スポーツ施設予約システム 千葉市 スポーツ施設予約管理システム South Fields WINDSOR RACKET SHOP ART SPORTS TOKIWA SPORTS Photography flickr ... my photostream , my profile ★ デジカメ Watch Canon.jp EOS Digital BBS http //www.digicamezine.com/ http //dslcamera.ptzn.com/ Gourmet and Travel まちだ探検隊 グルメ情報部 ★ English CNN.com OXFORD online dictionary CAMBRIDGE Dictionaries Online @wiki tips plugins Miscellaneous asahi.com
https://w.atwiki.jp/asphalt/pages/14.html
Apache2.2.3のインストール PHP5.1.6のインストール MySQLのインストール Apache2.2.3のインストール 1. http //httpd.apache.org/download.cgiからWin32 Binary (MSI Installer): apache_2.2.3-win32-x86-no_ssl.msiをダウンロード。 2.ダウンロードしたapache_2.2.3-win32-x86-no_ssl.msiを実行。 3.Network DomainとServer Domainには、 二つとも127.0.0.1を入れる。 Install DirectoryはD \Application\Apache2。 (Apache2のdirectoryは自分で作成する) 4.Browserを立ち上げ、http //127.0.0.1/(或いはhttp //localhost/)にアクセス。 正しくインストールできれば、"It works!"が表示される。 5.D \Application\Apache2\conf\httpd.confを開き、以下のコンテンツを探す。 # # DirectoryIndex sets the file that Apache will serve if a directory # is requested. # IfModule dir_module DirectoryIndex index.html /IfModule DirectoryIndex index.htmlの後に Index.htm Index.php Index.php3 Index.cgi Index.pl Default.htmを追加する。 PHP5.1.6のインストール 1.http //www.php.net/downloads.phpから PHP 5.1.6→Windows Binaries→PHP 5.1.6 zip packageをダウンロードし、 D \Application\php5に解凍。 php5ts.dllをC \WINDOWS\system32(WindowsXPの場合)にコピー。 2.D \Application\php5に新規フォルダsessionを作成し、 php.ini-recommendedのファイル名をphp.iniに変更。 3.php.iniを開き、 extension_dir = "./" ;session.save_path = "\tmp" display_errors = Off ;cgi.force_redirect = 1 を以下のように変更。 extension_dir ="D \Application\php5\ext" session.save_path = "D \Application\php5\session" display_errors = On cgi.force_redirect = 0 4.Apache2.2.x + php4.4.x/5.1.xは立ち上がらないので、 http //www.apachelounge.com/download/から php5apache2.dll-php5.1.x.zipをダウンロード。 解凍したhttpd.exe.manifestをD \Application\Apache2\bin\にコピー。 vcredist_x86.exeを実行し、Visual C++ 2005をインストール (既に.NET framework 2をインストールしてあるなら必要ない)。 5.http //snaps.php.net/からWin32 Packages→Stable (5.2.x-dev)→php5.2 (zip)を ダウンロードし、解凍。中のphp5apache2_2.dllをD \Application\php5にコピー。 6.D \Application\Apache2\conf\httpd.confを開き、以下を追加。 LoadModule php5_module D /Application/php5/php5apache2_2.dll AddType application/x-httpd-php .php PHPIniDir D /Application/php5 7.index.phpを作成し、D \Application\Apache2\htdocsに置く。 ?php phpinfo() ? http //localhost/にアクセスし、phpのinfoページが表示されれば成功。 MySQLのインストール 1. http //dev.mysql.com/downloads/mysql/5.0.htmlから Windows (x86)を選び、mysql-5.0.24a-win32.zipをダウンロードし、 解凍したSetup.exeを実行。 2.Installation Options Setup Type Custom Destination Folder D \Application\MySQL5.0 Sign-Up Create a new free MySQL.com account 3. Configuration Detailed→Developer→Multifunctional Database→ データベースのpathはD \Application\MySQL5.0\database→ Decision Support (DSS)/OLAP→Enable TCP/IP Networking→ Best Support for Multilingualism→ Include Bin Directory in Windows PATH→ New root password 123456→[Execute]→[Finish] 4. [Start]→[All Programs]→[MySQL]→[MySQL Server 5.0]→ [MySQL Command Line Client]を立ち上げ、 123456(root password)を入力。 (或いは、run→cmd→mysql -h localhost -u root -p) mysql が表示されれば成功。 5. Connect to PHP D \Application\php5\php.iniを開き、以下を探し mysql.default_port = mysql.default_host = mysql.default_user = mysql.default_password = ;extension=php_mysql.dll このように修正: mysql.default_port = 3306 mysql.default_host = localhost mysql.default_user = root mysql.default_password = 123456 extension=php_mysql.dll 6. Test 以下のようにD \Application\Apache2\htdocsにmysql.phpを作成。 ?php $link=mysql_connect( localhost , root , 123456 ); if(!$link) echo "Failed!"; else echo "It Works!"; mysql_close(); ? http //localhost/mysql.phpにアクセスし、It Works!が表示されれば成功。
https://w.atwiki.jp/touhoukashi/pages/4552.html
【登録タグ S インヴィジブル ポイズンボディ ~ Forsaken Doll 天宮みや 少女フラクタル 曲】 【注意】 現在、このページはJavaScriptの利用が一時制限されています。この表示状態ではトラック情報が正しく表示されません。 この問題は、以下のいずれかが原因となっています。 ページがAMP表示となっている ウィキ内検索からページを表示している これを解決するには、こちらをクリックし、ページを通常表示にしてください。 /** General styling **/ @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight 350; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/10/NotoSansCJKjp-DemiLight.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/9/NotoSansCJKjp-DemiLight.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/8/NotoSansCJKjp-DemiLight.ttf) format( truetype ); } @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight bold; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/13/NotoSansCJKjp-Medium.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/12/NotoSansCJKjp-Medium.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/11/NotoSansCJKjp-Medium.ttf) format( truetype ); } rt { font-family Arial, Verdana, Helvetica, sans-serif; } /** Main table styling **/ #trackinfo, #lyrics { font-family Noto Sans JP , sans-serif; font-weight 350; } .track_number { font-family Rockwell; font-weight bold; } .track_number after { content . ; } #track_args, .amp_text { display none; } #trackinfo { position relative; float right; margin 0 0 1em 1em; padding 0.3em; width 320px; border-collapse separate; border-radius 5px; border-spacing 0; background-color #F9F9F9; font-size 90%; line-height 1.4em; } #trackinfo th { white-space nowrap; } #trackinfo th, #trackinfo td { border none !important; } #trackinfo thead th { background-color #D8D8D8; box-shadow 0 -3px #F9F9F9 inset; padding 4px 2.5em 7px; white-space normal; font-size 120%; text-align center; } .trackrow { background-color #F0F0F0; box-shadow 0 2px #F9F9F9 inset, 0 -2px #F9F9F9 inset; } #trackinfo td ul { margin 0; padding 0; list-style none; } #trackinfo li { line-height 16px; } #trackinfo li nth-of-type(n+2) { margin-top 6px; } #trackinfo dl { margin 0; } #trackinfo dt { font-size small; font-weight bold; } #trackinfo dd { margin-left 1.2em; } #trackinfo dd + dt { margin-top .5em; } #trackinfo_help { position absolute; top 3px; right 8px; font-size 80%; } /** Media styling **/ #trackinfo .media th { background-color #D8D8D8; padding 4px 0; font-size 95%; text-align center; } .media td { padding 0 2px; } .media iframe nth-of-type(n+2) { margin-top 0.3em; } .youtube + .nicovideo, .youtube + .soundcloud, .nicovideo + .soundcloud { margin-top 0.75em; } .media_section { display flex; align-items center; text-align center; } .media_section before, .media_section after { display block; flex-grow 1; content ; height 1px; } .media_section before { margin-right 0.5em; background linear-gradient(-90deg, #888, transparent); } .media_section after { margin-left 0.5em; background linear-gradient(90deg, #888, transparent); } .media_notice { color firebrick; font-size 77.5%; } /** Around track styling **/ .next-track { float right; } /** Infomation styling **/ #trackinfo .info_header th { padding .3em .5em; background-color #D8D8D8; font-size 95%; } #trackinfo .infomation_show_btn_wrapper { float right; font-size 12px; user-select none; } #trackinfo .infomation_show_btn { cursor pointer; } #trackinfo .info_content td { padding 0 0 0 5px; height 0; transition .3s; } #trackinfo .info_content ul { padding 0; margin 0; max-height 0; list-style initial; transition .3s; } #trackinfo .info_content li { opacity 0; visibility hidden; margin 0 0 0 1.5em; transition .3s, opacity .2s; } #trackinfo .info_content.infomation_show td { padding 5px; height 100%; } #trackinfo .info_content.infomation_show ul { padding 5px 0; max-height 50em; } #trackinfo .info_content.infomation_show li { opacity 1; visibility visible; } #trackinfo .info_content.infomation_show li nth-of-type(n+2) { margin-top 10px; } /** Lyrics styling **/ #lyrics { font-size 1.06em; line-height 1.6em; } .not_in_card, .inaudible { display inline; position relative; } .not_in_card { border-bottom dashed 1px #D0D0D0; } .tooltip { display flex; visibility hidden; position absolute; top -42.5px; left 0; width 275px; min-height 20px; max-height 100px; padding 10px; border-radius 5px; background-color #555; align-items center; color #FFF; font-size 85%; line-height 20px; text-align center; white-space nowrap; opacity 0; transition 0.7s; -webkit-user-select none; -moz-user-select none; -ms-user-select none; user-select none; } .inaudible .tooltip { top -68.5px; } span hover + .tooltip { visibility visible; top -47.5px; opacity 0.8; transition 0.3s; } .inaudible span hover + .tooltip { top -73.5px; } .not_in_card span.hide { top -42.5px; opacity 0; transition 0.7s; } .inaudible .img { display inline-block; width 3.45em; height 1.25em; margin-right 4px; margin-bottom -3.5px; margin-left 4px; background-image url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2971/7/Inaudible.png); background-size contain; background-repeat no-repeat; } .not_in_card after, .inaudible .img after { content ; visibility hidden; position absolute; top -8.5px; left 42.5%; border-width 5px; border-style solid; border-color #555 transparent transparent transparent; opacity 0; transition 0.7s; } .not_in_card hover after, .inaudible .img hover after { content ; visibility visible; top -13.5px; left 42.5%; opacity 0.8; transition 0.3s; } .not_in_card after { top -2.5px; left 50%; } .not_in_card hover after { top -7.5px; left 50%; } .not_in_card.hide after { visibility hidden; top -2.5px; opacity 0; transition 0.7s; } /** For mobile device styling **/ .uk-overflow-container { display inline; } #trackinfo.mobile { display table; float none; width 100%; margin auto; margin-bottom 1em; } #trackinfo.mobile th { text-transform none; } #trackinfo.mobile tbody tr not(.media) th { text-align left; background-color unset; } #trackinfo.mobile td { white-space normal; } document.addEventListener( DOMContentLoaded , function() { use strict ; const headers = { title アルバム別曲名 , album アルバム , circle サークル , vocal Vocal , lyric Lyric , chorus Chorus , narrator Narration , rap Rap , voice Voice , whistle Whistle (口笛) , translate Translation (翻訳) , arrange Arrange , artist Artist , bass Bass , cajon Cajon (カホン) , drum Drum , guitar Guitar , keyboard Keyboard , mc MC , mix Mix , piano Piano , sax Sax , strings Strings , synthesizer Synthesizer , trumpet Trumpet , violin Violin , original 原曲 , image_song イメージ曲 }; const rPagename = /(?=^|.*
https://w.atwiki.jp/warband/pages/305.html
ip_dplmc_info|Feature Diplomacy Mod ip_dplmc_info_text|The Diplomacy mod adds several essential features to the game. Most of them are accessed via your minister and several other new potential employees a chamberlain, a constable, and a chancellor. You gain the opportunity to hire a chamberlain when you receive your first village, a constable when you gain your first castle, and a chancellor when you gain your first town. If you dismiss one of your employees, you may be able to rehire them through a well-connected spouse or one of the travellers who frequent the taverns of Perisno.^^Aside from these the mod has other features as well, which can be accessed from the Camp menu.^^This mod uses Diplomacy Version 4.3 (Sept 22, 2012). ip_dplmc_autoloot|Feature Auto Loot ip_dplmc_autoloot_text|Auto Loot settings are managed through the Camp menu. It allows you to have your companions (named heroes, not ordinary soldiers) automatically select equipment from the looted items after a battle.^^In order for this feature to be enabled, one of the following must be true ^- Someone in your party must have a Looting score of 2 or better, someone in your party must have an Inventory Management skill of 3 or more.^- The player himself must have an Inventory Management skill of 2 or more. ip_dplmc_autosell|Feature Auto Sell ip_dplmc_autosell_text|The Auto Sell feature allows you to sell numerous items to a merchant all at once, instead of selling each item individually. Auto Sell settings are managed through the Town menu, where you can specify which types of items you want to be able to sell (e.g. you might not want to automatically sell horses) and a price limit (for example, you might not want to automatically sell any items that cost more than 200 aurums).^^There are two primary ways to use Auto Sell. If you speak to a Horse Merchant, Armorer, or Weapon Merchant in a town, there is a conversation option to sell items of a particular type. Also, when visiting a town, there will be an option in the Marketplace section of the menu to automatically sell your items throughout the town.^^For people who used Auto Sell in other mods, note that this sells from your own inventory, according to certain rules. Items you have equipped will never be sold, and neither will the first three items in your inventory. After that, autosell also skips anything that it thinks might be your personal equipment (since people often have more than one set). Regardless of whether you have them equipped, it won't sell your best bow, crossbow, armor, helmet, boots, or gloves. If you have a bow you can use, it won't sell your best three packs of arrows, and if you have a crossbow, it won't sell your best three packs of bolts. For shields, one-handed weapons, two-handed weapons, polearms, and horses, it won't sell your best or second-best item. Your best three throwing weapons also will not be sold. However, items that your character is unable to use are considered fair game. ip_lore1|Lore 1000 B.E. to 680 B.E. ip_lore1_text|Perisno is theorized to be the first inhabited territory in the world, with the first of these denizens being the ancient races of the land; giants, Naphali, dwarves and humans. The humans, known as Perilo, had numbers significantly smaller than the other races. The Naphali and dwarves lived in relative Isolation - The former confined to the deep western forests and the latter relegated to the tall southern mountains. There was little conflict between these different groups, owing to their geographical isolation, alongside the relatively sparse population density of the continent as a whole. Giant and dwarven history was not recorded in the Great Scrolls, so the two races were shrouded in mystery until much later.^^This balance of power began to shift with the Perilo growing in large numbers and occupying greater amounts of land. In the centuries following 1000 B.E., the increased competition for land drove both the humans and Naphali to assert themselves on the continent, driving large populations of giants eastward as early conflicts began to erupt. Although major powers were yet to emerge, the original Perilo - Who later named themselves the Kingdom of Perisno - had settled in the central territory of the continent in 700 B.E., while the Venetoran people and Klymorian Tribes started expanding their borders. The Venetoran people seceded from the Perilo early on, and thus claimed their own lands as disputes grew. Less is known about where the Klymorians originated. Of all the inhabitants, they're the most mysterious. ip_lore2|Lore 680 B.E. to 450 B.E. ip_lore2_text|The original Kingdom of Perisno came to be around the year 680 B.E. Under King Garrcick, they flourished and their extended peace lasted over four centuries. Smaller surrounding tribes were soon consumed by the ever expanding Kingdom of Perisno; King Garrcick claimed even more land through diplomacy. His armies faced no opposition from the minor, fragmented tribes, as they saw no reason to resist Garrcick's rule. It wasn't long until the central plains and forests belonged to his growing kingdom.^^In the year 450 B.E., a scouting party encountered a village belonging to the Klymorian Tribes - Eventually banding together to form the Klymorian Empire. The king at this time, Haggenhold, third of his name, was leading a kingdom witnessing it's most prosperous era yet. He was a fair king, to an extent. Although he possessed a nasty temper, where he would be holed up in his castle for days without emerging. Upon discovering this new kingdom, Haggenhold deployed emissaries to learn more about the Klymorian people. Without any warning, they were slain and the bodies returned to the king with their heads severed. Such a gruesome act would lead to the inevitable spark of the greatest war the continent had ever witnessed. ip_lore3|Lore 450 B.E. to 0 B.E. ip_lore3_text|In the year 447 B.E., Prince Kangrive of Perisno was leading a scouting party on the orders of King Haggenhold to scout out the vast woodlands to the West. He grew increasingly suspicious of the surrounding lands and what lay beyond charted territory. This led to his discovery of the Naphali (eventually known as Elintor). NOTE, more in depth lore will be made public soon. This is just the main Intro/Overview. The years spanning 447 B.E. to 0 B.E. were embroiled in fierce, endless wars that led to the fall of both kingdoms. ip_morale|Note 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|Note Economy ip_economy_text|Towns and villages in Perisno 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 Perisno, 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 Perisno 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_foraging|Note Foraging ip_foraging_text|To sustain and keep large armies happy you will need high morale, and one thing that helps build a high morale is food. Introducing Foraging, where you and your troops live off of the land. Foraging will not provide food items, it simply reduces the food consumed at each meal. This is an Agility based party skill with max level of 10. The skill level (modified by party bonus) sets a hard limit of the maximum number of food unit that can be foraged. For example, even if you can forage 30 food units from the area and you have only 1 level you foraging, you'll get a 5 units reduction to food consumption. The amount foraged has a bonus of x1.5 if camping (standard camp, waiting 24h on siege). The amount of food that can be foraged depends on local resources ip_courtship|Note Courtship ip_courtship_text|Players may wish to marry into one of Perisno's 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 Perisnon 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 Perisno 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 Perisnon 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 Perisnon society is very traditional, and, as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.^^On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power -- and an unscrupulous character may be able to use her husband as a tool of her political ambitions. ip_politics|Note Politics ip_politics_text|The realms of Perisno, 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 in Perisno 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_fog_of_war|Feature Fog of War ip_fog_of_war_text|Fog of War can be toggled between on and off (You won't be able to toggle it once you have started the game, unless you access the cheat menu). Fog of War is exactly what it suggests. You simply travel around the world to uncover new areas on the world map. It is recommended to enable this feature as Perisno has a unique feature where you can buy maps to reveal the lands, and thus giving the player a better playthrough with more surprises. ip_character_backgrounds|Note Character Backgrounds ip_character_backgrounds_text|A player character in Perisno may choose from a variety of social backgrounds to originate from. This choice will affect not just his or her starting skills and equipment, but also the course of his or her career as an adventurer.