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タツノコ VS. CAPCOM CROSS GENERATION OF HEROES カプコン 2008年12月11日 AC.Wii カプコンからの対戦格闘物の「VSシリーズ」のタツノコ版 2on2のタッグバトルで戦います 2Dの対戦格闘ながら3Dポリゴンのキャラです TATSUNOKO VS. CAPCOM ULTIMATE ALL-STARS カプコン 2010年1月28日 Wii 追加キャラ等を加えたアレンジ、バージョンアップ版 こっちはWi-Fi通信でオンライン対戦できる 『TATSUNOKO VS. CAPCOM ULTIMATE ALL-SHOOTERS』と言うSTGもオマケで入っている
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Vehicle Hotchkiss Light Tank Veterancy Hotchkiss Light Tank Contents 1Tactics 2History 3Requires 3.1 Support Kommand Upgrade 4Built From 4.1 Panzer-Support Kommand 5Vehicle Abilities 5.1 Vehicle Cover 6Vehicle Upgrades 6.1 Hotchkiss Walking Stuka 6.2 Hotchkiss 50mm Gun 7Vehicle Weapons 7.1 37mm Hotchkiss 7.2 50mm Hotchkiss Hotchkiss Light Tank Health 300 Max Speed 6.5 Sight 35 Cost 28045 Acceleration 4 Detection 0/0 Time 45 Deceleration 5 Hotkey K Population 6 Rotation 50 Target Type armour_cw_stuart Upkeep 5.5008 Crush Human False Critical Type armour Crush Mode Light Rear Damage Enabled true Tactics History Requires Support Kommand Upgrade [Expand][Hide] Cost 20060 Time 50 Hotkey U Effects Enables the construction of heavy support vehicles. ESeeUpgrade Support Kommand Upgradefor details. Built From Panzer-Support Kommand [Expand][Hide] Health 1000 Target Type building Cost 22030 Critical Type building Time 115 Hotkey S Effects Initially produces the 250/10 Light Anti Tank Halftrack and Bergetiger Repair and Recovery vehicle. Can be upgraded to produce the Panzer IV Infantry Support Tank. A Veteran Sergeant makes squads tougher, harder to suppress, and gain experience more rapidly. ESeeStructure Panzer-Support Kommandfor details. Vehicle Abilities Vehicle Cover [Expand][Hide] Cost Activation always_on Duration _ Target tp_any Recharge 0 Hotkey Effects $0 no key ESeeAbility Vehicle Coverfor details. Vehicle Upgrades Hotchkiss Walking Stuka [Expand][Hide] Cost 100 Time 30 Hotkey S Effects Hotchkiss Stuka Information. ESeeUpgrade Hotchkiss Walking Stukafor details. Hotchkiss 50mm Gun [Expand][Hide] Cost 75 Time 30 Hotkey U Effects Hotchkiss Upgun Info. ESeeUpgrade Hotchkiss 50mm Gunfor details. Vehicle Weapons 37mm Hotchkiss [Expand][Hide] Weapon 37mm Hotchkiss SeeWeapon 37mm Hotchkissfor details. 50mm Hotchkiss [Expand][Hide] Weapon 50mm Hotchkiss SeeWeapon 50mm Hotchkissfor details. Retrieved from http //coh-stats.com/Vehicle Hotchkiss_Light_Tank
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Weapon Panzer Elite Kar98K Leader Panzer Elite Kar98K Leader Damage 12—12 Fire Aim Time 0.3—0.3 Range Max 35 Min 0 L 35 Aim Multiplier L 2 AOE Distance L 0 M 17 M 1 M 0 S 8 S 0.25 S 0 Accuracy L 0.35 Ready Aim Time 0.25—0.25 AOE Accuracy L 1 M 0.55 Post Firing Aim Time 0.25 M 1 S 0.75 Post Firing Cooldown 0 S 1 Reload 2—1.5 AOE Damage L 1 0.1 Reload Multiplier L 1 Penetration L 1 M 1 0.1 M 1 M 1 S 1 0.1 S 1 S 1 AOE penetration L 1 Cooldown 2—2 Deflection Multiplier 1 M 1 Cooldown Multiplier L 1.5 Suppression L 0.006 S 1 M 1 M 0.004 AOE Suppression L 0 0 S 0.45 S 0.001 M 0 0 Wind Up 0 Nearby Supp. Multiplier 0.3 S 0 0 Wind Down 0 Nearby Supp. Radius 10 Setup Time 0 Vs. Supp. Targets A 1 Fire Cone Angle 3 Burst Duration 0—0 P 1 Tracking Vertical 40—-40 Rate of Fire 0—0 D 1 Tracking Horizontal -60—60 Reload Frequency 5—5 S 1 Speed Vertical 90 Moving Accuracy 0.5 Speed Horizontal 360 Moving Burst 1 Scatter Angle 5 Moving Cooldown 1 Scatter Max 15 AA Weapon false Acc. Incremental 1 Scatter Offset 0.8 Attack Ground false Search Radius L 0 Scatter Ratio 0.8 Projectile M 0 FoW Angle Mult. 1 S 0 FoW Distance Mult. 1 Cover Type Accuracy Damage Suppression Penetration Default 1 1 1 1 Garrison 0.4 0.75 0 1 Halftrack 0.25 1 1 1 Heavy 0.5 0.5 0.1 1 Light 0.5 1 0.5 1 Negative 1.25 1.25 1.5 1 Open 1.25 1.25 1 1 Smoke 0.25 1 0.05 1 Trench 0.4 0.25 0 1 Water 1 1.5 1 1 Bunker 0.15 0.75 0 1 Emplacement 0.5 1 0.75 1 Target Name Acc Mov Dmg Pen R-Pen Sup Pri Infantry 1.15 1 1 1 1 1 80 Infantry Airborne 1 0.75 0.75 1 1 1 80 Airborne Inflight 0.33 1 0.5 1 1 1 60 Infantry Heroic 0.85 1 0.75 1 1 0.5 80 Infantry Elite 0.75 1 0.75 1 1 1 80 Infantry Sniper 0.75 1 1 1 1 1 