^^War and politics in Perisno 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 Perisno, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Note Military Campaigns ip_military_campaigns_text|When kingdoms in Perisno go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory This second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms of Perisno do not field standing armies, which remain in the field as long as the ruler desires. Rather, Perisnon realms are protected by feudal levies comprised of the major nobles and their individual retinues. Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshal, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack.^^For this reason, the rhythm of wars in Perisno often resemble the rhythm of a duel between two individual combatants. One side will gather its strength and seek to land a blow against the enemy's territory. If the marshal spends too little time gathering the vassals, he may not be able to do any real damage. If he spends too much time, then the campaign may end before it has even begun. A large realm will have an advantage over a smaller one, just as a brawny combatant has an edge over a smaller foe, but a realm's political cohesion can also be a factor, just as a fighter with great stamina can outlast her opponent. Sometimes, the armies of two realms will meet head on, resulting in a major battle in which both numbers and morale will decide the outcome.^^Kingdoms will have imperfect intelligence about their enemies. Attacking lords will need to frequently scout enemy territory to determine which fortresses may be vulnerable. An army defending its homeland will benefit from the alarms raised by castles and towns, which broadcast intelligence about enemy movements in the area. Such intelligence will be imprecise, however, particularly when it comes to numbers. A defending force which sets out to raise a siege or rescue a village may be able to overwhelm an unprepared attacker -- or it may miscalculate, and find that it is the one to be overwhelmed. Attackers, in turn, must be careful how far they advance into enemy territory, with aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaign, either by joining the host, or by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautious, or too aggressive, for their tastes. In this case, they can intrigue with other lords to try to replace the marshal, or build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war will, for the sake of 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. Perisno's rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_tolranianlore|Lore Kingdom of Tolrania ip_tolranianlore_text|The Tolranians escaped the tyranny of the old, decaying Hakkon Empire. Haunted by their experiences in Hakkon, the leaders were determined to start life anew in Perisno.^^Entries from the journal of Captain Otto Waveshore ^^Day One ^^Enough is enough. We are fleeing the crumbling Hakkon Empire. We will start a new life elsewhere, in a place far from Hakkon. Far enough, so that they値l lose our trail for good. We have begun to set sail, a motley bunch of men leaving on commandeered ships, graciously secured by our good friend Admiral Themistocles. He will face severe punishment for what he has done, but Themistocles knew the risks, same as all of us. As I look upon the endless sea, I fear most of us will not live to lay eyes upon our new home.^^Unknown Day ^^I have lost track of how many days we have been at sea. It feels as though ages have passed since we fled to the open waters. Half the ships were sunk. Either by marauding pirates, colossal monsters from the depths, or violent storms. Every day the crew offer prayers to Priapus, our God of Sailors.^^Unknown Day ^^It is unbelievable... We have caught sight of land at long last! The men are settling down in this new, lush land, which we named Perisno. No signs of native life have been discovered thus far, but right now it is the least of my worries. I fear that our successors will not live on. My health is failing, and I think this will be my last entry. - Captain Otto Waveshore^^Tolrania was founded in the year 323. They are a Republic, swearing to never repeat the mistakes of the Hakkon Empire far across the sea. For seven years, the Tolranian people prospered in this new land, free of the tyranny of Hakkon and King Comrey. Trade deals were struck with the Maccavians, and they thrived because of it. The population quadrupled in the coming years, and soon Tolrania was expanding. In the year 330, something unexpected happened a Hakkon armada was following them into Perisno.^^At first the Tolranians were shocked, then angered. They anguished over the revelation of the Hakkon fleet痴 size.^^These were knights and nobles similarly dissatisfied with King Comrey, and set out to a new world. Almost every Tolranian there were second generation, and few of the first generation were still alive. However, their fathers told stories of the horrors in Hakkon.^^With no other option, they turned to the local Elintoran Naphali for aid. The Naphali archers were a mercenary company hired to do battle against the Hakkon forces. In a famous battle, the combined Tolranian-Elintoran Naphali force routed the Hakkon army.^^Hakkon was not defeated for good, but time was needed to rebuild their armies. The Tolranian people rejoiced, continuing to thrive.^^However, there would be a slight turn of fortune, as an outlaw group began to form near the woods of Tolrania. These outlaws declared the Tolranian government corrupt and disorderly. They deemed the name 然epublic・itself hypocritical. The government ruled like a kingdom, and the other factions acknowledged this. Tolrania was dubbed 銭ingdom of Tolrania・by the surrounding factions. Soon the Tolranians alone remained in calling themselves a republic.^^The unified outlaws, led by an enigmatic man named Nibor Hood, became a large organization that were constantly a thorn in the Tolranian痴 side.^^Tolrania is ruled by a king, after the idea of a republic was abandoned. They possess a strong military, and their Kingsmen are the envy of the world. They field a diverse military; horse archers, foot archers, and infantry. The Tolranian military is composed of peasants recruited from villages. For heavy cavalry, they rely on their top tier noble troops. The forests teem with outlaws, and the lords are too lazy to stop them. The choice is yours to either unite Tolrania or destroy it. ip_drachenlore|Lore Reich Des Drachen ip_drachenlore_text|The Reich Des Drachen originates in a land far from Perisno. Their homeland is known as the Isle of the Dragon, where many strange and exotic creatures dwelled. The Reich are a very mysterious group and almost nothing - other than where they originate - is known about them. They arrived at Perisno in the year 363. It was clear from the moment they landed that their intentions were not to trade, but to conquer. With the massive armada they brought, the Reich deployed thousands of soldiers onto Perisnoan soil. With the help of their Dragons, The Reich was able to push back the Illicans and take over most of their cities. The surrounding factions were wary of this new threat, but did not act out of fear. The Illicans fought back with vigilance, committing nearly their entire number of Falki Birds to fight back against the Dragons. This helped somewhat, as accounts show nearly 50 dragons were slain in the war. Though to no avail, The Reich occupies all Illican Lands.^^The Reich has a strong military composed of infantry, spearmen and heavy cavalry. They are an extremely disciplined force that never flees under any circumstances. The government is a monarchy, and their mysterious emperor rules through divine right. He claims the dragon Gods have proclaimed him king and it is his right to rule the world under their decree. His right hand man is the mysterious High Priest of the Dragon. It is rumored that the High Priest is plotting to overthrow the Emperor, who he thinks is unworthy. He searches for a capable mercenary or adventurer to assist him. ip_draharalore|Lore Drahara ip_draharalore_text|The Draharan people have always resided in Perisno. They池e a loosely united confederation of desert tribes. They overlook the western world, which they refer to as 賎hareeb.・Drahara is a reclusive nation, mostly confined to their deserts, never daring to venture more than a few miles into forests and grasslands. They're hardy people, thriving in the harshest environments. Most tribes are nomadic, but a few of the larger tribes have settled in cities near abundant resources. The Draharans are religious, believing in spirits and gods. Spread throughout the Draharan desert, ancient shrines and majestic temples can be found dedicated to them. Drahara is a term used for an ethnic group of people and many tribesmen consider it offensive to be called Draharan, instead of their respective clan or tribe name. That was tradition for centuries, but around the year 354 everything changed.^^An unnamed man walked into the capital city of the largest Draharan tribe and proclaimed himself a man sent by the gods. He could work wonders, perform miracles, and soon many became his followers. The man dreamt of a day where the Draharans ruled Perisno, forcing all the unworthy Ghareebians of the West to bow to their rule. The people were enraptured, his voice carried power, and everyone that heard him believed his words and pledged their allegiance. After five years, all the tribes had united under this man痴 leadership and their armies were ready to march. First, he immediately used the newly assembled military to annihilate every bandit party in the desert that they could catch. All desert rats and vultures that robbed others were rooted out and executed. It wasn稚 long before Drahara soon became free of such men, but it is rumored the persecuted bandits are still hiding in reclusive corners, waiting for revenge. The unnamed man continued to assert himself, and further establish dominance, training an elite guard of camel riders for himself. He had the elephant riders・tribe pledge their allegiance and even the infamous Desert Assassins as well. They were ready to march to war by the year 395.^^Drahara became a confederation under their new, mysterious ruler. Each lord has their personal army, but all fought for one cause; conquest of the West. Although, there were a few souls that doubted this mysterious man and proclaimed their suspicions. The strongest man opposed to this new ruler was named Baibars. He voiced his protests against the unnamed man, stating he had no right to rule. Baibars was cast out and shunned, but remains alive waiting for someone to aid him. He now travels from kingdom to kingdom, attempting to find support.^^The Draharan military is simple, composed of archers, spearmen, and cavalry. However, due to the desert heat, they are not equipped with heavy armor. It is a basic army all around, but many lords enlist household troops originating from their own tribe. ip_maccavialore|Lore Maccavia ip_maccavialore_text|Maccavia is a free cosmopolitan realm governed by a monarch, senate of nobles, and free men respectively. They are a faction of noble knights, religious individuals, diplomats and wealthy merchants. Maccavia was once a kingdom of northmen, sailors, and pirates. Yet with a change of fate, they laid down roots in the winterlands. They conquered and prospered for many years. Every man was the lord of their destiny, free to rule their life as they pleased. So long as they paid taxes, lived orderly, abided by the laws of the republic, and worked towards progress, that is.^^Maccavia is currently undergoing a religious schism between the New Gods followers and their values at odds with those of the Old Gods. Chivalry, love, duty, benevolence, family, order, grace and kindness are the virtues of the New Gods. Opposing them are the Old Gods values of war, honor, strength, ambition, domination, secrets and plots.^^Many nobles among the Maccavian Republic are followers of the faith and Gods - With those who practice the Old Gods beliefs being warmongering nobles bent on raiding, conquering, fighting, and demanding strength from their allies. They池e loyal hounds of the Maccavian Republic dictator. Opposing them are the New Gods nobles, followers of the new faith, who prefer to prosper and grow rich. They値l show kindness and grace, but also intolerance for followers of a different faith. Especially the Maccavian nobles that follow the Old Gods. To them, they池e savages in opulent clothing. Inversely, Old God followers view those of the New Gods as cowards and weaklings. This conflict of ideals has been destroying the republic; good and evil mixed in a common goal.^^The Maccavian army is one of the best equipped in all Perisno. They carry curious contraptions and receive heavy weapon training. Every citizen is instructed in the use of weapons, horseback riding, literacy, and logistics. Their martial training is without equal. Numerous Maccavian soldiers are followers of the Old Gods, but not many of them rise through the military ranks, because most die in battle. Opposite of them, the New Gods disciples rise through the ranks quickly, with the drawback of less strength.^^The Maccavian army is split into divisions based on specialties of the trainee. Those who show a promising level of skill in a certain field are assigned to that division. If they show aptitude and perception, they値l be trained to use a crossbow. The individuals with exemplary amounts of strength get assigned to the sword, spear and knight division respectively. And all Maccavian soldiers are trained in the use of heavy armor.^^Maccavian Squires are sons of nobles, training since childhood to excel in every division of martial arts. They池e educated, devout disciples of the faiths and Gods. As a result, they池e recruited with a steep price. With extensive training they will become Maccavian knights.^^Squires of the Old Gods become Maccavian Black Knights and their counterparts become Maccavian Knights of Steel.^^Onto politics of the republic; King Agathor Krex is the dictator of Maccavia. While he desires to have full control of the republic, backed by his loyal hound disciples of the Old Gods, the New Gods followers dislike him and try to sabotage every attempt he makes for more power. None openly challenge his rule, but most would certainly follow a New God claimant. ip_elintoranlore|Lore Elintor ip_elintoranlore_text|The Elintoran Naphali are native to Perisno. They池e extremely secretive and knowledge accumulated on them is scarce. The closest association any Perisnoans have had with them are the Tolranians. Both kingdoms fought side by side to defeat a massive Hakkon Army that invaded in the year 332. The notorious battle, dubbed 腺attle of Halfith・from then on, saw the Tolranians and Elintoran Naphali combined forces to defeat the larger Hakkon army. That fight solidified the might of Naphali archers in Tolranian minds. It was because of them that they managed to defeat the Hakkon army. They fired volley after volley at the legionnaires and when they sent in the lancers, they were outmaneuvered by Tolranian cavalry archers. After securing victory, the Elintorans returned to their reclusive way of life and eventually good relations with the Tolranians were broken. Forty years later, they池e fighting a bitter war against them for unclear reasons.^^Currently, the Elintoran nation is ruled by Eriallen Arwen. It is not unusual for women to hold positions of power in the Naphali hierarchy. Some of the most notorious Elintoran rulers were, in fact, queens. However, times are changing in the Elintoran province. Some people, including the claimant, hold the belief that men should rule. ip_geldarinlore|Lore Geldar ip_geldarinlore_text|The Geldarin Naphali are a rebellious offshoot of the Elintorans that currently inhabit a small peninsula beneath Forniron, the Elintoran capital. They池e a strange group and nobody knows the exact reason for defecting. Rumors pose the reason was civil war, others suggest it was because the Geldarin being a completely different species who faced persecution. Whatever the cause, both factions detest each other and to this day, Geldarin Naphali patrols continuously plague Elintor near Forniron. It is rumored Eriallen Arwen holds great disdain for the Geldarins and one day plans to wipe them from the face of Perisno once and for all. At a glance, these Naphali aren稚 so different, with the exception of armor styles. Even so, they despise the Elintorans a great deal and attack any of their parties on sight. Like the Elintoran Naphali, the Geldarins are master archers. They match, and perhaps even surpass, those of the Elintorans. ip_hakkonlore|Lore Hakkon Empire ip_hakkonlore_text|The Hakkon people originated from the Continent of Athassia. In a few centuries, the Hakkonese people rose from a minor island nation to a superpower on the continent. Sailing technology was revolutionized and the Hakkonese Navy grew in great numbers. They quickly dominated surrounding minor island tribes and were poised to take the Athassian mainland. ^^After taking the mainland, the Hakkonese and their tribes united and became the Calintrik (Sall-an-Trick) Empire. However, one tribe known as the Tolranians, who had resided on the mainland Athassia, became increasingly concerned by the tyrical rule opposed upon them by the empire. As oppression grew, the Tolranians had no choice but to seek a new home. They sailed east, towards the Perisno mainland.^^The Hakkon Empire grew in size over the years and was immensely prosperous. They frequently clashed with the Tolranians, losing many battles, but the empire was powerful, able to rebuild quickly and efficiently.^^Aaramis Talcinous, at the age of 41, became the first Emperor of the Calintrik Empire. His lineage would rule for more than three centuries. Emperor Comrey Talcinous was on the throne in 329, but as time went by he quickly became overweight. Neglecting his position, his ministers had begun ruling the kingdom in his stead until a more suitable heir could be selected. Nobles and soldiers who no longer wished to serve Emperor Comrey Talcinous had begun their move by departing the continent with a massive fleet, which was made up of a large number Hakkonese. They arrived in Perisno by the year 330 and by sheer force, sacked the Elintoran City Lille and the Capital, Forniron, as they sailed through the waterways leading into Perisno. Elintor, taken completely by surprise, had no answer for the naval force and was forced to retreat. The Hakkon Empire grew in size over the years and was immensely prosperous, but frequently clashed with Tolrania and Elintor as they controlled the waterways. ip_valahirlore|Lore The Valahir Clan ip_valahirlore_text|Hailing from Nisaynia, the Valahir people are a dominant clan. The Volheere Raiders are only an offshoot of their clan and even though they left the island because of harsh weather and no food, the Valahir Clan still rules and survives by demanding tribute from conquered tribes. Now, though, they致e set their sights on Perisno with their abundant resources. However, many are reluctant to make the journey. The Valahir Clan is ruled by Clan Leader Ingveld and his vassals known as Aethlings. Their troops are all archers and infantry. Valahir heavy infantry can match the Maccavian Northguards in strength. Should the Valahir clan rally under Ingveld, the Maccavians - and possibly the whole continent - is in danger... ip_falconlore_1|Lore Realm of The Falcon. Part 1 ip_falconlore_1_text|The Realm of the Falcon seceded from Elintor in the early days of its founding, when the Naphali first began asserting themselves more and more. In the year 323, a few Elintoran nobles concluded that ceaseless wars and fruitless negotiations, led only by the intention to continue the bloodshed for the sake of honor, could no longer be their way and couldn稚 provide the future they dreamed of for their people. They decided it was better to live a poor and simple life rather than be invaders and power hungry plunderers in territory that wasn稚 their own. Elintor, constantly at war, was too preoccupied to stop the deserter痴 exodus from Forniron. They quickly vanished into the great woods on the Elintor border, adjoining the territories later inhabited by the Hakkon, finally settling at the base of the mountains.