80 Infantry Soldier 1 1 0.75 1 1 1 80 Bren Carrier 1 0.75 0.75 0.6 1 1 20 Motorcycle 1 1 0.6 1 1 1 100 Jeep 1 1 0.6 1 1 1 60 M3 Halftrack 1 1 1 0.1 1 1 10 Greyhound 1 1 1 0.04 1.65 1 5 Stuart 1 1 0.001 0.01 1 1 0 Sdkfz 234 Puma 1 1 1 0.04 1.92 1 0 Sdkfz 251 Halftrack 1 1 1 0.1 1 1 20 Sdkfz 22x 1 0.75 1 0.4 1 1 40 M10 TD 1 1 0.001 0.01 1.62 1 0 Sherman 1 1 0.001 0.01 1.57 1 0 Flak Panzer 1 1 0.001 0.01 1.8 1 0 Panther 1 1 0.001 0.01 1 1 0 Panther w/Skirts 1 1 0.001 0.01 1 1 0 Panzer IV 1 1 0.001 0.01 1 1 0 Panzer IV w/Skirts 1 1 0.001 0.01 1 1 0 StuG 1 1 0.001 0.01 1 1 0 StuG w/Skirts 1 1 0.001 0.01 1 1 0 Tiger 1 1 0.001 0.01 1.14 1 0.01 Churchill 1 1 0.001 0.01 1 1 0 Cromwell 1 1 0.001 0.01 1 1 0 Priest 1 1 0.001 0.01 1 1 0 Pershing 1 1 0 0.01 1 1 0 Marder III 1 1 0.5 0.05 5 1 20 Hetzer 1 1 0.001 0.01 1 1 25 Hummel 1 1 0.5 0.02 5 1 10 Jagdpanther 1 1 0.001 0.01 1 1 0 Team Weapon 1 1 1 1 1 1 25 Howitzer 1 1 1 0 1 1 25 Towed Gun 1 1 0.1 1 1 1 25 Flak 88 1 1 0.01 0 1 1 25 P47 Thunderbolt 1 1 1 0 1 1 25 Building Construction 1 1 3 1 1 1 25 Building 1 1 1 0 1 1 0 Checkpoint 1 1 1 0.35 1 1 0 Bunker 1 1 1 0 1 1 40 CW Emplacement 1 1 0.25 1 1 1 25 CW Emplaced HQ 1 1 0.05 0.1 1 1 25 CW Mobile HQ 1 0.5 0.45 1 1 1 25 Defenses 1 1 1 0 1 1 25 Defenses Construction 5 1 5 1 1 1 25 Trench 0.25 1 1 0 1 1 25 Mine 1 1 1 0.5 1 1 80 Mine Airdrop 1 1 1.5 2 1 1 40 Detector Radio 1 1 1 1 1 1 10 Bridge 1 1 0 0 1 1 25
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CAL(Confinement Assault Life) 壌土からの生命/Life from the Loamを軸にしたコンボデッキ。 2005年ローテーション後のエクステンデッドで登場、わずか1ヶ月間でグランプリ優勝者を2名輩出した。 デザイナーは三原槙仁、デッキ名はキーカード3枚から。 #whisper #whisper #whisper 壌土からの生命/Life from the Loamの発掘能力でライブラリーを掘りつつ、その過程で落とした土地を回収してマナを伸ばすと共に、独房監禁/Solitary Confinementの維持コストに充てる。 独房監禁/Solitary Confinementによりドローが止まってしまうのでそのままだと発掘出来なくなるが、サイクリングランドを墓地から回収してサイクリングすることでドローする。 このサイクリングランドと壌土からの生命/Life from the Loamが詐欺くさいほどのシナジーを形成しているのがポイント。 サイクリングのドローで発掘し壌土からの生命/Life from the Loamを手札に戻し、壌土からの生命/Life from the Loamで先ほどサイクリングしたサイクリングランドを手札に戻し…を繰り返すとどんどんドローが進み墓地も肥えていく。 例えば平穏な茂み/Tranquil Thicketと組み合わせたとすると、(1)(緑)(緑)で手札の損失無しに墓地から土地を2枚回収した上、ライブラリーが3枚墓地へと置かれる。 また、発掘しすぎて墓地にキーカードが落ちても、永遠の証人/Eternal Witnessで回収が可能。 最後は突撃の地鳴り/Seismic Assaultで手札に溜まった土地を一気にプレイヤーに放つ。 三原のバージョンはゾンビの横行/Zombie Infestationも使われていた。 ビートダウン相手では突撃の地鳴り/Seismic Assaultで場を一掃できるほか、独房監禁/Solitary Confinementによるロックで時間を稼ぐ事も可能。 これも壌土からの生命/Life from the Loamとサイクリングランドの組み合わせによりロックを維持する事ができる。 カウンターに弱いのはコンボの宿命なので仕方がないところだが、手札破壊で対抗できるようになっている。 ドローに闇の腹心/Dark Confidantを採用したバージョンは「Dark CAL」と呼ばれる。 独房監禁/Solitary Confinementを外し、土を食うもの/Terravoreなどを採用してより攻撃的にしたバージョンにAggro Loamがある。 サンプルレシピ 備考 Grand Prix Bilbao 使用者 Olivier Ruel フォーマット エクステンデッド(第7版〜第9版、インベイジョン〜ラヴニカ:ギルドの都) メインデッキ サイドボード 14 クリーチャー 3 ロクソドンの教主/Loxodon Hierarch 4 極楽鳥/Birds of Paradise 1 強迫/Duress 4 桜族の長老/Sakura-Tribe Elder 1 陰謀団式療法/Cabal Therapy 3 闇の腹心/Dark Confidant 2 化膿/Putrefy 3 永遠の証人/Eternal Witness 1 壌土からの生命/Life from the Loam 18 呪文 2 頭蓋の摘出/Cranial Extraction 2 強迫/Duress 2 草茂る屋敷/Overgrown Estate 2 陰謀団式療法/Cabal Therapy 1 紅蓮地獄/Pyroclasm 3 壌土からの生命/Life from the Loam 1 チェイナーの布告/Chainer s Edict 4 燃え立つ願い/Burning Wish 1 外殻貫通/Hull Breach 2 突撃の地鳴り/Seismic Assault 3 独房監禁/Solitary Confinement 2 師範の占い独楽/Sensei s Divining Top 28 土地 2 森/Forest 2 山/Mountain 1 沼/Swamp 1 平地/Plains 1 草むした墓/Overgrown Tomb 1 聖なる鋳造所/Sacred Foundry 4 平穏な茂み/Tranquil Thicket 4 やせた原野/Barren Moor 4 忘れられた洞窟/Forgotten Cave 4 樹木茂る山麓/Wooded Foothills 4 血染めのぬかるみ/Bloodstained Mire 参考 Aggro Loam デッキ集
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Lucky DeckはDivination Cardの一種 交換可能アイテム 入手方法 関連リンク Lucky Deck 必要枚数 9枚 10xStacked Deck When the outcome is the same, does it matter if it is fortune or trickery? 交換可能アイテム 変換先 Stacked Deck 入手方法 このカードがドロップするエリア Ramparts Map • Mao Kun カード等のドロップ以外の入手方法 アイテム 必要数 備考 The Gambler 5 Stacked Deck 1 関連リンク 英wiki https //pathofexile.gamepedia.com/Lucky_Deck Divination Card
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index Combat in Baldur's GateMore Than just Hack and Slash Personal Initiative Round, Speed factors, and Casting times The Attack Roll Critical Hits and Misses Improving the Odds in Combat Dexterity Modifiers for Missile Weapons Missile weapons in combat – Rate of fire Casting SpellsSpell Disruption Saving ThrowsSave vs. Paralyzation, Poison, and Death Magic Save vs. Rod, Staff, or Wand Save vs. Petrification or Polymorph Save vs. Breath Weapon Save vs. Spell Modifying Saving Throws Morale Combat Effects and RecoveryHealing and Hit PointsNatural Healing Magical Healing Raising the Dead Paralysis Poison Combat in Baldur s Gate As discussed above, Baldur’s Gate follows the AD D rule system closely. The main difference lies in the real-time adaptations to the personal initiative rounds. The computer takes care of most of the underlying rules, to allow you to become more immersed in the story and the world of the game. More Than just Hack and Slash As important as fighting is to the AD D game, it isn’t the be-all and end-all of play. It’s just one way for characters to deal with situations. If characters could do nothing but fight, the game would quickly get boring – every encounter would be the same. Because there is more to the game than fighting, we’ll cover much more than simple hack-and-slash combat here. In addition to explaining the basic mechanics of hitting and missing, there are rules for turning undead, special ways to attack and defend, poison, heroic feats, and more. Remember that we follow a modified round based system – as described below. Everyone (characters, NPC’s, monsters) is on their own personal initiative rounds. Any time you want you can pause the game (click on the clock or hit the space bar) and assign commands – then restart the game by unpausing, in the same way. Personal Initiative Round, Speed factors, and Casting times In Baldur’s Gate, to allow for the realtime based combat and movement, each character and monster is on an independent personal initiative round, which is six seconds long. Within the personal initiative round, all of the rules of the AD D game are used, including speed factors for weapons and casting time for spells. For higher level characters who can attack more than once per round with a given weapon, the speed factor of the weapon determines when exactly in the six second round the attacks will occur. Speed factors are numbers between 1 and 10 (indicating 1/10 of a round and 10/10ths of a round respectively for a character that can attack once per round with a weapon). Casting times for priests and wizards are exactly analogous to speed factors of weapons – the casting times are between 1 and 10, and represent how quickly a mage or priest can release a spell (the lower the number, the faster the cast, just as for speed factors). Initiative is determined by a combination of ability, situation, and chance. In Baldur’s Gate initiative is used as a random variation on how quickly characters can initiate their attacks or spells. It adjusts the speed factor of a spell or weapon slightly. Armor Class (AC) is the protective rating of a type of armor. Armor provides protection by reducing the chance that a character is attacked successfully (and suffers damage). Armor does not absorb damage, it prevents it. A fighter in full plate mail may be a slow-moving target, but penetrating his armor to cause any damage is no small task. Armor Class is measured on a scale from 10, the worst (no armor), to less than zero. The lower the number, the better (armor classes less than -10 occur only with very powerful magical armors). Shields and helmets can also improve the AC of a character. Abilities and situations can also affect a character’s Armor Class. High Dexterity gives a bonus to Armor Class, for example. THACO is an acronym for ”To Hit Armor Class 0.” This is the number a character, NPC, or monster needs to attack an Armor Class 0 target successfully. THACO depends on a character’s class and level. The THACO number can be used to calculate the number needed to hit any Armor Class. At the heart of the combat system is the Attack Roll, the die roll that determines whether an attack succeeds or fails. The number a player needs in order to make a successful attack roll is also called the “to hit” number, which