^^The isolation they chose protected them from the persecution of Elintor and other kingdoms, as planned. They were only considered another band of outlaws. Neither Elintor or other factions thought it worthwhile to devote resources into hunting them. The splinter group were left in peace - A peace which allowed them to flourish, taking advantage of their good relations with a few Tolranian lords to establish trade routes. After all, the Tolranians came to Perisno for the same reason. Those nobles and their followers had split with Elintor - And the fact that some Tolranian lords opposed these endless wars - made them sympathize and protect each other.^^As they settled down, they discovered people living in the woods nearby. A group of individuals with their own rites and beliefs.^^They were already followers of the New Gods, living in tandem with nature. These people, alongside their beliefs, quickly assimilated into the Realms・culture and today nobody could assuredly tell who aligned with whom. One thing is certain; their beliefs were similar and therefore brought no reason for strife. From the beginning, the Realm Of The Falcon not only respected denizens of the continent, but their animals as well, being partly Naphali still. They used their empathy to form bonds of friendship with the very animals they depended on, rather than dominating them. Established bonds of trust were proven to be stronger and more effective. Another reason for this may have had something to do with the ever growing number of refugees from all corners of Perisno, lending their knowledge and manpower. These desperate people nurse dreams of hope for a better future for themselves and their children upon hearing rumors of peaceful life in the Realm Of The Falcon. They were Tolranian peasants, Maccavian smiths and traders from the Reich fleeing harsh tax burdens and inhumane treatment from their lords.^^In only a few years, this growing community blossomed into a sovereign state that at last christened itself with the name Realm Of The Falcon, originating from the falcons that assist their nobles during hunts. Hunting on horseback was a discipline the lords carried over from Elintor and the falcon represented wit, agility and chivalry・But, a growing community also required adequate protection. In 340, in response to more frequent caravan raids by the Hakkon Empire on the previously unknown trade routes, the lord痴 council made the decision to field an army incomparable to any other and difficult to defeat. Still lacking strength in numbers compared to other states, the Realm decided that only a strong core of cavalry would be a large enough deterrent from outside invasion and reduce vulnerability to surprise attacks. Heavy-heartedly, a conscription was implemented, knowing full well death in their lord痴 wars was the reason so many defected to the Realm Of The Falcon in the first place. ip_falconlore_2|Lore Realm of The Falcon. Part 2 ip_falconlore_2_text|Nevertheless, most citizens of the Realm understood and in 341 the first recruits mounted their formidable horses, descendants of the Naphali ones first brought by their masters from Elintor. It was part of the reason caravans were raided so often.^^Horses were the most important trade good of the Realm Of The Falcon and the Golden Hall in the capital痴 center would never have been constructed were it not for the income that horse trading generated. This was only possible, because more and more terrain of the great woods needed to be cleared to make way for the growing number of people that had to be sustained with crops. These acres were also best suited for breeding horses. From 341 on, more clashes with the Hakkon Empire occurred and fears grew within the Realm Of The Falcon that open war was unavoidable; only postponed by the Empire because of continuous wars with the other kingdoms.^^War broke out in 345, but the Realm痴 strategy of enhanced cavalry was most effective. A Marshal was elected by the lords that held the authority of a king. Only temporarily, though, because these lords believed in a more democratic style and remembered the consequences in laying too much power into the hands of a single individual. The elected man wasn稚 even a noble, but the oldest son of a Maccavian family that migrated to the Realm Of The Falcon in 325. He proved himself to be extremely skilled, as he climbed the ranks of the newly built army unbelievably fast. The man showed extraordinary intelligence, tactical intuition, as well as courage. His name was Gunnar and after his victory at the battle of Amarna, he was honored with the title 禅he Falcon・after conquering the city. It was later returned in exchange for recognition and guaranteed safety of their trade routes.^^The Hakkon Empire vastly underestimated the Realm痴 strength and the determined militancy of its priests in particular. Their appearance alone can instill terror into anyone. The Empire was ignorant enough to engage Gunnar痴 army in an open-field-battle, which led to their shameful defeat.^^Following a peace treaty, the army was quickly rebuilt and the Realm flourished through trade like never before. The trade routes were considered safe, at least from further Hakkon raids. This, of course, incited desires within other kingdoms to aspire for the wealth created only through means of cautious diplomacy. The Realm Of The Falcon avoided another war until, in 395, it happened. Rumors of a new invading force approaching Perisno reached the Realm. The people shuddered at the rumored atrocities said to be committed by the unknown foe and much harder to defeat than any known army on the continent. Again, the lords decided to deploy Gunnar as opposition to this new great danger that had swept over the already war-torn lands of Perisno... ip_kuulanlore|Lore Kuu-lan Horde ip_kuulanlore_text|The story of the Kuu-lan Horde begins far from Perisno, On the Continent of Czestadtia. For centuries, the nomadic inhabitants lived in peace on the continent until a volcanic eruption forced them out of their prosperous grassy plains and closer to other nomadic tribes on the rather sparce land that was yet to be touched by volanacic ash.^^However, tensions grew as the once isolated nomadic families were forced to interact with each other as the population grew. Around the year 29, families began banding together - forming tribes - as the first violent conflicts erupted and dark times engulfed Czestadtia.^^One day, a prophet by the name of Kesser appeared and began preaching peace, begging the people to cease their senseless violence. He stated that a God would punish their wicked ways, but the nomads worshipped the spirits of their ancestors and didn稚 believe in Gods.^^YYear 36 - A massive volcano erupts on the continent . Kesser was the only survivor. The tribes from the unaffected areas of the continent gathered around him, concluding his miraculous survival as nothing short of divine intervention.^^Year 53 - Kesser passes away and his second in command, Dimir is named ruler. Immediately he reinforces his power by repressing several nomadic nobles and gaining the support of the Turan people and elders.^^Years 60-200 - Marked as the Golden age of the Turan Nomads.^^Year 223 - Kulak dies under mysterious circumstances and his regime is overthrown. Kulak痴 wife, son, and daughter escape. A temporary council of Khans becomes the new leadership of Turan to prevent contention and disorder until a new ruler is chosen.^^Year 239 - Saldar Olen rises to power. Many tribes secede from the Turan Nomads.^^Years 240-262 - Olen falls in battle against rebel tribes. His younger brother - Anyz - is chosen to be the new leader. His right to rule is supported by legends that he痴 a distant descendant of Kesser.^^Year 263 - Rebels unite under the Leadership of Baatur Bulat, who claims to be the son of Kulak, hailing from Dimir痴 dynasty.^^Year 280 - Anyz and his family are slaughtered by rebels. Olen痴 children escape. Kirran, the eldest, becomes an official, while his younger brother Kuulan becomes the leader of a band of Turan mercenaries. Dimir痴 dynasty is reinstated. Bulat痴 son - Mangi - becomes the new leader.^^Year 330 - The brothers lead an army of their fellow tribesmen, under Turan banners, to the continent of Perisno. The fleet is delayed by a storm and Kirran痴 ship sinks with his entire family. Kuulan dies after choking during a feast. His five sons - Aksakal, Karasakal, Boshman, Akin and Kengesh - ascend to leadership of the nomads. In following tradition, Boshman Baatur - the third son of Kuulan - becomes the ruler. Other nomads support him and form a faction in honor of the deceased leader - the Kuu-lan Horde. ip_giantslore|Lore Sut Bakhal Giants ip_giantslore_text|The giants of Perisno are an ancient race. Perhaps of the oldest inhabitants. Although, there are definitely contesting claims to that. Giants as a race, or 全uti・in their tongue - which means children of Sut, an earthen mother Goddess - are tall, muscular, with defined angular features and deep set eyes. Their size far outpaces humans, both in overall height and mass, as well as proportionally wider shoulders in males and females with wider hips in comparison to other races. Physiologically, they breed slower than the races and have a lower female to male birth rate ratio. Female giants often have twins when giving birth to infants. This has made the race of giants highly protective of their females, often keeping the giantesses away from activities that may endanger them. They will frequently be in charge of the home, supplies, and work as craftgiants. Most of the clothing, weapons, armor and day to day tools that aren稚 imported through trade are crafted by the hands of giantesses.^^Male giants, on the other hand, traditionally hunt and go off to war, and are generally less valued than the women. However, despite this, most political positions are held by the males, as the struggles for leadership and intricacies of power are not lost on giant kind - a race most others of Perisno think stupid and simple. Giantesses often take on the roles of venerated advisors instead of direct leadership, because of the rather large target direct political positions within the clan. Although that isn稚 to say that the female giants don稚 contest power among themselves.^^Giants form a largely power based society, either focusing on martial might, imposing your will as a male, skills as a craftgiant, able mother, or oracle in the case of giantesses.^^Giants used to be spread all across Perisno in close knit familial tribes and clans living a hunter-gatherer lifestyle, with some clans settled in paltry villages across the continent. Now, their main homeland is the Chiefdom of Sut. However, over the centuries, with the rise of Naphali supremacy and later human expansionism, giants faced persecution. Many races felt intimidated by them, as well as their rather violent capacity in warfare. Prejudice was common against the Suti, especially for realms such as the Reich and other major powers who often - if not outright killing giants on sight - enslaved them to work in grueling conditions until their mind and body were broken. While the clans of Sut settled and prospered in their mountainous homes and forests, the rest of giantkind across Perisno were driven to the East of the continent in a mass migration.^^Giants refer to this migration as the 糎alk of Suffering・ or Gurthu置k Asht談ar in their tongue. Preyed upon by bandits and marauders this migration was characterized by its brutalization of the Suti people as they sought refuge. Even worse, the Sut giants denied their kin permission to settle in their lands. They feared overcrowding would cause more suffering through mass starvation. The rest of the giants bitterly cling to the memory, causing a great rift between the Suti people. At last they came to settle on the Eastern coasts of Bakhal, which roughly translates to 薦xiled Land・in the giant痴 language.^^The Bakhal people suffered in squalor for years until a warlord going by the name Vharska united them in a battle of succession, forging a might confederation of the dispersed tribes with the motive of reclaiming lost glory for giant kind and to exact vengeance upon those who had persecuted their race; preaching fiery rhetoric of hatred and retribution against their enemies. It didn稚 take long for Vharska started to push his militarized people out into other lands, subsuming nearby coastal settlements straight from the sea. They proceeded to conquer, enslave and pillage the lands of humans and other races. His direct descendant carries on the will of his father, clinging to Vharska痴 rhetoric with fondness. The Bakhal nurture dreams of conquering all Perisno for the sake of giant kind and paying back the people of Sut for their betrayal all those years ago, and extinguishing the flame of the other races for good. ip_perisnokingdomlore|Lore Kingdom of Perisno ip_perisnokingdomlore_text|The final faction to emerge within the land of Perisno, bearing the name and will of the ancients. This kingdom will be formed once the player becomes a monarch under his/her own banner.^^History records it as the one true kingdom within the continent痴 borders. The Kingdom of Perisno was once a glorious and prosperous empire, until it痴 sudden collapse. Likely due to internal struggles for power. Given the current state of war consuming the land today, the resurrection of the Perisnoan Empire is likely nothing more than a vain dream. Nigh impossible, even.^^However, sequestered within the mountains that border Hakkon and Drahara, an ancient ruin remains from the once mighty empire The Third Legion. They池e a noble group of descendants from the ancient empire, still roaming the land, opposing every faction and force in hopes of reforming the kingdom and restoring their ancestors・legacy to one of glory once more.^^Perisno Pilgrims, another group that wishes for the empire痴 return, are similarly people descended from the empire. However, these 善ilgrims・- unlike The Third Legion - are descendants of the common people of the kingdom. They long for the empire痴 peaceful rebirth and, unlike their noble counterparts, search for a hero with the skill and determination to raise it from the ashes, more glorious than ever before.^^Perisno, being a flexible nation, has the option of their policies to be determined by the ruler. It can be a monarchy or a republic. The ruler can bring justice and prosperity to the people, or cruelty and despair for eons to come. ip_cretaslore|Lore Cretas Monarchy ip_cretaslore_text|The Cretas Commonwealth is a monarchy led by King Aolas. After two long, arduous wars against Elintor and the Reich, a set of military alterations known as the 全chiathan Reforms・were put into effect. These reforms emphasized the role of spearmen, heavy infantry, and shieldbearers for protection against Elintoran Rangers and Drachen Dragoners. ip_zannlore|Lore Zann Empire ip_zannlore_text|Emperor Zann is the bastard child of the God Emperor Shang Jin, who was the conqueror and unifier of the wild steppes of Moshowki, located in Nisaynia, massive Sine tribes, and the reclusive - yet powerful - Shun-Ha dwellers. Emperor Zann launched a campaign to overthrow his father approximately halfway into the new year. Five cycles later, he is fighting a losing war against an enemy he underestimated. With word reaching Zann of the vulnerable state of the overseas continent called Perisno due to near ceaseless war, he makes the decision to retreat there, conquering as he goes. In order to prevent this, Shang Jin sends one of his most skilled Black Warriors - His nephew, Shi Jin - to warn the Perisnoan kingdoms of this looming threat.^^Zann remains behind with a core group of generals for the purpose of looting what he can from Nadire before departing for Perisno痴 shores. He will appear one month after the Imperial army vanguard; surely believing that is all the time it will take to subjugate Perisno. The Jin Empire follows Zann after their invasion of Perisno, concluding it痴 necessary to purge their enemy from the continent and world as a whole.^^It is up to the player to ally themselves with the Jin to halt the Zann invasion, or even choose to annihilate both. The Zann痴 armies are hybrids of Mongolian, Japanese, and Chinese style soldiers. They致e come with formidable archers, experienced mounted archers, and intimidating infantry. They池e lacking in heavy cavalry, however, but that is their only flaw. On all other fronts, their army maintains balanced cohesion. Their style of combat is drastically different from the average Perisnoan army and this is either a good or bad thing. ip_aroulolore|Lore Aroulo Ojibwakan ip_aroulolore_text|Work in progress. ip_kaikothlore|Lore Kaikoth Confederation ip_kaikothlore_text|The Dwarves are native inhabitants of Perisno. They formerly held a position of great import within the Perisno Empire, through their commerce of metals and jewels, and exemplary relations with the Empire痴 human leaders. They once occupied twelve great cities, deep in the mountains, to serve as testaments of their eminence. No blacksmith belonging to another race could match the skilled dwarven craftsmanship. They refined rough minerals into opulent jewelry and forged exquisite armor. Later, when the Perisno Empire cracked and dissolved, the dwarves still felt the shockwaves of the collapse, despite never officially being part of it. The Naphali took the opportunity to attack. They displayed such savagery that it drove much of the dwarven population from their land and cities in the wake of the onslaught. However, the dwarves - proud as they were - couldn稚 bear to witness the enemy plunder their land and inhabit their cities. The dwarves employed 壮corched-earth・tactics as they retreated. Since the dwarves could no longer hold the land, neither could the Naphali lay down roots in territory that never belonged to them and closed the routes to cover their mass exodus.