is determined by the computer by taking a character’s THACO and adjusting according to the Armor Class of the target. Attack rolls are used for attacks with swords, bows, rocks, and other weapons, as well as blows from fists, and other hand-to-hand attacks. In Baldur’s Gate the ”to hit” roll is done behind the scenes for you – if your character is successful, he hits – if not, he swings and misses. The Attack Roll When an attack is made, the Armor Class of the opponent being attacked is subtracted from the THAC0 of the attacker. The resulting number is the what the attacker must ‘roll’ in order to hit the opponent. This “roll of the die” is done with a d20, or twenty sided die, resulting in a number between 1 and 20. If the attacker rolls the number necessary or higher, then the attack is successful, and damage is done. If the attack is unsuccessful, then the attacker missed completely or was unable to penetrate the opponent’s armor. For example, a 3rd-level fighter fighter has a THAC0 of 18. He is attacking a hobgoblin with an AC of 5. The AC of the hobgoblin is subtracted from the THAC0, giving a “to hit” number of 13. If the fighter rolls a 13 or higher on the twenty-sided die, he hits successfully and does damage. Critical Hits and Misses If a character rolls a ‘natural’ 20 to hit (that is, the attack roll before modifiers are applied is a 20) then a critical hit occurs and damage for that attack will be doubled. A roll of ‘natural’ 1 is considered a critical miss and imposes a time penalty on the character to recover. Regardless of Armor Class, a ‘natural’ 20 always hits, a ‘natural’ 1 always misses. Improving the Odds in Combat In combat, many factors can modify the number a character needs for a successful hit. These variables are reflected in modifiers to the to-hit number or to the attack roll. Strength Modifiers A character’s Strength can modify the die roll, altering both the chance to hit and the damage caused. This modifier is always applied to melees and attacks with hurled missile weapons (a dagger or an axe). Magical items The magical properties of a weapon can also modify combat. Items that impart a bonus to the attack roll or Armor Class are identified by a plus sign. For example, a sword +1 improves a character’s chance to hit by one and inflicts +1 damage if the attack is successful. A suit of chain mail +1 improves the Armor Class of the character by one beyond normal, “non-magical” chain mail (which means you subtract one from the character’s AC, changing an AC of 5 to an AC of 4, for example). Cursed items have a negative modifier (a penalty), resulting in a subtraction from the attack roll or an addition to Armor Class. There is no limit to the number of modifiers that can be applied to a single die roll. Nor is there a limit to the positive or negative number (the total of all modifiers) that can be applied to a die roll. Dexterity Modifiers for Missile Weapons Dexterity affects the character’s ability to attack with a missile weapon. Like Strength modifiers, higher Dexterity will increase the chances to hit, lower Dexterity will lessen the chances of attacking effectively. Dexterity only affects the chances to hit and does not affect the amount of damage inflicted by a missile weapon. Missile weapons in combat – Rate of fire Bows, crossbows, and many other missile weapons have different rates of fire (ROF) – the number of missiles they can shoot in a single round. Arrows can be notched and let loose at a rate of up to two shots per round. Some weapons (such as heavy crossbows) take a long time to load and can be fired only once every round. Darts can be hurled at a rate of several per round. Whatever the ROF, multiple missile shots are handled the same way as other multiple attacks for the purposes of determining initiative. The ROF of each missile weapon is listed in the Weapons Tables on page pg 141. Casting Spells Both wizards and priests use the same rules for casting spells. To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. The caster must be able to speak (not under the effects of a Silence spell or gagged) and have both arms free (not paralyzed, for example). If the spell is targeted on a person, place, or thing, the caster must be able to see the target. It is not enough to cast a Fireball 150 feet ahead into the darkness; the caster must be able to see the point of explosion and the intervening distance. Once the casting has begun, the character must stand still. (If you choose not to have a spell caster cast a spell after you have selected the spell, but before you have selected a target, you can R-click to cancel the spell and it will not be lost from memory.) Spell Disruption If the spellcaster is struck by a weapon or fails to make a saving throw before the spell is cast, the caster’s concentration is disrupted. The spell is lost in a fizzle of useless energy and is wiped clean from the memory of the caster until it can be rememorized. Spellcasters are well advised not to stand at the front of any battle, at least if they want to be able to cast any spells! Saving Throws Saving Throws are measures of a character’s resistance to special types of attacks – poisons, magic, and attacks that affect the whole body or mind of the character. The ability to make successful saving throws improves as the character increases in level. If a saving throw is made this may reduce damage or prevent the effects of a spell or attack entirely. Some spells (e.g. the Protection spells) greatly improve saving throws against different type of attacks. Save vs. Paralyzation, Poison, and Death Magic This is used whenever a character is affected by a paralyzing attack (regardless of source), poison (of any strength), or certain spells and magical items that otherwise kill the character outright (as listed in their descriptions). Save vs. Rod, Staff, or Wand As its name implies, this is used whenever a character is affected by the powers of a rod, staff, or wand, provided another save of higher priority isn’t called for. Save vs. Petrification or Polymorph This is used any time a character is turned to stone (petrified) or polymorphed by a monster, spell, or magical item (other than a wand). Save vs. Breath Weapon A character uses this save when facing monsters with breath weapons, particularly the powerful blast of a dragon. Save vs. Spell This is used whenever a character attempts to resist the effects of a magical attack, either by a spellcaster or from a magical item, provided no other type of saving throw is specified. This save can also be used to resist an attack that defies any other classification. Modifying Saving Throws Saving throws can be modified by magical items, specific rules, and special situations. These modifiers can increase or decrease the chance of a successful saving throw. Magical items like cloaks and rings of protection give bonuses to a character’s saving throw. Magical armor allows a saving throw bonus only when the save is made necessary by something physical, whether normal or magical. Specific spells and magical items have effects, both good and ill, on a character’s saving throws. Some spells force the victim to save with a penalty, which makes even the most innocuous spell quite dangerous. (Specific information can be found in the spell descriptions below.) Morale Each creature has a base morale level that affects whether it fights or runs during a battle. The only character that is unaffected by morale is the first character you create – other characters joining your party have morale dialogue and scripts. Every creature is scripted to react somewhat differently when morale breaks – and often they will break at different levels of morale, or choose different types of attack depending on what the current morale level is (melee if morale is high, ranged attacks if morale is lower, for example). Each creature has a recovery time which indicates how long it takes for that creature’s morale to return to its base level – if someone’s morale fails, it will slowly creep back to the baseline. If someone in your party fails a morale check their selection circle will turn yellow (from green). Morale is positively influenced by having