^^For the first time in centuries, the dwarves unanimously decided to elect a king. Each dwarven city was independent, but during the dark ages of the dwarven nation, the Tarhns gathered to elect one of them as their king. After some deliberation, they all agreed to select Bluin, Tarhn of the town of Nimazar. As their respected king and marshal, Bluin I led a massive army of dwarves with the goal of reclaiming their lands and beating the Naphali back. However, the dwarves had not waged war in centuries and even though the warriors were proud, they didn稚 have the strength. Thousands of dwarves were massacred in combat with the Naphali, leaving them vulnerable to other invaders. By the time Tolrania and Hakkon landed on the continent, the dwarves were mere shadows of their former glory. King Bluin fell in a desperate battle to save the Southern dwarven cities. Now, the twelve previously almighty cities were three Nimazar, Anik-d皞, and Hornogoth.^^Their king was dead, and his son - Tarhn Bruin II - would be in line to take the throne. When his father died, the dwarven Tarhns faced an unlikely situation. A king was killed without nominating a royal heir. For Tarhn bruin it was clear that, if his father had nominated an heir, it would have been him. However, the Tarhn of Nimazar claimed the throne rightfully belonged to him. According to law and tradition, the Tarhns had to assemble to choose the next king. Tarhn Bergnar, Tarhn of Nimazar, pushed for the assembly of the dwarven rulers. He used all his might to persuade the powerful family that ruled Anik-d皞 to support his claims to the throne. Much to the dismay of Bruin II, Bergnar was elected as the new king.^^Upon taking the throne, the new king had one statement to make 選 will reclaim what is rightfully ours.・ ip_minorfactionlore_1|Lore Minor Factions. Part 1 ip_minorfactionlore_1_text|^- The Volheere Raiders -^^The Volheere raiders call the continent of Nisaynia, which is near Perisno, their home. They're formidable people, surviving through harsh wintry conditions. Somehow, they pull through it yearly, yet the past decade has been particularly harsh on them. They believe their God, Woden, has forsaken them and view themselves as no longer worthy people. The raiders believe they are not 蘇oly・enough to reside on the land of Nisaynia, where their Gods roam. The entire Volheere people sailed away and by chance landed on Perisno痴 shores. Upon first contact with the continent, they sacked everything they could find. Since then, they致e established themselves as a minor power in Perisno. Their berserkers are a feared group. The leader, Ulfednar, is a formidable man. It will take the might of a strong hero to defeat the Volheere and wipe them off the face of the earth.^ ^- The Illica Falki -^^They've befriended a mystical bird-like beast living on the mountain called the Falki. Young children from the clan are chosen by a child Falki, grow up together, and become companions. When both reach adulthood, they will be sent to hunt all around the mountain ranges. In the past, the Illicans used to be a mighty clan among all of Perisno's native inhabitants. First it was the Elintoran Naphali and after that, the Reich Des Drachen invaded and attempted to force them into submission. The Illica clan was forced back to their home known as Castle Sky. Because of this, the Illica clan despises all foreigners who make the journey to Perisno. They have a terrible relationship with the Elintor Naphali and Reich Des Drachen. They will often deploy various parties to sabotage the Reich's caravans and even attack the Reich lords' armies.^^Zeladeck, Illica's greatest Falki Knight, was not an Illican to begin with. He was an orphan raised by a lumberjack couple, living in the forest near the mountain range belonging to the Illicans. One day, he found a large injured Falki in the forest, and tended to its wounds. Nursing the Falki all day long for half a year, Zeladeck and the Falki formed a close bond. The Falki then regained its strength, and took Zeladeck to the Illica clan, only to reveal that the Falki is a direct descendant of the Sky King, the strongest and most respected Falki. He was 10 at the time. Zeladeck was then trained, and with his gifted ability as a warrior - alongside the good teamwork between him and his Falki - soon became the greatest Falki Knight. All by the age of 19. Some time after that, he returned to his home, only to find an abandoned wreck where it once stood. Enraged, he alone went to the Reich, in order to find the whereabouts of his parents and take his revenge. Upon crossing into Reich lands, he met a Drachenritter whose skill was on-par with his and they fought an entire day, ending in a stalemate. Unsatisfied with the result, Zeladeck returned to Illica to assemble his followers and attempt to settle the score, once and for all.^ ^- The Wolf Knights -^^The Wolf Knights were formed recently by a man named Lupus, who claimed he could communicate with wolves. He founded his Order, the Wolf Knights, with the sole purpose of claiming the land around him as his own. His Order grew extremely powerful and soon the land he sought became theirs. Their formidable Wolf Constables are nigh impossible to stop and some claim they致e been blessed with the strength and speed of wolves. Rumors have been spread that they ride wolves into battle as well. Although there is no proof. The Wolf Knights are waging with their neighbors The Reich, Drahara, and Maccavia. Proven in countless battles, even the formidable Drachen Dragoners are no match for the Wolf Knights. The Order fervently guards their secrets and nobody knows the location of their fort. The player should be weary of these knights wandering Reich territory, typically in parties of five to ten. Even five of these knights and one constable can wreak havoc on a well trained army. ip_minorfactionlore_2|Lore Minor Factions. Part 2 ip_minorfactionlore_2_text|^- The Syrin Nomads -^^The Syrin Nomads are currently migrating from their homeland the Scabrous Plains. After centuries of residing there they were forced out by another nation. Traveling through the vast and cruel deserts, the situation they found themselves in was becoming hopeless. One day, though, they chanced upon a settlement. The occupants said they were ruled by the Draharans. The Syrins, led by Queen Zolona, decided it would become the perfect home for them. So began the war between the Draharan nation and Nomads in the year 395. The war rages still, with Zolona ravaging the countryside, angry for her failures besieging the Draharan castle. It is up to the player to either aid or eliminate the Syrin Nomads.^ ^- The Desouk Slavers -^^It is unknown when the Desouk Slavers started their business, but they致e profited greatly from it. In fact, they are so successful at their trade that most of their parties consist of many slaves. The Slavers do their dark business only for gold and are mortal enemies of the Manhunters, and rival slave trader groups. They mainly occupy territory around Desouk, but their influence is spreading steadily and soon their slave trade network may even find their way through Tolrania. They will be a minor nuisance to the player, but a nuisance nevertheless.^ ^- The Mosoru Riders -^^Mosuro Riders inhabit the desert lands separating the dwarven nation from the rest of Perisno. They池e a fierce, proud people, who care nothing for outsiders. The Riders are a solitary group that claimed the entirety of the desert beyond the mountains as theirs. If you find yourself in their homeland, you may regret it. The Mosoru ride horses; both male and female warriors participate in battle. Male riders are equipped with two swords and no shield. The female riders, on the other hand, come equipped with a sword and bow.^ ^- The Ukundu -^^The Ukundu people are native to the continent of Nisaynia. Although the land is shared with the Volheere Raiders and the Rafkla Clan, the Ukundu live in the remote jungles of Nisaynia far from the reaches of the other two clans and even further from Perisno. Only through tales picked up by Ukundu travelers did the recently returned King Raflklazan learn of the prosperous and dangerous land of Perisno. Having already conquered their jungle and surrounding area, the king of Ukundu was keenly awaiting an opportunity to expand his influence and power. Therefore, upon hearing of the opportunities for blood and glory in this foreign continent, he swiftly assembled a force of his best warriors and embarked on a voyage. Now on the Perisno mainland, an area of operations was established around Eastern Draharan territory. Ukundu war parties are a menace to smaller armies and their leader is rumored to patrol the deserts with an army of five hundred exotic warriors.^^The Ukundu痴 army is exceptional for two reasons. First, it痴 mostly composed of women. In Ukundu culture, men traditionally assume the roles of artisans, while women are trained to ride and hunt with sword and spear. Although men tend to be stronger in one-on-one combat, women have a unique talent, which is explained by the second reason veteran Ukundu troops ride into battle atop tigers. This species of tiger endemic to Ukundu jungles are ferocious, swift animals. However, they are highly resistant to being ridden by human men. Even King Rafklazan himself must resort to riding a horse. Only in extremely rare cases will a male be accepted onto the back of an Ukundu tiger. ip_minorfactionlore_3|Lore Minor Factions. Part 3 ip_minorfactionlore_3_text|^- The Grazir Worshippers Order of the Eagle -^^The Grazir Worshippers have always been in Perisno, proselytizing and attempting to spread their vile beliefs. Most sensible ignored them and passed on stories of the Worshippers to scare them, but there are always some foolish men that fall under the beliefs of Grazirs. The Grazir Worshippers are ordered in a hierarchy, with the Grazir Lord overseeing the order. None of them are actually Grazir, but rumors swirl that recent research has been conducted by the Grazir Worshippers to summon Grazir through the Underworld. Whether this is true or not remains for the player to decide - and find out.^^The Order of the Eagle was founded around the year 308 to combat the growing number of Grazir Worshippers. They started out righteous and pure, vowing to uphold justice and honor across the land. That was a long time ago. Now, the Order and Grazir Worshippers only have one difference their beliefs. The Order of the Eagle are now vile and greedy, led by the Patriarch, and use intimidation to force other lords into giving them funds for their numerous campaigns against 蘇eretic・ The Order have been mortal enemies of the Worshippers since their founding and still remains so. However, word has spread of a secret weapon they池e creating to permanently destroy the Grazir Worshippers. Whether this is true or not remains to be seen by the player as they progress through Perisno.^ ^- The New God Old God Followers -^^Tensions among the Maccavian lords are becoming more and more evident to all. It痴 a nation on the brink of civil war and their neighbors watch with hungry eyes as it looms closer. On one side are the followers of the Old Gods, who do not tolerate the New Gods followers. Both think each other heretics and the strife have torn apart families and friends. King Agathor Krex leads the Maccavian Old Gods followers and the New Gods Followers are a Republic. Both factions have designated elite troops. Holy Crusaders for the New Gods and Divine Aethlings for the Old. It is for the player to decide whether they want to follow the path of the Old Gods or the new. Alternatively, neither side can be chosen.^ ^- The Ankars -^^The Ankars are a matriarchal society. Only women are allowed to lead or hold positions of power and leadership. Men are usually slaves and prisoners of wars that are executed after serving their purpose. Any male sons are similarly sentenced to death, with the women trained from an early age to fight. The Ankars also have priests to conduct these rituals and occasionally fight on the frontline, wielding huge swords, but little armor. They致e been in Perisno for many years and never wander past their territory located in the Tolranian forests. Orders like those of the Eagle and Wolf Knights view them as abominations that must be purged. Due to their location, they frequently clash with Tolrania and Tolranian Outlaws inhabiting the forests alongside the Ankars.^ ^- Mercenaries -^^While exploring Perisno, you値l notice there are often large parties of mercenaries roaming the continent. These heartless souls care for nothing but gold and would do any job to get it. There exists parties of both men and women mercenaries alike that wander perisno, seeking throats to slit and captains to hire them. Some parties are large, while others are small and concentrated, but every one of them pose a threat to the player. ip_minorfactionlore_4|Lore Minor Factions. Part 4 ip_minorfactionlore_4_text|^- The Lymbardian Knights -^^Lymbardian Knights are the local knights of their region; County of Lymbar. They owe their allegiance to no-one, even though their geographic location implies otherwise. The Order was founded by a count of Lymbard long ago - Before Tolrania sailed to Perisno and when the Venetoran Empire ruled. They致e patrolled their territory since the foundation of their order and continue to do so centuries later. They are hostile to anyone encroaching upon their land, and so naturally, they will be hostile towards the player. While the knights they field aren稚 the greatest, they値l still be able to pack a punch. Be weary of them, especially early on.^ ^- The Third Legion -^^The Third Legion is a remnant of the Ancient Venetor Empire, the first great power to inhabit Perisno. It is said that the Empire, under the prodigious Emperor Trilond, formerly ruled the better part of the world. There was not a remote corner of the continent that their fame hadn稚 preceded them. At the time, the Third Legion was Emperor Trilond痴 most prestigious army division. Several men of the Third served in his personal guard regiment. The leader of the Third, or Atanos, in the days of the Empire was a charismatic man named Octiem.^^However, in the year 67, Emperor Trilond fell ill in his old age. Preceding his death, tremendous infighting occurred within the Venetoran aristocracy over the matter of succession. By year 68, the provisional government failed to elect a candidate. Foreseeing certain doom in Venetor痴 future, Octiem痴 Third and a small group of civilian supporters fled the crumbling Empire and took refuge in southern Perisno, near modern day Amarna. They watched in shock as centuries of their built up civilization were a part of crumble in a series of rebellions. Soon, Octiem and his followers were the only remnants of the glorious Empire still intact to carry on its memory.^^Over the course of two centuries, the Third Legion and a few surviving members of the old Venetor Empire kept their traditions and customs safe. Operating out of an old military outpost that had been relatively untouched by the Empire痴 collapse. The Third courageously defended Perisno from increasingly prevalent threats to the continent. First it was the Grazir Worshippers, then the mischievous Elintoran Naphali. Now, the Third finds themselves surrounded by many diverse cultures that all pose a threat to the traditions of the old ways. Led by a direct descendant of Atanos Octiem, going by the same name, the Third desires to once again expand their powers from coast to Perisnoan coast, raising the long lost Venetor Empire from the ruins and expelling any opposition. ip_ridable_mounts|Feature Rideable Mounts ip_ridable_mounts_text|Horses - Found all over Perisno.^ Camels - Found in Drahara.^ Drakes - Found in Reich Des Drachen.^ Wolves - Found in Reich Des Drachen and Maccavia.^ Tigers - Found in Draharan towns.^ ip_T|h ip_T_text|e ip_credits|Perisno Dev Team Credits ip_credits_text|^- Perisno Development Team (v1.4.5) -^^ Michadr^ Empress Tofu^ Arlaygio^ cwr^ Bubbles^ Brishna^ Byzantium^ Firestorm^ ^^- Previous Perisno Developers Contributors -^^ Dark Hamlet^ Angry^ Uberejho^ Something Unusual^ Vulbjorn^ Syabr^ Reus^ Leonion^ Dare2Die^ Comrade Crimson^ Pitch Black^ Parcipal^ KonykSoldatyk^ Kesh^ mercury19^ Abot^ Gsanders^ habeo^ Revspartan^ Silberfalke^ Lord of Shadows^ Melanie Ward^ Zonnows^ Sinder87^ Largoras^ BrokenPhilosophy^ Matt15wish^ Lor Dric^ Zephilinox^ Tama^ Seoras^ dragos^ Gir Skywatcher^ JustJestering^ Keshan de Montfarah^ Daumor^ Thuro^ DarkGenius^ Lysandros^ Belendor^ Rakrak^ Lucas the Benevolent^ Xsavias^ Gryffindor^ hugrt^ Tpikol^ Knight of Calradia^ Dawn^ KoTuk^ Dark Omega^ Helengar CRiganian^ Friar Fish Fryer^ Mountainlights^^- Open Source Projects Contributions -^^ Portions of Silverstag by Windyplains^ Portions of Rigale by Cernunos/Cromcrom^ Portions of TLD OSP by TLD Team^ Portions of 1429 la Guerre de Cent Ans by FantasyWarrior^ Diplomacy 4.3 by Waihti^ Cinematic Compilation by DOMA ^ Native Expansion by soulmata^ Dynamic Troop Trees by Dunde^ Forts by Lumos^ Duel Kit by MartinF^ Female Faces by Corprus^ Modmerger by Sphere^ Battle Mini-map (and more) by Rubik^ Female Faces OSP by Corprus^ Freelancer by Taragoth^ Lor's Horses by Lor Dric^ Expanded Horizons 1.1 by Openshaw^ Utrehd's Castle Pack by Utrehd^ Bridge Battles by Arch3r^ Blood Enhancement Tweak 0.5 by neil v^ Formations AI by Motomaru^ Deathcam by Zephilinox MadVader^^See the full list of credits on the Perisno board on the TaleWorlds forums. ip_Patrons|Patrons ip_Patrons_text|^-(As of v.1.4+ -^^ Silverwind^ Brandon P.^ TurnipFactory^ NCscleeves^ Robotic T.^ Burt McGurt^ Leo V.^ Aurop^ Akume da' Cross^ Sinnbar^ Anput^ Ionut-Daniel P.^ Kallie The Gabe^ Redsimon^ Dark Emperor Z^ Micheal H.^ Argeddion^ MarcusSkatilsa^ Hintil^ Colin C^ Jurayj al-Younes^ Rafael Moura Araujo^ Yiwen Luo^ Hakkira^ Till L.- May 2022- June 2022^ Sheep- March 2021- May 2022^ Nelandros- Jun 2020-Mar 2022^ Nemain- Jan 2022-March 2022^ ErikvonLancaster- Mar 2021- Mar 20202^ EllaVil- March 2021-Feb 2022^^https //www.patreon.com/perisno