a leader (the topmost character in the portraits) with high Charisma, by the environment that the creature is located in (e.g. kobolds and drow like being underground more than they do wide open spaces outside), by some spells (e.g. Remove Fear), and by the type of enemies that are visible (easy enemies will raise morale). Morale is negatively influenced by factors such as being attacked by powerful magic, by seeing someone in the party killed or knocked unconscious, by losing a lot of hit points, or by spotting a difficult foe. Combat Effects and Recovery Damage, wounds, and death are what can happen to a character when an opponent attacks him successfully. Damage can also occur as a result of poison, fire, falling, acid, and by trying anything even remotely dangerous in the real world. Damage from most attacks is measured in hit points (hp). Each character has a current hit point total and a maximum hit point total. Each time a character is hit, he suffers points of damage. These points are subtracted from the character’s current hit point total. When this reaches 0, the character is dead. If one of your characters suffers massive damage, he or she will be forever dead, beyond hope of resurrection. Healing and Hit Points Once a character is wounded, the player should naturally want to get him healed. Characters can heal either by natural or magical means. Natural healing is slow, but it’s available to all characters, regardless of class. Magical healing may or may not be available, depending on the presence (or absence) of spellcasters or magical devices. The only limit to the amount of damage a character can recover through healing is the maximum hit points the character has. (Note some necromantic spells can improve maximum hit points, but only for a limited period of time.) Natural Healing Characters heal naturally at a rate of several hit points per period (eight hours) of rest. Rest is defined as low activity. If a character rests in a comfortable room in an inn, he or she will recover progressively more hit points the better the room – but of course this costs more. Camping in the wilds will allow for memorization of spells, but will not allow many hit points to be regained. Resting is only possible when there are no enemies within visible range of your party – if there are, you must move away, or make them your friends (Charm, dialogue, etc.) before you can rest. Some creatures may attack your party while resting; if this happens, you will not heal or memorize spells. Magical Healing Healing spells, potions, and magical devices can speed the process of healing considerably. The specifics of such magical healing methods are described in the spell descriptions below. By using these methods, wounds close instantly and vigor is restored. The effects are immediate. Magical healing is particularly useful in the midst of combat or in preparation for a dangerous encounter. Remember, however that the characters’ opponents are just as likely to have access to magical healing as the characters – an evil high priest is likely to carry healing spells to bestow on his own followers and guards. Healing occurs to the maximum hit point total for a given character only, never beyond this. Raising the Dead Curative and healing spells have no effect on a dead character – he can only be returned to life with a Raise Dead or Resurrection spell (or a device that accomplishes one of these effects). A newly raised character will be quite weak (one hit point) and will require additional healing to be effective in combat. Paralysis A character or creature affected by paralysis becomes totally immobile for the duration of the spell’s effect. The victim can breathe, think, see, and hear, but he is unable to speak or move in any manner. Poison A character or creature that is attacked with a poisoned weapon or by a venomous creature must make a saving throw vs poison. Depending on the type of poison, this saving throw will either negate the effects of the poison or lessen them. Poisons are usually deadly within hours, so finding quick treatment is recommended.
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Weapon Anti Building Incendiary Device Anti Building Incendiary Device Damage 1.5-0.5 Fire Aim Time 0-0 Range Max 20 Min 0 L 20 Aim Multiplier L 1 AOE Distance L 6 M 20 M 1 M 1.5 S 15 S 1 S 0.5 Accuracy L 1 Ready Aim Time 0-0 AOE Accuracy L 1 M 1 Post Firing Aim Time 0 M 1 S 1 Post Firing Cooldown 0 S 2 Reload 0-0 AOE Damage L 0.2 1 Reload Multiplier L 1 Penetration L 1 M 0.6 1 M 1 M 1 S 1 1 S 1 S 1 AOE penetration L 1 Cooldown 0-0 Deflection Multiplier 1 M 1 Cooldown Multiplier L 1 Suppression L 0 S 1 M 1 M 0 AOE Suppression L 0.1 0.1 S 1 S 0 M 0.125 0.125 Wind Up 0.9 Nearby Supp. Multiplier 1.5 S 0.15 0.15 Wind Down 1.1 Nearby Supp. Radius 10 Setup Time 0 Vs. Supp. Targets A 1 Fire Cone Angle 60 Burst Duration 0-0 P 1 Tracking Vertical 40--40 Rate of Fire 0-0 D 1 Tracking Horizontal -60-60 Reload Frequency 0-0 S 1.25 Speed Vertical 360 Moving Accuracy 1 Speed Horizontal 360 Moving Burst 1 Scatter Angle 3 Moving Cooldown 1 Scatter Max 3 AA Weapon false Acc. Incremental 1 Scatter Offset 0.2 Attack Ground true Search Radius L 0 Scatter Ratio 0 Projectile incindiary_grenade M 0 FoW Angle Mult. 1.5 S 0 FoW Distance Mult. 1.5 Cover Type Accuracy Damage Suppression Penetration Default 1 1 1 1 Garrison 1 1 0 1 Halftrack 0.1 0.1 0 0.1 Heavy 1 1 1 1 Light 1 1 1 1 Negative 1.5 2 1.25 1 Open 1.25 1 1 1 Smoke 1 1 1 1 Trench 1 0.75 0 1 Water 1 0 0 0 Bunker 1 1 0 1 Emplacement 0.5 1 0.75 1 Target Name Acc Mov Dmg Pen R-Pen Sup Pri Infantry 1 1 1 1 1 1 80 Infantry Airborne 1 1 1 1 1 1 80 Airborne Inflight 1 1 1 1 1 1 50 Infantry Heroic 1 1 1 1 1 0.5 80 Infantry Elite 1 1 1 1 1 1 80 Infantry Sniper 1 1 1 1 1 1 80 Infantry Soldier 1 1 1 1 1 1 80 Bren Carrier 1 1 0.25 1 1 1 50 Motorcycle 1 1 1 0.25 1 1 80 Jeep 1 1 0.25 1 1 1 60 M3 Halftrack 1 1 0.25 1 1 1 60 Greyhound 1 1 0.25 1 1 1 55 Stuart 1 1 0.25 0 1 1 50 Sdkfz 234 Puma 1 1 0.25 1 1 1 55 Sdkfz 251 Halftrack 1 1 0.25 1 1 1 60 Sdkfz 22x 1 1 0.25 1 1 1 50 M10 TD 1 1 0.25 0 1.62 1 50 Sherman 1 1 0.25 0 1.57 1 50 Flak Panzer 1 1 0.25 0 1.8 1 50 Panther 1 1 0.25 0 1 1 50 Panther w/Skirts 1 1 0.25 1 1 1 50 Panzer IV 1 1 0.25 0 1 1 50 Panzer IV w/Skirts 1 1 0.25 1 1 1 50 StuG 1 1 0.25 0 1 1 50 StuG w/Skirts 1 1 0.25 1 1 1 50 Tiger 1 1 0.25 0 1.14 1 50 Churchill 1 1 0.25 0 1 1 50 Cromwell 1 1 0.25 0 1 1 50 Priest 1 1 0.25 0 1 1 50 Pershing 1 1 0.25 0 1 1 50 Marder III 1 1 0.25 0 5 1 50 Hetzer 1 1 0.25 0 1 1 25 Hummel 1 1 0.25 0 3 1 50 Jagdpanther 1 1 0.25 0 1 1 50 Team Weapon 1 1 0.25 1 1 1 5 Howitzer 1 1 0.25 1 1 1 25 Towed Gun 1 1 0.25 1 1 1 25 Flak 88 1 1 0.25 1 1 1 25 P47 Thunderbolt 1 1 1 1 1 1 25 Building Construction 1 1 1.5 3 1 1 25 Building 3 1 1.25 3 1 1 20 Checkpoint 3 1 1.25 3 1 1 0 Bunker 1 1 1.25 10 1 1 3 CW Emplacement 5 1 1.25 1 1 1 25 CW Emplaced HQ 1 1 1 1 1 1 25 CW Mobile HQ 1 1 0.5 1 1 1 25 Defenses 1 1 0.5 3 1 1 25 Defenses Construction 5 1 5 1 1 1 25 Trench 1 1 1 2 1 1 25 Mine 1 1 1 2 1 1 25 Mine Airdrop 1 1 1.5 2 1 1 40 Detector Radio 1 1 1 1 1 1 10 Bridge 1 1 0.05 0 1 1 25