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Market Analysis Mobile banking is a service provided by a bank or other financial institutions and allows users to conduct financial transactions remotely using a mobile device. The devices such as smartphones or tablets are used for mobile banking, primarily for transferring money from one account to another and depositing a check by taking a picture. These are prominently provided features for mobile banking in the market. Moreover, it typically operates across applications developed for iPhone, Android, or other device platforms. Moreover, mobile banking is conducted with the availability of an internet or data connection to the mobile device. Depending on the feature provided in applications, the products and services included in mobile banking provide account balances and lists of the latest transactions, remote check deposits, funds transferred between beneficiary accounts, electronic bill payments, peer-to-peer payments, and others. The main concept of mobile banking is to offer online services that will offer dynamic banking services. Covid 19 is impacting the market segments and market share, and it is a way of life across the world. People are now acquiring online banking due to the shutdown and other issues. The advanced smartphone application and banking methods mapping other facilities are key drivers for the market. It is expected that the Mobile Banking Market will register USD 3.47 billion and a CAGR of 15.4% by 2030. High Adoption of Mobile Banking Apps In order to promote and increase customer satisfaction and expectations, the global mobile banking market is implementing a number of new initiatives and challenges. New clients are installing the most recent banking applications in order to make the best use of the technology that has been offered to benefit consumers. This is one of the primary factors that will directly accelerate the mobile banking industry during the anticipated assessment period. Aside from that, advanced smartphone applications are dynamic, the fundamental banking method that may also be the driving force behind market expansion. Due to the increased number of smartphone users worldwide, mobile banking s new subscribers are expected to increase significantly. Mobile banking also encourages and enables the recording, mapping, and close examination of the customer s financial situation. As a result, it has had a favorable impact on the growth of the mobile banking market. COVID-19 Pandemic to Positively Impact the Market According to the global mobile banking market analysis, customers make up a sizable portion of the whole market. There are numerous potential aspects in the mobile banking industry analysis that are reliant on a variety of factors. The COVID-19 pandemic has had a significant impact on the mobile banking market share and way of life around the world. People are conducting a growing number of transactions online in order to avoid visiting a bank branch. Many organizations have to fight a never-ending battle for survival and client relationships. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/2906 Competitive Outlook Notable players in the global mobile banking market include Dais Software Company (Bulgaria), Strands Inc. (U.S.), Ebanq B.V (Netherlands), Nymbus Inc. (U.S.), Apex Software Ltd. (Kenya), Temenos Group AG (Switzerland), Neptune Software PLC (U.K.), Fisa System (U.S.), Capital Banking Solutions (U.S.). Segmentation The global mobile banking market has been segmented into solution, technology, and The Mobile Banking Market is segmented into solution, Technology and deployment. Based on the Solution, the market is categorized into Customer Management, Mobile Banking Features, and Mobile Payment Features. The mobile payment features will dominate the market due to the use of the several UPI payment option and due to the pandemic as well as people prefer cashless payments. By Technology, the Mobile Banking Market is bifurcated into Wireless Application protocols, Standalone Mobile applications. Among them, the standalone segments will have a high market share as mobile banking has become the most secure and hassle-free process, increasing the market in the future. The Deployment variables are On-Cloud and On-Premise. Both segments are increasing the market value, but the on-cloud is expected to hold more than the on-premise as it is helpful for the storage of the data without having security concerns. Regional Analysis The Mobile Banking Market is studied in the regions such as Asia Pacific, North America, Europe and Latin America and the middle east and Africa. North America and Europe register the highest share of the market in 2018 and are expected to hold the same share in the forecast period. Due to the increase of new-age FinTech technologies, banks are upgrading their mobile banking applications to provide better-customized product offerings, enhanced customer experience, and convenience for their users. Asia-Pacific will dominate the market during the forecast period due to the increased use of digital banking platforms and robust economic growth. Other regions also have a good growth due to the enhancement of the market, and the market will experience growth shortly. Industry news TRAI dismisses the USSD fee on mobile banking. The regulator body said it is a bid to boost digital financial inclusion and protect the interests of ordinary feature phone users. Browse Full Report Details @ https //www.marketresearchfuture.com/reports/mobile-banking-market-2906 Table of Contents 1Executive Summary 2Scope of the Report 2.1Market Definition 2.2Scope of the Study 2.2.1Research objectives 2.2.2Assumptions Limitations 2.3Markets Structure Continued…. View Similar Report Fixed-Mobile Convergence (FMC) Market By Convergence Type (Device Convergence, Network Convergence and Application Convergence), Mode (Single-mode and Dual-mode), Component (Infrastructure and Service) Antivirus Software Market By Type (PC and Phones/Pad), By Application (Enterprises, Individual and Government) Voice Assistant Market** https //mrfrinformation.tistory.com/615 Network-Attached Storage Market** https //telescope.ac/information-technology-Lc1XMRDqL/5WlKY9Kx4 About Market Research Future At Market Research Future (MRFR), we enable our customers to unravel the complexity of various industries through our Cooked Research Report (CRR), Half-Cooked Research Reports (HCRR), Raw Research Reports (3R), Continuous-Feed Research (CFR), and Market Research Consulting Services. Contact Market Research Future (Part of Wantstats Research and Media Private Limited) 99 Hudson Street, 5Th Floor New York, NY 10013 United States of America 1 628 258 0071 (US) 44 2035 002 764 (UK) Email sales@marketresearchfuture.com Website https //www.marketresearchfuture.com
https://w.atwiki.jp/swgstring/pages/169.html
タグ 翻訳待ち socials.stf(2) socials.stf(3) socials.stf(4) socials.stf(5) socials.stf(6) index name value_en value_ja 1 accuse accuse point_accusingly point_to_self blame ~ You point accusingly at everyone else. ~ ~ %TU points accusingly at everyone. ~ ~ Have you been bad? Tsk, tsk. ~ ~ %TU points accusingly at %OUself. ~ ~ You point accusingly at %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU points accusingly at %TT. ~ ~ ~ ~ ~ ~ ~ ~ What did you do this time? %TU points accusingly at you. ~ ~ ~ ~ ~ ~ ~ ~ accuse point_accusingly point_to_self blame ~ だれかれ構わずイチャモンを付けた。 ~ ~ %TUはとにかく周りにいる人達に言いがかりを付けた。 ~ ~ 何か悪いことをしたかな… ~ ~ %TUは%OUに言いがかりを付けた。 ~ ~ %TTに言いがかりを付けた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTに言いがかりを付けた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUにイチャモンを付けられた。なんだ?? ~ ~ ~ ~ ~ ~ ~ ~ 2 ache ache shrug_shoulders shiver offer_affection ~ You ache all over. ~ ~ %TU aches all over. ~ ~ Eat something bad? Your stomach grumbles and aches. ~ ~ %TU s stomach rumbles, obviously causing discomfort. ~ ~ You let %TT know that your body aches for %OT. ~ ~ ~ ~ ~ ~ ~ ~ %TU s body aches for %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU s body aches for you. ~ ~ ~ ~ ~ ~ ~ ~ ache shrug_shoulders shiver offer_affection ~ 全身に痛みを覚えた。 ~ ~ %TUは全身に痛みを覚えた。 ~ ~ 食あたり?お腹がゴロゴロして痛い。 ~ ~ %TUはお腹がゴロゴロし不快感を覚えた。 ~ ~ %OTに会いたくてしょうがないと、%TTに知らせた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTに会いたくてしょうがなかった。 ~ ~ ~ ~ ~ ~ ~ ~ %TUはあなたに会いたくて仕方ないらしい。 ~ ~ ~ ~ ~ ~ ~ ~ 3 adjust adjust adjust adjust ~ ~ You adjust your outfit. There you go. Perfect! ~ ~ %TU adjusts %PU outfit. ~ ~ You tighten down your gear and get ready for action. ~ ~ %TU tightens down %PU gear and gets ready for action. ~ ~ You adjust %TT s outfit for %OT. ~ ~ ~ ~ ~ ~ ~ ~ %TU adjusts %TT s outfit for %OT. ~ ~ ~ ~ ~ ~ ~ ~ %TU adjusts your outfit for you, trying to make it sit properly. ~ ~ ~ ~ ~ ~ ~ ~ adjust adjust adjust ~ ~ 装備一式を整えた。きっと良く似合ってる… ~ ~ %TUは%PUの装備を整えた。 ~ ~ 装備を整え、戦闘の準備に取り掛かった。 ~ ~ %TUは装備を整え、戦闘の準備に取り掛かった。 ~ ~ %TTの装備を整えてやった。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTの装備を整えてやった。 ~ ~ ~ ~ ~ ~ ~ ~ %TUが装備を整えてくれた。 ~ ~ ~ ~ ~ ~ ~ ~ 4 adn ADN stamp_feet face_bored check_wrist_device ~ You openly show that your patience has expired. ~ ~ %TU openly shows that %PU patience has expired. ~ ~ A bit frustrated with yourself? ~ ~ %TU begins to look impatient with %OUself. ~ ~ You encourage %TT to hurry. Any day now! ~ ~ ~ ~ ~ ~ ~ ~ %TU sarcastically points out the time to %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU looks a bit impatient and tells you "Any day now!" ~ ~ ~ ~ ~ ~ ~ ~ ADN stamp_feet face_bored check_wrist_device ~ 愛想を尽かしきったような振る舞いをした。 ~ ~ %TUは、愛想を尽かしきったような振る舞いをした。 ~ ~ 自分に少し苛立ってる? ~ ~ %TUは、一人で苛立っていた。 ~ ~ %TTを急かした。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは、%TTに嫌味ったらしく時計の針を見せ付けてやった。 ~ ~ ~ ~ ~ ~ ~ ~ %TUがイラついた口調で ""早く!""と言ってきた。 ~ ~ ~ ~ ~ ~ ~ ~ 5 afk4drink AFK4DRINK afk afk afk ~ We ll be waiting! You announce you are AFK to get a drink. ~ ~ %TU is AFK getting something to wet %PU whistle. ~ ~ You let everyone know that you will be going to grab a drink next break. ~ ~ %TU is thirsty and will be AFK to get a drink next break in the action. ~ ~ You remind everyone that %TT went AFK to go get a beverage. ~ ~ ~ ~ ~ ~ ~ ~ %TU indicates that %TT went AFK to get some liquid refreshment. ~ ~ ~ ~ ~ ~ ~ ~ %TU notes that you went AFK to get a drink. ~ ~ ~ ~ ~ ~ ~ ~ AFK4DRINK afk afk afk ~ 飲み物を取りに行くので離席すると知らせた。 ~ ~ %TUは飲み物を探しに行ったため離席中だ。 ~ ~ 次の休憩で何か飲み物を取ってくると周囲に知らせた。 ~ ~ %TUは、喉が渇いたので次の休憩でAFKになることを知らせた。 ~ ~ %TTは飲み物を取りに行ってるため、離席中だと伝えた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTが飲み物を取りに行ったため、離席中だと伝えた。 ~ ~ ~ ~ ~ ~ ~ ~ %TU は、飲み物を取りに行ったためあなたは離席中だと知らせた。 ~ ~ ~ ~ ~ ~ ~ ~ 6 afk4food AFK4FOOD afk afk afk ~ Your stomach will thank you. You announce you are AFK to grab a bite. ~ ~ %TU is going AFK to get something to eat. ~ ~ You announce that you will be AFK to grab some food at the next break in the action. ~ ~ %TU is going AFK to find something to fill %PU stomach next break in the action. ~ ~ You let everyone know that %TT went AFK to find sustenance. ~ ~ ~ ~ ~ ~ ~ ~ %TU notes that %TT is AFK looking for some comestibles. ~ ~ ~ ~ ~ ~ ~ ~ %TU indicates that you are AFK getting food. ~ ~ ~ ~ ~ ~ ~ ~ AFK4FOOD afk afk afk ~ 何か食べる物をつまんでくるので離席すると周りに知らせた。これで幸せ腹八分。 ~ ~ %TUは食料を取りに行ったため離席中だ。 ~ ~ 何かつまむため次の休憩で少しばかりAFKになると周りに知らせた。 ~ ~ %TUはお腹を満たすため、次の休憩で少しの間AFKになることを周りに知らせた。 ~ ~ %TTは何か食べに行ったため、離席中であると周囲に知らせた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTが食料を探しに行っているため離席中だったことを思い出した。 ~ ~ ~ ~ ~ ~ ~ ~ あなたは食べ物を取りに行っているため離席中であると%TUが伝えた。 ~ ~ ~ ~ ~ ~ ~ ~ 7 agree agree nod_head_once nod_head_multiple nod_head_once ~ You nod in agreement. ~ ~ %TU nods in agreement. ~ ~ You agree with yourself. ~ ~ %TU agrees with %OUself. ~ ~ You agree with %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU agrees with %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU agrees with you. ~ ~ ~ ~ ~ ~ ~ ~ agree nod_head_once nod_head_multiple nod_head_once ~ 同意して頷いた。 ~ ~ %TU は同意して頷いた。 ~ ~ 自分自身に賛成した。 ~ ~ %TUは自分に賛成した。 ~ ~ %TTに賛成した。 ~ ~ ~ ~ ~ ~ ~ ~ %TU は%TTに賛成した。 ~ ~ ~ ~ ~ ~ ~ ~ %TU はあなたに賛成した。 ~ ~ ~ ~ ~ ~ ~ ~ 8 airguitar airguitar airguitar airguitar ~ ~ You rock the crowd. ~ ~ %TU rocks the room! ~ ~ You rock out. ~ ~ %TU rocks %OUself into a frenzy. ~ ~ You rock out for %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU rocks out for %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU rocks out for you! ~ ~ ~ ~ ~ ~ ~ ~ airguitar airguitar airguitar ~ ~ 群集をノリノリにした。 ~ ~ %TUは会場をノリノリにした! ~ ~ 最高の気分だ。 ~ ~ %TUは狂ったように%OUの体を揺らしていた。 ~ ~ %TTのために盛り上げてやった。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTのために盛り上げた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUが盛り上げてくれた! ~ ~ ~ ~ ~ ~ ~ ~ 9 amazing amazing face_surprised face_surprised face_surprised ~ That was amazing! How did they do that? ~ ~ %TU thinks that was amazing! Remember, good magicians never reveal their secrets! ~ ~ You amaze yourself! ~ ~ %TU amazes %OUself. ~ ~ You try to amaze %TT with a magic trick. ~ ~ ~ ~ ~ ~ ~ ~ *POOF!* %TU tries to amaze %TT and makes the gray matter between %PU ears disappear! ~ ~ ~ ~ ~ ~ ~ ~ *POOF!* %TU tries to amaze you and makes the gray matter between %PU ears disappear! ~ ~ ~ ~ ~ ~ ~ ~ amazing face_surprised face_surprised face_surprised ~ すごい! どうやってやったの? ~ ~ %TUはすごいと思った! (でも種は内緒にしておくこと) ~ ~ 自分自身にビックリした! ~ ~ %TUは自らにビックリした。 ~ ~ %TTを手品でビックリさせようとした。 ~ ~ ~ ~ ~ ~ ~ ~ %TUはすごい手品で%TTをビックリさせようとした。 ~ ~ ~ ~ ~ ~ ~ ~ %TUはすごい手品であなたを驚かせようとした。 ~ ~ ~ ~ ~ ~ ~ ~ 10 anxious anxious nervous nervous nervous ~ You feel anxious. ~ ~ %TU fidgets anxiously. ~ ~ You look around anxiously. ~ ~ %TU looks around anxiously. ~ ~ You look anxiously at %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU looks anxiously at %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU looks anxiously at you. ~ ~ ~ ~ ~ ~ ~ ~ anxious nervous nervous nervous ~ 心配になった。 ~ ~ %TUは心配そうにソワソワした。 ~ ~ 心配そうに辺りを見回した。 ~ ~ %TUは心配そうに辺りを見回した。 ~ ~ 心配そうに%TTを見た。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは心配そうに%TTを見た。 ~ ~ ~ ~ ~ ~ ~ ~ %TUに心配そうに見られた。 ~ ~ ~ ~ ~ ~ ~ ~ 11 apologize apologize apologize shrug_hands apologize ~ OOPS!! Sorry everyone!! ~ ~ %TU apologizes to everyone. ~ ~ You apologize to yourself. But, what good is that going to do unless you forgive yourself too? ~ ~ %TU apologizes to %OUself. Next thing you know, %SU will be forgiving %OUself too. ~ ~ You apologize to %TT and beg %PT forgiveness. ~ ~ ~ ~ ~ ~ ~ ~ %TU apologizes to %TT and begs %PT forgiveness. ~ ~ ~ ~ ~ ~ ~ ~ %TU apologizes to you and begs your forgiveness. ~ ~ ~ ~ ~ ~ ~ ~ apologize apologize shrug_hands apologize ~ おっと!! ごめんなさい。 ~ ~ %TUは皆に謝った。 ~ ~ 自分に謝った…けど、自分を許せないなら謝っても無意味だよ? ~ ~ %TUは自分に謝った。じきに%SUも%OUを許すだろう。 ~ ~ %TTに謝罪し、%PTの許しを求めた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTに謝罪し、%PTの許しを求めた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUはあなたに謝罪し、許しを求めた。 ~ ~ ~ ~ ~ ~ ~ ~ 12 applaud applaud applause_excited applause_polite applause_excited ~ You give a hearty round of applause. ~ ~ %TU gives a hearty round of applause. ~ ~ You give yourself a hand. Go ahead, you deserve it! ~ ~ %TU gives %OUself a hand. ~ ~ Bravo! Bravo! You give %TT an ovation. ~ ~ ~ ~ ~ ~ ~ ~ %TU applauds %TU. ~ ~ ~ ~ ~ ~ ~ ~ %TU gives you an ovation. Good job! ~ ~ ~ ~ ~ ~ ~ ~ applaud applause_excited applause_polite applause_excited ~ 心から拍手喝采した。 ~ ~ %TUは心から拍手喝采した。 ~ ~ 自分に拍手した。遠慮は無用! ~ ~ %TUは自分に拍手した。 ~ ~ ブラボー! %TTに大喝采を送った。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TUに拍手した。 ~ ~ ~ ~ ~ ~ ~ ~ %TU があなたに拍手した。良くやった! ~ ~ ~ ~ ~ ~ ~ ~ 13 arch arch ~ ~ ~ ~ You arch your back like a cat. ~ ~ %TU arches %PU back like a cat. ~ ~ You arch your back in an effort to work the kinks out. SNAP! CRACK! POP! ~ ~ %TU s arching of %PU back is accompanied by a series of hollow popping sounds. OUCH! ~ ~ You arch your back seductively for %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU arches and tries to look seductive for %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU arches %PU back and gives you a seductive sideways glance. ~ ~ ~ ~ ~ ~ ~ ~ arch ~ ~ ~ ~ ネコの様に背中を反らした。 ~ ~ %TU は%PUの背中をネコの様に反らした。 ~ ~ コリをほぐす為に背中を反らした。ポキッ!ピキッ!ピキピキッ! ~ ~ %TUが%PUの背中を反らすと、はじける様な乾いた音がした。あ痛っ! ~ ~ %TTに向かって誘惑的に背中を反らしてみせた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは背中を反らし、%TTに誘惑的なポーズをとってみせた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%PUの背中を反らし、あなたに色っぽい視線を投げかけた。 ~ ~ ~ ~ ~ ~ ~ ~ 14 attend attend listen listen listen ~ You listen hard. ~ ~ %TU listens hard. ~ ~ You listen to something only you can hear. ~ ~ %TU listens to something only %SU can hear. ~ ~ You listen to %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU listens to %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU tries to hear you. ~ ~ ~ ~ ~ ~ ~ ~ attend listen listen listen ~ 真剣に聞いた。 ~ ~ %TUは真剣に聞いた。 ~ ~ 自分にしか聞こえない音を聞いた。 ~ ~ %TUは自分にしか聞こえない音を聞いた。 ~ ~ %TTの言うことを聞いた。 ~ ~ ~ ~ ~ ~ ~ ~ %TU は%TTの言うことを聞いた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは言うことを聞こうとしてきた。 ~ ~ ~ ~ ~ ~ ~ ~ 15 ayt AYT ~ ~ ayt ~ You try to figure out who is AFK and who is not. ~ ~ %TU tries to figure out who is AFK and who is currently at their keyboard. ~ ~ I don t know. Are you really here? ~ ~ %TU contemplates %PU existence and wonders if %SU is really here. ~ ~ Hello? %TT? Well, it seems %PT lights are on, but is anyone home? ~ ~ ~ ~ ~ ~ ~ ~ %TU waves %PU hand in front of %TT s face and wonders if %TT is there. ~ ~ ~ ~ ~ ~ ~ ~ Hello? Anyone home? %TU waves %PU hand in front of your face trying to figure out if you are really there. ~ ~ ~ ~ ~ ~ ~ ~ AYT ~ ~ ayt ~ 今、誰が離席しているのかを確認した。 ~ ~ %TUは今、誰が離席しているのかを確認した。 ~ ~ 離席中なのだろうか? その答えは貴方だけの秘密。 ~ ~ %TUは%PUが席にいるのかしばらく考えた挙句、%SUは離席している気がした。 ~ ~ おーい!%TT? いるみたいだけど、やっぱり離席かな? ~ ~ ~ ~ ~ ~ ~ ~ %TUは手を%TTの目前で振ってみせたが、%TTの反応はなかった。 ~ ~ ~ ~ ~ ~ ~ ~ おーい!離席中? %TUは目前で手を振り、こちらの状態を確認した。 ~ ~ ~ ~ ~ ~ ~ ~ 16 backhand backhand backhand_threaten pound_fist_palm backhand ~ You raise your hand as if to backhand slap someone. ~ ~ %TU raises %PU hand as if preparing to backhand slap someone. ~ ~ You backhand slap your other palm, emphasizing your point. ~ ~ %TU backhand slaps %PU other palm, emphasizing %PU point. ~ ~ You slap %TT in the face with a swift backhand. ~ ~ ~ ~ ~ ~ ~ ~ %TU slaps %TT in the face with a swift backhand. ~ ~ ~ ~ ~ ~ ~ ~ %TU slaps you in the face with a swift backhand. ~ ~ ~ ~ ~ ~ ~ ~ backhand backhand_threaten pound_fist_palm backhand ~ 手の甲で誰かを叩く様に見せかけ、手を上げた。 ~ ~ %TUは、手の甲で誰かを叩くかの様な仕草をとってみせた。 ~ ~ 手の甲でもう片方の手の平を打ち、言いたい事を強調した。 ~ ~ %TUは手の甲で%PUのもう片方の手の平を打ち、言いたい事を強調した。 ~ ~ %OTの顔を逆手打ちした。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTの顔を逆手打ちした。 ~ ~ ~ ~ ~ ~ ~ ~ %TUに逆手打ちされた。 ~ ~ ~ ~ ~ ~ ~ ~ 17 bad bad face_surprised face_innocent face_sneer ~ Uh. What just went horribly wrong? ~ ~ %TU expresses the opinion that something extremely wrong just occurred. ~ ~ Just how bad have you been? ~ ~ %TU tries to look innocent, but fails miserably. It is obvious %SU thinks that %SU has been bad. ~ ~ You make it obvious that you think %TT has been bad. ~ ~ ~ ~ ~ ~ ~ ~ %TU thinks that %TT has been bad. ~ ~ ~ ~ ~ ~ ~ ~ %TU thinks you have been bad. ~ ~ ~ ~ ~ ~ ~ ~ bad face_surprised face_innocent face_sneer ~ えっと、今の何がまずかった? ~ ~ %TUは、たったいま恐ろしくまずい事が起こったなぁ、という表情を浮かべた。 ~ ~ どのくらいまずい事したの? ~ ~ %TUはとぼけようと努力はしたが、むなしくも失敗に終わってしまった。 %SUが悪さをしていたのは明らかだ。 ~ ~ 悪さをしたのは絶対%TTであると激しく思った。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは、悪事の張本人は%TTだと思った。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは、悪いのはあなただと思った。 ~ ~ ~ ~ ~ ~ ~ ~ 18 badfeeling badfeeling face_yuck_face face_yuck_face face_yuck_face ~ You have a bad feeling about this... ~ ~ %TU has a bad feeling about this... ~ ~ You start to express your bad feeling and think better of it. ~ ~ %TU starts to say something about a bad feeling and suddenly stops. ~ ~ You signal to %TT that you have a bad feeling about this... ~ ~ ~ ~ ~ ~ ~ ~ %TU signals to %TT that %SU has bad feeling about this... ~ ~ ~ ~ ~ ~ ~ ~ %TU signals to you that %SU has a bad feeling about this... ~ ~ ~ ~ ~ ~ ~ ~ badfeeling face_yuck_face face_yuck_face face_yuck_face ~ 何か悪い予感がする… ~ ~ %TUは何か悪い予感がしている… ~ ~ 悪い予感を口にしそうになったが、思いとどまった。 ~ ~ %TUは何か悪い予感がすると話しはじめたが、途中で話しを止めた。 ~ ~ 何か悪い予感がし、%OTに合図を送った… ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTに、%SUが何か悪い予感を感じていると合図を送った… ~ ~ ~ ~ ~ ~ ~ ~ %TUは%SUが何か嫌な予感をしていると、あなたに合図を送った… ~ ~ ~ ~ ~ ~ ~ ~ 19 bah bah face_yuck_face face_yuck_face face_yuck_face ~ BAH! ~ ~ %TU sums %PU thoughts in one word, "BAH!" ~ ~ You take one look at your surroundings and think aloud, "BAH!" ~ ~ %TU looks around and thinks aloud, "BAH!" ~ ~ You look %TT up and down and utter, "BAH!" ~ ~ ~ ~ ~ ~ ~ ~ %TU looks %TT up and down and utters one word "BAH!" ~ ~ ~ ~ ~ ~ ~ ~ %TU looks you up and down utters, "BAH!" ~ ~ ~ ~ ~ ~ ~ ~ bah face_yuck_face face_yuck_face face_yuck_face ~ ケッ! ~ ~ ""ケッ!"" %TUは%PUの考えに嫌気が差した。 ~ ~ ""ケッ!"" 周囲をひと目見て声に出して言った。 ~ ~ ""ケッ!"" %TUは周囲を見渡して声に出して言った。 ~ ~ ""ケッ!"" %TTをジロジロ見回して一言口にした。 ~ ~ ~ ~ ~ ~ ~ ~ ""ケッ!"" %TUは%TTをジロジロ見回し、そう吐き捨てた。 ~ ~ ~ ~ ~ ~ ~ ~ ""ケッ!"" %TUは、あなたをジロジロ見回してそう言った。 ~ ~ ~ ~ ~ ~ ~ ~ 20 bak BAK wave1 wave1 wave1 ~ You let everyone know that you are back at your keyboard. ~ ~ %TU blinks, springs back to life, and decrees, "I M BACK!!" ~ ~ You smile contentedly as you realize you are back to your old self again! ~ ~ %TU seems back to %PU old self again! ~ ~ You wish that %TT would come back to %PT keyboard. ~ ~ ~ ~ ~ ~ ~ ~ %TU wishes that %TT would come back to %PT keyboard. ~ ~ ~ ~ ~ ~ ~ ~ %TU wishes you would come back to your keyboard. ~ ~ ~ ~ ~ ~ ~ ~ BAK wave1 wave1 wave1 ~ 席に戻ったと皆に伝えた。 ~ ~ %TUは""ただいま!!""と声高に言った。 ~ ~ 無事に戻れたので満足げに笑顔を見せた。 ~ ~ %TUは何事もなく戻った! ~ ~ %TTが早く戻ってきてくれる事を願った。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTが早く戻ってきてくれる事を願った。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは、あなたが早く戻ってきてくれる事を願った。 ~ ~ ~ ~ ~ ~ ~ ~ 21 bang bang bang ~ ~ ~ You bang your head to the music. ~ ~ %TU bangs %PU head to the music. ~ ~ You bang your head against the wall. ~ ~ %TU bangs %PU head against the wall. ~ ~ You bang %TT s head against the wall. ~ ~ ~ ~ ~ ~ ~ ~ %TU bangs %TT s head against the wall. ~ ~ ~ ~ ~ ~ ~ ~ OUCH! %TU bangs your head against the wall. ~ ~ ~ ~ ~ ~ ~ ~ bang bang ~ ~ ~ 音楽のリズムに合わせてヘッド・バンギングした。 ~ ~ %TUは%PUの頭を音楽のリズムに合わせて上下に振った。 ~ ~ 頭を壁にガシガシぶつけてみた。 ~ ~ %TUは%PUの頭を壁に向かって何度もぶつけた。 ~ ~ %TTの頭を壁に強くぶつけた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTの頭を壁にぶつけた。 ~ ~ ~ ~ ~ ~ ~ ~ 痛いッ! %TUは、壁にあなたの頭をアグレッシブにぶつけた。 ~ ~ ~ ~ ~ ~ ~ ~ 22 bark bark ~ ~ ~ ~ You get on all fours and bark like a dog. ~ ~ %TU gets on all fours and barks like a dog. ~ ~ You bark at yourself. ~ ~ %TU barks at %OUself. ~ ~ BARK BARK! You bark at %TT. ~ ~ ~ ~ ~ ~ ~ ~ BARK BARK! %TU barks at %TT. ~ ~ ~ ~ ~ ~ ~ ~ BARK BARK! %TU barks at you. ~ ~ ~ ~ ~ ~ ~ ~ bark ~ ~ ~ ~ よつばいになって、犬の様に吠えた。 ~ ~ %TUは、よつばいになって、犬の様に吠えた。 ~ ~ 自分自身に吠えた。 ~ ~ %TUは自分に吠えた。 ~ ~ %TTに猛犬の如く吠えた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTに向かって猛犬の様に吠えた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUが猛犬みたいに吠えてきた。 ~ ~ ~ ~ ~ ~ ~ ~ 23 batlashes batlashes face_bat_eyes face_bat_eyes face_bat_eyes ~ And just whom are you trying to impress? You bat your lashes. ~ ~ %TU bats %PU lashes. ~ ~ You practice batting your lashes. ~ ~ %TU practices batting %PU lashes. ~ ~ You bat your lashes at %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU bats %PU lashes at %TT ~ ~ ~ ~ ~ ~ ~ ~ %TU bats %PU lashes at you. ~ ~ ~ ~ ~ ~ ~ ~ batlashes face_bat_eyes face_bat_eyes face_bat_eyes ~ 誰の気を引こうとしてるの? 色っぽい目をしてみせた。 ~ ~ %TUはウィンクした。 ~ ~ ウィンクの練習をした。 ~ ~ %TUはウィンクする練習をした。 ~ ~ %TTにウィンクしてみせた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTにウィンクしてみせた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUがウィンクしてきた。 ~ ~ ~ ~ ~ ~ ~ ~ 24 bbl BBL wave1 wave1 wave1 ~ You tell everyone you will be back later... See ya soon! ~ ~ %TU will be back later. ~ ~ Trying to have an out of body experience, are we? ~ ~ %TU s mind just tried to part ways with %PU body. Think %SU has lost it? ~ ~ You let %TT know that you will be back later. ~ ~ ~ ~ ~ ~ ~ ~ %TU lets %TT know that %SU will be back later. ~ ~ ~ ~ ~ ~ ~ ~ %TU lets you know that %SU will be back later. ~ ~ ~ ~ ~ ~ ~ ~ BBL wave1 wave1 wave1 ~ また後で戻ってくると皆に伝えた…それじゃ! ~ ~ %TUはまた後で戻ってくる。 ~ ~ 幽体離脱でもしようとしているの? ~ ~ %TUの魂がたった今、%PUの体から離れようとした。ロストかな? ~ ~ %TTに後で戻ってくると伝えた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTに%SUはまた後で戻ってくると伝えた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは、あなたに%SUはまた後で戻ってくると伝えた。 ~ ~ ~ ~ ~ ~ ~ ~ 25 beam beam face_smile face_smile face_smile ~ Feeling radiant, are we? ~ ~ %TU beams. ~ ~ You beam at yourself. ~ ~ %TU beams at %OUself. ~ ~ You beam at %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU beams at %TT ~ ~ ~ ~ ~ ~ ~ ~ %TU beams at you. ~ ~ ~ ~ ~ ~ ~ ~ beam face_smile face_smile face_smile ~ 気分爽快だね。そう思わない? ~ ~ %TUはニカッと笑った。 ~ ~ 自分に対して爽やかな笑みを浮かべた。 ~ ~ %TUは%OUにニカッと笑った。 ~ ~ %TTに対してニカッと笑った。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTの方を向いてニカッと笑った。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは爽快な顔をして、こちらを見た。 ~ ~ ~ ~ ~ ~ ~ ~ 26 beckon beckon beckon ~ beckon ~ You do your best to gather everyone around you. ~ ~ Gather around, folks! %TU tries to gather everyone around %OUself. ~ ~ You summon your inner strength. ~ ~ With a gesture to %OUself, %TU summons %PU inner strength. ~ ~ You motion at %TT to come here. ~ ~ ~ ~ ~ ~ ~ ~ %TU makes a summoning gesture at %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU motions at you to come to %OU. ~ ~ ~ ~ ~ ~ ~ ~ beckon beckon ~ 手招きをした。 ~ 一生懸命、周囲に人を集めた。 ~ ~ みなさん、集まって!%TUは自分の周りに人を集めようとした。 ~ ~ 内なる強さを呼び起こした。 ~ ~ %TUは%PUの内なる強さを呼び起こした。 ~ ~ %TTにここに来るよう、身ぶりで示した。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTにここに来るよう、身ぶりで示した。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは、あなたに%OUの所に来るよう、身ぶりで示した。 ~ ~ ~ ~ ~ ~ ~ ~ 27 belch belch cover_mouth rub_belly cover_mouth ~ You let out a resounding belch! Feel better? ~ ~ %TU lets out a resounding belch! ~ ~ You try to muffle your belch. ~ ~ %TU s cheeks puff as %SU tries to muffle %PU belch. ~ ~ You belch in %TT s face. ~ ~ ~ ~ ~ ~ ~ ~ %TU belches in %TT s face. ~ ~ ~ ~ ~ ~ ~ ~ %TU belches in your face. ~ ~ ~ ~ ~ ~ ~ ~ belch cover_mouth rub_belly cover_mouth ~ 響き渡るほどのデカいゲップをした! すっきりさ。 ~ ~ %TUは響き渡るほどに大きなゲップをした! ~ ~ こみあげてきたゲップを必死に抑えた。 ~ ~ %TUは頬を膨らませながら、%SUはゲップを必死に抑えた。 ~ ~ %TTの目前でゲップした。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTの目前でゲップした。 ~ ~ ~ ~ ~ ~ ~ ~ %TUが目前でゲップしてきた。 ~ ~ ~ ~ ~ ~ ~ ~ 28 bite bite ~ ~ ~ ~ You snap your teeth at everyone around you. ~ ~ %TU snaps %PU teeth at everyone. Is %SU rabid? ~ ~ You bite your lip nervously. ~ ~ %TU bites %PU lip nervously. ~ ~ You bite %TT on the leg. ~ ~ ~ ~ ~ ~ ~ ~ %TU bites %TT s leg. ~ ~ ~ ~ ~ ~ ~ ~ YEOUCH! %TU is biting your leg! ~ ~ ~ ~ ~ ~ ~ ~ bite ~ ~ ~ ~ 周囲に歯をカチカチさせて見せた。 ~ ~ %TUは%PUの歯をカチカチして周囲に見せた。%SUってひょっとしてウサギ? ~ ~ 不安そうに唇を噛んだ。 ~ ~ %TUは不安そうに%PUの唇を噛んだ。 ~ ~ %TTの脚を噛んだ。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTの脚を噛んだ。 ~ ~ ~ ~ ~ ~ ~ ~ 痛ッ!%TUに脚を噛まれた! ~ ~ ~ ~ ~ ~ ~ ~ 29 blame blame point_forward point_to_self point_accusingly ~ You blame everyone else. ~ ~ %TU blames everyone else. ~ ~ You blame yourself. ~ ~ %TU blames %OUself. ~ ~ You blame %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU blames %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU blames you. ~ ~ ~ ~ ~ ~ ~ ~ blame point_forward point_to_self point_accusingly ~ 他の皆を非難した。 ~ ~ %TUは他の皆を非難した。 ~ ~ 自分自身を非難した。 ~ ~ %TUは自分を非難した。 ~ ~ %TTを非難した。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTを非難した。 ~ ~ ~ ~ ~ ~ ~ ~ %TUが非難してきた。 ~ ~ ~ ~ ~ ~ ~ ~ 30 bleed bleed ~ ~ ~ ~ MEDIC!! You bleed on the ground. ~ ~ %TU bleeds on the ground. ~ ~ You bleed all over yourself and make a nice pool of blood at your feet. ~ ~ %TU bleeds all over %OUself, leaving a sizable pool of blood at %PU feet. ~ ~ You bleed all over %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU bleeds all over %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU bleeds all over you. ~ ~ ~ ~ ~ ~ ~ ~ bleed ~ ~ ~ ~ メディーック!! みるみるうちに流血し、地面に倒れた。 ~ ~ %TUは流血し、地面に倒れた。 ~ ~ 体のいたる箇所から出血し、足元に素敵な血の海を作った。 ~ ~ %TUは%OUの体のいたる箇所から出血し、%PUの足元にかなり大きな血の海を作った。 ~ ~ %TTの全身をブリードさせた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTの全身をブリードさせた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUに全身をブリードされた。 ~ ~ ~ ~ ~ ~ ~ ~ 31 blink blink face_blink face_blink face_blink ~ You blink. ~ ~ %TU blinks. ~ ~ You blink in disbelief. ~ ~ %TU blinks in disbelief. ~ ~ You blink in disbelief at %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU blinks in disbelief at %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU blinks in disbelief at you. ~ ~ ~ ~ ~ ~ ~ ~ blink face_blink face_blink face_blink ~ まばたきした。 ~ ~ %TUは、まばたきした。 ~ ~ 信じられないといった様子で目をパチクリさせた。 ~ ~ %TUは信じられないといった様子で目をパチクリさせた。 ~ ~ %TTに、信じられないといった様子で目をパチクリさせた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTに、信じられないといった様子で目をパチクリさせた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは信じられないといった様子で目をパチクリさせながら、こちらを見た。 ~ ~ ~ ~ ~ ~ ~ ~ 32 blow blow blow_bubbles blow_bubbles blow_bubbles ~ You pull out a string and some soapy water and proceed to blow bubbles. ~ ~ %TU pulls out a string and some soapy water and proceeds to blow bubbles. ~ ~ You blow your hair out of your face. ~ ~ %TU blows %PU hair out of %PU face. ~ ~ You blow in %TT s ear. ~ ~ ~ ~ ~ ~ ~ ~ %TU blows in %TT s ear. ~ ~ ~ ~ ~ ~ ~ ~ %TU blows in your ear. ~ ~ ~ ~ ~ ~ ~ ~ blow blow_bubbles blow_bubbles blow_bubbles ~ 紐と石鹸水を取り出し、シャボン玉を作って見せた。 ~ ~ %TUは、紐と石鹸水を取り出し、シャボン玉を作って見せた。 ~ ~ 顔にかかった髪の毛を吹き払った。 ~ ~ %TUは顔にかかった%PUの髪の毛を%PUの顔から吹き払った。 ~ ~ %TTの耳に息を吹きかけた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTの耳に息を吹きかけた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUが耳に息を吹きかけてきた。 ~ ~ ~ ~ ~ ~ ~ ~ 33 blowkiss blowkiss kiss_blow_kiss accept_affection kiss_blow_kiss ~ You blow kisses. ~ ~ %TU blows kisses. ~ ~ Got it! You catch a kiss. ~ ~ %TU reaches out and grabs a floating kiss. ~ ~ You blow a kiss to %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU blows a kiss to %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU blows a kiss to you. ~ ~ ~ ~ ~ ~ ~ ~ blowkiss kiss_blow_kiss accept_affection kiss_blow_kiss ~ キスの嵐を送った。 ~ ~ %TUはキスの嵐を送った。 ~ ~ キスをキャッチした! ~ ~ %TUは手を伸ばし、宙に浮いていたキスを掴み取った。 ~ ~ %TTに投げキッスを送った。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTに投げキッスを送った。 ~ ~ ~ ~ ~ ~ ~ ~ %TUが投げキッスを送ってきた。 ~ ~ ~ ~ ~ ~ ~ ~ 34 blush blush embarrassed embarrassed embarrassed ~ You blush. ~ ~ %TU blushes. ~ ~ You blush in embarrassment. ~ ~ %TU blushes in embarrassment. ~ ~ You blush at %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU blushes at %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU blushes at you. ~ ~ ~ ~ ~ ~ ~ ~ blush embarrassed embarrassed embarrassed ~ 赤面した。 ~ ~ %TUは赤面した。 ~ ~ 恥ずかしさのあまり赤面した。 ~ ~ %TUは恥ずかしさのあまり赤面した。 ~ ~ %TTに赤面した。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTに赤面した。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは、あなたに赤面した。 ~ ~ ~ ~ ~ ~ ~ ~ 35 bmoc BMOC look_casual flex_biceps udaman ~ You look around for the BMOC. ~ ~ %TU looks around trying to find the BMOC. ~ ~ You are "THE MAN"!! You declare yourself BMOC. ~ ~ As "THE MAN", %TU declares %OUself BMOC. ~ ~ You cast your BMOC vote for %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU casts %PU BMOC vote for %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU casts %PU BMOC vote for you. ~ ~ ~ ~ ~ ~ ~ ~ BMOC look_casual flex_biceps udaman ~ BMOCにふさわしい人物を探した。 ~ ~ %TUは周囲をキョロキョロ見渡してBMOCを探した。 ~ ~ 我こそが""漢の中の漢!""!!自分はBMOCであると宣言した。 ~ ~ %TUは""漢の中の漢""として%OUこそがBMOCであると宣言した。 ~ ~ BMOC投票で%TTに一票入れた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%PUのBMOC投票で%TTに一票入れた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%PUのBMOC投票であなたに一票入れた。 ~ ~ ~ ~ ~ ~ ~ ~ 36 bob bob nod_head_multiple nod_head_multiple nod_head_multiple ~ You bob your head to the beat. ~ ~ %TU bobs %PU head to the beat. ~ ~ You go bobbing for apples. ~ ~ %TU goes bobbing for apples. ~ ~ You bob up from behind %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU bobs up from behind %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU bobs up from behind you. ~ ~ ~ ~ ~ ~ ~ ~ bob nod_head_multiple nod_head_multiple nod_head_multiple ~ ビートに合わせて頭を振った。 ~ ~ %TUは%PUの頭をビートに合わせて振った。 ~ ~ 頭を小刻みに振った。 ~ ~ %TUは頭を小刻みに振った。 ~ ~ %TTの背後からひょいと現れた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUが%TTの背後からひょいと現れた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUが、あなたの背後からひょいと現れた。 ~ ~ ~ ~ ~ ~ ~ ~ 37 bodyslam bodyslam ~ ~ ~ ~ Unable to find a target, you pull a stuffed animal from your pack and bodyslam it! TAKE THAT! ~ ~ Unable to find a target, %TU pulls a stuffed animal from %PU pack and bodyslams it! ~ ~ You pick yourself up and throw yourself on the ground. ~ ~ %TU picks %OUself up and throws %OUself on the ground. ~ ~ You try to pick up %TT and bodyslam %OT. ~ ~ ~ ~ ~ ~ ~ ~ %TU tries to pick up %TT and bodyslam %OT. ~ ~ ~ ~ ~ ~ ~ ~ %TU tries to pick you up and bodyslam you. ~ ~ ~ ~ ~ ~ ~ ~ bodyslam ~ ~ ~ ~ ターゲットが見つからない事にイライラし、荷物からぬいぐるみを取り出し、地面に投げつけた!これでも食らえ! ~ ~ ターゲットが見つからない事にイライラし、%TUは%PUの荷物からぬいぐるみを取り出し、地面に投げつけた! ~ ~ 起き上がり、地面をめがけて思いっきり飛び込んだ。 ~ ~ %TUは起き上がり、地面にめがけて思いっきり飛び込んだ。 ~ ~ %TTを持ち上げ%OTにボディスラムを決めようとした。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTを持ち上げ%OTにボディスラムを決めようとした。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは、あなたを持ち上げ、ボディスラムを決めようとした。 ~ ~ ~ ~ ~ ~ ~ ~ 38 boggle boggle scratch_head scratch_head scratch_head ~ You boggle at that concept. ~ ~ %TU boggles at that concept. ~ ~ You boggle at yourself. What were you thinking?! ~ ~ %TU boggles at %OUself. ~ ~ You boggle at %TT. What did %ST just say? ~ ~ ~ ~ ~ ~ ~ ~ %TU boggles at %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU boggles at you. ~ ~ ~ ~ ~ ~ ~ ~ boggle scratch_head scratch_head scratch_head ~ その構想にビックリした。 ~ ~ %TUはその構想にビックリした。 ~ ~ 自分自身にビックリした。一体何を考えていたんだ?! ~ ~ %TUは自分にビックリした。 ~ ~ %TTにビックリした。%STは一体何て言ったの? ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTにビックリした。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは、あなたにビックリした。 ~ ~ ~ ~ ~ ~ ~ ~ 39 bonk bonk ~ smack_self door_pound ~ Bonk! bOnk! BoNk! ~ ~ %TU tries to play a percussion instrumental on everyone s skulls. ~ ~ You bonk yourself on the head. Look at all the birdies!! ~ ~ %TU bonks %OUself on the head. ~ ~ You bonk %TT on the head. What were they thinking?! ~ ~ ~ ~ ~ ~ ~ ~ %TU bonks %TT on the head resulting in a hollow sound. ~ ~ ~ ~ ~ ~ ~ ~ BONK! What were you thinking? %TU bonks you on the head. ~ ~ ~ ~ ~ ~ ~ ~ bonk ~ smack_self door_pound ~ ゴン!ガンッ!ゴンッ! ~ ~ %TUは皆の頭蓋骨を打楽器代わりにしようとした。 ~ ~ 頭をガツンとぶつけた。いかれた人が多すぎる! ~ ~ %TUは頭を叩いた。 ~ ~ %TTの頭を叩いた。一体何を考えてるんだ?! ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTの頭を叩いたが、空洞っぽい音がした。 ~ ~ ~ ~ ~ ~ ~ ~ ゴツン!一体何を考えてるんだ?%TUが、あなたの頭を叩いた。 ~ ~ ~ ~ ~ ~ ~ ~ 40 boogie boogie celebrate celebrate1 celebrate ~ Get down! You boogie-woogie-oogie. ~ ~ %TU boogies to the music. ~ ~ You tell yourself it s time to boogie. ~ ~ %TU gets that look in %PU eye signifying that %SU thinks it s time to boogie. ~ ~ You tell %TT that you are going to boogie. ~ ~ ~ ~ ~ ~ ~ ~ %TU tells %TT that its time for %OU to boogie. ~ ~ ~ ~ ~ ~ ~ ~ %TU tells you that its time for %OU to boogie. ~ ~ ~ ~ ~ ~ ~ ~ boogie celebrate celebrate1 celebrate ~ さぁ踊ろう!ブギを踊った。 ~ ~ %TUは音楽に合わせてブギを踊った。 ~ ~ 自分自身にさぁはじけるぞ!と、言い聞かせた。 ~ ~ %TUは%PUの目から、%SUは踊りに行く時間であることを知らせているのだと思った。 ~ ~ %TTにブギを踊りに行くと伝えた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTに%OUが踊りに行く時間であることを伝えた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUが、%OUは今踊りに行く時間であると伝えてきた。 ~ ~ ~ ~ ~ ~ ~ ~ 41 bored bored face_bored face_bored face_bored ~ Bored! ~ ~ %TU is bored. ~ ~ You go stir-crazy from boredom. ~ ~ %TU goes stir-crazy from boredom. ~ ~ You tell %TT that you are bored of %OT. ~ ~ ~ ~ ~ ~ ~ ~ %TU is bored of %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU tells you that %SU is bored of you. ~ ~ ~ ~ ~ ~ ~ ~ bored face_bored face_bored face_bored ~ 退屈だぁ… ~ ~ %TUは退屈している。 ~ ~ 退屈すぎて気が変になりそうだ。 ~ ~ %TUは退屈しすぎて気が変になりそうだ。 ~ ~ %TTに、%OTにはウンザリだと伝えた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTにウンザリしている。 ~ ~ ~ ~ ~ ~ ~ ~ %SUがあなたにウンザリしていると%TUが伝えてきた。 ~ ~ ~ ~ ~ ~ ~ ~ 42 bounce bounce bounce ~ ~ ~ You bounce around with excitement! ~ ~ %TU bounces around with excitement! ~ ~ You try to bounce yourself off the ground. ~ ~ %TU tries to bounce %OUself off the ground. Erf, that looks painful! ~ ~ You bounce circles around %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU bounces circles around %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU bounces circles around you. ~ ~ ~ ~ ~ ~ ~ ~ bounce bounce ~ ~ ~ 興奮して飛び跳ね回った! ~ ~ %TUは興奮して飛び跳ね回った! ~ ~ 飛び上がろうとした。 ~ ~ %TUは地面から飛び上がろうとした。うわっ、今の痛そう! ~ ~ %TTの周りに円を描きながら飛び跳ね回った。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは、%TTの周りに円を描きながら飛び跳ね回った。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは、あなたの周りに円を描きながら飛び跳ね回った。 ~ ~ ~ ~ ~ ~ ~ ~ 43 bouquet bouquet ~ ~ offer_affection ~ Wow! Great trick! You pull a flower bouquet out of thin air. ~ ~ With a magical flair, %TU pulls a flower bouquet out of thin air. ~ ~ You grab a flower bouquet and inhale deeply of the flowers smell. ~ ~ %TU grabs a flower bouquet and inhales deeply of the flowers smell. ~ ~ Awww. How nice of you! You give a flower bouquet to %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU hands a bouquet of flowers to %TT. ~ ~ ~ ~ ~ ~ ~ ~ Isn t that sweet? %TU just handed you a bouquet of flowers! ~ ~ ~ ~ ~ ~ ~ ~ bouquet ~ ~ offer_affection ~ すごい手品!虚空からお花のブーケを出して見せた。 ~ ~ 手品の才能がある%TUは、虚空からお花のブーケを出して見せた。 ~ ~ お花のブーケをつかみ取り、胸いっぱいに花の匂いを嗅いだ。 ~ ~ %TUはお花のブーケをつかみ取り、胸いっぱいに花の匂いを嗅いだ。 ~ ~ なんて優しいんだろう!%TTにお花のブーケをプレゼントした。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTにお花のブーケを手渡した。 ~ ~ ~ ~ ~ ~ ~ ~ なんて優しいんだろう!%TUがお花のブーケをくれた。 ~ ~ ~ ~ ~ ~ ~ ~ 44 bow bow bow2 bow2 bow2 ~ You bow. ~ ~ %TU bows. ~ ~ You gracefully perform a flourished bow. ~ ~ %TU gracefully performs a flourished bow. ~ ~ You bow to %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU bows to %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU bows to you. ~ ~ ~ ~ ~ ~ ~ ~ bow bow2 bow2 bow2 ~ お辞儀した。 ~ ~ %TUはお辞儀した。 ~ ~ 華麗なお辞儀をしてみせた。 ~ ~ %TUは華麗なお辞儀をしてみせた。 ~ ~ %TTにお辞儀した。 ~ ~ ~ ~ ~ ~ ~ ~ %TU は%TTにお辞儀した。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは、あなたにお辞儀した。 ~ ~ ~ ~ ~ ~ ~ ~ 45 bow2 bow2 bow3 bow3 bow3 ~ You bow. ~ ~ %TU bows. ~ ~ You gracefully perform a flourished bow. ~ ~ %TU gracefully performs a flourished bow. ~ ~ You bow to %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU bows to %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU bows to you. ~ ~ ~ ~ ~ ~ ~ ~ bow2 bow3 bow3 bow3 ~ お辞儀をした。 ~ ~ %TUはお辞儀をした。 ~ ~ 華麗なお辞儀をしてみせた。 ~ ~ %TUは華麗なお辞儀をしてみせた。 ~ ~ %TTにお辞儀をした。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTにお辞儀をした。 ~ ~ ~ ~ ~ ~ ~ ~ %TUにお辞儀をされた。 ~ ~ ~ ~ ~ ~ ~ ~ 46 bow3 bow3 bow4 bow4 bow4 ~ You bow. ~ ~ %TU bows. ~ ~ You gracefully perform a flourished bow. ~ ~ %TU gracefully performs a flourished bow. ~ ~ You bow to %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU bows to %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU bows to you. ~ ~ ~ ~ ~ ~ ~ ~ bow3 bow4 bow4 bow4 ~ お辞儀をした。 ~ ~ %TUはお辞儀をした。 ~ ~ 華麗なお辞儀をしてみせた。 ~ ~ %TUは華麗なお辞儀をしてみせた。 ~ ~ %TTにお辞儀をした。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTにお辞儀をした。 ~ ~ ~ ~ ~ ~ ~ ~ %TUにお辞儀をされた。 ~ ~ ~ ~ ~ ~ ~ ~ 47 bow4 bow4 bow5 bow5 bow5 ~ You bow. ~ ~ %TU bows. ~ ~ You gracefully perform a flourished bow. ~ ~ %TU gracefully performs a flourished bow. ~ ~ You bow to %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU bows to %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU bows to you. ~ ~ ~ ~ ~ ~ ~ ~ bow4 bow5 bow5 bow5 ~ お辞儀をした。 ~ ~ %TUはお辞儀をした。 ~ ~ 華麗なお辞儀をしてみせた。 ~ ~ %TUは華麗なお辞儀をしてみせた。 ~ ~ %TTにお辞儀をした。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTにお辞儀をした。 ~ ~ ~ ~ ~ ~ ~ ~ %TUにお辞儀をされた。 ~ ~ ~ ~ ~ ~ ~ ~ 48 bowhead bowhead bow5 bow5 bow5 ~ You bow your head. ~ ~ %TU bows %PU head. ~ ~ You bow your head and focus yourself. ~ ~ %TU bows %PU head and focuses %OUself. ~ ~ You bow your head to %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU bows %PU head to %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU bows %PU head to you. ~ ~ ~ ~ ~ ~ ~ ~ bowhead bow5 bow5 bow5 ~ 軽く会釈をした。 ~ ~ %TUは%PUに軽く会釈をした。 ~ ~ 軽く会釈をした状態で自分に集中した。 ~ ~ %TUは軽く会釈した状態で自らに集中した。 ~ ~ %TTに軽く会釈をした。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%PUの頭を%TTに軽く下げた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%PUの頭をあなたに軽く下げた。 ~ ~ ~ ~ ~ ~ ~ ~ 49 brandish brandish ~ ~ ~ ~ You brandish your weapon at the general area. ~ ~ %TU turns circles while brandishing %PU weapon at the general area. ~ ~ You look exasperated and sarcastically brandish your weapon at yourself. ~ ~ %TU looks exasperated and sarcastically brandishes %PU weapon at %OUself. ~ ~ You brandish your weapon menacingly at %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU brandishes %PU weapon at %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU brandishes %PU weapon at you menacingly. ~ ~ ~ ~ ~ ~ ~ ~ brandish ~ ~ ~ ~ 一般エリアで武器を振り回した。 ~ ~ %TUは一般エリアで%PUの武器をちらつかせながら、行ったり来たりした。 ~ ~ 苛立った表情で、持っている武器を自分に向け振り回した。 ~ ~ %TUは苛立った表情で%PUの武器を%OUに向け威嚇した。 ~ ~ 武器を%TTに向け威嚇した。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%PUの武器を%TTに向けて威嚇した。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%PUの武器をこちらに向け威嚇した。 ~ ~ ~ ~ ~ ~ ~ ~ 50 brb BRB wave2 wave2 wave2 ~ Be Right Back! ~ ~ %TU will be right back. ~ ~ You take a leave of absence from reality. ~ ~ %TU parts ways with reality but will be right back. ~ ~ You tell %TT that you will be right back. ~ ~ ~ ~ ~ ~ ~ ~ %TU tells %TT that %SU will be right back. ~ ~ ~ ~ ~ ~ ~ ~ %TU tells you that %SU will be right back. ~ ~ ~ ~ ~ ~ ~ ~ BRB wave2 wave2 wave2 ~ すぐもどる! ~ ~ %TUはすぐ戻ってくる。 ~ ~ 現実からの休暇をとった。 ~ ~ %TUは現実と決別したが、またすぐに現実に戻るだろう。 ~ ~ %TTに、あなたはすぐ戻ってくる伝えた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTに%SUはすぐ戻ってくると伝えた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは、あなたに%SUはすぐ戻ってくると伝えた。 ~ ~ ~ ~ ~ ~ ~ ~ 51 brt BRT ~ ~ ~ ~ BRT! ~ ~ %TU tells everyone to go on ahead and %SU will be right there. ~ ~ Not much farther now!! ~ ~ %TU mentions that it s not much farther. ~ ~ You tell %TT to go on and that you will be right there. ~ ~ ~ ~ ~ ~ ~ ~ %TU tells %TT to go on and that %SU will be right there. ~ ~ ~ ~ ~ ~ ~ ~ %TU tells you to go on and that %SU will be right there. ~ ~ ~ ~ ~ ~ ~ ~ BRT ~ ~ ~ ~ すぐに行く! ~ ~ %TUは、%SUもすぐそこに行くから、皆は先に向かうようにと伝えた。 ~ ~ 目的地までもうすぐだ! ~ ~ %TUは目的地までもうそんなに遠くないと言った。 ~ ~ 自分もすぐそこに行くから、%TTに先に行くよう伝えた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTに先に行くよう伝えた。%SUもすぐそこに行くから、と。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは、あなたに先に行くよう伝えた。%SUもすぐそこに行くから、と。 ~ ~ ~ ~ ~ ~ ~ ~ 52 bump bump ~ ~ ~ ~ You offer an open invitation for bumping. ~ ~ %TU bumps the general area. ~ ~ You bump with yourself. ~ ~ %TU bumps with %OUself. ~ ~ You bump with %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU bumps with %TT. ~ ~ ~ ~ ~ ~ ~ ~ %TU bumps you lovingly ~ ~ ~ ~ ~ ~ ~ ~ bump ~ ~ ~ ~ 皆をバンプに招待した。 ~ ~ %TUは誰かれ構わずバンプを踊った。 ~ ~ 一人でバンプを踊った。 ~ ~ %TUはバンプを踊った。 ~ ~ %TTとバンプを踊った。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTとバンプを踊った。 ~ ~ ~ ~ ~ ~ ~ ~ %TUが愛情をこめてバンプを踊ってきた。 ~ ~ ~ ~ ~ ~ ~ ~ 53 burp burp pat_abdomen cover_mouth pat_abdomen ~ You burp loudly and look toward the judges. ~ ~ %TU burps loudly and looks toward the judges. ~ ~ Was it tasty? You burp to yourself and get a bitter, acidic taste in your mouth. ~ ~ %TU burps to %OUself, and gets a sour look on %PU face. ~ ~ You burp in %TT s face. ~ ~ ~ ~ ~ ~ ~ ~ %TU burps in %TT s face. ~ ~ ~ ~ ~ ~ ~ ~ %TU burps in your face. ~ ~ ~ ~ ~ ~ ~ ~ burp pat_abdomen cover_mouth pat_abdomen ~ 大きなゲップをし、ジャッジの方に目をやった。 ~ ~ %TUは大きなゲップをし、ジャッジの方に目をやった。 ~ ~ 派手にゲップをすると苦すっぱい味が口の中一杯に広がった。なんてフルーティー。 ~ ~ %TUはゲップし、%PUの顔にすっぱい表情を浮かべた。 ~ ~ %TTの目前でゲップした。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTの目前でゲップした。 ~ ~ ~ ~ ~ ~ ~ ~ %TUに目前でゲップされた。 ~ ~ ~ ~ ~ ~ ~ ~ 54 bye bye wave2 wave2 wave2 ~ BYE! ~ ~ %TU is leaving. Bye! ~ ~ BYE-BYE! ~ ~ %TU is _really_ leaving now! Bye! ~ ~ You wish %TT well and hope to see %OT soon. ~ ~ ~ ~ ~ ~ ~ ~ %TU wishes %TT well and hopes to see %OT soon. ~ ~ ~ ~ ~ ~ ~ ~ %TU wishes you well and hopes to see you soon. ~ ~ ~ ~ ~ ~ ~ ~ bye wave2 wave2 wave2 ~ じゃあ! ~ ~ %TUが落ちるようだ。じゃあ! ~ ~ じゃあね、バイバイ! ~ ~ %TUはホントに落ちるようだ。じゃあ! ~ ~ %TTの幸福を祈り、またすぐ会えるよう願った。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTの幸福を祈り、またすぐ会えるよう願った。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは、あなたの幸福を祈り、またすぐ会えるよう願った。 ~ ~ ~ ~ ~ ~ ~ ~ 55 cackle cackle laugh_cackle laugh_cackle laugh_cackle ~ You cackle. ~ ~ %TU cackles. ~ ~ You cackle insanely at yourself. ~ ~ %TU cackles insanely at %OUself. ~ ~ You cackle in %TT s face. ~ ~ ~ ~ ~ ~ ~ ~ %TU cackles in %TT s face. ~ ~ ~ ~ ~ ~ ~ ~ %TU cackles in your face. ~ ~ ~ ~ ~ ~ ~ ~ cackle laugh_cackle laugh_cackle laugh_cackle ~ ゲラゲラ笑った。 ~ ~ %TUはゲラゲラ笑った。 ~ ~ 自分自身に狂ったようにゲラゲラ笑った。 ~ ~ %TUは自分を狂ったようにゲラゲラ笑った。 ~ ~ %TTの目前でゲラゲラ笑った。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTのも目前でゲラゲラ笑った。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは、あなたの目前でゲラゲラ笑った。 ~ ~ ~ ~ ~ ~ ~ ~ 56 callretreat callretreat point_away point_away point_away ~ RETREAT!! ~ ~ %TU gives the signal to RETREAT!! ~ ~ You prepare to retreat. ~ ~ %TU prepares to retreat. ~ ~ You give %TT the signal to retreat. ~ ~ ~ ~ ~ ~ ~ ~ %TU gives %TT the signal to retreat. ~ ~ ~ ~ ~ ~ ~ ~ %TU gives you the signal to retreat. ~ ~ ~ ~ ~ ~ ~ ~ callretreat point_away point_away point_away ~ 退却!! ~ ~ %TUは退却の合図をした。退却!! ~ ~ 退却の準備をした。 ~ ~ %TUは退却の準備をした。 ~ ~ %TTに退却の合図をした。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTに退却の合図をした。 ~ ~ ~ ~ ~ ~ ~ ~ %TUに退却の合図をされた。 ~ ~ ~ ~ ~ ~ ~ ~ 57 callstop callstop stop stop stop ~ Everybody stop! ~ ~ Everybody stop! ~ ~ You bravely try to stop the onrushing world. ~ ~ %TU bravely tries to stop the onrushing world. ~ ~ You order %TT to stop. ~ ~ ~ ~ ~ ~ ~ ~ %TU orders %TT to stop. ~ ~ ~ ~ ~ ~ ~ ~ %TU orders you to stop. ~ ~ ~ ~ ~ ~ ~ ~ callstop stop stop stop ~ みんな止まれ! ~ ~ みんな止まれ! ~ ~ 勇敢にも突進する世界を止めようとした。 ~ ~ %TUは勇敢にも突進する世界を止めようとした。 ~ ~ %TTに止まれと命じた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTに止まれと命じた。 ~ ~ ~ ~ ~ ~ ~ ~ %TUが止まれと命じてきた。 ~ ~ ~ ~ ~ ~ ~ ~ 58 calm calm standing_placate ~ slow_down ~ You try to calm everyone down. ~ ~ %TU tries to calm everyone down. ~ ~ Take a deep breath and count to 10. 1.. 2.. 3.. ~ ~ %TU takes a deep breath and tries to calm %OUself down. ~ ~ You try to calm %TT down. ~ ~ ~ ~ ~ ~ ~ ~ %TU tries to calm %TT down. ~ ~ ~ ~ ~ ~ ~ ~ %TU tries to calm you down. ~ ~ ~ ~ ~ ~ ~ ~ calm standing_placate ~ slow_down ~ 皆を落ち着かせようとした。 ~ ~ %TUは、皆を落ち着かせようとした。 ~ ~ 深呼吸して10まで数えた。1…2…3… ~ ~ %TUは深呼吸して落ち着こうとした。 ~ ~ %TTを落ち着かせようとした。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTを落ち着かせようとした。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは、あなたを落ち着かせようとした。 ~ ~ ~ ~ ~ ~ ~ ~ 59 catchbreath catchbreath ~ ~ ~ ~ You wheeze and gasp for air as you try to catch your breath. ~ ~ %TU wheezes and gasps for air trying to catch %PU breath. ~ ~ You rest your hands on your knees and try to catch your breath. ~ ~ %TU rests %PU hands on %PU knees and tries to catch %PU breath. ~ ~ You signal to %TT that you will be just a moment as you catch your breath. ~ ~ ~ ~ ~ ~ ~ ~ %TU signals to %TT that %SU will be just a moment as %SU catches %PU breath. ~ ~ ~ ~ ~ ~ ~ ~ %TU signals to you that %SU will be just a moment as %SU catches %PU breath. ~ ~ ~ ~ ~ ~ ~ ~ catchbreath ~ ~ ~ ~ 呼吸を整えるために、ゼーゼー言いながら空気を求めた。 ~ ~ %TUは%PUの呼吸を整えるために、ゼーゼー言いながら空気を求めた。 ~ ~ 手を膝につき楽な体勢で呼吸を整え様とした。 ~ ~ %TUは%PUの手を%PUの膝につき楽な体勢で%PUの呼吸を整え様とした。 ~ ~ %TTに呼吸を整えるまでちょっと待ってという合図をした。 ~ ~ ~ ~ ~ ~ ~ ~ %TUは%TTに合図した。%SUは%SUが%PUの呼吸を整えるまで少しかかる、と。 ~ ~ ~ ~ ~ ~ ~ ~ %TUが、%SUは%SUが%PUの呼吸を整えるまで少しかかる、と伝えてきた。 ~ ~ ~ ~ ~ ~ ~ ~ socials.stf(2) socials.stf(3) socials.stf(4) socials.stf(5) socials.stf(6)
https://w.atwiki.jp/mcmaster/pages/22.html
概要 このページでは、掲載している各社メーカーとそのロゴ,マーキングコード表示体型の一覧を掲載します。 半導体メーカ各社でマーキンクコードの呼び方が異なります。そのため各社で出しているマーキングコード一覧などを検索するときにヒットしないことがあります。 半導体メーカー 日本語資料におけるマーキングコードの名称 英語資料におけるマーキングコードの名称 マーキングコード体形 AIC Analog Integrations Corporation - ALPHA OMEGA SEMICONDUCTOR - ANALOG DEVICES - ATMEL - AUK SEMICONDUCTOR,KOHDENSHI AUK AVAGO - BOURNS Inc. Burr-BrownAcquisition by Texas Instruments CEL OEM supply from NEC - Diodes - 「Marking」,「Marking Information」 ELM TECHNOLOGY EM MICROELECTRONIC - EPSON (SEIKO EPSON) マーキング 「MARKING」 PRODUCT CODE+LOT FREESCALE SEMICONDUCTOR (FREESCALE) - 日立製作所 (HTIACHI)HITACHI 「」「」 「」 イサハヤ電子(IDC)ISAHAYA ELECTRONICS (IDC) 「マーク」 Infineon Technologies (Infineon) KEC - 「MARKING」 Marking code+hfe Grade+K+Year Code+Week Code LESHAN RADIO COMPANY, LTD. (LRC) - - - Linear Technology (LT) - 「PART MARKING」 LOT+PART MARKING Maxim Integrated Products (MAXIM) 「トップマークコード」 「Top mark code」「Topmark」 Micro Commercial Components (MCC) - 「DEVICE MARKING」 三菱電機 (MITSUBISHI)Mitsubishi Electric (MITSUBISHI) 英語資料しかない? 「Marking manner」(複数形の場合) Letter+year+month etc. Monolithic Power System (MPS) - NECエレクトロニクス (NEC)NEC ELECTRONICS (NEC) 「MARKING」「Marking」「hFE規格区分」 「MARKING」「hFE Classification」 Marking code+hfe rank Microchip Technology Inc.マイクロチップ テクノロジー ジャパン Nihon Inter Electronics Corporation日本インター 「マーキング」 「Marking」 New JRC新日本無線 「」 「」 NXP SEMICONDUCTORS (NXP) - Marking Code+Fab code ON SEMICONDUCTOR (ON) - パナソニックPanasonic 「品名表示記号」もしくは「形名表示記号」 「Marking symbol」 PANJIT INTERNATIONAL INC. PROMAX-JOHNTON リコー(RICOH) 「マーキング」 「Mark」 「Mark」+「LOT」 ルネサスエレクトロニクス (RENESAS)RENESAS ELECTRONICS (RENESAS) 「マーク」「現品表示マーク」「品名表示」「MARK」「レーザーマーク」「型名コード」 「MARKING」 Marking Code+Grade,Marking Code+Grade+Lot etc. ローム (ROHM)ROHM 「標印」「標印略記号」 「Abbreviated symbol」 三洋半導体 (SANYO)SANYO 「単体品名表示」「単体品名」 「Marking」 SECOS CORPORATION (SECOS) 「Marking」 SEIKO EPSON (EPSON) マーキング 「MARKING」 PRODUCT CODE+LOT SEMELAB SEMITEC Ishiduka Electronics 「捺印表示」「捺印」 「Marking」 CRD(定電流ダイオード),VRD(サージアブソーバ)には型名の一部をマーキングに使用 SII SEIKO Instrumentsセイコーインスツル 「製品略号」※同社は似たような名称で「パッケージ略号」もあるが別物なので注意 「Product code」※CATION Marking is not 「Package code」. 「Product code」+Lot No. ST MICROELECTRONICS (English) STマイクロエレクトロニクス TOREX SEMICONDUCTORトレックスセミコンダクター 「」 「」. 「」+Lot No. 東芝 セミコンダクター社TOSHIBA 「現品表示」 「MARKING」,「PART No.」,「Abbreviation code」 Marking code+hfe rankorAbbreviation code UTC_UNISONIC TECHNOLOGIES CO LTD Vishay - 「PARTMARKING」,「MARKING」 Zetex - 「PARTMARKING」 MARKING CODE リンク MARKING CODE一覧 編集用リンク MAKERMARKS
https://w.atwiki.jp/warband/pages/512.html
ip_morale|Morale ip_morale_text|Morale represents the ability and willingness of the troops in a party to summon up the endurance, bravery, and discipline they need to face the stresses of battle and the march. It is not the same thing as the troops' happiness. Elite troops may grumble and whine about the hardships of campaigning -- but then stand together as one when the arrows start to fly. On the other hand, a commander who gives his men everything they want may find that they grow soft, and waiver before the enemy's charge.^^Morale's greatest impact is on a party's behaviour in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speed, as a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit, and pause more frequently, as it waits for stragglers to catch up. Finally, a party with very low morale will start to suffer desertions.^^Some factors that affect morale are intuitive. For example, a charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men well ample and varied supplies of food, and pay them on time, demonstrate that they care about their troops' welfare, and are less likely to lead them into disaster.^^Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit party, for example, men will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party on the other hand may see its cohesion strained, as the commander has less time to supervise the men, listen to their grievances, and resolve their disputes. Frequent battles will strengthen the bonds between men, while long periods without combat will see the troops become bored and quarrelsome.^^The morale report, accessibly by hitting the 'reports' button will give the player a sense of the factors affecting his or her men's morale. ip_economy|Economy ip_economy_text|Towns and villages in Westeros and Essos need a wide variety of goods for their populations to remain healthy and productive. First in importance is food. Grain is the staple crop of Westeros and Essos, but people also need fat and protein in the form of meat, fish, or cheese. It takes almost as much work to preserve meat as to produce it in the first place, so salt is also in high demand. After food comes clothing heavy wool, lighter linens, or luxurious velvet. Finally, people need the tools of their trade ironware, pottery, leather-ware, and, of course, arms, armour, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisan goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity in Westeros and Essos is trade -- both between the villages and the towns, and between the major towns themselves.^^When trade flows, goods will be available and affordable, the population of a centre will be healthy and energetic, and migrants will flock from the nearby regions. The centre will produce more, consume more, and be able to contribute more in taxes to their lords. When trade dries up, towns and villages will see their workers flee to seek work elsewhere, and economic activity will drift to a stand-still. Thus, it is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchant, however, may want to seek out towns which have become isolated from the rest of the land, as he or she may be able to turn a tidy profit from the resulting price imbalances.^^Because villagers usually plan to take their goods to market in towns, village markets will be rather quiet places, and villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profit, although some parties may decide to make a quick stop in a village to acquire supplies.^^A player who wants to know about the factors affecting a region's prosperity can speak to the guildmaster of the local town. Other information can be gleaned from passers-by, although they might not know very much outside of their own particular trade. ip_courtship|Courtship ip_courtship_text|You may wish to marry into one of Westeros and Essos' noble families. Marriage is not necessary for someone to rise in power and stature, but it does provide them with an opportunity to improve their relation with lords and establish a claim to the throne.^^Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in aristocratic society, get on good terms with his bride's parents or guardians, and then woo the lady according to local custom. If a player grows impatient, he may attempt to take a short cut -- but there will be consequences in his relations with other lords.^^A male character should keep in mind that other lords will be competing with him for the affections of the kingdom's ladies. Also, a lady's tastes are unpredictable, and a player may also find that the object of his love does not love him in return. Romance, in Westeros and Essos as elsewhere, does not always prosper. Of course, a player may resort to other, less gentlemanly means of winning a lady's heart, but again, that will have a serious impact on his reputation.^^To get started on the path of courtship, a male player should try to get involved in the social life of aristocracy, attending feasts and tournaments. Also, wandering troubadours and poets can serve as a useful repository of information on courtship, and keep the player up to date about the latest gossip.^^Female characters can also marry -- but they should keep in mind that Westerosi society is very traditional, and, as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.^^On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power -- and an unscrupulous character may be able to use her husband as a tool of her political ambitions. ip_politics|Politics ip_politics_text|The continents of Westeros and Essos, although they represent different cultures, all adhere to the same basic political system feudalism. Feudalism is based on the relationships between individuals the oaths of loyalty given by a vassal to his or her liege. In exchange for this oath, the vassal will usually receive a fief, a parcel of land whose income will be used by the vassal to raise troops to support the liege in time of war. A liege also has an obligation to protect his vassals, and to treat them justly.^^This is how it works in theory, anyway. In practice, vassals will not always work in their factions' interests, particular as they are often quarrelling with one another. Nobles have different personalities, and sometimes those personalities clash. Or, perhaps two nobles were once friends, but fell out over in the aftermath of a setback or a defeat -- or because they both were wooing the same lady. Jealousies will also surface as they vie for the favour of the king -- perhaps over newly conquered lands, or over who will be given the coveted office of marshal, the lord in charge of organizing large-scale campaigns.^^When one realm in Westeros and Essos makes war on another, the political unity of the each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom, nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrels, lords will fail to respond to the marshal's summons, or drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided faction, lords will be less likely to join together on raids and patrols, and come to each other's defence.^^If it seems self-defeating for nobles to bicker and quarrel when the enemy is just over the horizon, keep this in mind -- ultimately, a nobles loyalty goes not to a particular faction or culture, but to himself and to his family. If a noble fears that his faction is collapsing, or if he is being neglected by his liege, he can usually find a reason to withdraw his oath of allegiance, and change sides. Players should keep this in mind, as they may find that there are opportunities to turn discontented former enemies into allies. ip_character_backgrounds|Character Backgrounds ip_character_backgrounds_text|A player character in Westeros and Essos may choose to come from a variety of social backgrounds. This choice will affect not just his or her starting skills and equipment, but also the course of his or her career as an adventurer.^^War and politics in Westeros and Essos are traditionally dominated by male aristocrats. A nobleman player character may find that he is invited into this 'old boys' club' fairly quickly, but women and commoners may face a few extra hurdles on the way. If you choose to start the game as a male nobleman, you can think of it as the 'easy' setting. Starting as a noblewoman or a male commoner is somewhat more difficult, and starting as a female commoner is probably the most challenging way to begin a game.^^However, women have some starting advantages. Simply by taking up arms, a female warrior will draw attention to herself, and she may find that she can build up her reputation faster than a male. Also, it is traditionally easier for a woman to marry up the social ladder than it is for a man, and a woman may find she can gain more from a strategic marital alliance than her male counterpart.^^Finally, keep in mind that the game does not place any limits on the upward mobility of characters based on their background. Noble or common, male or female, married or unmarried -- anyone can rise to become ruler of all Westeros and Essos, if they are sufficiently brave, lucky, or resourceful. ip_military_campaigns|Military Campaigns ip_military_campaigns_text|When kingdoms in Westeros and Essos go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory This second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms of Westeros and most of Essos do not field standing armies, which remain in the field as long as the ruler desires. Rather, these realms are protected by feudal levies comprised of the major nobles and their individual retinues. Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshal, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack.^^For this reason, the rhythm of wars in Westeros and Essos often resemble the rhythm of a duel between two individual combatants. One side will gather its strength and seek to land a blow against the enemy's territory. If the marshal spends too little time gathering the vassals, he may not be able to do any real damage. If he spends too much time, then the campaign may end before it has even begun. A large realm will have an advantage over a smaller one, just as a brawny combatant has an edge over a smaller foe, but a realm's political cohesion can also be a factor, just as a fighter with great stamina can outlast her opponent. Sometimes, the armies of two realms will meet head on, resulting in a major battle in which both numbers and morale will decide the outcome.^^Kingdoms will have imperfect intelligence about their enemies. Attacking lords will need to frequently scout enemy territory to determine which fortresses may be vulnerable. An army defending its homeland will benefit from the alarms raised by castles and towns, which broadcast intelligence about enemy movements in the area. Such intelligence will be imprecise, however, particularly when it comes to numbers. A defending force which sets out to raise a siege or rescue a village may be able to overwhelm an unprepared attacker -- or it may miscalculate, and find that it is the one to be overwhelmed. Attackers, in turn, must be careful how far they advance into enemy territory, with aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaign, either by joining the host, or by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautious, or too aggressive, for their tastes. In this case, they can intrigue with other lords to try to replace the marshal, or build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war will, for the sake of honour, feel obligated to pursue the conflict for a short while. However, unless he is soundly beating his enemy. he may soon start looking for a way out of the conflict, lest he leave himself vulnerable to an attack by a third party. Westeros and Essos rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa. ip_prisioner_system|Prisoner System ip_prisioner_system_text|The skill 'prisoner management' has been removed from A World of Ice and Fire, as it seems unrealistic to manage the number of prisoners in terms of a skill. In A World of Ice and Fire the number of prisoners that the player can have depends on the size of his/her army. That is, the more troops able to keep guard, the more prisoners it can carry. ip_ambush|Ambush ip_ambush_text|The ambushing skill allows you to set up ambushes.^ From the camp game menu, choose to set up an ambush. You will be told the current nature of your ambush, and if you are attacked, you will have the choice to launch the ambush.^ Ambushes can have devastating positive or negative effects. ip_sneaking|Sneaking ip_sneaking_text|The sneaking skill allows you to sneak. From the camp game menu, choose to sneak. Sneaking will reduce your speed.^^However, if you are the attacker, you might have, according to you sneaking check, some combat bonus (but not as great as you would have for an ambush). ip_entrenchment|Camp Entrenchment ip_entrenchment_text|When your army sets up camp for the night, you are given the option to entrench your camp site. An entrenched camp site is a temporarily fortified position using terrain and pickets as a defensive barrier. Armies composed mostly of cavalry units will get little benefit from entrenching. Armies comprised mostly of foot soldiers will find that entrenchment will give them a significant advantage over cavalry units. Soldiers very much dislike digging holes and planting pickets, so you will suffer a small morale penalty when choosing this option.^^If you choose not to entrench your camp site, you will be at a disadvantage if attacked while camping. Your camp may be over run and plundered. Items in your inventory may be looted or destroyed in the battle. An entrenchment that has not been over run receives the benefit of multiple ammunition reloads for the troops. A normal camp site gets no such benefit.^^In order to entrench your position you will need tools, time, and skill. Tools can be purchased at many of the towns within the Known World, and one set must be in your inventory in order to entrench. The time required to entrench is based upon the number of soldiers in your army and your parties skill in engineering. A small band of warriors with no skill in engineering will take days to entrench a camp site. An army of 30 or more with a few points in engineering can accomplish this in just a few hours.^^When you complete the entrenchment, a circle of pickets will surround your camp. This entrenchment will remain in place for approximately three days after leaving the entrenchment. You can leave and return to the entrenchment during this time without having to do any more digging or planting of pickets, thus avoiding any morale penalty. This makes an entrenched site an excellent base of operations for sieges or incursions into enemy territory. ip_siege_warfare|Siege Warfare ip_siege_warfare_text| One of the things missed in Warband was completely realistic siege warfare. A World of Ice and Fire exploits this to the fullest. Now when the player besieges a settlement two paths can be taken to subjugate the place by debilitation (hunger, diseases ...) and by assault.^^In the first case, the player's mission is to encircle the settlement (you need 200 or more men) and prevent it from receiving supplies or reinforcements. At the same time various actions can be performed to undermine morale, spread disease or destroy food reserves of the settlement. This type of action will take longer, but also prevent a large number of casualties.^^In the second case direct action is taken, provided assault equipment is available (ladders, battering ram, ramps, mantlets ...) or offensive actions (wearing down the defenders, burning their houses and walls ...). This is when the player feels ready to launch a full-scale assault to conquer the settlement. This type of action has the advantage that the place can be vanquished in a short amount of time, but usually at a very high cost of lives.^^In addition to the above, a new system of assault involving both types of siege tactics is also available. When the settlement has a port, the player may equip a fleet and block the port. The player can then choose to continue the siege until the surrender by debilitation, or lead an assault by sea.^^The complexity and characteristics of the new siege system is long, and the best thing is to discover and develop strategies for yourself. Welcome to Realistic Siege Warfare. ip_sea_travel|Sea Travel ip_sea_travel_text|Ferries at various harbours on the world map transport your party between two stations. While this is cheap when your party is small, it becomes more expensive with party size.^^To travel longer distances on the sea, one may travel from one port town to another. This can be initiated from the town menu or by talking to the shipwright in the port part of the town scene. Similar to ferries, this service becomes more expensive with party size.^^Once you have your own ship, you may embark from the port it is in by clicking on 'Sail from port' in the town menu. You will return to the map, but this time at sea on your ship. Sea travel then works much like land travel.^^There are two different ways to get back on land. You can either click on a port or use a landing point. To find a landing point, travel closely along the coast or right click on your party and select 'find closest landing point.' As with ports, click on the landing point to disembark. In either case, your ships will remain at the position where you landed.^^If your party's size is greater than the capacity of your ships, you won't be able to embark. In this case, you can establish troop quarters (Camp menu) at your current position and another troop quarters at your target position, then transport your army step by step between both quarters.^^When travelling by sea on the campaign map, you can always check the current weather. After clicking on the 'Camp' button, current conditions are shown on the left side. If the weather conditions change, you will be notified by a message in the lower left corner of the screen.^^On the one hand, windy weather is good for the speed of your ships on the campaign map and in sea battles. On the other hand, the chance that it will damage your ships also increases. Damage worsens the condition of a ship, slowing it or even destroying when the condition reaches 'Dangerous.' You may check the conditions of your ships by clicking on 'Camp' and then on 'Fleet.'^^Finally, the weather also determines the behaviour of ships in battle. This can always be checked beforehand by clicking 'Camp' and then on 'Check location.'^^Sea travel is dangerous and can lower the morale of your troops. When this happens, you will be notified by a message. Troops especially dislike spending the night on the water. Therefore, consider plotting your route to make landfall by night. If morale on the sea gets too low, troops may mutiny. This ca be somewhat reversed if the player chooses Ironborn as his culture when he created his character.^^Some troops like Sailors and certain Ironborn troops are experienced seamen and will increase the travel speed of your ships on the campaign map. You can check the effect on the left side of the camp menu.^^If there is more than one ship in your fleet, the speed of the fleet is determined by its slowest ship. However, as soon as you have more than one ship in your fleet, you can split the fleet. To do so, travel close to a shore. Then click on 'Camp', 'Fleet' and finally on 'Leave ship at shore' to leave the slower ship(s) there. To bring ships together again, one needs to bring them all to a port. To get a overview of all your ships at their location, click on 'Character' and then on 'Ships.' ip_sea_battle|Sea Battle ip_sea_battle_text|At some point after starting to travel on the sea, you will participate in a naval battle.^^First of all, you need to know how to control your ship. You can give the command to row forward, fast forward, backwards, or stay. The up and down arrow keys switch between these commands. You can also give the command to go straight, starboard, hard starboard, port or hard port. The left and right arrow keys switch between these commands.^^Current commands are represented by arrows around the representation of your ship in the upper right corner. Press Enter to set the sail and Backspace to get a tactical view of the scene. Try these commands to get a feeling for steering a ship and the effect of the wind.^^As soon as you get close enough to an enemy ship, boarding will commence. The ships are lashed together and the fight starts.^If you are lucky, you may capture the enemy flagship after winning the fight.^^In a sea battle where you have several ships, you can give a 'stand ground' or 'charge' command to your ships, which are assigned to the ninth 'division.' The first troops in your army list will be together with you on the flagship. The other troops will be in the remaining ships. One can change one's flagship in a port or while camping on the sea.^^With a reasonably large fleet, one may attack towns from their sea sides. To do so, simply click on the enemy port town and you will have option to attack it once you reach it without first disembarking. ip_ship_info|Ships ip_ship_info_text|Sooner or later, you'll want to invest in a ship. There are several reasons to do this. Over the long term, it is the cheapest form of sea travel. It gives you complete freedom in movement on the sea. It opens new opportunities for trading and raiding.^^On the other hand, there are downsides. First of all, a ship is expensive, and you will have to save up some money to afford one. Furthermore, a ship can carry only a limited amount of troops.^^Another important consideration is speed. With a faster ship, you will more successfully catch or flee from other ships. The speed of a ship is determined by its type and condition.^^Finally the wood used for ship construction affects its durability. While ships made of oak wood are very durable, ships made of Ash wood need to be repaired more often.^^When you feel ready to buy a ship, click on 'See the ships' in the town menu of a port town or talk to the shipwright. Port towns can have up to three ships for sale, but sometimes none are available. The type and amount of ships offered changes over time. To see your ship, you can click on 'See the ships' in the town menu or walk to its pier.^^In a port, one may customize the sail of a ship or paint any ship made of oak. There is one special sail which is reserved for the ships of the player. It can be changed with a dedicated graphic editor. For further information, see the 'Your Custom Sails' folder among the files of this mod.^^Once you have a ship, the shipwright will interact with you in a different way and won't hesitate to offer advice. Shipwrights also offer to custom build ships. Better ships may require special materials that you will need to obtain and bring with you. Better ships also require more time for their construction and the more talented shipwrights in Ironborn ports. The first seven ships you have built can be named freely in the ship customization menu.^ ip_wounds|Wounds ip_wounds_text|The player may receive specific, debilitating wounds in battle. Maesters in larger towns will treat these wounds for a price, after which they will heal within a few days. Any negative effects will then be removed.^^If a wound is not treated after some time, it will change to a scar, and the negative effects will then become permanent. ip_skills|Skills and Attributes ip_skills_text|When creating or developing a character in A World of Ice and Fire, one has to pay attention to the many skills and attributes. Skills like persuasion and leadership are essential for trading, wages, lord and lady interaction, and forced conversion. Attributes such as intelligence and charisma are also essential in these activities, but will also affect your ability to marry or lead people.^^There are three important skills for the sea 'Sailing Master,' 'Navigation' and 'Looting.'^^One's Sailing Master level determines the amount of ships one can command. Level one allows up to two ships. Seven ships are the maximum at the Sailing Master level of four.^^The Navigation skill allows one to travel faster on the sea. It is the naval equivalent of the Pathfinding skill on land (which, by the way, will not help on the sea).^^A higher Looting skill results in a higher chance of capturing enemy ships.^ ip_division_placement|Division Placement ip_division_placement_text|When ONE division is selected, the centre of its front rank is placed at the spot indicated.^^When MANY divisions are selected, they are separated and spread out as if the player were standing at the spot indicated.^^One may memorize the placement of selected divisions relative to the player by pressing F2, F7. Default is infantry to the left, cavalry right, and ranged forward. Placement is overridden for any division the player chooses to personally head through the Formations Options menu.^^If the camp menu game option is set, divisions will rotate to face the enemy. Otherwise, they will maintain the facing that the player had when they were placed. ip_AWoIaF_formations|Battle Keys and Orders ip_AWoIaF_formations_text|Advanced Formations active with F4 in Battle, then ^F4 - Form ranks - with best troops up front,^F7 - Form square - no particular order,^F5 - Form shield wall - ranks with shields in front and longer weapons in back,^F6 - Form wedge - with best troops up front,^F8 - Break any current formation,^^- NO FORMATION^^Even in the last case, the player can make formations up to four lines by ordering Stand Closer enough times.^Memorize Division Placement and Formation active with F2 in Battle, then ^F7 - Memorize relative position to player and formation,^F8 - Revert to default relative position to player and formation,^^Orders active with F5 in Battle, then ^F5 or Key Z - Order 'use onehand weapons',^F6 or Key T - Order 'use twohands and polearms weapons',^F7 or Key N - Order 'use ranged weapons',^F8 or Key O - Order 'don't use shields',^^Hold-F1 on an enemy division - and the divisions you have selected will attack it,^^Others ^key U - Battlecry (encourage your wounded troop's) - You need to have the 'Natural Leader' trait,^key B - Warcry (scare away enemies surrounding you) - You need to have the 'Warrior' trait,^key T - Use Fire arrows (your troops will light their arrows. Used for sieges and ship battles only),^Key H - Use to call your horse in battle,^key F6 - Skirmish order (your troops avoid the enemy, moving away as the enemy approaches),^key F9 - Order beginning or ending volley fire for archers,^Right Click + Left Click - Shield Bash. ip_wolf_companion|Wolf/Dog Companion ip_wolf_companion_text|On the battlefield, your wolf/dog is placed in division 9. The skills and abilities of your wolf/dog companion can be improved by giving him good food. ip_quarters|Quarters ip_quarters_text|Quarters allow you leave some of your troops at a particular location on the map. You can have up to two quarters.^^There are several scenarios which make quarters useful ^- If you need to travel on a boat, but you can't afford to pay passage for all your troops^- If the capacity of your fleet isn't big enough to transport all your troops at the same time^- If you want to sneak into a town^- If you want to travel faster over the world map ip_special_troops|Special Troops ip_special_troops_text|There are various special troops in A World of Ice and Fire that allow you to reap extra stats depending on the amount you have in your party.^^Below you can see the number needed ^^Hornmen^1+ = + 1 tactics^10+ = + 2 tactics^30+ = + 3 tactics^^Standard Bearers^1+ = + 1 leadership^10+ = + 2 leadership^30+ = + 3 leadership^^Religious Troops^1+ = + 1 surgery^10+ = + 2 surgery^30+ = + 3 surgery^^Vet Ironborn Reaver^5+ = + 1 looting^10+ = + 2 looting^40+ = + 3 looting^^Shepherd^1+ = + 1 foraging^10+ = + 2 foraging^30+ = + 3 foraging^^Unsullied^10+ = + 1 tactics^30+ = + 2 tactics^100+ = + 3 tactics^^Spy^5+ = + 1 spotting^10+ = + 2 spotting ip_wiki_and_forums|A World of Ice and Fire Wiki and Forums ip_wiki_and_forums_text|Don't forget to visit our wiki and forums for further information on this mod^- Forums https //www.aworldoficeandfire.co.uk/forum^- Wiki https //aworldoficeandfire.co.uk/wiki^- Patreon Page https //www.patreon.com/awoiaf^- Twitter @therealproduno^- YouTube https //www.youtube.com/user/produno^- ModDB Page https //www.moddb.com/mods/a-world-of-ice-and-fire ip_credits|Credits ip_credits_text|Please visit https //aworldoficeandfire.co.uk/wiki/index.php/Credits to see a full list of credits.
https://w.atwiki.jp/rxt_team/pages/5.html
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