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DaThroat OrderList ChineseSpirit GENESIS XMX (UPSB) ChineseSpirit ta r sonic n 34-24 neo sonic n 24-12 fl ta r pass n 23-34 sonic n 34-24 pass n 24-12 neo sonic n 12-t1 fl ta r ex ta r palm down ch r 12 shadow still r 12 palm down inverse sonic r 12-13 pass r 13-34 sonic n 34-23 twist sonic n 23-12 warped sonic n 12-23 warped sonic n 23-34 sonic n 34-24 stall 24 mid bak 24-12 r devil s shadow 12 pass n 12-23 neo bak 23 palm down twist sonic n 23-12 palm down ia n bak r GENESIS XMX (UPSB) Fingerless TA reverse Pass reverse 12-23 Twisted Sonic 23-12 Triangle Pass T12 extended TA Pass 12-23-34 Warped Sonic 34-23 Twisted Sonic reverse 23-34 Demon’s Sonic 34-12 Pass 12-23-34 Charge 34everse Ringaround Warped Sonic 34-23 Pass reverse 23-34 Demon’s Sonic 34-12 extended TA continuous extended TA Aerial x2
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California Love California love California... Know how to party California... Know how to party In the citaaay of L.A. In the citaaay of good ol Watts In the citaaay, the city of Compton We keep it rockin! We keep it rockin! [Dr.Dre] Now let me welcome everybody to the wild, wild west A state that s untouchable like Elliot Ness The track hits ya eardrum like a slug to ya chest Pack a vest for your Jummy in the city of sex We in that sunshine state with a bomb ass hemp beat the state where ya never fine dance floor empty And pimps be pn a mission for them greens lean mean money-makin-machines servin friends I been in the game for then years makin rap tunes ever since honeys was warin sassoon Now it s 95 and they clock me and watch me Diamonds shinin lookin like I robbed Liberace It s all good, from Diego to tha Bay Your city is tha bomb if your city makin pay Throw up a finger if ya feel the same way Dre puttin it down for Californi-i-a California... Know how to party California... Know how to party In the citaaay of L.A. In the citaaay of good ol Watts In the citaaay, the city of Compton We keep it rockin! We keep it rockin! Shake it shake it baby Shake it shake it Shake it shake it mama Shake it Cali Shake it shake it baby Shake it shake it Shake it shake it mama Shake it Cali [2PAC] Out on bail fresh outta jail California dreamin Soon as I stepped on the scene I m hearin hoochies screamin Fiendin for money and alcohol the life of a west side playa where cowards die Only in Cali where we riot now rallies are live and die In L.A. we wearin Chucks not Ballies(that s right) Dressed in Locs and khaki suits and ride is what we do Flossin but have caution we collide with other crews Famous cause we program worldwide Let em recognize from Longbeach to Rosecrans Bumpin and grindin like a slow jam, it s west side So you know the row won t bow down to no man Say what you say But give me that bomb bear from Dre Let me serenade the streets of L.A. From Oakland to Sacktown The Bay Area and back down Cali is where they put they mack down Give me love! California... Know how to party California... Know how to party In the citaaay of L.A. In the citaaay of good ol Watts In the citaaay, the city of Compton We keep it rockin! We keep it rockin! [Dr.Dre] Now make it shake... Shake it shake it baby Shake it shake it Shake it shake it mama Shake it Cali Shake it shake it baby Shake it shake it Shake it shake it mama Shake it Cali [2PAC Dr.Dre] uh, yeah, uh , longbeach in tha house, uh yeah Oaktown, Oakland definately in tha house hahaha Fisko, Fisko [2PAC] hey, you know L.A. is up in this Pasadina, where you at yeah, Ingelwood, Ingelwood always up to no good even Hollywood tryin to get a piece baby Sacramento, sacramento where ya at? yeah Throw it up y all, throw it up, Throw it up Let s show these fools how we do this on that west side Cause you and I know it s tha best side yeah, That s right West coast, west coast uh, California Love 2PAC